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Author Topic: Urist McTzu's Art of War  (Read 11973 times)

FreakyCheeseMan

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Urist McTzu's Art of War
« on: April 15, 2010, 11:44:03 pm »

Urist McTzu's Art of War

*SPOILERS AHEAD*

Seeing as assorted enemies- the procedurally generated ones- have gotten a lot tougher, I'm working on a comprehensive guide to combating the assorted beasties, by finding defenses that work against them, and traps that can handle them.

The guide is a work in progress, and I'll be happily taking any advice or anecdotes posters have and editing it in- with that in mind, the first section is pertinent questions about the enemies.

Questions
Spoiler (click to show/hide)

Goals
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Defensive Constructions
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Offensive Traps
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« Last Edit: April 29, 2010, 01:11:44 pm by FreakyCheeseMan »
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

Coidzure Dreams

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Re: Urist McTzu's Art of War
« Reply #1 on: April 15, 2010, 11:58:34 pm »

Has the term cave-in gun been used before?  I think this is the first time I've seen it.

I'm thinking hail might be a misnomer for the ice cave-in gun, since it will be a tumultuous, constant sheet as long as the dwarven computer is running.  Also, if the ice-cage is flawed (or changed in this version), then you can run out of the water.

Logical2u

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Re: Urist McTzu's Art of War
« Reply #2 on: April 16, 2010, 12:06:28 am »

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FreakyCheeseMan

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Re: Urist McTzu's Art of War
« Reply #3 on: April 16, 2010, 12:14:12 am »

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Yeah, but do procedurally generated enemies "know" what they can path through? I can imagine that something so hot it flash-evaporates water, but doesn't actually have the "swim" tag, may not try to go through a flooded entrance. Also, I'd heard stories about enemies destroying constructions in the new version... I think one of the demon liasons was supposed to have done so.

And if anyone has confirmation of the "gas" thing, that would be great...
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

Hamster Man

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Re: Urist McTzu's Art of War
« Reply #4 on: April 16, 2010, 12:16:06 am »

Pretty ambitious project, but damn if that doesn't sound like the most dwarven thing I've heard of.

The "pancake mixer" and 'dwarven hail" sound particularly interesting, even if they are ridiculously complicated the most dwarven of all.
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So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.

FreakyCheeseMan

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Re: Urist McTzu's Art of War
« Reply #5 on: April 16, 2010, 12:39:30 am »

Has the term cave-in gun been used before?  I think this is the first time I've seen it.

I'm thinking hail might be a misnomer for the ice cave-in gun, since it will be a tumultuous, constant sheet as long as the dwarven computer is running.  Also, if the ice-cage is flawed (or changed in this version), then you can run out of the water.

Ice cage?
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

Ze Spy

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Re: Urist McTzu's Art of War
« Reply #6 on: April 16, 2010, 02:46:51 am »

Cages Made Of Ice

your lack of grammar disgusts me
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Coidzure Dreams

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Re: Urist McTzu's Art of War
« Reply #7 on: April 16, 2010, 02:57:36 am »

Has the term cave-in gun been used before?  I think this is the first time I've seen it.

I'm thinking hail might be a misnomer for the ice cave-in gun, since it will be a tumultuous, constant sheet as long as the dwarven computer is running.  Also, if the ice-cage is flawed (or changed in this version), then you can run out of the water.

Ice cage?

Sorry, must've been thinking in kobold, there.  I meant, messing up the setup to gain an infinite supply of water for the little Song of Storms Hailing Action.

Can either run out of water accidentally or create a break in the flow long enough for something to possibly slip around it.

Trivial thought, probably.

FreakyCheeseMan

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Re: Urist McTzu's Art of War
« Reply #8 on: April 16, 2010, 03:00:34 am »

The setup I used for my glacial map (Appropriately named Heart of Ice) was a bi-valved chamber, magma over ice- as the ice melted it flowed off to the level below (where it could stay liquid). Before it drained too far, though, I drained the magma, which re-froze the ice, and even 2/7 (I think) of water will still refreeze to a full block of ice.

So, you need to set up some conditional draining system, which re-engaged magma pumps or stops water drainage at the correct points, to keep the "Heart" beating.

It was the most beautiful thing I ever built in dwarf fortress.
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

Dorf3000

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Re: Urist McTzu's Art of War
« Reply #9 on: April 16, 2010, 07:13:52 am »

My personal (untested) plan for dealing with certain naughty spawning creatures deep underground is going to be a long winding magma tunnel, above which lays a large bridge covered in water.  The magma tunnel will be the only route back to the fortress (sorry, Urist McSacrificialMiner) and anything that can swim through it without dying will get obsidianized.
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ISGC

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Re: Urist McTzu's Art of War
« Reply #10 on: April 16, 2010, 09:04:42 am »

I'd be interested if someone could come up with a trap to knock down and catch demons,titans, ect.
that would be awesome
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lanceleoghauni

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Re: Urist McTzu's Art of War
« Reply #11 on: April 16, 2010, 09:36:11 am »

The Hailstone Cannon MK I is a thing of beauty my friend. A thing of beauty.
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"Mayor, the Nobles are complaining again!"

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FreakyCheeseMan

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Re: Urist McTzu's Art of War
« Reply #12 on: April 16, 2010, 11:06:08 am »

I'd be interested if someone could come up with a trap to knock down and catch demons,titans, ect.
that would be awesome

Carpet Bombing or a variation of the Ballrog Fall should do that.
My personal (untested) plan for dealing with certain naughty spawning creatures deep underground is going to be a long winding magma tunnel, above which lays a large bridge covered in water.  The magma tunnel will be the only route back to the fortress (sorry, Urist McSacrificialMiner) and anything that can swim through it without dying will get obsidianized.

That's getting added. Care to name it, or shall I?

By the way, does anyone know if you can stack spoilers?
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

Ottofar

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Re: Urist McTzu's Art of War
« Reply #13 on: April 16, 2010, 02:21:37 pm »

Spoiler (click to show/hide)
[/spoiler][/spoiler][/spoiler]

jokermatt999

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Re: Urist McTzu's Art of War
« Reply #14 on: April 16, 2010, 04:16:49 pm »

Ha, I *do* know what happens when magma is forged over a bridge!

It makes an automatic cave in, and may destroy the bridge if it's formed directly on top. Bridges don't support walls, and thus, when a wall is formed, it instantly caves in. I did not test it's offensive capabilities, but I confirm that cave ins can be generated at will.
« Last Edit: April 16, 2010, 04:45:11 pm by jokermatt999 »
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