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Messages - GreatWyrmGold

Pages: 1 ... 3456 3457 [3458] 3459 3460 ... 3706
51856
DF Suggestions / Re: Cave-in system
« on: May 20, 2012, 06:08:29 pm »
It's a possibility.

51857
DF Suggestions / Re: Volumetric soil (digging/extraction)
« on: May 20, 2012, 06:07:09 pm »
I think it's aren't a problem, but this situation can be solved by using fast/smart fortress builds at the embark. You just need to do things which are necessary. BTW, I think the many gameplay aspects can be changed to the moment when we would have this features. I don't see any other problems with it except alleged time-consuming.
It's aren't a problem? Okay, what's necessary that doesn't require digging? Explain that, then we'll talk more.

51858
DF Suggestions / Re: Volumetric soil (digging/extraction)
« on: May 20, 2012, 05:33:22 pm »
It's alright for mining to be slow once you've got a hole in the ground, but soil layers aren't something you can put off until you've got a decent fort working. They're the opposite. Also, seeing as how minecarts require a fair amount of infrasructure to use, I doubt they'd help that problem.

Having to haul stone out of the tunnels, because it slows movement? Perfectly acceptable. Maybe a similar system for soil. But completely blocking movement? That would stop fortresses right at the start. At best, that's half-speed of mining, plus headaches unless dwarves can intelligently and autonomously haul soil out of the fortress.

51859
DF Suggestions / Re: Cave-in system
« on: May 20, 2012, 05:29:14 pm »
If you want a system more complicated than the 0.23 one, you'll need some kind of display for showing how much stress the rock is under, and maybe one for how much stress it will be under once you mine out these rocks/build these constructions.

The cave-in system would help that.

51860
DF Suggestions / Re: Cave-in system
« on: May 20, 2012, 05:10:42 pm »
Why does a cave-in system need some way of warning you? Well, first off, dwarves should be able to tell how much more they can mine before bringing the fortress in on itself.

More importantly is a reason for which I was considering rejecting the whole "improed cave-in system" idea, period. You don't want to be making a great dining hall only to discover that you made the ceiling too thin, causing your workshops and part of the dormitory/bedroom complex to collapse, ripping a huge hole through your dining hall into the caverns and releasing a few flying FBs. Of course, that's a worst-case scenario, but each part is possible. One wrong tile mined, and your fort will collapse unless you figure it out in time? No thanks. Hence, a system of cave-ins must be simple enough to describe in one, short sentence without the word "realistic," unless you have some way to inform players that removing this tile of rock will cause a cave-in.

51861
DF Suggestions / Re: Volumetric soil (digging/extraction)
« on: May 20, 2012, 05:02:06 pm »
I remembered Toady saying...well, more or less what I noted in the post that started this sub-discussion, but with bouders.
I still believe, for gameplay reasons, that such a dwarf shouldn't block travel. That would slow mining even more than the whole "Must move these soil chunks to continue!" idea.

51862
DF Suggestions / Re: Volumetric soil (digging/extraction)
« on: May 20, 2012, 02:44:08 pm »
Why SHOULDN'T a Dwarf carrying around a tile's worth of stuff around with him block or impede the ability of another person going past them?  I mean they have a tile's worth of stuff carried around with them.  The problem in the definition there isn't whether it should happen or not (because clearly, it should).  The question is: How much is a tile's worth of stuff.

I don't personally think that 1 tile mined out should be 1 tile's worth of stuff, but there is a point at which masses of stuff in a tile should block, slow, or at least discourage movement through it.
I'm recalling a quote from Toady in the future of the Fortress thread. I'll see if I can find it.

51863
Dear Urist McSwordsDwarf,
The aligator snapping turtle that the stork corpse killed is alive again! Go kill it, please. No, Urist, it's not in the food stockpile, you're going the wrong way...

Dear Armok,
Why do you like sending white stork corpses at me? It happened last time I settled in an evil area, too...

Sincerely
GWG, Overseer.

51864
Yeah, usually cycolpes aren't that patient.

Dear drake:
That minecart has hit you several times before. As amusing as it is to see you skimming over the plain, I'd appreciate it if you'd stay off the tracks.
Sincerely,
GWG, Ovrsr.

51865
DF Dwarf Mode Discussion / Re: Dwarf Cryogenics program : Complete
« on: May 20, 2012, 01:33:32 pm »
Good job! Now figure out how to transform them into useful members of society, or at least whatever state they were in when they died. (Some modding required.)

51866
I was doing pretty well. A "siege" of one ferric elf zombie, a mule skeleon, and a cat skeleton had claimed half my military (just some unequipped, use-impaired dwarves) and a couple other unlucky dwarves, but I had sealed off the fort (at the cost of one miner who somehow fell into the moat), so i was all good. A few kobolds had stolen an iron pick and a couple articles of clothing, and one of my other miners went stark raving mad, AND a jewler tantrumed, killing my sleeping expedition leader, but aside from that everything was OK. The siegers dropped dead, so I built a bridge across my moat so I could collect bodies, gear, and so forth. The tantruming jewler went stark raving mad (despite me blaming the crazy miner for murdering the EL--he escaped without punishment, BTW), and so things were looking up.

Then the kobold siege revealed itself.

I couldn't deconstruct the bridge fast enough, and anyways their bowbolds could likely fire into the courtyard at my fleeing dwarves. They...kinda died. Sucks, because it was the only fort I'd made that had (almost) two Starting Sevens.

51867
DF Dwarf Mode Discussion / Re: Bronze-Age Goblins?
« on: May 20, 2012, 12:57:00 pm »
Try importing steel. Or pig iron and flux.

51868
DF Suggestions / Re: Dwarven Interrogation, prisoners
« on: May 20, 2012, 12:05:18 pm »
And most of those are generated on-the-spot. Even if there are only three goblins and their pet troll left in the world according to legends mode, that civ will send huge sieges and big squads of trolls to you endlessly.

51869
DF Suggestions / Re: Wheelbarrows for Construction & More
« on: May 20, 2012, 12:01:14 pm »
I'm still unconvinced that the inconveniences you assume will occur with burrows would outweigh the inconveniences associated with re-stating "Use X wheelbarrows with these constructions" every time you designated some more walls to be built. Of course, the ideal solution would be to incorporate all of these ideas.

51870
DF Suggestions / Re: Cave-in system
« on: May 20, 2012, 11:57:23 am »
-snip-
It's still only happening only when a tile is mined.

And hundreds of tiles at 5ns a tile is not a significant portion of a second.

Alright, let's ignore the fact that calculating stuff based on tensile strength or what-have-you would probably inflate the time taken and assume 5 nanoseconds. Once I get into he later stages of a fort, my master or legendary miners can mine a tile or two a second. I'm probably down by the second or third cavern layer by then, so that's quite possibly over a thousand tiles checked per tile mined--I'd have to do the math, but it might not mean much meaningful due to the whole "caverns and fort in the way" thing. I have at least two or three miners by that point (let's go with two, the number I start with). So...let's say 3 tiles per IRL second, an even thousand tiles checked per tile mined, and 5 nanoseconds per tile checked. That's...15,000 nanoseconds per second. Hm, that's not much, is it? But wait! what about constructions? I usually build big buildings aboveground to tie up my idlers, and usually perform some other task as well, and that would add to the weight of tiles underneath. Hm, wouldn't mining also alter stuff for tiles underneath it?
Alright, so...from mining, if we check in all directions, it probably adds up to a 0.05% increase or so in time taken, and maybe that much from constructions. So, bot too bad...assuming that calculations do, in fact, take a mere 5 nanoseconds per tile. Somehow, that seems low.

Can anyone back up Mir's estimate?

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