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Author Topic: Levers, cages and stockpiles.  (Read 993 times)

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Levers, cages and stockpiles.
« on: August 01, 2008, 01:05:08 pm »

If you could assign a lever to a stockpile. And then when a few cages are placed on this stockpile. And the lever is pulled all the cages on the stockpile are opened. So you only need one lever and two mechanisms to open a lot of cages with goblins. This could remove a lot of tedium.

And if it would be possible to select that the cage is placed on the stockpile and opened to one z level below the stockpile. You could make an automatic pit drop system and reclaim the empty cages after they are emptyd. And have fun with the goblins.

You could introduce a new gameplay element, building the cagerelease stockpile/aka=drop pit. You or the dwarf will place an goblincage on the cagerelease flip the lever and the cage will be emptyd -z level below the cagereleasestockile.

Lever /       
Stockpile#          z0 ####         z-1*g**            g=released goblins to the traps ::)
and cage s             ####             ***g
        /linked lever to####             *gg****T*T*T*Traps*Champion.

after the cage is emptyd to -z level or to +1 left/right to the pits.
                                 goblin in cage    #+1
cage +1 after the lever is released          [g  ]
                                                        [   ]
                                                        [pit]

The goodthing,
about this system is that you only need a stockpile and a linked lever. And the hauling of the cages will be an almost automatic system.
Full cages are placed on the stockpile and released with the flip of a lever. And after that the emptyed cages will be used in the old cage traps. You don't need to manual select the cage the mechanism and the lever. It will remove tedium speed the emptying and moving of cages and increase the game flow.

The badthing;
about this system is that it will remove tedium. Limit the use of mechanisms and limit the use of the mechanic. This could be countered by the use of a maintenance tax. See second post for maintenance sugestions.
 
« Last Edit: August 02, 2008, 03:42:24 pm by Login »
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Draco18s

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Re: Levers, cages and stockpiles.
« Reply #1 on: August 01, 2008, 02:19:07 pm »

5 mechanisms per use, or 5 uses per mechanism?
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korora

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Re: Levers, cages and stockpiles.
« Reply #2 on: August 01, 2008, 02:24:55 pm »

How about if you could hook up a gear to a cage, and a powered gear would open the cage.  Then you could achieve the desired functionality (place a goblin cage next to the gear, turn the power on so the cages open, haul empty cages away and repeat) without breaking current game paradigms.
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Othob Rithol

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Re: Levers, cages and stockpiles.
« Reply #3 on: August 01, 2008, 03:34:49 pm »

And if it would be possible to select that the cage is placed on the stockpile and opened to one z level below the stockpile. You could make an automatic pit drop system and reclaim the empty cages after they are emptyd. And have fun with the goblins. .     

You can kind of do this currently:
Code: [Select]
_______#    _____L_      z4
       |   |             z3
       bbbbb             z2
       |   |             z1

Dig a shaft, place a bridge one z level down across the whole shaft. (takes some rebuilding)
Connect said bridge to a release lever.
Cover shaft with hatches to avoid missle fire/interruption.
Designate shaft as a pit.
Build cages on pit edge and transfer occupant to the pit. The occupant has no chance to escape b/c they exit the cage directly into the pit.
When population is "acceptable" for a hydra party...pull lever.

This is how the gobbos always enter my arena...notice I didn't connect ANY cages to levers.

edit: the code thingy sux elf nads.
« Last Edit: August 01, 2008, 03:37:11 pm by Othob Rithol »
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Re: Levers, cages and stockpiles.
« Reply #4 on: August 01, 2008, 05:34:57 pm »

@Draco18s
Let's see a stockpile of 3*3 linked with one lever needs two mechanisms to start. And after five uses(lever) you need to refill it with one new mechanism. You could max this with a max of 5 stock mechanisms thus giving you 5*5=25 uses with the lever. To open 9 cages with goblins 25times. After 5 uses there is room for one new mechanism.
It will always be possible to limit the use of mechanisms so that 2*5=10times is also possible.

So Opp stockpile=3*3 [mechanisms=Xlever(5)*1*X(5)stock mechanisms]=25uses.
Or X(5)*1*X(2)=10uses.  
You could also try to limit the use of this system by introducing a tax on Opp. stockpile. 3*3=9 25/9=2.77=3uses. Opp.5*5=25 25/25=1 use.
Opp.=6*6=36 25/36=0.67 =0.7(The max limit of 1.) Just fine tunning.

The fun of this system is that the mechanic could be on patrol to refill the mechanisms for the lever. So he or she will always have a job. ;D
And it could only work if the mechanic would only make the conextion with the stockpile and the lever. After that the refilling could take place by a common hauling job. And it is just an idea a brainstorm. This idea needs to be faster than the current system or it will be useless.

@Korora, Yes that would be nice. Just give it the posibility to empty it in a pit below the -z level. And I will be happy. Something like a goblin kicker would be nice.


« Last Edit: August 01, 2008, 05:36:59 pm by Login »
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Draco18s

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Re: Levers, cages and stockpiles.
« Reply #5 on: August 01, 2008, 06:42:53 pm »

That's fine, this however, is what you wrote.
This could be countered by  the use of a maintenance tax an the use of five mechanisms per use of this system.
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Re: Levers, cages and stockpiles.
« Reply #6 on: August 02, 2008, 03:54:35 am »

@Draco18s;

I'm the first to conffess I'm wrong with that statement. Thank you for pointing that out. 'Login'
And the new system any faults in that? ???
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Hyndis

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Re: Levers, cages and stockpiles.
« Reply #7 on: August 02, 2008, 05:20:31 am »

Would it not be easier and simpler to just allow dorfs to transfer hostile creatures between cages or into pits? It could be abstracted that the dorf has tied up the goblin before opening the cage, thus allowing him to move the bound prisoner without too much issue.
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Draco18s

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Re: Levers, cages and stockpiles.
« Reply #8 on: August 02, 2008, 01:13:45 pm »

@Draco18s;

I'm the first to conffess I'm wrong with that statement. Thank you for pointing that out.

That's why I asked for clarification.
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RebelZhouYuWu

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Re: Levers, cages and stockpiles.
« Reply #9 on: August 02, 2008, 01:56:12 pm »

Some creatures shouldn't be able to transfer safely from cage to cage.  Like do you realy think that a single dwarf can po0ssibly move that fully grown dragon?
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Hyndis

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Re: Levers, cages and stockpiles.
« Reply #10 on: August 02, 2008, 08:53:18 pm »

Megabeasts are rare enough that they can be treated special, but lets say the creature is within X number of size catagories to a dorf. Megabeasts are size 20, if I recall, and goblins are size 6, just like dorfs. Humans and elves are only slightly taller. Perhaps allowing a dorf to move a hostile prisoner up to, say, 150% his size (so size 9 or below) would allow dorf wardens to handle these actions, but still make megabeasts worthy of special consideration.

Seems a bit easier and less complex than the stockpile to lever function.
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