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Author Topic: Naval Options  (Read 12460 times)

SirHoneyBadger

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Re: Naval Options
« Reply #30 on: January 04, 2009, 08:38:58 pm »

This is gold. Total gold. Good luck getting it in the game, but a great idea.

Also, I was thinking that there could be some kind of concentrated oxygen rock, that can only be found under glaciers.
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Karlito

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Re: Naval Options
« Reply #31 on: January 04, 2009, 09:18:18 pm »

Like solid oxygen?  I think that's a bit far fetched. (sans magic, of course)
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Heron TSG

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Re: Naval Options
« Reply #32 on: January 04, 2009, 10:10:15 pm »

no, better! hollow rocks with air inside that have a 33% chance of exploding upon contact with itself!  :P
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Luke_Prowler

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Re: Naval Options
« Reply #33 on: January 05, 2009, 08:27:27 am »

Swimming pools and diving bells would make a great addition to the game, making water easier to work with rather than make anyone who have fish in their river to abandon.

as for sub, you have to realize that if it not put in the game, the community will go to great lengths to figure how to do it with what they have. It's never stop anyone before.
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Silverionmox

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Re: Naval Options
« Reply #34 on: January 05, 2009, 09:35:36 am »

as for sub, you have to realize that if it not put in the game, the community will go to great lengths to figure how to do it with what they have. It's never stop anyone before.
That would be great! As long as it's not trivial and completely pre-coded, let's roll with it.
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Xonara

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Re: Naval Options
« Reply #35 on: January 05, 2009, 11:52:38 am »

I can't see the dwarves having much to do with naval warfare. Dwarves are creatures of the earth, not water, and I can't imagine a sub in DF at all. I think boats should be mostly human territory, it seems right. Human naval sieges with transport ships unloading troops would be badass, just imagine how fun fending them off would be. I can imagine a line of siege operators and marksdwarves standing on the shore, blasting holes in ships and riddling the crew full of holes.

I'm not completely averse to the idea of dwarves building boats though, mostly just subs. If dwarves built boats they'd probably go for quality rather than quantity, building flagships. It'd be pretty awesome if you could choose the components of the ship. Should it be fast or heavily armored? Big or small? Want ballistas on it?
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alphafalcon

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Re: Naval Options
« Reply #36 on: January 05, 2009, 04:54:40 pm »

I can imagine a line of siege operators and marksdwarves standing on the shore, blasting holes in ships and riddling the crew full of holes.

Awesome  :o
Operation D(warf)-Day anyone? ;)
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Heron TSG

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Re: Naval Options
« Reply #37 on: January 05, 2009, 07:44:50 pm »

I can just imagine my flagship... bauxite hull (to resist magma blasts), possible adamantine plating, and rows of steel ballistae and magma cannons, all powered by a massive water-wheel generator system.
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MagicJuggler

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Re: Naval Options
« Reply #38 on: January 05, 2009, 09:07:04 pm »

I can imagine a line of siege operators and marksdwarves standing on the shore, blasting holes in ships and riddling the crew full of holes.

Awesome  :o
Operation D(warf)-Day anyone? ;)

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aaaabaaccaadfda

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Re: Naval Options
« Reply #39 on: January 10, 2009, 05:40:34 am »

Bump  :D and why not have it driven by a dwarfputer?

http://www.bay12games.com/forum/index.php?topic=29459.0

man i go on and on about this!
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vanarbulax

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Re: Naval Options
« Reply #40 on: January 10, 2009, 08:16:54 am »

Since this had been bumped I would like to say I agree with the idea that if dwarves are going to be building ships they are going to be marvelously and painstakingly constructed ones built to survive heavy impact. Dwarves are not creatures for the sea but if they are going to venture out onto open water the sailors would want to be riding something as sturdy as possible. I could also see it being an extension of dwarven pride, building the greatest/most elaborate/strongest sea vessel around just for the sake of it even if they aren't really going to be relying on it for much.
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Tormy

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Re: Naval Options
« Reply #41 on: January 10, 2009, 10:47:21 am »

Bump  :D and why not have it driven by a dwarfputer?

http://www.bay12games.com/forum/index.php?topic=29459.0

man i go on and on about this!


aaaa, you are obsessed with that dwarfputer as I see.... ;D
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aaaabaaccaadfda

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Re: Naval Options
« Reply #42 on: January 10, 2009, 06:22:24 pm »

Dang right as a mater of fact if you look on the tread im a leading force in it  ;)
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aaaabaaccaadfda

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Re: Naval Options
« Reply #43 on: January 10, 2009, 06:34:51 pm »

this is a bit out of game context for some people, but if i could get a device driver that meassured the temperature of specific objects. It could be used in conjunction with a steam engine i could have it feed to a dwarfputer (here i go again) so it displays the temperature of the engine, so it tells you wether its geting a bit to hot... And if you ignore it, well lets make it simple, BOOOOOOOMMMM!!!!!!!!! Also you could program the dwarfputer to be a robot in esence and drive the ship! 
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Foa

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Re: Naval Options
« Reply #44 on: January 10, 2009, 06:43:37 pm »

I can just imagine my flagship... bauxite hull (to resist magma blasts), possible adamantine plating, and rows of steel ballistae and magma cannons, all powered by a massive water-wheel generator system.
Mine will have your armor choice ( it's too dang good not use ) , 3 Archimedes Claws, 1 Arena, many Harpoon Ballistae, and Missile ( Large Rocks, A bundle of barbs ( Shitstorm pls ) ) Ballistae, a Diving Brigade, a few Swimming Brigades, and many rafts ( Troop, and Siege Entity transport, or for Mobile Units ) , and Missile Deployments ( Pods has Dwarves, Pod is launched, Pod Mows through foe, Pod Opens, Dwarves kill... )
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