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Author Topic: Combined project - The world of traps and attractions  (Read 135178 times)

Cheeetar

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Re: Combined project - The world of traps and attractions
« Reply #60 on: September 27, 2008, 09:46:43 pm »

Am I allowed to edit the dwarves in this to make them super-dwarves? As in, [NOEXERT] [NOPAIN] [NO_DRINK] [NO_EAT] [NO_SLEEP] and then turn them back into normal at the end of my editing? It would make my towers take much less time to build.
I see nothing wrong with that. We're already editing the reactions to give us unlimited amounts of various metals. This is about making dungeons to explore, not building fortresses while having Fun.

EDIT: Remember, of course, to wait until it's your turn, so that your dungeon can be on the same world as everybody else's.
Good, because I'm still a bit new to DF (few months old, haven't made any real megaprojects).
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I've played some mafia.

Most of the time when someone is described as politically correct they are simply correct.

inaluct

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Re: Combined project - The world of traps and attractions
« Reply #61 on: September 27, 2008, 10:00:47 pm »

If you start near a cave, you can abandon and immediately reclaim, and you'll have more dwarves. Therefore, you'll have more cheap laborers. Just throwing that out there.

Also, try not to embark anywhere with magma unless it plays an absolutely pivotal role in your plans. You never know, you might be snatching up some land that would be perfect for someone further down the list. For example, if you want huge pit with lethal stuff at the bottom, consider a few levels of water instead.
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Spoggerific

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Re: Combined project - The world of traps and attractions
« Reply #62 on: September 27, 2008, 10:04:51 pm »

For example, if you want huge pit with lethal stuff at the bottom, consider a few levels of water instead.
Fun facts:
  • You can't see through doors.
  • You can kick down locked doors.
  • An adventurer doesn't know what's behind that door.
  • Doors hold back water.
  • Doors could also hold back treasure, or more parts of the fortress.
  • Water with multiple levels (oh, say, 15 levels) of water above it has pressure.
  • Highly pressurized water moves very quickly. Possibly too fast for an adventurer to outrun.
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Duke 2.0

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Re: Combined project - The world of traps and attractions
« Reply #63 on: September 27, 2008, 10:11:59 pm »

For example, if you want huge pit with lethal stuff at the bottom, consider a few levels of water instead.
Fun facts:
  • You can't see through doors.
  • You can kick down locked doors.
  • An adventurer doesn't know what's behind that door.
  • Doors hold back water.
  • Doors could also hold back treasure, or more parts of the fortress.
  • Water with multiple levels (oh, say, 15 levels) of water above it has pressure.
  • Highly pressurized water moves very quickly. Possibly too fast for an adventurer to outrun.

 Fixed.

 Indeed, magma needs to remain a special thing. Only if your plan revolved around magma should you use it.

 Now... How can I make a surface farm look as innocent as possible...
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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.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Qloos

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Re: Combined project - The world of traps and attractions
« Reply #64 on: September 27, 2008, 10:24:48 pm »

Can floodgates be broken down by adventurers?
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Spoggerific

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Re: Combined project - The world of traps and attractions
« Reply #65 on: September 27, 2008, 10:25:18 pm »

Can floodgates be broken down by adventurers?
Nope. They have to be opened by a lever, or the adventurer can't get past them.
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Qloos

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Re: Combined project - The world of traps and attractions
« Reply #66 on: September 27, 2008, 10:39:35 pm »

perfect.

Question:  I can abandon my fortress with some traps deactivated and others activated right?
« Last Edit: September 27, 2008, 11:17:09 pm by Qloos »
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Foa

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Re: Combined project - The world of traps and attractions
« Reply #67 on: September 28, 2008, 12:39:06 am »

If it's not late, I would like to partake in this, erm, bandwagon.

And yes Qloos, you can, if you can get there, and I think wooden stuff is a no-no.
« Last Edit: September 28, 2008, 12:42:09 am by Foa »
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MC Dirty

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Re: Combined project - The world of traps and attractions
« Reply #68 on: September 28, 2008, 02:51:51 am »

Added you to the list.
And it's never too late! This project can take as long as we want to, we can (if noone's interested anymore) pause it as long as we want to and when this world is completely filled with eyecatchers and deathtraps, we can just generate another world.
If just two people are done with their turns, the world will be much richer than the average adventure mode world.
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Qloos

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Re: Combined project - The world of traps and attractions
« Reply #69 on: September 28, 2008, 02:57:17 am »

I'm 2.25 years into my first project.  If it works how I planned I'm going to be -very- pleased.
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Duke 2.0

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Re: Combined project - The world of traps and attractions
« Reply #70 on: September 28, 2008, 12:20:10 pm »


 So I suppose lead bins are going to be our "Treasure chests"?
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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.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Spoggerific

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Re: Combined project - The world of traps and attractions
« Reply #71 on: September 28, 2008, 12:24:44 pm »

So I suppose lead bins are going to be our "Treasure chests"?
I'd recommend experimenting a few times to see how far the bins move before committing your fortress. I don't know exactly how it works, but I do know the heavier the item (or bin), the less distance it moves when you abandon.

In my experience, however, even a wooden bin with only two or three bars of iron in it won't even move a single square upon abandoning my fortress. I've recovered an artifact weapon this way.
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Qloos

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Re: Combined project - The world of traps and attractions
« Reply #72 on: September 28, 2008, 01:53:08 pm »

How do you pull a lever in adventure mode?

Arg, my weapon traps have vanished when I abandoned.  Lame.  God dammit, and my pressureplate is gone too.  My entire fortress was based on that one pressureplate.
« Last Edit: September 28, 2008, 01:57:18 pm by Qloos »
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Spoggerific

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Re: Combined project - The world of traps and attractions
« Reply #73 on: September 28, 2008, 02:10:20 pm »

How do you pull a lever in adventure mode?

Arg, my weapon traps have vanished when I abandoned.  Lame.  God dammit, and my pressureplate is gone too.  My entire fortress was based on that one pressureplate.
I hope you savescummed. There's an init option to show traps in adventurer mode. If you still have the original save from before you abandoned, you can probably flip that option, abandon, and come back and the traps and pressure plate should work.

Also, u to pull levers.
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Qloos

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Re: Combined project - The world of traps and attractions
« Reply #74 on: September 28, 2008, 02:13:47 pm »

Oh good, easy fix.  I'll do that and try it again.

Edit:  I changed the init to ADVENTURER_TRAPS:Yes, save scummed my fortress, abandoned and adventured it and still no traps.  Do I need to START a fortress for the traps to save or something? :(
« Last Edit: September 28, 2008, 02:21:23 pm by Qloos »
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