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Author Topic: Presenting: The Most Interesting Dwarf in the World  (Read 262761 times)

Magua

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #705 on: August 27, 2009, 08:31:12 am »

Late to this party, but:

Previous experience with temperature off and magma and Dwarf Companion indicates to me that the "cooling off" of dwarves on fire occurs when you enter the water, not being in it.  That is, putting dwarves into the water, and then turning temperature on, gives you dwarves who will spontaneously combust once they leave.  You need to turn the temperature on, and then get the dwarves into the water to put them out.

Not that it helps you now, of course.
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Also, you can manufacture vomit at a smelter.  Subsequently removing the smelter spews vomit over a surprising area.

Martin

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #706 on: August 30, 2009, 02:39:16 am »

Morul is nearly done with speardwarf - much faster progress than expected, but also much slower than the other dwarves who hit legendary a fair bit ago. Not sure why.

Morul's suite is complete and the magma moat is finally full and ready to be revealed. Descriptions of every level are provided on the map.
Morul's completed suite

Among the features are a hot tub, working fireplace, and grassy meditation area (a little hacking there...) The entire suite is masterwork or artifact quality - even the mechanisms inside the floodgates. The predominant materials are steel sourced by melting the armor of the orcs Morul has killed, adamantine, and oak for a softer touch. It's not a mix of wood, it's nothing but oak (that was a pain to work out). Overall, I'm very pleased.

It could stand some more details and decoration, and I'm open to suggestions. Oh, and some orcs have come to visit, so Morul may finish up speardwarf on them and allow another update. Now that the magma pipe is refilled, the FPS have magically returned. Huzzah!

Christes

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #707 on: August 30, 2009, 03:17:50 am »

We need to see this in the visualizer.
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Martin

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #708 on: August 30, 2009, 12:21:33 pm »

I agree. Unfortunately the OpenGL shaders don't work in VMWare yet. I'll find time to boot into Windows later and run it.

DeathOfRats

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #709 on: August 30, 2009, 12:53:58 pm »

There's a new version of the visualizer now that doesn't require shader support , which is simply awesome ;D
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Martin

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #710 on: August 30, 2009, 03:57:10 pm »

There's a new version of the visualizer now that doesn't require shader support , which is simply awesome ;D

Ooooh... Let me see if that'll work.

Criptfeind

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #711 on: August 31, 2009, 02:48:00 am »

I was thinking about the problem of training him and I came up with this idea:

One of the biggest problems is that too many come at him at a time right? So if you were to spilt them up it should work better right? I have an idea for a trap to break them up in to smaller groups.


Z0
Code: [Select]
WWWWOOOWWWW
W...BBB...W
W...BBB...W
W...BBB...W
W...BBB...W
W...BBB...W
WWWWDWDWWWW
Z-1
Code: [Select]
WWWWGGGWWWW
W.F.F.F.F.W
WFFFFFFFFFW
W.F.F.F.F.W
WFFFFFFFFFW
W.F.F.F.F.W
WWWWWWWWWWW
Z-2
Code: [Select]
WWWWWWWWWWW
WFDFWFWFDFW
WDWDWDWDWDW
WFWFWFWFWFW
WDWDWDWDWDW
WFWFDFDFWFW
WMWWWWWWWMW

W=wall
O=where the Orcs come in
B=NON-retracting bridge
D=door
.=open space where the Orcs fall down
G=where the Orcs that don’t fall the Z-2 leave going back to O or possibly to Morul so he can kill them well they are scattered before he goes to Z-2
M=the door that Morul comes though to get to the Orcs.


The way it works is first the Orcs come to Z-level zero trying to get though the doors. When they get close to the doors you lock them and pull the lever to pull the NON-retracting bridge up throwing the Orcs around the room. The Orcs fall the Z-level negative one some of them going in to the holes and the others scatted and disorientated. You can either let the Orcs go back to the bridge and throw more in the holes or you can send Morul in to kill the scattered Orcs. Then you send Morul down to Z-level negative two and open up the doors one at a time letting him take down small amounts at a time.

The length of the bridge and the corresponding pits are up you.

This is of course a rough draft and could probably use some improvement.


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Heartpower

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #712 on: September 05, 2009, 12:53:31 pm »

Any updates?  Morul has to be getting close to living the dream.
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Sensei

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #713 on: September 05, 2009, 01:00:39 pm »

I think Martin's busy with DFM.
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Martin

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #714 on: September 05, 2009, 11:46:40 pm »

Yeah, give me a few days with the DFM. I'm trying to get the visualizer working in VMware.

uran77

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #715 on: September 11, 2009, 01:29:18 am »

how high i his thrower skill
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Smew

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #716 on: September 11, 2009, 01:38:43 am »

how high i his thrower skill
Most likely it is still 0, since there is no feasible way to raise it legally.

sdu

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #717 on: September 11, 2009, 10:44:27 am »

Why not cage traps and use an arena to let them loose one by one?
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lucusLoC

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #718 on: September 15, 2009, 12:42:08 pm »

:'-( no updates. . .
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Derakon

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #719 on: September 15, 2009, 03:27:59 pm »

Cage traps would be a huge pain to engineer, since you have to do each one individually. Cryptfiend's idea would work fine, and actually you don't even need a drawbridge; retracting bridges "fling" just as well as drawbridges do (read: poorly), if I recall correctly. Retracting bridges also have the advantage of not crushing anything when they're put back into position.
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