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Author Topic: Determining Wind Pre-Embark  (Read 8574 times)

Pilsu

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Re: Determining Wind Pre-Embark
« Reply #15 on: October 02, 2008, 02:11:53 am »

Wind doesn't typically push people around
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Greiger

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Re: Determining Wind Pre-Embark
« Reply #16 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.
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Fossaman

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Re: Determining Wind Pre-Embark
« Reply #17 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.
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Duke 2.0

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Re: Determining Wind Pre-Embark
« Reply #18 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.
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Fossaman

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Re: Determining Wind Pre-Embark
« Reply #19 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!
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Duke 2.0

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Re: Determining Wind Pre-Embark
« Reply #20 on: October 02, 2008, 08:56:53 pm »


 Dwarf Fortress Players: Coming up with solutions for problems that have yet to be implemented.
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I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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IndonesiaWarMinister

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Re: Determining Wind Pre-Embark
« Reply #21 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.
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Mel_Vixen

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Re: Determining Wind Pre-Embark
« Reply #22 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?
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