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Author Topic: Climbing...  (Read 3118 times)

Ganthan

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Climbing...
« on: October 17, 2012, 07:09:03 am »

The new climbing feature sounds like it could be sweet, but I also fear that it could make Dwarf Mode far more challenging if goblins can climb constructed walls.  Hopefully the chance to successfully climb up or even hang onto a constructed wall should require a high amount of skill.  Either that or maybe it can be disabled in INIT.
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rhesusmacabre

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Re: Climbing...
« Reply #1 on: October 17, 2012, 07:42:30 am »

It remains to be seen if and how climbing will impact on Dwarf Mode. Toady mentioned creatures needing an open grasp to climb, which would probably prevent most goblins from climbing, at least until they can stow their weapon somewhere. Trolls, ogres and other types of invader on the other hand...

Having different surfaces off-limit to unskilled climbers does make sense, but I'd most like to see skill affecting speed. Slower climbers would be easier to pick off one at a time, whether it's by melee troops on the ramparts or by marksdwarves covering from the sides.

In any case, it seems likely that a simple overhang will do the job.
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The Darkling Wolf

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Re: Climbing...
« Reply #2 on: October 17, 2012, 07:45:32 am »

This sounds like an amazing use for minecarts.

Have a minecart filled with lava, when someone starts climbing the wall, push the minecart over to where they're climbing and have it dump it's melty contents onto the head of the invader.

Far superior to having cauldrons mounted, just have a single mobile one.
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StubbornAlcoholic

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Re: Climbing...
« Reply #3 on: October 17, 2012, 12:27:32 pm »

I'd say a simpler solution to security problems would be rectified by putting a row of Menacing Spikes/Weapon Traps on the floor on the other side of the wall. Goblin kebabs, nom nom nom.
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Sutremaine

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Re: Climbing...
« Reply #4 on: October 17, 2012, 01:39:45 pm »

Overhangs. Overhangs everywhere.
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anti_kuketski

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Re: Climbing...
« Reply #5 on: October 17, 2012, 05:16:02 pm »

As long as squads will follow their leader even when he is trapped, sieges wont really matter. I wonder if cobolds and ambushes will be able to climb the wall... Imagine goblin bowman ambush climb up the wall and shoot dwarfs from a perfect spot. Overhangs or ice walls you say...
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Tirion

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Re: Climbing...
« Reply #6 on: October 17, 2012, 05:27:25 pm »

I hope each movement up there will have a chance of failure.
Goblin rolls a 1 while 10 tiles above a moat filled with menacing spikes. AAAaaaaaaaaAAAAAaaaaa*IMPALED-SPLAT*
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anti_kuketski

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Re: Climbing...
« Reply #7 on: October 17, 2012, 05:59:07 pm »

I hope each movement up there will have a chance of failure.
Goblin rolls a 1 while 10 tiles above a moat filled with menacing spikes. AAAaaaaaaaaAAAAAaaaaa*IMPALED-SPLAT*

That would be wonderfull! Overhangs all over the wall, except for one section filled with traps!
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Azated

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Re: Climbing...
« Reply #8 on: October 17, 2012, 06:43:09 pm »

A skilled enough climber would probably be able to climb past an overhang, assuming there's something to grab onto. :D

Personally, I'd build massive walls for enemies to climb. When they're all on the walls, I'd open a drawbridge at the bottom of the wall leading to a pit full of candy spikes. Then I'd move crossbowdorfs to my walls and watch as the gobbos are filled with bolts, then splatter and explode as they hit the spikes. I'd keep a necro close by to reanimate all the corpses just in case another gobbo survives the fall and manages to get back up.

Ah, siege warfare. How absolutely gruesome you were.
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Tirion

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Re: Climbing...
« Reply #9 on: October 17, 2012, 11:28:20 pm »

A skilled enough climber would probably be able to climb past an overhang, assuming there's something to grab onto. :D

Personally, I'd build massive walls for enemies to climb. When they're all on the walls, I'd open a drawbridge at the bottom of the wall leading to a pit full of candy spikes. Then I'd move crossbowdorfs to my walls and watch as the gobbos are filled with bolts, then splatter and explode as they hit the spikes. I'd keep a necro close by to reanimate all the corpses just in case another gobbo survives the fall and manages to get back up.

Ah, siege warfare. How absolutely gruesome you were.

Cue the climbing zombies.
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mastahcheese

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Re: Climbing...
« Reply #10 on: October 17, 2012, 11:59:21 pm »

Cue the climbing zombie arms.
Fix'd that for you
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Sutremaine

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Re: Climbing...
« Reply #11 on: October 18, 2012, 03:44:05 pm »

A skilled enough climber would probably be able to climb past an overhang, assuming there's something to grab onto. :D
Two-tile overhangs. Two-tile overhangs everywhere.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Telgin

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Re: Climbing...
« Reply #12 on: October 18, 2012, 04:43:49 pm »

Cue the climbing zombie arms.
Fix'd that for you

Hahaha, yes, that would be most hilarious.

I'm also picturing the results of certain mods here.  Y'know, ones where creatures grasp with their mouths.  Climbing by mouth, or having a zombie head gnaw its way up the wall would be extremely entertaining.
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nomnum

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Re: Climbing...
« Reply #13 on: October 19, 2012, 08:48:24 am »

Well, i agree climbing can make sieges very fun, but I doubt they will be able to simple hop over your defences.

First of all, like many people have said, if you have a smooth stone wall, the goblin would have no grips to climb.

Secondly, if a goblin has a pathway, he will not need to resort to climbing. Goblins will use their siege creatures to break down doors as instinct so unless your fortress is enclosed without any doors, you're pretty safev 8)

*My second point needs verification*
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Damiac

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Re: Climbing...
« Reply #14 on: October 19, 2012, 10:06:21 am »

Along with climbing, we're supposed to get improved siege mechanics.

Ideally, invaders would bring ladders, and bridges.  They will possibly be able to mine though stone, or even break constructed walls.
They're also supposed to make note of spectacular failures, and not use those same routes the next time, to prevent long winding trap corridors.

The idea is, it shouldn't be easy to kill invaders with some long winding passage or impenetrable walls.  You'll have to adapt to what the siegers are doing, and aggressively defend yourself, rather then sitting around picking them off 1 by 1 like it is now.  That's what I'm looking forward to.
 
I do hope there's an option to keep it the way it is, a lot of people seem to want to be able to easily wipe out sieges.
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