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Messages - Fenrisson

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31
DF Dwarf Mode Discussion / Re: Towers of Bacon & Cheese
« on: July 01, 2013, 08:10:14 am »
PS: Question will your bridge come alive in an evil biome if made out corpses?
It's not made out of corpses though, it's made out of blocks. The material the block is made out of isn't really important, as it's the item's type that primarily controls how it interacts with the world. For instance, you can't cut a dead FB made of glass into gems, because its item token is 'corpse' or 'corpse piece' and not 'rough gem'.

Hmmm so there is no way to easily mod the blocks to come alive, without creating wandering stone walls?

hmmm sad

32
DF Dwarf Mode Discussion / Re: Towers of Bacon & Cheese
« on: July 01, 2013, 07:39:06 am »

What happens when you put a cage with a live creature into the reaction process?

Science!
Stating the obvious, I know you are all thinking it!

How about building your defenses out of blocks made from carcases of the last siege - literally a wall of bodies (and even drawbridges)-  or a trade depot out the last elven caravan...

This would give any fort an evil note!

PS: Question will your bridge come alive in an evil biome if made out corpses? 

33
DF Dwarf Mode Discussion / Re: I Need Dwarf Names!
« on: June 25, 2013, 08:42:09 am »
Put me in aswell please - I am eager get my radom dwarven Profile ;)

Please post it when I die

34
DF Dwarf Mode Discussion / Re: An artifact... what?
« on: June 19, 2013, 09:45:47 am »
I couldnt resist:



35
DF Dwarf Mode Discussion / Re: Sieges
« on: June 13, 2013, 05:18:18 am »
I had the same problems/thoughts myself. In some embarks the greenskins come rather quick and in large numbers, some embarks seem to be rather dull (goblinwise).

I believe it has to do with how powerful the goblin-civ next to you is.


About the  "will I be able to defend myself" issue: that totally depends on your defense-setup. You can beat almost any siege with a good trap setup and no troops at all, or with just marksdwarfs behind fortifications and enough ammo (be careful if the enemy has elite marksmen though).
You will find the basics in the Wiki, and the advanced experimental defense systems all over the forum.

Be creative and post if you have a need setup - people love creative ways to treat guests...

36
DF Dwarf Mode Discussion / Re: Sieges
« on: June 13, 2013, 12:24:09 am »
Sieges are triggered by wealth and population,

The population required is 80 by default. How the wealth influences the sieging behaviour in uncertain on my part.
If your Population is 95 you should be expecting a siege anytime. It could be tomorrow or in a year, just be ready! The goblin thieves indicate that Ambushes and sieges will happen...


Good !Fun!!

37
DF Dwarf Mode Discussion / Re: Can you drown the Circus?
« on: June 10, 2013, 08:36:35 am »
So it is still doable! At least fit for a test - all one needs is a corridor with a huge drain at the end and a collision-wall - the "gun" should be a sort of wave generator, pushing the clowns back, slamming them into the wall, letting them approach again,...

I guess I will test the setup in a small scale on cats and prisoners when I find the time - I am currently busy with my thesis...

38
DF Dwarf Mode Discussion / Re: Can you drown the Circus?
« on: June 10, 2013, 02:00:15 am »
If you drop the water and/or magma, or accelerate it the clown will take impact damage though

(to quote myself - I hadn't ever done that yet)

How about a pre-pressured water cannon - If one builds a vertical shaft about 100 z-levels deep, with a constant water-inflow, the water pressure on the bottom of such a shaft should be enormous - with the right lever-gate outlet and an appropriate drainage system, one should have a watergun to be reckoned with...

I'm sure someone tried this - right? A watergun without minecarts - If not !!!Science!!!

39
DF Dwarf Mode Discussion / Re: Can you drown the Circus?
« on: June 10, 2013, 01:32:29 am »
If you drop the water and/or magma, or accelerate it the clown will take impact damage though

40
DF Dwarf Mode Discussion / Re: Why are ducks so tiny?
« on: June 07, 2013, 02:08:01 am »
I've seen wild ducks, and about 1 pound of edible material is a meal to a normal person. People hunt wild mallards and eat them all the time.
I think one could say, that wild ducks are about as big as wild chicken depending on the races. While the domestic ducks are rather bigger then their chicken counterpart.

Talking of breeding - are genetics implemented? I believe I recall someone who wanted do to science on this branch of dwarven lore. It would give the game a whole new depth if one could breed animals for their size or in case of war animals aggressive behaviour...

Also all the extra info needed to do thid would fuck the fps even more - very dwarf fortress ;)

41
DF Dwarf Mode Discussion / Re: Newb question
« on: June 05, 2013, 06:55:14 am »
One can get rid of the aquifer via df hack - but that is undwarfy - I personally hate the extra work so I dont embark near aquifer. If you check the wiki there are several methods to get past them - I would suggest you should tackle aquifers after you know the game a bit better.

Good luck and have FUN

42
DF Community Games & Stories / Re: An Uninvited Guest [SPOILERS]
« on: May 13, 2013, 08:13:52 am »
Have you considered lever-operated menacing spikes to kill the FB? Build the corridor of death, lure it with dogs or cats - when pathing into the kill-zone raise bridges to trap the beast - then pull lever in repeat mode. Voila, you now have swiss-FB-cheese without dwarven casualties

43
DF Dwarf Mode Discussion / Re: Usefulness of farming animals.
« on: May 10, 2013, 02:46:02 am »
Put the poults in a cage, then when some grow up butcher the extras from the top of the z->Animals screen down until you're back to the number of adults you want, and release those from the cage. Creatures born in the fort will always be listed oldest first on the Animals screen, so you can easily catch the turkeys before they die of old age while maximizing your production by butchering older creatures first.
That's really useful to know. I'll keep that in mind in future slaughters. Does that work similarly with harder to tell genders (males always first)?

Be careful though - the "age" does not apply the actual age of the animals, but to when the animal became part of your fort! f you train a dog for example, it will show up at the bottom of the list once it is trained, even if it was with your Fort since embark.

44
DF Dwarf Mode Discussion / Re: Why is this flooding happening?
« on: May 08, 2013, 04:28:41 am »
To me it seems that the DF-physics are closer to reality than we all thought. It seems, that if the distance between the flowing tiles and the channel is large enough, the dynamic-pressure-behavior disapers as it would in real life. it only accounts for static pressure while the total pressure remains the same.

DF ONLY accounts for static pressure. Dynamic pressure isn't simulated.

by the looks of the spoilers above DF simulates the dynamic pressure as a form of horizontal static pressure - otherwise there wouldn't be a difference between the damned an the flowing river!

The dynamic part of pressure is proportional to fluid velocity. In RL the total pressure of a flowing river is HIGHER than a damned river. So the DF effect that water rises further when tapped to a damned river has nothing to do with reality.

I agree what's described in Diagram A in the wiki is a bit odd. I can find no correlation to real effects, so I'm assuming a programming artefact. (Namely fluid simulation, when having to choose if to put a tile of water at the end of a u-bend or on the outflow of the river, always opts for the outflow.)

If you can name a fluid dynamics effect that would explain the strange behaviour in Diagram A, I will listen. I can say dynamic pressure is not it.

First of all I think we have to consider that DF is only trying to simulate the behaviour of hydro-pressure, I wasn't saying that the pressure features of DF are even close to reality. Still it seems DF is able to make a difference between standing water and flowing water of the same height - which I found a nice feature given the rather blunt simulation of DF-flow. The real issue is, that rivers in DF do not flow due to elevation but rather due to a artificial water source, where water is generated by the will of Armok. As spitfire pointed out in real life the water level should rise when a river is damned due to the potential energy of the water upstream diverting its dynamic pressure back into potential energy an therefore applying static pressure on the water below. Due to the lack elevation difference this is impossible to simulate in DF-rivers. What DF seems to do is not accounting for the static pressure of a water tile until no further flow on the same z-level is possible. Therefore DF is simulating something like dynamic pressure...

Back to the original problem: In the first post of jez9999 the question was (I hope I got that right) why the tunnel on the inside end of the u-bend is being flooded, since the water is being taken out of the a flowing river, and on the same z-level as the bottom of the river (therefore the flowing water). The wiki says, that the water shouldn't do so (diagram A). To me this behaviour makes sense (see first paragraph). I believe the flood is happening because DF is able to notice tiles that are not in flowing direction are not accounted as being part of the flow system (maybe flow has something like a pathing-algorithm noticing dead ends). Therefore the dynamic pressure behaviour stated above does not apply to them.

45
DF Dwarf Mode Discussion / Re: Why is this flooding happening?
« on: May 07, 2013, 06:02:01 am »
To me it seems that the DF-physics are closer to reality than we all thought. It seems, that if the distance between the flowing tiles and the channel is large enough, the dynamic-pressure-behavior disapers as it would in real life. it only accounts for static pressure while the total pressure remains the same.

DF ONLY accounts for static pressure. Dynamic pressure isn't simulated.

by the looks of the spoilers above DF simulates the dynamic pressure as a form of horizontal  static pressure - otherwise there wouldn't be a difference between the damned an the flowing river!

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