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Author Topic: 'Grand' Staircases  (Read 11810 times)

MehMuffin

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Re: 'Grand' Staircases
« Reply #45 on: March 13, 2012, 02:34:16 pm »

How do you guys design your rampways? Right now I'm using a 5x5 thing that allows for a mist generator down the middle, like so:
>=Down ramp
<=Up ramp
W=Water
F=Fortification
Code: [Select]
Z-1
><<<<
>FFF<
>FWF<
>FFF<
>>>><
Z-2
<>>>>
<FFF>
<FWF>
<FFF>
<<<<>
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rridgway

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Re: 'Grand' Staircases
« Reply #46 on: March 13, 2012, 04:07:52 pm »

I... oh, yeah, to organize it better would be
z1
z0, sorry. Dwarf fortress I kinda work into 'negatives' for floors by default. XD

But uh, would that work, for Wagons, is my question.
Yup, just be sure not to but magma behind the wall because what happens is part of the wagon ends up in the wall for a second or two before it changes level, meaning the animals will get lit on fire.  It basically counts the wagon as where the middle is.


HOOOOLD up a minute. This will be EXTREMELY useful for elf caravans.

Good thought.  I was just wondering whether a wagon could be cage trapped, if you knocked it unconscious first.

!!SCIENCE!! idea.

Civ must not be dwarven, or seen the traps before.
Trap a wagon in a room filled entirely with cage traps, and provoke hostility from its traders. If wagons aren't trap immune, you'll catch it?

Alternatively, have a GCS shoot web at it, if it gets webbed, it'll get caught.

Double alternatively, find either a FB syndrome that causes unconsciousness, and infect the wagon, somehow, or cause a cave in nearby, triggering unconsciousness....cage that.


Also, do wagons drown?
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Flying Dice

  • Bay Watcher
  • inveterate shitposter
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Re: 'Grand' Staircases
« Reply #47 on: March 13, 2012, 04:15:28 pm »

I... oh, yeah, to organize it better would be
z1
z0, sorry. Dwarf fortress I kinda work into 'negatives' for floors by default. XD

But uh, would that work, for Wagons, is my question.
Yup, just be sure not to but magma behind the wall because what happens is part of the wagon ends up in the wall for a second or two before it changes level, meaning the animals will get lit on fire.  It basically counts the wagon as where the middle is.


HOOOOLD up a minute. This will be EXTREMELY useful for elf caravans.

Good thought.  I was just wondering whether a wagon could be cage trapped, if you knocked it unconscious first.

!!SCIENCE!! idea.

Civ must not be dwarven, or seen the traps before.
Trap a wagon in a room filled entirely with cage traps, and provoke hostility from its traders. If wagons aren't trap immune, you'll catch it?

Alternatively, have a GCS shoot web at it, if it gets webbed, it'll get caught.

Double alternatively, find either a FB syndrome that causes unconsciousness, and infect the wagon, somehow, or cause a cave in nearby, triggering unconsciousness....cage that.


Also, do wagons drown?

Do wagons need to breathe?
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

rridgway

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Re: 'Grand' Staircases
« Reply #48 on: March 13, 2012, 05:55:38 pm »

Interesting question... They don't have [NO_BREATHE] in the raws...
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rtg593

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Re: 'Grand' Staircases
« Reply #49 on: March 13, 2012, 06:07:14 pm »

Hehehehe....

Give the Wagon dragon breath...

Mental image: Dwarves attack caravan to kill and rob... wagon !!STANDS UP!! and !!BREATHES FIRE!!

:D

I love DF for these moments :D
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Is it because light travels faster than sound,
that people appear bright until you hear them speak?
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