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Topics - shadowform

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16
DF Dwarf Mode Discussion / Best. Statue. Ever.
« on: October 02, 2010, 08:57:13 pm »
I just got a statue of two historical figures in war.

The artwork relates to the killing of the dwarf Meng Armorslipped the Tenderness of Friends by the dwarf Mato Malicecurl the Hellish Talon of Rags in Dradesin in the Distinct Tower in 144 during ARist Monang, "The Assault of Drilling."

the Tenderness of Friends vs the Hellish Talon of Rags.  I can just imagine that one of the dwarves is depicted as bending down to pick a rope reed for his weaver friends, with the other leaping at him with a blood-crazed expression and a battle axe.

17
DF Dwarf Mode Discussion / The mystery of the Bloodthorn
« on: September 04, 2010, 01:22:37 am »
So, I've seen multiple posts about caverns that only have bloodthorns.  This is usually associated with zero-water caverns.  But I just found something unusual:

A caver with only bloodthorns and a full variety of plants.

The second cavern in my current for has only bloodthorns...  except for a narrow strip of full vegetation next to the water.  I'm guessing this might mean that moisture content varies between areas of a world, and caverns are associated per map region rather than by proximity to water or presence of water.

18
DF Dwarf Mode Discussion / The Grand Mountainhome
« on: August 29, 2010, 03:01:41 pm »
I'm working on a massive Dwarven citadel carved into the side of a mountain.  It's going to stand 26 stories tall, carved into a mountain (which peaks at about 36 stories) and overlooking a very flat plain.  The map has plenty of copper and tin, iron, no flux, gold, silver, somewhat limited Funninite.  The first cavern is very open with only a few columns, making for some nice beaches, and the second cavern is not only claustrophobic as normal, but also completely dry, meaning nothing but blood thorns.  But I need help on this one:

I have 26 floors of mountainhome to fill.  I only have ideas for six floors right now.  I'd like to possibly do something that involves pumping water up from the first cavern (a reflecting pool?), maybe doing the same with magma to re-locate the forges up...  but I don't want to make any of this just ordinary stuff.  I want something really cool for the new dining room, maybe some kind of multi-level temple, but I've done so many big projects like this, I want ideas from other people so I don't end up just putting 15 floors of engraved sculpture gardens.

The 26th floor is the royal segment, with a massive throne room, two large (yet unfilled) 5x17 statuary halls with alcoves in the wall for statues, two 10x5 halls, two odd-shaped rooms (which will probably become a banquet hall and a private zoo), and four smaller, 5x5 rooms that will possible be either bedrooms or artifact display rooms.

The 25th floor is going to hold a magma reservoir so the throne room has magma pools, and some sort of tombs.

The 24th floor is going to hold rooms sealed by magma in some fashion.

The 23rd floor is going to hold the noble quarters.

The 6th floor holds 114 common quarters.

The 5th floor holds 82 common quarters and a yet undetermined number of common graves (currently 6).

The 4th floor holds 116 common quarters.

The 3rd floor holds 99 common quarters and 2 small statue gardens.

The 2nd floor is the primary barracks and medical floor.

The 1st floor is for goods: masonry and carpentry shops, trade good storage, the jewelers vault, and a quick response barracks for the Miners Guild unit (which is where the miners will go once they finish digging out the structure).

Unassigned:
-2-level zoo
-Vault

Progress:
17/26 stories carved
9/26 stories assigned

Screenshot repository:
Pre-dwarf mountain
Spoiler (click to show/hide)
Before starting the mountainhome proper, trimming out a space for it to sit in
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The mountainhome begins to emerge
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More progress
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A screenshot taken just to give some scale to exactly how much rock has been removed
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The royal segment
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The noble segment (note: this sits directly beneath the royalty.  May be partly or entirely scrapped to make way for a magma reservoir.
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Common housing
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First floor, workshop level.
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19
DF Dwarf Mode Discussion / The story of Shulmik and Enolosoya
« on: August 22, 2010, 12:06:03 am »
[Note: just a somewhat-short fluff story about this reptile man that's been having a multiple year duel with a forgotton beast beneath my current fort.]

Axekiss was the name given to a small dwarven settlement built to house the workers that constructed the Marble Wall of the Dangerous Castle, a massive piece of engineering originally some 1200 tiles in length, now reduced to several smaller pieces, some ruined, and some still almost untouched.  One of the earliest stories from this settlement, and the only thing that kept it from being entirely eclipsed by the nearby Goldgates, was the story of Shulmik and Enolosoya.

In the caverns beneath Axekiss once lived a small tribe of reptile men, some nine in number.  They eked out a meager existence on the shores of the caverns lakes, subsisting off of fishes and lobsters pulled from those darkened waters.  Although no formal contact was ever maid and they remained distant, they were seemed friendly to the first few dwarven miners that happened across them.

But, as always happens, eventually the dwarves found more sinister things roaming beneath the earth, and sealed the caverns off, from then forward observing the caverns solely through viewports carved high above the cavern floor.  It was from this vantage point they recorded the tale of Enolosoya.

Though small, this unnamed tribe was by no means defenseless.  One dark creature, an eyeless porcupine with wings, saffron colored hair, and fiery breath, was quickly struck down in the year 1074 by one of their tribe when it wandered too close.  Sadly, though, its fiery breath had already claimed the lives of two of his companions.  The dwarves dubbed the creature 'Tofi' and the reptile man that slaid it 'Enolosoya', or Swambook, and thought little more of it.  Having now claimed the life of such a mighty creature, Enolosoya named his black-cap spear Abanececoame, "The Last Socketed Skull", and his shield Elalecofari Miracameda, "Saintauthored the Violet Blood".

Later that year, a creature they called Shulmik pulled itself from the pond that Enolosoya's people drew their sustenance from, violently attacking the tripe.  It was a gigantic six-legged feathered crocodile, with fiery breath and long, broad feathers.  It nearly wiped out the tribe with its fits of rage, and soon, it was locked in a duel to the death with Enolosoya.  The beast took him by the left leg and bit it cleanly off, but far from being hindered by this injury, Enolosoya was hardened by it.  He continued to fight against the beast as the hours turned into days, and then weeks, and then months.

Time passed, and the charred bodies of his tribe rotted into skeletons.  The sharp crack of Enolosoya's black-cap spear against Shulmik's body and the sound of Shulmik's own enraged fury echoed through the caverns, eventually drawing another ancient beast: Arani Rethivilela Yonali Conibo, or "Arani Diedphantoms the Lake of Coasts".  It was a towering, gray-scaled mite with large mandibles set into a bloated body and fiery breath.  A single well-placed thrust from Enolosoya brought it to its end.

For months, and then years, Shulmik and Enolosoya's duel raged, with Enolosoya never able to truly injure the massive beast he fought against, but too swift to be struck in return.  Legends say that, even to this day, the sounds of their combat can be heard echoing throughout the depths beneath Axekiss.

20
DF Dwarf Mode Discussion / The Marble Wall
« on: August 13, 2010, 01:14:57 pm »
Some megaprojects take five dwarf years.  Some take ten, twenty, or fifty.  A few will cover an entire embark.

This one covers multiple embarks.

This project is a part of a much larger one, one that encompasses the entire world.  I want to make a world that's just as much fun to explore as an adventurer as it is to play in fortress mode.

Thus far the wall consists of a 3x5 embark, a 3x15 embark, with another 3x5 (or so) embark planned to bridge the gap between two mountain ranges, giving the impression of an entire empire hidden behind a massive wall.  It's 4 tiles wide made from pure marble, as long as about 5-7 standard embarks, and embedded with massive 12x12 tile gold towers.  The grand gateway is also going to be something to behold:  2 5-tile wide silver bridges, bookended and separated by 5x7 towers that form a massive arch, and with a further gold tower on either side of it.

The courtyard is 23x23 tiles, decorated with gold, silver, marble, black bronze, and with 3d adamantine diamond sitting in the center (made of 25 pieces of adamantine, so not too large, but still extravagant for a simple decoration).  Aside from the silver arch, the gold towers on either side of the arch are going to be matched on the rear - creating a large 'airlock' sort of configuration for extra security.  Of course, since there are necessary gaps between maps and extra sections of 'ruined wall' for flavor, it's not actually secure, but it looks nice.  These four gold towers alone, each planned to be at least 5 stories tall, are going to take almost 3,000 gold blocks.  And yes, I use blocks for constructing structures, not normal stone or bars.  Why?  Because once you make a bar a block it serves no possible purpose other than construction: it has been 'consumed' from use, effectively raising the cost of the structure even if the difference is negligible in actual value.

On this current stretch of wall - the largest, and also the gate section - there's also a river, so I'm making a specialized 'river gate' for that.  The end goal is going to be using bridges and/or floodgates to allow the river to be stopped (to 'safeguard against aquatic attack'), but I'm still working on how I want to set it up so that the river can still flow, yet can also be stopped.  Any ideas for that would be welcome.

There's also going to be a large above-ground barracks (with a small farm below, as well as a direct line to a small forge area, to allow it to be self-sufficient) made from either marble or silver.  After the primary structure's complete, I'm going to draft everyone into the military, turn invasions back on, and sequester them all away in here, and wait for the end as the goblin and dwarf bodies pile up.

[Edit] Screenshot repository for great justice dwarfness!

First, to give a sense of scale, a crappy, shrunken-down image of the central embark:
Spoiler (click to show/hide)
The wall is four tiles wide, and those yellow blocks are the 12x12 gold towers.  This is the central embark.  There are smaller embarks on either side that come close to doubling its size.

Goldgates : Goldgates is the largest, and most developed, of the three embarks.  Aside from the wall it has a massive gatehouse that contains a barracks, hospital, temple, and courtyard.  Just past the gate there's also a trading hall, and several temporary domiciles for visiting humans set into an elegant boulevard.
The Main Gate:
The main gate of entry to the dwarven civilization, "The Dangerous Castle", is truly a sight to behold.  Two finely-crafted silver bridges sit beneath a massive, three-story (later expanded to four) archway crafted of pure silver, with archers housed and supplied from the adjoining towers, gives defenders ample opportunity to fire on any army foolish enough to try invading.  As to dwarven tradition, the bridges are controlled from a lever at the center of the gate house.

Main gate, gatehouse (u.c.), marble barracks (u.c.)
Spoiler (click to show/hide)
Main gate, gatehouse (100%), front towers (66% complete), rear towers (5% complete), courtyard (100% complete)
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Main gate, gatehouse (100%), front towers (100%), rear towers (5%), courtyard (100%)
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The River Gate:
Crafted from marble and lined with windows to keep an eye on the river, this gate straddles the river that runs past Goldgates.  From here, defenders control the flow of the river, as well several other devices to thwart invaders.  Submerged spikes, mechanisms made from stone and spikes made from strong, clear glass so as to be nearly invisible underwater, skewer infantry attempting to cross into the river, while a large bridge, nestled towards the back end of the gate, could be used both to block ships access (when lowered) and smash them into the river (if lowered suddenly).  A series of hardened steel bars also prevented access by unwanted visitors as a secondary measure.

Early construction, no windows
Spoiler (click to show/hide)
Nearing completion, some windows
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Structure complete, windows being placed
Spoiler (click to show/hide)
100% complete structure
Spoiler (click to show/hide)

The Walls:
These walls stood three stories tall at even their lowest point during the height of the Dangerous Castle, but time has not been kind to them.  Sections have crumbled, but even still the majority of the wall stands intact to this day, and the majesty of the long length to the west of Goldgates stands as a testament to the industrial strength of this nation when it was at its height.  Human architects architects and craftsmen have always marveled at the ability of dwarves to work stone, but this wall stands as a true testament to their abilities with their natural element.

(note: the base completed, the wall in the largest section alone is 581 tiles wide, with 37 tiles of 'destroyed' wall.  For a sense of scale, this section alone would stretch, horizontally, halfway across this image that Toady posted of the new, larger villages.)
Ruined wall (u.c.)
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Sample of finished wall
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Wall (u.c.)
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A view of how the walls are embedded into hills
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The same section of wall nearing completion
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A length of wall keeps vicious, bloodthirsty horses at bay.  SUCCESS!
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A length of wall is invaded by vicious, bloodthirsty horses.  FAILURE!
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A section of 100% completed wall with scaffolding removed.
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A complete...  er, ruined wall.
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The Marble Barracks:
Built from pure marble and set aside in its own walled enclosure, this structure could at first be mistaken fore a palace or a small castle.  In truth, however, it is simply a barracks.  It is massive, bedding fifty dwarves as well as holding supplies of weapons and armor, and even its own hospital, complete with a supply of clean water and the other medical supplies necessary for such a facility.  It even has its own, albeit small, courtyard, which holds bronze statues depicting the first broker, bookkeeper, and leader at Goldgates, as well as it's foundation.  There is also an effigy of the city's first manager - though it is not dedicated as such - and one of a dwarf who went insane in his workshop, before slowly wasting away.  On my way out, I noted with a touch of grimness, that although the barracks could seal themselves off from the main courtyard in the event of an emergency, if the gates were to be sealed from the inside during a siege, the military stationed here would have no choice but to mount an offensive, or attempt to wait the invaders out...

A groundhog invades the archery range of the barracks.
Spoiler (click to show/hide)
Exterior view showing part of the mini courtyard
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3rd floor of the barracks.  Identical to the 4th; just in case you wondered about the floorplan.
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Ground floor of the barracks, showing the weapon/armor storage, hospital, and water supply.  It's also a natural lake, so it can potentially replenish itself when it rains.
Spoiler (click to show/hide)

The Depot:
Another structure built from marble blocks, the exterior depot has an interior two stories tall, to ensure any human, or other, visitors have adequate headroom for conducting business.  It's vaulted ceiling is supported by golden pillars.  Though fairly simple in its design, the precious metal used in its craft, and the black bronze used in the actual depots construction only enhances the overall grandeur of the Goldgates.  Also noteworthy is that, when the frontal bridge is raised, the interior seals, simultaneously allowing foot traffic to and from the depot while completely blocking fire from the courtyard.

100% Complete structure
Spoiler (click to show/hide)
I don't know what to call this yet.  I'm thinking of making if the main connection between the fort proper and the depot.
Spoiler (click to show/hide)

the Temple:
The temple is a large, multi-level structure is easily the tallest structure in the vicinity.  The approach to it is decorated with hammered bronze tiles and lined on either side by a large marble cistern.  The temple itself consists of a massive golden pillar surrounded by smaller, but sturdily built, bronze pillars, all supporting a series of marble platforms.

(Under construction)
Spoiler (click to show/hide)
More progress.  All of the statues depict the foundation of Goldgates.
Spoiler (click to show/hide)
Completed temple.  If I remember, those two statues are of the dwarven god of jewels.
Spoiler (click to show/hide)

Primary residences:
Oh my god, this place is a shithole.  The dining rooms are full of large stones with rough spaces hacked out from underneath them as 'tables' and small, misshapen lumps of rock for 'chairs'.  The exposed stone here is jagged and, in places, sharp.  I would dread to walk barefoot through these halls.  There are many large, empty rooms and just as many small, overcrowded rooms filled with stacks of trade goods, barrels of food, and...  oh god, one of these rooms is filled with ANIMAL FAT just wantonly flung about on the floor.  Vermin freely mingle with piles of biscuits as pet cats chase them throughout.  There is a large pile of decomposing animal matter right outside the door.  I take it back, I take it all back.  This place is a goddamn shithole.

One of my superiors asked for clarification when I called this place a 'goddamn shithole'.  So, here it is.  These large rooms near the entrance have food, trade goods, and other miscellany scattered in what space the cluttered workshops don't take up.  In a mining tunnel not far off, I can see rows of coffins, some with lids sealed tightly, some yet unfilled.  A grim reminder that even the mightiest settlements have skeletons in their closet - or in this case, their mines.
Spoiler (click to show/hide)
A sampling of the crowded living quarters, though this is hardly a fraction of them.  How these dwarves can stand such cramped conditions is beyond me.
Spoiler (click to show/hide)
It is apparent that some dwarves, desparate for more space, have walled off sections of old mined-out stone and set up inside them.  I am unsure as to how many of these there are, as these tunnels seem to go on forever, both horizontally and vertically.  Though not all are more spacious than the other rooms, most of them have floors made from precious ore or are studded with small, leftover bits of gemstone.
Spoiler (click to show/hide)
This deep black stone is very curious.  The dwarves call it 'slade' and speak of it with a deep reverence and hushed tones.  I could swear that I can hear something moving around slowly on the other side, although the dwarves assure me there's nothing living over there.
Spoiler (click to show/hide)

Mines I
Spoiler (click to show/hide)
Mines II
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Current build count (second section): 5800 gold blocks, 1050 silver blocks, 13400 marble blocks, 280 bronze blocks, 40 black bronze blocks, 40 copper blocks, 29 adamantine, and still counting.
First section build count: 930 gold blocks, 5300 marble blocks

Boulderlances: A mostly unremarkable settlement on the western edge of Goldgates, Boulderlances is only notable for the fact that it contains a much smaller rear gate and a massive marble mining operation, producing as many blocks for export as were used in the entire rest of the wall.  The real question is - where did they go?

The gate - there's a road made from massive marble slabs that leads to the main entrance of the laborer's quarters.  Alongside it are marble pillars with golden (I think) statues atop them.
Spoiler (click to show/hide)
Ruined wall - Another section of ruined wall.  This is how the embarks bleed into one another.
Spoiler (click to show/hide)
Wall - The far west side.  This bleeds into the mountainside.
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Upper city - A handful of wooden houses and a few farms, plus part of a small temple.  There's a large inn on the lower edge of this screenshot.  Nothing truly interesting.
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The catacombs - the only thing of any real note or deliberate design in Boulderlances is the catacombs set far to the side of the main entrance, connected via a small path that runs past the exterior inn.  Though unremarkable in scale or scope compared to the neighboring Goldgates, the presence of wooden, above-ground housing and the wooden coffins within these tunnels suggest that there may have been a permanent or semi-permanent human population in Boulderlances at one time.
Spoiler (click to show/hide)
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Axekiss: A settlement of little historical significance, but great myth.  It was [in terms of universe canon] the first section of the wall to be lost, overrun by hordes of foul creatures that lived in the caverns beneath the city.  One more famous legend from this settlement was of an amphibian man and a forgotten beast that supposedly have been engaged in combat since the area was first founded, with the place being periodically rocked by the enraged howls coming from the caverns below.  The spear and shield of this simple creature, said to have taken the lives of at least two of the monstrosities that called the cavern home, are rumored to still lie somewhere in the area.
Spoiler (click to show/hide)
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Save uploaded!
http://www.megaupload.com/?d=2PSUT6OT

21
DF Dwarf Mode Discussion / What do you do with YOUR nickel?
« on: July 02, 2010, 02:55:34 pm »
Right now, I have nearly 1900 nickel bars in my stockpiles, 680 nickel bins, and 700 nickel barrels.  All of the basic furniture is carved from marble - graves, residences, barracks, hospital, all of it.  The main dining room has silver tables and chairs.  The dungeon has golden chains (because anyone that disrespects the nobles is treated like a king in this fort).  I still have several hundred brass, silver, and gold crafts, and I don't know how many copper crafts available for trade.

What do I do with all of this excess metal?

22
DF Dwarf Mode Discussion / Impossible demands
« on: June 29, 2010, 07:11:40 pm »
So, to date I have seen demands for specific animal bone goods (moghoppers are a good example, since vermin have no bones and bones cannot be imported) and slade (which is unattainable) both.  Other demands, such as for native copper, are technically feasible (albeit only if it's either present on the map or available for import, requiring you to import one of EVERY SINGLE STONE EVAR in case your new mayor demands saltpeter goods), but in some cases it's downright ridiculous.  Mandates for pig iron items can only be met by creating pig iron bars, for instance.

Is there there any way to remove ridiculous preferences like slade and specific animal bone types to prevent this sort of nonsense?

23
DF Dwarf Mode Discussion / THIS! IS! SPARTA!
« on: May 13, 2010, 11:36:08 pm »
So I'm considering a Sparta-style fortress in light of the new, automated military system.  The basic idea is as such:

-All dwarves (women included; exposing children to war at a young age will make them tougher and thin the weak) will be a part of a military squad.  They will be assigned a bronze axe, bronze helm, bronze shield, and bronze breastplate.
-Each military squad spends 3 months with everyone set to train, with the remainder set to have only two dwarves train (preference settings set to be the captain, with the other being random).
-Any dwarves with below average strength or toughness will be sent to the slave-pits, sealed off from the rest of society, and forced to create coffins and rock crafts until they die of exhaustion and starvation.
-Any dwarves that have created an artifact will be moved into an elite group and issued bronze leggings in addition to their normal attire. 
-Stone will be quarried, turned into blocks, and a city will be built above ground.  It won't actually be lived in since we're dwarves, but it gives us something to do between butchering goblins and elves.
-Speaking of which, we will be butchering the elves.

Yes, the spartans used spears, but I don't think spears are very dwarfy.  Also, axes cause more blood loss.

Anyone have anything else to add to the list?

24
DF Dwarf Mode Discussion / Forgotten Beasts are Fun
« on: May 05, 2010, 05:45:10 pm »
I just had a forgotten beast knock out a section of wall.

Granted, it was a section of wall that I was using as a makeshift pillar to replace a natural pillar in a cavern that I'd mined out, so it didn't exactly create a breach in my fortress, and the creature later walked into a pool of water and then seemed to encounter a pathfinding error because it just sat there until I tossed a cave in on top of it, but even so.

I just had a forgotten beast knock out a section of wall.  Constructed wall.  The type I use to keep forgotten beasts out.

Ladies and gentlemen, the rules have just changed.

25
DF Dwarf Mode Discussion / I'm sure it's just my imagination...
« on: May 05, 2010, 01:23:19 am »
I just met my first giant!

...she has brown skin, very thick lips, a long and broad nose, widely splayed ears with large lobes, and a short, broad head.

Did the game just make me kill a giant racist caricature purely on accident?

26
DF Suggestions / Idea for handling floating objects
« on: April 26, 2010, 02:29:40 pm »
1. First, conceptualize 'floating' not as a process of density vs. density, but as surface pressure vs. surface pressure.

2. The 'floating' levels for various fluids are established constants within a game world.  Once set, they cannot be altered.  This is probably not ideal, but necessary to simplify floating objects in the following fashion:

3. Any time an item is created or modified, the game calculates it's relative surface area vs. mass and determines what fluids it will float in.  As an example: a wood table has a wide area (the table itself) and a fairly low mass (especially lighter woods, like featherwood), and therefore floats.  If encrusted with iron, steel, lead, platinum, gold, and so forth, its mass increases and it stops floating.

4. Another thing to consider is floating vs. submersion.  Once submerged, an object will either sink, rise, or stay the same depending on its actual density to the fluid.  A buoyant object (a featherwood ring, perhaps) is lighter than the water, so it goes to the surface, but doesn't have sufficient surface to float, so it sinks - the result would be that it 'bobs'.  To prevent this from consuming excessive CPU, this sort of thing can be handled either by limiting how fast an object can sink/rise, or by simply setting objects with a lower density than the fluid to float regardless of surface area.
Submerged objects that sink, once they reach the bottom, would stop moving (unless there's a very strong current - but that's something else).  Submerged objects with equal density would move freely with current, but would neither sink or rise.

5. Things that float usually float at the surface.  So, it can just be assumed that the top of the table is even with the top of the 3/7 water layer - unless the table itself is taller than that.  Object height would need to be handled somehow for this to really make a large difference.

27
DF Dwarf Mode Discussion / Your new standard embark loadout
« on: April 02, 2010, 12:33:47 pm »
Mine used to be:
-anvil
-1 pick
-6 copper bars
-26 of each alcohol (delicious free barrels)
-1 of each 2-value meat
-80 turtles
-10 of each seed
-10 cheap leather
-10 bauxite
-2 cats
-enough wood to make the elves cry

Now, I'm debating if I want to embark with just 500 units of cat blood, not unlike the 1 hat / 14 grandfather clock challenge in Oregon Trail.

What is your new loadout?

28
DF Suggestions / Designate stockpiles from cabinets/coffers
« on: March 14, 2010, 12:51:11 am »
An idea occured to me.

Right now, the primary means of creating stockpiles it to use bins.  The obvious advantage is that bins can be moved around.  At the same time, though, coffers/chests and cabinets are just as much storage containers (and judging from the notes for the next updates, so too will be armor stands and weapon racks).  So, the idea occured to me - why not allow coffers/chests and cabinets to be turned into storage rooms?

It would turn a previously decorative object into a legitimately useful one, and could also turn storage rooms that previously consisted of large, empty rooms littered with loose goods and bins into neatly organized rows of chests and cabinets.  The overall effect would be a little less visual clutter, easier access to storage (since coffers/cabinets can be made from rock instead of wood), and - personally, I think - it would make fortresses look a little bit more interesting.

If you're allowing armor stands / weapon racks to serve as weapon/armor stockpiles in the upcoming version (obviously, I don't really know the technical details of how this works), then it shouldn't be too hard to re-purpose the same code to work for other objects, minus the sparring behavior.

29
DF Dwarf Mode Discussion / Pure masterwork walls
« on: March 10, 2010, 06:47:48 pm »
So, right now I'm working on the bottom floor of my palace.  The floors are engraved, and right now I'm busy putting down floors over any non-masterwork engravings, deconstructing, re-smoothing, and re-engraving to ensure that the entire floor is covered in nothing but masterwork engravings.  Is there anyway (aside from massive and unreasonable amounts of savescumming) to ensure that the walls are similarly engraved with nothing but masterworks?

30
DF Dwarf Mode Discussion / Depressurizing water
« on: March 08, 2010, 08:14:03 pm »
Alright, so as a part of my new fortress Firediamonds, I want the main halls that run through the city to include aqueducts -

Spoiler (click to show/hide)

Now, the palace is deep, deep, underground, and the water supply (a 4-tile river) is on ground level.  Obviously just connecting the river to my aqueducts (and attendant reservoir) will flood the fortress.  So, I plan on using pumps to depressurize the water.  Pumps, however, are not intended for pumping water downward.  So, here's the issue:

1) Pumps do prevent water from flowing back into the pump room, but don't prevent water from flooding the chamber from it's source (if it's pressurized)
2) A large pump waterfall setup would require ridiculous numbers of pressure plates, axles, or micromanagement
3) I've never really used gears, axles, and automated systems before.

My current reservoir setup is essentially 10x40x6, with 7 tiles per level dedicated to supports, etc, for a total of ~2350 units of water. There are a few spots on the z-level beneath that (the highest floor that should be filled with water) I'm reserving for pressure plates that turn off the flow of water when it reaches 5/7.  There are - roughly - 80 water-containing tiles between the floodgate and the reservoir proper; assuming the reservoir fills (more or less) evenly, it'll end up alternating between 6/7 and 7/7 throughout, probably a bit less.

That's a lot of pressure for the bottom level pump.  Since it's impossible to prevent his much water from flowing up through the necessary hole for the pump to have access to it, the only option available is mechanisms and power.  My current idea for the design is as follows:

Spoiler (click to show/hide)

P is the pump, G is a gear, periods are flooring, | is a horizontal axle, the underscores are empty spaces (reservoir on the right).  My questions are:
1) Will the axle transfer power through the wall tot he pumps?
2) Will replacing the axle with a dummy pump that isn't pumping anything transfer power?


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