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 - dafinchy

Pages: [1]
1
DF Suggestions / Re: Sounds implemented as text?
« on: September 13, 2009, 04:52:40 pm »
True. If you had actual sound effects, there's no knowing what could happen.

First the endless knock-knock-knock of a carpenters warehouse in action, then a ting-ting as a miner mines, and a scree as a lever is pulled. I mean, that kind of sound can get horribly overwhelming.
Y'know, I think that would be quite absorbing. To actually hear activity, it would make the fortress come to life, in my opinion. The hiss and clang of the forges, the bubbling of magma, the cheers and song of a party... a slow drip, drip, drip near a damp wall, the roar of a waterfall, the scream of a falling goblin... . Personally I'd like that on permanently, but at least while loo[k]ing at a tile, for a taste of the dorfish life.

2
DF Suggestions / Re: Regarding Digging enemies
« on: September 13, 2009, 02:54:28 pm »
it's pretty easy to make impenetrable walls in an underground fort, you just make them out of water or magma.
Seconded. I was going to say something about cavity walls myself. A tactic I used on dungeon keeper was to surround my dungeon in a border tunnel, so wherever those pesky dwarves (?) dug in, they would find a route that lead in via my entrance, rather than my lair. Obviously a trapped entrance would spark another round of digging, but filling the cavity with deadly things would solve that issue straight away.

...Unless you had digging merfolk or lavaslugmen or whatever. Both layers? Mining Demons.

Essentially, I think it should probably be nigh-impossible to completely seal yourself against all comers, but that with some engineering you could halt most mundane invaders. Those who like pristine fortresses can simply add an elegant lava moat around the whole thing. Or turn it off in init.

3
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: June 10, 2009, 09:58:22 pm »
How about a dumb waiter-like setup? No creature movement, but a shifting of materials? Could probably contribute to the whole "burrows" idea. With regards to AI, I would expect it to be a lever-operated device anyway, at least to begin with. If there's ever an update that allows automation of lever-pulling under certain situations, that would then apply here too.

4
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: June 08, 2009, 05:18:37 pm »
How about lifts/elevators? Could be handy for moving lots of items many z-levels. Or possibly an alternative way of getting into (and out) of coliseums?

As far as how, I'd suggest it being built like a bridge, then with ropes/chains. Something like the well's bucket might be used with regards to implementation.

5
DF Dwarf Mode Discussion / Re: Dwarf Fortress: Haiku Time!
« on: April 25, 2009, 02:25:45 am »
Craftsman goes berserk
Kicks baby in the kidney
A tale here be told

6
DF Dwarf Mode Discussion / Re: Dwarves don't poop
« on: April 24, 2009, 11:16:00 pm »
In addition, animals should poop. Cows let free on a field can keep it perma-fertilised. Also provides a less-potentially-deadly way to make a deep-farm. Flooding is baaaaaad.

Also raises the possibility of composting. A pile of dung rots, and then becomes manure. Plant remains rot to become compost. Both can be done in a composting "bin" to keep the miasma in, or at least reduce it.

7
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: April 24, 2009, 11:03:28 pm »
Seeing earlier arguments for dwarf power, slow pumps, etc., how about this suggestion... separate "Power" into Force and Speed?

WARNING: Potentially tl;dr. In summary, split machine requirements into force minimum, and power-for-full-speed. Use gears to turn low-force high-speed power into high-force low-speed power. Gear systems will need 4 orientations (or 6 to include vertical) for in-out management. Separate from current cornering Gear Assemblies. The sciencey bits are below, including a suggestion for human-gallows power.

All jobs require energy to do. Power is the rate at which energy is expended/generated. Now Energy can be defined by the distance over which a Force is applied, and Speed is the rate at which distance is covered. So, for the equations:

Power = Energy/Time          Speed = Distance/Time       Energy = Force*Distance

Power = Force*Distance/Time = Force * Speed

What's my point? To have a power level, say 9000 Watts, you could apply the force of a 900 Newton object, say a filthy human in earth gravity, at a constant speed of 10 metres per second. So a human falling at 10 m/s on a rope (preferably by the neck) would provide 9000W of power. You'd get the same power for a 90N object moving at 100m/s, or a large 9000N object at 1m/s, or a huge 90000N object (roughly 9 metric tonnes) at a leisurely 0.1m/s.

You can use gears to switch between these amounts. So while a dwarf walking in a hamster-wheel might go slowly, and not produce very much force (that would depend on weight), it could provide a lot of force even slower using gears (for raising a bridge?) or a small force very quickly (ventilation fans). This could be used to squeeze more versatility out of machinery. Each machine would have a force requirement (to overcome friction) which works much like power now, and if a machine isn't supplied enough force, it won't work, and the system stops. But each machine will still have a power drain, only now, if the total power needs are more than supply, things only slow down, not stop.

Essentially power rating will be the power required for normal speed. Conversely power surplus isn't wasted, it makes things go faster. So a supply of 20 dpu (dwarf power units), supplied at 20dfu (dwarf force, you get the idea) and 1 dsu (speed) would power machines with a total power rating of 40dpu at half speed. If, say, the force requirement was 80 dfu, the machines would stop, but gearing could bring the speed down to 1/4dsu, which would raise force to the right level, and the machines would continue. If more power was then supplied, the gears could allow faster working, until the machines are at full speed, and beyond.

The gears would, like gear assemblies, drain some power. They would also have a minimum force requirement (in). Thus, the balancing act is in the player's hands. Of course, players could construct "gearboxes" out of many differently-configured gears connected to levers. Because you don't want full throttle all the time. ...and sometimes you want "MAXIMUM SPEED!!!!" Just don't stall it.

8
DF Dwarf Mode Discussion / Re: Dwarves don't poop
« on: April 23, 2009, 11:15:11 am »
As my first post to this fine board I would like to add weight to the poo argument.

In serious terms I think it could be quite fun to have this new mechanic in here, adding a new way to lose, which of course, is always fun. And as there's already plans to add poison contaminants (to infect the water supply, among other things) and diseases, it does indeed make sense. The applications for farming, fuel, etc. are very interesting.

Of course the scope for humour is wide. Here's one I've not seen anyone mention yet: Sewer raids.
Goblins sneak up the waste pipe, trudging through accumulated filth, until they reach an opening. One unfortunate dwarf gets a rather rude shock as a spear is thrust up the bowl of the latrine, the goblins searching on for the next "entrance". The party clambers up out of the pot, but the last two are swept away by the periodic flush triggered every time a slow-filling cistern begins to brim. The remainders sweep through the inner portions of the fortress, slaughtering craftsdwarves while the armies are preocuppied with the larger force taunting at the gates, afterwards slinking out the back passageways without detection.

"And thereafter, all dwarven children were taught to mind their stools, lest the toilet-fiends snatch their souls from their bottoms"

Also, magma men should drop obsidian "logs"

Pages: [1]