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Topics - BrutalNoodle

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DF General Discussion / <Flying Dorfs>
« on: August 25, 2010, 10:56:49 pm »
If the skills a dwarf can learn are not capped, is it possible for Dwarves to become such expert dodgers to be able to fall and miss the ground completely? Think of the ease at which you could build great walls! The amount of pigtail socks that would rain from on high! The number of goblins carried over volcanoes, the possibilities are endless. Some day, some day....

Been reading some Douglas Adams...  ;)

2
DF Dwarf Mode Discussion / Underwater ice volcano
« on: June 22, 2010, 08:22:35 pm »
I just created a world and was amazed to find a volcano under the ice of a frozen ocean =O. The only downside is that the volcano is in the very bottom left of the region tile and the closest land is far away. But anyways here is the worldgen info as well as some screen shots.

I have not played it through till high summer, but it says that it is in a temperate region so perhaps the ocean will melt and cause extreme lag/awesome.

The actual embark site is a 3 level thick ice sheet with a volcano at the bottom lefthand corner of the map. There is a huge hole over the top and the sides are just ice until the rim of the volcano.
I think it is time for a sub oceanic base?

(tileset is mayday)

Location
Spoiler (click to show/hide)

Worldgen info (For v 0.31.08)

Spoiler (click to show/hide)

3
DF Suggestions / Pump power levels.
« on: June 21, 2010, 12:50:41 am »
I looked through the other threads about adding mechanisms/hydraulics etc but have not found something exactly like this so here goes.

Instead of having a pump simply be able to move water from level n to n + 1 you could have a setting on the pump for pressure, or levels to move the liquid up. Now this may be problematic as I believe there was an issue with volcanoes causing enormous fluid calculation lag if the area in which the fluid moved was not perfectly smooth (hence why they are the same shape all the way down), but having the caveat of a straight shaft above the output tile is a minor inconvenience. This could be either solved by having no twists/turns between output tile and location the water is pumped too, or some sort of connection that must be added to the business end of the pump and then piped to the output location.

For each Z level of pressure that the pump moves the liquid you could have it draw more power, or depending on what it is pumping draw more or less power (magma heavier than water etc). This functionality would also seem to be more true to actual fluids being pushed rather than just flowing to the lowest spot. This would also allow the current pump design to function normally as you can just set the "pressure" value to 1 or the same Z level that the pump operates on.

If each tile of water has a pressure value associated with a Z level then the pump could just change whatever water is passed through it to a higher z-level of pressure. I am sure it is not that simple, or even if my understanding of fluids in DF is accurate, but just a feature that I thought would add a lot of interesting dynamics/more realism to the game as well as be relatively easy to add in without creating totally new objects.


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