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Messages - Camden1990

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31
DF Dwarf Mode Discussion / Re: Weapon research
« on: December 12, 2010, 11:11:45 pm »
Heh, I didn't mean to imply I was far along in my course, I'm a second year undergraduate, I just do alot of tensile testing!
I have no idea how they form something that cannot deform into thread. I just go along with it. Though... if you were to make some sort of mesh of adamantine you could get an effect of deformation without the material deforming? Think chainmail - the rings themselves do not deform, but the armour is flexible. So I kind of see adamantine clothing as very finely wrought chain, like Frodos vest.
As for it being literal thread, that shouldn't technically be possible, but then it isn't technically possible for any material I know of to have zero strain when it yields, even ceramics are able to move slightly.
I think the thread thing can only really be summed up with dwarven !!MAGIC!!
I think the raws use kPa, because copper has 70,000 Urists for its yield strength, and it has a yield strength of ~ 70MPa, adamantine is 5,000,000, so I guessed it was 5,000MPa or 5GPa.

Unless you can spot anything else.
(Thread hijacked to discuss dwarven materials  8))

32
DF Dwarf Mode Discussion / Re: Weapon research
« on: December 12, 2010, 02:45:26 pm »
@Xenos
Actually, seeing as Adamantine has a yield strength in any direction of 5,000,000,000Pa, and has zero strain at its yield point, it in fact never deforms, it would simply shatter or crack as soon as more than 5GPa of pressure is applied. So it is entirely inflexible, but not indestructible.
So basically, covering a lead war hammer with adamantine would retain the properties of adamantine on the outside, with the weight of lead. What would be the deciding factor is the thickness of the adamantine. 8)

I don't often get a chance to apply my degree to DF, thanks! (I study Materials Science at university)

The carbon nanotubes that are theoretically possible to make a space elevator out of arent as strong as adamantine... so I think I know what the first thing I am making is as soon as moving machinery comes out.

33
DF Dwarf Mode Discussion / Welcome to Channelsieges
« on: October 06, 2010, 10:04:21 pm »
Well, I started a fort with the intention of following it from the perspective of the Doctor, but after all the updates I abandoned said fort.
Thought I would post how far I got anyway though! Enjoy!
May contain some strong language, as a warning:
Spoiler (click to show/hide)

34
DF Modding / Re: [DF 31.12] ۝ War of the Ring Mod ۝ [WotR 0.10.1]
« on: August 16, 2010, 05:54:37 am »
Spoiler (click to show/hide)
I'm not much of a modder, but I wanted to try lending a hand! And what Middle Earth would be complete without the Silmarils?

35
DF Dwarf Mode Discussion / A question about Volcanos
« on: July 03, 2010, 02:11:57 pm »
I managed to generate a satisfying amount of volcanos, with the necessary sand and ice that I wanted, but I have found that every volcano I have used extends stupid amounts of Z levels into the sky, keeping exactly the same shape, often towering well over nearby mountains/hills, with perfectly shear sides.
It is ok... but I don't like the feel of them, they're not very realistic!
Any idea how to stop volcanos extending so far into the sky? Or, if not, how to generate a good amount of surface magma some other way?
OR! If all else fails, how to bring the magma sea closer!
Thanks for any help!

36
DF Dwarf Mode Discussion / Re: Funniest/Strangest Engravings ever
« on: June 28, 2010, 08:23:15 pm »
Personally I'm not keen on my own engravers style.
Surrounding the dining room is his own renditions of the various defeats and losses this particular fort has suffered (reclaimed 5 times).
Personally I don't feel that showing the previous mayor being eviscerated by a mountain goat really sells my fort.
Urist McMayor: "Welcome Urist McMigrant! I am sure you will be very safe and happy here in Pulleynumbers, please, follow me to the communal dining hall where most of the residents gather..."
Urist McMigrant: "OH GOD MY EYES"

37
DF Dwarf Mode Discussion / Re: Stonemasons with lots of Children
« on: June 27, 2010, 01:15:37 pm »
Quote
That's... probably simpler than any of the other solutions.
Then that is not the dwarfy solution.
Personally, I'm pro the whole leg breaking thing.
That said... Burrows make sure they stay relatively still, and magma doesn't move that fast...
So many calculations to do...

Camden1990 cancels post reply: interrupted by Great Idea

38
DF Dwarf Mode Discussion / Re: the rare(ish) giant cave spider
« on: June 27, 2010, 01:09:28 pm »
I THINK that it does indeed shoot its web if it is tamed, but only at "hostile monsters" (read: berserk elves).
By doing this you can actually get it to shoot webs through a fortification and at some goblin (elf) etc you have captured.
Theres a knack to it though, because to shoot web, it has to be able to path to it.
SO the trick is to lock it behind a non forbidden but non pet passable door, and chain the thing you want it to shoot at just outside the fortifications.
Then, harvest away!

39
DF Dwarf Mode Discussion / Re: Fire, Ice and... Dwarves!
« on: June 14, 2010, 06:33:06 pm »
That sounds sensible to me, I was thinking maybe deserts? But the problem there is that they all want to be "warm or better" which doesnt bode well for me finding a desert... WITH A GLACIER SPEWING MAGMA ON TOP!
Why isn't there an option to toggle these things on...  >:(

P.S. Thanks for the reply!

40
DF Dwarf Mode Discussion / Fire, Ice and... Dwarves!
« on: June 14, 2010, 05:38:39 pm »
Hey, after being inspired by a post I read earlier, I was wondering how I would go about generating a world giving me the best chance of getting a volcano, ice and sand on a 2x2 embark?
So far I have managed to get a volcano and sand, on a 2x2, though I think I put too many megabeasts, as ALL civs were wiped out...
But I'm new at thie world gen parameters stuff so I was hoping someone could save me some trial and error time?

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