DF Suggestions / Re: Machanisms Arc???
« on: July 06, 2008, 07:10:20 pm »http://www.bay12games.com/forum/index.php?topic=5908.0
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Also, grey wrinkly ninjas. Give them exactly the same stats as elephants
.
Currently, I'm digging a very large pit near the river. Once the pit is complete, I will begin construction of a glass dome inside it. Since the river is only on one Z level, I should be able to completely remove the barrier between the river and the lake.
I want to put the glass dome at least one layer under the surface. But how many layers tall should it be?
code:
##########
# vv # v = ramp to lower level
# #
# #
#### ####
# #
# #
# #
#### ############
#======#
#======#
#======#
#======#
#======#
#======#
###^^### ^ = ramp to upper level
########
[ November 30, 2007: Message edited by: SquashMonster ]
Unless your map has no wood, in which case skip the axe all together.
Or.
Your entrance is covered in spike traps, which are currently retracted into the floor. Nearby, you have a water wheel powered by the screw pumps that said water wheel powers. At the top of the water's path in this wheel, there's a channel. This channel has four things in it. Flood Gate A (up), Flood Gate B (down), Pressure Plate A and Pressure Plate B. Pressure Plate A toggles Flood Gate B. Pressure Plate B toggles your spikes. And the lever in the front of your hall toggles Flood Gate A.
What? Well, when you pull the lever, it lowers one of the flood gates that's stopping your perpetual water machine. Water comes out, and it toggles the other flood gate, stopping the flow of water. But, water is already flowing, so it toggles your pressure plate, which makes your spikes go up. The water flows off your pressure plates, opening the flow of water back up and putting your spikes back down, which repeats the process.
What? You have a lever. When you pull it, spikes keep popping in and out of the floor.
So...
bauxite
iron
steel
platinum
(sorta) graphite
Anything else?
Oh, and is it safe to put grates over magma?
The water should flow on top of your magma channel. Mixing water and magma makes obsidian. This obsidian should block off the rest of the magma channel, which'll make it cool, making more obsidian. Mine it all out intelligently, and you can use that floodgate again and again.
Sounds like it isn't though. That's a shame. I realized a little bit ago that, if DF's gameplay was deterministic, a moderately skilled hacker could make a program that lets you play DF cooperatively over the internet**.
Not as good as properly coded cooperative play would be, of course. But asking Toady for coop play is too greedy for me.
* Spit out a random number at the end of world generation, save that. Make that the seed for in-game random be that. When you save, save the state of the random number generator as well.
** You need to sift memory to find the step counter and the pause state. The program lets player A play until the step counter increases, then pauses for player A, saves A's state, and sends all the keys A pressed to player B. Player B's game starts by saving the state and pausing. When B receives A's keys, B's game reverts to the saved state, inputs A's keys, re-inputs the keys B pressed, and waits for B's game to advance a step. Then it saves B's state and sends B's keys to A. When A receives new keys, he does the same thing as B, and it goes back and forth until whenever.
It'd be a little quirky, and fairly laggy, but it'd still be playable, and kinda fun.
[ December 05, 2007: Message edited by: SquashMonster ]
[ December 05, 2007: Message edited by: SquashMonster ]
How about if they differed a little? How much would it take before something like having different sieges or immigrants happened?
Merlon: Thank you. The weighting for collapse strategy you proposed will work most of the time. However, sometimes the cube that gets removed will cause a cascade failure. You can simulate this yourself in the program by getting a cave-in state and removing all the highlighted tiles (or shifting down the column, as appropriate). It'll sometimes leave new highlighted tiles. Though, personally, I like the idea of using cave-ins to engineer caverns carrying a risk of complete failure.
Draco: The weight distribution of above layers does effect what is possible. This is intentional, as without it doing that you can do some very ridiculous things. For example, if above layers had no effect, you could support a gigantic room on a massive pillar, and then have another large room directly under the pillar. ...Without the force of the pillar above it destroying the entire room.
Fieari: I agree. I tried to get as close as possible to the 7x7 rule with the material I used for that example. A more complete approach would have different properties for different materials. Hopefully the devs will like my algorithm enough that thinking of properties for all the different materials will be worth it
.