Bay 12 Games Forum

Please login or register.

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

Author Topic: Quakes  (Read 4826 times)

Ascii Kid

  • Bay Watcher
  • This is just a test
    • View Profile
Quakes
« on: July 11, 2008, 12:48:21 pm »

Earth quakes.  I'm not sure if the volcanos errupt, but if not then; Volcanic erruptions.  I noticed the holes don't fill with rain, but floods/river surges would be cool too.  Didn't the river USED to surge, back before the Z level?
But earth quakes seems really fitting.  It could even be a strip of rock that just drops a level down; that seems like a pretty reasonable simulation of an earthquake. Mudslides too, would be interesting. 
Even hurricanes and tornados in adventurer mode would be awesome.  Lightning, maybe, starting forest fires. 
I love this game.
Logged
"...you'll have you live with your GRANDmother and pick beans!"
-Homer

Joseph Miles

  • Bay Watcher
  • DF isn't a game, its a way of life!
    • View Profile
    • http://bugger92.proboards91.com/
Re: Quakes
« Reply #1 on: July 11, 2008, 12:50:26 pm »

I'm gonna give this one a "Hell yes" so long as it's under there is an init file for it, perhaps just toss it under weather?
Logged
Cog - He's the new Urist.
Yes they are a bunch of drunken unstable retards, but they're MY drunken unstable retards, and I will take care of them.
It could be worse, that cat could be alive.

Draco18s

  • Bay Watcher
    • View Profile
Re: Quakes
« Reply #2 on: July 11, 2008, 01:04:04 pm »

I noticed the holes don't fill with rain, but floods/river surges would be cool too.  Didn't the river USED to surge, back before the Z level?

Ponds not re-filling when it rains is a very well known, very old bug.  I believe Toady finally got around to fixing it.

Rivers did flood before, but if you care to notice, fluids kinda....work differently now.  There's also an entire thread devoted to figuring out how to make it work again.
Logged

Ascii Kid

  • Bay Watcher
  • This is just a test
    • View Profile
Re: Quakes
« Reply #3 on: July 11, 2008, 01:07:20 pm »

I wonder if it has something to do with the surface of the river existing/not existing; ie. you can walk across what is basically empty space over the flowing river a layer below. 
Logged
"...you'll have you live with your GRANDmother and pick beans!"
-Homer

Joseph Miles

  • Bay Watcher
  • DF isn't a game, its a way of life!
    • View Profile
    • http://bugger92.proboards91.com/
Re: Quakes
« Reply #4 on: July 11, 2008, 01:07:54 pm »

As is, it's possible to make floods, the top most layer of water needs to be 7/7 and have no walls. It's not really dangerous, but possible at least.

Also, I think you're talking about brooks not rivers.
Logged
Cog - He's the new Urist.
Yes they are a bunch of drunken unstable retards, but they're MY drunken unstable retards, and I will take care of them.
It could be worse, that cat could be alive.

Ascii Kid

  • Bay Watcher
  • This is just a test
    • View Profile
Re: Quakes
« Reply #5 on: July 11, 2008, 01:09:35 pm »

you're right, I am.  =->  Well, scratch that, then.  =->
Logged
"...you'll have you live with your GRANDmother and pick beans!"
-Homer

Skizelo

  • Bay Watcher
    • View Profile
Re: Quakes
« Reply #6 on: July 11, 2008, 03:12:15 pm »

Care to say more about how quakes'll work?
Just an announcement and then some buildings get destroyed (or more cluttered; all the things on shelves falling off) and all the dwarves stop what their doing? Or would they cause cave-ins (need a better cave-in model for that), destroy walls or even make a new chasm and all dwarves fly for a square (imagine standing on the top of a stairway which goes straight down with no hatch covers) . It could vary I guess.
I'm guessing volcanoes would just gain a level of magma so it covers the ground. Magma's a bitch to clean up though (I know it is in real life, but still). Any suggestions for more exciting explosions? My version simply oozes magma around.
Logged

Ascii Kid

  • Bay Watcher
  • This is just a test
    • View Profile
Re: Quakes
« Reply #7 on: July 11, 2008, 09:26:12 pm »

Not that I have any clue reguarding modding or programming, but I would picture it working best as a combination of what you sudjested (Things get knocked around, dwarves are knocked down and stunned as if charged) and the removal of stones, probably from the lowest Z level, in a manor similar to how ore deposites work, which would allow from small, medium and large scale destruction.  Anything above that level would be destroyed in the same way they are during a cave-in, and any dwarves would be appropriately injured.  Combine this with an annoucment and you've got an earthquake.
As for Volcanic erruptions, I'm not really sure HOW you'd simulate the action of the intial erruption, but smoke pouring out of the vent/pool and then the slow, steady rise of the magma would be pretty damn cool, have to quickly build channels to try to divert it.
And lightning strikes could be handled as the occasion random fire starting on the surface levels and annouced by something like "Lightning has started a fire!"
Logged
"...you'll have you live with your GRANDmother and pick beans!"
-Homer

Duke 2.0

  • Bay Watcher
  • [CONQUISTADOR:BIRD]
    • View Profile
Re: Quakes
« Reply #8 on: July 11, 2008, 09:56:43 pm »


 I would like it if these forces would actually SHAPE the enviroment. Earthquakes making large fissures in the earth, kinda like a very shallow chasm that goes down a few z-levels and is revealed to the air. Or magma tubes. We have vertical ones, but horizontal ones would rock. Or Toady's musings on drainage filling up open-sky strip mining or quarries.

 There needs to be more geologically amazing things happening. If Glaciers could happen over mountians forming valleys, I would be happy. Or even caves in glaciers formed by meltwater.

 I imagine this could make DF more awesome by several orders of magnitude. Of course, I don't know how much Toady enjoys adding more World Gen stuff for geology, but I imagine that being quite fun.

 The Glorious Spears settled on the banks of a valley river, cut off from the rest of the world.
 In 1029, The Tainted Blight attacked them through the Mountian Pass GodCrack.
 In 1096, the Glacier The Glorious Cold crushed the town of IceiclePass.
Logged
Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

BurnedToast

  • Bay Watcher
  • Personal Text
    • View Profile
Re: Quakes
« Reply #9 on: July 11, 2008, 11:05:31 pm »

Earthquakes would be great as long as they were semi-rare or very rare and only happened in geographically unstable areas (which you would be able to see on the embark screen - dwarves should know about those things). It makes no sense to have earthquakes everywhere, and if they were too frequent it would just be annoying and impossible to get anything done. Maybe minor quakes which just shook things up, smashed a building or 2 and pushed your dwarves around could be more common though.

Volcanoes sometimes overflowing and/or erupting I strongly support. Having magma is a HUGE HUGE advantage, and right now the magma creatures are the only disadvantage and they are easily gunned down by a marksdwarf or 2 (or just ignored). If you had to take into account possible fiery death every now and then it would make a nice counterbalance to having a volcano, and maybe make magma pools more attractive (they should not erupt obviously). Maybe there could be an activity level warning of sorts on the embark screen and the less active the volcano the bigger chance it has of growing cold and solidifying or something to make strongly active volcanoes attractive despite the greater risk.
Logged
An ambush! curse all friends of nature!

Dr. Melon

  • Bay Watcher
    • View Profile
Re: Quakes
« Reply #10 on: July 12, 2008, 06:48:40 am »

Urist McMiner, Miner cancels digging designation; trembling stone.
Logged

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Quakes
« Reply #11 on: July 12, 2008, 07:05:35 am »

I guess quakes could be implemented as a temporary reduction in support offered by pillars and walls, causing some cave-ins in certain more excessive vaults.
Once caveins are repaired that is.
Maybe have it only along pregenerated faults to prevent not building excessively fail-safe.
or localized to a portion of a site to offer a modicum of unpredictability and lesser destructiveness.

hmm...maybe just a several randomized tiles unexplicably losing support and caving in would suffice in posing potential but not assured catastrophic events.

might even have it preordained:
-Urist DaMiner cancels job: dig , unstable rockface
unstable rock does not offer support for surrounding structures, nor unstable rock itself, so entire seams may represent slipfaults.
remove this rock at own peril, may cause a cavein.
leave it in place and exposed it may collapse during a quake.
safest would be to cement it behind a wall.

yeah, I like that idea alot.  ;D
Logged
My images bucket for WIPs and such: link

Skizelo

  • Bay Watcher
    • View Profile
Re: Quakes
« Reply #12 on: July 12, 2008, 09:09:38 am »

This does seem a good way of making magma more interesting.
Yes, you don't have to bother with fuels, but sometimes, every so often, a mountain will fall on your dining hall.
Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: Quakes
« Reply #13 on: July 12, 2008, 04:03:58 pm »

unstable rock does not offer support for surrounding structures, nor unstable rock itself, so entire seams may represent slipfaults.
remove this rock at own peril, may cause a cavein.

Wait, it doesn't provide support for anything, but removing it CAUSES a cavein because it was supporting something?
Logged

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Quakes
« Reply #14 on: July 12, 2008, 04:18:50 pm »

it causes itself to cavein...but I see what you mean.

I was juggling several concepts in that post. == my excuse.

Mayhaps it only has zero support when a worldquake strikes (maybe the HFS having a rave down there) , otherwise normal.

--How would negative support work? pull down the ceiling?
Logged
My images bucket for WIPs and such: link
Pages: [1] 2