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Messages - NW_Kohaku

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8071
DF Suggestions / Re: Porcelain crafting and high temperature kilns
« on: March 04, 2010, 03:51:22 pm »
Well, in DF you could grind down any stone to create "sand".
DF sand is unique in that it is always the correct mix for every application - like glassmaking. =)

Then perhaps I should be more specific: I am not creating sand, I am creating a ground "stone powder".  Which stones would be suitable?

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Feldspar is a flux material at these temperatures.

I'm asking if adding those materials (Na, K, Ca) by adding salt or potash or other materials to a mix will make it more suitable for any given reaction?

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Basically that's what is is.
DF is just strange in that there are areas without sand.
On this planet, if there are any minerals whatsoever, there will be sand.

Even on the moon - without any water or atmosphere for erosion - you have sand.
(thermal erosion works if you're not in a hurry =)

Yes, but we're working in DF, and I'm trying to find substitutes.  What kinds of stones make a reasonable substitutes for the "right sand"?

8072
DF Dwarf Mode Discussion / Re: Castle Design
« on: March 04, 2010, 03:45:14 pm »
There's nothing wrong with mixing and matching your military weapon specializations...

In fact, it's actually reccomended to train in wrestling for at least proficient before doing anything else, since it increases evasion rates.  A marksdwarf who might see melee should also know Hammerdwarf, since that's what a crossbow used in melee will use.

... on another note, I'm actually a little sad that this castle looks so small.  I was hoping for something a little more commanding.

8073
Well, appraise is affected only by the first time you look at the goods that have been brought to the trade depot as far as I know.  What you bring, or how much you trade makes no difference (does affect other negotiating skills, though, but you can get that by just socializing).

Mechanics don't really matter, except for room value or weapon traps (I don't know if that flinging things with a drawbridge matters), and maybe trap-laying speed.

I'm guessing, though, the real problem, then, is that you simply have one less set of hands to work with.

(I guess you should work on a 1x1 meeting area so that you get some marriages and pregnancies?  Be sure to set a low child to adult ratio in the init file. May be cool to have a fortress composed entirely of two or three families who escaped the ravages of their decimated homeland to rebuild their homeland... plus no nobles.)

Still, you should probably try Dwarf Therapist, instead.  I've found it much more useful than Dwarf Companion, and you don't need to worry so much about crashing things.  If you go into options on recent versions, you need to check the "I'm a dirty cheater, let me modify everyone's work duties" option.  Dwarf Therapist, as a bonus, has a much more polished interface, although it doesn't show quite as much information as Dwarf Companion does (no warnings for low money, for example).

8074
DF Dwarf Mode Discussion / Re: Your favorite god.
« on: March 04, 2010, 12:43:14 pm »
Yeah, I have about a half-dozen deities... That Lancedjewels, probably thanks to having 5 awesome spheres (trade, wealth, jewels, war, forts), has by far the most.

One of my least popular, however, is "Dasel the Trustworthy Virtue", goddess of Consolation (and that's it).

The deity that sounds most elven, however, is the SECOND most popular, who is... a fly.  He represents rain and trees.

(For reference, another popular deity is Eggstak Calldrilled the Courageous Talons, male dwarf deity of Games, Luck, and Valor.  Duthner Containsafes, Male dwarf of Discipline and Law.  (Not deity of my hammerdwarf for some reason.) Luk Letterscribes Poem of Libraries, male dwarf of wisdom, scholarship, and writing.  Etur, female dwarf, Mountains, caverns, and earth.)

8075
DF Dwarf Mode Discussion / Re: The adventures of YOU!
« on: March 04, 2010, 12:28:35 pm »
I don't have one I named after myself, but I do have a dwarf that I share a fairly large amount of empathy with...

When I was starting my fort, at embark, I was looking through my dwarves' personalities, and found a good candidate for a leader - she was never discouraged, made friends quickly, easily moved to pity, often cheerful... but she also had "dislikes intellectual discussion".  As such, I named her "Sunny", and gave her a few ranks in pacifier and consoler. (Primary profession as carpenter, secondary as brewer, although she dropped that when I got migrants.)

To compensate for a lack of thinking, however, I got another dwarf, one who had "takes time in making decisions," "open-minded to new ideas," and "Candid and sincere in dealings with others" as traits, and gave her my appraisal ranks. (Primary profession cook, also odd-jobs until migrants.) 

I kind of like the notion of having a leadership duo with a charismatic "face" who manages to motivate and negotiate, and then a dour manager who does the actual planning and work.  Since she was taking this psuedo-support role, I named the second dwarf "Luna" for completeness.

It kind of helps that Luna is not just record keeping and trading and price setting, and was my first legendary, but is also pretty much running the show in terms of fortress value, as her legendary cooking skill makes her capable of pretty much sneezing on a quarry bush and making it worth more than most artifacts.  (I just keep notions that she's "staying in the kitchen" aside...)

I prefer to picture her as doing the actual planning of fortress design, while Sunny runs around hugging cats or demanding more goblets and fine pewter or meeting with dwarves who are unhappy that they are bankrupted by housing prices caused by all my beds being high-quality.

Oddly, when enough unhappy dwarves got together, even though Sunny had successfully dealt with all the complaints, and even did a "carpenter's union" mandate, they actually did elect a new mayor... Luna!  Now Luna's finally being seen for all her hard work, even if she may not exactly enjoy the additional responsibilities...  (I was just working on giving Luna nicer quarters, as well, but now Sunny and Luna are switching rooms, since my mayor's housing is pretty nice.)

edit: Oh, Luna's last name is "Thathilstukos", or "Autumnrazor".  Sunny's, if anyone cares, is Kubukribar = Lancehomage.

8076
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: March 04, 2010, 01:19:02 am »
... I try to centre the screen in other applications by right-clicking
(a menu? WTF?)
... I know know that when people are standing around the water cooler talking at work, it's because nobody has given them any work... but that's ok, they'll get quicker at their job by standing around talking anyway.
... when children have a baby brother or sister die, a meeting with a politician will make everything OK.

For the first one... what is this nonsense about a mouse? In my Dwarf Fortress?  (I actually like an all-keyboard interface...)

For the last one... that's just gold.  (I might quote that...) 

"Mr. McPolitician, why did my baby brother have to die?"
"Because there is only room for the strong in our future utopia, under my leadership!"

8077
DF Suggestions / Re: Porcelain crafting and high temperature kilns
« on: March 04, 2010, 12:26:38 am »
Sorry if I skip some things, but certain parts caught more of my attention than others...

Glaze "powders" - you mean the colour pigments?
Those are required in very small quantities and would be ground with a mortar and pestle.

Yes, the easiest DF catagory to appropriate is "powders", alongside dyes (and flour), so I was just trying to put it into game terms.

I already had hoped that powdering an ore would provide very large amounts of pigment for glazing (although maybe less so for ash glazing), with something like 10 or 20 powders in a stack per ore.

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Usually you only use sand (different kinds of) and maybe around 10% of clay.

Funny how there is a boatload of different "rocks" but only 3 or so types of sand.
For every rock there is also a sand. =)

For glazes you'd use quartz and feldspar sand. Usually you get both at once.
That you only need "sand" to create glass in DF isn't that far from the truth.
You're just lucky to get a meltable mix every single time. =)

The melting point is defined by the recipe and which kind (Na, Ca, K) of Feldspar you use.

For Porcelain you'll mostly want potash(orthoclase), for earthenware albite (Na).
Calcite is somewhere in the middle. For stoneware you'll use a mix of K and (Na/Ca).
And no feldspar is ever pure. You always get a mix of several ones.

Ugh, I'm looking for alternatives, here... Albite isn't even in DF.

So, if we are looking for something with the right chemical composition, and sand isn't available, is it possible to just grind up a certain kind of feldspar, or a combination, and try to get something in the right ballpark of where we need to be?

Also, the Wikipedia link said that you could add flux material to modify the melting points - would a powdered feldspar of a certain stone become acceptable by adding a flux material to the mix, like that chalk/limestone/other flux or potash or salt (which would be Ca, K, and Na...)?

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Oh ya, always think about the obvious bits last.
Porcelaine consists of up to 50% (or more) glass. Literally glass.
That's why it's so mechanically unstable during the firing.

Quartz and feldspar (K) are the typical suspects for providing the materials.
That's why it's usually not such a big deal that Kaoline deposits always contain quartz.

In which case, we just make porcelain just be kaolin and sand?  If there is any sand-substitute, it would have to work for glass, as well?  I don't really mind restrictive material requirements too much, but making it the exact same restriction as applies to glass just tells people "sand in your map, or don't even bother"... people are already like that with glass, anyway.

8078
I don't really believe you can make art a job... It's reasonable to make 5 million stone crafts when you order it done but I don't think painting can be gone about the same way.

Maybe make the canvas an item (not furniture), and dwarves who have a high artistic trait and some from free time might once in a while go grab a canvas, easel, and some paint, take it to their room and begin work.

Tell it to the Commercial Artists!  er... Sorry, got carried away.

Anyway, I would rather prefer something like that - although I think "public" art studios would be better.  Dwarves in their leisure time might go to a game room and socialize and relax, or they might spend time reading or viewing art or making art of their own.

8079
Well, chalk it up as another thing Dwarf Companion can't chalk it up to, and start training another mechanic and appraiser?

I mean, really, mechanic is easy (if you actually use up every available stone in your embark, you should win a medal), and it's not like mechanism quality matters for their primary purpose.  Appraisal is slower, taking a few years, but it's not like it takes very much of the dwarf's time to just walk in and look at the trade goods.

Incidentally, I dislike having just one of anything, especially something you might need to rely upon.

8080
DF Suggestions / Re: Porcelain crafting and high temperature kilns
« on: March 03, 2010, 12:14:45 am »
Personally, I'm with DarkFlagrance. Rather than seeing Toady hardcode any of this, I'd like to see the modding functionality added so that players can add industries with this exact depth.

A lot of this is actually probably doable next version. Custom workshops could be made to produce glazes out of specific stones (just add reactions for all the different types of stone or metal that can produce glazes) and entire production lines could be modded in with multiple workshops and everything. The only part that I don't think will be doable is gathering clay, since I think sand is still the only zone gatherable material in the game.

A lot of the in-depth stuff doesn't need to be added. DF doesn't simulate the extremely finicky things like the differences between charcoal and coke produced steel (heck, it completely ignores the carbon being required to bind impurities in ore smelting). Most players would understand that "Loam" or "Clay" would be used for producing "Stoneware", much more complicated than that would be frustrating and could honestly be written off as something "the dwarves handle".

I think you misunderstand what my aims are, here.  As I said in my last post, I'm largely interested in just making a list of potential substitutes, if with a number of ingrediants.

When I'm asking if ground granite can be used as a substitute for sand or other quartz/silica materias, that's making things less finicky, in the same way that charcoal and coke are substitutes for one another.

I am interested in real-life pottery, but only for the purposes of making a reasonable facsimilie of the process to be modelled for the game, not to force people to worry about trying to use chemistry to find the proper pH balance of things (although that actually got positive responses in the farming thread when Silverionmox suggested it...).

8081
Umm... drop his marksdwarfship skill lower, then give him a fey mood?

8082
DF Dwarf Mode Discussion / Re: FUN map request
« on: March 03, 2010, 12:05:35 am »
I don't have any of those on-hand (I like bigger maps), but if you really want more challenge, are you uninterested in the mods that provide things like orcs for more challenge?

8083
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: March 03, 2010, 12:02:14 am »
blasphemy

NW_Kohaku has become an Iconoclast.
NW_Kohaku, Iconoclast, is more experienced.

8084
Frisbees are too simple for a distracted addle brained idea?  And done have sharp fan edges causing occasion audience involvement ending with hospital trips?

I didn't say it was a bad thing to play dwarven frisbee... and even without sharp edges, I wouldn't want to get hit with a stone disc... (would a stone frisbee fly properly?  Maybe if it was cut more like a ring or a chakram...) 

Actually, throwing stone chakrams at goal posts sounds like a fine idea...  The stadium would need to be fairly large, but it should work out fairly well.

I'm hoping that a dwarven sports arena might actually be playable in a field that you could actually mess around with.  Playing in a large square stadium is fine and all, but it's just more fun for the player to have a game whose field the player can mess around with. 

(I remember playing golfing games on the Commodore 64 just because I could build my own courses...  And putting trees in the fairway, or making players land balls on tiny islands to bridge the gap between tee and green...)

Something like an ultimate frisbee game on a player-created game area whose terrain could be altered would be interesting.

8085
As in like in a electric fan.  Just came to mind, some sort of disk with lift that can be thrown high and long to land on the poles.  And, you don't beat the fan into submission...you beat the oposing team into submission.  The second part...not sure where I was going with that.  Must have been somewhere, but my mind goes waaaayy out there at times.

So... a frisbee. 

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