Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Dwarven paratroopers  (Read 1087 times)

Finn

  • Bay Watcher
    • View Profile
Re: Dwarven paratroopers
« Reply #15 on: December 18, 2013, 02:00:41 am »

Reverse your bridge dropping idea to instead drop the enemies on top of the dwarves.   Now all the cons apply to the enemies.
Logged
I thought 'complained about the draft lately' meant they didn't have a door to their room.

Larix

  • Bay Watcher
    • View Profile
Re: Dwarven paratroopers
« Reply #16 on: December 18, 2013, 06:31:03 am »

How about the axedwarf shotgun?

Station your meleedwarf squad on a retracting bridge which is then pulled away from under them. They fall down a level, get stunned, and because of the stun get caught in cage traps. The cages are then loaded into a single minecart, which is launched towards the enemy. The cart gets slammed into a wall, releasing the cages. The cages are slammed into another wall, releasing the dwarfs. A concentrated cloud of air-born high-speed, confused and angry axedwarfs will collide with the enemy.

Caution: shotgunning axedwarfs at enemies may cause death, dismemberment, fractures and extreme unhappiness to your dwarfs even before battle is joined. It may also void the warranty and disqualify you from further deliveries if you received the dwarfs in question via the Dwarf++ [tm] fortress population enhancement programme.
Logged

ed boy

  • Bay Watcher
    • View Profile
Re: Dwarven paratroopers
« Reply #17 on: December 18, 2013, 06:51:30 am »

How about the axedwarf shotgun?

Station your meleedwarf squad on a retracting bridge which is then pulled away from under them. They fall down a level, get stunned, and because of the stun get caught in cage traps. The cages are then loaded into a single minecart, which is launched towards the enemy. The cart gets slammed into a wall, releasing the cages. The cages are slammed into another wall, releasing the dwarfs. A concentrated cloud of air-born high-speed, confused and angry axedwarfs will collide with the enemy.

Caution: shotgunning axedwarfs at enemies may cause death, dismemberment, fractures and extreme unhappiness to your dwarfs even before battle is joined. It may also void the warranty and disqualify you from further deliveries if you received the dwarfs in question via the Dwarf++ [tm] fortress population enhancement programme.
I like this. I like this a lot.

DOes anybody know how reliably dorfs are released from their cages upon impact? I might use this just to setup cages containing entire squads of dorfs and have them ready to release in the middle of the enemy forces.
Logged

blue sam3

  • Bay Watcher
    • View Profile
Re: Dwarven paratroopers
« Reply #18 on: December 18, 2013, 01:55:17 pm »

To fix the landing-injury problem for the bridge-drop, put enough kittens (or other suitably deadly and terrifying beasts) in your landing area to ensure that every landing square has at least one kitten on it (maybe very small landing area(s) with doors to hold them in?). If you stick enough kittens in there, the falling dwarves will land on the kittens, and unless the physics has changed since I last did this, all damage will be transferred to the kittens, leaving the dwarves unharmed and ready to chop things up.
Logged

ed boy

  • Bay Watcher
    • View Profile
Re: Dwarven paratroopers
« Reply #19 on: December 18, 2013, 02:37:07 pm »

To fix the landing-injury problem for the bridge-drop, put enough kittens (or other suitably deadly and terrifying beasts) in your landing area to ensure that every landing square has at least one kitten on it (maybe very small landing area(s) with doors to hold them in?). If you stick enough kittens in there, the falling dwarves will land on the kittens, and unless the physics has changed since I last did this, all damage will be transferred to the kittens, leaving the dwarves unharmed and ready to chop things up.
Could I use 1-square pastures for this purpose to make sure all the tiles have something soft and fluffy on them?
Logged

NonconsensualSurgery

  • Bay Watcher
    • View Profile
Re: Dwarven paratroopers
« Reply #20 on: December 18, 2013, 08:26:48 pm »

Falling one block and landing in at least two blocks of water is safe. I think it wasn't always this way and there was a time when dwarves and prisoners could die when hitting the bottom of a deep body of water, but not anymore.

What you want is a lever that simultaneously opens a retracting bridge with axedwarves on it and opens at least one floodgate. You have a few ticks between when they hit bottom and when the first ones start to drown, but not enough time to trust a lever puller to lower a raised drawbridge. These floodgates can be behind fortifications, as large amounts of flowing water will push dwarves through.

I haven't had any luck developing it but there's also probably the material for a safe swimming trainer here.
Logged
Never had a bat massacre people with an axe before.
EDIT2: Oh god, the bat has got a title now.

ed boy

  • Bay Watcher
    • View Profile
Re: Dwarven paratroopers
« Reply #21 on: December 19, 2013, 06:57:05 am »

Falling one block and landing in at least two blocks of water is safe. I think it wasn't always this way and there was a time when dwarves and prisoners could die when hitting the bottom of a deep body of water, but not anymore.

What you want is a lever that simultaneously opens a retracting bridge with axedwarves on it and opens at least one floodgate. You have a few ticks between when they hit bottom and when the first ones start to drown, but not enough time to trust a lever puller to lower a raised drawbridge. These floodgates can be behind fortifications, as large amounts of flowing water will push dwarves through.

I haven't had any luck developing it but there's also probably the material for a safe swimming trainer here.
Can you not abuse diagonals and water pressure to keep allow the dwarves to swim out the bottom without the water leaking out too?
Logged
Pages: 1 [2]