Provided you actually get measurements on each attempt, of course.
Pick three arbitrary points on a piece of graph paper (well, not completely arbitrary, they shouldn't be on one line). The wider they're spaced, the better resolution you get (prospecting doesn't display fractions, IIRC).
Now go to equivalent points in H&H and prospect. I suggest making it 1mm per tile.
Take the readings and go back to the graph paper. You now need to draw circles centred on those points. Take the readings and multiply them by 10 (1% in prospecting is 10 tiles, if my scouts are to be believed). These are the radii of your circles.
When you draw the circles, they will all intersect in a single point. This is where your mine is. Go near that tile in H&H and use your fourth and final use of extract to put up the mine site.
There are more elegant ways to calculate the position, but this is the one that takes the least math, I think, so it should be doable by anyone.
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Potjeh
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How to find a mine with a single rust root
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Pacho
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Re: How to find a mine with a single rust root
so basically, triangulate its position <.<
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Potjeh
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Re: How to find a mine with a single rust root
Well some people don't know how to do it, apparently. Thought it'd be of use to them.
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Pacho
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Re: How to find a mine with a single rust root
Yeah, its a pretty neat thing to do =]
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ybobjoe
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Re: How to find a mine with a single rust root
Yeah, except when I tried it yesterday it changed 5% after walking a full screen. Counting all the tiles is kind of... not to mention you might need to cross rivers =/
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Potjeh
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Re: How to find a mine with a single rust root
You can do it on computer instead of graph paper (not in paint, because drawing circles in paint is hell), and just superimpose it over the world map. You can pick any three non-colinear points (widely spaced for good resolution), so no need to cross rivers to find the mine. It may turn out to be on the other side of a river though, but such is life. It's not that hard to count 100 or so tiles twice, is it?