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Messages - puffs

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61
DF Bug Reports / Re: dragon fell in the magma
« on: December 19, 2007, 04:38:00 pm »
when asking for "science" in this game, please remember to replace "science" with "words that came from Toady's keyboard".

I'm tired of the science vs. realism thing. I think dragons should be at least partly fireproof. And there is no evidence that dragonfire is chemical in nature. We're going to get at least a moderately magical world (unicorns, dragons, wizards, etc.) I don't see any reason why dragons shouldn't be semi-magical at least.


62
DF Bug Reports / Re: [33F] Masterwork food?
« on: December 17, 2007, 03:07:00 am »
the food may have rotted in the workshop, this happens alot because the hauling job is pretty low priority.

63
DF Bug Reports / Re: Will clothing ever be a priority?
« on: December 16, 2007, 05:51:00 am »
just make all your clothes from adamantine. problem solved!   :D

64
DF Bug Reports / flying creatures giving birth in midair
« on: December 14, 2007, 08:32:00 pm »
i don't think this is supposed to happen...several times giant bats have given birth to giant bat pups and the little tykes have promptly went *splat* on the hard rock ground below.

Also it's very amusing when they give birth to their young over a chasm, as you see their little bodies disappearing into the distance. maybe you should make them try to land first before dropping off the kids in the pool?


65
If you shatter the body (upper/lower) in adventurer mode, it doesn't leave a statue.

*edit* also i think it doesn't leave a statue if you propel it into a wall and the body explodes in gore

[ December 13, 2007: Message edited by: puffs ]


66
DF Bug Reports / Re: Trader leaves insulted after profitable trade 33e
« on: December 10, 2007, 09:15:00 pm »
quote:
Originally posted by Devastator:
<STRONG>

Why do people keep suggesting this?  If you want to steal their goods, that is what the "seize marked" selection is for.</STRONG>


can't steal from the dwarf caravan


67
DF Suggestions / Illegal immigrants
« on: December 05, 2007, 08:49:00 pm »
Thought it'd be funny if every once in a while a migrating vagrant comes along, steals food/items from your stockpiles, and generally makes a nuisance of him/herself without doing any actual work.

Actually, never mind- I just described nobles.

But it would be interesting if you could have seasonal migrant workers...or dwarves that came/left after a year or two. Or, as opposed to a beating, another dwarven justice punishment could be banishment from the fort.


68
DF Suggestions / Re: cart / stone removal designation & smarter military
« on: December 04, 2007, 11:17:00 pm »
the cart shouldn't have negative weight, it should have a weight modifier (10%?) when being hauled.

69
DF Suggestions / Re: vermin corpses don't generate miasma
« on: December 21, 2007, 01:08:00 pm »
touche.

70
DF Suggestions / vermin corpses don't generate miasma
« on: December 21, 2007, 12:55:00 pm »
So, i was thinking that in real life dead vermin are too small to generate a huge cloud of stink. This would make having cats a lot more useful, especially if vermin-borne illnesses are gonna be implemented (e.g. siege pressure goal).

71
DF Suggestions / Re: Construct: Secret Door/Hatch
« on: December 21, 2007, 12:51:00 am »
That would be excellent! I'd love to have a community fortress-styled dungeon crawl on a pre-made fort.

72
DF Suggestions / Re: Different Planes
« on: December 21, 2007, 05:26:00 pm »
quote:
Originally posted by Align:
<STRONG>and what would be the function of these planes?</STRONG>

A taxi service for adventurers!


73
DF Suggestions / Smoothing out flows
« on: December 19, 2007, 05:51:00 pm »
One big problem with CPU usage issues right now is that liquid flows never "settle" - after infinite years, a magma vent that loses a tiny bit of magma still has a sole 6-depth square running around in it.

What i'd like to propose is a smoothing algorithm that makes the ripples go away after a certain amount of time.

1) define the body of the liquid.
  Any tile that is adjacent to at least two contiguous solid objects that block flow (floodgates, cavern walls, constructions) is a liquid boundary.
Example:

code:
 These are liquid boundaries.
   xxx     Lxx     xLx
   LCL     LCL     xCL
   LLL     LLL     LLx

  These are not boundaries.
   LxL     xLx     LxL
   LCL     LCL     xCx
   LxL     LLL     LxL
C= current tile
L= liquid  
x= solid object


2)Handle depth changes/determine state of flux
Any time a depth change occurs at a liquid boundary, the surrounding liquid-containing tiles are examined for fluid depth. If there is a variation of 2 or more between the low depth and high depth in the 'block', liquid continues as per currently. If not, proceed to step 3.

3) Flow reduction.
Take the average depth of liquid in the block (floating point) and set the depth of each tile to that number the next "tick", rounding up >.5 and truncating otherwise.


I understand this may lead to undesirable results - draining a small portion of a reservoir would end up not decreasing its depth at all, but I think it would be nice to be able to have flows not chug processor cycles for ever and ever.

If you're really picky about having realistic fluid volume, just change the depth to be stored as floating-point and displayed as integer.

[ December 19, 2007: Message edited by: puffs ]


74
DF Suggestions / Re: Rewalling and water
« on: December 21, 2007, 03:24:00 am »
1) dig a large pit.
2) ???
3) profit!

*edit*
If you have a big river, consider digging a huge underground pit.

If you have like a 4-6 tile width river, you can probably make do with pumping it out. Build a parallel channel to the river like so:

code:

Top view:
X~~~~XXXXXXX
X~~~~F_____X
X~~~~XX____X
............
X~~~~%%____X  
X~~~~%%____X  X = ground  %% = screw pump
X~~~~%%____X  A = axle     X = ground
X~~~W%%____X  ~ = water    F = floodgate
X~~~W%%____X  W = water wheel
X~~~WCCCCCCX  C = constructed wall


Or, if you're hardcore, you can bridge over the river itself:

code:

Side view
Z
0      %%__  %%    
-1   %%_C %%__C___   C = constructed wall
-2 ~~~~~~~~~~~~~~~   _ = constructed floor

Front view
Z
0 C%%%%WC      W = water wheel
-1 CCCCCCC      X = ground
-2 X~~~~~X

Top view
Z 0            Z -1
-------      -----W-    - = open space (i.e. channel)
-------      C%%%%WC    + = constructed floor
-------      C%%%%WC
C----WC      C+++++C
C%%%%WC      CCCCCCC
C%%%%WC      C----WC
C+++++C      C%%%%WC
C+++++C      C%%%%WC
C----WC      C+++++C
C%%%%WC      CCCCCCC
C%%%%WC      C+++++C
C-----C      C+++++C


You need two (or more!) layers of pumps because single-width pumping won't be enough to drain the river.

[ December 21, 2007: Message edited by: puffs ]

[ December 21, 2007: Message edited by: puffs ]


75
DF Suggestions / Re: #Warm clothes# instead of 34 items...
« on: December 18, 2007, 11:15:00 am »
Just have the option to "make a set of clothes" from the clothier's workshop, while keeping the option to make individual pieces.

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