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What sciences shall we cover in the next DF Talk?

Biology
- 142 (4.4%)
Astronomy
- 197 (6.2%)
Geology
- 266 (8.3%)
Medicine
- 163 (5.1%)
Physics
- 497 (15.6%)
Chemistry
- 366 (11.5%)
Zoology
- 84 (2.6%)
Botany
- 120 (3.8%)
Podiatry
- 10 (0.3%)
Psychology & Sociology
- 326 (10.2%)
Meteorology
- 87 (2.7%)
Pogonology
- 123 (3.8%)
Geography
- 105 (3.3%)
Ecology
- 119 (3.7%)
Genetics
- 298 (9.3%)
Mathematics
- 158 (4.9%)
Linguistics
- 134 (4.2%)

Total Members Voted: 1121

Voting closed: March 01, 2010, 08:44:55 pm


Pages: 1 ... 5 6 [7] 8 9 ... 17

Author Topic: DF Talk Topic Vote #8: SCIENCES!  (Read 63061 times)

CobaltKobold

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #90 on: February 24, 2010, 09:42:22 pm »

Chemistry: Blowing up the hudwelvblins.
Botany: Because the present plants are bland and boring. That's not really science.
Linguistics: Because [UTTERANCES] should not be a showstopper.
Genetics: "Hey, those pointy ears would look good on my kid."
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The Chemist

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #91 on: February 24, 2010, 09:51:43 pm »

I put in down chemistry, physics and astronomy with the following inklings.
chemistry: toady has expressed dis interest in the likes of steam engines, jet turbines or atomic weapons. I can totally understand that. But bon fires? tumbling pitch and tar lit ablaze? these have existed for ages. I would like some method for lighting a fire short of dropping a splash of magma on grass land or lumber. the humans can make bon fires even, but dwarves, masters of the forge, can't?
Physics+astronomy: i think work saving mechanics and engineering might come into physics, but really, despite my name I'm a physicist by training and I'm just interested in what toady will have to say and I'd like to riff off those ideas and their implications. I'd love to be consulted on if it came to that. A member in my cohort who I also got to into dwarf fortress is an astronomer and specializes in X-ray and stellar formation astronomy.
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Nivim

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #92 on: February 24, 2010, 09:55:27 pm »

 Geology - Although much greater than one would expect from games, the Dwarf Fortress (solid rock) underground is still bland compared to real-life underground. I want to know what things Toady is planning to do with it. And, how he will integrate it with the new releases (cave) underground? Aside from the obvious multi-level distortions in rock layer and ore, I also want to know about large crystals forming. The kind of crystals that can fill an entire room and would take up 6-10 spaces in-game (distributed horizontally, vertically, or diagonally [when viewed from the side]).

 Physics - This one could easily shift to something else, but I was intrigued by learning when Toady might add code for floating objects (seabirds, flotsam, bottles, and oil). And how he might solve or switch the current quirks of liquid movement. Arcing airborn objects is low on my list within a list.

 Linguistics - How far will Toady go with procedural language and speech? Even if it's fleshed out some, will it continue to be the "{Greeting}, I am {name} a/the {profession}"? Or will there be procedural sentence structures with a system to skew conversation based on all circumstances the character knows of (going beyond the "are you in a fight?", "are you on your way home?" and "is the player an enemy?"). Getting a generator working for such things would really flesh out adventure mode, even if it would only be a bonus for fortress mode. If such a generator was made at masterpiece quality it would allow the kobald language to function as intended; what first appears to be gibberish makes sense when you know some of where it comes from. I think the poetry maker would be a good start; you could add it right beside traveling theater troupes.

 I find it odd people pick Astronomy, consider most of what they want from it is tied to the magic arc, and that's for some time to come. The rest of what people want from it will have little and vague effect on the game.
 I think the sciences refers to how each science will be applied, not by the dwarves on their world, but by Toady on the game.
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Christes

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #93 on: February 24, 2010, 10:50:14 pm »

Linguistics - Language is an absolutely huge part of culture.  How far can DF go in simulating it?

Mathematics - No idea why this is on the list, but Toady has a PhD in it and I hope to, so why not?

Meteorology - I would really like to hear about the future of DF's weather system.
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JohnieRWilkins

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #94 on: February 24, 2010, 11:06:55 pm »

Biology, Chemistry, Physics.

Biology Q.Qing:

So... are there any long-range plans to introduce microorganisms? Perhaps they're [hidden] entities that can cause all sorts of pleasantries? Or is the plan to only exclusively include contact poisons?

Does a creature's brain take damage when it is asphyxiating or is clinical death the only possible outcome?

Is it possible to generate a creature that instead of oxygen requires some exotic substance to subsist? How do magma men/firemen get energy? () How can they survive contact with magma?

Do dwarves have super-dwarvenly tough livers? Are their beards just masses of smoothER that converts alcohol to gravy?
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Toaster

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #95 on: February 24, 2010, 11:17:04 pm »

Geology is a standout first.  I'd love to hear more about the "normal" part of the underground.

Geography, because that ties heavily to worldgen.

Mathematics, because I'm a nerd.  Added bonus- Toady is very qualified to speak on it.
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Strife26

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #96 on: February 24, 2010, 11:30:53 pm »

I had a dream that I think involved using lightning to build a steam trap. It's pretty hazy now, but it was epicly cool.

So I voted for meteorology.
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Mel_Vixen

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #97 on: February 24, 2010, 11:49:39 pm »

Well les see:

Ecologie, Genetics, and Sociology.


Sociology: What can we expect from civilisations? In which way will they develop laws, Govermental forms, etc. How will religions tie into that? Like will be there be Countrys that only allow one religion? What about Culture ranging from Architecture over clothing, habits, superstitions etc and how the civ influences its members as well how members of a civ will affect the civ.

Genetics: The unnatural kind. Cross-breeding,
Spoiler: NSFW (click to show/hide)
. Addition and change of genes to a genome aka Mutation and "designing" of beings - for example plants in spherical lands adding poisons, a Humanoid-template, additional tentackles to a genome. Mutation in generall and how animal variations might branch out if anything in that direction is planned.

From here ecology ties in.

If there isnt much food around will creatures gradually become smaller? Would it be possible to drain a swamp so it changes the biome to plains for example? What effects might have wandering animals? Get in the light of the ark-project the animals and plants somehow "seeded" all over the place? Like in a way that the western continent has no Ginkos while the eastern doesnt knows what a Oak is because both are divided by a ocean?

Will animals move around and wander if something forces them and will the populations be tracked for example for genetics? If so will a invading plant / Animal have an impact?



edit: Heh it came just to my mind that i made suggestions ,in one way or another, for all the themes i have choosen. I wonder if toady could mention the people who gave him a idea - of how or what to implement - if there are any. Would be quiet interesting since it would allow us to get a closer look at Dfs internal working without asking toady to many questions.
« Last Edit: February 25, 2010, 12:02:22 am by Heph »
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Andeerz

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #98 on: February 25, 2010, 01:01:13 am »

Geology, Physics, and Biology pleeeeeeeeeeeeeeeease!  :3
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eerr

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #99 on: February 25, 2010, 01:10:01 am »

What about metallurgy?
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Keldor

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #100 on: February 25, 2010, 02:20:41 am »

Yes, metallurgy is a must have dwarven discipline!

You know, with regards to meteorology, we really must have lightning.  Just imagine how fun megaconstructions would be!  Urist mcMason has been struck down by lightning!
« Last Edit: February 25, 2010, 02:26:32 am by Keldor »
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Lord Shonus

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #101 on: February 25, 2010, 03:56:44 am »

Chose geology (for obvious reasons), ecology, and podiatry (because I'd really like to see how toady makes it relevant.)
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ungulateman

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #102 on: February 25, 2010, 06:29:58 am »

Bio - Geo - Maths.

Geology is EPIC.
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Haspen

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #103 on: February 25, 2010, 06:43:14 am »

Dwarf Fortress is Geology, so I had to pick that.

Also, Astronomy. I want to see engravers drawing planetary systems and kids learning about them that way. Also, dwarves panicking at solar eclipses, goblins gathering around fallen meteorites etc.

Chemistry. For FLAVORED soap! :D Also, use of powders and liquids as vermin killers.
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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #104 on: February 25, 2010, 07:34:11 am »

I'm a common or garden chemist and geographer/geologist, so I chose those three.
Essentially, blow a hole in the ground, note the features of the rocks and then make pretty graphs and coloured diagrams about the emigration of elves. Technically physics might be more apt for elven emigration, as I suspect that they will have a rather high velocity.
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