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Author Topic: What's going on in your fort?  (Read 6189477 times)

Aristion

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Re: What's going on in your fort?
« Reply #34425 on: April 30, 2014, 08:42:21 am »

My captain of the guard punched three of my dwarfes to death. Every single one of them with a single hit. I wonder how this could have happend, as he had no weapon besides his fists and no gauntlets, and he has very average strength and no unarmed wepon skill.
Skulls are currently very easily broken leading to death as of right now. This is changed next update. I recommend you give your capt. of the guard's squad training weapons or crossbows with no ammo.
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I kept imagining this guy go "By Armok, not the dead roaches! Oh gods the hamsters oh the dwarfmanity!"
Devotes several hours a day making vampires an endangered species.

MDFification

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Re: What's going on in your fort?
« Reply #34426 on: April 30, 2014, 09:50:01 am »

Hellbreach continues to be prepared for as scheduled. D.O.G.E has been moved to before the grinder; if all hope seems lost, it can be triggered to lure demons back over the grinder. The only preparation still lacking is the magma cleaning device. Hopefully syndromes will be contained by this device, when completed. Seeing as I'll shortly be stationing troops in hell itself if all goes as planned to protect my masons, my only other alternative would be walling off the grinder after the first wave and digging a new path. Worth looking into, but then I'd have to reconstruct my guard post...

My mayor just gave his first mandate in years, and I was so used to him not giving any that I missed it. He wasn't too upset and didn't arrest anyone. I have no idea why he's not being more dickish, but I'm not complaining.

I also have a lot of magma crabs on this map, and will try to devise a method of capturing them for use against sieges/clowns in the future. Machine-gun bunkers are pretty great, although my FPS could do better without their glob spam.

Overall, it's going pretty good for Greateststandards.

EDIT: Beyond the floor grates and magma purgeing, does anyone have any tips for how to deal with syndromes? I previously opened the other two adamatine spires on the map (neither unleashed the clowns - I could just build my fort through those, but I want to be able to say I've taken on the boss wave and won) and the syndromes I've encountered are nasty. Their short term effect is death via suffocation. I can't say how far they spread - I've seen dwarves behind a buffer of fortifications 6 thick die after a syndrome-bearing demon got within 12 tiles of them, and gas shouldn't reach that far. Seeing as I've spent a decent amount of time training my legendary crossbowdwarfs I'd rather not loose them to something avoidable.
« Last Edit: April 30, 2014, 10:16:16 am by MDFification »
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FallenAngel

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Re: What's going on in your fort?
« Reply #34427 on: April 30, 2014, 02:22:28 pm »

Not sure; I had an absurdly simple plan to breach hell.
Two drawbridges.
Two levers.
The outermost one is kept closed at all times and no demons seem to want to visit us.
But since you want to colonize it, three drawbridges may be what's needed, with the middle one as the always-closed one and supplies between the middle and the outermost.

Larix

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Re: What's going on in your fort?
« Reply #34428 on: April 30, 2014, 06:29:57 pm »

I fiddled with my four-bit decoder a bit and adapted it to run a hexadecimal seven-segment display. I ended up using fourteen pressure plates and twenty-two connections. Far from optimal, but lowering it would have made the pathing even more convoluted. It could be ran while cycling, but i used it to "read" the four-bit input upon demand and activate the seven latches that hold the bridges making up the display.

The obvious problem was timing - bridges as display meant i needed a safe 200-step delay before each read, so the "reset" of the latches would take before new input was received; i couldn't rely on sending the signals before the latch plates went off. So, the cart'd be started via hatch-drop on a ramp, sending resets to all latches, but also sending "on" signals to a grate and raising bridge. It would then cycle around and stop on top of the grate. Once the signal registered, the grate would drop the cart into another pit, the exit of which would now be blocked by the raised bridge. Only after the accompanying "off" registered and caused the bridge to lower again would the cart leave the pit and go through the actual reading sequence, sending the appropriate set signal(s) to the appropriate latches which would retract the required bridges in the display.
Of course, i first linked the self-shut for the hatch to the wrong plate (would get re-activated, so it actually repeated endlessly) and the corrected one was just outside of the pit, thus _toggled_ bridge and grate instead of causing them to cycle. After fixing those various misfunctions, it works adequately. In the fastest case, the set signal to the latch is sent ~45 steps after the display bridge(s) extend.

And i built a powerless minecart thumper. It cycles rather slowly and takes a bit much space, so i'm not too interested in actually using it, but the test also shows that if the design is at below-derail speed, cargo stays inside the cart and can increase the punch delivered dramatically. I reluctantly expended a kitten for the test.

The gemsetter finally mooded. She made some uninteresting milk quartz chest, but more importantly, she's a legendary gemsetter now. Her only job is pimping our rides, so i guess it's time to break out the diamonds.

EDIT - pics:

Seven-Segment Display Controller

     

Clearly bears no resemblance with a standard electronics seven-segment display controller. With minecart pathing, it's actually _easier_ mechanics-wise to split the input into the full sixteen outputs and it'd be disproportionally _harder_ to run it through the ~30 logic gates applied in mechanical and fluid logic (you could do this with a stupefying number of dedicated minecart logic circuits, each taking its own switch logic and its own minecart, but that'd be ridiculously inferior to just using mechanical logic). Signals arrive at wildly varying times depending on the paths chosen. Real-time display is pretty much out, instead the segments themselves are run through the latches visible to the right in the first screenshot. I collected and crossed some paths to reduce the number of connections required - only "segment off" signals must be sent, all latches are re-set and bridges returned to visibility upon each read, so we'd have at worst 34 connections from the output plates themselves (going with full hexadecimal). I got the number down to 22 and reducing it further to 17, possibly less, should be possible with significantly screwier pathing. Several outputs are combined and pass over the plates for numbers 6 (signal right upper segment) and 9 (signal left lower segment) respectively, saving a full ten connections. Notably, number 5 needs no own output plate, because it's guided over both the six and nine plates. The outputs of 4 and 7 are guided over the output plate for A, saving another two connections. With a better overall layout, the 1 could also be sent across that plate (as well as intersecting the 0 output); as is, the 1 output path is almost all the way to the right and i couldn't re-design the pathing that fundamentally without ripping everything out.
« Last Edit: May 01, 2014, 05:59:20 am by Larix »
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MDFification

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Re: What's going on in your fort?
« Reply #34429 on: April 30, 2014, 09:21:31 pm »

Not sure; I had an absurdly simple plan to breach hell.
Two drawbridges.
Two levers.
The outermost one is kept closed at all times and no demons seem to want to visit us.
But since you want to colonize it, three drawbridges may be what's needed, with the middle one as the always-closed one and supplies between the middle and the outermost.

Regrettably I'm forcing myself to do things the harder way. I mean I already breached 2 spires looking for the boss wave, so I have not one but two easy routes to hell I could already be going on. I'd just like to be able to say I beat the wave without resorting to atom-smashing or blowing my entire militia on containing them.
I guess I could just enforce a bigger buffer between the bunker and the demons... hrm.
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magnum2016

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Re: What's going on in your fort?
« Reply #34430 on: May 01, 2014, 02:00:35 pm »

Splint what mod are you using?
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Caz

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Re: What's going on in your fort?
« Reply #34431 on: May 01, 2014, 02:02:32 pm »

Attempting to build up a fort strong enough to tackle this

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FallenAngel

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Re: What's going on in your fort?
« Reply #34432 on: May 01, 2014, 03:51:38 pm »

Yikes.
You're going to need a militia the size of my fort to deal with that.
My fort is 277 strong.

Aristion

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Re: What's going on in your fort?
« Reply #34433 on: May 01, 2014, 03:53:48 pm »

Have fun with that. Why does everyone get the interesting things and all i get are things composed of weak stuff except from the odd monster of stone.
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I kept imagining this guy go "By Armok, not the dead roaches! Oh gods the hamsters oh the dwarfmanity!"
Devotes several hours a day making vampires an endangered species.

Splint

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Re: What's going on in your fort?
« Reply #34434 on: May 01, 2014, 04:00:08 pm »

Have fun with that. Why does everyone get the interesting things and all i get are things composed of weak stuff except from the odd monster of stone.

Different luck I guess. I personally am I very boring player aside from my insistence on killing everything with soldiers. No death traps, few megaconstructions, just lots and lots of severed limbs and bags of vaguely person-or-animal-shaped meat that have been bludgeoned with hammers and maces, sop my stuff's fairly weak in general.

FallenAngel

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Re: What's going on in your fort?
« Reply #34435 on: May 01, 2014, 04:04:22 pm »

@Splint
Everything I kill is by way of soldier or just their terrible luck with how my fort is built.
I have cage traps in the path between my main fort and the caverns. That is my only kind of trap, mostly to train crundles.

Splint

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Re: What's going on in your fort?
« Reply #34436 on: May 01, 2014, 04:12:34 pm »

@Splint
Everything I kill is by way of soldier or just their terrible luck with how my fort is built.
I have cage traps in the path between my main fort and the caverns. That is my only kind of trap, mostly to train crundles.

I employ weapon traps at chokepoints and cage traps underground if there's a sufficient reason to make use of the resources contained therein. Melee fighters handle the bulk of the fighting and to add the possibility of FUN I even arm my Fortress Guard, composed of decent melee candidates with maces to deliver beatings both military and law.

PDF urist master

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Re: What's going on in your fort?
« Reply #34437 on: May 01, 2014, 04:20:57 pm »

I've found furniture traps to be cruical in the defence against FBs, given that they can't destroy retracting bridges and are immune to cage traps.
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xana55

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Re: What's going on in your fort?
« Reply #34438 on: May 01, 2014, 06:41:28 pm »

Checking out the engravings i found this little gem

"The disemboweled salute!"

Engraved on the wall is a finely-designed image of thread by Zuglar Nishothil
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magnum2016

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Re: What's going on in your fort?
« Reply #34439 on: May 01, 2014, 10:44:53 pm »





My new above ground fortress it just entered winter and i have manged to get a steady supply and drinks and food to last for another 1 1/2 years i figure in 1 year the rest of the fortress should be completed
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