Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Dwarven elevator concept  (Read 2567 times)

worldspawn

  • Bay Watcher
    • View Profile
Dwarven elevator concept
« on: March 30, 2009, 08:03:43 pm »

So I was thinking, instead of having dwarves go up and down stairs, why not an elevator. Basically have a straight drop of however many z-levels you need, except at every z level is a little bridge hooked up to a pressure plate. At the top is a lever right next to the first bridge. You pull the lever and the bridge retracts, and dwarf falls onto the next bridge down below.

After pulling the lever you've also opened a floodgate that lets water into a channel with pressure plates. The first plate is connected to the bridge the dwarf just fell on, the next plate is to the next bridge below it etc. The dwarf will fall one z level at a time as each bridge opens, and he shouldn't sustain(much) injury to the single z level falls. At the end of the channel is the final pressure plate which closes all the bridges and the floodgate as well as opening a draining system for all that water in the channel.

I don't know how to get them back up though. Do drawbridges fling things up a z level or just horizontally? There has to be some type of dwarf flinging system to get them up a z level or 2.
Logged

Lord Dullard

  • Bay Watcher
  • Indubitably.
    • View Profile
    • Cult: Awakening of the Old Ones
Re: Dwarven elevator concept
« Reply #1 on: March 30, 2009, 08:05:27 pm »

Right, but, um... why?
Logged

yaklin

  • Bay Watcher
    • View Profile
Re: Dwarven elevator concept
« Reply #2 on: March 30, 2009, 08:07:45 pm »

i do believe the answer is why not
Logged

inaluct

  • Bay Watcher
    • View Profile
Re: Dwarven elevator concept
« Reply #3 on: March 30, 2009, 08:11:55 pm »

You could have a staggered system of drawbridges fling the dwarves.
Logged

worldspawn

  • Bay Watcher
    • View Profile
Re: Dwarven elevator concept
« Reply #4 on: March 30, 2009, 08:13:53 pm »

Right, but, um... why?

The answer should be obvious considering the game we're playing here.
Logged

Skelodwarf

  • Bay Watcher
  • Likes Mica for it's perfect cleavage.
    • View Profile
Re: Dwarven elevator concept
« Reply #5 on: March 30, 2009, 08:15:54 pm »

I believe it goes a little something like this:

"That's crazy, dangerous, and probably never going to work. In other words, it's absolutely dwarven!"
Logged
I never really got that excited over Microcline... Oh wait, THAT blue stuff.

Jurph

  • Bay Watcher
  • Minister of Belt-fed Weaponry
    • View Profile
Re: Dwarven elevator concept
« Reply #6 on: March 30, 2009, 09:00:18 pm »

If you indoctrinate all of your dwarves in swimming as soon as they reach your fort, you could try a system of locks.  I've never seen a dwarf swim up a Z-level but from reading the wiki it seems like a reasonable possibility.  For each pair of floors you wish to connect, you'll need a dedicated elevator shaft.  On the far side of the shaft place stairs that connect only the two floors of interest. 

Going Up: When a dwarf enters the lower chamber to take the stairs, the doors snap shut, and the lock fills with water.  When the water fills the lock it spills over into a spillway, which triggers the bridge at the top extending.  The spillway emptying opens the main drain and then the upper bridge opens again.  The soggy dwarf shakes out his beard and continues on his way.  A lever on the bottom floor brings the water down if you need it.

Going Down: When a dwarf enters the upper chamber to take the stairs, the doors snap shut and the lock fills with water.  When the water fills the chamber and goes into the downward spillway, the upper bridge retracts and the main drain is triggered.  The water quickly recedes and the soggy dwarf shakes out his beard and continues on his way.

If you can manage to make a subset of the pressure plates dwarf-but-not-goblin-nor-kobold, you get a free drowning chamber to boot!
Logged
Dreambrother has my original hammer-shaped Great Hall.  Towerweak has taken the idea to the next level.

Hectonkhyres

  • Bay Watcher
  • Has a Fetish for Skulking Filth-
    • View Profile
Re: Dwarven elevator concept
« Reply #7 on: March 30, 2009, 09:16:34 pm »

Perhaps a dwarven watercannon? Have a dwarf walk into a small room with a hatch for a floor and a lever to one side. He pulls the lever and the hatch flies open... revealing that it was holding back a highly pressurized cistern of water. The dwarf is propelled straight up through another hatch that slams closed as he passes.

Now he is conveniently at the surface. Half drowned and with two broken legs, but at the surface. Conveniently.

Wouldn't work... but damn I wish it would.
Logged
And now the thread is about starfish porn.
...originally read that as 'perpetual motion pants' and thought how could I have missed this??

DennyTom

  • Bay Watcher
  • !!Urist!!
    • View Profile
Re: Dwarven elevator concept
« Reply #8 on: March 31, 2009, 03:22:41 am »

So I was thinking, instead of having dwarves go up and down stairs, why not an elevator. Basically have a straight drop of however many z-levels you need, except at every z level is a little bridge hooked up to a pressure plate. At the top is a lever right next to the first bridge. You pull the lever and the bridge retracts, and dwarf falls onto the next bridge down below.

After pulling the lever you've also opened a floodgate that lets water into a channel with pressure plates. The first plate is connected to the bridge the dwarf just fell on, the next plate is to the next bridge below it etc. The dwarf will fall one z level at a time as each bridge opens, and he shouldn't sustain(much) injury to the single z level falls. At the end of the channel is the final pressure plate which closes all the bridges and the floodgate as well as opening a draining system for all that water in the channel.

I don't know how to get them back up though. Do drawbridges fling things up a z level or just horizontally? There has to be some type of dwarf flinging system to get them up a z level or 2.

I am not sure about injuries - when you just open drawbridges AND NOT close them, dwarf will fly up (trough open drawbridge one level up) and thus fall at least 2 z levels each time
Logged
It is so much easier to measure life in experience points...

Katsuun

  • Bay Watcher
  • [Loli_Weaboo]
    • View Profile
Re: Dwarven elevator concept
« Reply #9 on: March 31, 2009, 06:13:23 am »

Well it depends on weither dwarves can be scattered when the floor beneath them goes, without injury. Someone needs to check this.
Logged
Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

worldspawn

  • Bay Watcher
    • View Profile
Re: Dwarven elevator concept
« Reply #10 on: March 31, 2009, 10:03:26 pm »

I am not sure about injuries - when you just open drawbridges AND NOT close them, dwarf will fly up (trough open drawbridge one level up) and thus fall at least 2 z levels each time

Hmm it would be necessary to somehow time it so that as he is flung up the bridge 1 level up closes right underneath him.
Logged

Derakon

  • Bay Watcher
    • View Profile
Re: Dwarven elevator concept
« Reply #11 on: March 31, 2009, 10:24:03 pm »

Last I checked, bridge flinging just sends units airborne as if they were hit by a weapon; they don't travel across Z-levels.
Logged
Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels

Katsuun

  • Bay Watcher
  • [Loli_Weaboo]
    • View Profile
Re: Dwarven elevator concept
« Reply #12 on: April 01, 2009, 06:06:27 am »

What about retracting bridges? Does the same principal apply there?
Logged
Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

diriel

  • Bay Watcher
    • View Profile
Re: Dwarven elevator concept
« Reply #13 on: April 01, 2009, 12:15:42 pm »

I hate to be the one to Say IT: but this borders on the GNOMELY, not the Dwarvenly  :o.
That being said, some one needs to mod in Gnomes as the "Other Dwarven Race" haha. Err...oh and while you are at it, mod in Gully Dwarves  ;)
Logged

K4el

  • Bay Watcher
  • [BORED][AT_WORK]
    • View Profile
Re: Dwarven elevator concept
« Reply #14 on: April 01, 2009, 12:43:09 pm »

Right, but, um... why?

I think you've missed the point of a game that models combat in such detail fingers can be severed.
Pages: [1] 2