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Messages - Kidiri

Pages: [1] 2 3 ... 54
1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 03, 2013, 02:24:00 pm »
I have captured and tamed Fole Ofirano Lawebiran˙i, Fole Sizzlewealth the Warm Treasures, the dragon. Sadly, Fole is male. Should a female companion happen to enter my map, I will do everything in my might to capture her and keep my fort a live for a thousand years.

2
General Discussion / Re: Dwarf Fortress Kickstarter Announced
« on: April 01, 2013, 04:50:29 am »
Works on my end as well.

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 10, 2012, 06:06:00 pm »
After my garden was completed, I needed another project to work on. Seeing how I had over two hundred pieces of cinnabar, I decided on a cinnabar temple to Sarvesh Oiledsweltered, often depicted as a female dwarf, god(ess?) of volcanoes, mountains, metals, minerals, jewels and wealth. However, I made it too big. For the ground floor alone, I'd need over 3200 pieces of cinnabar. Even if I make all of my cinnabar into blocks, I'd only have 900-ish blocks. Luckily, I haven't mined out all cinnabar yet, so we'll see how far I'll get with it. Otherwise, I might finish the top in cobaltite. Although it's only the bottom floor that needs a lot of cinnabar. Oh well. We'll see.

4
DF Dwarf Mode Discussion / Re: Trying to visualize z-levels...
« on: September 07, 2012, 06:47:53 am »
I assume every z-level is infinitely high, but every creature is infinitely tall. Lying down makes them infinity minus one in height, allowing an infinite number of lying down creatures to occupy a space two standing ones could not.
This doesn't work. Infinite minus one is still infinite. What does work is if they are finitely wide and erm... "deep", but infinitely tall. When they lie down, an infinite amount of them can get crammed in one tile, since now they each occupy a certain height in an infinitely high distance. When a creature standing up enters the tile, the total height of the creatures in that tile equals n*d+inf=inf where n is the amount of prone creatures, d is the depth of a creature and inf is, obviously, infinity. Technically, you should also account for a portion of the prone creatures to be on their side, but since that just gives the same result, it can be ignored.
This gives a good result when describing the height problem issued, but when we take a loo at the wiki and raws, you'll find that the size of a creature is finite. If one measurement goes to infinity while the other two are real numbers, the volume of all creatures would be infinity: V=d*w*h=lim[h->inf](d*w*h)=d*w*lim[h->inf](h)=inf This is obviously not the case. Therefore, one of the other two measurements has to be a function of h tat goes to zero as h goes to infinity, in such a matter that lim[h->inf](d(h)*h)=c a real number. One such function is sin(1/h)*h or in a more recognizable form: sin(x)/x with h*x=1 This function, also called the sinc function, goes to 1 for x going to 0. There will probably be an infinite amount of functions that comply with this equation.
The fun really starts when you try to find the depth of your creatures. Since the product of d and h has to go to a finite number for h going to infinite, d has to go to 0: d*h=c <=>h=c/d <=> lim[h->inf](h)=lim[h->inf](c/d(h))<=>c/lim[d->0](d) <=> h->inf=>d->0 This implies that a creature has a real, non-zero width, an infinite height and a zero depth. What this means is that all creatures are planes with a certain width. If we assume that all creatures have the same function for d, then we know that the limiting factor of the creatures volume is it's width. If we were to assume that all creatures are infinitely flexible, this would mean that it would be able to fold itself in such a manner that it would occupy a finite volume, and thus tiles could have a finite volume as well. However, this explanation would only allow a finite number of finite creatures in a finite tile, which is against our basic assumption that an infinite amount of creatures fits in a single tile, whether it be finite or infinite.

Another explanation would be a quantum mechanical one. As known, quantum mechanics describes particles (dwarves) as waves, which can be represented in Euler's notation: D(r,t)=A*e(i*(r*k-w*t) With r=xex+yey+zez the location vector, k the wavenumber vector, w the angular frequency, t time and i=(-1)1/2 the imaginary unit. In general, something written in Euler's notation can be rewritten in function of a sine and a cosine: A*e(i(x+f))=A*cos(x+f)+i*A*sin(x+f) It is obvious that we can only perceive the real part, so what we observe of A*e(i(x+f)) is Re[A*e(i(x+f))]=Re[A*cos(x+f)+A*i*sin(x+f)]=A*cos(x+f) If we now assume that the wavefunction D(r,t) is related to the dwarf's volume, it is still so that we can only observe the real part of D. This is also the solution of a particle trapped in an infinitely deep potential well, which can be a good approximation of a dwarf in a tile. This leads to the conclusion that we know that the dwarf is in the tile, but not /where/ exactly in the tile. Introducing a second dwarf in the tile adds an element of perturbation to the potential energy function, on which the Schrödinger equation and hence the wavefunction relies. The exact solution depends on how the particles interact with each other, but it's possible that the wavefunction of a dwarf in a tile with n total dwarfs in it is augmented by two functions f and g of n so D(r,t)=A*f*cos(r*k-w*t)+A*g*sin(r*k-w*t) Seeing <D|D>=f²+g²=1, it is obvious that one should increase and the other should decrease with larger n. If we assume that f decreases with larger n, then what we observe is still the real part of D, but since it decreases with increasing n, the observed part of the wave function will be smaller when more dwarfs are in the same tile simultaneously. When n goes to infinity, the particles still interact with each other, but the observed part of the wavefunction will go to zero, allowing an infinite amount of dwarfs in a single tile.

colossi are not liquid and hence compressible  8)
A solid steel bar isn't a liquid and hence compressible? Technically true, you could compress it a bit, but not significantly. If your bronze colossus is a gas, I'd agree. But that would mean they'd have a temperature of about 2836K (assuming the current composition of 88% copper and 12% tin and a linear relation between the amount of each material and it's boiling point. 50% of each would result in a temperature of 2855K). This would ignite the surrounding grass. This is not the case, hence the bronze colossus is not a gas, and not compressible. The reason why a gas can be compressed is that in a gas, the atoms move freely with rather large spaces in between. In a liquid or a solid, they have almost no space in between them, making it harder to move them even closer.

5
Well right now i'm in the middle of some trigonometry, but sine me up!
Well, we all come here to get on a tangent.

6
DF Dwarf Mode Discussion / Re: Megaproject idea:
« on: September 19, 2011, 04:53:44 pm »
You do realize that in the advanced worldgen settings you can set an arbitrary amount of air above the ground? As well as which caves are there, how big they are and how many levels there is in between them?

7
DF Dwarf Mode Discussion / Re: About water
« on: July 02, 2011, 05:12:22 am »
If you happen to be on a glacier, you can use magma to melt the surface ice and get water that way. Another option is to embark on a site where there's an aquifer, they hold an infinite amount of water, just like brooks, rivers, lakes... If neither is possible, and there are no murky pools available, then your only option is to dig down to the caverns. They (mostly) have water in them. Your idea to dig channels to fill up won't work, only tiles called "murky pool" will fill up when it's raining.

8
DF Dwarf Mode Discussion / Re: Dwarven Drinking Game
« on: June 24, 2011, 09:43:00 am »
Unpause the game at the beginning of your fortress, let the FPS even out and play that amount of seconds. After that time has passed, pause and check the amount of idlers. Take that amount of sips. Rinse, lather repeat. Do this with the standard d_init.txt/init.txt settings.

9
DF Dwarf Mode Discussion / Re: Dwarven Drinking Game
« on: June 23, 2011, 04:48:40 pm »
For every piece of rock in your fortress take a sip.

10
DF General Discussion / Re: This game needs a tag line
« on: May 02, 2011, 10:47:27 am »
"No, I'll go straight to the injection of Hard Magma please."- Wagon Spotting, Urist Renton.
Anyone to get the joke, gets a win.
"Choose life. Choose a job. Choose a career. Choose a family. Choose a fucking big television, Choose washing machines, cars, compact disc players, and electrical tin can openers. Choose good health, low cholesterol and dental insurance. Choose fixed-interest mortgage repayments. Choose a starter home. Choose your friends. Choose leisure wear and matching luggage. Choose a three piece suite on hire purchase in a range of fucking fabrics. Choose DIY and wondering who the fuck you are on a Sunday morning. Choose sitting on that couch watching mind-numbing spirit-crushing game shows, stuffing fucking junk food into your mouth. Choose rotting away at the end of it all, pissing your last in a miserable home, nothing more than an embarrassment to the selfish, fucked-up brats you have spawned to replace yourself. Choose your future. Choose life . . . But why would I want to do a thing like that? I chose not to choose life: I chose Magma."- Wagonspotting, Urist Renton.

11
No pyramids? Make an orrery. Have it automatically update weekly. Whether you choose our own solar system or a made up on is entirely up to you. However, it must contain at least nine planets. Yes, this means Pluto as well, if you're going to do our universe. Every planet should be represented by another colour. Natural satellites are optional. You may assume circular orbits.

12
DF Dwarf Mode Discussion / Re: Best way to injure without killing?
« on: April 30, 2011, 03:34:09 am »
Arena. That is all.

13
If you want to know exactly how much power a system needs, you can [q]uery  it and check. Personally, I prefer water wheels over windmills any day. They /will/ provide a net amount of power of 90, which is over twice the amount a windmill produces. They also take up 3 squares, next to the 9 of a windmill. So if you need 500 power, you'll only need 6 of those. Linking water wheels to whatever you need powered is also a lot easier. For windmills, you have to put a mechanical component immediately underneath the middle square. Whereas with a water wheel, you need to put a mechanical component next to the middle tile. This means you can stack water wheels next to each other. Once you've got one active (this is important, only active gears will support water wheels and windmills) gear next to some flowing water, you can add as many as you like.

For power transfer, there's a simple rule: gears transmit in all 6 cardinal directions -up, down, north, south, east, west, all at the same time- and axles only in one direction -horizontal axles go north-south or east-west and vertical axles go up-down. So once you've got the water wheel system set up, you need to find the optimal route to your system and put in the gears and axles. Note that a gear consumes 5 power and an axle consumes one power per tile, for a maximum of ten tiles, so you'll need to take that into consideration when building your power source. When transferring power to another z-level, you need to channel out the floor above or below, depending on where you want to go, obviously. If this wasn't clear, I suggest you read up on this.

14
DF Dwarf Mode Discussion / Re: The Curse of Slade: Draconian Dwarves
« on: July 06, 2010, 07:58:13 am »
May I ask, Quantum,
how you intend to retrieve
this noble's body?
Magma is bone-meltingly hot. Just sayin'.

15
DF General Discussion / Re: This is insane.
« on: July 04, 2010, 04:47:28 am »
THIS IS MADNESS!
Madness?
THIS! IS! Yeah, it's madness...

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