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Creative Projects / Re: Doomed Bay12 City-builder game.
« on: February 10, 2013, 10:01:57 pm »And I see no reason why the wheel should be invented.I'll assume you meant reinvented.
Because some people prefer legs or treads over wheels.
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And I see no reason why the wheel should be invented.I'll assume you meant reinvented.
Hence why I said radiated.Unfortunately heat doesn't work that way in the vacuum of space, unless it's being emitted in the form of light like from the sun. Otherwise it needs a medium such as air or water to travel through. Some heat is emitted through infrared radiation but it's not strong enough to have a significant effect on anything other than an infrared camera.Would the radiated heat be able to affect other ships, or would it be too diffuse to be worth calculating?How would the heatsinks work?Typically heatsinks are designed to absorb heat from a connected component and radiate it away as efficiently as possible, typically through a large amount of exposed surface area.
(In physics terms, I mean.)
Would they concentrate waste heat in some sort of coolant and eject it, or would they radiate it, or what?
In gameplay terms I would probably just have the heatsink directly raise the maximum temperature of the connected component. The heatsink would also share whatever heat value the connected component has. However I doubt there would ever be a circumstance where the heatsink would fail due to overheating before the connected component did. Hell, in order for it to fail it'd basically have to melt.
(Although if it is diffuse, it might be fine to leave it in, just so players can try to overheat an enemy ship with their heat sinks.)
In any case, the way the game controls right now, you'd never be able to stay close enough to an enemy ship for your ship's heat to have an effect on it anyway. It'd be like a jet fighter trying to burn a wing of another fighter with his engine during a dogfight. Even if he was willing to sit there long enough maintaining that level of control would be a total pain.Ah well. It was a neat concept.
In other news I managed to set up a system for internal components and have a cargo hold component partially in place, though I haven't set up any of the variables so it can hold cargo yet. I'll need to add items to pick up before I can flesh it out more.Excellent. If your cargo hold gets breached, will you be able to see your cargo go tumbling out into space, or will it not be tracked?
Still need eye/hair color and personality from you, GWG.Okay, adding.
Why not 21 Yab? Similar to the Mayan king 12 Rabbit.Regardless of what we choose in the end, I vote our village name be Nilbog.Honestly, the village should be named Alucard
It's Dracula spelled backwards.
It's Goblin spelled backwards.
I'd like to nominate You at Sequel's Final Boss. A spinoff on the original YAFB, Sequel's final boss is GMed by GWG and has a own final boss Knight Tiger who got shunted aside for a battle between Liches and Dark Lords with a bunch of players summoning weird stuff, trying to set up factions, and figuring out who the final boss is now.I second this. Thanks, Persus.
From what I read it seems like Cacame was completely bugged out, as a result of being an unexpected result of the RNG in the game - he couldn't be normally commanded around, but somehow he was completely indestructible and could punch dragons into a red mist without any weapons, armor or relevant skills. Legendary yes, but more as a result of a seriously bugged game than any "story". Cacame is often depicted with cool armor, but in reality he was a blithering idiot who couldn't pick anything up or dress himself.Those bugs happened once Cacame got rendered in the game, and were due to the game not being able to handle the paradox of a dwarven citizen not being a [CREATURE:DWARF]. Just like what happens now when you transform your citizens into nondwarves.
Any sufficiently advanced technology is indistinguishable from magic, but any sufficiently analyzed magic is indistinguishable from science. It's not a simple binary thingamabobber.QuoteIf magic is completely and utterly corralled down and reliable, then it's indistinguishable from science, and magic a can remain magic a while having the opportunity to go magic 8 and hope for the best. Magic is not reliable, magic is holding a blade without the hilt, and we need to have that remembered in the game.The true difference between magic and science is not its reliability but how well it is understood and how disconnected its effect is.
Kohaku:Which would explain those dying empires of superior elves in so many fantasy worlds!
If that's the case, then clearly magic is a finite resource! If this is the case, but is simply treated like an infinite one-- ("How can scooping a thimble full of water out of the mighty ocean, and destroying it deplete the ocean?" type mindset), then this would produce lots of magic and magic using cultures early, but the waning supply of magic would force those cultures away from it.
It would also make the forest spirits the elves contract with be less and less inclined to grant boons over the ages, as those spirits need to conserve their powers to stay alive, and or-- may require a means of converting something else into the magic they need. This is where ritual really shines.
Yeah, I remember when we were talking about things like "magma ovens" when it came to cooking threads.It would cook fast, though!
Ovens that can go up to 1111 degrees Celsius/2032 Fahrenheit with no particular effort might just possibly burn your roasts if you aren't designing your ovens specifically to mitigate the heat conducted.
Right there in the raws. If Toady wanted most dwarves to be fine with slavery, he would have made them fine with slavery.Assume for a moment that you're right and Toady's game at the initial release was all DF was going to be at that point, minus fairly minor features.uhhh... you still not really adressing my point. you seem to say "cuz toady says so" and i just wonder how much those things are written in stone. where and when whas it decided that dwarfs should always be opposed to slavery? also why inst dwarven psychology and culture fit for it?
You're still wrong, because if Toady didn't think dwarves should be opposed to slavery he wouldn't have made them so opposed to slavery. And for each player asking for slavery, there's two or three more explaining why it shouldn't happen.
Besides, dwarven psychology and culture isn't exactly the best for the development of a slave trade, even if they hadn't outlawed it.
well i agree. my system for slavery inst very thought out. and as you all seeem to say, to wait for it to be implemented properly is of course the best way. but for me it was more of a instant rection when playing the game, thinking "slaves would be neat" and i still think it would have worked, in the game AS it is now. this doesnt matter though, since everything added to the game has to be part of the super long term goals. so what im guess im saying is that my suggestion was more meant for the partly broken, but still super lovable, game that it is today, not the amazing behemoth of a everything-simulator its expected to be when all the arcs are done and its 1.0.The problem is, DF lacks many features required for slaves to make any sense, including an economic role you need slaves for.
still think that turning those goblin prisoners into haulers would be sweet.Why? Why is that better than using the hordes of effectively unskilled cheesemakers and such who migrate to your fortress?