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Author Topic: The dabbling pit maker's guide to catching Titans  (Read 12065 times)

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
The dabbling pit maker's guide to catching Titans
« on: April 08, 2012, 06:14:58 pm »

WARNING!


What follows is a massive wall of text, based around the premise of constructing pits to trap cyclopean creatures. If at any time you experience symptoms of sudden death, stop reading.

You have been warned.







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☺☺☺.........................
═══════════════════════════╗
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║
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▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║

Happy Dwarfs on the left.


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☺☺☺........................€
═══════════════════════════╗
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║

The plains Titan € has arrived!

Code: [Select]
€xxx
════
▓▓▓▓

Now the Dwarfs are dead.

Pit trap time!

The good 'ol dug out pit (trap).
Relatively quick to make, relatively easy to use.

Step 1: First, flatten your area. Easy if it's above ground already (unless you're on a mountain), or you might need to do some digging.

*Shown from the side
Code: [Select]
(1)

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☺☺☺.........................
═══════════════════════════╗
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║


Step 2:

Channel/dig a pit, it can be as little as 1 z lvl deep (which causes no harm to the Titan/target, which sometimes you want), or 10+z lvls, which will more likely cause it to gib with gravity (and morbid joy).

Chief Medical Dwarf's tip : Designate each layer to be channeled one layer at a time. Doing otherwise causes the risk of cave ins. Always check for designations that could cause a tile to be unsupported, because you really don't want to be losing legendary miners this way.

Code: [Select]
(2)
............................
........▼..........▼............
════════▲.☺.☺.☺....▲═════════╗


As for the up ramps, removing them is a must (unless you're going to make the pit deeper. More on that later). But they can only be removed from the level below, so you must leave at least one ramp, use an alternative method of extracting them or leave them there to rot, with a valuable pick.
So; you can just floor over it*(a) on the surface/put a hatch*(b) on it (and lock when you need to). Normally building destroyers would just path through and destroy all of the furniture that gets in their way, and although almost all megabeasts are building destroyers, they cannot destroy hatches from a different z-lvl. Some master thieves (looking at you Kobolds), can pick and unlock them though. Be warned.

This is the more popular alternative, which can be used in your main fortress entrance, but I do not recommend you build my contraption in your main fortress entrance unless you mean it to be a last line siege/steel Titan catcher, or already have an old/thriving fortress. Or if you're doing it out of the awesome Dorfy factor.

↓Not too popular "never look again" technique. Often employed to kill two birds with one stone, a bait and a ramp remover.
Code: [Select]
............................
..........?.?.?...............
════════..☺.☺.☺.....═════════╗

Code: [Select]
(a)
........☺..........☺.........
........+..........+..........
════════▲..........▲═════════╗
Code: [Select]
(b) (for sake of reasoning # = hatch cover)
............................
....☺...#..........#........☺.
════════▲.☺.....☺.☺▲═════════╗

And with deeper pits, when you channel the next layer it automatically removes the ramps, leaving your miners dumbstruck. You have a few options available:
  • 1. Leave one ramp tile un-channeled. Nice and easy, not very good for the trap but all knowledge is good knowledge nonetheless, and is useful when constructing wagon accessible ramp-ways.
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══════▼............▼═══════╗
▓▓▓▓▓▓▲▼..........▼▲▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▲...☺☺☺....▲▓▓▓▓▓▓▓▓║

Note that the up ramps need a floor above them with an adjacent wall to allow travel, and the same applies for down ramps (with a floor and a supporting wall below instead being necessary for valid pathing). This knowledge is vital for avoiding accidental path destruction.


  • 2. Use constructed stairs and with some nifty support work, harness the power of gravity to smash your scaffolding!
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════════..........═════════╗
▓▓▓▓▓▓▓▓...☺☺☺....▓▓▓▓▓▓▓▓▓║
Code: [Select]
............................
.......☺....................
════════>.........═════════╗
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓.☺☺.☺.....▓▓▓▓▓▓▓▓▓║
Code: [Select]
............................
☺☺☺.........................
════════>.........═════════╗
▓▓▓▓▓▓▓▓X.........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓X.........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓<.........▓▓▓▓▓▓▓▓▓║

Next build an up stair + at least two more up/down stairs as shown in the scene below, a floor pathway with at least the last tile extending over the stair case...

Code: [Select]
.>..........................
.X.....☺....................
.X+++++++...................
.<..........................
════════>.........═════════╗

A support on the floor tile directly over the constructed staircase, and a bridge extending to just 1 tile short of the tile above the support on the level above

Code: [Select]
.>______..............
.X....☺.I..............
.X+++++++..............

Once both are constructed, build a floor/wall above, and link that support to a lever. Once both are done, pull the lever.

Code: [Select]
.>______O.............
.X.☺....I..............
.X+++++++..............

Code: [Select]
>Lever pull here<
*Keep Dwarfs away, at risk of injury or death.

Code: [Select]
A SECTION OF THE CAVERN HAS COLLAPSED!

.>______...................
.X..........................
.X++++++....................
════════..........═════════╗
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓o.........▓▓▓▓▓▓▓▓▓║

Aesthetics tip: Make the staircase out of constructed stairs. Not natural dug outs. Natural stairs will turn back into walls when caved in, and this is counter productive (unless it's the intended effect).

Code: [Select]
════════..........═════════╗
▓▓▓▓▓▓▓▓▓.........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓▓.........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓▓.........▓▓▓▓▓▓▓▓▓║

And it'll look like that, but more awkward.

  • Construct the whole pit yourself. More on this later.
  • Dig a tunnel. Gives you access to the pit, and nothing without wings a way out, at least not without you knowing.


Step 1: Once the channeling is complete, order a staircase to be dug down, and a tunnel to be dug into the staircase from the pit. You'll want to give some space away from the staircase to allow you to build all manners of fun stuff.
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....☺.......................
═══>════..........═════════╗
▓▓▓█▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
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▓▓▓█▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓█▓▓▓▓....??....▓▓▓▓▓▓▓▓▓║
▓▓▓█████...☺☺☺....▓▓▓▓▓▓▓▓▓║
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═══>════..........═════════╗
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓☺▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓☺▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓X▓▓▓▓...!!.....▓▓▓▓▓▓▓▓▓║
▓▓▓<.......☺☺.....▓▓▓▓▓▓▓▓▓║
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............................
............................
═══>════..........═════════╗
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓<..............▓▓▓▓▓▓▓▓▓║

This is the preferred option.

At the simplest level, you can just wall off the breach and render the pit inescapable.
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▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓<...O..........▓▓▓▓▓▓▓▓▓║

We'll go onto the alternatives later.

Step 2 (or maybe 4, I forget):

We're going to make the pit capable of trapping Titans and nasties that would otherwise be un-catchable without a master ball or a really big piano.

First, construct a ramp roughly four tiles away from the lip of the pit. Then build a support(s) at least three tiles in front of the ramp, and link the supports to a lever, or a pressure plate. More often then not, if you wish to use a pressure plate and make it autonomous you should probably leave this bit for last, and keep some way of accessing the supports open (supports do not block movement). And last but not least, build a wall in front of that ramp.
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....▼.......................
....▲O.I....................
════════..........═════════╗
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║

After that, build some floor grates/bridges/ramps to just one tile short of the squares above the support(s).
The dioramas will now be top-down.
# actually represents a floor grate as well now. Or a bridge.
I represents the open space above the support(s).

building it with bridges/floor grates
Code: [Select]
▼+#I
▼+#I
▼+#I

If you chose ramps:
(I suggest you choose floor grates if you're still grappling with troubleshooting in DF)
Code: [Select]
▼+▲I
▼+▲I
▼+▲I

From there, floor over the supports (grates/bridges) or place walls on the supports (ramps).

bridgy/grates
Code: [Select]
▼+#+
▼+#+
▼+#+

rampy
Code: [Select]
▼+▲O
▼+▲║
▼+▲O

A simple access way on the other end and to the other is all you need for the next step.

(+ = floor/bridges)
bridgy/grates
Code: [Select]
▼+#+++++++++#+▼
▼+#+++++++++#+▼
▼+#+++++++++#+▼
rampy
(# = retractable bridge in this case. It has to be a retractable bridge, only they can be built without any direct support)
Code: [Select]
▼+▲O▲##########+▼
▼+▲║▲##########+▼
▼+▲O▲##########+▼

So it should now look something along the lines of this:

Code: [Select]
....▼.#+##########+▼........
....▲O.I..........O▲........
════════..........═════════╗
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║

For the triggering, linking the support(s) to a lever will do nicely.
Still, nothing's stopping you from linking each support to an individual lever so that all of them must be pulled in order to trigger the trap. This might cost you more time to trigger when the need arises, but would help avert any annoying re-sets forced by gremlins, nobles or mischievous / tantrumming Dwarves.
You could also attach the support to some pressure plates, although you'll need to work out what weight range you want and the delay to ensure that the creature which triggers the plate actually falls down the pit. Keep in mind that [TRAP_AVOID] creatures won't trigger pressure plates. Almost all megabeasts are [TRAP_AVOID]. A lever relies on you and your Dwarves's reaction times. Think carefully about this.

So basically when the support collapses, the walkway deconstructs, dropping our gravitationally challenged friend into the pit.
If you build the walkway out of bridges or floors, make sure they are not connected to the walls/floors on the other end.
Code: [Select]
....▼.#+##########+▼........
....▲O.I..........O▲........
════════..........═════════╗
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║

Congratulations! You now have a dug out pit capable of catching megabeasts, eerie-glowing mist spawn, zombies, goblins, innocent traders, Dwarves...

Code: [Select]
▓▓▓#▓▓▓▓.........▓▓▓▓▓▓▓▓▓║
▓▓▓<.##╫.........▓▓▓▓▓▓▓▓▓║

And with some nifty bridge, door and hatch work you can create a pit access route to clean up/send in the military...

Code: [Select]
............................
════════..........═════════╗
...>▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓<..............▓▓▓▓▓▓▓▓▓║

Or provide a route to lure trapped creatures into whatever you have stored for them.

You could set up a shooting gallery (see what I did there)

Code: [Select]
............................
............................
═════>══..........═════════╗
▓▓▓▓▓X☺╬\.........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓X▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓X☺╬..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓X▓▓.....\....▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓X☺╬...-..€...▓▓▓▓▓▓▓▓▓║


Add spikey things at the bottom (cage traps if you want to keep the mark alive). Then flood it with one of the two wonderful liquids.
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............................
............................
════════..........═════════╗
▓▓▓▓▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓~~~~~~~~~~▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓~~~~~~~~~~▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓~~~~~~~~~~▓▓▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓▓↑↑↑↑↑↑↑↑↑↑▓▓▓▓▓▓▓▓▓║

Drop the hammer?

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............................
............................
═══>════..........═════════╗
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓<...€..........▓▓▓▓▓▓▓▓▓║

Code: [Select]
............................
............................
═══>..............═════════╗
▓▓▓X════..........▓▓▓▓▓▓▓▓▓║
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓X▓▓▓▓..........▓▓▓▓▓▓▓▓▓║
▓▓▓<▓▓▓▓..........▓▓▓▓▓▓▓▓▓║

  • Use your imagination.
Bee See Double Yew Tree Trap
Ah, my very first Titan catcher. A not so very cost efficient version I might add, but perfect for above ground forts where digging is discouraged.

First, construct the base (top down view), like so.
Code: [Select]
You can make the pit as large as you like,
but for the sake of demonstration I'll show the the smallest possible
configure that would work with this system.

╔═════╗
║.....║
║.....║
║..I..║
║.....║
O.....║
.O════╝

There has to be at least a 5x5 empty space within the box,
with the support placed inside (it can be placed anywhere that's 2
 tiles away from the walls really), and an access point in one of the box corners.
It's in the corner, because this helps avoid some hilarious antics,
chief among them being Dwarves walling themselves inside the pit
when you seal it up!

With that, we then add access points to our pit, nice and simply done with ramps on the sides of the walls, this will be our scaffolding and future target entry point.

Code: [Select]
...........
....▲▲▲....
..╔═════╗..
..║.....║..
.▲║.....║▲.
.▲║..I..║▲.
.▲║.....║▲.
..O.....║..
...O════╝..
....▲▲▲....
...........
On the top level
Code: [Select]
...........
....▼▼▼....
..+++++++..
..+.....+..
.▼+.....+▼.
.▼+..I..+▼.
.▼+.....+▼.
..+.....+..
...++++++..
....▼▼▼....
...........

On the level above, # = bridge/floor grate, we're going to build the platform, with one of two easy construction methods.
Code: [Select]
...........
....▼▼▼....
..+++++++..
..+#####+..
.▼+#...#+▼.
.▼+#.I.#+▼.
.▼+#...#+▼.
..+#####+..
...++++++..
....▼▼▼....
...........

Construct the floor grates/bridges like sooooo

.▼+##I.#+▼.

Making sure you have a way to build directly on top of the support.
Or just use up/down stairs
Code: [Select]

.▼+#>I.#+▼.


From there, you place a bait animal on a 1x1 pasture in the center.

Code: [Select]
...........
....▼▼▼....
..+++++++..
..+#####+..
.▼+#...#+▼.
.▼+##c>#+▼.
.▼+#...#+▼.
..+#####+..
...++++++..
....▼▼▼....
...........

Add your constructs to fill the open spaces (removing obstructing constructions).

Code: [Select]
...........
....▼▼▼....
..+++++++..
..+#####+..
.▼+#O+O#+▼.
.▼+#+c+#+▼.
.▼+#O+O#+▼.
..+#####+..
...++++++..
....▼▼▼....
...........

And hook up the support to a lever / pressure plates set to trigger to the weight of the animal (civilians trigger on, be careful)

Code: [Select]
...........
....▼▼▼....
..+++++++..
..+#####+..
.▼+#^^^#+▼.
.▼+#^c^#+▼.
.▼+#^^^#+▼.
..+#####+..
...++++++..
....▼▼▼....
...........

And last but not least, wall off the breach.

Code: [Select]
...........
....▲▲▲....
..╔═════╗..
..║.....║..
.▲║.....║▲.
.▲║..I..║▲.
.▲║.....║▲.
..║.....║..
..╚═════╝..
....▲▲▲....
...........

This is one of my favourites, mainly because of it's customizability.

It can be built ridiculously large, spanning multiple levels in a death-trap pyramid
Code: [Select]
...............
...............
......▼▼▼......
......▲▲▲......
......O═O......
....╔══╩══╗....
....║.....║....
.▼▲O╝.....╚O▲▼.
.▼▲║╣..I..╠║▲▼.
.▼▲O╗.....╔O▲▼.
....║.....║....
....╚══╤══╝....
......O═O......
......▲▲▲......
......▼▼▼......
..................

A resource conserving design
Code: [Select]
╔════════════╗
║............║
║.c#########^▼
║............║
╚════════════╝

Or a more guarded design so that not everything that spooks the cat bait animal causes the trap to trigger (-1 cat is still worth it in my opinion).

Code: [Select]
╫ = door

...........
....▼▼▼....
..+++++++..
..++║╫║++..
.▼+═╔^╗═+▼.
.▼+╫^c^╫+▼.
.▼+═╚^╝═+▼.
..++║╫║++..
...++++++..
....▼▼▼....
...........

And so on.



Fancy untested prototype pit fall *pending name*
The 'coffin nail' pit

I'm also toying with a prototype pit fall that could feasibly be placed inside the main entrance of a fortress (the reason against being job cancellations if you can't block line of sight/remove the culprit), based on retractable bridge !!SCIENCE!!
The blue (white?) prints ↓
# = retractable bridge
Code: [Select]
.....▼.▼....................
...▼.▲O▲#############▼......
...▲O.I#############O▲......
═══════.............═══════╗
▓▓▓▓▓▓▓.............▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓.............▓▓▓▓▓▓▓║

All of the lower bridges all linked to a lever(s), and retracted.

Code: [Select]
.....▼.▼.............▼.......
...▼.▲O▲#############▲▼....
...▲O.I■■■■■■■■■■■■■OO▲....
═══════.............═══════╗
▓▓▓▓▓▓▓.............▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓.............▓▓▓▓▓▓▓║

Target walks on upper bridges, lever linked to support pulled.

Code: [Select]
.....▼.▼......€......▼......
...▼.▲O▲#############▲▼.....
...▲O.o■■■■■■■■■■■■■OO▲.....
═══════.............═══════╗
▓▓▓▓▓▓▓.............▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓.............▓▓▓▓▓▓▓║

At which point a cave in should be triggered, deconstructing all of the bridges and ramps above

Code: [Select]
.....................▼......
...▼.ooooooo€oooooooo▲▼.....
...▲O.o■■■■■■■■■■■■■OO▲.....
═══════.............═══════╗
▓▓▓▓▓▓▓.............▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓.............▓▓▓▓▓▓▓║

The constituents of which fall harmlessly down through the retracted bridges, along with the target (some *slight* injuries, but hey, it all works as planned).

Code: [Select]
............................
...▼.................▼......
...▲Ooo■■■■■■■■■■■■■O▲......
═══════.............═══════╗
▓▓▓▓▓▓▓.............▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓ooooo€ooooooo▓▓▓▓▓▓▓║

Lever connected to lower retractable bridges pulled, putting them in their off state (lowered state), blocking line of sight and allowing Dwarfs to travel without being pestered by eldritch horrors.

Code: [Select]
............................
...▼.▼..........☺....▼......
.☺.▲O▲o#############O▲..☺...
═══════.............═══════╗
▓▓▓▓▓▓▓.............▓▓▓▓▓▓▓║
▓▓▓▓▓▓▓ooooo€ooooooo▓▓▓▓▓▓▓║

Aforementioned eldritch horror can then be kept there for all eternity, munching on future victims, sequestered into a holding chamber, or something very nasty, and the trap can be re-set with ease.

It should work because:
  • My sciency-science says that retractable bridges need only be connected to a supported building. The lower bridges'll be supported by the east most ones connected to the wall, and kept safe when the support to the upper bridges collapses.
  • The upper bridges collapsing doesn't cause any falling debris (well dangerous debris), as once they're completely unsupported they deconstruct, reverting to their boulder/block components, which should fall through the open bridges causing no damage.
  • The creature (I'm going to assume Titan or a large amount of goblins) won't be on the bridge when it opens, and open retractable bridges are treated as open spaces, so they should just fall through, leaving the bridge unharmed.
  • I've achieved this on a smaller scale, but nothing with retractable bridges supported by nothing but more bridges (and a wall).


Things to note:

  • On the smaller scale test, I had a single floor walkway flanked by two retractable bridges. In essence it took the shape of a non lethal dodge trap with a holding pen below, like so (top down view)
Code: [Select]

╬++####################+▼
╬>++++++++++++++++++++++▼
╬++####################+▼

When the last goblins not caught were killed/had fled, I noticed the siege tag was gone. Yet there were still free, if trapped goblins in the holding cell below (the bridges were closed, blocking all line of sight).
I'm assuming this was caused by them routing, for now. Science continues.
(I'm waiting for a Titan to test the prototype on, the reason why I can't say it will work %100 of the time is that the Titan might destroy the bridge when falling through).

And why thank you, for reading

*EDIT
Fixed some botched up tile placements
« Last Edit: April 10, 2012, 12:07:48 pm by Loud Whispers »
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KodKod

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Re: The dabbling pit maker's guide to catching Titans
« Reply #1 on: April 08, 2012, 06:16:13 pm »

The topic so good he named it thrice.
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Loud Whispers

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Re: The dabbling pit maker's guide to catching Titans
« Reply #2 on: April 08, 2012, 07:01:03 pm »

And for some reason rice.

Urist Da Vinci

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Re: The dabbling pit maker's guide to catching Titans
« Reply #3 on: April 08, 2012, 07:15:31 pm »

So because building destroyers won't attack supports or trigger pressure plates, and titans are too heavy for bridges to open under them, you take out a bridge while a titan is standing on it using a lever-activated cave-in?

Loud Whispers

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Re: The dabbling pit maker's guide to catching Titans
« Reply #4 on: April 08, 2012, 07:21:03 pm »

Pretty much.

Thor

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Re: The dabbling pit maker's guide to catching Titans
« Reply #5 on: April 08, 2012, 07:56:57 pm »

A brilliant and actually visually explainable set of instructions!

FABULOUS!
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Loud Whispers

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Re: The dabbling pit maker's guide to catching Titans
« Reply #6 on: April 08, 2012, 08:39:41 pm »

A brilliant and actually visually explainable set of instructions!

You've also inspired me to make a full fledged pit guide in ASCIInganese.

It took me a day to complete this fey mood, and now I get to watch it fade into forgetfulness.

I regret nothing.

KodKod

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Re: The dabbling pit maker's guide to catching Titans
« Reply #7 on: April 08, 2012, 08:42:16 pm »

It took me a day to complete this fey mood, and now I get to watch it fade into forgetfulness.

I regret nothing.

Alternatively we could all take turns quoting your guide until the contents of this thread could wrap around the earth like some kind of ASCII Jörmungandr.
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Loud Whispers

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Re: The dabbling pit maker's guide to catching Titans
« Reply #8 on: April 08, 2012, 08:56:23 pm »


As much as I'd like to cause Ragnarok with ASCII, I think I'll pass :P

Haigen

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Re: The dabbling pit maker's guide to catching Titans
« Reply #9 on: April 09, 2012, 10:58:41 pm »

Awesome I will have to try this! I believe my general Dwarf Fortress ineptitude will make the experience all the more Dwarfier!!
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MenacesWithSpikes

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Re: The dabbling pit maker's guide to catching Titans
« Reply #10 on: April 10, 2012, 03:54:07 am »

This should go into that science/dwarven library thread.
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Loud Whispers

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Re: The dabbling pit maker's guide to catching Titans
« Reply #11 on: April 10, 2012, 11:10:36 am »

This should go into that science/dwarven library thread.
There's a science archive?

o-o

Ross Vernal

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Re: The dabbling pit maker's guide to catching Titans
« Reply #12 on: April 10, 2012, 11:25:58 am »

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Girlinhat

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Re: The dabbling pit maker's guide to catching Titans
« Reply #13 on: April 10, 2012, 11:29:19 am »

Check your "coffin nail" design more.  I believe if a bridge is retracted and a cave-in smashes through where the bridge would be, then it destroys the bridge.  Otherwise everything looks legit.

Loud Whispers

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Re: The dabbling pit maker's guide to catching Titans
« Reply #14 on: April 10, 2012, 11:40:53 am »

Check your "coffin nail" design more.  I believe if a bridge is retracted and a cave-in smashes through where the bridge would be, then it destroys the bridge.  Otherwise everything looks legit.

Nothing actually cave ins onto the retracted bridges below, as once the bridges above become unsupported, they deconstruct - only boulders or blocks fall through, and the only thing that actually caves in is the floor/wall on the support which is out of range of the bridges below, and the bridges are kept supported through one another and the other end of the pit
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