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Author Topic: Determining Wind Pre-Embark  (Read 8251 times)

Earthquake Damage

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Determining Wind Pre-Embark
« on: October 01, 2008, 09:19:39 am »

The presence and intensity of wind seems to be something of a lottery.  Has anyone noticed whether wind strength is affected by temperature, biome, elevation, or other factors we can see before we embark?
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Yanlin

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Re: Determining Wind Pre-Embark
« Reply #1 on: October 01, 2008, 09:42:16 am »

Mainly elevation and how flat the area is.
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socially_inept_butterfly

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Re: Determining Wind Pre-Embark
« Reply #2 on: October 01, 2008, 11:53:28 am »

hold up...

there is wind in DF?
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Duke 2.0

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Re: Determining Wind Pre-Embark
« Reply #3 on: October 01, 2008, 12:16:49 pm »

hold up...

there is wind in DF?

 Windmills can have either 30, something else or 0 power output depending upon the wind of the local area.

 Of course, we need Toady to tell us if it is one of those random things or is effected by the settings of the region. But I would imagine it would be effected by that sort of stuff, seeing as DF can generate weather patterns. I think.

 
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Alex Encandar

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Re: Determining Wind Pre-Embark
« Reply #4 on: October 01, 2008, 12:20:09 pm »

Huh, I never concidered it but in my fortress they run at 40 always. Wierd.
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Duke 2.0

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Re: Determining Wind Pre-Embark
« Reply #5 on: October 01, 2008, 12:22:06 pm »

Huh, I never concidered it but in my fortress they run at 40 always. Wierd.

 Well, it was an approximation. But yes, wind seems to be VERY constant. It will be cool when this is expanded, and people can be knocked a couple of tiles in a specific direction because of wind gusts.
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Fossaman

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Re: Determining Wind Pre-Embark
« Reply #6 on: October 01, 2008, 03:31:35 pm »

Yeah, windmills are currently 40, 20, or 0 power at the moment.
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Yanlin

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Re: Determining Wind Pre-Embark
« Reply #7 on: October 01, 2008, 03:41:20 pm »

Why don't we just set up WATER WHEELS?
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eerr

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Re: Determining Wind Pre-Embark
« Reply #8 on: October 01, 2008, 03:53:23 pm »

theres usually no water in the desert?
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TheDeadlyShoe

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Re: Determining Wind Pre-Embark
« Reply #9 on: October 01, 2008, 04:40:44 pm »

Some people find perpetual motion machines distasteful. :)
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Skanky

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Re: Determining Wind Pre-Embark
« Reply #10 on: October 01, 2008, 09:41:11 pm »

I am the opposite. I find setting up a reliable perpetual motion machine to be a good, dwarvenly challenge, while just plonking down a windmill where and when you need it is just too easy.
To each their own, of course.
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Overdose

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Re: Determining Wind Pre-Embark
« Reply #11 on: October 01, 2008, 10:21:41 pm »

Huh, you'd think if you built a high enough windmill tower, it would work. At least, I'm fairly certain i've seen some of my windmills function differently at different elevations (probably due to the lower ones being in what is basically dip in the landscape). I've also had windmills stop working altogether because of walls being built nearby them.
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Neoskel

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Re: Determining Wind Pre-Embark
« Reply #12 on: October 01, 2008, 10:26:26 pm »

Huh, you'd think if you built a high enough windmill tower, it would work. At least, I'm fairly certain i've seen some of my windmills function differently at different elevations (probably due to the lower ones being in what is basically dip in the landscape). I've also had windmills stop working altogether because of walls being built nearby them.

Elevation has nothing to do with it, someone posted a map with a windmill farm below ground level (but 'outside' of course).
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Alex Encandar

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Re: Determining Wind Pre-Embark
« Reply #13 on: October 01, 2008, 11:02:04 pm »

Huh, I never concidered it but in my fortress they run at 40 always. Wierd.

 Well, it was an approximation. But yes, wind seems to be VERY constant. It will be cool when this is expanded, and people can be knocked a couple of tiles in a specific direction because of wind gusts.

I bet that would be feasible if they implimented the ocean wave system on normal ground and made it invisible.
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Wolfius

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Re: Determining Wind Pre-Embark
« Reply #14 on: October 02, 2008, 12:31:34 am »

Wind gusts would be insanely hazardous, however. You think carp are hazardous? Imagine trying to fence off/cover a chasm so your wandering mooks stop falling in. And you can forget about magma moats. Etc.

Better to have it, say, impede movement against the wind, or something.
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