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Messages - Snaake

Pages: 1 ... 13 14 [15] 16 17 ... 49
211
DF Dwarf Mode Discussion / Re: Dwarves suspending construction of wall...
« on: October 01, 2013, 09:52:11 am »
Comparing the one time I used the double-slit pumping method and when I tested doing the 2-(soil-)layer aquifer pierce with only 1 pick and no other embark items used, I'm going to pick cave-ins over pumping every time from now on. (A 1-z aquifer is even easier to pierce with a cave-in, but maybe not quite as safe if you're in a really hostile biome).

All that cancel spam...

212
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 01, 2013, 09:44:37 am »
...Are merchant guards still bugged so you can't slab them?
...

The bug still occurs, but e.g. last time I had it, only 1 caravan guard bugged, the other 5-6 or so got buried or slabbed just fine (I'm fairly certain I did have at least 1 other that had to be slabbed; it was a fire-breathing titan that got the caravan).

213
...
So, from the data we know that:
  • There are set "target" maximum (daytime) and minimum (nighttime) temperatures.
  • Heating is either sinusoidal or logarithmic, but cooling is linear.
  • Daylight hours are a bit whack; if the hot edge of the map gets 16 hours of daylight, even if it's only at the summer solstice, that would mean the equator is actually still quite a ways off, and probably quite !!FUN!! (what's called a scorching desert in DF would probably feel refreshing after a walk at the equator).

I realized some erroneous assumptions/conclusions in my previous post (the short list of conclusions is above, but there's some other stuff too). First of all, cooling in itself isn't necessarily linear, but the effect of lower insolation late in the day (as the sun is setting) and the cooling has a total effect that looks linear. Or my new guess is that maybe the sun sets at around 13 hours of daylight (the cooling isn't completely linear before that, showing that there could still be some small heating), after which cooling is linear as speculated earlier. So the daylight hours are also a bit shorter at the South map edge, but still about an hour longer than expected for the equator, which should be a few minutes over 12h year-round (google e.g. "length of day Quito" or Singapore or something, check January&June). Also found this nice visualizer. 13 hours at summer solstice corresponds to about 17 degrees north, which would mean that the equator would still be somewhat habitable: at worst, only about as bad as the existing scorching climates.

As a side note, It's kinda annoying that the plateaus are so big, with enough accuracy (1 degree F or U should be enough, I think), there should be a curve visible over the whole day, or at most a couple of hours of even temperatures. In real life, you need averages e.g. off the same day every year for several years to get rid of weather effects, of course. Also, lack of a clear peak/trough means it's harder to pinpoint what kind of delay specific heat capacities introduce to the system.

Readings from a desert/rocky badland vs. ocean on the same latitude would be interesting, since it might help isolate the effects of latitude vs. surface material. The desert reading definitely suggests my "target temperature" claim from the quote above, since barring statistical flukes due to weather, you wouldn't get plateaus that flar in real life, pretty much ever, at least not at tropical latitudes. So yea, the temperature model is "broken", or to put it another way, pretty simple, and doesn't fully take into account how high temperatures can reach during the day and so forth. My guess is that the max. temperature plateau might actually a safety feature for gameplay, to prevent dwarves from melting in scorching climates. The low temperature plateau is probably a "minimum ambient temperature" defined by latitude and/or biome, that cooling occurs to.

Regarding the temperature plots from Phoenix, yes, temperature does flatten out a bit especially on warm days, but I'm not totally convinced by the examples yet, either. Like I've said, one, or a few, days do have slight weather fluctuations even in a desert with little to no "weather" as usually defined in temperate zones (rain, clouds, etc.). Also, the y-scale is really flat in those plots, leading to an illusion that the temperature is more even that it is. Possibly.

Oh, and we have different energy units because the calorie was probably invented first; it's pretty easy to define experimentally, you just need a heat source, a thermometer, and a scale (to measure how much water there is), and a closed water container to prevent evaporation. However, it's not a neat, SI, base-10 unit, unlike the Joule. Why are there (in the imperial system, of which "you Americans" are the last big die-hard users) so many arbitrary units of distance/time? At least the calorie is somewhat scientifically defined.


...and finally, regarding the 2nd sand desert plot, yea, I'd say the "hump" is a feature of the heating model. Either the insolation function only approximates a sine curve with linear segments, or the temperature curve is formed directly, and the slope of temperature increase is just set to drop by some % 3 hours after sunrise.

214
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: October 01, 2013, 03:46:06 am »
The bones would have to get surgeried out by a surgeon if you necroticized them.

And I bet you'd still have a capable fighting dwarf.

I mean, I remember hearing about dwarves with no skin or fat still wielding weapons.
Skin and fat are different than bones, though. You can still technically grasp without skin and fat. Without bones, all you have is muscles that don't work anymore and a bit of armor vs the environment.

Also, make the syndrome preserve the spine, otherwise the dwarf would suffocate.
Seems like some modding ~SCIENCE~ is in order.

I can't seem to make the skeleton rot.  Fixed it. Skeleton now rots. This does not seem to prevent movement in the slightest.
(I made some rather nasty Aardvarks, their bite causes bone rotting after 2000 ticks, or whatever the time unit of such things is)
Next up I'm to see if I can make Ebola Zaire.

Code: [Select]
[CE_NECROSIS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:BONE:RESISTABLE:SIZE_DILUTES:VASCULAR_ONLY:START:2000:PEAK:2800:END:7000]

So since this was necroed, are the jello-dwarfs now effectively immune to "fracturing (bone X) and tearing (organ Y)" type hits? I guess the organs would get bruised more easily and so forth, but at least no tearing due to bone splinters. I wonder how the dwarven brain's resilience compares to the usual eggshell skulls.

215
wierd: A Joule (J) is 1 kg * m2 * s-2. You're thinking of calories: 1 cal is about 4.2 J, 1 Cal or kcal about 4.2 kJ.

Also, I'm kinda skeptic about some of your claims about the plateaus making sense. Ocean water is pretty stratified, with only limited mixing between layers. For a very simple model, heat is transferred between layers and between the surface&atmosphere by heat transfer rate being relative to the temperature difference (for pure blackbody radiation/absorption, it would actually be the Stefan-Boltzmann law i.e. the difference between the 4th powers of the temperatures), so that cooling/heating is always fast at first and then slows down.

Well ok, the plateau makes sense, since the later slow cooling/heating could indeed look like a plateau, but it should be symmetric, not asymmetric as with the data. The plots look more like heating is just turned off at dusk, and the temperature drops linearly, as itg said. Also, whereever the measurements were made, it was (or should have been) summer at the time, since dusk occurred 16 hours from dawn. Also, on Earth, a daylight duration of 16 hours at summer solstice corresponds to roughly 48 degrees North/South. Which is a bit south of Paris, about the same as Munich, Vienna, Ulanbaatar, or a tad North of Seattle. Or about 150km South of New Zealand's South Island (pretty much open ocean all around the Earth, with the exception of southern Argentina/Chile).


Since insolation follows a sinusoidal curve over the day, I'd claim that average daily temperatures (so excluding weather effects, which DF doesn't have AFAIK) are also nearly sinusoidal, e.g. with this plot of water temperature over a year (the yearly plot is analogous to a daily one, which I had trouble finding just now).
Spoiler (click to show/hide)

What the large heat capacity or specific heat capacity (2 different things) does is delay the increases/decreases in water temperature compared to the insolation maxima/minima: solar heating is at it's smallest at the end of December, and at it's greatest at the end of June, and yet in the above "warm" coastal area water temperature plot, the sea water reaches it's temperature minimum in late January/early February, and it's maximum some time in August. The greater the specific heat capacity of the material, the bigger the delay. And if we include mixing/conduction of heat deeper into the material, the heat capacity and thus the delay grow. A sand desert (which also transmit heat downwards into the earth really badly, IIRC) would react quickly to changes in solar heating, both over the day and over the year, whereas oceans are pretty much the slowest thing to do so found on earth (possibly beaten at times by moist forests, both tropical and temperate).

So, from the data we know that:
  • There are set "target" maximum (daytime) and minimum (nighttime) temperatures.
  • Heating is either sinusoidal or logarithmic, but cooling is linear.
  • Daylight hours are a bit whack; if the hot edge of the map gets 16 hours of daylight, even if it's only at the summer solstice, that would mean the equator is actually still quite a ways off, and probably quite !!FUN!! (what's called a scorching desert in DF would probably feel refreshing after a walk at the equator).

216
DF Dwarf Mode Discussion / Re: Is Dwarf Fortress Turing complete?
« on: September 29, 2013, 03:09:29 pm »
water conserving mist showers?

The basic misters with small (1-2 z) drops are usually closed loops in terms of water supply to begin with.

It's really only when you get to larger waterfall systems when an aquifer/river source and draining off the map edge/into caverns may be easier, and even with larger systems, it's still possible to have a closed loop for the water supply, you just might need a largish cistern at the bottom to be safe from flooding.

217
I have a corpse and several teeth of a dwarf lasher (even has a goblin name and everything) that came with a siege lying about, that's not getting moved to a refuse stockpile either. I think I had coffins available, but not sure. The FUN side is that non-fortmember dwarves will still become ghosts. ;)

218
DF Gameplay Questions / Re: Silver Warhammers useless ?
« on: September 28, 2013, 09:26:23 am »
Warhammers, and blunt weapons in general, are good at killing creatures smaller or about the same size as dwarves, and very nice in reanimating biomes (especially when pulping comes in next version), since you get less severed body parts that can reanimate.

With large things like minotaurs, big animals, or giant versions of animals, they have trouble penetrating the skin/fat/muscle tissue layers to do any real damage to bones or organs. Use axes or swords to chop off limbs/cause bleeding wounds, or spears or swords to do penetrating hits that can one-shot large creatures if you get lucky and hit the heart or head. Axes/spears are the specialist weapons, swords are ok at both roles but not the best in either. I'm gonna end by repeating that warhammers and their "lesser" cousins, maces, are great against goblins and the like, as they tend to disable from pain relatively quickly, and once something is unconscious, it's head gets bashed in quickly.

219
DF Gameplay Questions / Re: Squad wont enter Danger Room
« on: September 28, 2013, 09:20:26 am »
To be specific, (at least this is what I've been told), station orders are treated as "stand within 3 tiles of this spot". So if your danger room is 1x4, you could order them to station themselves at the far end. Assuming you don't have corridors immediately to the sides, or dug out space behind the danger room.

I thought it was 7. That's why I always make mine 7x7.

Well, "within 3 tiles" (including the 3rd tile) translates to a 7x7 room, if you order them stationed in the middle. 4x7 or 4x4 would be ok sizes too, besides the 1x4. You just have to have solid stone/soil (for 3 tiles) behind the walls that the "station point" is adjacent to.

If it was 7, you'd need a 15x15 room to be able to station them in the middle.

220
DF Gameplay Questions / Re: A dwarfless realm
« on: September 28, 2013, 09:02:20 am »
Future settlements can, in general, receive inhabitants of your past forts as migrants. Some would probably come mixed in with the 2 hard-coded waves, and maybe even after that, until you run out of previous inhabitants.

Not sure what having a king/landed nobles would have to do with that.

221
DF Dwarf Mode Discussion / Re: how large should my military be?
« on: September 28, 2013, 08:17:34 am »
For fast training, you want 2- or 3-dwarf training orders (doesn't have to be 2-3 dwarves per squad, you can assign multiple 2- or 3-dwarf training orders to larger squads), OR you want the squad leader to have high skill and high teacher skill to begin with. Best way to get that high skill is to preferably embark with a couple of dwarves as proficient teachers, but they'll also skill it up with time when sparring (when they do demonstrations in between).

If you don't believe me, dig up the science thread on teacher skill; it's a must-have if you want demonstrations to be any use, but training with it does go faster than just sparring, especially when it comes to dodging/armor user, which sparring doesn't raise so quickly.

Also, I was sending my melee (10-15 melee, 4-5 marksdwarves) out to fight sieges with just bronze weapons, helms, wooden shields, leather/bronze boots and maybe a bronze chain shirt when they were about 50/50 legendary and sub-legendary (10-14 skill). Marksdwarves didn't even have that much armor or skill. No casualties from combat, a few arm/leg injuries. Weapons and shields (wood is just fine!) are always my first priority, then a metal helm, after that everything else can wait a while, a low-quality copper/bronze/iron mail shirt or even leather armor isn't that hard to get though. Also, bone greaves and gauntlets, if you don't feel like smithing yet.

222
Prepare to have your animal trainer go totally depressed insane from having all the dogs he's watched grow die en masse when the goblin siegers engage them in chaotic combat.
...

I was going to say that "what on earth are you going on about with animal trainer bonds", but I checked the wiki, and apparently ok, animal trainers can sometimes bond with their animals. On the other hand, I've never really noticed this, it definitely doesn't happen often, if ever, with war-training dogs or tame creatures bought from elves (and their offspring), and I can't remember any animal trainers going crazy because of it (and you don't have to have just one animal trainer for all the animals, anyway). So don't worry about it. And in case I'm wrong, then that just means more FUN for you ;)

P.S. Cave or saltwater crocodiles are amazing for this use (alligators are ok, but they're smaller and lay less eggs). They lay massive clutches of eggs (in vanilla: 20-60 for cave crocs, 20-70 for saltwater crocs), which means with a bit of trickery you could breed hundreds of the things, far overshooting the normal limits on animal populations (they stop breeding once you have 50), assuming egg fertilization is determined when they're laid, not when they would hatch. Also, cave crocs are 10 times and saltwater crocs more than 13 times as big as an average dwarf, when fully grown. To clarify, you could have several females lay eggs simultaneously while you're still under 50 crocs/alligators. If you can get e.g. 20 simultaneous-enough clutches (you could have 48 females and 1 male when starting the attempt), that would mean at least 400 baby crocs :D. Even if the limit is applied on hatching, not on egg-laying, you could still get over a 100 crocs, by collecting smaller clutches before they hatch.
P.P.S. Since with childcap and the 50-animals-stop-breeding limits, existing pregnancies are carried to term, it would be more uniform, if egg fertilization was determined when the egg was laid. So yea, crocsplosion could be a thing.

223
Kept losing a cart in the trench.

If by "losing" you mean the bug where they still appear in stocks screen, then yea, that's probably because it's being pushed by fluid movement. Which really just sets an upper limit on the throughput you can have, i.e. how often a cart can go into the magma trench, since the trench needs to have time to fill before it's safe for another cart to enter. I did "lose" a couple of minecarts, because I initially tried to use nethercap ones, but while nethercap is magma-safe for pumps etc., if it's submerged in magma it gets destroyed anyhow, since only certain items like anvils and screw pumps can be magma-safe.

Btw, at least for stuff that got "lost" in my river and moat like that, marking for dumping from stocks screen allowed my dwarves to carry them out, even though they were invisible to loo(k). After the river and moat were drained, of course. Or dfhack autodump works too.

224
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: September 27, 2013, 05:55:24 pm »
Well, my dwarves actually know "a few facts" about giant snails due to retraining that one over and over. And they just butchered a +trained+ giant thrips from a built cage, too.

The downside about butchering with military is that at least giant thrips and giant mosquitoes can fly, plus it's tedious and requires even more micromanagement, plus the corpses can rot uselessly.

edit: well damn, tamed AND in built cage seems to be working. Could've sworn I tried that earlier already.

225
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: September 27, 2013, 05:35:19 pm »
Why aren't my dwarves butchering the Giant snails/louses/ticks/thrips I've caught with cage traps?

They've hauled them to an animal stockpile (no stockpile is set to give to the butcher, doesn't make sense and there's usually no need to do that with the butcher's workshop anyway), I've set the butcher order from status-animals, and while my dwarves are busy doing post-multisquad ambush cleanup at the moment, I do have butchery enabled on a dozen dwarves, many of whom were idling prior to the ambush.

They butcher domestics fine. The only difference I can think of is that the above giant bugs are still wild. However, I did try taming a giant snail earlier to see if that would work, but the dwarves refused to butcher it for a year or more after that, too. Also, built/unbuilt cages seem to be the same. And I can't really pasture them safely without taming them first.


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