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Messages - Fensfield

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76
DF Suggestions / Re: Floaty Rock
« on: January 21, 2009, 04:41:24 pm »
Hm... well, I do sort of see your meaning - me, I'd like it simply out of conceptual awesomeness, more than anything tangible.  That one leg would just bug me into madness.  Certainly, the truly cool possibilities Would need more than the systems of the current DF could provide.

Not to mention, 90% of the awesome things in DF come from players finding unusual uses for simple things, sooooo....

77
DF Suggestions / Re: Floaty Rock
« on: January 21, 2009, 10:10:37 am »
Evidently you didn't follow the rest of the topic o.o

Even without physics, the stuff could be used to switch off collapses, and then there's the various ways you could program constant floatation rather than going straight up.. there is not need for a physics system - the hardest part, in fact, I think would be finding a way to total the weight of multiple floor tiles above.

78
DF Suggestions / Re: Floaty Rock
« on: January 21, 2009, 09:16:19 am »
Just thought.. if this were brought in, you could be a little silly, and have the altitude the rocks float up to be influenced by the mass ( and thus gravity ) of the planet.  Or, in more systemic terms: Smaller World at worldgen = Less Mass = Float Higher XD

79
DF Suggestions / Re: Floaty Rock
« on: January 21, 2009, 08:48:39 am »
Well, no worries on your point, Cobalt, if it's the original idea here - that the rocks aren't lighter than air, but rather exhert an upward force.  Though admittedly, air coral-style is more scientifically justifiable than the rocks actually pushing up as a feature of their existence.

And as for Eagleon, wel, that adventurer bit just sounds awesome XD  I initially imagined they might just keep going upward forever, or at least until the point where down ceased to really be a factor.  But it'd probably be a Lot cooler if they Did eventually stop like that on their own, if natural islands were to be used.

80
DF Suggestions / Re: Floaty Rock
« on: January 20, 2009, 10:24:17 pm »
Thanks for spoiling that, Qmarx >.>

Anyhow, at above oster... similar XD  I read a nice theory involving molded obsidian over the ocean to achieve smooth pilar even underwater, though don't know if it'll work.  I'm gonna try it just as soon as I've finished with my current, central tower design

81
DF Suggestions / Re: Floaty Rock
« on: January 20, 2009, 05:58:36 pm »
Well, to Belteshazzar... that sounds like a really good book series and I wonder if I can get my hands on it >.>  The air coral seems a really neat concept.

And, well, at Jackrabbit... equally nice idea ^^  Don't quite follow the exploding pigs bit, buut... if there can't be a natural justification, having them turn up in magic concentrated areas'd work as explanation by itself, right?

Oh right, and the idea came from this, which someone posted in a thread in DF questions..
http://www.marcobauriedel.com/PICHTM/2d_1.html
Or rather the floaty thing in the distant background XD  ( and I guess that touches back on Sowelu's elaborate constructions point, too... ).

82
DF Suggestions / Re: Floaty Rock
« on: January 20, 2009, 03:45:51 pm »
Well, again, no idea about Escaflowne, the idea I put forward was the rocks push up/float.  If the stuff on top's too heavy, they don't push up enough, and either stay where they are.. or fall ( in a way, you could even justify not even having 'falling speed' - they just lose their effect with too much weight and fall as anything else would).  Frankly, I think more control than that (eg: heat manipulation) would be a bad idea anyway.

Indeed, with those conditions... no need for Gravity.
Too little weight - goes up
Just right - stays
Too much - falls.

Under those circumstances you're looking at numeric IF triggers with the already implemented weight values, instead of some insane gravity system.  Something like....

IF <total weight in tile> = <values between X and Y> THEN move down 1 z-level

... or something.  Eh, anyway >.>

83
DF Suggestions / Re: Floaty Rock
« on: January 20, 2009, 03:31:28 pm »
Hm, maybe something for when magic comes in, too, of course...

But having never seen Escaflowne bar the first episode... no idea what you're talking about Flaede.  I'm thinking more in terms of Dean Swift's Laputa, but I thought floaty rocks would be Much easier to do than fictional magnetics.

Besides, I think there's a big difference between a rock type that pushes upwards stuff it's stuck to, and dragon heart processing for fuel and every accompanying technology.  Even with Escaflowne's culture, I'd say they're far too far ahead technologically for DF at large.  Technologies required for mecha - god knows, but lots, even with 'wizard did it' logic.  Technologies required for taking advantage of floaty rocks - possibly basic metalworking to use as giant nails.  But lots of ropes would probably do it.

Still, I suppose it's true that Gravity doesn't exist right now.. - stuff just goes downwards.  But is there really no way to pull it off without gravity simulation?

84
DF Suggestions / Floaty Rock
« on: January 20, 2009, 03:15:43 pm »
Well, something that just popped into my mind, and might some day be possible so I figured I'd throw it out...

What about a rock type that, either when mined out, or processed in a certain way, exherts upward force?  In other words, a rock that unrestrained, flies straight upwards, and will take with it anything placed on  top unless it's too heavy.

In other words, clever players might be able to make floating platforms and the like.. or mayhap there could just areas that happen to be airborne or.. well.  And less clever players will probably just lose the rocks as they shoot off the highest layer and cease to exist >.>  Anyhow, hopefully this post'll give the idea.

85
DF Gameplay Questions / Re: Unshow, unfound animal stole clothes
« on: January 18, 2009, 05:42:35 pm »
Scratch that, explain how the little sods can turn up on glaciers o.o

86
DF Gameplay Questions / Re: World Export / Picture - How to..?
« on: January 18, 2009, 05:41:24 pm »
Okay. new question!

How the heck do you interpret the map image exported by legends mode?  It looks only vaguely similar to the ACII image export on world gen o.o

87
DF Gameplay Questions / Re: World Export / Picture - How to..?
« on: January 18, 2009, 05:10:51 pm »
Drat.

I forgot that... 'thought it was possible from embark x.x  Now to find out what the thing's seed is..

88
DF Gameplay Questions / World Export / Picture - How to..?
« on: January 18, 2009, 04:09:42 pm »
Just wondering if anyone could tell me how one goes about exporting an image of the world they've generated.  That is, like so...

http://www.dwarffortresswiki.net/images/b/bf/The_eternal_realms_worldmap.png

Really can't figure how to do it o.o

89
DF Gameplay Questions / Re: Vicious War Dog Petting Craze
« on: September 15, 2008, 03:45:50 pm »
Thanks, I'll see if that helps o.o

*takes the pictures and makes a slideshow for the chain congregators, too )

90
DF Gameplay Questions / Re: world gen hangs
« on: September 15, 2008, 03:45:01 pm »
Weell.... first off I've noticed that making any changes to the world-gen parameters massively impacts the speed at which generation occurs ( I've once almost thought the same as you, here, but then it started moving again ).  Are you making a custom world?

Second, and just an idea off the top of my head.. try running world-gen on a windows computer.  I know that's a pretty icky idea but... for now, if it's Linux or Wine that's causing the problem some way or another, then creating the world under windows would get you past world-gen.  You could then take the created world back to your Linux machine, and see if you could play then?
( I just hope I'm right in my memory of wine being a windows/Linux compatibility program.. thingy. )

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