Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Starver

Pages: 1 ... 831 832 [833] 834 835 ... 844
12481
If it's a raising bridge, then it must have floor beneath the entire edge along which it raises. Only retracting bridges can be built entirely over open space.

Is it possible to build a raising bridge based upon a set of walls (i.e. no "official" floor underneath the raising side, just "tops of wall"-type foors) then remove the floor without the bridge collapsing?

Yes.

On the edge of a megaproject digging area, I set up a line of walls, and on the level above some access floors to allow me 'building access' to place a raising bridge, based atop those walls.  Bridge built, and linked to a lever, I then removed the access floors (not necessary, but did so anyway) and could then remove the walls from below (leaving one at each end of the 'bridge base', but I suspect I only needed to leave one of them, and maybe have gotten away with none at all if there was still an adjacent supporting wall to the side to 'hang off of') leaving a fully functional lever-operated bridge that would nicely act as a "non-stick" wall-type barrier to help martial liquids along a similarly 'non-stick' bridge floor, to meet at a point where obsidian could be spontaneously created without any supporting landscape or structure.  The bridge raises and lowers without losing integrity (a further fear that I had, in that it would suddenly 'realise' that it was no longer supported).

The 'wall' bridges would be anchored either side of the 'floor' ones, pointing outwards (or being just one-tile thick and and raising either inwards or outwards, given that still gives a "wall" when raised).  The 'floor' ones (not needing differentiation by raising direction or retraction or lever linking, seeing as they are used "flat", unless also being used as "valves" for the magma or water) would be supported at opposite walls, going between the two wall-like barriers to leave the 'formation gap', thus:

Code: [Select]
###########
##       ##
..       ..      Shaft dug with two input routes
##       ##
###########
Code: [Select]
###########
##       ##
..|-| |-|..      Two short bridges built to nearly bridge the gap
##       ##
###########
Code: [Select]
###########
##+++++++##       On the level below, build walls to create
..|-| |-|..     
##+++++++##       floors sufficient to build upon.
###########
Code: [Select]
###########
##|-----|##       Upon these wall-tops, with build access from the existing
..|-| |-|..       bridges, build new bridges (set to raising towards/away from
##|-----|##       the centre, along their 1-tile thickness).
###########
Code: [Select]
###########
##|-XXX-|##       Deconstruct the now covered-over lower walls
..|-| |-|..       from under at least the middle three parts
##|-XXX-|##       of the bridge length, as indicated by "X"s.
###########       (And of course any other 'infrastructure'.)
Code: [Select]
###########
##|=====|##       Raise those bridges
..|-| |-|..       to form confining walls.
##|=====|##       (Probably not order-critical with previous step.)
###########

I had no magma/water at hand to easily test the operational aspects, but the construction method definitely appears to work.  I can't think how one would 'hold' a piece of obsidian in place, so it's not so much "reloading" as "produce-and-drop on demand.  Give or take the response time and flow-rate of the supply fluids.

12482
Also, how do I do a proper savescum? That is, abandon to check legends, then come back. I tried it once but ended up losing the save. I know reclaiming is an option, but I don't want to outright abandon this one right now.

I've not really done it in anger, but due to crashes (but season-saving turned on, which I decided to rename back to the non-season region name for aesthetic purposes) I suspect save-scumming is something like:
  • Save
  • Exit (or it might be possible to stick on the "Start"/"Continue"/"Quit" screen and not quit... not sure..).
  • Go into the data/saves folder
  • Copy the appropriate "regionN" directory (if scumming) or delete the current "regionN" directory and rename a copy of the "regionN" copy back to "regionN" (IYSWIM) if reverting to a prior scum
  • Restart (if #2 was necessary)
  • Continue playing "regionN"

I've never bothered to check Legends mode, but you could insert the necessary for doing that in the above list.  Or even handle the regionNcopy fortress for Legend/adventure mode purposes so as not to touch the original regionN save at all.

Other variants of that may involve exploiting crashing bugs (like the one I still occasionally get regarding "Zoom to (B)uilding" failures) or deliberately giving the program the three-fingered salute to remove the need to make fallback-copies and just restart from the last starting point (or most-recent-seasonal-save, with a quick remove and rename).  I suspect some people would be happier with that (even 'accidentally' rolling back a couple of seasons, if possible) instead of the previously mentioned deliberately reserved fallback copy.

I've a feeling I'm not making sense.  I'm also hoping that I'm not encouraging anything that shouldn't be being done.  Note that continually three-fingered saluting a memory-intensive program such as DF may cause resource problems if (if?  ha!) Windows doesn't garbage-collect things sufficiently well.


[1] I've shown people how to 'save-scum' Freecell, in the past.  Given that you can achieve your aim of having 1000+ straight games either by playing smart or by merely editing the registry to indicate whatever result you want, I find it funny that they want to do that!

12483
If it's a raising bridge, then it must have floor beneath the entire edge along which it raises. Only retracting bridges can be built entirely over open space.

Is it possible to build a raising bridge based upon a set of walls (i.e. no "official" floor underneath the raising side, just "tops of wall"-type foors) then remove the floor without the bridge collapsing?

If not (either because it doesn't like the tops of walls, which I doubt, or it doesn't like the removal of the walls, which is probable, just I've never tried it) then we may be out of luck on that front, but I was wondering about mixing the two fluids "mid-air".  Trickling them out of channels into a shaft.  Of course, they'd fall at the same speed and never meet (if the upper falling item didn't coincide with the lower falling item while it was still trickling away from its spout, which would then solidify at the end of the spout) and, anyway, the sploshing magma (if not water) would be a pretty dreadful thing to walk across the bottom of...

But perhaps two short bridges extended to the middle without side-restraining walls..?  There'd be some (even significant) side-spillage, but the fluid that gets to the gap between the two would meet its opposing number.

And here I must stop speculating, as I've too little experience with deliberate obsidian generation to work out what would happen.  (I've also got to leave, for the weekend, and can't spend any more time waffling about it.)

12484
So, I take it they show up in the (c)iv list?

There's something on the wiki (IIRC) about embarking on islands meaning that even with other civs just over the water, they don't show up, and yet the dwarven one always will, regardless.

That's the only thing I can think of, but then I would have thought that they wouldn't have been noted on the civ-list, either.  (Having rarely ventured to occupy really awkward places...  Or, when I have tried the likes of far-out glacial areas, not bothered noting the correlation between the info and the reality, int he midst of my other troubles in setting the place up...)

I don't know if it's possible that the first ever caravan showed up during a time of hostile activity, got scared, ran away and decided never to return (or not yet, but still 'maybe later').  Again, when I've had such major problems it's generally been the least of my worries and I've barely gotten past the next couple of seasons.

12485
DF Suggestions / Re: Random Map editing and Trap idea
« on: July 31, 2009, 11:04:30 am »
Hmm... some interesting ideas, there. I was myself thinking that "aware" units would be the same as they are now; i.e., it would include all your own dwarves, and units allied with a merchant who has walked past a trap safely.
Ah.  "Friendly fire", instead of "Unfriendly misfire".

Well balancing in both directions might prevent ubertrapping as a primary siege defence.

(As it is, I try to anti-metagame design my defences so that while any cage-trap hallway might end up trapping every non-resident that wanders in, sneaky thieves excepted, in principle those aren't the the only defences.  Modify according to which style I decided to play with, on that fortress.  My current one has potentially fatal "ballista-tunnels" leading towards my depot that have remained unused due to enemies falling over other layers of the defence, or just encountering one of my tame elephants and routing after a single death.)

12486
General Discussion / Re: english plz
« on: July 31, 2009, 10:30:02 am »
I also think a direct english programming language would be very time consuming to code in.
Code: [Select]
while (1==1){
Method();}
would look like this:
Code: [Select]
Whenever 1 is equal to 1, move to the method that is named 'Method' and give it no arguments.
It could be more simply phrased in (or from) English as "Continually run Method".

So when someone has already 'told' their computer "I want you to download the dwarf fortress main web page, at the address you already know about, and see if the latest version is newer than the one I have now.  If it is, download that package and extract to that folder" (or, "check DF home page and download any new version to here", or any other shorter version") they can then say "and that's what I mean when I say 'Method'" and then follow with the above.

(Of course, I'd suggest the user should insist it be modulated by "if you haven't checked in the last 24 hours" or some other time-limiter, if they or the developer/provider haven't already 'programmed' in a phrase such as "when I ask for a web-page check, don't bother if you did it relatively recently", and the computer understands the appropriate magnitude of "relative recentness" to apply to forums, daily lottery draw result pages and various software development pages.)

The above was not written to support the idea of easy natural language control.  As already pointed out, it isn't trivial to implement...  probably as the inverse square (or worse!) to the apparent triviality at the user-end of the process.  But like the fact that the abreviation "doubleyou doubleyou doubleyou" has more syllables than "world wide web", with a library of background knowledge a simple phrase could translate into a complicated program.  It's the library (combined from both user and developer input) that would overwhelmingly count.  And if you have no idea how to do things (like translating from Romanian to Navaho) then you need to have had someone else already let the computer know how to do that for you to say "Translate that document from Romanian to Navaho"...  And if you do, but have to input the resources into the system, you have to spend a lot of time talking about noun-subject-verb orders, tenses and plurals, actual 1:1 translations of words, mutations, symbolic and/or alphabetic equivalences, etc, before you can utter the above phrase and get something useful out.

Not that this example task is easy without the reliance upon natural language, and there may even be some advantage when a computer already 'thinks' it understands the complexities of human language, and thus has the groundings in potential ambiguities, florid phrasing and even humour, in order to recognise, deconstruct, and reinstate such occurances in an equivalent (or best-effort) manner in the destination language...  Swings...  Meet roundabouts!

12487
DF Dwarf Mode Discussion / Re: Year-long timer
« on: July 31, 2009, 09:39:27 am »
I'm thinking of trying to build a timer that will cycle once a year with as little drift as possible, or at least some way of adjusting the drift. The mist generator/repeaters seem to be a good sart, but they barely last any time at all. Anyone have any ideas?
Try a map with a freeze-thaw cycle on the outside and an aquifer (or having prepared a sufficient supply of water within an internal cistern).

Have water drain from the internal water-source down a short shaft and to the outside.  When the outside freezes, this will form a plug and stop the draining, the shaft will fill and overflow into a mid-level side-shaft which contains a pressure-plate that can detect this and do 'something'.  And/or detect when the thaw occurs, the plug melts and the water drains out.

Design to taste, local geography and other conditions.  (While I'm envisaging draining out of a cliff face and the water wandering into a handy river-bed, it could even work on a perfectly flat map, if you drain into a deepish pit and make sure that the warm-weather flow to the outside is pumped up and out.  In fact, that could be the perpetual source (whilever water is draining outside) to keep the internal cistern supplied, though watch out for evaporation if there's no other means of replenishments.

If you're really short on water, you could modulate the cistern flow with a shorter-term on-off gates ending pulses of 'test' water, and lose a bit of resolution (but not miss the change of season as and when it happens).  The problem of 1/7th evaporation might be an overriding factor in that, though.

12488
DF Suggestions / Re: Random Map editing and Trap idea
« on: July 31, 2009, 09:29:48 am »
2: There have been many a suggestion regarding potential ways to make traps a little more balanced, and here's my two cents: If a creature is aware of a trap in that square, they can move through it at full speed with a small chance of accidentally setting it off, or they can (and this would be the default behavior for dwarves) move while "prone" and be safe. This makes main corridors full of razor-sharp traps far less efficient. Thus, it would be wise to have a few separate entrances, or some other clever way of mitigating the slowdowns. Note that adventurers might later on be able to spot traps and choose for themselves whether to dash through the spinning blades, or just try to crawl through safely.
I tend to rank cage traps along entrances (if a force is trying to rush through, then the lead invader triggers one and the next in line triggers the next, etc), if I use them, but one could apply the same methodology to weapon traps that might jam (and of course anything where a degree of reloading is required).  Obviously cage traps are strictly one-use only (without intervention), so a creature becoming aware of its existence from its activation by another of its ilk really doesn't occur (unless you sneak reloaders to the trap from a side-door when the invaders have passed deeper into your convoluted entranceway), but I suspect that it's the "I saw my comrade killed by a big spiked ball" concept that you're talking about.

Perhaps the caution could be applied to neighbouring/nearby traps, though.  Ooops, lead goblin got trapped in a cage.  Second-in-line goblin is then cautious for an arbitrary number of further steps through the corridor while avoiding (or trying to spot, so he can avoid/point out to his compatriots) the next trap in.  Though at some point he'll have walked far enough without sign of traps (maybe over them, but in an ultra-cautious mode not matched by his ability to observe the fate he narrowly missed) to start running at full speed again.

Now, this has plusses and minuses for all.  Overtrapping could increase the cautiousness and trap-finding proficiency of the invading force to a degree where few further traps can claim the remaining bods (as long as they aren't sitting huddled in a corner of your complex, by this point, too scared to move).  On the other hand, the occasional trap could be a useful speed-limiter to a force, making them move at half or quarter speed along perfectly safe corridors and let you muster your forces.

It could be linked to trap-types, and perhaps a bit of positional randomness.  Having encountered several giant axes swinging from the ceiling, which are now being looked out for through the tell-tale ceiling openings, there's still a surprise element when the spikes pop up out of the floor through the previously unseen gaps between the cobbles and the serrated disks come out and slice down the walls along head-height slits.  And anyone who survives that suddenly discovers he has been engulfed by the cage that was laid out flat in the grassy inner exit to the settlement's compound...

Obviously it would need to be extended to enemy-activated pressue plates, though manually activated anti-invader responses would be a different matter (except, maybe, so far as to designate certain tiles as ones they should try to avoid, and maybe recognise later atom-smasher layouts, "dunking bridges" and "hot hatches" in order than safer paths might be attempted, either in continuing the near-suicidal charge inwards or in the process of escaping the Pramid of DOOOOMMMM! that has finally broken the spirit of the survivors.

Or something. ;)

12489
DF Suggestions / Re: Bloodline naming
« on: July 31, 2009, 08:41:36 am »
There's also naming by profession:

Uric Smith

and by father's first name:

Uric, Son of Cog.

And Uric Cogsson
If implementing familial surnames, do you use Cogsson (or Cogdottir) from the Icelandic/scandiwegian for the Nordics, McCog/MacCog and of course O'Cog from the various C-Celtics, "ap Cog" from Welsh..?  Depending on your view of the pseudoethnicity of Dwarfs, all of these might fit, so maybe you assign a single system to each civilisation...  You can also extend out to the bin/ibn (also  'ben'), -vich, Fitz- and various other dimminutive suffixes from Arabic (and israeli), Russian, Francish and the likes of Ancient Greek, respectively.

I think (ICBW) that in the Indian patronimic system, the forename of the father is directly adopted as the latter name of the son, with no other element.  This would avoid the need of shoehorning features of Real World familial naming suffices and prefices into the Dwarven-language nameset.  Given that (prior to battle-earned extra names) the pattern of a Dwarven name is Word Wordword, perhaps the "Wordword" could be derived from "Fathermother"'s firstname words (or, indeed, "Motherfather"'s, according to relative superiority, rank, skill-level or social ability).  In a formal system, it could extend to "Cog Cogcog (Cogcog-Cogcog)" or something (for a particularly unimaginative pair of bloodlines meeting and remaining consistently unimaginative) to represent greater depth of descendence.  The data (at least for extant relatives and major family lines) appears to exist within the gameiverse histories, so it could be a special occasion thing, when high level diplomats and rulers meet, to greet each other by the full bloodline, or as full as they can/wish to use under the circumstances, thus not always to spend five hours before uttering the words "...I send you greetings from my Lord, ..." and then another five hours before "...on this auspicious day."

In some ways this would be quite similar to various cultures (at least at the highest levels of aristocratic seniority) here on Earth.  Just a speculative idea, of course.

12490
General Discussion / Re: english plz
« on: July 31, 2009, 06:37:15 am »
I'm quite surprised about the reported wording of the Wiki regarding speaking many languages.  Sounds like bad editing of the page.  I'll have a look at that, later, and see if I think I'm up to modifying the statement for clarity.

As for using plain English, attempts have been made to allow computers to respond to understand 'natural language', but that's really only at the User Interface level ("Please open the document that I wrote yesterday"), not for writing programs.  Even the Hollywood-style depictions of computer interface where "Search the database for all even-numbered ID codes and check the owners against the list of all blue cars" is not programming, so much as natural language being parsed for sense.  A parsing which might or might fall down on such input as "A canner can can anything that he can.  Can a canner can a can, can he?", depending on sophistication.

The closest language I've encountered (and, truly, I found it a depressing language for various reasons) to one that takes plain English is Cobol.  See http://en.wikipedia.org/wiki/COBOL#Syntactic_features for the kind of thing.  It was (not checking even Wiki for this, just repeating what I remember the teacher told me, 20-odd years ago) designed for "ordinary businessmen" to be able to program it.

I suspect that it wasn't so much the writing that was supposed to be 'natural' (there were so many restraints regarding line indentation, and of course the vocabulary, while very "English", was constrained almost exactly as much as any other language, if not more so), but the ability to read it without needing a "geek's eyes" for symbols and their meanings.

Compare with the likes of LISP (see http://en.wikipedia.org/wiki/Lisp_(programming_language)#Examples) or Forth or Fortran (http://en.wikipedia.org/wiki/Fortran#Simple_Fortran_II_program).  Though my current favourite for prototyping general problems (not requiring specific language features) is Perl.

Indeed, Perl is a lot easier to write than COBOL (in my opinion) because of the multiplicity of possible methods[1], e.g. the following five (more or less) identically-functional lines:
Code: [Select]
if (@list) { print "We have a list" }
print "We have a list" if (@list);
(@list)?print "We have a list":;
print "We have a list" unless (!@list);
@list && print "We have a list";
(Doing that off the top of my head, so I've probably typoed or brainoed something.  And I've not even delved into using "$#list" or "int(@list)" variants.)

It's not really English (unless you're happy with the "if" and "unless" keywords and flexible grammar making it English, and ignore the various parenthises and other strange punctuation).  An easy language to write (when you know what you want to do, you can usually think of a way it can be done even if you don't know all the possible tricks and shortcuts that others might use) but can be hard to read (because even if you wrote it, it can be horribly obfuscated and/or untidy when you come to read it after the fact).


Truly, if you want to actually make a computer do exactly what you want, understand its internals and work at the lowest level of code that you are able to, without having to reinvent the wheel for every trick.  That could be batch file (or shell script) where you don't have to worry about much except piping file contents through a FIND/grep command and then through your favourite paging utility, or perhaps you need to peek and poke at your serial port to make your fax-modem do rather unorthodox things that were never allowed for by the deamons or drivers.

Slightly Ninjaed by Armok, here, but learn assembly-language and you can make your machine (and all compatible ones) spin on a dime.  Nevertheless, if you just want to regularly display the number of lines in a file containing the word "Mother", you might as well put FIND /C "Mother" FILENAME.EXT in a batch file, rather than waste time with DiskIO and the like at a low level.  This is what I understand about "Computers speak many languages".  And English (or virtually any other human language) is going to be second-best to a suitable computer language.

As for taking an instruction such as "make an emulator, now make it dual processor compatible", look at http://en.wikipedia.org/wiki/DWIM.  And I see that also links to http://www.catb.org/~esr/jargon/html/D/DWIM.html, which I was also going to suggest, to highlight the problem of a typo-correcting DWIM function. ;)


[1] COBOL might be more flexible than I remember.  It was a couple of decades ago when I last touched it, and I've slept since.

12491
DF Suggestions / Re: Bloodline naming
« on: July 31, 2009, 04:54:36 am »
- child takes father's name, or mother's (or grandmother ? uncle ? dog ? no, not dog.)
Quote from: IMDB
Sallah: Please, what does it always mean, this... this "Junior"?
Professor Henry Jones: That's his name.
[points to himself]
Professor Henry Jones: Henry Jones...
[points to Indy]
Professor Henry Jones: ...Junior.
Indiana Jones: I like "Indiana."
Professor Henry Jones: We named the *dog* Indiana.
Marcus Brody: May we go home now, please?
Sallah: The dog?
[starts laughing]
Sallah: You are named after the dog? HA HA HA...!
Indiana Jones: I've got a lot of fond memories of that dog.

12492
Edit: He apparently claimed the craftsdwarf workshop, gathered some supplies and then it said he started a mysterious construction, does he need any help from me?
Not really, except for leaving him alone (not dissasembling his workshop, frexample...).

The hard part is ensuring that he had the supplies he wanted, and it looks like that went off without a hitch, for you.  Problems you may have are when they require gems, wood, shells or even stone[1] and you don't have them easily available.  Then you see if you can obtain them or hope that you can get them from the next caravan before it's too late for the moody dwarf and he goes insane.

[1] I had an aquifer-ridden map that caused me problems on that last one.  But on the plus side, I got a lot of digging done, through the soft soil that was the only non-damp ground open to me at the time, and that was the first time that I got a food surplus.  And habitually having a food non-surplus, in the bad old days, is the reason I chose this particular monicker on the forum!

12493
DF Gameplay Questions / Re: Best layout for a huge TC farm?
« on: July 30, 2009, 07:39:41 am »
As to the bit about composing diagrams in notepad or a linux text editor, it's my understanding that most text editors (Open Office and MS Office I know from personal experience) have at least one fixed-length font, sometimes several, and you can always install one.
It'll be the computer that does/does not have fixed-width fonts.  (And, really, I doubt any computer doesn't.)  Both Offices (and most other software) will work with what's installed if there aren't any irregularities.  But using a word processor to edit text might be asking for trouble if you don't know what you're doing.  (Creating a batch file or raw HTML in Word[1], frexample, really only gives you what you want if you mess with a number of options in the save dialogue.)  I wouldn't class Word and OO's Writer component "Text editors", in general.

I also find it quite easy to hit (say) the "Windows-R" combination and type "notepad<enter>".  It's as easy as using "winword<enter>" (assuming that's installed, and not outside of the %PATH%/equivalent), without the aforementioned hassle, and far easier than finding the locally installed Word Processor in the start menu.  But then I'm a bit geeky, in that respect, and rarely use the mouse where I don't need to, and will put the i-tag around italics by keyboard rather than abandon it with one hand to move the mouse to (optionaly) select text and then click the form button I can see above..

Quote
Sorry, that's my last off-topic.
Ditto!  (Well, I hope.)


[1] Don't talk to me about saving a formatted document as HTML.  Messy, messy markup always results.  Sorry, my geekiness continues to shine out, I'm sure, but <DIV>s should be used sparingly and intelligently, not with repetitively similar styles for every paragraph, or <SPAN>s at each and every point where minor changes occur, never mind the overuse of "position: absolute"...  Right, I'm done moaning.  We now return you to you regular programme.  Or "program", if you prefer. ;)

(Edited: because the oen disadvantage of typing tags, instead of using the mouse to select and modify sections of text, is that you can accidentally put a close tag instead of an open one!)

12494
DF Gameplay Questions / Re: Best layout for a huge TC farm?
« on: July 30, 2009, 06:59:40 am »
What exactly is wrong with saying period?
As a right-pondian, I associate it with feminine biological functions (when not used to define other time-lengths, of course).  This might be the association that comes to mind.  Apart from giggly children, I imagine it's really not an issue for left-pondians, due to their overwhelming use of the term.

The alternative is that as "period" implies a 'length' (in time), not a termination of a length (of time), that a series of full-stops isn't five 'cycles', but a single span.


When it comes to using the {code} tag, which you have now used succesfully, your trouble arose because this text-input box (in most, but not all, browsers; due to the default font/font-class used for these textarea boxes) exclusively uses a proportional font, and so you cannot see what your {code}-output will be like without a Preview every now and then to make sure.

I tend to compose diagrams in Notepad, or whatever linux text editor I have available to me if I'm on that platform.  That's gives me the freedom to work with it as fixed-width.  Though as I don't mind sticking to fixed-width for all other text-composition I suppose I could change the browser defaults to make the fixed-width get used for the various input elements as well.

{Hmm, had to edit due to the belief that this forum, like others that I have used, would leave {code} tags (but with []s) alone and treat as literals if not partnered by a {/code} one (likewise), but it shoved on at the end to 'clean up' the tags...  Handy.  Except when you don't want it to do that. :)}

12495
DF Suggestions / Re: Distilled Water: Anesthetic
« on: July 30, 2009, 06:43:37 am »
agreed.

also, you're not suppost to drink Distilled Water. something about exploding cells.
The distilled water dissolves a lot of minerals that your body needs. If your kidneys don't get rid of it soon enough, your organical fluids become too diluted to live.
But it's not just distilled water.  Too much 'normal' water is bad for you, for the same reason.  Utterly pure water isn't much worse than tapwater-pure.  Particularly bad examples of tapwater notwithstanding, though I can't imagine that any potable sample of water (up to and including one with an 'ideal' mix of isotonic salts/etc) could not continue to dissolve more salts, and thus dilute the body's own systems when imbibed.

You might want to read as a frexample (but ignoring some of the reader-comments) something like: http://news.bbc.co.uk/1/hi/magazine/6263029.stm

Beer (apart from the "hic"-quotient) was only really more popular in times past because the water you got through it (either treated by the brewing process, or 'diluting'/eradicating the nastiness in water by after-the-fact diultion) was better than most plain water supplies (i.e. in areas with a non-minimal population density affecting the quality).  Which in DF terms means that the Original 7, upon arrival in pristine lands, shouldn't have a preference towards beer and against water if they have a river flowing through it without any industrialisation or bodily fluids (most notable blood) currently affecting it.  Maybe when you start to reach a significant proportion of the immigrant population cap, but I think dwarfs just like beer/ale/wine/etc.  Not as an overriding physiological thing, but certainly a racial tendency with suitable adaptations to their biology.  Like how carrion eaters can deal with rotting meat.  (There's no reason why they can't deal with fresh meat, aside from the specialisations that haven't the physical ability to consume flesh until it loses a certain material integrity, but their biological imperative keeps them away from it and/or trying to kill certain prey themselves because those that did found themselves in dangerously close competition with the primary predators...  Or suchlike.  That part's not intended as a direct and fully-paralleled analogy.)

But who knows? Well, apart from Toady, that is... ;)

Pages: 1 ... 831 832 [833] 834 835 ... 844