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Messages - Starver

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12451
DF Suggestions / Re: Dwarves get frightened too easily!
« on: August 18, 2009, 11:31:17 am »
Maybe they're being more practical than compassionate.

Kill a soldier (IRL), and that's generally just a man down (US-style "never leave them behind" bravado aside, if that action can't be delayed).  Wound one, and someone has to tend to them, someone else has to help carry them away from the scene of combat and various others need to guard the former lot while this is happening, depriving the "Front Line Combat" of not one soldier, but several.  Incapacitation is often the primary aim of anti-personnel weapons, rather than outright death.  Flavour according to the level of warfare (local insurrection up to world war) and the nature of your troops (greenhorn conscription troops, professional army on an overseas 'peacekeeping' job or desperate guerrilla fighters facing genocide if they do nothing), but the principle tends to stands for at least one side in the battle, and thus liable to be exploited by the other.

Though I don't see the combat mechanics in DF tailored to have enemies strategicalyl incapacitate the enemy and wait to see if anyone is bothering to retrieve them, so it's only theoretically relevent.

12452
DF Suggestions / Re: Alternative Energy
« on: August 18, 2009, 08:40:31 am »
Friction-furnace.  Needs to be made of a meterial with a higher (i.e. a bit to spare) melting point than anything it is capable of heating, connect to waterweheel bank/windfarm (100s, if not 1000s, of power-units to operate - possibly increase according to the resulting temperature needed) and a number of mechanisms involved in construction (gearing down the available rotational energy to a slow but inexorable force to the "turning lump" of material that is made to rubbing against the "static smelter" lump (held/adjusted by a frame needing one or more further units of material) within which the target smeltee mass is processed.

This is of course a dry friction solution.  Liquids or granular product (=>glassmaking?) could be heated by vigorous 'paddling' (gearing towards speed, but probably need even more power to compensate for the lower torque, unless some trick could be incorporated) could be melted be a combination of surface, lubricative and fluid friction.

Cold forging is friction as well, but the friction within the block of the substance being hammered.

Other form of friction-like energy are probably available[1] or other ways of utilising.  Especially in a fantasy-esque genre.  And even before we come up with magic-mediated forms, perhaps like a 'heatpump'-like concentration of a lot of "slightly hotter"ness cooled to normal in order to create a little bit of "very hot" in a key component.  (Or even a lot of slight cooling from room temperature.)

[1] Down to neutron production/absorbtion, perhaps?  Probably depends on your definition.  That's not directly drivable by kinetic energy, though.

12453
General Discussion / Re: The Bay 12 Games Zombie Survival Guide
« on: August 18, 2009, 07:58:41 am »
Seriously?  The guy legally added a question mark to his name rather than use a middle name, nickname, or changing his last name?  Seriously?
Yes?

12454
DF Modding / Re: Fire Ammo
« on: August 18, 2009, 07:58:04 am »
On a slightly unrelated note, are siege engines hardcoded?

Siege Ammo isn't....hehehe..

flaming ballistae arrows...oh the possibilities...
Magma Catapult?  Must be built over magma channel, with firesafe (necessarily Adamantine?) catapult parts plus block, tube and screw.  Loading == pumping, firing == ballistic magma blob.  It not only acts as a standard balistic mass (with intrinsic flight-path damage to hostiles, friendlies, constructions and scenery alike via heat, c.f. ballista-bolts with whatever form of damage they inflict upon things), but on landing is also a 7/7 magma to flow and evaporate as it will[1].

Various operational factors (extended pumping effort, need to maintain if materials aren't fully magma-proof, possibly heatstroke effects on operators) could ensure a degree of balance.  And it's probably not possible without tweaking the hardcoding, and probably beyond Toady's tech level intentions, but pretty close to the magma-cannon concept that I see bandied around.


[1] A quick thought occurred to me that in such a setup a strategic set of 1-deep bridges capable of being raised or lowered along the catapult's firing line would let fine tuned 'dropping' of damaging magma-blobs on a lower Z-level in a way that you can't do (for damage purposes, lestwise) with standard catapulted rocks.  Unless the constructions can't withstand the flightpath damage, of course. :)

12455
Are you sure you renamed the file to the name of the original as well?
It probably isn't relevent, in this case, but people do get caught out by Windows 'hiding' the extension, etc, etc.

"Tools | Folder Options | View" and under "Advanced Settings" untick the "Hide extensions for known file types" (at least on this flavour of Windows, so YMMV).

The number of times I've seen "foo.bat.txt" files (or similar) written by people is... well, more than a handful. (Though not enough for "If I had a penny for every... I'd be a millionaire" territory.  Which is good, because nobody is offering me a penny, so I don't feel so bad at losing out. :))

12456
DF Gameplay Questions / Re: How do I tell which way a brook flows?
« on: August 14, 2009, 04:32:59 am »
What if you station a newly recruited cheesemaker on a brook tile and collapse a wall on top of them?
Hard cheese..?

12457
DF Modding / Re: Flying Goblins
« on: August 13, 2009, 11:52:42 am »
And how could I make goblins close to in power/strength as Mega Beasts?
Copy a megabeast over the goblin item and change all the non-power/strength bits back to goblinesque settings (...you did make a backup copy for reference, of course...) until happy?

That's the obvious alternative to poking the odd megabeast settings into the goblin items until satisfied, given that the former method works best if you're better at knowing what a goblin isn't than what it is (i.e. stop when you no longer think it isn't, and revery the next most appropriate settings when you find a goblin doing something you don't think it ought to be doing).


(Don't mind me, I may occasionally browse the raws, but apart from setting it up so I could use War Elephants once I've never actually altered anything.)

12458
DF Suggestions / Re: work motivation.
« on: August 13, 2009, 11:22:01 am »
Yep, my impression too.  "You know, we need some chairs.  Ahhh, apparently they're on my jobsheet[1].  Fair enough, I'll get cracking then.  <whistles while he/she works>"

But should there be a possibility of 'rebound', under extreme circumstances (e.g. asked to build 100 of the blighters)?  "Aha, now that there's a spare chair I can use I can relax.  A well-earned rest.  I'll do the remainder later."  Or, alternately, "I've been building these bloomin' chairs all week and do I get to sit down?  Do I eckers like!  I'm starting to think I shouldn't sand the seat down so nice and smooth in future, see what they think about that..."  (Partly according to work ethic, sense of duty, organisation and will-power levels, or whichever ones are revelevent, but also as a summation of recent experience of course...)

12459
DF Dwarf Mode Discussion / Re: will goblins drown?
« on: August 13, 2009, 09:59:56 am »
You can't look at enemy's inventories through the v menu when they are in cages. 
Assuming you know what is/is not marked for dumping already (nothing at all, within the relevent categories of armour, clothing and weaponry makes things easier, unless they're also in the abit of lugging blocks of rhyolite around :)) then checking the stocks screen for dump items (and those items that have been dumped and that are now {forbidden} works.

And even when you haven't already laboriously catalogued the pre-existing status, you can usually work it out that the clothing/armour types that are narrow or whatever (and tagged appropriately) are the ones you just selected, but there are a few disavdvatages with that.  So checking the inventory of a caged combatant would definitely be on the top ten of my hoped-for features as of the next interface juggling.

12460
DF Gameplay Questions / Re: How do I tell which way a brook flows?
« on: August 13, 2009, 07:32:15 am »
It's a hack to simulate what an actual brook would be like, without messing with the water code.  A brook should really be a 1/7 water flow on the surface, but obviously that wouldn't work due to evaporation. Also it wouldn't stay on its original path without being in a deep channel, which is not very brooklike.
One possible solution is to not treat it as a 1/7th depth, but as the 0/7th "floor" tile (e.g. "a rhyolite stream bed" designation) over which any further 1/7 water that is applied (from rain or other water movement), would be overlaid[1].  It would be a procedural water-source, of sorts, and a (perhaps lesser) possible site of vermin-fish catchability.

As I've written far more than I meant to, on the subject I might as well hide the following block of text to all but those who are interested.  Caveat browsor, if you'll excuse my dog-Latin. :)

Spoiler (click to show/hide)

[1] And jigged either to no longer be evaporated, or 'sink' into the brook, aquifer like.  Though in the latter case it'd possibly be a bit unrealistic unless downstream "flooding" could result for amounts of water greater than (or equal to)1/7th, rather than full aquifer-like absorbtion.  Minor or major spillage, depending on how much gets deposited, of course.

12461
DF General Discussion / Re: How Stones/Gems/Ore/Metals look like
« on: August 12, 2009, 04:34:45 am »
So you set things on fire with a yahoo broken webpage? j/k really, the link doesn't work.
For those who really want to see it, and can't work out how to correct the URL (no, not you... you can but are just a bit too lazy and/or have already seen this reply so won't need to, but I bet someone else can't) try:

http://tenos.files.wordpress.com/2007/09/plasma_globe.jpg

I'm not quite sure what the OP did, though.  I thought it was a simple "overselect of adjacent whitespace" when clicking on the URL, but I couldn't replicate it.  Never mind.  One can be too anal about such things.

12462
DF Modding / Re: How come no one uses "For Each Tile"?
« on: August 11, 2009, 11:26:02 am »
It's not come across my radar.  I suppose the two things I might be tempted to use it for is for saying "You know this exposed vein, mark the whole continuation for mining out"[1] and to enhance strip-mining efforts[2].

And I'm sure there are other tools that give me the same effects, though as I'm on 40d## or so I'd need to export and import to compatible versions first.

Sorry, rushed reply, just being chucked out of work. ;)

[1] I'd hope that this would be considered less cheaty (being based upon 'flood painting' the mining designation from visible-marked ore tiles of a certain type) than marking all (or certain types of) ore veins as digging, whether partially exposed or not, but could be considered a bit unchivalrous.

[2] Either ensuring by suitable logic that none of the digging/channelling/ramping designations that are made would cause cave ins, or by actually painting all possible "safe-digging" positions "on-the-fly", to do the hjob of the manual micro-management I might currently undertake.

12463
DF Suggestions / Re: Elves and Wooden Masterpieces
« on: August 11, 2009, 09:42:10 am »
I just wish the elves would leave all their large rope reed clothing behind. Why the hell would a dwarf want large, worthless clothing. Most dwarves don't even wear dwarf sized clothing.

I could put up with the elves if they brought useful items like logs (can never have too many logs), wooden weapons for training, cages, food, booze, animals, barrels, raw cloth, etc. Stuff that I can use to defend the base, train new soldiers, or run industries I approve of. Large rope reed socks... not so much.

Remember how the Human/Dwarf trade liaiaiaiaiaisons[1] said they would quite like footwear, to a factor of 204% or whatever?  Want to keep all the masterworked leather boots you made to replace the existing worn out footwear (that they've not yet gotten around to claiming)?  When the elves come by, exchange a few spare rhyolite mugs for their large rope reed sock stocks and now you have some pure trade goods (like Gnomeblight, or whatever else you can't currently make use of).  Buy cheap when you can, sell high as you're able.  Do business!

[1] I have a compulsion to not stop spelling that word at the at the appropriate point...  A bit like banananananana and queueueueueue.  (Especially if it's a long queueueueueue I'm talking about.  Or, indeed banananananana.  Long liaiaiaiaisons I'm not sure about, I must admit.

12464
DF General Discussion / Re: How Stones/Gems/Ore/Metals look like
« on: August 10, 2009, 09:43:35 am »
Spoiler (click to show/hide)

What do I win  ???
Spoiler (click to show/hide)

*nodnod*


12465
DF General Discussion / Re: Cool building inspiration
« on: August 07, 2009, 10:23:27 am »
In reality, it's more a ramp-structure (just happns to be stepped ramps).  Of course, most of the visualisers that care about ramps would probably insist that:
Code: [Select]
#####
#^+^#
+++++
 v+v
Would have the ramps angled  / and \ in their respective niches unless you do something like
Code: [Select]
#####
#+++#
#^+^#
+++++
  +
 v+v

(Which isn't quite what you want.)

Stairs are often kinked to > or < per level (viewed from side), on the visualisers as well, so that wouldn't look anything like right.

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