Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 9

Author Topic: Dwarven Relativity; The Dwarven Knowledge Centre  (Read 94887 times)

MonkeyHead

  • Bay Watcher
  • Yma o hyd...
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #30 on: June 16, 2011, 10:49:46 am »

I vote for the inclusion of Asax please.

http://www.bay12forums.com/smf/index.php?topic=52295.0
Logged
This is a blank sig.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #31 on: June 16, 2011, 11:22:00 am »

As previously mentioned, this thread will be moving more towards science and less towards history.  Unless the history contains adequate science, it will likely be omitted (the big list needs cleaning, but I'm too lazy right now).

MonkeyHead

  • Bay Watcher
  • Yma o hyd...
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #32 on: June 16, 2011, 12:16:40 pm »

Fair enough. Though it was very interesting how a cave civ member became freindly and defended a fort.
Logged
This is a blank sig.

Fredd

  • Bay Watcher
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #33 on: June 16, 2011, 01:25:33 pm »

This low tech surface idea works well, if you plan on building a surface fort, but need immediate security for the outpost.

 
Code: [Select]
   FFFFF
   FFFFF
   FFFFF
  z+1(roof)
Code: [Select]
   WWWWW
  jWHfjW
   WWWWW
z
Code: [Select]
wwwwwwwww
wuf^wuTunnel to basement/temp storage
wwwwwwwww
z-1

 W = constructed wall, F = constructed floor, H= hatch, j= dug downward stair, u= dug upward stair, f= ground , ^=  up ramp, w= natural stone/dirt wall
 
 This uses the exploit of hatches being safe from destruction from below.The roof may not be necessary, depends on creatures where you embarked(It still should be constructed, sooner or later). Also you can channel out a tile, for a dwarf wading trough underground.
Logged
Should you fail to comply, strict !!disciplinary actions!! will be taken. Also, we feel we should remind you that one of the "criminals" on your list is the chief medical dwarf. If he ends up too badly injured to do his job, you will be fired. Out of a magma cannon.
Sincerely,
The Administration

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #34 on: July 05, 2011, 09:03:25 am »

Updated for the inspiring Magma Mist science thread.

Graebeard

  • Bay Watcher
  • The reasonable penguin
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #35 on: July 05, 2011, 10:24:06 am »

Updated for the grass table.  I'll re-arrange the historical issues later, or just link to the hall of legends and keep this thread down to science, creations, and applicable technology (dwarfnology?).  To that end, if anyone has the link to that one thread that explains water movement, I would be much obliged.

Do you mean this thread on hydrodynamics?  That is certainly a must read for aspiring dwarven engineers.
Logged
At last, she is done.

tivec

  • Bay Watcher
  • !!SCIENCE!!
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #36 on: July 06, 2011, 02:12:54 am »

You, sir, is a god among dwarves (Armok might strike me down for that!). Bookmarked!
Logged
Urist McDoctor recommends a healthy magma bath to minimize the risk for infection.

In one fort I had war elephants riding camels into battle. I can imagine the war elephants taming them simply by picking them up and dropping them in a coral. I still don't understand how you can fit a few ton elephant onto camel though.

Check out my Let's Play on my Youtube channel: www.youtube.com/thetivec

Magma Mater

  • Bay Watcher
  • Stray Cat cancels hunt vermin: seeking infant.
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #37 on: July 15, 2011, 03:24:25 am »

I'm not sure how related or well-known this is, but I've recently learned that you can make any noble replaceable by adding [SQUAD:1:X:Xs] to their entry in the entity raws.
Logged

godisdead132

  • Bay Watcher
  • Dwarven B.L.T. Beer Liquor and Tantrums
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #38 on: July 15, 2011, 04:54:02 am »

little concept i came up with for complex trap programing

http://www.bay12forums.com/smf/index.php?topic=73876.msg1834158#msg1834158
Logged
may your lånem nentuk & zodost i hope your rÜsh is dezrem & serkib
1. Start DF
2. Mainline Whiskey untill it all makes sense (even dwarven behavior)
3. Pass Out.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #39 on: July 15, 2011, 10:01:27 am »

The waterclock is a nice idea, but I feel that it lacks the precision to be included in such a science-heavy thread.  The burst of energy, if you could refine that into a more detailed plan, might be worth including.

blue emu

  • Bay Watcher
  • GroFAZ
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #40 on: July 15, 2011, 12:27:16 pm »

For megaprojects, I suppose my magma-based Orbital Defense System prototyped in ThunderKeys is rather too commonplace:

http://www.bay12forums.com/smf/index.php?topic=76108.msg1925184#msg1925184

I have fond memories of it, since it was my first megaproject.
Logged
Never pet a burning dog.

godisdead132

  • Bay Watcher
  • Dwarven B.L.T. Beer Liquor and Tantrums
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #41 on: July 15, 2011, 04:25:04 pm »

actual it can be precise down to the number of frames it takes to trigger something you just have to calculate the volume of the tower and the rate of input
Logged
may your lånem nentuk & zodost i hope your rÜsh is dezrem & serkib
1. Start DF
2. Mainline Whiskey untill it all makes sense (even dwarven behavior)
3. Pass Out.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #42 on: July 15, 2011, 09:13:33 pm »

How about AncientEnemy's mist generator?
Since he detailed how to make one, all of my fortresses have had one. Placed in a high-traffic area, it's an incredibly efficient happy thought generator.

Oh, is that how you're supposed to do it? I just make water come from the river and empty it into the first cavern layer.

...

I think that may backfire if I go long enough.

orrey

  • Bay Watcher
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #43 on: July 15, 2011, 09:50:16 pm »

How about AncientEnemy's mist generator?
Since he detailed how to make one, all of my fortresses have had one. Placed in a high-traffic area, it's an incredibly efficient happy thought generator.

Oh, is that how you're supposed to do it? I just make water come from the river and empty it into the first cavern layer.

...

I think that may backfire if I go long enough.

As long as it drains off the map, it's good.  In fact, I'd say diverting a river through the center of your fortress is a more efficient way of doing it.  No machinery involved, easy to start and stop with floodgates.  Only downside it that it requires large scale planning, and doesn't work year 'round if the climate is cold enough.
Logged

Flare

  • Bay Watcher
    • View Profile
Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #44 on: July 15, 2011, 11:13:45 pm »

Seeing as how Merpeople farming is there, I want to suggest Weaponizing Dwarven Babies to the list.

Also, Dwarven Machine-Gun. Nuff' said. It might also help with the magma mist science that is being done right now.
Logged
Pages: 1 2 [3] 4 5 ... 9