Bay 12 Games Forum

Dwarf Fortress => DF Gameplay Questions => Topic started by: Earthquake Damage on October 01, 2008, 09:19:39 am

Title: Determining Wind Pre-Embark
Post by: Earthquake Damage 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?
Title: Re: Determining Wind Pre-Embark
Post by: Yanlin on October 01, 2008, 09:42:16 am
Mainly elevation and how flat the area is.
Title: Re: Determining Wind Pre-Embark
Post by: socially_inept_butterfly on October 01, 2008, 11:53:28 am
hold up...

there is wind in DF?
Title: Re: Determining Wind Pre-Embark
Post by: Duke 2.0 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.

 
Title: Re: Determining Wind Pre-Embark
Post by: Alex Encandar on October 01, 2008, 12:20:09 pm
Huh, I never concidered it but in my fortress they run at 40 always. Wierd.
Title: Re: Determining Wind Pre-Embark
Post by: Duke 2.0 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.
Title: Re: Determining Wind Pre-Embark
Post by: Fossaman on October 01, 2008, 03:31:35 pm
Yeah, windmills are currently 40, 20, or 0 power at the moment.
Title: Re: Determining Wind Pre-Embark
Post by: Yanlin on October 01, 2008, 03:41:20 pm
Why don't we just set up WATER WHEELS?
Title: Re: Determining Wind Pre-Embark
Post by: eerr on October 01, 2008, 03:53:23 pm
theres usually no water in the desert?
Title: Re: Determining Wind Pre-Embark
Post by: TheDeadlyShoe on October 01, 2008, 04:40:44 pm
Some people find perpetual motion machines distasteful. :)
Title: Re: Determining Wind Pre-Embark
Post by: Skanky 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.
Title: Re: Determining Wind Pre-Embark
Post by: Overdose 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.
Title: Re: Determining Wind Pre-Embark
Post by: Neoskel 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).
Title: Re: Determining Wind Pre-Embark
Post by: Alex Encandar 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.
Title: Re: Determining Wind Pre-Embark
Post by: Wolfius 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.
Title: Re: Determining Wind Pre-Embark
Post by: Pilsu on October 02, 2008, 02:11:53 am
Wind doesn't typically push people around
Title: Re: Determining Wind Pre-Embark
Post by: Greiger on October 02, 2008, 06:25:56 pm
You obviously don't live in a hurricane prone area. :)

But indeed it would take much more than normal wind levels to even meaningfully effect movement speed, let alone throw somebody around.  Although it certainly is possible.

Maybe if Toady ever implements that natural disasters suggestion from way back it could be an effect of a hurricane or tornado.
Title: Re: Determining Wind Pre-Embark
Post by: Fossaman on October 02, 2008, 07:33:30 pm
My dad tells stories of being stationed at the U.S.A.F. base in the Aleutian islands. They had stoplights above the exterior doors, and when the winds were too high, they showed red, and you couldn't go outside.

Now I don't know about you, but I think being able to settle in an area with winds like that would be awesome.
Title: Re: Determining Wind Pre-Embark
Post by: Duke 2.0 on October 02, 2008, 08:39:09 pm
My dad tells stories of being stationed at the U.S.A.F. base in the Aleutian islands. They had stoplights above the exterior doors, and when the winds were too high, they showed red, and you couldn't go outside.

Now I don't know about you, but I think being able to settle in an area with winds like that would be awesome.

 Well yea, DF is all about how suicidal the challenge is.

 "In this challenge, I warp the starting seven several z-levels off the ground and drop them before starting the fortress construction. The survivors will make their new homes."

 Actually, a system based around how much power a windmill gets to tell how windy it currently is and seal the doors accordingly would be rather awesome.
Title: Re: Determining Wind Pre-Embark
Post by: Fossaman on October 02, 2008, 08:52:58 pm
...Is it bad that I just thought of how to do that?

Set up pumps that pump into a chamber that drains really quickly. Connect your windmill. Add a pressure plate that connects to the doors, etc, in the chamber. Add on extra axles or gear assemblies until the total power required for the pumps equals the power provided by the wind when it gets too strong.

I think that would work, anyway. I want to try it now, darn it!
Title: Re: Determining Wind Pre-Embark
Post by: Duke 2.0 on October 02, 2008, 08:56:53 pm

 Dwarf Fortress Players: Coming up with solutions for problems that have yet to be implemented.
Title: Re: Determining Wind Pre-Embark
Post by: IndonesiaWarMinister on October 02, 2008, 09:12:36 pm

 Dwarf Fortress Players: Coming up with solutions for problems that have yet to be implemented.

That because this is DWAAARF FORTREEES!!


Seriously, we are one of the most genius community around in the world wide web, or just crazy / not having to do in free time.
If we enter a contest of 'killin' ur henchmen' we will win 50-0.
Title: Re: Determining Wind Pre-Embark
Post by: Mel_Vixen on October 03, 2008, 12:55:15 am
It would be cool if Smoke and Miasma would float in the direction of the wind. Wasnt there an Windmap on Legends mode?