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Author Topic: Electricity  (Read 3036 times)

compsognathus

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Re: Electricity
« Reply #15 on: May 16, 2019, 04:13:17 am »

I suggested how to implement new technologies during the game.
Technologies that exist only some years or centuries.
ok "This is past the cutoff date (1400). So no."  for the start of the game,  but it's not realistic to play a thousand years and not evolve (or regress)

http://www.bay12forums.com/smf/index.php?topic=172766.msg7899069#msg7899069



Tarn said he didn't want the graphics in the game...
The aim of DF is to create procedurally-generated high/low fantasy worlds. Technologies past the Late Middle Ages don't really fit with the fantasy theme (urban fantasy isn't really the aim). "Realism" isn't the real goal here, it's a nice bonus, sure, but it's secondary to the aesthetic.


ok but what you say is subjective, there are many types of fantasy.
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KittyTac

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Re: Electricity
« Reply #16 on: May 16, 2019, 04:14:02 am »

I suggested how to implement new technologies during the game.
Technologies that exist only some years or centuries.
ok "This is past the cutoff date (1400). So no."  for the start of the game,  but it's not realistic to play a thousand years and not evolve (or regress)

http://www.bay12forums.com/smf/index.php?topic=172766.msg7899069#msg7899069



Tarn said he didn't want the graphics in the game...
The aim of DF is to create procedurally-generated high/low fantasy worlds. Technologies past the Late Middle Ages don't really fit with the fantasy theme (urban fantasy isn't really the aim). "Realism" isn't the real goal here, it's a nice bonus, sure, but it's secondary to the aesthetic.


ok but what you say is subjective, there are many types of fantasy.
Yes, this is why I said high/low fantasy, which is usually in a medieval setting.
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compsognathus

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Re: Electricity
« Reply #17 on: May 16, 2019, 04:18:34 am »


but there are many who ask for a "larger" fantasy, and my solution satisfied both categories
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KittyTac

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Re: Electricity
« Reply #18 on: May 16, 2019, 04:53:12 am »


but there are many who ask for a "larger" fantasy, and my solution satisfied both categories
There's the problem of Toady most likely not wanting to add such a thing. You could always ask in FOTF.
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VislarRn

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Re: Electricity
« Reply #19 on: May 16, 2019, 10:38:09 am »

Has this been suggested before?...
I don't see possibility of Toady adding wide scale electrical engineering within the framework of current development plans.
But things similar to a Baghdad Battery or scholars writing books about electromagnetic effects of amber (maybe even using amber for healing practices) could fit into DF worlds well.

But never say never.
After Dwarf Fortress 1.0 when everything about fantasy world simulation is done, we might get second expansion for DF (since first expansion is probably all about steampunk :P) that touches these types of technological innovations.
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SixOfSpades

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Re: Electricity
« Reply #20 on: May 16, 2019, 12:09:06 pm »

Long story short: Magnets maybe (even probably), electricity no.

Technically, they are both within the tech cutoff date because both electricity and magnetism were well-known even as far back as ancient Greece and China. (The Greeks even recognized them as separate but related phenomena.) But they are both outside the tech cutoff because there were next to no meaningful applications for those technologies during that time. Apart from the compass (which would be useful in Adventurer mode, except that the game already has a 100% accurate navigation system by default), magnets and static electricity were used for nothing but toys, scientific curiosities, and "magic" for temple ceremonies. That's it. No motors, no lights, no robots, and you would need a couple thousand Baghdad Batteries to electroplate even a single copper penny. (Yeah, there's a mention of a Chinese palace gate made of lodestone so heavily magnetized that anyone wearing iron armor could not pass through it . . . but it's never actually been found, and needless to say, such a specialized use doesn't really seem likely to add much to the gameplay.)

Of course, magnets are nothing more than a special-case occurrence of iron and/or nickel & cobalt, or their respective ores, and could easily be incorporated into the game as, essentially, a metal gemstone. They could be found naturally, or if magic is involved, be created via the channel of the Lightning sphere. But as to their possible function in the game? Not much. Toys. Magnetic "buttons" on clothing. The subject of scholarly writings. A slightly more convenient weapon rack / armor stand. And once sailing ships become a thing, they should have more success if they were each outfitted with a compass. In other words, no game-changers here.

Of course, that's assuming that Dwarf Fortress stays generally true to Earth history. With the weirdness coming with spheres and worldgen, the scope of possibility will naturally expand. But that expansion will almost certainly have a magic feel to it, not a technological feel.
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GoblinCookie

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Re: Electricity
« Reply #21 on: May 21, 2019, 05:43:37 am »

Trouble is that the player might be able to make use of electricity by replicating electrical devices, even if the dwarves are not supposed to use them; like the guy that programmed space invaders into the game.  The physical properties of electricity need to be in for use for lightning mostly, but if we are following the physical laws then electricity would behave like electricity; so the player can deliberately use it.
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