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DF Suggestions / Re: A feasible answer to the electricity dilemma?
« on: October 31, 2008, 12:00:30 pm »
Gflex:
Some processes do tend to be unnoticed (e.g. surface friction and the inability for water to properly slow down), and some we don't care about (air bubbles really don't have much of a gameplay impact). Electric power, even in the case of dropping a lightning elemental in a pond, would be quite nasty.
A) Again, the player is the one with the knowledge, not the Dwarves. I sort of view it as divine inspiration (e.g. Uriist mcLeader has a strange vision...a human in front of a magic window is telling him to build something based on a bunch of squiggly lines).
So the Dwarf would not be able to build the generator or the motor as actual buildings yet they would instead be considered structures the player had to build (or a general generator building could be made, the energy either being mechanical or electromotive depending on the material used and the power input being flexible (e.g. hand-power? Horsepower? Water? Wind?), ...on a more tangential note, I would like a generalized energy system that would allow one to create extra-large waterwheels/windmills/etc. or to account for the fact winds change direction/storms can screw things up (e.g. ANOTHER reason I support rotating floors...so windmills can change direction to match winds).
B) As it damn well should! Losing is fun
C) Again, I agree wholeheartedly. It's up
Some processes do tend to be unnoticed (e.g. surface friction and the inability for water to properly slow down), and some we don't care about (air bubbles really don't have much of a gameplay impact). Electric power, even in the case of dropping a lightning elemental in a pond, would be quite nasty.
A) Again, the player is the one with the knowledge, not the Dwarves. I sort of view it as divine inspiration (e.g. Uriist mcLeader has a strange vision...a human in front of a magic window is telling him to build something based on a bunch of squiggly lines).
So the Dwarf would not be able to build the generator or the motor as actual buildings yet they would instead be considered structures the player had to build (or a general generator building could be made, the energy either being mechanical or electromotive depending on the material used and the power input being flexible (e.g. hand-power? Horsepower? Water? Wind?), ...on a more tangential note, I would like a generalized energy system that would allow one to create extra-large waterwheels/windmills/etc. or to account for the fact winds change direction/storms can screw things up (e.g. ANOTHER reason I support rotating floors...so windmills can change direction to match winds). B) As it damn well should! Losing is fun

C) Again, I agree wholeheartedly. It's up