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Messages - Shurhaian

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496
DF Suggestions / Re: Partial Reveal
« on: September 27, 2009, 12:41:09 pm »
Could be both. Any sufficiently skilled miner would be able to do some prospecting and get a feel for the surrounding rock, but CAVE_ADAPT could amplify it. Some of that amplification could be innate to the race, with a further bonus if the individual in question is fully cave adapted.

It could actually give a point to encouraging adaptation, rather than avoiding it in the entire population by giving the meeting area an open roof.

497
DF Suggestions / Re: Sheild walls
« on: September 27, 2009, 12:38:41 pm »
The main weakness to a shield wall, where flanking isn't an option, would be one of two things: something that disrupts it, and something that slips through the gaps.

For the first: Pile enough bodies in the way, and the dwarves might have trouble advancing without the shields slipping out of position. A cluttered corridor might reduce the effectiveness of the wall while the dwarves are moving over it. Other than that, something really heavy flung at the wall with force could knock a hole open the hard way.

For the second: Fire.

As it's currently coded, shields have the same chance to stop fire - even the cone spread of dragonfire - that they do anything else. I doubt this is going to stay the same.

Burning oil or naphtha analogues could do both; they'd make the footing treacherous because they're slippery, and the fire would also slip underneath the shields along with its fuel.

498
DF Suggestions / Re: Interspecies breeding
« on: September 27, 2009, 12:28:30 pm »
"Can latch" attacks are often(usually?) bites rather than grips, but anyway - that sort of thing is exactly why I don't think algorithmic hybrids ARE a good way to go.

Some traits in a hybrid turn out to be nonviable combinations. Some of them are nonviable in development, so that such a hybrid spontaneously aborts; others simply hamper it once born.

In general terms, though - there's still a good deal that's not known to this day about hybrid genetics. In addition to needing to know the complete genome of all the animals in question and what every sequence does, there's certain sorts of randomness and errors that show up in biology which aren't the same as those that happen when e.g. polymerizing DNA in the lab.

We can represent what we do know, but we can do that empirically - specify what happens when such-and-such creatures hybridize, by spelling out the hybrid. Doing so procedurally is liable to complicate world gen a tad much, I should think - it's already a complicated process; some more detail will be good for extra realism, but at some point it's worthwhile to save cycles and do things by fiat.

499
DF Suggestions / Re: Partial Reveal
« on: September 27, 2009, 12:19:55 pm »
It could also be connected to mining skill. Smaller features might be missed by inexpert miners, and middle-grade ones wouldn't be able to notice them from as far away...

500
DF Suggestions / Re: New material: pykrete
« on: September 27, 2009, 12:17:08 pm »
Pitch doesn't sputter around water because of any chemical reaction, or it wouldn't have been used to seal ships.

Pitch is oily. Like any oil, it doesn't mix with water. It is also, even when hot, extremely viscous and even less likely to mix. If water does get into it, that water is going to quickly heat up, and then explode in a steam bubble, which may be what sends the pitch flying.

However, that doesn't give it any special ability to overcome water.

Yes, the heat would weaken a pykrete wall, much more than it would one of stone; but it doesn't magically gain the ability to actually set it afire. Any heat gain in burning the sawdust is more than offset by the energy it takes to melt the ice, heat it to boiling, and vaporize it. A material with this much water in it can't burn violently, and assuming the flames don't get smothered(which is a possibility - as viscous as pitch is, water isn't going to flow through it, or vice versa, as readily as would a more liquid oil, and the sawdust would "thicken" the water in turn - but by no means certain), there's not any great store of wood to get dried out and then ignite all at once. The sawdust would get consumed as it dried - gradually, without contributing much to the flames. Its granularity, which would make a fire MORE worrisome when it's just a pile of sawdust(powdery things, due to their large surface area, often burn with nigh explosive force - look at grain silos), means it wouldn't have a chance to accumulate; any given piece of sawdust would be dried out and ignite relatively promptly once freed of the ice. The water would carry it away; when the water's gone, it'd flare up and be gone in an instant.

To recap: Yes, pitch could melt through a pykrete wall. But it wouldn't ignite it. It's no magic bullet. The pieces of wood involved are so tiny that they might not settle out of the water at all - and any violent reaction between the pitch and the water would send the sawdust flying along with the water. Out of the way.

501
DF Suggestions / Re: Partial Reveal
« on: September 27, 2009, 02:29:01 am »
I think this should only apply as you tunnel reasonably near something.

As you excavate, your miners get a feel for the surrounding rock, and can plot out, for instance, where the rock might change, where something different might be. This would allow coarse exploratory mining to be feasible, while still needing at least SOME exploration.

Some features might have broader "visibility". Flowing water, for instance, would be audible through the stone or perceptible as vibrations; but even air pockets might be noticeable to skilled dwarven miners.

502
DF Suggestions / Re: Use jet as a minor gemstone
« on: September 27, 2009, 02:22:58 am »
Is it? Something that acts as both STONE and ROUGH at the same time?

I'm not familiar with any game examples...

503
DF Suggestions / Re: Use jet as a minor gemstone
« on: September 26, 2009, 10:58:15 pm »
Agreed. For that matter, there should be veins or clusters of stone that are crystalline and can be cut; rock crystal comes to mind(Civilization Forge makes it reasonably common, but in vanilla it's far, FAR rarer than it should be).

Come to think of it, aren't some metal ores semiprecious stones in themselves? Malachite comes to mind.

504
DF Suggestions / Re: New material: pykrete
« on: September 26, 2009, 10:55:29 pm »
Perhaps. Perhaps not; the wood is so thoroughly saturated with and surrounded by water, it isn't exposed to air to burn with. By the time you get enough wood out and dry to burn, you've already melted it away from the surrounding wall.

So, while pykrete would be more vulnerable to heat than stone, it might not catch fire like wooden walls would, even when exposed to burning oil.

505
DF Suggestions / Re: Flag small animals for food
« on: September 26, 2009, 10:48:49 pm »
I'd agree with this, however, I think that this should be added to the kitchen menu. All items should have three tags instead of two - eat, cook, and brew. Captured vermin of each species would be listed, and you could simply mark different species of animal as being available for food or not. This would be useful for other areas, for example a while back there was a guy who had trouble with his poor hauler dwarves buying all his sun berries before he could brew them because they were so cheap. Being able to mark every food good for specific uses would be an excellent addition to that menu.

This. Or a redesign of the Animals screen with similar functionality - an overview, where types of animals can be assigned for slaughtering/eating or processing, at different stages of life so kittens can be Dealt With before they use their mind-control rays on some hapless dwarf(and specific exceptions made so you can, for instance, preserve a breeding pair).

It'd also be nice to see extracts used more. There is, after all, a section in the stockpile already for animal drinks. I've heard of some drinks made from fermented milk, for instance; if extracts are improved such that led animals, rather than only carried vermin, can be used for that, AND there's better control over the vermin, perhaps the extracts themselves can be marked for cooking, eating, brewing, or further processing. Milk, for instance, could be drunk as-is, cooked, made into cheese, or brewed. And perhaps liquid fire could be made into firewater, for instance, or held onto as a trade good.

506
DF Suggestions / Re: Interspecies breeding
« on: September 26, 2009, 10:43:27 pm »
I think we're on different wavelengths here. What I'm trying to get at is that - barring some INSANELY detailed genetic modelling of the creatures in question, which could well be beyond current-day knowledge, never mind reasonable constraints of game detail - the results of hybrid breeding aren't always algorithmically predictable.

It's still going to come down to specific cases, a lot of the time. Any given coupling might need so much detail as to which way the inheritance goes(father vs mother, or one species vs the other, or a blend) that it might well be no less effort to do a species write-up in full for the half-breeds.

As far as handling it in-game goes - perhaps animal husbandry could be a function of the otherwise largely-neglected Animal Care skill? Animal caretakers could make a specific effort to get particular animals to breed. Perhaps such pairs would be designated in the Animals screen - for each female, designate one or more potential mates. How effective it is - how many times the animals get checked to see if they conceive, and how good the dwarves are at keeping unwanted breeding from happening(i.e. keeping the ineligible studs out) - could be a function of skill level.

507
DF Suggestions / Re: Useful Nobles
« on: September 26, 2009, 07:55:27 pm »
That's rather the point, though. As of this moment, none of the mandate-issuing nobles contribute anything of value(unless the mayor is also appointed as something useful). Aside from "the challenge", and maybe immigration penalties due to their deaths, there's really not much reason to keep them happy.

508
DF Suggestions / Flag small animals for food
« on: September 26, 2009, 07:22:16 pm »
Or at the very least, make dwarves not PREFER vermin.

Please.

PLEASE.

This has probably come up before, yes. But it's extremely aggravating, when I'm attempting to trap fire snakes for liquid fire, that dwarves will dash past the food stockpile which is right next to the dining room, charge to the surface, go past my main animal storage, and race the animal dissector to my fire snake/cave spider/moghopper stockpile to grab the snake that was JUST PUT THERE for a treat.

Either tone down the priorities, or make it so that marking small animals "for slaughter" is necessary to turn them into exotic treats, I beg you.

Same for purring maggots. It's frustrating in the extreme that dwarves seem to prefer economically-useful critters(or, for that matter, aquarium-display fish) vastly to other kinds of food, no matter their food prefs.

509
DF Dwarf Mode Discussion / Re: Dwarves won't entomb dead?
« on: September 26, 2009, 03:57:33 pm »
Tried that, but no dice.

The dwarves will interact with the corpses - if I make a new graveyard, orders will be promptly generated to haul the bodies to it. But for some reason, they refuse to use the burial receptacles.

Ed.: My dumb. The tombs were assigned, but - because I'd wanted the next chamber over to be the engraved side of the wall - I'd locked the doors.

510
DF Dwarf Mode Discussion / Dwarves won't entomb dead? [FIXED - user error]
« on: September 26, 2009, 03:09:45 pm »
Alright, so. There was a siege recently. I lost some dwarves - mostly because they ran out into the open before realizing "Hey, I shouldn't be here - whoops, too late, I'm getting attacked!"

Some of them got safely ensconced in my existing tombs.

Eight more have been dumped in the graveyard. I'd been expanding the tombs already, so installing the sarcophagi didn't take long. The corpses aren't even rotten yet. I got the coffins put in place, and set them to use for burial(NOT made into tombs). Citizens and Pets are both set to Y.

But the dwarves won't do a thing about it.

There are plenty of idle dwarves with the Burial labour enabled.

I've tried turning the use-for-burial off, waiting a tick, turning it on; forbidding the corpses in the graveyard and reclaiming them. The game just will not generate "Place item in tomb" orders.

Suggestions?

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