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Poll

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


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Author Topic: DF Talk Topic Vote #8: SCIENCES!  (Read 63050 times)

alway

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #150 on: February 27, 2010, 01:39:02 pm »

Astronomy, Physics, Chemistry:
Or, How big of a boom does it take to put a goblin into geosyncronous orbit?
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Kaelem Gaen

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #151 on: February 27, 2010, 01:53:37 pm »

For me I wanna hear about Biology, genetics and Linguistics.   I want my Dwarves to be able to talk in code that isn't just dwarven language....  what is the Dwarven Military alphabet?

And how can I start a dwarven breeding program for a better tomorrow!.    And how do those breeding spores work?!

Zalminen

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #152 on: February 27, 2010, 04:56:41 pm »

Physics, Chemistry, Geology.

Geology & Chemistry: There's tons of stone types with no real current significance but which have potential for all kinds of interesting stuff...

Physics (& Chemistry): Mechanisms, traps, falling, breaking, floating, sliding, explosions... (or in other words, Fun  ;D )
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atomfullerene

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #153 on: February 28, 2010, 12:07:10 am »

by fantasy geology I generally meant Swiss-cheese cave layers filled with underground biomes* of glowy mushrooms and large creatures.  I generally approve of this and think it could mesh well with real geology, but it would be nice to toggle it.

*yeah I know this can happen in real life, but to a much smaller extent than what I am thinking of
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smjjames

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #154 on: February 28, 2010, 12:18:08 am »

by fantasy geology I generally meant Swiss-cheese cave layers filled with underground biomes* of glowy mushrooms and large creatures.  I generally approve of this and think it could mesh well with real geology, but it would be nice to toggle it.

*yeah I know this can happen in real life, but to a much smaller extent than what I am thinking of

You mean Journey to The Center of The Earth style? Caves generally don't have permanent (as in never going back to the surface and bieng totally adapted to the caves) residents much larger than salamanders and fish.
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Shad0wyone

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #155 on: February 28, 2010, 08:15:58 pm »

Chemistry, Physics, and Pogonology!
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HastyLumbago

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #156 on: March 01, 2010, 02:42:11 am »

Wait... is this science as the dorfs study it? or areas of science which we will apply to dwarf fortress. For example, is a vote for physics a vote for Toady talking about physics as the little bastards learn about, understand, and teach it to each other? Or a vote for Toady talking about, say, and I'm just pulling a thought out of my head at random here: when it is he'll get around to making water work in a consistent and predictable matter?
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GL12

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #157 on: March 01, 2010, 05:25:31 am »

by fantasy geology I generally meant Swiss-cheese cave layers filled with underground biomes* of glowy mushrooms and large creatures.  I generally approve of this and think it could mesh well with real geology, but it would be nice to toggle it.

*yeah I know this can happen in real life, but to a much smaller extent than what I am thinking of

You mean Journey to The Center of The Earth style? Caves generally don't have permanent (as in never going back to the surface and bieng totally adapted to the caves) residents much larger than salamanders and fish.

Caves generally also don't have the sort of high energy foodstuffs capable of supporting creatures like dorfs that DF caves obviously do. Something tells me the availability of a good food source independent of the sun would cause an explosion of variability. Probably what lead to dorfs coming into existence in the first place.
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smjjames

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #158 on: March 01, 2010, 08:50:22 pm »

Well, looks like Physics came out on top with Psychology/Sociology more than 100 votes behind, Genetics at almost 200 votes behind. Chemistry came in second though with geology 100 votes behind that.
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Hummingbird

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #159 on: March 01, 2010, 08:54:09 pm »

Physics, Chemistry, and Psychology/Sociology?

One out of three ain't bad.
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smjjames

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #160 on: March 01, 2010, 08:57:05 pm »

Physics and Chemistry could be melded together as questions about the physics of the game (fluid physics, cave ins, combat physics, etc) and various material related questions which chemistry can cover.
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Rainseeker

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #161 on: March 02, 2010, 03:00:26 am »

Hey guys... it would be helpful if you wanted to email us some science questions to round out our discussion!
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Raz

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #162 on: March 02, 2010, 04:11:46 am »

E-mail'd!
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Footkerchief

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #163 on: March 02, 2010, 12:14:17 pm »

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Gazz

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Re: DF Talk Topic Vote #8: SCIENCES!
« Reply #164 on: March 02, 2010, 12:57:51 pm »

People who voted for physics: what are you expecting to hear about?

I'm concerned that a vote with such ambiguous topics is a recipe for disappointment, since the actual discussion will (presumably) focus on a few narrow applications of each science.
Things that are or would be actually useful in game. =)

Like... will there be a statics model such as for ceilings or the famous sky fortress that's hanging from one floor tile?

Also: things that the player can actually do in game.
Like hydraulics. That's something new that the player could create from simple parts.
Only 1-3 new parts to code. Limitless possibilities without any need to provide "finished machines" like new traps.

Steampunk is
a) too high-tech to fit well with the setting and
b) which is even more important - can not be used very well to give the player "new legos". Any steampunkish tech like golem-powersuits would effectively be magic because modeling construction rules for complicated machinery like that would be insane.
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