Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Dwarven Cave-in-Trap !!SCIENCE!!  (Read 3311 times)

shadowclasper

  • Bay Watcher
  • Urist McSpacemarine, AxeDwarf
    • View Profile
    • My Portfolio
Re: Dwarven Cave-in-Trap !!SCIENCE!!
« Reply #15 on: October 22, 2010, 11:48:16 am »

excellent!

I don't think anyone has discovered this before! the landmind trap is a well known and used device! but to think it's actually important whether or not you build it bigger.

Has research been done into whether floor tiles are more or less effective than walls are?
Logged
Project Manager for Towergirls: Subtitle Pending

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: Dwarven Cave-in-Trap !!SCIENCE!!
« Reply #16 on: October 22, 2010, 02:12:23 pm »

I've designed a really great cave-in trap: No autoreload but really fast manual reload, including space efficiency and heaps of cave-in.
Code: [Select]
Z+5: Floor (just for safety)

Z+4: Water tanks
@++++++++++++
+###########+
+#A#A#A#A#A#+
+#B#B#B#B#B#+
+#A#A#A#A#A#+
+#B#B#B#B#B#+
+#~~~~~~~~~#+

Alternate Z+4:
@++++++++++++
+###########+
+#AAAAAAAAA#+
+#AAAAAAAAA#+
+#AAAAAAAAA#+
+#BBBBBBBBB#+
+#~~~~~~~~~#+

Z+3: Air space (to ensure cave-ins)
@############
#           #
#           #
#           #
#           #
#           #
#############

Z+2: Magma reservoir (no floor)
@############
#mmmmmmmmmmm#
#mmmmmmmmmmm#
#mmmmmmmmmmm#
#mmmmmmmmmmm#
#mmmmmmmmmmm#
#############

Z+1: Magma reservoir (with floor)
@############
#mmmmmmmmmmm#
#mmmmmmmmmmm#
#mmmmmmmmmmm#
#mmmmmmmmmmm#
#mmmmmmmmmmm#
#############

Z0: Entrance

Z-1: Solid walls (no mining!)

A: Retracting bridge(s)
B: Drawbridge(s)
@: Reference point (same x/y on all zlevels)


Link all the bridges to the same lever to activate.
The really cool feature here is that the cave-in won't cause the magma tank to leak or solidify, because the obsidian boulders just create a new floor and the water all falls simultaneously. To reset, simply swick the flitch again and mine out the fallen boulders.
 
Edit: Forgot an air level between water and magma.

Just noticed that this post would fit here much better.

Edit: Had to edit the quote source.
« Last Edit: October 22, 2010, 02:58:45 pm by MagmaMcFry »
Logged

blue sam3

  • Bay Watcher
    • View Profile
Re: Dwarven Cave-in-Trap !!SCIENCE!!
« Reply #17 on: October 22, 2010, 03:58:20 pm »

How about a path one tile wide with magma pits on either side and a support next to the path holding up a single obsidian tile with  raised bridges around it (supported from the outside with the wall, on each z level for as long as you like and a method of dropping water/magma into there (by dropping one of the bridges?). Then it would instakill building destroyers, but leave the lesser enemies for your military. It'd be easily reloadable, entirely from elsewhere, besides rebuilding the support and removing the caved in tile. If you could find a way of recording when it happens you could all but automate it as well.
Logged

Xenos

  • Bay Watcher
  • [DWARFINEER]
    • View Profile
Re: Dwarven Cave-in-Trap !!SCIENCE!!
« Reply #18 on: October 22, 2010, 07:13:45 pm »

We need to run tests comparing constructed walls to natural/cast obsidian, comparing surface areas, solid walls (a square) or hollow walls (a U or L etc.)

we must discover the way to maximize the killing efficiency of these traps...
Logged
This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]

mrtspence

  • Bay Watcher
    • View Profile
Re: Dwarven Cave-in-Trap !!SCIENCE!!
« Reply #19 on: October 22, 2010, 07:46:07 pm »

We need to run tests comparing constructed walls to natural/cast obsidian, comparing surface areas, solid walls (a square) or hollow walls (a U or L etc.)

we must discover the way to maximize the killing efficiency of these traps...

Agreed. We must work together.

FOR !!SCIENCE!!
Logged

Vicid

  • Bay Watcher
    • View Profile
Re: Dwarven Cave-in-Trap !!SCIENCE!!
« Reply #20 on: October 22, 2010, 08:48:30 pm »

I want to know an easy way to drop small amounts of lava
Logged

Xenos

  • Bay Watcher
  • [DWARFINEER]
    • View Profile
Re: Dwarven Cave-in-Trap !!SCIENCE!!
« Reply #21 on: October 22, 2010, 08:52:06 pm »

a floor hatch on the floor and ceiling of a 1x1x1 room.  open the top hatch, fill with magma, close hatch.  open bottom hatch.  ??? Profit.
Logged
This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]

krenshala

  • Bay Watcher
    • View Profile
Re: Dwarven Cave-in-Trap !!SCIENCE!!
« Reply #22 on: October 22, 2010, 09:03:41 pm »

a floor hatch on the floor and ceiling of a 1x1x1 room.  open the top hatch, fill with magma, close hatch.  open bottom hatch.  ??? Profit.
Don't you mean, !!Profit!! ?  ;D
Logged
Quote from: Haspen
Quote from: phoenixuk
Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

Xenos

  • Bay Watcher
  • [DWARFINEER]
    • View Profile
Re: Dwarven Cave-in-Trap !!SCIENCE!!
« Reply #23 on: October 22, 2010, 09:11:41 pm »

a floor hatch on the floor and ceiling of a 1x1x1 room.  open the top hatch, fill with magma, close hatch.  open bottom hatch.  ??? Profit.
Don't you mean, !!Profit!! ?  ;D
Of course! How forgetful of me ;D
Logged
This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]
Pages: 1 [2]