Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Unreasonably complicated defences  (Read 1346 times)

Nightwind

  • Bay Watcher
  • The wind has no destination
    • View Profile
Unreasonably complicated defences
« on: August 16, 2009, 08:06:46 am »

Because if it's not unreasonable, it's not dwarven.

I've been working on stage 1 in my current design, it's a wall of fortifications around the entire map, with a roof over it, and an inner wall to protect against anything that's 'dangerous' on the inside of my map.

The more complicated version counts out a space and puts TOWERS with BALISTA that don't, quite, reach eachother guarding the entrance.  75 spaces to the west and east of the entrance, firing towards it.

I can place this close to the edge, but not absolutely on it, infact I want to place it 2 steps BACK from the limit of where I can build.  If I wall the entire map and put only one gap for trade to enter, then build a road to the edge of the world there, I've got a solid entrance.

Inside of this, would be traps, many traps, but phaze 2...

I'd LOVE to build a trade entrance that closes itself with a draw bridge that protects the trade depot from invaders.  I'd love if that simultanously lowered another bridge that opened a 2nd path.  IF this could ALSO trigger a repeater that would move, oh, a snaking hallway 1 wide, 10 long, that sweeps back and forth 3 or 4 times, filled with spike traps, as fast as was "useful" for making them automatically deadly...

Then if pulling the lever again stopped all the madness....

I think the lever has to go to a floodgate.  The floodgate has to let water cover 3 plates that trigger on 3/3 water or higher.  One toggles the bridge up, one toggles the 2nd bridge down, the third moves a gear to power the repeater?  Then three more that trigger at 0/0 water?  When the floodgate is closed again and the water is stopped (divert from river, drain into chasm, off edge of map?) the three plates that trigger on 0/0 water can then Lower the trade bridge, Raise the death bridge, remove the gear in the powertrain that feeds the repeater?

Because floodgates are slow to respond and water flow is slow, there's no way this process could get either of the bridges out of sync to the repeater, right?



THIRD STAGE: Pure INSANITY

Remember that wall, with the roof around my map?  On the 2nd floor I build a retaining wall on the inside.  Then I channel at the base of my wall against the world, the entire way.  Then I pray that I've designed things so that this does not OOPS and collapse my entire map.  I set up a few return paths under my wall back to the pumps to pump it back up to the top again.  It spills beautifully the entire length of the wall on all 4 sides, down into the chasm.

What does?

MAGMA.

The ultimate defense, MAGMA MIST generated against the edge of my map.

Only trouble is immigrants are not as smart as caravans and will appear where the mist is, instead of on the safe road.  Oh, and the insane FPS and POWER requirements... *cough* ... I did say stage 3 was insane.
Logged
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

EvilTwin

  • Bay Watcher
  • likes skeletons for their afros
    • View Profile
Re: Unreasonably complicated defences
« Reply #1 on: August 16, 2009, 08:47:22 am »

i'll put it simple: youre crazy.
Logged

3

  • Bay Watcher
    • View Profile
Re: Unreasonably complicated defences
« Reply #2 on: August 16, 2009, 08:55:21 am »

What I'd like to see is some massive Heath-Robinson device-cum-invader trap, which spans most, if not all, of the entire fortress, involving computation of water levels, magma, supports, pressure plates, prisoners, and kittens with an overarching purpose of doing something ridiculously simple (like activating an atom smasher, or dropping a bridge, or something).

Now that would be unreasonably complicated.
Logged

Peewee

  • Bay Watcher
  • Watcher Of Bays
    • View Profile
Re: Unreasonably complicated defences
« Reply #3 on: August 16, 2009, 09:50:11 am »

Sorry to rock your boat, but magma mist doesn't do damage any more...

Elliott_Thinas

  • Bay Watcher
    • View Profile
Re: Unreasonably complicated defences
« Reply #4 on: August 16, 2009, 10:00:51 am »

What I'd like to see is some massive Heath-Robinson device-cum-invader trap, which spans most, if not all, of the entire fortress, involving computation of water levels, magma, supports, pressure plates, prisoners, and kittens with an overarching purpose of doing something ridiculously simple (like activating an atom smasher, or dropping a bridge, or something).

Now that would be unreasonably complicated.

Yeah, like you pull the lever and it starts a big of magma flowing. The magma hits a goblin prisoner whose clothes catch fire and he runs towards the water area. His fire turns some of the water into steam and this water change activates a pressure plate that triggers a support which blocks thousands of tons of rocks 20 z levels and a slowly filling water room. The mist knocks out a kitten who tumbles from her platform down onto a bridgapult while the water room finally fills on a pressure plate that triggers the firing of the bridgeapult. The kitten flies to a burning lignite box and runs to a booze stockpile, which explodes. The burning booze kills an entire family and drives the father insane who pulls the lever while insane to close the floodgate the siegers are using to enter the fort.
Logged
I got me a breeding pair of Han Solos.

PaperJack

  • Bay Watcher
    • View Profile
Re: Unreasonably complicated defences
« Reply #5 on: August 16, 2009, 11:40:56 am »

whats a repeater ?
Logged

3

  • Bay Watcher
    • View Profile
Re: Unreasonably complicated defences
« Reply #6 on: August 16, 2009, 11:45:16 am »

Usually a means of continuously hitting a pressure plate linked to something, automatically.
The classic examples seem to always involve traps wired to a series of plates in a shallow pit + a kitten.
Building some kind of repeater is probably the only way of making spike traps really effective, but you still want to be able to control it... and that can't be done with a cat.
Logged

Nightwind

  • Bay Watcher
  • The wind has no destination
    • View Profile
Re: Unreasonably complicated defences
« Reply #7 on: August 16, 2009, 02:26:34 pm »

cats move to slowly to get good repeater speed, I was going to use the "mist generator" in it's "Fixed" form with the diagonally triggering plates.

If I can make every spike stab every round, then I'll be happy.

Shame about magma mist.

You sure it's safe?

I could put a magma mist generator in my dinning hall now?

I'll get happy thoughts, not burning dwarves?
Logged
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Unreasonably complicated defences
« Reply #8 on: August 16, 2009, 03:06:25 pm »

Only one way to find out. And remember, losing is fun!
Logged

Shad0wyone

  • Bay Watcher
    • View Profile
Re: Unreasonably complicated defences
« Reply #9 on: August 17, 2009, 05:05:11 am »

i'll put it simple: youre dwarven!

Fixed!

Anyway wasn't it only steam that doesn't hurt anymore?
Logged

Rakonas

  • Bay Watcher
    • View Profile
Re: Unreasonably complicated defences
« Reply #10 on: August 17, 2009, 05:57:46 am »

The only problem I see is that it really shouldn't be fortifications. The hostiles would be able to use the fortifications to full effectiveness, so it would probably be best to go with walls instead.
Logged

Winterbrass

  • Bay Watcher
  • [HOMEOTHERM:10032]
    • View Profile
Re: Unreasonably complicated defences
« Reply #11 on: August 17, 2009, 06:52:55 am »

Okay, take a hallway, then dig out underneath it. Pressure plates underneath, spike traps above. However, instead of using kittens, fill the under-hallway with water until 90% of the tunnel is filled with 6/7 and the remainder is 7/7. With the pressure plates set to activate when the water reaches 7/7, hilarity ensues.

Of course, you could always use a master lever to turn them all off when you're not under siege, but where's the fun in that?

EDIT: For greater awesome, use hatch covers and magma in place of spikes and water.
Logged
[PANTS:ITEM_PANTS_PANTS:RARE]
[CAN_CIV][CAN_SPEAK]
[ETHIC:USE_MIND_ALTERING_SUBSTANCES:ACCEPTABLE]
[ETHIC:CAUSE_UNFUNNY_DRAMA:SHUN]
[ETHIC:PLAY_DF_AS_ELVES:UNTHINKABLE]

Errol

  • Bay Watcher
  • Heaven or Hell, Duel 1 -- Let's Rock!
    • View Profile
Re: Unreasonably complicated defences
« Reply #12 on: August 17, 2009, 10:40:09 am »

Your walls must obviously reach the sky and hinge on a single support. Your main dining hall should be below that wall.
Logged
Girls are currently preparing signature, please wait warmly until it is ready.

Nightwind

  • Bay Watcher
  • The wind has no destination
    • View Profile
Re: Unreasonably complicated defences
« Reply #13 on: August 17, 2009, 04:56:52 pm »

Ok, but seriously...  no fortifications at ground level, one level UP from ground, fortifications?

And then to cover the tile next to the wall, towers with balista in them?
Logged
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.