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Messages - GreatWyrmGold

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51526
DF Suggestions / Re: Aquifers - a suggestion
« on: June 10, 2012, 07:46:20 pm »
What are some realistic ways to deal with aquifers? Other than avoiding them.

It seems realistic to me to be able to pump out aquifer water and build walls to keep more from coming in.

Perhaps the issue isn't what's the most realistic way, as in the nature, to deal with aquifers in the game, aka super realistic mechanics and such. But surely the goals should be to make it desirable and fun overall, an to create aquifers that's more or less sensible in the way that they don't, almost 100% of the times, covers an entire zx-level and is made up of limitless water producing stones.

It's possible to pump out a smaller area in an aquifer but that requires an ridiculous amount of windmills and pumps. Or as most do: drop a gigantic stoneplug down into the aquifer and dig through the rubble.
I've pierced an aquifer with four dwarves operating four pumps. No windmills needed. Also, DF strives for realism in every way it can.
Yeah, it shouldn't take that much. One pump per level at best, IMO. And no job cancellation spam because of such a normal task as breeching aquifers.
The job cancellation spam is an unavoidable side effect of various other mechanics used to keep dwarves from drowning themselves while building a wall they noticed in a room that is about to be all flooded.

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It might also help to be able to build walls into the soil without digging out that tile, as if you're building supports into the walls of the hole. This would be helpful for when cave-in physics is back in.
Seems reasonable.

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Then again, that might make them a bit to easy. Maybe every so often one of the walls will crack, leading to water seeping in?
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Aquifers shouldn't be seen as a encounter of some sort that should and will hinder the advances of the player and the fortress to an 100%. It should be seen as a natural occurrence that might be a hinder.
Now, as I see it, aquifers are 100% passive encounters that will effect your fortress always negatively, well perhaps not always but more or less. The aquifer might doom your fortress right from the start because of the lack of materials that can be plunged into it as a plug to be dug through.
BTW: I do like the idea of walls being able to crumble/crack and let water forth into your fort or into whatever open area there's behind the wall. It would make digging a lot more !FUN! The problem might how to implement it as a mechanic that doesn't ruin your game because of flooding occurring too often and too random.
Look above for my first part.
Also, why shouldn't aquifers be a challenge? DF is a game where everything is a danger, if you don't know what you're doing. It's not like breeching the aquifer wrong wil cause it to start shooting water up to flood your fortress!
I do agree that eventual but inevitable breakage of walls would ruin the fun in aquifers.
Aquifers should be as much of a challenge as they are in real life, and no more. Players can and do disagree on how much fun aquifers are; that's not a reason to change them. Their lack of realistic operation is.
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How much of a challenge are they IRL? None, because humans build their settlements above the water table. Dwarves don't. Apples and oranges, pal.

It probably depends on the aquifer. For instance, as someone mentioned, when impermeable rock is on top of an aquifer, it becomes pressurised, so the water would come out faster.
Ok, but when do you find impermeable rock on top of aquifers in DF? Not most of the time. So if all aquifers are made the same, then the water should come out slowly. For the more rare, deeper aquifers like you describe, maybe the 4 pumps would be needed. But in those cases, things are easier, because you have access to the rock on top.
I was giving an example. Never having seen any real-life mines with aquifers, I had to go with an extreme RL example. Presumably not all real-world aquifers are identical.


51527
We're finally approaching completion of the big prison project. Thanks to some daring effort on the part  of Rampartpaddle, who I should note did a pretty good job of running just ahead of the dust cloud, the big drop-pit was completed ahead of time. Next we need to make the bridge itself.
On the 21st of Slate, migrants arrived.
Total fishery workers: 2. I'm classifying all future fishery workers as prisoners; most of them fit the bill anyways.
Brimurns, a scrawny ranger. He is married to one of the prisoners but is childless.
Fairinks, a long-haired and tall-headed grower. She's cautious and single, exceot for a gigantic and fat baby rooster named Kivish Parchedorb.
Five members of a family came. A married couple-Auburnurns the shark-loving fishery worker and axedwarf; his muscular brewer/cool/shearer wife Torchdaubs; their thin, irritable but usually laid-back nine-year-old daughter Chainedworked; Torchdaubs's quiet aunt, Whimsconstruct; and Whimsconstruct's husband, Dyeluck, a farmer.
Another family, a scrawny bed-loving gem cutter/cattle farmer named Staffglided, his three children (all of whom should be in adulthood--it's 12 years, right?), his tense and antisocial fishery worker wife Tatooedgolds (Brimurn's aunt and owner of a pet bunny). They also have three non-migrating children.
Also coming along is the aunt of the late beekeeper and...oh, god, so many, I'm not even going to record all of them. Just the notable ones, like the non-fishery prisoners.
There's a prisoner called “The Giant” due to her predilection for those creatures. She's named Knifechaos, which was an oddly appropriate name. She has a husband (also a prisoner), and four grown children.
Howlclasps, a muscular and fat metalcrafter. He is also a former macedwarf, and has a wife who did not come with. However, he was accused of being a vampire, so into the prison he'll go.
Channeldrives, a carpenter married to another prisoner. He has two grown daughters and was thought to be involved in some dangerous experiments with saltpeter that destroyed part of the Mountainhome near a resivour.
Lancecontrols, a farmer married to a prisoner and with another for a daughter. She wants to join them. She also wants her youngest daughter to come, but I can't allow that.
Strengthlashed, a slow-tiring blacksmith. She's married to Orbgrooved, an administrator. They have a grown daughter. Strengthlashed is the aunt of a stonecrafter that just immigrated.
Also coming along were some livestock: A male water buffalo calf, a female one, a mule foal, a baby alpaca (female), a keet, and a baby llama. There's also someones' pet ram, baby alpaca, keet, and piglet.
Our population is now 54, with 9 children and 10 dwarves awaiting incarceration. We have five dwarves in The Superior Mines, seven in The Constructive Fortresses, Splint, The New Ways of Drying, and a newb in The Spears of Urging, and Rimtar's picked up Orbgrooved for his squad.

My first order of business is to make sure Sappho isn't busy. The next order is to order some quivers for our militia. Also some coffins. We need coffins. And while I'm at it, some more walls would be nice. And traps.

On the 6th of Felsite, our one patient awoke and said he was too injured to fish. I allow Rimtar to take her into his squad.
On the 12th, two elves showed up. I have all of our crafts hauled to the depot, along with a log in case I need to drive them off.
First, I offer a bracelet and a figurine of one of our previous queens (Mafol Wheelstomb), both of donkey hoof, in exchange for an exotic bird. I then buy some beer for two mussel shell earrings. I then trade one of our large gems--a bloodstone--and a couple donkey bone scepters for a pair of high boots. We can't make those, so this is an important trade. Then, I trade an assortment of crafts for a wild boar sow. Next, I bought a roll of cloth for some donkey bone jewelry. Finally, some donkey bone figurines of dwarves and a scepter were sold for a raven, primarily to encourage more animals to be brought next year. There isn't really anything left I want to trade for, so I bid the elves farewell.
I assign Strengthlashed to mining detail.
On the 18th, a snatcher was spotted! Thankfully, it was seen by Splint, when it stabbed Splint in the leg. Not thankfully, Splint's leg injury evidently slowed her down enough that the thief got away.
On the next day, a horse foal was born. On the 20th, The New Secrets of Drying (I don't know why I've been writing Ways so much) announced that she was attatched to her silver spear that she used to kill all of those beak wolves.
On the 21st, a goblin snatcher was caught; another fell into the cage trap opposite. After a bit of consideration, I decide to build a separate prison for invaders. This decision is swiftly followed by the capture of some crow men. Hm...what to do, what to do?

-----

I am interested in your suggestions.

51528
DF Modding / Re: Transhuman colony mod, WIP, help appreciated
« on: June 10, 2012, 02:08:16 pm »
I had a dream last night about Stasis chambers in DF, so if you have too many idlers and not enough food. you can place them in stasis for different amounts of time. Like 1 month 2 3 4 5 6 7 8 9 10 11 12, 1 year 2 3 etc..

This means that super awsome fighter you had is missing his limbs but you don't have the technology to fix him yet. place him in stasis. but better yet, children. Keep them safe, until they grow up.
This would involve creating a custom workshop (Stasis Chamber) and a variety of substances that boil instantly, and turn the person inhaling it into a creature ("In Stasis"?) which has [IMMOBILE][NO_EAT][NO_DRINK] and maybe some other things. Note, the person going into stasis will be fully healed when s/he comes out.


51529
DF Modding / Re: Community Mod
« on: June 10, 2012, 01:57:20 pm »
It shouldn't be harder to survive than Fortress Defense added to Kobold Camp.

axeman: Will you let us know at least a vague idea of what you're doing? I want to know if I should plan to make demiliches or robots.

51530
DF Dwarf Mode Discussion / Re: Breeding intelligent creatures?
« on: June 10, 2012, 01:43:46 pm »
I've never heard of anyone breeding trolls or goblins. As to the dwarves thing: masterwork is a mod, let us keep to the parts all games have in common. I'm not sure about animal people, troglodites don't. Crundles do, but they only have can-learn, not intelligent afaik and afaiu
1. Masterwork is a mod, yes, but that makes a point about how the game works.
2. [INTELLIGENT] is just [CAN_SPEAK]+[CAN_LEARN].

51531
Impressive. Very amusing writing style.

51532
DF Dwarf Mode Discussion / Re: How dumb are dwarves, you ask?
« on: June 10, 2012, 01:29:04 pm »
I'd like to see them use wheelbarrows for construction (with a maximum settable in the Orders screen, of course). It turns a 2 or 3-second trip into a 10-15 scond one.
(I usually build with clay, see.)

51533
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 10, 2012, 01:26:20 pm »
"Dangerous" describes all dwarves.

51534
DF Suggestions / Re: Aquifers - a suggestion
« on: June 10, 2012, 01:25:11 pm »
It probably depends on the aquifer. For instance, as someone mentioned, when impermeable rock is on top of an aquifer, it becomes pressurised, so the water would come out faster.

51535
DF Suggestions / Re: Directed Surgery
« on: June 10, 2012, 01:20:54 pm »
Again, those medical texts would actually warn dwarves about which organs are not the cause of broken toes. They might also say something like "This organ is important, but rot hurts more than if you take it out. If nothing else, you'll end the dwarf's suffering faster, and it'll be okay to toss him in a coffin to stop the smell."

It also bugs me when people talk about Frankenstein as the monster, as well as when they say it's made out of corpses. (Read the book, anyone who thinks I'm crazy.)

51536
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 10, 2012, 01:17:59 pm »
Hey, that's clever. It should be "Eschews," though.

51537
DF Suggestions / Re: Directed Surgery
« on: June 10, 2012, 01:13:24 pm »
Why would you want to need to command medical dwarves to do their jobs?

As for goblins:
Code: [Select]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:UNTHINKABLE]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
That sounds like torture for fun (unthinkable), or maybe for (medical) information (unthinkable). Dwarves aren't into that stuff.

The one fortress where I had a Chief Medical Dwarf that actually did his job was the one with the worst medical system. Why? Whenever a military dwarf got injured, the Chief Medical Dwarf would clean, dress, and suture them all in one go, which resulted in them bleeding to death more often than not. If I could tell the moronic dwarf to just suture the wounds one at a time, maybe the poor soldier wouldn't have bled so much.
Then suggest that medics gain the intelligence to do things intelligently. Don't make us all do more micromanagement.

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As in for ethics, Toady could just change them if he wants. Problem solved.
Those are the ethics Toady wants dwarves to have, so he DOESN'T want to. Problem NOT solved.

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Are you being sarcastic? I can't tell.
Anyways, big issues. Dwarves die when cut in half and horses die when decapitated. So, those would need to be completely different things from normal medical work, or at least would have absolutely no concievable purpose that doesn't violate dwarven ethics until such mad science is implemented.

Dwarf Fortress isn't totally realistic. It has werebeasts, vampires, and necromancers. Frankensteins wouldn't be that much out of place.
First off, "some magical elements" doesn't mean "bye-bye, common sense!" Second off, I was describing current behavior in DF. Third off, I was just saying that stuff like that would be more than normal surgery. Fourth off, FRANKENSTEIN WAS THE GUY WHO CREATED THE MONSTER. Fifth off, AS I MENTIONED ABOVE, IT WAS NOT MADE FROM DEAD BODY PARTS.
...
INITIALLY.

We already HAVE doctor Frankensteins. See basically every dwarf doctor ever. "Your toe is broken? OUT WITH THAT LUNG!". You can see the desperate frustration in their enthusiasm to cause bloodloss.
That was due to stupidity, not bloodthirst. Once dwarves learn enough anatomy to tell the difference between a broken toe and a rotten lung, they do their jobs a lot better.

51538
DF Suggestions / Re: Wheelbarrow for the Workshop
« on: June 10, 2012, 12:40:46 pm »
I don't think so, but there's a ton of stuff they'd be useful for that they aren't used for right now. Like constructions, masonry (and other) workshops, dumping objects, and bringing items to the trade depot, as well as everything else that involves hauling large objects like stone and logs but isn't storing the item in a stockpile.

51539
DF Suggestions / Re: Aquifers - a suggestion
« on: June 10, 2012, 12:32:11 pm »
I agree; aquifers should be realistic. Limiting flow would help realism. Let's start to think about how people in the real world deal with aquifers, shall we? Then we can decide how aquifers should be changed to allow those changes.

51540
DF Suggestions / Re: Aquifers - a suggestion
« on: June 10, 2012, 10:40:27 am »
What are some realistic ways to deal with aquifers? Other than avoiding them.

It seems realistic to me to be able to pump out aquifer water and build walls to keep more from coming in.

Perhaps the issue isn't what's the most realistic way, as in the nature, to deal with aquifers in the game, aka super realistic mechanics and such. But surely the goals should be to make it desirable and fun overall, an to create aquifers that's more or less sensible in the way that they don't, almost 100% of the times, covers an entire zx-level and is made up of limitless water producing stones.

It's possible to pump out a smaller area in an aquifer but that requires an ridiculous amount of windmills and pumps. Or as most do: drop a gigantic stoneplug down into the aquifer and dig through the rubble.
I've pierced an aquifer with four dwarves operating four pumps. No windmills needed. Also, DF strives for realism in every way it can.

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That's a nice idea King mir. It would be nice to see materials with different qualities as waterproof materials and the amount and rate of absorption. It would be a new level of planing ahead when one is building reservoirs.
I'd rather wait for leaky walls until walls can be damaged in other ways.

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Then again, that might make them a bit to easy. Maybe every so often one of the walls will crack, leading to water seeping in?

Aquifers shouldn't be seen as a encounter of some sort that should and will hinder the advances of the player and the fortress to an 100%. It should be seen as a natural occurrence that might be a hinder.
Now, as I see it, aquifers are 100% passive encounters that will effect your fortress always negatively, well perhaps not always but more or less. The aquifer might doom your fortress right from the start because of the lack of materials that can be plunged into it as a plug to be dug through.
BTW: I do like the idea of walls being able to crumble/crack and let water forth into your fort or into whatever open area there's behind the wall. It would make digging a lot more !FUN! The problem might how to implement it as a mechanic that doesn't ruin your game because of flooding occurring too often and too random.
Look above for my first part.
Also, why shouldn't aquifers be a challenge? DF is a game where everything is a danger, if you don't know what you're doing. It's not like breeching the aquifer wrong wil cause it to start shooting water up to flood your fortress!
I do agree that eventual but inevitable breakage of walls would ruin the fun in aquifers.

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