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Author Topic: Adventurer Fotresses  (Read 3986 times)

Poring

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Re: Adventurer Fotresses
« Reply #15 on: August 06, 2008, 02:29:54 pm »

have a room with an engraving of a silver axe, then the next room will close automaticaly after adventurer. there will be 3 levers: a coper a silver and a gold. 2 of them will flood the room and cut the possibility to go away the golden one opens the room wher you find the golden artifact axe and the exit ...
Wouldn't it make more sense to have an engraving of a golden axe, then?
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Chthonic

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Re: Adventurer Fotresses
« Reply #16 on: August 06, 2008, 03:37:28 pm »

Do adventurers trigger pressure plates?  In most of my fortresses, my entrance hall consists of a bridge linked to pressure plates on both sides, designed to give goblins a 15 z-level welcome.  I went back to one of these in adventure mode, and the bridge never dropped for me.
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MrGimp

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Re: Adventurer Fotresses
« Reply #17 on: August 06, 2008, 06:12:45 pm »

I was thinking there should be a section on the wiki for adventure fortresses.  Like the starting seeds they have, but with adventure forts.  Dont know where to host them though.  But that shouldnt be too hard.

But I am doing the same thing, Im building an adventure fortress.  Im actually using a seed off of the wiki, Smata Xestsu.  I have a magma pool, demon pits, chasm, cave lake, and a brook.  Ive built a marble pyramid so far.  Its twelve years in, I still need to build an obsidian pyramid (to go with the marble one...yin and yang) an adventure tower, and then training towers all around for adventurers to level up with.  Theres going to be titans and bronze collossi in the depths of the marble pyramid...although Im trying to find something a little bit more awesome for the obsidian one.  Also, Im building tunnels down, the adventurer will have to fight down through the chasm into the lowest depths of the fortress.  Hell get to a catacomb full of all my dead dwarves.  After wandering the winding passageway and avoiding the death traps, there will be a treasure room filled with gold, aluminum, and platinum....and of course some adamantine shit.

I thought that when you adandoned, all creatures died? so you wouldnt be able to store megabeasts in your fort.

Yeah I didnt know this until very recently.  :(

I pretty much gave up on that adventure fort.  I do think I could still at least scatter goblins around the place...and I dont think a bronze colossus will rot, so I could put his cage up to a lever.  But Im not really sure about the goblin thing.  If I cant at least scatter random goblins around the fortress then its not worth finishing the level.
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pndrev

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Re: Adventurer Fotresses
« Reply #18 on: August 07, 2008, 02:32:29 am »

Quote
Do adventurers trigger pressure plates?  In most of my fortresses, my entrance hall consists of a bridge linked to pressure plates on both sides, designed to give goblins a 15 z-level welcome.  I went back to one of these in adventure mode, and the bridge never dropped for me.


You also have to edit the init file so you have [ADVENTURER_TRAPS:YES]. Otherwise traps will never trigger in adventurer mode.
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Mohreb el Yasim

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Re: Adventurer Fotresses
« Reply #19 on: August 07, 2008, 02:48:02 am »

but in this case dont make an unbeatable deffense ;) make your traps like this :
Code: [Select]
TFFFT
TFTFF
FFTFT

F floor
T traped floor
for less confusion later you could put a different metal floor pour safe areas to make it easyer to come in ...
and for the silver axe ... yes i wanted to say silver lever opens the god (if you are not too evil)
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Mohreb el Yasim


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Pitchblack

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Re: Adventurer Fotresses
« Reply #20 on: August 07, 2008, 02:52:08 am »

Even if you cant get monsters to work you can still do traps.
you could do it egytian tomb style or something, lots of engravings(training a master engraver) and the end reward being a archeology find (huge multi tiered gold room with master mega engravings)

The adventurer would need to get to the room to win.  Ideas for traps:
a maze that has pressure traps that when activated release water or close random doors, the adventurer could get stuck and drown, or step on a mega trap (fills entire maze with water (some rooms of magma maybe) to turn off the traps the adventurer would need to find special rooms that activate drainage or stop flow of magma/water)
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Shikogan

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Re: Adventurer Fotresses
« Reply #21 on: August 07, 2008, 03:04:10 am »

Okay so i have the entire layout of the fortress, well the bit i want the adventurer to go in, but i need someone that is good at making riddles and word puzzles and stuff. these riddles will be the key to clues at how to get past the fort to the treasure room, and as to the multi leveled one, great idea lol i hadn't in fact thought of that.
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pndrev

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Re: Adventurer Fotresses
« Reply #22 on: August 07, 2008, 04:23:40 am »

How are you planning to do riddles and word puzzles? You can't order specific engravings and the notes from dwarf mode aren't visible in adventurer mode.
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Shikogan

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Re: Adventurer Fotresses
« Reply #23 on: August 07, 2008, 04:44:15 am »

How are you planning to do riddles and word puzzles? You can't order specific engravings and the notes from dwarf mode aren't visible in adventurer mode.

I was just basically going to put it into a text file and tell the player to refer to it every now and again and have it as a diary entry sort of thing based on previous adventurers
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