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Author Topic: Making axles and gear assemblies impassable  (Read 847 times)

Foxite

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Making axles and gear assemblies impassable
« on: December 10, 2014, 08:57:08 am »

I'm forced to open up some of my defenses in order to allow my windmill battery to work, as in I have to keep the roof partiall open. This allows flying mounts to get into the fortress. I think that if I make certain axles or gear assemblies impassable, this will be partially solved(it would still allow flying building destroyers to get through). Is there any way to do this?

Also, can forbidden doors be destroyed by building destroyers?
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pisskop

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Re: Making axles and gear assemblies impassable
« Reply #1 on: December 10, 2014, 09:02:46 am »

they can destroy lockd doors.

use walls or hatches.  or make the access tunnel seperated from the main fort.  but tween you and me Ive never had an issue with that in my forts
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Bumber

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Re: Making axles and gear assemblies impassable
« Reply #2 on: December 10, 2014, 09:39:17 am »

Screw pumps have a solid tile and can transfer power:

Design from this thread. Flyers and climbers have nowhere to stand to destroy anything. Windmills are on floor above.
See it in action.

they can destroy lockd doors.

use walls or hatches.  or make the access tunnel seperated from the main fort.  but tween you and me Ive never had an issue with that in my forts
The issue is that they can reach anywhere the axles are used to supply power to something.
« Last Edit: December 10, 2014, 09:44:13 am by Bumber »
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Larix

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Re: Making axles and gear assemblies impassable
« Reply #3 on: December 10, 2014, 10:20:28 am »

Pumps were my first thought, too. You can also submerge part of the power train in a fluid of your choice, to block anything that can't breathe under water/magma. It's also possible although rather difficult to "cast" machinery in obsidian and have it remain intact and operable. You'll need to hook it up to solidly installed stuff soon after casting, because machine parts suspended in obsidian count as hanging and may deconstruct by themselves.

With windmills, you can physically decouple power generation from the actual power train:
the old wiki-reported trick still works - you can build a windmill on solid floor and it will provide power through the unbroken floor to machinery immediately below if such machinery is built after the windmill. No need to punch holes and offer an entrance into your fort proper.
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BoredVirulence

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Re: Making axles and gear assemblies impassable
« Reply #4 on: December 10, 2014, 11:18:59 am »

they can destroy lockd doors...

Technically, if you build the door at the top of a ramp, they can't be on the same z-level, and thus can't attack it. Same with hatches (with enemies below). Its a little known one, and its very useful as "hidden" doors to the outside. Although I think thieves can still pick the lock....
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Foxite

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Re: Making axles and gear assemblies impassable
« Reply #5 on: December 10, 2014, 11:47:26 am »

Although I think thieves can still pick the lock....
Would it take them some time to pick the lock or could they walk straight through them as if it wasn't locked?
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The best way to demonstrate it to him is take a save of 40 year old fortress with 150 dwarves in it on a good sized embark with a volcano that just breached the circus and install it on his gaming rig and watch it bring his rig to its knees.

Foxite

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Re: Making axles and gear assemblies impassable
« Reply #6 on: December 10, 2014, 11:48:35 am »

snip
« Last Edit: December 10, 2014, 11:51:06 am by latias1290 »
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BoredVirulence

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Re: Making axles and gear assemblies impassable
« Reply #7 on: December 10, 2014, 12:06:55 pm »

Although I think thieves can still pick the lock....
Would it take them some time to pick the lock or could they walk straight through them as if it wasn't locked?

I think it takes some time, but not a lot. I admit, I'm unsure. They may not even be able to pick the lock, being elevated.
Doors are best used as a delay, so that some urist can pull the lever securing a bridge further in. However, if its just a thief, then you wouldn't have much warning without guard dogs, so that's something to consider. Its also worth considering you have to reclaim the door before you can lock it again, by having one of your dwarves walk through it.

Also, I don't think it would solve your current problem, but its always a nice trick to have. I personally use a series of bridges and doors as a tiered defense, although I only use this trick for outdoor bunkers, or for quick defense in the caverns. The trick also works for placing it at a diagonal:
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Magistrum

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Re: Making axles and gear assemblies impassable
« Reply #8 on: December 10, 2014, 04:00:18 pm »

Kobold thieves just walk through the doors like there was nothing in the way.
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Naryar

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Re: Making axles and gear assemblies impassable
« Reply #9 on: December 10, 2014, 05:43:34 pm »

Flying invaders are so rare it should not be an issue. If anything, make an archery tower next to your windmill battery.

pisskop

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Re: Making axles and gear assemblies impassable
« Reply #10 on: December 11, 2014, 06:06:40 am »

Flying invaders are so rare it should not be an issue. If anything, make an archery tower next to your windmill battery.

I think it largely has to do with the ai's handling of them, pathwise and attackwise.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!