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Author Topic: Naval Options  (Read 12447 times)

Heron TSG

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Re: Naval Options
« Reply #60 on: January 13, 2009, 09:06:06 am »

Someone mentioned compressed air.

As far as I know, that would be impossible unless 'open space' turned into air.
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Tormy

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Re: Naval Options
« Reply #61 on: January 13, 2009, 10:36:07 am »

Someone mentioned compressed air.

As far as I know, that would be impossible unless 'open space' turned into air.

Correct, since we don't have anything like "air" in the game right now.
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Mel_Vixen

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Re: Naval Options
« Reply #62 on: January 13, 2009, 11:49:44 am »

Not unless toady Implements an "Gas"-Template  ;) .

Anyway naval stuff is nice but we have to face some restrictions by the laws of Physics and programming.

 Sails and rowers can move only an certain amount of mass and jetskiedrives (pumps) are out of the timeframe. Big siegeweapons would be very heavy, spaceintesiv and i asume near useless on an moving structure.  Well i would have nothing aiganst "one tile" stationary weapons.

Ships just arent forts nor are they waggons. Turning an ship would be very messy for the graphic. Imagine the 90° turn of an 10*5 Ship. It just cant turn on the same space like an 3*3 wagon where such an rotation is believable. We would end up with some "leak" diagonals with the current code.

Anyway i am for ships if somebody provides an nice way to deal with them.
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Areyar

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Re: Naval Options
« Reply #63 on: January 13, 2009, 11:58:42 am »

maybe 'pocket universes' for large craft can be a solution?

have a single wagonlike (3x3 or 5x5) creature representing the craft in the world of fortresses/adventurers,
but a seperate internal world of variable size representing the craft for those inside it.
in any case movement of multitile objects will require a new interface and meachanics to be designed.
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Belteshazzar

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Re: Naval Options
« Reply #64 on: January 14, 2009, 12:06:48 am »

Nay! I say the Dwarven way is to drive a covered wagon across the seabed. "covered in what yah say?" Solid steet with admantium paint job and diamond windows. What shall we use as power? kittens! yes kittens of the sea! and good Dwarven muscle to back it up. None of this sailing nonsense... leave that to the BEARDLESS!!! elves and the pitiable humans, put it from your minds altogether my brothers. You know within your core that our ways are always to be rooted in the earthmother and the stonefather.
« Last Edit: January 14, 2009, 12:10:59 am by Belteshazzar »
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aaaabaaccaadfda

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Re: Naval Options
« Reply #65 on: January 14, 2009, 01:16:49 am »

Belteshazzar

with what we are suggesting it that you should be able to do things like that!, currently you dont have a hope in hell about seing that hapen
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Belteshazzar

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Re: Naval Options
« Reply #66 on: January 14, 2009, 02:12:48 pm »

I am all in favor of more choice (in fact I would be disappointed if races were so restricted) I was merely pointing out what a hardliner traditionalist dwarf would think of such options.
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DennyTom

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Re: Naval Options
« Reply #67 on: January 20, 2009, 11:41:30 am »

I believe dwarven race should be capable of building fortress everywhere. They are small, durable, and ingenious. They may be not as ingenious as gnomes, but they are more persistent.

If there are mountains, dwarves will build fortress in them and mine out every ore.
If there is volcano, dwarves will build fortress in its magma and use it to power forges.
If there is glacier, dwarves will crack in it and they maybe will buy sock or two because of cold.
If there is ocean, dwarves should be able to build fortress under it and connect continents with tunels.
If there is sky, dwarves will laught at human, elven, ... "gods" that occupy it.

Dwarves that are capable of building vortex machine that can dry out bottom of ocean, using magma for forging and having fun with HFS, should be able to grab leather bag, fill it with air, lash rock to leg, jump in ocean and strike the earth!
« Last Edit: January 20, 2009, 11:43:03 am by DennyTom »
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Joakim

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Re: Naval Options
« Reply #68 on: January 20, 2009, 02:03:46 pm »

As a side note, the vast multilevel drydock a la submarine pens one would have to build would be quite a dwarfy project. Is it possible to build floodgates on top of another?  Or maybe it would be even more dwarfy to build the Dwarfship on land and then push it into the water using 40 superdwarvenly strong dwarfs. :)

I totally like the idea of boats, especially if they're handcrafted by the player simply because floating was implemented. Simple wagons-of-the-sea would also be ok. Maybe not for dwarfs, but human caravans could arrive in them, requiring a dock for your fortress.
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Flaede

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Re: Naval Options
« Reply #69 on: January 20, 2009, 03:51:24 pm »

I was thinking that, by using a water intake valve lined with pumps, you could constantly superheat a constant flow of water using magma around the entire pipeline. With enough pressure, you would pretty much achieve jet propulsion with water and boiling rock.

I recall hearing about low-powered "across the water" propulsion using just plain boiling water and fire. It somehow involved modified clay/brick ovens that double as primitive "water-jet propulsion" on the back of canoes. I have no clue how they work, but it's very low tech, from what I've been told... and now I can't find anthing about it online, so perhaps I misremember.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Felblood

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Re: Naval Options
« Reply #70 on: January 21, 2009, 10:35:01 pm »

I absolutely love the swimming pool. Even now, I'm trying to figure out how to make something that does that with the current version.

Scuba gear more advanced than fins and snorkels doesn't sit well with my gut, but I could tolerate it, so long as my own dwarves never had to use it.

Submarines might be palatable, but surface ships are what I want. My dwarven pirates cry out to be born!

Perhaps traditionalist dwarves should have a problem with it, and the crew is going to have to deal with being outdoors and in the rain, but I want to sail the seas on a wooden ship, and prey on elven shipping.
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Foa

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Re: Naval Options
« Reply #71 on: January 21, 2009, 10:50:22 pm »

Aye, we be Dwarves, we are the scurvy of the sea, we are pirates!

Ships? Low-Tech and not ballsy enough, Submersible Ships, with Pressurized Water-Locks that shoot Pods of Dwarves and Boarding Bridges that shoot into the target Ships, or landmasses, Ballistae that launch massive Harpoons that can be used for hauling, and Initial Boarding, Holds that are filled to the brim with Seadwarves, and Arenas, for the POWs, the ship also doubles as a Modular Fort, just ram into a landmass ( or something ) , then assimlate the ship/ establish an Underwater Dock that wedges into the Isle as a Fort, and if later when it is a lot more developed it can become a large Dry Dock, that the DD -Name- can be repaired, loaded, or upgraded to your needs.
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SirHoneyBadger

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Re: Naval Options
« Reply #72 on: January 21, 2009, 11:41:08 pm »

Dwarfs might hollow massive trees out and make canoes from them. That seems simple, and dwarfy, with the added 'pissed-off elf bonus'.
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Felblood

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Re: Naval Options
« Reply #73 on: January 25, 2009, 07:46:56 pm »

Once the elves have their multi-tile treehouses, what's to stop us from cutting thme down and making ships out of them, besides the need to get all the elves out of the way?
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Flaede

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Re: Naval Options
« Reply #74 on: January 25, 2009, 08:46:22 pm »

the need to get all the elves out of the way?

I would have thought, considering this crowd, that this would have been a reason to go cut them down.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]
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