Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Moving and tormenting creatures with water  (Read 707 times)

AlienChickenPie

  • Bay Watcher
    • View Profile
Moving and tormenting creatures with water
« on: July 06, 2009, 03:27:44 pm »

Suppose some creatures walk into a room, that room gets sealed and water fills it. The creatures start drowning, and a floor hatch suddenly opens, draining the water into a lower tank. Will the creatures go through the hatch along with the water?
Now, suppose the creatures did fall through, using a retractable bridge if necessary, will water break their fall completely, partially or not at all?
Now, suppose the creatures survived the fall, they're in the water, and the water level is flush with a platform containing a siege weapon. Will the siege weapon be able to hit the creatures? If not, and accomodations have been made for a ballista on the level below that fires right through the water, will it be able to hit them?
Finally, suppose I don't want to kill the dropped creatures, which are currently drowning in the lower tank, and I drain it. Will the creatures lose the drowning status?

I hope to get some of these questions answered, and possibly experiment to find the answers to the rest. The results will hopefully be used to create a multipurpose hospitality system.
« Last Edit: July 06, 2009, 03:30:20 pm by AlienChickenPie »
Logged

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: Moving living or ex-living creatures using water
« Reply #1 on: July 06, 2009, 03:34:30 pm »

Quote from: Terrible, Terrible Host
Suppose some creatures walk into a room, that room gets sealed and water fills it. The creatures start drowning, and a floor hatch suddenly opens, draining the water into a lower tank. Will the creatures go through the hatch along with the water?

With enough time, I think so. The creatures will try to resist being moved by the water, however.

Quote from: Terrible, Terrible Host
Now, suppose the creatures did fall through, using a retractable bridge if necessary, will water break their fall completely, partially or not at all?

If it's deep enough, I believe so. I haven't tested it myself, but reports from these forums say that if there's enough water, the water can cushion the fall.

Quote from: Terrible, Terrible Host
Now, suppose the creatures survived the fall, they're in the water, and the water level is flush with a platform containing a siege weapon. Will the siege weapon be able to hit the creatures? If not, and accomodations have been made for a ballista on the level below that fires right through the water, will it be able to hit them?

How, pray tell, are you going to get a siege weapon to fire into a tankard full of water without the siege weapon getting flooded?

Quote from: Terrible, Terrible Host
Finally, suppose I don't want to kill the dropped creatures, which are currently drowning in the lower tank, and I drain it. Will the creatures lose the drowning status?

They'll stop drowning once the water level of the tile they're in drops below 7/7.

Quote from: Terrible, Terrible Host
I hope to get some of these questions answered, and possibly experiment to find the answers to the rest. The results will hopefully be used to create a multipurpose hospitality system.

You're a terrible, terrible host.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.

Smew

  • Bay Watcher
  • I'll kill you with my bear face.
    • View Profile
    • Deep Games for Deep Gamers
Re: Moving and tormenting creatures with water
« Reply #2 on: July 06, 2009, 03:37:45 pm »

1: Assuming they aren't too far away from the hatch, yes, they will, water at a depth of 6 or less can push creatures, but being too far away from the hatch could result in them moving a few squares towards the hatch, but then there not being enough water to keep them going.

2: I really can't remember, I believe water won't break their fall, but how many z levels are we talking? 1-3? 7? if the former, you shouldn't worry too much about death.

3: I assume by flush you mean above, siege engines only hit things on the same z level as them, but as for on the same level as the water tank, I can't imagine a way you could fire anything in there without draining the water as well.

4: As long as the water level is at 4 or less, yes.

AlienChickenPie

  • Bay Watcher
    • View Profile
Re: Moving living or ex-living creatures using water
« Reply #3 on: July 06, 2009, 03:48:27 pm »

The idea is to put a one tile hole through the wall of the tank, with a pit on the other side. Water flows through the hole into the pit, where it gathers in a cistern or gets chasmed. The water level is kept stable by a water source or pumps feeding the tank. The ballista is located beyond the pit, and has an order to fire. If the pit captures all the water, you get a dry ballista with an entire level of the tank in its sights. Whether or not projectiles can penetrate the water is an entirely different matter, and I won't be surprised if it hadn't been tested before.
The same thing could also be tried with marksdwarves. I'm pretty sure they can fire into the water from above, so firing into the water from the same level won't be too much of a stretch.
Logged

Shiv

  • Bay Watcher
    • View Profile
Re: Moving and tormenting creatures with water
« Reply #4 on: July 06, 2009, 03:52:44 pm »

Disclaimer:  I don't know what I'm talking about.

However, could you do perhaps a method of timing the ballista to fire while the thing falls?  IE you channel out several rooms to make for a falling path and put the ballista on a mid-level somewhere in the path.  The water shouldn't flow into this room as it should (theoretically) be falling down the tube with the creature.  So say a pressure plate floods the room and drains it, then that activates the ballista so that the creature falls while the ballista is firing.

Or you could provide enough drain away to keep the bottom floor as 4/7 or something and have the ballista fire then.  After it fires, drain the rest out.

Or perhaps you could fire through a wall grate?  Or a window? 
Logged
I still don't think I'm crazy enough to play this game properly.

Slogo

  • Bay Watcher
    • View Profile
Re: Moving and tormenting creatures with water
« Reply #5 on: July 06, 2009, 03:58:32 pm »

You just gave me some ideas for water torture if nothing else.

F - Floodgate
D - Door
, - empty space (with floor)
. - open space (no floor)
p - pressure plate
| - wall
H - hatch
~ - water
# - floor grate
! - vertical bars

Chinese Water Torture: (side view)
Code: [Select]
~,Fp,,,,.| (Floodgate could also be a door if you adjust the lengths)
,,,,,,,|#|
(drainage)
You'll need to carefully craft the length of the upper channel for this to work or provide a bit of a resivour up top to spread the water out
The pressure plate is set to active on 0-2 water and will open the door/floodgate (your mechanic may be the first torture victim). The gate will open and immediately trigger the signal to close the gate so just a small amount of water will flow out before closing again. The idea is that the gate would constantly be opening/closing dripping a small amount of water on the creature standing on the floor grate below driving them insane. Throw food/alchohol down the hole to keep them alive until they go insane.

Waterboarding (also a side view)
Code: [Select]
~D,.|
p!.| (p1)
||#|
||H|
||p, (p2, drainage on this level)

Set p1 to activate on water 3-7 and have it open the hatch. Set p2 to active on 0-2 and tie it to the door.

What will happen is that the flood gate will open filling the shaft drowning the creature on the floor hatch for a bit before triggering the p1 pressure plate opening the hatch to allow the water to pass through. As the water falls it will close the door allowing for all the water to clear out (giving the creature a little time to recover) before the whole process repeats.

Using these methods you too can extract any information you want from your captured victims* or just teach those nobles a lesson.

*Accuracy of information not guaranteed.

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: Moving and tormenting creatures with water
« Reply #6 on: July 06, 2009, 03:58:50 pm »

I see what you're trying to get at, but I still don't think it would work. All the water in your tank would immediately flow out your pit, and all the creatures you want to shoot would have to be on the level of that pit. I don't think that would happen, because I think all the creatures would sink to the bottom.

Disclaimer:  I don't know what I'm talking about.

However, could you do perhaps a method of timing the ballista to fire while the thing falls?  IE you channel out several rooms to make for a falling path and put the ballista on a mid-level somewhere in the path.  The water shouldn't flow into this room as it should (theoretically) be falling down the tube with the creature.  So say a pressure plate floods the room and drains it, then that activates the ballista so that the creature falls while the ballista is firing.

Or you could provide enough drain away to keep the bottom floor as 4/7 or something and have the ballista fire then.  After it fires, drain the rest out.

Or perhaps you could fire through a wall grate?  Or a window? 

Your method won't work either, as I don't think creatures falling or otherwise propelled can be attacked by anything. They're in a sort of magical void that they exit upon colliding with something.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.

Dvergar

  • Bay Watcher
    • View Profile
Re: Moving and tormenting creatures with water
« Reply #7 on: July 06, 2009, 10:17:14 pm »

I see what you're trying to get at, but I still don't think it would work. All the water in your tank would immediately flow out your pit, and all the creatures you want to shoot would have to be on the level of that pit. I don't think that would happen, because I think all the creatures would sink to the bottom.

There are no creatures that swim on the surface? Disapointing, I was preparing my execution chamber especially to suit a swimming creature
Logged

Shiv

  • Bay Watcher
    • View Profile
Re: Moving and tormenting creatures with water
« Reply #8 on: July 07, 2009, 02:32:44 am »

Quote
There are no creatures that swim on the surface? Dissapointing, I was preparing my execution chamber especially to suit a swimming creature

What about carps and the like?  They seem pretty deadly and can be found outside.


Don't know if they're a physical entity though or just an event; might not be possible to catch them.
Logged
I still don't think I'm crazy enough to play this game properly.

Smew

  • Bay Watcher
  • I'll kill you with my bear face.
    • View Profile
    • Deep Games for Deep Gamers
Re: Moving and tormenting creatures with water
« Reply #9 on: July 07, 2009, 02:44:58 am »

I've never really played on an ocean, so I'm not sure how aquatic creatures deal with multiple zlevels of water, but I'm willing to bet they treat it like flying creatures treat air.

Grendus

  • Bay Watcher
    • View Profile
Re: Moving and tormenting creatures with water
« Reply #10 on: July 07, 2009, 02:04:53 pm »

1. Look up the warcarp thread. Someone actually tamed them (I believe he may have modded them to be tameable though) and put them in his pit trap.

2. Seems like water would slowly drain down the pit, not instantly, however that would create a current which may sweep your victim down into the cistern as well. On the positive side, if the water is pitted he's out of your hair, but no more torture.
Logged
A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325