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Author Topic: Pertaining to the Z axis.  (Read 4332 times)

Keiseth

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Re: Pertaining to the Z axis.
« Reply #30 on: April 02, 2007, 10:26:00 pm »

Everybody is ignoring the real uses of the Z-axis. Traps! Hah! What we can use now are...

...WATER SLIDES!! See, pumps will probably be added to move water to a higher floor. Maybe we can move objects... and dwarves.

Goblin siege! No time for everyone to walk out and attack. A huge door opens above the entrace to the fort and blasts water and military dwarves everywhere!

Even better, maybe we can dig to the bottom of the chasm... or under the demon pits.

Went insane? Killed a fellow dwarf? INN TAE THE PIT WITH YE! Oh, too awesome. Until Bruce Campbell jumps out of the chasm with a chainsaw and a shotgun. Then it's perfectly cool.

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Rollio

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Re: Pertaining to the Z axis.
« Reply #31 on: April 02, 2007, 10:41:00 pm »

quote:
I think everyone's vastly overestimating what exactly these floors are like. They're not like gigantic open chambers, but rather more like floors in an office tower. I haven't seen any evidence that, aside from a Ramp Down, there is any way to create an open hole from one level to the next.

If you dig a room direct;y under another then you end up with a room that's got a height of 2, It's mentioned in the future of the fortress thread a page or two ago. Also in the recording you'll notice his dig paths only cross once they've gone up two level so as to leave rock between the two.

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JT

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Re: Pertaining to the Z axis.
« Reply #32 on: April 03, 2007, 12:57:00 am »

Please read my whole post next time.  I already corrected myself. ;-)

As for what you said, no, that's not quite accurate.  The "office-tower-like" cave is default.  If you dig a square room immediately above another square room, you'll have two square rooms with a thin floor between them.  To actually open it up to the floor below, as in making a pure 2-storey-high square room, you have to remove the floor with the "Channel" designation.  All of his corridors were only one Z level above one another.  Here is a little graphic:

code:

███████
█▼___▼█
▲██.██▲
███████

This is a cross-section of a tunnel crossing across the screen over another tunnel that leads into the screen.  The arrows are ramps.  (If I used stairs, I could use less horizontal space, but it's much harder to haul up stairs, per the Future of the Fortress thread.)

Note that there is still a thin floor between the two tunnels.

If I were to designate the tile immediately above the original tunnel as a channel, however, a miner would dig it out and I would then have a pretty sweet murder hole right above that passageway.

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Grek

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Re: Pertaining to the Z axis.
« Reply #33 on: April 03, 2007, 09:03:00 pm »

I think it would work more like this.

# - unmined rock
~ - water
D - hallway door
d - door to room
^,>,< - stairs
_,+ - bridge
. - floor
* - ore
I - support

Top veiw of ground floor

code:
 
####DD######
....++......
~~~~++~~~~~~
~~~~++~~~~~~<-RIVER
....++......
######DD######
#...#....#...#<<-FORGE
#...#....#...#<- SMELTER'S
#...d.>..d...#<-STAIRS
#####....#####
#####....d....<- GOES OFF TO SOMEWHERE ELSE
##############

Side veiw:

code:
 
##########################METALSMITH's
#    I       I    ^     ##<- STOROOM
##################^#######<-THIS WORKS LIKE
###        ##     ^     ##A FLOOR
##          ######^#######<-THIS TOO
D  ______  D   d ^  d  ##<-GROUND LEVEL
#####~~~~#########^#######<-RIVER
***###~~######****^***###*<-ORE MINES
#***######********^*******<-ORE MINE
#*#***************^*******<-ORE MINE
*####***########**^*######
##########################

[ April 03, 2007: Message edited by: Grek ]

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ricemastah

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Re: Pertaining to the Z axis.
« Reply #34 on: April 03, 2007, 09:22:00 pm »

Not to be stupid or anything... but the pit idea rocks! Just think...

"Madness...?
This is SPARTA!!! err... well actually its not they just have a giant pit like us err we have one like them? Anyway, this is... what is this place anyway?"

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Mechanoid

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Re: Pertaining to the Z axis.
« Reply #35 on: April 04, 2007, 01:55:00 am »

   

Double-spiral staircase, or just a single spiral if you dont feel like being interesting. The numbers 1 through 4 are the floor numbers. The central pillar (white) is there to prevent cave-ins, and to break up LOS

Theoretically, you could place another spiral on the support itself and widen the outer spiral path to 2 tiles instead of just 1, but it would be pushing the cave-in chances to the limit, and making the central spiral very dangerous... As well as square.
And in the event that the image hosting dies; here's a text representation of the spiral stairwell:

code:
     █ █     
  ███4███  
 ██+++++██  
██X+   +▲██
█++     ++█
██+       +██
1+   █   +3
██+       +██
█++     ++█
██▲+   +▲██
 ██+++++██  
  ███2███  
    █ █    


+ is smooth floor, █ is a solid wall /floor. ▲ is a ramp up (not staircase, A RAMP) X is a ramp up, but not to (or from) a floor displayed
Now, the side view:

code:
██ X_4__ ██     4_X █   ██
██   █ ▲_3     ██ ▲_3__ ██
██ __2_▲ ██    ██   █ ▲_2
1_▲ █   ██    ██ __1_▲ ██

Well, you get the idea. I hope.

[Basically, anything can come out of the doorways; even flooding water. You hit a pressure plate and bam, your path is barred and the spiral stairwell begins to flood.


Of course, i'd probably setup the first 2 floors of the spiral like this:

code:
 SPIRAL     | OUTSIDE
█  ^  ███████
█  ^  2______
█  1________▲
████████████████


So that this way even if the spiral is flooded, the flood will go out through the lowest floor (1) and the next highest remains dry (floor 1 + 2 have different entrances, though relatively close-by to one another) and usable... So you could have a pillar that's continually drenched in a waterfall. Definitely impressive IMO.]

[ April 04, 2007: Message edited by: Mechanoid ]

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silentnight

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Re: Pertaining to the Z axis.
« Reply #36 on: April 07, 2007, 04:37:00 pm »

the ONE thing i thought of first when i heard of the Z axis was Geyser traps. have steam below the walkway trigger a trap door and BOOM steam blasts up from below (don't know the specifics of the mechanics for it because never lived long enough to implement traps but it would certainly be a siege killer  :D

"Haha that was the weakest defense i have ever seen!"
"Sir,"
"WHAT?"
"Where are the dwarves?"
"Huh... They must have fled for their lives after hearing of our ari..."*click* *rumble* *BOOM*"AHHRHGH!!!!!!!!!!!"
"CAPTAIN!!!"  :eek:

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Anticheese

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Re: Pertaining to the Z axis.
« Reply #37 on: April 08, 2007, 04:11:00 am »

I would think that having a level two floors down totally dedicated to magma flows would make for a pretty effective trapdoor..trap.
code:

+++^+++
### ###
~~~~~~~

Where + is the floor, ^ is the trapdoor, ~ is the magma and # is the solid rock inbetween.

Another one is a combination of the pitfall trap and the rock drop trap.

Invader falls into the pit, rock block falls down from the ceiling. Splat.
It's called "The Pit Splat Trap" and it was featured in a comic I saw at the back of a magazine once...

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Captain Mayday

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Re: Pertaining to the Z axis.
« Reply #38 on: April 24, 2007, 03:45:00 am »

I wonder what kind of fall damage we're going to be looking at.
Having spikes at the bottom of a particularly deep pit would be pretty cool.
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Asehujiko

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Re: Pertaining to the Z axis.
« Reply #39 on: April 24, 2007, 03:25:00 pm »

And when magic is in we let a single spelldwarf fight on a  chasm bridge against a big demon, then cheat and let the dwarf deconstruct the bridge with the demon on it.

You shall not pass!

Yes i just rewatched the extended edition of lotr and im in a lotr mood now.

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hactar1

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Re: Pertaining to the Z axis.
« Reply #40 on: April 26, 2007, 02:08:00 pm »

I'm definitely installing a "sprinkler system" in the bedrooms of all my nobles.  You know, for their safety.

The lever will go in the hallway, outside the door.

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Silveron

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Re: Pertaining to the Z axis.
« Reply #41 on: April 27, 2007, 11:45:00 am »

If water moves objects there will be all kinds of neat things to install.

Trenches that deliver ore to the magma forges.

Self harvesting farms.

Rooms that flush their contents into the chasm/magma.

Dont forget the bridge covered pet dragon/titan/colossus in the pit built into your entryway.

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Poil

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Re: Pertaining to the Z axis.
« Reply #42 on: April 27, 2007, 02:44:00 pm »

I want to make a pit defense. Something like this (seen from the side):

code:

############
.g.......D..
###BBB####Z#
###...####Z#
###...####Z#
###EEE.D..Z#
############

#=rock
.=path
B=retractable bridge
D=locked door
Z=stairs
g=goblin invader
E=elephants of death!

They'll fall down, break their bones and then the elephants will tear them apart.  :)

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Captain Mayday

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Re: Pertaining to the Z axis.
« Reply #43 on: May 08, 2007, 12:55:00 pm »

Here's an idea, magma-falls. Just think of it, once light is in, it could serve more than one purpose.

Imagine a hall lined with artificial magma falls. Not only would the superheated rock warm and light the halls, but imagine an incoming seige:

The humans made their way up the hallway, their path lit by the lava falling from the ceiling down to who knows where.
"I don't like this!" says one.
"Quiet yourself!" says his sergeant, "They're just for light, so say our traders. Our concern is the water they will no doubt try to drown us in."
"And that's why we're so lightly armed and armoured? So we can swim?"
"Exactly. Hold, here comes the water... OH GOD THE STEAM!!"

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