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Messages - Sphalerite

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6451
DF General Discussion / Re: Na'Vi and Humans are Elves vs Dwarves
« on: March 09, 2010, 03:19:24 pm »
Honestly, the part I found hardest to buy was the reason for the mining:  unobtainium.  It exists at normal pressures and temperatures, found in a normal planetary crust, and has a density comparable to normal rock, so we can rule out neutronium or strange quarks or other highly exotic material.  It's sufficiently homogeneous and fungible that it can be formed into wires and engineered products, so we can rule out anything having a non-reproducible, highly complex microscopic structure.  It's long-lived and not radioactive, so we can rule out exotic unstable isotopes and assume it's made from the 94 elements we already know of in some novel configuration.  The background material for the movie claims it was formed in a highly energetic planetary collision in an intense magnetic field, which sounds hard to reproduce until you realize we can create metallic hydrogen in the lab and reproduce temperatures not seen since just after the big bang in particle colliders.  The humans of Avatar have reasonable routine interstellar travel via antimatter-powered starships.  There should not be any mundane material they can't make artificially, once they have enough of a sample of it to work out it's composition.

It's a required conceit for the movie to work, but that doesn't stop it from being stupid.  It would have been hardly more stupid if they'd been mining for gold.  The real value of a planet like Pandora would have been in the genetic diversity as raw material for genetically engineered drugs, plants, and animals back on Earth, ecotourism as wealthy tourists make the trip to get away from the ecologically ruined earth, and the very rich elderly pushing to figure out how to reverse-engineer that soul transfer technology as a way to achieve immortality.  That would have made for a much more complex movie that would have been a lot less black and white and would have required the audience to think.  It's probably best that I'm not a movie writer.

6452
DF Gameplay Questions / Re: The Little Questions Thread
« on: March 09, 2010, 01:56:04 pm »
1. can tower cap growing underground block passage  of fluids, I hope not!
They can.  They'll even block magma.  Build roads or constructed floors to stop them from growing where you need water to flow unblocked.

6453
DF Dwarf Mode Discussion / Re: Seven wonders of your dwarven world?
« on: March 09, 2010, 01:39:11 pm »
I only have one at the moment.

Spoiler (click to show/hide)

6454
DF Gameplay Questions / Re: Butchery?
« on: March 09, 2010, 01:27:24 pm »
If you have the butcher's shop outside, rotting chunks and such won't produce miasma, but they also won't be removed from the shop if you have dwarves set to not collect refuse from outside.  This can lead to the butcher's shop becoming very cluttered if you're doing a lot of butchering.  Chunks, fat, meat and skin will rot away quickly, while bones and skulls take a while to disappear.

6455
DF Gameplay Questions / Re: Question concerning magma pumps
« on: March 09, 2010, 11:42:21 am »
One on every level.  For both magma and water, pumps only lift one level.

6456
I'm fairly certain that DF will let you designate a grate to be built next to another grate (and no floors or walls), resulting in an immediate collapse when the grate is constructed.  I'll have to go check to be sure.  On the other hand I suspect a collapsing grate gets you the cave-in message, which you would have noticed.

6457
I've seen similar happen.  The problem is that grates don't count as support for other grates, or for floors or other constructions.  Dwarves don't recognize this when building, and will happily stand on a grate and build a floor or another grate in an adjacent spot that isn't actually supported by anything.  When constructed the unsupported grate or floor will immediately collapse, often pulling the dwarf who constructed it along with them.  I've never seen falling grates or creatures harm they fall on, but haven't tested this much.

I've learned the hard way when constructing a structure of mixed grates and floors to build all the floors first, then the grates, and to do the reverse when deconstructing them.

6458
DF Gameplay Questions / Re: Strange death
« on: March 08, 2010, 09:05:20 pm »
Apparently, death by old age in DF results in a pool of blood.  I can only assume that when your time runs out your head spontaneously explodes.

6459
On the cow cow cheese is an image of a cow in cow cheese.

Balancing a block of cow cow cheese on its head.

The cow cheese cow is making a plaintive gesture.

The cheese is laughing.

6460
On the cow cow cheese is an image of a cow in cow cheese.

6461
DF Dwarf Mode Discussion / Re: Physics and Fortress Building
« on: March 08, 2010, 04:44:31 pm »
Falling floors will punch through all floor below them, until they hit a natural or constructed wall, which will stop them.  Although you can rig up a multi-stage collapse where floors collapse and destroy other floors that then remove the support for the walls, causing them to collapse, possibly triggering additional collapses as they slice through floors.

I've never experienced a cave-in as an adventurer, but in fortress mode they seem to happen instantly, even faster than the normal rate of falling objects.

As for bringing the water up, you don't need to.  You can have a lever or pressure plate high in the tower linked to a floodgate deep underground, letting water gradually fill a chamber.  Pressure plates at different levels in the chamber can then be linked to supports up in the tower.  All you need is a source of water, and it's not like you're worried about the device working more than once.

6462
DF Dwarf Mode Discussion / Re: Physics and Fortress Building
« on: March 08, 2010, 03:51:22 pm »
A single support can hold an infinite amount of weight, so your tower will remain standing until every one of the supports have been removed.  It would be possible to build some kind of mechanical or water-based logic engine to detect if more than a certain number of a given set of levers had been pulled and then trigger the self-destruct sequence based on that.

A collapsing wall or floor will continue downwards and destroy any floors or buildings in its path.  Walls, either natural or constructed, will not be destroyed by cave-ins falling on them.  Falling constructed walls or floors will deconstruct into their raw building material as they fall.

Cave-ins are essentially instantaneous, so the adventurer will have essentially no time to react.  What you could do if you were really clever would be to have a structure which collapses in segments, with timed mechanisms based on logic engines to control the collapse sequence.

6463
DF Gameplay Questions / Re: Fire Imps and channels
« on: March 08, 2010, 03:44:54 pm »
Imps will since they can swim up and down in the magma pipe.  As far as I can tell Magma Men can't swim in magma, so you need to arrange a situation where they can walk out to get them out of the magma pipe.

6464
DF Gameplay Questions / Re: Breeding Captive Creatures?
« on: March 08, 2010, 02:48:04 pm »
Thanks, that answered pretty much everything, but...

You don't need to keep males and females together since impregnation happens via spores or something...
Does this mean I dont even need to own males or can they just be kept separate but need to actually be owned?
Males need to be somewhere on the game map.  They can be wild animals running past outside, it doesn't matter, so long as they of the same species and neither is in a cage a male animal can cause any female animal of the same species to spontaneously become pregnant at any distance through solid rock walls.  It's impregnation by telepathy or something.

6465
DF Gameplay Questions / Re: Breeding Captive Creatures?
« on: March 08, 2010, 02:26:48 pm »
Most wild animals will breed, if you keep them around long enough.  They won't breed in cages, so you need to capture them and then release them into an enclosed area they can't escape from.  You don't need to keep males and females together since impregnation happens via spores or something, and you don't need to worry about inbreeding - a single pregnant female animal can give rise to an entire population.

Some animals will breed, and some won't - it's determined by tags in the data files.  Usually any of the mundane wild animals - camels, goats, elephants, and such - will breed, while more exotic things like giant olms don't.  Intelligent creatures - goblins, kobolds, gnomes and such - usually won't breed, but I have heard of a few unusual cases.

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