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Author Topic: Dead-dog gate  (Read 2189 times)

BigFatStupidHead

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Re: Dead-dog gate
« Reply #15 on: September 20, 2011, 08:52:26 pm »

@Urist Da Vinci:Well, the glass window has a channel in front of it, so destroyers shouldn't be able to reach it. The dog is directly behind the glass wall, and so should be able to see anyone on the other side of that channel. This setup requires there to be an extra square behind the window and thus the dip needs to be two squares long rather than one square. I guess an artifact window would be needed for destroyers that reach more than one square away; do such destroyers exist?
@Jiokuy: My original design was actually just a long corridor with the plate at the end, just before the ramp up to the fortress. The far end would also seal the enemies in, allowing me to magma them at my leisure. I see possibilities for an auto-magma chamber here, where magma pumps normally pump magma into open hatches, and redirects the magma into the chamber when the dog is off the plate.

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Girlinhat

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Re: Dead-dog gate
« Reply #16 on: September 20, 2011, 08:55:05 pm »

All building destroyers stand 2 spaces away
Code: [Select]
♫+T
 ^ This space is empty.

BigFatStupidHead

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Re: Dead-dog gate
« Reply #17 on: September 20, 2011, 09:41:19 pm »

Well, nuts. That'll require some reengineering.
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Girlinhat

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Re: Dead-dog gate
« Reply #18 on: September 20, 2011, 09:49:16 pm »

I've heard that they will not destroy if they cannot path, so if you have ramps in front of it they can't actually stand next to it and don't consider it a target.  I'm not sure about this, though.  A fortification would work too, although elite bowmen could shoot through it without any trouble, so that's slightly risky.

I'm fairly sure the original design, with the dip under the wall, will work with a window.

Jacob/Lee

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Re: Dead-dog gate
« Reply #19 on: September 20, 2011, 10:18:02 pm »

I guess I'll say it. Dwarf Fortress: we kill dogs regularly for the sake of our faulty safety designs.

Girlinhat

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Re: Dead-dog gate
« Reply #20 on: September 20, 2011, 10:27:32 pm »

Not at all, this is one of the more morally appreciable plans I've seen.  We're saving dwarven lives here, and we're intentionally letting the dog flee from danger, and working to ensure that the windows will be secure to prevent shooting.  This is no worse than how people in the 70's would drop weights onto live horses to watch their backs break.

Compared to everything else I've done, this is a glorious humanitarian effort.  Reflect: throw a child in a pit with dogs for 12 years to train future soldiers; build your craftsdwarf shop above your dining hall, so that when a migrant child fails his shell possession mood, he'll go melancholy and throw himself off the edge, splattering on the dining hall and making the civilians immune to trauma over time; assign waterworks and bedrooms such that any dwarven child can go to sleep and then have a torrent of water push them off a cliff and splatter in the dining hall - just so that you can have a little mist; assign a dwarf to pull a lever, so that he'll provoke a GCS and get webbed, probably dying in the process.

I could go on, but I'm too tired to find my real List of Horrors.

BigFatStupidHead

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Re: Dead-dog gate
« Reply #21 on: September 21, 2011, 12:04:29 am »

Heh. Does that make me a humanitarian, or whatever the dwarf fortress equivilant is?
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Girlinhat

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Re: Dead-dog gate
« Reply #22 on: September 21, 2011, 12:26:38 am »

It makes you science.  Take a hat by the door as you're leaving, you earned it.

Roraborialisforealis

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Re: Dead-dog gate
« Reply #23 on: September 21, 2011, 12:33:32 am »

Heh. Does that make me a humanitarian, or whatever the dwarf fortress equivilant is?
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