Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Speeding up Water  (Read 1146 times)

ThtblovesDF

  • Bay Watcher
    • View Profile
Speeding up Water
« on: March 06, 2009, 10:46:19 pm »

So how does one speed up water to Goblin slamming and striping quality - the most dwarfen  (effectiv) way?

With way is better?;

A) Presure and speed by stacked Water in tower

 (Side view)


              |Water|
              |Water|
              |Water| X = Floodgate
              |WaterX__________

B) Water Hyper Collider;

Top down View;

P = Pump, all facing inwards

Boring normal Water, Water, Water
   PPPPPPPPPPPPPPPPPPPPPP Wall wall wall wall
   P     Hyperspeed Water goes in here      -----> Shoot Da whoop ---> Goblin O_O
   PPPPPPPPPPPPPPPPPPPPPPWall wall wall wall
Water Water Water Water Water
Logged

Murphy

  • Bay Watcher
  • Lazy half-ass
    • View Profile
Re: Speeding up Water
« Reply #1 on: March 06, 2009, 11:05:26 pm »

Not sure if the second one will work at all. I'd rather build a pressure tower - it can be designed with multiple floodgates so you can choose which one to open and thereby alter direction of watershooting.

Edit: Ah, I knew I was reading about that somewhere. See here.
« Last Edit: March 06, 2009, 11:09:13 pm by Murphy »
Logged

Hyndis

  • Bay Watcher
    • View Profile
Re: Speeding up Water
« Reply #2 on: March 06, 2009, 11:24:51 pm »

A water tower is probably the safest, and simplest bet. Have a floodgate or hatch be controled by a lever, depending on the placement of the water tower and the trap you've devised.

Probably one of the simplest designs would be to have a water tower over a narrow pathway. On both sides of the pathway would be a deep pit, and water would be dumped directly onto the pathway itself, using hatches or retractable bridges to seal or open the flow. The weight of the water would push anyone off the bridge into the pit below, and then you can deal with them however you like.

A surprisingly small amount of water is needed to push a dwarf or goblin. You could probably do it with a single line of pumps. Hook them all up to a mechanical power source and make sure they have an unlimited amount of water they can access, so they don't instantly dry up the water source, and have the pumps pump the water across a walkway and into a pit on the other side of the walkway. Anyone standing on it should be swept away.
Logged

ThtblovesDF

  • Bay Watcher
    • View Profile
Re: Speeding up Water
« Reply #3 on: March 06, 2009, 11:32:31 pm »

I am asking because I would like to build a drain of sorts.

Basically goblins come to my fort, get thrown into the pit by my bridges - water goes in and flushes them though a tunnel into a chasm - 3z levels over a gigant cave spider net.
Logged

Hyndis

  • Bay Watcher
    • View Profile
Re: Speeding up Water
« Reply #4 on: March 07, 2009, 12:17:54 am »

You could probably do that with pumps.

Have a walkway, say, 3 tiles wide so wagons can access it. On one side, fortifications. Behind these fortifications a whole bunch of pumps lined up. On the other side of the walkway, have your pit.

Have a mechanical power source for the pumps, such as a waterwheel or windmill farm, and a lever connected to turn the pumps on or off. You'll need a very large water supply for these pumps, so a huge reservoir. You could even make the reservoir multiple Z levels, because the pumps, if properly constructed, will hold the water pressure in.

When goblins or elves are heading by the walkway, pull the lever to turn on the pumps. Everyone should be washed away into the pit to whatever evil fate you have set up for them.


Code: [Select]
WWW  water
ooo
OOO   pump
xxx   fortifications
...
...   walkway
...
///   pit 'o doom
///
« Last Edit: March 07, 2009, 12:20:23 am by Hyndis »
Logged

Martin

  • Bay Watcher
    • View Profile
Re: Speeding up Water
« Reply #5 on: March 07, 2009, 01:59:02 am »

I think the tower would work best, personally. I don't think the pumps give the additive effect that you think they do (I've never seen that effect), but the tower certainly does.

Put a grate in the bottom of the pit to drain the water away into a chasm.

numerobis

  • Bay Watcher
    • View Profile
Re: Speeding up Water
« Reply #6 on: March 07, 2009, 02:13:21 am »

If you want the water to push, it has to be a flow with water less than 7/7.  A big water tower will teleport the water to cover the goblins instantaneously.  They'll drown, but they (and their clothes) won't be pushed around.
Logged

Martin

  • Bay Watcher
    • View Profile
Re: Speeding up Water
« Reply #7 on: March 07, 2009, 02:30:33 am »

True, the water would need to pulse.

Use two floodgates - one manual, one hooked to a pressure plate at the end of the hallway. When the water level hits 7/7, have the floodgate close and reopen at 1/7. That way it'll repeatedly pulse. Pull the manual floodgate to turn the whole system on and off.

Aldaris

  • Bay Watcher
  • [LIBERAL] [WANNABE_DORF] [CAVE_ADAPTED]
    • View Profile
Re: Speeding up Water
« Reply #8 on: March 07, 2009, 06:23:32 am »

True, the water would need to pulse.

Use two floodgates - one manual, one hooked to a pressure plate at the end of the hallway. When the water level hits 7/7, have the floodgate close and reopen at 1/7. That way it'll repeatedly pulse. Pull the manual floodgate to turn the whole system on and off.
Put the manual lever on repeat and you're done, I may do this if I don't just fill my moat with magma.
Logged
but Baron Aqizzar had the firm advantage, battering Cthulhu with his Mighty Chin.
^Totally not out of context, promise.
The Liberal Crime Squad Community game, now with a Liberal Overdose of Liberally aplied Liberalism. -Liberally. (UBER-Hiatus, next update somewhere between now and 2012.)

ThtblovesDF

  • Bay Watcher
    • View Profile
Re: Speeding up Water
« Reply #9 on: March 07, 2009, 01:59:42 pm »

Alright I go with tower + repeat lever then, thanks guys.
Logged

Time Kitten

  • Bay Watcher
  • Evil Spirit
    • View Profile
Re: Speeding up Water
« Reply #10 on: March 07, 2009, 02:33:41 pm »

I perfer using the row of pumps method, and finding the exact ratio between # of pumps needed vs width of are to be effected for each situation with a simple u-bend to keep the intervening distance of no consideration by teleporting the water to wherever in the system I've popped open the hatches, I just need to throw a single corresponding switch for the number of pumps to activate and hatches to open anywhere in my fort.
Logged