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Messages - Shoku

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586
Creative Projects / Re: An Otherworldly Ark
« on: September 25, 2010, 10:47:10 pm »
Establishing any issues with how it works right now and what happens is handy for working out things that would make sense happening next.

Well with jellyfish the stingers are kind of like a small pit where this long hose is coiled up. When this gets touched by anything remotely like a fish and not much like the jellyfish itself the hose really quickly turns itself inside out and in doing so punctures the animal deep enough to get at the blood stream and then toxic things pour out the tip and into the blood. Admittedly I don't know much about how this setup would have evolved but I could probably dig around to find some journals about it if I felt motivated.

At this point seeing as nothing has blood that exact thing isn't going to make much sense but at the same time they're small enough that just sprinkling some poison on their surface would get it awfully far through their body, what with nutrients from food also being able to diffuse that far easily enough.

587
DF Dwarf Mode Discussion / Re: Mass Magma Transit
« on: September 24, 2010, 07:14:08 pm »
It's also something I already suggested n_n

588
DF Dwarf Mode Discussion / Re: Clowns (spoiler)
« on: September 24, 2010, 07:11:01 pm »
I always thought they were called clowns because a near-infinite amount of them would pour out of the tiny little portal. You know, like a clown car.
I believe that was the original reason that the first instance of the term clown was used. It stuck, however, because it's an uncannily perfect term.
They don't pile out of a little-anything anymore. It's a giant world-spanning layer of unminable rock and flying spooks. Might as well call them Deep Carp the way they suffocate everyone after you accidentally flood your fort by mining around blue stuff.

589
Creative Projects / Re: An Otherworldly Ark
« on: September 24, 2010, 06:30:35 pm »
Goodness, I didn't expect 3d done by hand.

Well anyway I think the only part I don't have a good image of is the stinger bit. Do you mean it has tentacles sprouting out of the top of it or just that the top surface stings things that touch it?

A good question though is how do the bulbosaur replicate the new mouth bits? Do they survive well enough outside of a host that a young one just happens to get one in it's mouth? What happens if one takes in more of them than it has room for?

590
DF Dwarf Mode Discussion / Re: Clowns (spoiler)
« on: September 23, 2010, 10:24:49 am »
Clowns in real life are intended to be fun but for many people are quite scary.

Back in 40d, all of the "clowns" came out of a single "funhouse" (i.e. the glowing pits), complete with a "ringleader" (the red Demon).
Sounds more like photons of light coming out of a "glowing" lightbulb. They're everywhere and anywhere that they could be until "pop" they come out of their wave form and show up at the single point where they impact a dwarf or like maybe a cat. Plus I think you know enough about the pathfinding code to see how they're everywhere they could be until all of a sudden they're at that one point.
And they came in pretty distinct colors too- sometimes you got the long wavelength ones that were nothing special and sometimes you got the gamma ray ones that were even more energetic than the fellow who was there each time.
And of course now we've got a rainbow, or if you dial the numbers down some you could liken it to the emission spectrum of various gasses.

Think of all the phrases we could stick next to (spoiler) about how we had "seen the light" or "cancels seek adamantine: burned retinas." We could call conquering the place the eclipse because you only get the few wanderers after that.

It fits so well.

591
DF Dwarf Mode Discussion / Re: Clowns (spoiler)
« on: September 22, 2010, 07:45:37 pm »
I won't argue against scary because being scared doesn't have to make sense so if you say you're scared of clowns I can't say you're not.
Clowns are not FUN though.

Why not call it deep FUN? Or the final FUN?

592
Creative Projects / Re: An Otherworldly Ark
« on: September 22, 2010, 07:36:12 pm »
Nature doesn't use anything else.

Though to be honest I'm just giving this much push and pull because nobody else is around and you've seemed receptive to it.

You could totally give one of them a hook and just have it latch onto ole wingus for free transportation, unless maybe if it gets too many of them and can't carry the weight anymore.

We could give burger some bigger arms and have it release some sacrificial (or even already-worn out) cells to draw in the grazing types.

Feel free to think smaller though. One could just make little spikes that sit between the cells. Would really discourage the bulb types from trying to eat them.

593
DF Dwarf Mode Discussion / Re: Mass Magma Transit
« on: September 22, 2010, 06:54:01 pm »
And Liquids don't do Diagonal Z travel? I could have sworn I emptied my Magma moat like that.
They travel diagonally, on the same level, but they won't travel diagonally up or down z-levels.
Code: [Select]
~~~# <- Water (~) from here
###. <- will end up here
####
But if you look at that same diagram as if it were from the side, water will not traverse diagonal.
Still seems maybe not-clear.
Water goes North East South West NE NW SE SW up and down but not directions like down-west.

Now, water pressure only goes N E S W up and down. The water will trickle out through, say, a south west opening in a pool but no matter how much water is sitting higher in the pool it's not going to flood upward through that diagonal opening.

594
DF Dwarf Mode Discussion / Re: Clowns (spoiler)
« on: September 22, 2010, 06:47:12 pm »
A euphemism for what?

595
DF Dwarf Mode Discussion / Re: Draining a freshwater lake - Can it be done?
« on: September 22, 2010, 04:04:05 pm »
With the dfhack tool you can actually erase whole blocks (16x16 or something) of water with a few keystrokes and drop magma on the edges to seal them up for good. Or like not quite the edges if you'd like to let the flood back in without just spawning blocks of water to drop into it.

596
DF Dwarf Mode Discussion / Re: Cavern Volcano
« on: September 22, 2010, 04:03:22 pm »
You shouldn't have any issues there. Most often volcanos are like a cookie cutter shape pushed from the top of anything it touched and went straight down into the magma layer. This includes the wall that contains it. I would imagine that at some point Toady may make it so that it only goes up to the lowest surface rock it touches with potential rock hanging over it again when he gets to the point that he thinks columns of magma need some fresh attention. Maybe even give them the wobbly shape they used to have in spots where natural rock would still contain it or something.

597
DF Dwarf Mode Discussion / Re: Clowns (spoiler)
« on: September 22, 2010, 03:56:34 pm »
I don't get it. Demonic &s poor out of HFS but I've never seen clown themed ones.

598
DF Dwarf Mode Discussion / Re: A question of flight.
« on: September 22, 2010, 03:55:13 pm »
Flying and swimming races don't actually manage to path very well. They just wander around in their element until they by chance leave it, roughly speaking.

599
Creative Projects / Re: An Otherworldly Ark
« on: September 22, 2010, 02:05:23 pm »
It seems like inhaling a lot of water multiple times to get a prey item would take a lot of energy. If they are close enough to stationary then they might as well be picked up manually and if they move- well, you had better be able to overpower them from the get go. Obviously at the start a cavity that can be filled or emptied is probably not going to have a lot of suction.

The filtering things through smaller holes holds some promise but the free floating bacteria that could be sucked in right from the start are tiny so actually sending the water back out through some kind of pinhole setup would be too troublesome. Instead I think they could suffer losing some portion of what they suck in and having some structures on the walls of the cavity that were like a net or otherwise sticky to the prey, and then little arm structures on the cells could grab and engulf them.

Since the free floaters became less numerous circulating the water to get at them may or may not make sense in terms of how much effort it takes.
The problem though is working this into the gut it already has. Lining all of the gut cavity like this seems like kind of a waste because a whole lot of water will need to come in to put basically any out-pressure near any particular exit, or in other words you'd run the risk of getting a pile up of indigestible crap some place in the middle when there's still enough in current from the mouth but no longer enough out current to whichever exit.

There's an obvious solution in having just one tube that exits out the top but evolution needs gradual change and it would take something dumb like having them all migrate to the top until they merged but somehow not interrupting the gas sack and it would lose the whole benefit of always having nutrients freshly absorbed near every part of the body.

And finally on a technical note it is already a predator. It's been eating tons of the free floating ones and tearing off chunks of the others if it could get close enough and bite/tear them off. With some up/down control and a way of sensing any of the bottom crawlers around it it could easily float down with Jaws music playing before really ruining the day of it's prey. If they can be quickly exhausted by using those jets of theirs (and given the form they should) it could just latch onto some part without severing it and freak them out until they could no longer move away.

600
DF Dwarf Mode Discussion / Re: Mass Magma Transit
« on: September 22, 2010, 11:31:36 am »
Well if the depths cannot provide faster than evaporation the answer is to simply build temporary holding cells. You could use some of the sky to hold a nice box that holds the magma patiently and then either open the floor (bridge) or take out a supporting section of the whole thing after the magma sea has filled back up.

As you already have a lovely 6-pump stack I would recommend that you disable it temporarily and build just a small enclosure in front of it. Then as you complete sky pools you can have 1 pump wide stacks feed them out of this small reservoir. As such you should be able to easily choose how many of them to turn on or off so that the holding chambers do not suffer evaporation. In setting them up sequentially you should easily have several full before the 9th is in place (or whatever number you choose) so that you don't have to punish the pumps with less than 1 pump worth of input.

A nice bonus would be to make them on wooden supports IN the dry valley so that when you tear glowing gashes in the sky they take care of themselves~

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