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Author Topic: Urist McTzu's Art of War  (Read 11978 times)

jei

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Re: Urist McTzu's Art of War
« Reply #45 on: October 22, 2010, 01:15:53 pm »

Has the term cave-in gun been used before?  I think this is the first time I've seen it.

I'm thinking hail might be a misnomer for the ice cave-in gun, since it will be a tumultuous, constant sheet as long as the dwarven computer is running.  Also, if the ice-cage is flawed (or changed in this version), then you can run out of the water.

Dunno, but I kinda got one. Was trying to halt a magma flow into buggy hell. Ended up getting a cave-in gun that consisted of water dropping into magma flow, forming obsidian, that caving in and then dissappearing into the sea, never to be heard from again. I had thought  it would pile up or form larger areas of obsidian and thereby stop the flow, returning FPS. Did not happen. 100 first cave-ins were fun yeah, but after the first 1000 it got old and boring quickly and required quick means to stop said waterflow.

I guess it might have been used against demons by suitably opening paths, had there been any, but the bugged hell was empty. They had all left and thus hell did not seem worth taking anymore.

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Engraved on the monitor is an exceptionally designed image of FPS in Dwarf Fortress and it's multicore support by Toady. Toady is raising the multicore. The artwork relates to the masterful multicore support by Toady for the Dwarf Fortress in midwinter of 2010. Toady is surrounded by dwarves. The dwarves are rejoicing.

DukeOfVandals

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Re: Urist McTzu's Art of War
« Reply #46 on: October 22, 2010, 01:59:10 pm »

For non-flying building destroyers, I can think of a remarkably easy way to give them some lengthy delays upon entering your fort with something that gave me hell a few embarks ago.

I was trying to make a recursive-pathing trap to get any goblin visitors to run back and forth over a row of traps, and the TROLLS they would bring along with them would make lots of Fun for me by destroying the hatches I was using to interrupt pathing.

So for quick solution to delaying your FBs with almost no required effort on your part aside from rebuilding hatches after they have been destroyed, build something what someone else made a diagram earlier:
Code: [Select]
xxxxx xxxxx
 x...x x...x
 x.x.x x.x.x
 x.x.x x.x.x
 x.x.x x.x.x
 x.x.x x.x.x
xx.x.xxx.x.x
...h.....h.....
xxxxxxxxxxxx


Only in place of the bridges he suggested earlier (requiring you pay attention and try not to strand or murder your dorf) you throw some unlinked hatches down, over a pit that spans a z or two, with no ramps of course.

Dorf passes over hatches just fine while the FB destroys the hatches upon encountering them, and then needs to go through the circuit to bypass the newly made impassable ground. This can be manipulated in a number of ways to further add fun.

I'm wondering, would it be possible to make a section of water pressurized by cistern, so that when the FB destroys the hatch it releases a fair-sized flood that would wash it back further down the tunnel? Some creative drain process could ensure that the water flooded only the FB and not the lower levels of your fort...
« Last Edit: October 22, 2010, 02:07:54 pm by DukeOfVandals »
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MagmaMcFry

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Re: Urist McTzu's Art of War
« Reply #47 on: October 22, 2010, 02:05:33 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.
« Last Edit: October 22, 2010, 02:56:29 pm by MagmaMcFry »
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NightmareBros

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Re: Urist McTzu's Art of War
« Reply #48 on: October 22, 2010, 02:13:48 pm »

I fighting is sure to result in victory, then you must fight!
Urist McTzu said that, and I'd say he knows a little more about fighting then you do pal, because HE INVENTED It.
AND THEM HE PERFECTED IT SO THAT NO LIVING DORF COULD BEST HIM IN THE !!Goblin cage Match!!
Then he used his fight rewards to buy two of evey animal from the Elf caravan, heared them into the trade depot, and beat the crap out of EVERY SINGLE ONE.
And from that day forward, anytime two animals are together in one place it's called a Animalsplosion! Unless it's a !!War Animal Deahmatch!!
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therealmarauder

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Re: Urist McTzu's Art of War
« Reply #49 on: October 22, 2010, 02:44:34 pm »

Spoiler (click to show/hide)
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MagmaMcFry

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Re: Urist McTzu's Art of War
« Reply #50 on: October 22, 2010, 02:54:41 pm »

Spoiler (click to show/hide)

It will. See my alternative.
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therealmarauder

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Re: Urist McTzu's Art of War
« Reply #51 on: October 22, 2010, 03:02:19 pm »

Another method, this time for demons:
Spoiler (click to show/hide)
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therealmarauder

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Re: Urist McTzu's Art of War
« Reply #52 on: October 22, 2010, 03:05:59 pm »

Oh! Your idea is basically mine, except way cooler.

If you mine underneath the floor of the trap, though, you get two passes. You can create an n-fire repeating version of your trap, too, maybe ... then again, once the floor of the magma space is removed, you are left with a hole unless you use a solid floor. IF, however, you have demons, the magma hallway can be wetted to encase the demons (unless they evaporate water too fast; I don't know about that.)
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blue sam3

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Re: Urist McTzu's Art of War
« Reply #53 on: October 22, 2010, 03:35:55 pm »

Quote
-Will enemies path through buildings, or merely destroy them if they get close?

Building destroyers will path TO buildings, others wont.

Quote
-Will enemies path through water or magma, and does it depend on whether or not they can survive in such?

Those that can survive will path, those that can't wont/

Quote
-If no dwarven targets are available, will an enemy seek out pets or animals to attack?

I don't believe there are preferences, they will simply attack the first target, dwarf, animal, merchant or building (if building destroyer).

Quote
-If no dwarven or pet targets are available, will an enemy intentionally seek out buildings or constructions to destroy?

See previous answers.

Quote
-Can moving water push such enemies?

Yes, in some situations (depends how the water is moving).

Quote
-Can falling water force a flying enemy down?

No idea. I'd guess at yes though.

Quote
-If so, can it do so with enough force to hurt them?

I've never seen any damage from water or falling through it besides drowning, so I'd guess at no.

Quote
-If a flying enemy is grappled and finds itself over open air (for instance, if a bridge is removed,) will it hold up its opponent, drop it, or will they both plummet?

No idea, this calls for !!SCIENCE!!

Quote
-Do "hot" enemies melt ice they come near?

If sufficiently hot, yes.

Quote
-Will enemies encased in obsidian leave a body that you can mine out?

No.

Quote
-Will enemies encased in ice leave a body that you can mine/melt out?

No.

Quote
-Can certain enemies "Phase" through fortifications? Without water pressure?

Yes. I am not going to elaborate.

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Jake

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Re: Urist McTzu's Art of War
« Reply #54 on: October 23, 2010, 06:49:22 am »

On a more defensive note...

I would like to use pressure plates to create automatic security gates for all the secondary entrances to my fortress, deterring kobold burglars and buying time for my dwarves to escape to a water-locked panic room if the military are unable to drive off the intruders. I have two questions:

1. Can creatures with the LOCKPICKER attribute bypass doors linked up to pressure plates?
2. If so, how many tiles can a typical humanoid cover in the time it takes for a floodgate to deploy?
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

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