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Author Topic: 2212 z-level above-ground Adamantine Spire  (Read 327534 times)

Terisuke

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #300 on: July 18, 2010, 03:52:03 am »

Fff, this is not merely a random spire of adamantine.  Think: where have you heard, previously, about building a long, thin vertical structure out of high-tensile-strength material, extending impossibly upwards to the sky?

That's right, friends.  You've found the Dwarven Space Elevator.

You're a bit late on that concept. Check a few pages back.
Blast and damnation.  It just proves the validity of the theory, though, when two people come to it independently.
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MaDeR Levap

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #301 on: July 18, 2010, 07:44:39 am »

and here I was thinking 255 Z-levels would be all that's needed for  stonesense...
With Dwarf Fortress, no such assumption is safe... ;) main reason - glitched and buggy maps are here reverended and prayed for.

Normal game: Oh shit, map crapped. Restart *mumbles curses adressed to programmers*
DF: Cool, I have DF aqueduct/space elevator! Praise Toady One! Now, how we dig it?
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Quantum Toast

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #302 on: July 18, 2010, 08:25:17 am »

I submit that it should be called simply The Spire.  It's not like anybody could mistake it for any other spire.
Agreed, that's how I've been thinking of it.

Anyone else think it looks sort of Escher-ish in the Stonesense pics?
Fff, this is not merely a random spire of adamantine.  Think: where have you heard, previously, about building a long, thin vertical structure out of high-tensile-strength material, extending impossibly upwards to the sky?

That's right, friends.  You've found the Dwarven Space Elevator.

You're a bit late on that concept. Check a few pages back.
Blast and damnation.  It just proves the validity of the theory, though, when two people come to it independently.
Sadly, I think somebody worked out early in the thread that it's only about four miles tall, which is a bit too short for a space elevator.
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That would be as deadly to the wielder as to anyone else!  You'd sever your own arm at the first swing!  It's perfect!

Rose

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #303 on: July 18, 2010, 08:33:57 am »

really? what was the measurement unit used?

cus when I use 16km as 1 Z-level, we reach geostationary orbit.
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Quantum Toast

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #304 on: July 18, 2010, 08:34:58 am »

really? what was the measurement unit used?

cus when I use 16km as 1 Z-level, we reach geostationary orbit.
Sounds good to me. Clearly dwarves are just really damn fast at climbing stairs.
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That would be as deadly to the wielder as to anyone else!  You'd sever your own arm at the first swing!  It's perfect!

nbonaparte

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #305 on: July 18, 2010, 10:16:47 am »

I'm pretty sure it came out to something around the height of Mt Everest. At least, in the 3 m^3 cube assumption.
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A service to the forum: clowns=demons, cotton candy=adamantine, clown car=adamantine tube, circus=hell, circus tent=demonic fortress.

Agamemnon

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #306 on: July 18, 2010, 10:30:25 am »

really? what was the measurement unit used?

cus when I use 16km as 1 Z-level, we reach geostationary orbit.
Sounds good to me. Clearly dwarves are just really damn fast at climbing stairs.

Not as fast as falling them down  ;D
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Glossary #52
Execution shaft aka. dwarven wormhole

Works as follows: Things enter one end, emerge at the other and then get eaten by worms.

Rose

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #307 on: July 18, 2010, 10:48:39 am »

well, actually, when I calculate the heights, I take level 400 to match up with the top of real mountains, making it about 4km, so that makes each Z-level about 10 meters.
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nbonaparte

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #308 on: July 18, 2010, 10:49:45 am »

Where are you getting that 400 figure? The max height in the world gen settings?
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A service to the forum: clowns=demons, cotton candy=adamantine, clown car=adamantine tube, circus=hell, circus tent=demonic fortress.

Rose

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #309 on: July 18, 2010, 11:01:57 am »

yup. highest possible mountain in DF is 400
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nbonaparte

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #310 on: July 18, 2010, 11:05:15 am »

Hmm. So, what would that translate to on Earth? Because if we make Mt. Everest 400 tall, this thing is starting to leave the atmosphere.
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A service to the forum: clowns=demons, cotton candy=adamantine, clown car=adamantine tube, circus=hell, circus tent=demonic fortress.

Rose

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #311 on: July 18, 2010, 11:25:50 am »

I just put it as being 4km, which is about average, it seems.
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nbonaparte

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #312 on: July 18, 2010, 11:30:45 am »

But for a maximum? I'd say go for 6 km.
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A service to the forum: clowns=demons, cotton candy=adamantine, clown car=adamantine tube, circus=hell, circus tent=demonic fortress.

Rose

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #313 on: July 18, 2010, 11:53:20 am »

yeah, but the thing is, in DF, all mountain peaks are about the same height, so it's better to put an average.

either way, this thing leaves the atmosphere.
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Ricky

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #314 on: July 18, 2010, 11:55:52 am »

ooh.. i had another idea, what if this spire puntures right through the whole world and comes out the other side, like a grap on an adamantine shish kebab
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Ah, I wish I had been lucky enough to be scum.
I'd make such great scum...
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