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Author Topic: Boats  (Read 4389 times)

GreatWyrmGold

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Re: Boats
« Reply #15 on: May 29, 2012, 05:22:39 pm »

The idea of a desalinating workshop is understandable from a gameplay standpoint, but how would it make sense from a realism standpoint.
Sorta the opposite with the single-tile workshops, come to think of it. Maybe it makes sense to be able to prepare fish on a normal table or whatever, but how would it be worse/different than a normal one to compensate?

I forgot to say stuff when I made my last post. The mini pump works the same as the screw pump, just a a reduced speed, and the mini workshops have a penalty by being slower then the full sized counter parts. Unless water can be stored in barrels, then the mini pump works when needed to get fresh water on demand, like a public fountain, or it the stores it in a barrel, or a water chamber in larger boats.
Maybe for the mini-workshops, they're just as fast as normal but require special tools to be made to build it or something?
I still don't like the desalinating workshop. It seems too...gamey. Maybe you could have a screw pump pump water into the ship, but this shouldn't be made easier by the game's code.

I just thought of an idea: Shipboard farms. Muddy the inside of the deck, and grow plump helmets. Floating dwarven arcologies. Sweet.
You could grow sweet pods, too.
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Itsdavyjones

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Re: Boats
« Reply #16 on: May 29, 2012, 05:42:44 pm »

The desalination plant is basically just a screw pump modified for use on ships, taking up less space, and takes longer to pump same amount of water
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GreatWyrmGold

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Re: Boats
« Reply #17 on: May 29, 2012, 06:19:22 pm »

Well, since you introduced it as a "desalinating station," it seemed kinda unrealistic, given the obvious fact that you can't pump some water through a pipe and have the salt magically vanish.
A smaller screw pump would be kinda silly; how would you keep the water from splashing back onto the dwarf?
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Itsdavyjones

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Re: Boats
« Reply #18 on: May 29, 2012, 08:52:13 pm »

Well, since you introduced it as a "desalinating station," it seemed kinda unrealistic, given the obvious fact that you can't pump some water through a pipe and have the salt magically vanish.
A smaller screw pump would be kinda silly; how would you keep the water from splashing back onto the dwarf?

It would act like a wall and the dwarf can still operate at the same time. Think of it as being a fountain you find in public locations, you just have to pump it manually to get water.
Edit, I referred it as a desalination plant because the screw pump proper desalinated water too.
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GreatWyrmGold

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Re: Boats
« Reply #19 on: May 29, 2012, 09:16:17 pm »

Well, how is it better (or different) in any way that a normal screw pump? Direction, I guess.

The whole "also desalinizes" being the reason for existance is a poor idea. I imagine that the desalinizing effects of pumps will fade once we have ther methods to do so.
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Itsdavyjones

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Re: Boats
« Reply #20 on: May 29, 2012, 10:28:45 pm »

It is different because you have water on demand instead of having to store it in tanks. And if you want accuracy about desalination then the screw pump shouldn't be ale to do that.
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Itsdavyjones

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Re: Boats
« Reply #21 on: January 22, 2013, 05:21:23 pm »

I know that this is going to be flamed for being necro thread, but I figured out how boats could be done, by having them move relative to the map.  This idea comes from playing Scrumbleship, and that ship movement will be relative, meaning that one ship can move while one doesn't.  It would allow boats to move without looking like they've been through a meat grinder, it would just move the world around it to look on an angle, but if you could turn the screen, it would still look normal.  Same goes for the ship itself.  Tow views are possible, 1) having the ship move relative to the world, which would be used in fortress mode and 2) having the world move relative to the ship, which would be used if your on the ship.
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10ebbor10

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Re: Boats
« Reply #22 on: January 22, 2013, 05:27:07 pm »

Necroing is fine.

Still, how are you going to handle ship's heading in corners using DF's ASCII based map system. Are you suggesting to just turn all the characters by X degrees, or something like that?
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Itsdavyjones

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Re: Boats
« Reply #23 on: January 22, 2013, 05:50:23 pm »

Necroing is fine.

Still, how are you going to handle ship's heading in corners using DF's ASCII based map system. Are you suggesting to just turn all the characters by X degrees, or something like that?
Basically what would happen is having the boat be a "map" on the map, and it would just rotate x degrees as needed to fit in the river.  Therefor if there is a turn that your ship can't make it across, then it would show having the bow and stern on the one bank and maybe having the mid section on the other bank.
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Owlbread

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Re: Boats
« Reply #24 on: January 23, 2013, 09:41:52 am »

Magma proof boats to explore the magma sea. Imagine building a boat made of solid blumetal or similar, filling it with your finest explorers and sending them off to see what they can find. Perhaps if the boat is reasonably small it could be used to navigate player-made magma flows created for defensive purposes to keep the goblins out or something. You know, have small magma proof boats travelling around your magma moats filled with crossbowdwarves raining death on the goblins.
« Last Edit: January 23, 2013, 09:43:55 am by Owlbread »
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GreatWyrmGold

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Re: Boats
« Reply #25 on: January 23, 2013, 09:03:06 pm »

Necroing is fine.
Still, how are you going to handle ship's heading in corners using DF's ASCII based map system. Are you suggesting to just turn all the characters by X degrees, or something like that?
Basically what would happen is having the boat be a "map" on the map, and it would just rotate x degrees as needed to fit in the river.  Therefor if there is a turn that your ship can't make it across, then it would show having the bow and stern on the one bank and maybe having the mid section on the other bank.
Any boat idea needs to be able to interact with other things on the map well, which given DF's tile-based nature probably limits it to 45-degree turns. Spinning the world about the ship wouldn't work well for that. Anyways, it changes the problem from turning the ship to turning the whole world...

It is different because you have water on demand instead of having to store it in tanks.
...How can you not do the same thing with screw pumps?

Quote
And if you want accuracy about desalination then the screw pump shouldn't be ale to do that.
I agree. It shouldn't.
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Itsdavyjones

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Re: Boats
« Reply #26 on: January 23, 2013, 10:58:39 pm »

Necroing is fine.
Still, how are you going to handle ship's heading in corners using DF's ASCII based map system. Are you suggesting to just turn all the characters by X degrees, or something like that?
Basically what would happen is having the boat be a "map" on the map, and it would just rotate x degrees as needed to fit in the river.  Therefor if there is a turn that your ship can't make it across, then it would show having the bow and stern on the one bank and maybe having the mid section on the other bank.
Any boat idea needs to be able to interact with other things on the map well, which given DF's tile-based nature probably limits it to 45-degree turns. Spinning the world about the ship wouldn't work well for that. Anyways, it changes the problem from turning the ship to turning the whole world...
What would happen is the world doesn't turn per say, but the boat does, but since the boat is the center of attention, the world would appear to turn, but it's just the boat.  As for interacting with the world, that could happen as long as the boat is pointing in one of the cardinal directions, at least for loading and unloading.
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