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Author Topic: Catapults: take from elven skulls stockpile  (Read 2636 times)

Catapults: take from elven skulls stockpile
« on: April 09, 2009, 02:51:57 pm »

Create any stockpile you want, probably something specific. For example, a stockpile that only accepts elven skulls, an animal stockpile, or a stockpile filled with wooden weapons.

Catapults either have the default behavior (fire the nearest available rock), OR they can, like a stockpile, be ordered to Take From Selected Pile. You can throw cages full of cows, elven skulls, big spikey balls, or even elven skulls. Seriously, who doesn't want to chuck elven skulls at invaders?
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Aquillion

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Re: Catapults: take from elven skulls stockpile
« Reply #1 on: April 09, 2009, 03:48:41 pm »

Mmm.  If I could do that, I'd use catapult systems for item transport.  Which would be awesome.
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Belteshazzar

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Re: Catapults: take from elven skulls stockpile
« Reply #2 on: April 09, 2009, 04:07:31 pm »

Cages full of cats that break open on impact. Or better yet cages full of fire imps and fire snakes.
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Re: Catapults: take from elven skulls stockpile
« Reply #3 on: April 09, 2009, 04:11:31 pm »

Do current catapult calculations consider the weight of the stone that's being catapulted, or is damage the same regardless? If weight is already a factor, it'd be cool to benefit from the chucking of heavy brass cages full of cows. If not, though, I'd be happy just to be able to chuck things, especially if it insta-gibs any creature in the cage.
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Foa

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Re: Catapults: take from elven skulls stockpile
« Reply #4 on: April 09, 2009, 07:03:34 pm »

I would like to launch GCS Cages at the invaders, and since it is a spider, one eggsack will produce many hatchlings that would fly for scores ( 1 score = 20 years ) , unless they are in doors...

Heh, oh no, they are sending in the GCS!!!

And it'd be a way to remove nobles from the fort without killing them!
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Jakkarra

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Re: Catapults: take from elven skulls stockpile
« Reply #5 on: April 09, 2009, 07:09:41 pm »


And it'd be a way to remove nobles from the fort without killing them!

since when has this been a priority?

also, i very much like this idea, but, isnt there a way to mod this in? are catapults hard-coded? if not, just change the ammo type to whatever you want, and just make sure that any items you dont want flung are placed away from said catapult, or alternatively, dont mod them to be an ammo type.

Love, jakkarra
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varkarrus

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Re: Catapults: take from elven skulls stockpile
« Reply #6 on: April 09, 2009, 07:10:45 pm »

This seems like a good idea to post my new suggestion,

Baking!

Catapault that fires pies!
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Hectonkhyres

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Re: Catapults: take from elven skulls stockpile
« Reply #7 on: April 09, 2009, 08:09:13 pm »

Cages full of cats that break open on impact. Or better yet cages full of fire imps and fire snakes.

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Sowelu

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Re: Catapults: take from elven skulls stockpile
« Reply #8 on: April 09, 2009, 08:24:44 pm »

I would like to launch GCS Cages at the invaders, and since it is a spider, one eggsack will produce many hatchlings that would fly for scores ( 1 score = 20 years )

When Lincoln said "Four score and seven years ago", that should be read as (four score and seven) (years ago).  Not as ((four score) and (seven years)) ago.

Score means twenty of something.  It doesn't mean twenty years.
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dood_

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Re: Catapults: take from elven skulls stockpile
« Reply #9 on: April 09, 2009, 08:27:16 pm »

I like this idea. It would be cool too once the army arc is finished, if you're besieging a human town, and you fire a rotting cow carcass behind the walls. Well, once the disease part is implemented. And if humans actually build town walls at some point in the future.
But still, flinging stuff other than rocks! Flying GCS! Awesome.
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yggiz

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Re: Catapults: take from elven skulls stockpile
« Reply #10 on: April 09, 2009, 09:57:38 pm »

I like this idea. It would be cool too once the army arc is finished, if you're besieging a human town, and you fire a rotting cow carcass behind the walls. Well, once the disease part is implemented. And if humans actually build town walls at some point in the future.
But still, flinging stuff other than rocks! Flying GCS! Awesome.

I want the goblins besieging my fort to catapult some of their more hearty brothers over my protective outer wall. Some won't make it over, and will gib nicely against the wall and into the moat. Or maybe they just fling the dwarven prisoners who have been most resistant to goblin indoctrination.
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sweitx

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Re: Catapults: take from elven skulls stockpile
« Reply #11 on: April 09, 2009, 11:38:53 pm »

I just want to have a generic launchers, that can be constructed, loaded, and fired with trigger.

This will be awesome as a trap.
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Jadael

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Re: Catapults: take from elven skulls stockpile
« Reply #12 on: April 10, 2009, 12:14:42 am »

I just want to have a generic launchers, that can be constructed, loaded, and fired with trigger.

This will be awesome as a trap.

Drawbridges. Well, they're not easy to "load", I suppose.
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Osmosis Jones

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Re: Catapults: take from elven skulls stockpile
« Reply #13 on: April 10, 2009, 12:37:49 am »


And it'd be a way to remove nobles from the fort without killing them!

Not where I'm aiming them >:D
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Hectonkhyres

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Re: Catapults: take from elven skulls stockpile
« Reply #14 on: April 10, 2009, 07:43:56 am »

Drawbridges. Well, they're not easy to "load", I suppose.
Neither load nor fire without the 'lock some poor dwarf in a room with some food, booze, and one lever' trick. And they can't fire though fortifications. And they have aim bad enough that I have fired stuff with them and they actually missed the ground. And then there is that weird teleportation problem.

Yeah... By no means ideal.
« Last Edit: April 10, 2009, 07:50:13 am by Hectonkhyres »
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