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Author Topic: Roads  (Read 2830 times)

Flaede

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Re: Roads
« Reply #15 on: January 20, 2009, 02:04:11 am »

Roads of SOAP?

Wouldn't that dissolve in the rain IRL?

As would roads of salt, and let's not even get to the problems with roads of brimstone and saltpeter. These are dwarven engineers, remember. Not to mention dwarven soap.
And anyway, the best roads are made of Elf-Soap.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Yanlin

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Re: Roads
« Reply #16 on: January 20, 2009, 07:16:37 am »

Best roads are made out of alkaline metals. They BURN when WATER touches them!
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Theoclymenus

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Re: Roads
« Reply #17 on: January 20, 2009, 08:17:17 am »

Best roads are made out of alkaline metals. They BURN when WATER touches them!

Actually, a better way of looking at it is that the water burns. The alkaline metal just forms a hydroxide. It is the remaining hydrogen in the water that combusts.

On a more serious and on-topic note, I tend to get my caravans in one lump yet each civ sends them from each side. So I am building lots of beautiful marble roads!
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Yanlin

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Re: Roads
« Reply #18 on: January 20, 2009, 10:37:46 am »

I wonder when we could make roads out of nitroglycerin. Now THAT'LL be an awesome walk.
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TigerPlushie

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Re: Roads
« Reply #19 on: January 20, 2009, 10:57:20 am »

Roads... i kinda "tried" to get myself to build some, but i failed everytime at doing so... it is SO much WORK... SO many ressources... maybe i should try to build some kind of dwarven Underground Highway... Tunnel to each side of the map and then add a ramp to the overground... and all of them lead to my fort entrance before the moat.... and if I use path restrictions, then my dwarves shouldn't stroll around in there...

...on the other hand... dwarven HIGHWAY! should cost about 5-10x the ressources, but with more win... (amounts of fail and win from post authors PoV)
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Hobgobwin

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Re: Roads
« Reply #20 on: January 21, 2009, 06:53:55 pm »

I've been wanting to build glass pillars that were a 1x1 wall at the base, a 3x3 on the 2nd z-level, with the center hollowed out and filled with lava, and windows all around it, then the level above that would be a chute that fills each of these pillars that would be dotting the entire road into the fort, for the ultimate dorfy series of street lamps.
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Flaede

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Re: Roads
« Reply #21 on: January 21, 2009, 07:01:28 pm »

the ultimate dorfy series of street lamps.

I prefer using (chained) LAMP DEMON THINGS a la Girl Genius.
They're moderately safe. Well, I tell myself that, anyways - but Magma Road Flares? That's hardcore.
« Last Edit: January 21, 2009, 07:09:16 pm by Flaede »
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Martin

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Re: Roads
« Reply #22 on: January 24, 2009, 03:27:46 pm »

Roads... i kinda "tried" to get myself to build some, but i failed everytime at doing so... it is SO much WORK... SO many ressources... maybe i should try to build some kind of dwarven Underground Highway... Tunnel to each side of the map and then add a ramp to the overground... and all of them lead to my fort entrance before the moat.... and if I use path restrictions, then my dwarves shouldn't stroll around in there...

I did that in an old fort, mainly because I couldn't keep my masons alive due to non-stop ambushes - except that I put a bridge at the end so that the dwarves could use it for collecting wood, cleaning up after sieges, etc. Really cut down on the ambush randomness. Once sieges started, I reversed their use - forced the siegers into the tunnels and filled them with hundreds of upright spike traps (10 glass spikes per trap, resulting in many, many legendary glassmakers...) attached to a lever (resulting in many legendary mechanics as each trap needs two mechanisms). Wait for them to all get in the tunnels and pull the lever. You'd wipe out 80% of the attackers on the first pull, with just some legendary dudes and trolls surviving.

GetAssista

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Re: Roads
« Reply #23 on: January 25, 2009, 04:46:15 am »

Using channeling and trees at the very edge of the map creatively, or constructing a bridge and making sure that the path from the outside to the trade depot is the only one(even 1-tile width ones) will force all traders to use this path. It can be also made 99% safe from whatever ambushers e.t.c, unless they spawn exactly in the entrance.

There is a bug however which I came across several times already, with DF not allowing wagons to enter if one of the entrance borders on the edge of the map is natural cliff. Shift-D still shows your depot as accesible though. Darn, I missed my anvil this way in my current game. Time to build a good old bridge to nowhere.
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CobaltKobold

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Re: Roads
« Reply #24 on: January 25, 2009, 08:26:25 am »

I've been wanting to build glass pillars that were a 1x1 wall at the base, a 3x3 on the 2nd z-level, with the center hollowed out and filled with lava, and windows all around it, then the level above that would be a chute that fills each of these pillars that would be dotting the entire road into the fort, for the ultimate dorfy series of street lamps.
Not the first, probably won't be the last. (It is a cool idea.)
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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
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