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Messages - Zemat

Pages: 1 ... 12 13 [14] 15 16 ... 33
196
DF Announcements / Re: Poll on Signatures
« on: June 19, 2008, 07:02:29 pm »
Hey, why not make signature images visible only to those who log on and activate images on signatures? Those who don't have an account or don't want to log on won't be able to see them. Make images in signatures a "premium" for having an account and logging in.

By the way. We should close this thread already. This debate isn't going anywhere and the results aren't going to change much. Those who care already voted. Those who don't probable will never get around to do it.

197
Other Games / Re: Steep learning curves that are worth it
« on: June 18, 2008, 04:14:37 pm »
Try to get the machine life Taxa to appear in your world and get them to be the next civilized species. Now that's hard as hell to do without cheats.

198
DF General Discussion / Re: Future of the Fortress 4
« on: June 18, 2008, 04:03:54 pm »
To bad we won't be able to build fortresses starting from the tunnels' insides. But on the other hand thats a minor complaint since we are going to be able to build ON MOUNTAIN SQUARES (provided there's a tunnel below, results may vary, consult your local physician)!!!

199
DF Announcements / Re: Welcome to the New Forum
« on: June 17, 2008, 12:39:10 pm »
I'm not sure if this has already been mentioned but even after unsubscribing from some posts that don't belong to announcements I still keep receiving updates.

200
DF Announcements / Re: Poll on Signatures
« on: June 17, 2008, 12:35:57 pm »
As of this reply. There are 74 votes in favor o no image at all against 87 that favor some kind of image. But the way the categories are separated, 4 for no images versus 16 for some sort of image, will favor the no image categories.


201
DF General Discussion / Re: Should I make a Poll?
« on: June 16, 2008, 04:29:16 pm »
Polls are double edged weapons. If possible, Toady should allow them for everyone only in the mod and stories subforums and DF unrelated forums where they could do the least harm and be useful. In any other forum, only admins should be able to create them.

The reason is that forums tend to be used as a "democratic" way to harass people, often admins. When people disagree with others, instead of reasoning out their differences they try to rally out all those who agree with them with a poll. And even if they loose the voting the post stays there as a testament of their displeasure. Is a passive-aggressive way of legitimizing a flamewar.

202
DF Suggestions / Re: Pseudoliquids.
« on: June 16, 2008, 04:11:23 pm »
Have you tried climbing a step sandhill? It's not impossible but it's quite difficult and frustrating. :P

The idea of the impossibility of walking in 3/7+ squares was to imply that a tunnel more than half filled with sand would be impossible to traverse. I guess this could be changed so that dwarves can move over it as long as there's open space above them. They would simply shift to the next level if they reach a 7/7 square after walking from a 6/7 or, to make it a little bit more realistic, they could appear to be walking on the next level after reaching a 4/7 square. Anyhow, that's not so unrealistic as 3/7 water or lava turning into a full sized block.

203
DF Suggestions / Re: Pseudoliquids.
« on: June 16, 2008, 03:55:41 pm »
I used the case of snow as a pseudoliquid that accumulates in levels but doesn't flow. The idea is that in the lowest accumulation levels they would allow movement but after that they would need to be digged to allow movement.

But the main idea here is that pseudoliquids can flow or will flow up to a point. Like the sand example, if the difference in level of two cells is higher than a threshold then there would be flow. But below the threshold the sand would remain static. Unlike water where any difference in level causes the liquid to flow back and forth between cells.

204
DF Suggestions / Re: Pseudoliquids.
« on: June 16, 2008, 02:36:11 pm »
Well, that would be interesting...

Maybe the combinations of different liquids create the different soils displayed on the table you posted before just like lava + water creates obsidian.

206
DF Suggestions / Re: Pseudoliquids.
« on: June 16, 2008, 11:45:38 am »
Sandy loam is...rather sandy.  That's why it's called that, its clay content is very low (no more than 20%).  It's sheer strength is probably pretty low.
http://www.oneplan.org/Images/soilMst/SoilTriangle.gif

Still, it would be then a different kind of pseudoliquid with different properties than sand. Maybe with no or very little fluidity.

I was thinking, but maybe I'm wrong, that a liquid with a very low or almost zero fluidity would be as CPU intensive as solid rock since Toady only makes fluidity calculations when actual fluid movement needs to happen. So a liquid in equilibrium requires little to no extra CPU time.

207
DF General Discussion / Re: Future of the Fortress 4
« on: June 16, 2008, 11:32:20 am »
Quote
I rescued some sites that had fallen into the ocean after the cliff smoothing.

Erosion! ;D

Toady didn't intend cliff smoothing to work as erosion (as far as I know). It's just there to remove cliffs which block the way for dwarves and adventurers. Which means there will be no cliffs on the next version. It's just a temporal thing (again, as far as I know) that will be removed once more advanced movement options are included that permit escalating cliffs or something similar.

208
DF Gameplay Questions / Re: glaciers and water
« on: June 16, 2008, 11:25:56 am »
That was my original thought, but I kept thinking it would thaw the ice above... in fact:  How do you plan on getting the lava under the appropriate spot without melting the ice around it?   (the lava has to come in from somewhere)  I guess you could build it next to a cliff if they are available in the glacier areas.

Well that's the easy part. I just dig all ice above the tunnel where lava is going to pass.

I didn't know that dirt roads left working soil. That sounds like a bug.

209
DF Suggestions / Re: Pseudoliquids.
« on: June 16, 2008, 02:28:46 am »
Well, sandy loams are mostly compacted sand mixed with clay and stuff. They would act just as regular stone.

If fact we could have a whole family of pseudoliquids with different properties. Some, that flow, others that don't.

Extra suggestion. Add liquid and pseudoliquid specifications to raws so that modders can add different kind of weird stuff. Maybe petroleum :D

Also, stuff like alcohol and beverages should be handled as proper liquids. If I drop a full barrel and it breaks the liquid should spill and dwarves should mass around it and start licking it from the floor to avoid wasting it. :P

About the CPU. Toady has implemented code that prevents CPU hogging with large bodies of liquids like oceans. He only makes calculations with flowing liquid cells. The thing I mentioned about restricted flows on pseudoliquids is precisely to take advantage of those liquid optimizations so that flow calculations happen even less on pseudoliquids.

210
DF General Discussion / Re: Future of the Fortress 4
« on: June 16, 2008, 02:21:06 am »
Logically if you went far enough out you would hit the continental shelf and run into undersea !*LUDICROUS*! cliffs of 1000 or more.

And find R'lyeh and awake Cthulu :F

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