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Author Topic: Holy Crap Minecarts (Devlog Quote)  (Read 250341 times)

Loud Whispers

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #285 on: April 05, 2012, 06:20:19 pm »

I do believe so, yes.
Minecarts are heavier than coconuts, don't you think?
Keas can nab anvils.

Girlinhat

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #286 on: April 05, 2012, 08:05:48 pm »

Quote from: Toady One The Great
I went ahead and just debug-put a cart on a track and debug-pushed it. They gain speed going down ramps, get slower going up, lose a little speed on the rest of the track, a bit more on corners, and they fly in little parabolas and crash into the ground when you set them free, either straight off a cliff or launched from a short upward ramp. I've put off updating the rest of the projectiles to have parabolic paths because I don't want to lose time dealing with adv mode targeting etc., but you may well see parabolic unit paths when creatures are unfortunate enough to take flight without wings.
Glory to the new age of dwarven cannoneers.  All track systems shall be half-built, with large jumps and impulse generation areas to ensure the carts literally fly across chasms before landing on another track.

Goal: Embark on a major river, and set one fort into each canyon wall, with their only means of contact being hurling minecarts across the chasm.

Also: Nobles now get to take rides that send them flying over a Deep Pit all the way down in HFS.  If they make it across, they can report the terror they see below - possibly the first dwarves to observe The Deep.  If they don't make it across, well...
« Last Edit: April 05, 2012, 08:10:52 pm by Girlinhat »
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zach123b

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #287 on: April 05, 2012, 08:08:45 pm »

gravity+mine carts+parabolic pathing=flight

i think i'll be losing sleep tonight..

toady one debug pushed that cart like a boss!
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KodKod

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #288 on: April 05, 2012, 08:13:30 pm »

Quote from: Toady One The Great
I went ahead and just debug-put a cart on a track and debug-pushed it. They gain speed going down ramps, get slower going up, lose a little speed on the rest of the track, a bit more on corners, and they fly in little parabolas and crash into the ground when you set them free, either straight off a cliff or launched from a short upward ramp. I've put off updating the rest of the projectiles to have parabolic paths because I don't want to lose time dealing with adv mode targeting etc., but you may well see parabolic unit paths when creatures are unfortunate enough to take flight without wings.

I think I need to replace my undergarments.
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Mr Frog

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #289 on: April 05, 2012, 08:24:35 pm »

First thing I'm doing once this next release comes is building a huge 25z ramp with tracks going through my entrance hall, waiting for goblins to come in, and then sending a barrage of lead-bar-filled carts rocketing through their troop at supersonic speeds.

And the new hauling changes mean that the ensuing shower of dismembered goblin parts might actually be cleaned up within the year, which is so awesome that I literally cannot think straight now.
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Vanaheimer

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #290 on: April 05, 2012, 08:35:43 pm »

...my god. Toady has giving us cannons. Legit cannons. This is amazing.
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Girlinhat

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #291 on: April 05, 2012, 08:38:53 pm »

Just an fyi, check my sig, or check here.  I've decided to set up a succession fort focused around carts and their exploitation.

wierd

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #292 on: April 05, 2012, 09:08:13 pm »

20 pages is a bit much to read through, so TL:DR.

I assume the carts will be capable of delivering "mac truck" type devistation?

1) how many carts can you place on a single track?
2) does gibbing a goblin reduce velocity?
3) what is the maximum attainable velocity?
4) do loaded carts behave differently?
5) do loaded carts spill when going around corners?
6) when carts hit the ground after derailing, do they disintigrate?
7) is there a way to automate a cart dumping its payload while in motion without stopping?
8 ) can you make a "loopty-loop"?
9) switchtracks and pressure plates?
10) carts across bridges?

Depending on the answers to those questions, I can think of a number of epic things to try...
« Last Edit: April 05, 2012, 09:11:05 pm by wierd »
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Girlinhat

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #293 on: April 05, 2012, 09:12:33 pm »

20 pages is a bit much to read through, so TL:DR.

I assume the carts will be capable of delivering "mac truck" type devistation?

1) how many carts can you place on a single track?
2) does gibbing a goblin reduce velocity?
3) what is the maximum attainable velocity?
4) do loaded carts behave differently?
5) do loaded carts spill when going around corners?
6) when carts hit the ground after derailing, do they disintigrate?
7) is there a way to automate a cart dumping its payload while in motion without stopping?
8 ) can you make a "loopty-loop"?
9) switchtracks and pressure plates?
10) carts across bridges?

Depending on the answers to those questions, I can think of a number of epic things to try...
1) we don't know.
2) we don't know.
3-10) we don't know.

Psieye

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #294 on: April 05, 2012, 09:14:13 pm »

Parabolic 'flight' paths for units... the !!SCIENCE!! agenda has been appended with revisiting goblin golf, launching elves into space and dodge-me traps.
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Loud Whispers

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #295 on: April 05, 2012, 09:14:32 pm »

Just 6 pages for me.

Also, I wonder if they'll be able to duck.

999 crouching minecarts, 1 just about to tip over the edge...

wierd

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #296 on: April 05, 2012, 09:20:43 pm »

Well that's no help!  Now I MUST KNOOO!

(I imagine a sophisticated switchtrack network loaded with steels cars loaded with magma or burning lignite, whichever sounds more fun, driven by pressure plates to control the switch tracks, with dozens of cars on the tracks each, taking the place of my usual "walk of doom" kinetic invasion countermeasure.  Imagine.... highspeed bullet trains of cars whipping through a crisscrossing room, "randomly" changing tracks, and just barely missing each other as they zip through the room, mowing down the invading goblins with merciless mechanical precision.  Overhead, cars going through a looptyloop drop their contents into the room below like little bombers, before plunging down into the magma tube, circling up the intervening z levels, and dropping the lavabomb into the room once more...... oh... it would be sublime!)
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Loud Whispers

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #297 on: April 05, 2012, 09:30:25 pm »

I'm very interested in the effects of gravity on minecarts. Oneway tracks and all that.

Also drop pods.

Did I mention drop pods?

wierd

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #298 on: April 05, 2012, 09:43:52 pm »

I'm very interested in the effects of gravity on minecarts. Oneway tracks and all that.

Also drop pods.

Did I mention drop pods?

Drop pods?  We would need to determine survivability of occupants! 
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psychologicalshock

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #299 on: April 05, 2012, 09:44:14 pm »

Dwarven paratroopers?
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