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Messages - NW_Kohaku

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8116
DF Suggestions / Re: Porcelain crafting and high temperature kilns
« on: March 01, 2010, 01:14:05 pm »
Hmm... the only other experience I've had with glazes or laquer in a game was with Puzzle Pirates, and I'm pretty sure they used hemp oil in those reactions... but then again, they used hemp derivatives in EVERYTHING but the gunpowder and the rum.

OK, a quick trip to wikipedia so that I can get at least entry-level information on the process says that the best way to translate the process into a working game system would be as follows:

First, we should be able to make unglazed porcelain flasks that can be used to make an alchemist's workshop, like with glass.  Kind of overkill, but maybe there isn't sand?  Actually, since many of these steps will require sand, it may be unavoidable. (I'd like this to be an alternative to glass, or a more expensive, but potentially more profitable industry that could work alongside glass if we make glazing the pottery require sand, then while you can still make unglazed stuff, you lose the potential for it being an alternative, unless we can set up a sand-substitute, like a quartz-bearing stone.)

Next, we need to translate those chemical compositions into resources that are already in DF.  Quartz would be sand (and maybe some other stones, I'm not fluent in geology enough to know), and Feldspar would be things like Microcline, which could be ground down and powdered.  That would form the base of the glaze, needing impurities for its coloration.

Each of these stones should be powderable by crushing in some sort of mechanically-powered crushing machine.  Hopefully, one stone would provide larger stacks of powders, which can themselves produce multiple glazes, so that you don't have to use an entire iron bar to make a single glaze.

Getting iron oxides should be easy enough from all the iron ores or possibly just melting down iron bars (we're working with loose chemical models here, OK?). 

Manganese isn't so openly available, but since Magnetite is a compound of both iron and manganese, you can just straight crush that for both at once.  Pyrolusite is also apparently a manganese source, and is part of DF already, as well. 

Cobalt is well, it's Cobaltite (which is, amusingly, derived from "kobold ore"), but it does say that cobalt is often a byproduct of copper and nickle mining - perhaps the smelting of copper or nickle can produce a small amount of cobalt as a usable waste product?

We already have lead in galena... and it's pretty much useless, too, so yay for making it useful.

Selenium is apparently just a byproduct of making lead, silver, and copper, so I guess just making a combined Pb + Se from crushing galena should work?

Zirconium, aside from all those zircon gems, is apparently found in ilmenite and rutile, and as a side product of tin (and titanium) manufacture.


8117
DF Suggestions / Re: Porcelain crafting and high temperature kilns
« on: March 01, 2010, 11:28:28 am »
While this thread covers plenty of new territory, there have been many previous threads about pottery, ceramics, etc.  It would be helpful if this discussion continues to focus on topics not covered by these threads:

http://www.bay12games.com/forum/index.php?topic=5153.0
http://www.bay12games.com/forum/index.php?topic=42901.0
http://www.bay12games.com/forum/index.php?topic=4310.0
http://www.bay12games.com/forum/index.php?topic=4452.0
http://www.bay12games.com/forum/index.php?topic=3015.0
http://www.bay12games.com/forum/index.php?topic=26330.0
http://www.bay12games.com/forum/index.php?topic=3371.0
http://www.bay12games.com/forum/index.php?topic=35453.0
http://www.bay12games.com/forum/index.php?topic=3752.0
http://www.bay12games.com/forum/index.php?topic=38195.0

Spoiler: tags (click to show/hide)

Hunh... I could have sworn that when I actually searched "porcelain", it didn't provide any links, although I did know of "ceramics" and "pottery" already being there.

This thread actually started because I wanted to talk about making High-Temperature Kilns in the mechanics thread (and it grew large enough to warrant a thread of its own), however, and Porcelain was the most obvious use for them, alongside potentially new smelting options.

Unlike some of the ones from that list that I've read (still to look at all of them), I actually like the idea of making porcelain and stoneware different by requiring massive fuel consumption for the heat it takes to make them, and requiring that air pump.

edit: Oooh! That last one.  Still, concrete could be made with buildings aside from a high temperature furnace.

8118
DF Dwarf Mode Discussion / Re: Fortress Design Poll
« on: March 01, 2010, 11:21:15 am »
Yeah, I am building more and more diagonal hallways.  It makes the quickest route much more obvious, and tends to look kind of cool with square buildings inside diamond-shaped hallways.

8119
DF Dwarf Mode Discussion / Re: How did a fish get there?
« on: March 01, 2010, 11:18:32 am »
Can anyone tell me if they know how pond stocking works?  If I have an underground river I tap, and let the water there flow into cisterns, I assume I can actually fish in those underground water tiles for cave fish (my stagnant pools only give me lizards and turtles, and run out fast).  If I do get fish in them, would it be better to make one huge underground lake, or many smaller ponds?

8120
Describe the positions of your fortifications? As for your marksdwarf...she deserves your Baron(ess)'s chambers for essentially pulling an Audie Murphy.

It's a bunker similar to the one in the wiki, except that I made mine "rounded" for aesthetic purposes, 7x7 with the corners bevelled off (while still ensuring no corners were open).

I built my defenses so that the only enterance was through a hole in the face of a cliff with a drawbridge.  Given the direction that they were attacking from, they have to run past the bunker, climb the ramp onto the drawbridge, then keep on going past the bunker again... then they have to take on my hallway of traps to get to my wardogs and melee fighters.

(Oh, and looking back at the damage, I misread it, she actually didn't lose any toes, she only lost fingers.  Her right hand is crippled, and she has at least brown damage to 4 fingers, one of them completely gone.  She's basically firing a crossbow with her mouth and one thumb.  My other marksdwarf on duty is... chilling at the well for no reason.  I've reactivated all the rest of my military, but they're not trained in marksdwarfship, so they're going to the end of the hallway of traps.)

Seriously, though, every single shot that elite fired that didn't miss the bunker entirely went straight through the fortifications, like they weren't even there.  And some of those missed shots were going completely over the bunker or not angled up at all, so as far as I can tell, those fortifications are like tissue paper.


Images (sorry if my custom tileset confuses someone):
Bunker, 2F - Enemies have to go to the west on that drawbridge to get in.  There is a second drawbridge that will dump enemies into a moat still under construction:
Spoiler (click to show/hide)

Bunker, 1F (and goblins... the bright green one is the elite archer.  The elite was firing from about where he is right now.  He didn't even try to move up to get a better shot, just started firing from max range.):
Spoiler (click to show/hide)

Damage page (not shown: red damage to left upper arm, left hand, yellow damage to right lower arm, and grey damage to right hand)  Needless to say, I'll be very surprised if she lives:
Spoiler (click to show/hide)

8121
DF Dwarf Mode Discussion / Re: My very own Mordor
« on: March 01, 2010, 12:30:03 am »
awesome.  though, the name of an object is generated BEFORE its construction.  If you want to game the system, toady said that the skills that are valid are skills that the dwarf has. So, if you have everyone make one metal craft, once you get an artifact, the system will have a higher chance of choosing a ring for an artifact.

I thought you needed to get to at least "Novice" for it to count... plus, I don't think it distinguishes between any other metalcrafting product for experience.

8122
Hey, remember how I just said I hadn't seen any real goblin aggression (only one seige with only about 12 goblins, one elf), even though I now have fort with a value of about 2.4 million dbs?

HAHA! Just kidding! 

Three squads of about 16 apiece, each led by elites have just showed up on my doorstep...

And I'd even deactivated my entire military, since it had been so long...  Fortunately, my fort's enterance is such an elaborate deathtrap that it's actually fairly inconvenient for my dwarves.

Oh, the forges will be warm with the glow of melting goblinite tonight!  (Well, OK, and with the magma that always sits under it...)

edit: pfft! HA! The elite lasher just walked up to the bridge across my well channel for no apparent reason (was already on the right side of the channel), and got caught in my wildlife-trapping cages.  The rest of his squad is just looking around like, "... umm... what now?" before a few of the others also start stepping on the handful of remaining cage traps that aren't even close to my gates.

Ahhh, this is what I was missing.  Encroaching forces of darkness that pose less threat to me than a couple groundhogs.

edit 2: Holy crap! I thought fortifications were supposed to protect your dwarves from ranged attacks! Their elite bowman just fired every single shot straight through the second-story fortifications from a dozen tiles away, killed a dog, killed my second-best marksdwarf, and crippled my best one before he simply ran out of ammo. 

edit 3: Fortunately, unlike my other guy, my top marksdwarf has been kept rotating in and out of the military with pump duty and record keeping, so she's Superdwarvenly Tough.  She's got both legs and both arms in the red, has lost a knee, a hand, a finger, and a couple toes, and is extreme pain, but is actually still firing crossbow bolts down at the attackers (unfortunately, not at the elite, just at the random goblin noobs).  If she actually lives through this, I'm making her a statue... and ensuring that I never put marksdwarves in my sniper's tower again until the archers are dead or fleeing.

8123
DF Suggestions / Re: Hot air
« on: February 28, 2010, 08:36:09 pm »
tl;dr, you want smelters to make a kind of smoke that likes to go up, and force players to make chimneys to channel it outside.

Sounds reasonable, I have been seriously considering doing this in my fortress purely for aesthetic purposes, anyway.  (Although I would put a grate in it... I have batmen flying about my fort, so I don't want a hole that fliers can get in.)

Honestly, I kind of think magma should be treated in a somewhat similar way...

8124
DF Dwarf Mode Discussion / Re: Castle Design
« on: February 28, 2010, 07:51:31 pm »
You really shouldn't be working on making a fully functioning castle straight from the get-go, or even a skeleton, you should start with just making a defensible perimeter and work stations outside, or in "work crew shanties" that are just walls and a roof.

Once you have the basic necessities, defense, and sustainability down, then you start working on your megaprojects.

8125
Actually, I went into legends mode, and was looking at my history, and it said that the goblins had declared war on me "for reasons that scholars still argue over, and may always remain a mystery", but that the war ended a year ago.  I guess that means that I'll have no more attacks for a while, excepting kobolds, which have so far been able to run away with nothing more than a dead elf's sock, and two wooden arrows, so THEY aren't going to be much of a threat.

8126
DF Suggestions / Re: Porcelain crafting and high temperature kilns
« on: February 28, 2010, 06:05:26 pm »
Hmm... what about using ceramics as a means of prodoucing magma-proof materials?  Would ceramics be a good replacement for stone mechanisms, eliminating the desperate need for bauxite when working magma? 

I know they can be used in electrical insulation, but can they withstand submersion in a 1,111 degree Celcius lava flow without breaking down?  I would assume so if the fires needed to make porcelain in the first place are about 1,400 degrees, Celcius.

Also, what other special uses for porcelain would be possible, to help integrate them into the game as something other than just another trade good?

8127
Actually, I think some kind of water organ or, Armok help us, even a magma organ might work.

As for sporting events, I think it would be better if there were something unique and dwarven about the games they play, rather than just having dwarves invent the same games humans invented.  (Not that a stone throwing competition is out of the question.)

I kind of think some kind of mechanical device competition would be suitable... something like a challenge to fill a basin with water using a manual screw pump.

8128
DF Dwarf Mode Discussion / Re: Your favorite god.
« on: February 28, 2010, 04:48:45 pm »
Istbar is a diety of The Smooth Hammers.  Istbar most often takes the form of a female dwarf, and is associated with lies and pregnancy.

Well there's a healthy combination.

"What? Of COURSE the baby's yours.  WHAT?! Why do you keep looking at me like that! It really is! HONEST!"

8129
DF Dwarf Mode Discussion / Re: My very own Mordor
« on: February 28, 2010, 04:45:32 pm »
What utility is that?

Umm, you can use "Export Local Image" from the menu that appears when you hit escape.

You can also use save scumming, abandon, go to legends mode, and "p" and "d" will let you export worldgen data and worldmaps.

8130
DF Dwarf Mode Discussion / Re: Your favorite god.
« on: February 28, 2010, 04:27:17 pm »
I'm getting an image of a male fertility God like Priapus.  Umm... ew... 

EW! Stop making me think that!

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