Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4

Author Topic: Carp Defence  (Read 4601 times)

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: Carp Defence
« Reply #30 on: March 25, 2010, 11:05:58 pm »

So how do I dig up towards to water without flooding the room and killing the miner inside? Or is that the kind of job assigned to peasants...

Ze Spy

  • Bay Watcher
  • I was your beginning - so shall I be...your end.
    • View Profile
Re: Carp Defence
« Reply #31 on: March 26, 2010, 04:56:24 am »

we usally use peasants to do that job , but doors will do it , just place one right behind your miner , after breaching it , get the miner the **** out , then lock the door , closing doors will destroy water , even if its 7/7

the other way is using supports to drop down floors, but i don't know how are you going to set that crap up

also , you will need to add the [PET] or something like that to the CARP in the raw/objects , but that also make them possible to become pets of somebody....
Fun ensures
« Last Edit: March 26, 2010, 05:01:00 am by Ze Spy »
Logged

Meteorswarm

  • Bay Watcher
    • View Profile
Re: Carp Defence
« Reply #32 on: March 26, 2010, 10:29:38 am »

One distinct advantage of using hatches is that they allow you to have a 3-wide corridor that is also wagon-passable, at least unless there's a goblin invasion, and you can put untrained carp in there, since they won't be exposed unless an enemy triggers the hatch.

Something like this would guarantee fixed carp:
Code: [Select]
#.C.#
#...#
#C.C#
#...#
#.C.#
#...#
#C.C#
#...#
#.C.#
#...#
#C.C#
#...#
Put caged carp in the pits, which should be accessible via hatches and stairwells from below, link the cages to levers, fill the pits with water by flooding or bucket brigade, put hatches on top, place pressure plates all over the place, link plates to hatches, pull carp release lever and you're set.

It's a lot of work, but you don't need any modding and it keeps the path open to wagons unless there are goblins traversing it, and that should still be brief as they get pulled under quickly.  If you need to restock a carp, you can hook a lever up to the hatch to force it open, drain the water out via the hatch below, and reset it in the same way you set it up in the first place.
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Carp Defence
« Reply #33 on: March 26, 2010, 11:34:12 am »

also , you will need to add the [PET] or something like that to the CARP in the raw/objects , but that also make them possible to become pets of somebody....
Fun ensures

They won't become pets unless you put them up for adoption in Z-Animals, so that wouldn't be a problem.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Retro

  • Bay Watcher
  • o7
    • View Profile
Re: Carp Defence
« Reply #34 on: March 26, 2010, 12:00:27 pm »

Actually, upon an inquiry from Quietust, I messed around a bit more and found that not only is it perfectly safe to pit fish into water from a built cage right beside the hole, fish can survive being dragged a fair number of tiles - a longnose gar made it 43 tiles before air-drowning at size 5, so it could likely be moved safely from 35 tiles away (but let's say 30 to be cautious). Did some more research on this, will come back with that in a little while (busy now).

They won't become pets unless you put them up for adoption in Z-Animals, so that wouldn't be a problem.

It's actually impossible to make creatures that air-drown pets, as I mentioned earlier - dwarves simply wont be able to see/adopt them from the ground level above, and won't try to adopt them if in 4/7 water or greater because it will be purely focused on waiting for a path out of the water to open. It's like how meeting areas don't qualify as meeting-area-tiles underwater.

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Carp Defence
« Reply #35 on: March 26, 2010, 12:22:10 pm »

Do dwarves even need to see animals in order to adopt them? As a test in an earlier fort, I put a bunch of battle-hardened bears and cougars up for adoption while they were still sealed in an arena, and they still got adopted. If none of your dwarves like carp for their protruding mouths, I'm pretty sure they'll never even think of adopting one as a pet.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Retro

  • Bay Watcher
  • o7
    • View Profile
Re: Carp Defence
« Reply #36 on: March 26, 2010, 12:40:48 pm »

Point. I'll try refreshing a new embark until I have that and test it out, but I hadn't considered they absolutely needed that preference rather than it just increasing the likelihood.

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: Carp Defence
« Reply #37 on: March 26, 2010, 06:56:38 pm »

So fish can survive a short time before drowning. I believe that by use of micro management we could have a hauler with a few legendary skills, therefor giving him awesome agility, and so he can run further before the fish dies. Tie this with building the right rooms close together and fish moving might become less of a problem.

CaptApollo12

  • Bay Watcher
    • View Profile
Re: Carp Defence
« Reply #38 on: March 27, 2010, 01:11:45 am »

make them able to breath but not move on land. That way you can even embark with carp to put into water eventually for your moat. they would sit there until you channeled out or put them in a cage.
Logged
"MONTARON!  You are so AGGRAVATING!   'Tis disturbing to my demeanor..."

Flaede

  • Bay Watcher
  • Beware the Moon Creatures.
    • View Profile
Re: Carp Defence
« Reply #39 on: March 27, 2010, 01:51:19 am »

The interesting bit would be having fish go up and down levels, because water tries to level out, the bottom half of your fortress would get flooded and the top would be dry, HOWEVER I wonder it it is possible to have only the top level at 4/7 and under that build a tunnel system that follows all paths and flood that with water, keeping your main paths fully dry, that way the carp would follow your dwarfs around in pipes.
This is theoretically possible, using a system of levers, pumps, and floodgates to create a water-lock that will allow water-born creatures to pass between different levels without the water from the higher level spilling down into the lower.  However, this would require very careful measurement and timing, and I have no idea how you would get the fish to move into and out of the lock when you want them to. 

Now, if Toady every introduced an ability for fish to jump out of the water and back in, we could create a system of fish ladders to allow them to change levels.  However, the though of carp jumping out of rivers to gnaw off dwarven faces to to horrible to seriously contemplate.

easier method:

1. add pet_exotic tag to carp in raws (you have the dungeon master so they can now be tamed with that tag, and honestly I can't think of a more exotic pet).

2. line the bottom of your to-be-carp-pond with cage traps.

3. create and fill the "water drop" room with water.
NOTE: arrange for this water to contain the carp. I'm sure you 've got that one ok. If not, check out the mermaid farming thread.

4. drop water (by degrees if necessary, so as to not kill the carp)

5. carp are now captured, in the proper amound of water, and will breed once released from the cages (note: train first)

actually, now that I think about it, this is AWESOME. I'm gonna do this next seaside fortress. I wonder if something similar can be done for fire creatures?

NOTE: All of the above is rather excessive if YOU HAVE GLASS CAGES these can be filled with water by dwarves with a bucket.
Logged
Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: Carp Defence
« Reply #40 on: March 27, 2010, 03:36:44 am »

Now if there was a lava creature that couldn't lave the lava, then doing this with them would be OVERWHELMINGLY AWESOME!! but as it is I don't think there are any, as fire imps, fire snakes, firemen and lavamen can all walk on dry land. Unless I missed something.

Retro

  • Bay Watcher
  • o7
    • View Profile
Re: Carp Defence
« Reply #41 on: March 27, 2010, 11:20:31 am »

Now if there was a lava creature that couldn't lave the lava, then doing this with them would be OVERWHELMINGLY AWESOME!! but as it is I don't think there are any, as fire imps, fire snakes, firemen and lavamen can all walk on dry land. Unless I missed something.

I believe Magma Men have to just hang around at the bottom of the magma pipe all lonely because nobody will come down and play with them.

ed- Quietust, currently believing that it's still impossible to adopt fish because they have to exist in 4/7 tiles, and dwarves simply consider anything in water that high inaccessible - like how stone in a flooded-but-accessible area can't be used to build with, or materials on the other side of a river can't be used for a workshop on this side. Deep water's hardcoded to basically make anything in its tiles unuseable. I'll keep up on this but it seems unlikely.
« Last Edit: March 27, 2010, 11:34:43 am by Retro »
Logged

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: Carp Defence
« Reply #42 on: March 27, 2010, 05:22:04 pm »

Ah yes, but as has already been stated, we could keep them alive out of water in those glass cages, have them adopted, then re-submerge. Turns out all sharks have an alright pet value, so it MUST be possible.

Fearless Son

  • Bay Watcher
    • View Profile
Re: Carp Defence
« Reply #43 on: March 27, 2010, 08:05:45 pm »

As far as preferences in carp trap go, I think that the simpliest method is to make a very large room at least two z-levels high, with a drawbridge or two spanning it, positioned so it raises toward the center of the room.  Fill the lowest level of the room with water, then pit some captured fish into it.  Rig the drawbridges up to pressure plates just before them.  When the goblins try to storm down the bridges, the drawbridges will lift, hurling them boldly into the water. 

Yes, that could also be done with retractable bridges to much the same effect, but getting them thrown about is much more fun. 
Logged

Malicus

  • Bay Watcher
    • View Profile
Re: Carp Defence
« Reply #44 on: March 27, 2010, 08:09:55 pm »

Yes, that could also be done with retractable bridges to much the same effect, but getting them thrown about is much more fun. 

Despite previous myth regarding this, retractable bridges DO seem to throw things like drawbridges.  They just don't crush things.
Logged
Pages: 1 2 [3] 4