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Author Topic: Combined project - The world of traps and attractions  (Read 135152 times)

Roundabout Lout

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Re: Combined project - The world of traps and attractions
« Reply #90 on: September 29, 2008, 08:06:36 pm »

Hmm . It was a weapon trap and should have automatically reset, so that wasn't the problem. I'll test something with a pressure plate next, but it's not looking good so far. I'll also gen a new world with adv traps already set to yes to see if it makes a difference.

Edit: I'm having about as much luck as Qloos. Pressure plates are a no go. I've yet to try it with a new world yet, but I'll get there.

Double EDIT:  I'm sad to report that even genning a new world with adv traps on yes, pressure plates and weapon traps do not work. :(
We still have levers however, so traps will have to be guess the right lever.
« Last Edit: September 29, 2008, 08:56:14 pm by yougiedeggs »
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Owie

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Re: Combined project - The world of traps and attractions
« Reply #91 on: October 01, 2008, 02:47:14 pm »

[ITEM_TRAPCOMP:ITEM_TRAPCOMP_OSHI]
[NAME:bunch of snakes:bunches of snakes]
[DAMAGE:300:GORE]
[WEIGHT:200]
[HITS:7]
[CRIT_BOOST:3]
[MATERIAL_SIZE:4]
[WOOD]
[METAL]
[AWESOME]
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Yaha!

Boksi

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Re: Combined project - The world of traps and attractions
« Reply #92 on: October 01, 2008, 02:50:12 pm »

Snakes... why did it have to be snakes? D:
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Jamini

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Re: Combined project - The world of traps and attractions
« Reply #93 on: October 01, 2008, 02:55:25 pm »

Quote
Sadly, the only things that survive after you abandon is your own dwarves (sometimes; not always) and megabeasts. I don't think building cages then releasing them in adventurer mode would work, either, but you're welcome to try.

Not true. Hostiles to your civ (I.E. captured goblins) will survive the transition to adventurer mode. The big problem is that they escape the cages and I think they can migrate away from the fortress after escaping.
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inaluct

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Re: Combined project - The world of traps and attractions
« Reply #94 on: October 01, 2008, 07:05:15 pm »

NOT IF YOU WALL THEM IN BEHIND GLASS WINDOWS

HA HA HA
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Vactor

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Re: Combined project - The world of traps and attractions
« Reply #95 on: October 01, 2008, 07:48:45 pm »

here's a bit of a workaround for pressure plate problems,

have a pair of floodgates as a doorway:

##########
  X1   @    X2 
##########

when you pull the lever at @, X2 closes, and a floodgate triggers elsewhere, letting water into a room, which acts as a one way trigger, opening X1 and starting the trap events.

so you have to pull the lever to get into the next area, which sets other things into motion.

The only other thing i'd check is if your pressure plates are set to the correct trigger settings.
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Qloos

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Re: Combined project - The world of traps and attractions
« Reply #96 on: October 01, 2008, 07:57:08 pm »

Vactor missed the fine print:
Quote
Double EDIT:  I'm sad to report that even genning a new world with adv traps on yes, pressure plates and weapon traps do not work. :(
We still have levers however, so traps will have to be guess the right lever.
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Duke 2.0

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Re: Combined project - The world of traps and attractions
« Reply #97 on: October 01, 2008, 08:02:44 pm »

 Mayhaps test if puressure plates react to water?

 Nah, just something extra. We can survive with levers. The entrance to the dungeon can be sealed by a lever that sets in motion other traps. Like releasing floodwaters, or having magma melt supports.

 Actually, what would be cool if a dungeon was based around sealing away the HFS, with an adamantine floor paved over the entrance that you need to demolish with a cleverly placed cave-in mechanisim. Then you need to fight the demons.

 Hmmm... I would need to have the whole thing set-up before breaching the pits.
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Cheeetar

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Re: Combined project - The world of traps and attractions
« Reply #98 on: October 01, 2008, 08:26:46 pm »

Mayhaps test if puressure plates react to water?

 Nah, just something extra. We can survive with levers. The entrance to the dungeon can be sealed by a lever that sets in motion other traps. Like releasing floodwaters, or having magma melt supports.

 Actually, what would be cool if a dungeon was based around sealing away the HFS, with an adamantine floor paved over the entrance that you need to demolish with a cleverly placed cave-in mechanisim. Then you need to fight the demons.

 Hmmm... I would need to have the whole thing set-up before breaching the pits.
As an added bonus, you don't need to "clean up" your dwarves, you can let the demons do it for you. The atmosphere of finding rotting dwarf limbs all over a sealed in fortress would be great.
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Duke 2.0

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Re: Combined project - The world of traps and attractions
« Reply #99 on: October 01, 2008, 08:32:22 pm »


 And if you pull it off right, you can have dwarves still alive down there. For atmosphere when the demons horribly kill them. There are body parts, then there are fresh body parts.

 Actually, a dungeon based around collapsing a structure to reveal an entrace would be rad.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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inaluct

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Re: Combined project - The world of traps and attractions
« Reply #100 on: October 01, 2008, 08:35:58 pm »

I want to make a huge dungeon that has this big hole in the center where a massive iron pillar is. I want to make it like the pillar fell out of the sky and pierced the very soul of a fortress.

Right through the legendary dining room, that is.
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Roundabout Lout

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Re: Combined project - The world of traps and attractions
« Reply #101 on: October 01, 2008, 10:45:30 pm »

Progress is going smoothly. I'm no expert designer and fairly new to improvised traps, so I'm just creating an interesting megastructure with loot at the end. Right now I'm guessing the entire dungeon may take a half hour to get through, considering the cave creatures who seem to move in when I check it out in adventure mode. I should be able to pass the map along by the end of this weekend.
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Spoggerific

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Re: Combined project - The world of traps and attractions
« Reply #102 on: October 01, 2008, 10:53:09 pm »

Progress is going smoothly. I'm no expert designer and fairly new to improvised traps, so I'm just creating an interesting megastructure with loot at the end. Right now I'm guessing the entire dungeon may take a half hour to get through, considering the cave creatures who seem to move in when I check it out in adventure mode. I should be able to pass the map along by the end of this weekend.
Awesome. Remember to make sure the loot stays where it's supposed to be in adventurer mode, or at least relatively close. I can't wait to see what kind of interesting ideas other people have come up with...
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Qloos

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Re: Combined project - The world of traps and attractions
« Reply #103 on: October 01, 2008, 11:18:57 pm »

Fuck Treasure, you go in my fortress you're dead.  End of discussion.



I mean honestly.  Would you pull that lever?
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Spoggerific

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Re: Combined project - The world of traps and attractions
« Reply #104 on: October 01, 2008, 11:23:15 pm »

Fuck Treasure, you go in my fortress you're dead.  End of discussion.


I mean honestly.  Would you pull that lever?
Look! It's a mandate-processing lever! I'll be sure to tell my king!
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