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Messages - Zironic

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1096
DF Modding / Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« on: August 10, 2008, 03:46:16 am »
Ok this is very BASIC: however it involves really pushing the idea of futuristic tech.

Uranium!- Comes from pitcheblende-First- Forge a uranium bar, then enrich it, then you convert matter via atomic power to make a stone into coke.
However, plutonium may be a by-product of enrichment, and can be used in a seperate reaction to make coke, however it will cause explosion( or so I think as I have yet to test it) but makes 10 coke!

[MATGLOSS_STONE:PITCHBLENDE]
[NAME:pitchblende][COLOR:5:7:0][TILE:'*']
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:URANIUM:100]
[SOLID_DENSITY:30000]
[VALUE:100]



[MATGLOSS_METAL:URANIUM]
[NAME:uranium][ADJ:uranium][COLOR:0:7:1]
[VALUE:100]
[SPEC_HEAT:1500]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[WEAPON][DIGGER]
[DAMAGE_PERC:105]
[BLOCK_PERC:70]
[SOLID_DENSITY:30000]



[REACTION:PITCHE_TO_URANIUM]
[NAME:make uranium bars]
[SMELTER]
[REAGENT:2:METAL_ORE:URANIUM]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:URANIUM]
[FUEL]



[MATGLOSS_METAL:PLUTONIUM]
[NAME:plutonium][ADJ:plutonium][COLOR:0:7:1]
[VALUE:150]
[SPEC_HEAT:1500]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[BRITTLE]
[DAMAGE_PERC:110]
[BLOCK_PERC:20]
[SOLID_DENSITY:42000]



[REACTION:ENRICHMENT]
[NAME:enrich uranium]
[SMELTER]
[REAGENT:2:METAL_ORE:URANIUM]
[PRODUCT:100:7:BAR:NO_SUBTYPE:METAL:EURANIUM]
[PRODUCT:20:3:BAR:NO_SUBTYPE:METAL:PLUTONIUM]
[FUEL]



[MATGLOSS_METAL:EURANIUM]
[NAME:enriched uranium][ADJ:enriched uranium][COLOR:0:7:1]
[VALUE:100]
[SPEC_HEAT:1600]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[WEAPON][DIGGER][AMMO]
[DAMAGE_PERC:110]
[BLOCK_PERC:80]
[SOLID_DENSITY:31000]



[REACTION:CONVERT_MATTER]
[NAME:re-molecularize stone]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:EURANIUM]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE]
[FUEL]



[REACTION:CONVERT_MATTER_P]
[NAME:dangerously re-molecularize stone into coke]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:PLUTONIUM]
[PRODUCT:100:10:BAR:NO_SUBTYPE:COAL:COKE]
[PRODUCT:100:20:BAR:NO_SUBTYPE:METAL:UNSTABLESUBSTANCE]
[FUEL]



[MATGLOSS_METAL:UNSTABLESUBSTANCE]
[NAME:unstable matter][ADJ:unstable matter][COLOR:2:7:1]
[VALUE:200000]
[SPEC_HEAT:1]
[MELTING_POINT:1]
[BOILING_POINT:2]
[SOLID_DENSITY:40000000000]


1098
DF General Discussion / Re: Calculation for Woodcutting rate
« on: August 10, 2008, 02:19:12 am »
I noticed a couple problems with your usage of d's.  Namely the ((dC+L+S)-J)/dt bit.

Let's see if I can fix the formula...

let D = density
let M = max trees
let A = area
let T = trees cut
let G = trees grown
let G0 = initial trees on map
let C = base cutting rate
let L = skill level modifier
let S = stat modifier (Agility)
let Rl = base rate of skill gain per trees cut = dL/dT
let Rs = base rate of stat gain per trees cut = dS/dT
let Rsj = base rate of stat gain when doing things other than cutting trees
let Rt = base rate of tree growth
let J = percentage of time actually spent with tree cutting job (including traveling, so if there was no other job than cutting, this would be 1.00 or 100% )

then,

dT/dt = J*(S*D+C*L)
D = A/(G0+G-T)
dG/dt = Rt*(M-(G+G0-T))
dL/dt = J*Rl*dT/dt
dS/dt = J*Rs*dT/dt + (1-J)*Rsj

We can at least do a bit of work on this.

let L0 = initial level
let S0 = initial skill

L = J*Rl*T+L0
S = J*Rs*T + t*Rsj*(1-J)+S0

So can reduce it to two simultainuous differential equations.

dT/dt = J*(A*(J*Rs*T + t*Rsj*(1-J)+S0)/(G0+G-T)+C*(J*Rl*T+L0))
dG/dt = Rt*(M-(G+G0-T))

let Q = current trees standing = G+G0-T

then we can write the equations simply as:

dT/dt = J*(A*(J*Rs*T + t*Rsj*(1-J) + S0)/Q + C*(J*Rl*T+L0))
dG/dt = Rt*(M-Q)

next, differentiate Q

dQ/dt = dG/dt-dT/dt

factor, as much as possible, each equation into terms of T, Q, and G
dT/dt = (J*J*A*Rs*T+J*A*Rsj*t-J*J*Rsj*t+J*S0)/Q + (C*J*Rl)*T +C*L0
Q*dT/dt = T*(J*J*A*Rs+(C*J*Rl)*Q)+t*(J*A*Rsj-J*J*Rsj+(C*L0))+Q*(C*L0)+J*J*A*S0

we end up with something of the form:

Q*dT/dt = (k1+k2*Q)*T+k3*t+k4*Q+k5

differentiate both sides:

QT''+Q'T' = k1T'+k2QT'+k2Q'T+k4*Q'+k3
QT''+Q'T' = (k2T')Q+(k2T+k4)Q'+k1T'+k3

further solving is left as an exercise for the student.

Alas I said: This formula is very basic and many things are left out or assumed.  I would differentiate both sides - however I lack the time or patient for a large problem. But taking quick glimpses of your formula. Ok Now assuming the k's are constants - because it just makes sense.

So far, Q= [Q'(K2T+K4-T')+K1t'+k3]/(T''-K2T')

I run into trouble further when trying to figure out what the K's represent as constants.

However I remember the question is of the rate of trees cut so T' needs to be solved for too.

T=[T'(Q'-K1-K2Q)-K4Q'-K3+QT'']/(K2Q')

T'=[Q'(K2T+K4)+K3-QT'']/(Q'-K1-K2Q)

1099
DF General Discussion / Re: Calculation for Woodcutting rate
« on: August 09, 2008, 10:55:53 pm »
No I love math. This formula is extremely broken because it assumes the dwarf will never get injured, or sleep or have other issues. It was just me and a friend, who took a year of calculus talking about how to calculate woodcutting * JOKINGLY*

-PS I got a 5 on my AP Calc test.

1100
DF General Discussion / Re: Hunters hunting in groups:
« on: August 09, 2008, 10:54:10 pm »
Maybe the desolateness of the fallout mod has made them evolve? - I have already lost 10 people to hunting...

1101
DF Modding / Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« on: August 09, 2008, 10:37:37 pm »
This should only be done in desert like biome - because scrap in small-non-wasteland pockets doesn't make sense!

Like in the fallout series - you are sent out to make something better. However this time, it is to rebuild society!

1102
DF Modding / Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« on: August 09, 2008, 09:37:52 pm »
In my vault society - I focus on hunting - however the non-seasoned hunters die left and right to fire geckos. Ripped throats!


1103
DF General Discussion / Re: Hunters hunting in groups:
« on: August 09, 2008, 09:31:11 pm »
No they were following each other exactly, one with a melee weapon in front. Either this is a massive coincidence - or a cool new thang *all there were other animals!

1104
DF General Discussion / Hunters hunting in groups:
« on: August 09, 2008, 09:08:28 pm »
I made fortress in 39f, (with fallout mod) and my hunters hunt in groups!

1105
DF Modding / Re: Random Mods you've done (possible spoilers)
« on: August 09, 2008, 07:51:13 pm »
Dragon Civ - with claw/crossbows that shoot poles.

1106
DF Modding / Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« on: August 09, 2008, 07:20:31 pm »
Mr.Handies thiefs are quick, however my sniper and .229 ammo!

1107
DF General Discussion / Re: Calculation for Woodcutting rate
« on: August 09, 2008, 07:11:27 pm »
Or if you want to figure out how many total trees you can cut in a total amount of time - say 2 years - then you need to know how long it takes for trees to grow to be cut agian in that time span/.

1108
DF General Discussion / Re: Calculation for Woodcutting rate
« on: August 09, 2008, 05:23:22 pm »
Thus if you find the rate of woodcut per time you can then use a intergration to calculate the amount of woodcut by a certain time.

1109
DF Bug Reports / Re: [39f] FPS drops with increased screen size
« on: August 09, 2008, 05:17:31 pm »
I retract: the game is slower - noticibly.

1110
DF General Discussion / Re: Calculation for Woodcutting rate
« on: August 09, 2008, 04:19:20 pm »
Well, I know you can remove the M - however I left it in due to laziness and to make it make more sense to less math inclined people. However currently it doesn't fit the expression.

It would actually be M/dt- as it has to be to make sense with the other rates.

so it is more like: (dT-((dC+L+S)-J))/dt=dA(rate of trees cut overall)

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