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Author Topic: Offmap Mining  (Read 1469 times)

Pilsu

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Re: Offmap Mining
« Reply #15 on: September 28, 2009, 12:16:21 pm »

Any offsite mining should really be done downward, otherwise it remains unexplained as to why a new site built right next to your old one has no evidence of tunnels

Come on... let us have a little bit of abstraction....

Mining down would be abstraction seeing you wouldn't be able to see the tunnels below the map bottom. Mining off the edge of the map isn't gonna work if no tunnels are actually created to be found
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Granite26

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Re: Offmap Mining
« Reply #16 on: September 28, 2009, 01:18:48 pm »

Any offsite mining should really be done downward, otherwise it remains unexplained as to why a new site built right next to your old one has no evidence of tunnels

Come on... let us have a little bit of abstraction....

Mining down would be abstraction seeing you wouldn't be able to see the tunnels below the map bottom. Mining off the edge of the map isn't gonna work if no tunnels are actually created to be found

I agree

Fox-Of-Doom

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Re: Offmap Mining
« Reply #17 on: September 28, 2009, 02:13:53 pm »

@Granite26/Pilsu

Digging underground does make more sense and it would be easier to implement, but it would be more interesting to have long tunnels digging out veins in the area around the embark tile. Other entities would be able to interact with these tunnels even years after they have been mined out.  This is what I was hoping for, eventually, but the original idea would be that this is a placeholder.

While digging into the ground is also realistic, and solves the problem, but it leaves no room for growth into a visual impact on the world making it just another feature. This is not a bad thing, but I would like to see fortresses change the surrounding world at all times possible.
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Granite26

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Re: Offmap Mining
« Reply #18 on: September 28, 2009, 02:17:19 pm »

Well, I also see baddies swarming up through your minehole in the ground...

I see what you're saying, though, although there's no reason not to track the amount of ore brought back and dig tunnels on the next square equal to ore*3 or something.

Given speed stuff though... at a certain point a dwarf can't go get a rock and bring it back in a single work cycle.  Maybe make sleeping gear and food a prereq?

Edit:  And a MULE!!! haxor for the offmap win!

Fox-Of-Doom

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Re: Offmap Mining
« Reply #19 on: September 28, 2009, 02:25:27 pm »

@Granite26
Yes, mules are always a nice thing to have, as would food/water/beds...
So maybe they would be absolutely necessary.

To clarify on off-site tunnels...
Say there is one ant-man nest on every map tile, spanning several z-levels and spreading some space around its original tile. If you do not settle with this nest on your embark tile, it would be nice to find the ants through this manner. It would allow you to see, if not use, all features on the map tile, making the rest of the map tile interesting at the very least, instead of space you didn't want to include because of the FPS drop.
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Rowanas

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Re: Offmap Mining
« Reply #20 on: September 28, 2009, 03:19:34 pm »

Am I the only one thinking of the old game M.U.L.E. or am I missing something.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.
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