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Author Topic: Danger Room usable by adventurers in Adventure Mod.  (Read 712 times)

Nil Athelion

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Danger Room usable by adventurers in Adventure Mod.
« on: March 19, 2012, 07:00:10 pm »

Not sure if it goes here or in the Adventure Mod Discussion.

Anyway: My current understanding is that combat and skills are basically the same between Fortress Mode and Adventure Mode.

Therefore, a danger room would work in both Fortress Mode and Adventure Mode.  Is this correct?
(In fact, it should be easier, since getting the victim hero into the room is easier / no moods / no pets

Now, danger rooms in Fortress Mode, if I recall correctly, are generally powered by some smuck yanking a lever back and forth constantly.  This will not work in Adventure Mode, unless the companion system improves considerably.

So how do I get it to be automated?  I suppose that goblin-repeaters will not work anymore, since the goblin has no goal after the fortress dies.  Building-destroyer repeaters?  Fluid repeaters?

Will such a mechanism, set to run indefinitely, stop when the fortress falls?  If so, how could it be left so that the adventurer can (re)start it?

I ask this because while in most cases I enjoy a challenge, having to switch back and forth between modes is a pain.
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Loud Whispers

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Re: Danger Room usable by adventurers in Adventure Mod.
« Reply #1 on: March 19, 2012, 07:07:42 pm »

1. Yes
2. A lever started fluid repeater

Girlinhat

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Re: Danger Room usable by adventurers in Adventure Mod.
« Reply #2 on: March 19, 2012, 07:08:07 pm »

You'll need fluid logic: primarily something that's primed via a pool or river.  You'll need a few extra levels to "re-wetten" the whole timer in order for it to work.  Fluids disappear on abandon, so you'll need to refill them during adventure mode.  Relatively easy.

Nil Athelion

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Re: Danger Room usable by adventurers in Adventure Mod.
« Reply #3 on: March 19, 2012, 07:32:02 pm »

Thanks, I should be able to build that in a way that works.

For the sake of completeness, do any other repeaters work?
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Girlinhat

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Re: Danger Room usable by adventurers in Adventure Mod.
« Reply #4 on: March 19, 2012, 07:43:27 pm »

If you can manage to get an animal into a repeater which is afraid of you, it should constantly try to path out, making a repeater.  But that's difficult, of course.

Mitchewawa

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Re: Danger Room usable by adventurers in Adventure Mod.
« Reply #5 on: March 19, 2012, 07:47:34 pm »

If all else fails I think you can just have a pressure pad next to the spikes, and just move back and forth between them. But you need to turn on that option in the raws which makes adventurers activate traps and whatnot.
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Girlinhat

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Re: Danger Room usable by adventurers in Adventure Mod.
« Reply #6 on: March 19, 2012, 07:51:42 pm »

Actually no, you've got to move very fast for that to work.  It's not a reliable method.

Flying Dice

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Re: Danger Room usable by adventurers in Adventure Mod.
« Reply #7 on: March 19, 2012, 07:56:17 pm »

Couldn't you build a lever next to a training spear spike in a 1x2 room, link them, and then visit and repeatly pull it? You'd need to move back if you dodged, but it might work, possibly if you set your autoresponse to stand ground whenever possible.
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Girlinhat

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Re: Danger Room usable by adventurers in Adventure Mod.
« Reply #8 on: March 19, 2012, 07:59:09 pm »

No, I tried that initially.  It triggers the spikes far too fast, even perfectly agile you can't pull the lever and move onto the spikes before it triggers.  Same with pressure plates.  You need a repeater, simple as that.