Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Some water-related thoughts  (Read 2550 times)

GoblinCookie

  • Bay Watcher
    • View Profile
Re: Some water-related thoughts
« Reply #15 on: July 22, 2019, 12:38:07 pm »

A lot of this hinges on how complicated we want the game to get.  :)

Oh, very much so I imagine. Who wouldn’t like the aquifer drying out after a mayor draught/being denounced by the nature spirits of rainfall due to dwarven hijinks?

The oil parts being implemented at all would still require a fluid rewrite, but that will come sooner or later.

I should have said complicated AND realistic :). The more we go down the realism route, the more the game become educational and a lot of people don't like being educated. 

Another issue here is that not only should aquifers change their depth, but new temporary aquifers should actually form.  In effect a place with no aquifers is only so because the way the topography is set up means that all the water that fell last time it rained ran off before it could soak off into the ground.  If enough rain falls, it is quite possible for a new aquifer to form for a while until the water runs underground somewhere else, which it does far slower than it runs over the ground.  Rivers should also be connected to aquifers, since they are usually the result of the way that aquifers bleed water downhill. 
Logged

SixOfSpades

  • Bay Watcher
  • likes flesh balls for their calming roundness
    • View Profile
Re: Some water-related thoughts
« Reply #16 on: July 23, 2019, 10:44:17 am »

. . . a lot of people don't like being educated.
I think we can safely assume that none of those people are going to come anywhere near Dwarf Fortress.

Quote
Another issue here is that not only should aquifers change their depth, but new temporary aquifers should actually form.
Underneath artificial ponds/moats/rivers, yes. And depending on how porous the soil/stone underneath is, it should leak. And water plants should grow in these new bodies of water, and there should BE water plants in the game at all, and wandering animals should frequently visit these new watering holes to drink, etc., etc.
Logged
Dwarf Fortress -- kind of like Minecraft, but for people who hate themselves.

GoblinCookie

  • Bay Watcher
    • View Profile
Re: Some water-related thoughts
« Reply #17 on: July 25, 2019, 06:19:05 am »

Underneath artificial ponds/moats/rivers, yes. And depending on how porous the soil/stone underneath is, it should leak. And water plants should grow in these new bodies of water, and there should BE water plants in the game at all, and wandering animals should frequently visit these new watering holes to drink, etc., etc.

Not only beneath ponds and other water bodies, because the water in the ground moves from where it originated.  What will happen basically is that because the drainage is good in the area, a lot of above-ground water will cause underground water to temporarily appear but it will then drain off-map to somewhere else. 

But yes, heavy rain needs to cause puddles to appear as well.  Would force us to build a roof over straight-down fortresses, or else all the rainwater from the whole map will flow into our fortress.
Logged

Timeless Bob

  • Bay Watcher
    • View Profile
Re: Some water-related thoughts
« Reply #18 on: August 02, 2019, 02:09:22 pm »

Would love to see temporary waterfalls in caverns anyway - ravines that may or may not flood annually, feeding the deep seas of the underworld... mmm...
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii
Pages: 1 [2]