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Author Topic: Combined project - The world of traps and attractions  (Read 136171 times)

Dragooble

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Re: Combined project - The world of traps and attractions
« Reply #585 on: July 26, 2009, 02:00:00 am »

Designers, don't be afraid to make "dummy" levers. Hook up a lever to a bridge then dismantle the bridge. The lever will still have that extra mechanism to be tricky. I believe hatches are unseen when used as ceiling while underground in Adventurer mode. In a certain fort,
Spoiler (click to show/hide)
Even though I was using 'l'ook a lot and consistently switching Z-levels, they didn't show up.
from the half-life dub: freemans mind.
Gordon: well i guess this opens the gate...
*turns valve and sewer starts flooding*
Gordon:NO that was stupid! I'm gonna die!
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A creature the size of europe can occupy only one tile.

DracoGriffin

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Re: Combined project - The world of traps and attractions
« Reply #586 on: July 26, 2009, 03:58:17 am »

So how many dungeons are we up to now?

I believe five are completed.

Glazedbrand. default Dwarf Mountainhome.
Youthfulstones, human town.
Hauntevil, goblin fortress.
Boltpelts, human retreat.
Stealswallowed, goblin fortress.
Clashedpalace, Incomplete. Only a golden bridge really, with leftover workshops in the northeast. Nothing to see here, honestly.
Rhymetraded, Complete.
Spoiler (click to show/hide)
Helmedcombine, Seems complete.
Spoiler (click to show/hide)
Cruelthieves, Seems incomplete.
Spoiler (click to show/hide)
Hellgate of Suicide, Complete.
Spoiler (click to show/hide)
Cobracanyon, Complete.
Spoiler (click to show/hide)
Mansionsearch, complete.
Spoiler (click to show/hide)
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Kroack

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Re: Combined project - The world of traps and attractions
« Reply #587 on: July 26, 2009, 05:47:25 pm »

So how many dungeons are we up to now?

I believe five are completed.

Glazedbrand. default Dwarf Mountainhome.
Youthfulstones, human town.
Hauntevil, goblin fortress.
Boltpelts, human retreat.
Stealswallowed, goblin fortress.
Clashedpalace, Incomplete. Only a golden bridge really, with leftover workshops in the northeast. Nothing to see here, honestly.
Rhymetraded, Complete.
Spoiler (click to show/hide)
Helmedcombine, Seems complete.
Spoiler (click to show/hide)
Cruelthieves, Seems incomplete.
Spoiler (click to show/hide)
Hellgate of Suicide, Complete.
Spoiler (click to show/hide)
Cobracanyon, Complete.
Spoiler (click to show/hide)
Mansionsearch, complete.
Spoiler (click to show/hide)

Honestly, how many dungeons would we have if no one had skipped their turn.
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DracoGriffin

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Re: Combined project - The world of traps and attractions
« Reply #588 on: July 26, 2009, 10:26:50 pm »

22ish? Going off the initial post of player list.
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Skid

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Re: Combined project - The world of traps and attractions
« Reply #589 on: August 05, 2009, 08:25:41 pm »

Bump?

Is anybody working on a fort right now?
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Grimlocke

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Re: Combined project - The world of traps and attractions
« Reply #590 on: August 06, 2009, 09:27:04 am »

I'll show up. today I'm on a non-DF capable computer and tomorrow I have a race.
No word from him after that. Maybe the sharks got him.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Sysice

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Re: Combined project - The world of traps and attractions
« Reply #591 on: August 10, 2009, 10:36:16 pm »

Has anyone made a mac version for the save?
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Peewee

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Re: Combined project - The world of traps and attractions
« Reply #592 on: August 11, 2009, 06:09:21 am »

You'll probably need to copy over the region folder and raws to a clean copy of 40d or 40d#.

RAM

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Re: Combined project - The world of traps and attractions
« Reply #593 on: August 19, 2009, 02:29:27 am »

I was thinking of taking a shot at making a fortress here, but I need to know if pressure plates will work for people who play on this, especially with respect to water. Also, will mechanisms, such as water wheels and pumps, work, and will excessive numbers of them cause problems, such as lowering framerates... And are spike traps okay?
« Last Edit: August 19, 2009, 02:42:31 am by RAM »
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Peewee

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Re: Combined project - The world of traps and attractions
« Reply #594 on: August 19, 2009, 02:06:12 pm »

Pressure plates should work, unless the init file has adventure mode traps disabled (?).

Water stuff should work, as
Spoiler (click to show/hide)

Spike traps... I don't know if they would work or not (don't remember any conversations about them) but I think I might enjoy dodging them.

RAM

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Re: Combined project - The world of traps and attractions
« Reply #595 on: August 19, 2009, 06:49:14 pm »

Well, I may as well give it a shot, worst-case scenario is I give up and nothing happens, and it seems pretty quiet atm...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

King_of_the_weasels

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Re: Combined project - The world of traps and attractions
« Reply #596 on: August 19, 2009, 07:22:20 pm »

I'm totally for this, sign me up, also I haven't checked if any one has mentioned this yet *there's 40 pages after all* but you can turn traps on for adventure mode in the intel or whatever notebook.
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RAM

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Re: Combined project - The world of traps and attractions
« Reply #597 on: August 19, 2009, 11:39:37 pm »

I have a bit of an industry set up and it seems that someone left an adamantine reaction in there, I will need to work on the dungeon now. Would it cause any problems if I modded camels to size 20 and made big stacks of bone bolts? Meh I will leave their size and just give them [liTTERSIZE:20:20] and remove [CHILD]. It shouldn't cause too many problems unless they start overpopulating the world...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Jervous

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Re: Combined project - The world of traps and attractions
« Reply #598 on: August 20, 2009, 11:18:11 am »

Don't remove child, but put the year beside child to 0. I think that'll work.
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RAM

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Re: Combined project - The world of traps and attractions
« Reply #599 on: August 20, 2009, 11:25:11 am »

What is wrong with removing child? I kind of already did it...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!
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