Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: [Spoilers!] Tube Height  (Read 1304 times)

derekiv

  • Bay Watcher
  • The smile.
    • View Profile
[Spoilers!] Tube Height
« on: April 08, 2010, 10:24:37 am »

Anyone know if how high the hell tubes extend is set?
Mine ends at level 2, +3 above the magma sea.
Logged

Urist McCyrilin

  • Bay Watcher
  • Oh, the dwarfity!
    • View Profile
    • CyCom! Writing&PnP!
Re: [Spoilers!] Tube Height
« Reply #1 on: April 08, 2010, 10:32:58 am »

Mine runs upto twelve z levels above the sea.
Logged

SkyRender

  • Bay Watcher
    • View Profile
    • Sky Render's Domain
Re: [Spoilers!] Tube Height
« Reply #2 on: April 08, 2010, 10:42:54 am »

It's random.  The tube can start as high as 1 Z-level below the first level of Adamantine, and as low as 1 Z-level above Hell.  That's part of the Fun, though when it's really high up, a lot of the challenge is killed since you can just seal the tube off before the demons ever get high enough up to hurt you.
Logged
Sanity is for the weak.

katyrnyn

  • Bay Watcher
    • View Profile
Re: [Spoilers!] Tube Height
« Reply #3 on: April 08, 2010, 02:14:33 pm »

.... since you can just seal the tube off before the demons ever get high enough up to hurt you.


Tell that to my 31 dead dwarfs..... 

I hit the tube with my first scratch at the top of the pillar, and the miner was cooked before be could run away.  Some of those beasties are quick!
Logged

Hyndis

  • Bay Watcher
    • View Profile
Re: [Spoilers!] Tube Height
« Reply #4 on: April 08, 2010, 03:30:08 pm »

The new burrows gives a great opportunity to try to tackle it head on.

Wait until you have a large number of military dwarves with good equipment, such as iron or steel plate and swords/axes. Assign them a burrow right next to the tube you want to breach. Then breach it. You can have 30-40 well armed, trained, and ready dwarves standing next to the breach as the FUN comes flooding out.
Logged

Urist Imiknorris

  • Bay Watcher
  • In the flesh, on the phone and in your account...
    • View Profile
Re: [Spoilers!] Tube Height
« Reply #5 on: April 08, 2010, 03:46:27 pm »

For best results, listen to this while you watch the ensuing blood-and-procedurally-generated-breath-weaponbath.
Logged
Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

SanDiego

  • Bay Watcher
  • I SEE IN YOUR SOUL
    • View Profile
Re: [Spoilers!] Tube Height
« Reply #6 on: April 08, 2010, 03:47:27 pm »

The new burrows gives a great opportunity to try to tackle it head on.

Wait until you have a large number of military dwarves with good equipment, such as iron or steel plate and swords/axes. Assign them a burrow right next to the tube you want to breach. Then breach it. You can have 30-40 well armed, trained, and ready dwarves standing next to the breach as the FUN comes flooding out.
Well, from what I had heard, fun is much funnier than ever before and even in 40d lots of trained dwarves had fun when digging too deep.
Logged
Welcome to Murdermachines. Try the gecko sauce; it's delectable and delightful, a wonderful blend of savory and spicy that makes any dish delicious without being too overwhelming.

(Warning: Do not ask about the manufacturing process for gecko sauce)
(Warning: Gecko sauce may cause acute respiratory failure on contact)

HungryHobo

  • Bay Watcher
    • View Profile
Re: [Spoilers!] Tube Height
« Reply #7 on: April 08, 2010, 04:12:56 pm »

I didn't realize toady had sorted out flying creature pathing...

I scratched the tube thinking flying creatures would take time to notice but seconds later my miner was torn to bits.

All the doors and barriers I'd placed as delay tactics didn't even slow them down enough for me to build a wall and my entire fort was eviscerated.
Logged