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Author Topic: Urist McTzu's Art of War  (Read 11977 times)

shadowclasper

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Re: Urist McTzu's Art of War
« Reply #15 on: April 16, 2010, 05:04:21 pm »

veeerry nice to know. I shall make my instant cave-in cannon!
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Vertigon

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Re: Urist McTzu's Art of War
« Reply #16 on: April 16, 2010, 06:04:05 pm »

-blank slate-
« Last Edit: December 18, 2016, 11:07:55 pm by Vertigon »
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jokermatt999

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Re: Urist McTzu's Art of War
« Reply #17 on: April 16, 2010, 06:25:43 pm »

Also worth noting about that cave in generator is that a direct hit from a mere 1 z level above will instakill a bronze colossus. I just tested it in the arena.
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FreakyCheeseMan

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Re: Urist McTzu's Art of War
« Reply #18 on: April 16, 2010, 07:58:58 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.

Good to know.
I came up with a replacement for an automated generator, will edit to add that (The Shot Tower) in a sec. I think I can remake the pancake mixer as a dual-bridge system, to drop a sheet of magma.
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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.

therealmarauder

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Re: Urist McTzu's Art of War
« Reply #19 on: April 16, 2010, 08:43:49 pm »

For trapping even a flying, magma-proof creature:
Water pushes them into a channel, and magma pours out, trapping them in a watery obsidian-sealed hole.

This is useful if you want to kill it later, perhaps.

Additionally:

Once this creature is trapped, you may be able to channel around everything relevant so that the walls fall around the creature in question, creating a cave-in. This would be more reliable than The Carpet Bombing for creatures you're confident you could handle otherwise, in case this doesn't work.
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FreakyCheeseMan

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Re: Urist McTzu's Art of War
« Reply #20 on: April 16, 2010, 08:46:01 pm »

For trapping even a flying, magma-proof creature:
Water pushes them into a channel, and magma pours out, trapping them in a watery obsidian-sealed hole.

This is useful if you want to kill it later, perhaps.

Additionally:

Once this creature is trapped, you may be able to channel around everything relevant so that the walls fall around the creature in question, creating a cave-in. This would be more reliable than The Carpet Bombing for creatures you're confident you could handle otherwise, in case this doesn't work.

Interesting... more detail, please? I'm not quite seeing how you're trapping it.
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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.

LegoLord

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Re: Urist McTzu's Art of War
« Reply #21 on: April 16, 2010, 09:03:34 pm »

Is anyone even really testing whether megabeast can destroy constructions?  Some people confuse those with normal buildings, so some little rumor should probably be put through a trial-by-fire for confirmation.
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FreakyCheeseMan

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Re: Urist McTzu's Art of War
« Reply #22 on: April 16, 2010, 09:06:39 pm »

Is anyone even really testing whether megabeast can destroy constructions?  Some people confuse those with normal buildings, so some little rumor should probably be put through a trial-by-fire for confirmation.

What he said. Really, really what he said.
I'd do it myself, but I don't know if it's changed for the new version, and until the mac release comes out, my testing ability is limited.

By the way, if this isn't it, what do the different BUILDING_DESTROYER tags mean?
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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.

Dante

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Re: Urist McTzu's Art of War
« Reply #23 on: April 16, 2010, 11:08:14 pm »

http://df.magmawiki.com/index.php/40d:Building_destroyer

tl;dr?

Building destroyer 1 = attacks wooden hatches/doors, some furniture.
Building destroyer 2 = attacks all hatches/doors, all furniture, all workshops, bridges, etc, etc - all NON-CONSTRUCTIONS. Also, BD2 megabeasts can destroy buildings in worldgen.

FreakyCheeseMan

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Re: Urist McTzu's Art of War
« Reply #24 on: April 16, 2010, 11:23:10 pm »

http://df.magmawiki.com/index.php/40d:Building_destroyer

tl;dr?

Building destroyer 1 = attacks wooden hatches/doors, some furniture.
Building destroyer 2 = attacks all hatches/doors, all furniture, all workshops, bridges, etc, etc - all NON-CONSTRUCTIONS. Also, BD2 megabeasts can destroy buildings in worldgen.
Thanks, didn't find that.

Does anyone know if it's changed for the new version? *crosses fingers*
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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 #25 on: April 18, 2010, 01:58:15 pm »

Wasn't there a whole lot of talk about HFS breaking through constructed walls and only being stopped by natural ones?  If so, that represents a change.

http://www.bay12games.com/forum/index.php?topic=54753.0  This technique seems like it'd go under the scouting/intelligence segment.

TheDancinZerg

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Re: Urist McTzu's Art of War
« Reply #26 on: April 19, 2010, 04:01:19 am »

I can confirm that HFS doesn't break through walls, however they can swim through magma...

I blocked HFS twice with walls, however, they move quick... and if you have fun by accident....
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FreakyCheeseMan

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Re: Urist McTzu's Art of War
« Reply #27 on: April 19, 2010, 04:04:26 am »

I can confirm that HFS doesn't break through walls, however they can swim through magma...

I blocked HFS twice with walls, however, they move quick... and if you have fun by accident....

Damn. I keep hoping to get some reason to use more complicated defenses.

Can you describe exactly what happened when they swam through magma? What is was, (we're way past spoilers here), where it moved from and to?
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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.

de5me7

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Re: Urist McTzu's Art of War
« Reply #28 on: April 24, 2010, 06:18:55 am »

im fairly new to designing complex traps. Ive started after a hill titan flooded my last fort. Hew flwe over my traps, destroyed my port culis and doors and started killing dorfs. I can tell you they will go for flood gates, workshops etc, even if they can path to live dorfs. I assume they choose the nearest structure. Having said it seems somewhat randomised. I had several flood gates and the titan just took out one, rather than all of them before going back to smiting dorfs.

Ive just completed construction of my first flooding entrance - its a long corridor that i can split in 4 with flood gates and then flood (from the side not from above). Ive split it into four because i know beasts can destroy the flood gates and there will be a few second delay before the beast is submerged. There are also cage traps and lever triggered spikes.

When a flying mega beast comes, i will be able to tell you whether: it can cut through traps faster than drowning time, what route it picks through floodgates/hatches, whether being drowned makes it suceptable to traps.

Some people maybe already able to tell me if this will work. I look forward to this guide, it will be most usefuls.

p.s. ive started another thread on pumping magma. Is it feasible to build magam traps if magma is so far down.
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de5me7

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Re: Urist McTzu's Art of War
« Reply #29 on: April 25, 2010, 05:28:21 pm »

i got to test my defences, they failed. A forgotton beast stormed me fortress
- the beast could fly, im unsure whether it could swim. AS briefly descibed above, there was only one way into the fort, (id evacuated the surface) this entrance consisted of a 5 by 40(approx) corridor split in to four sections with flood gates. One of the sections was covered in cage traps, and one with spikes connected to a lever. At the surface end of the corridor was an up ramp, at the entrance end a down ramp. The down ramp led to a battery of balisters with my levers for the system behind them and a depot to the right. Parrallel to the corridor was a 1x40 corridor flooded with water with 4 flood gates, one for each section. There was also an emergeny shut off flood gate nearer the river. On the other side of the corridor was a series of hatches to release the water after drowning. These hatches led to one large chamber bellow.

The beast destroyed the first 5 flood gates and each spike it approached and was unaffected by traps. My lever puller fell as sleep so i had to get another one quick, which lost me some time. The beast actually release the waer upon its self by taking out one of the side flod gates. Of the four rows it had got through 3 before water got high enogh to force it to retreat. It had destroyed several of the hatches too. After it had retreated i pulled the emergeyny shut off lever and the waters began to receed. The beast returned took out one flood gate in the last row, and tok out the emergeny shut off gate of four and entered the fort. My two balister crews failed. One had fired a shot before the tiatn had even breached the entrance and gone to reload. The other waited until the titan was 6 squares away and then fled. Only 3 of my miliary had showed up for the battle, the got squihed. I then gave a kill order to the other 8 and they killed it pretty quickly.
 Ive sealed off the flooded entrance and dug a new one.
Spoiler (click to show/hide)

long story diagonosis:

creatures with destory building tag will:


will ony be slightly slowed down by destroyable strcutures(they may slow down to destroy several) The creture destroyed several flood gates and spikes it didnt need to in order to path to my dorfs.

Unless you come up with a faster flooding,area than me or a longer entrance corridor, the beast will destory flood gates faster than flood water rise to danger levels

rising water will cause a creature to reteat (im not sure at what level i think 6)

lever triggered spikes are as useless as regular traps since (from my obervations) a creature will destroy any it comes into contact with.

solutions:

one solution would be to use a much much longer corridor. Once within the corridor yu could allow water in at either end. The creature could even alow the water on its self by destroyin the flood gate near the entrance. As long as you had some bate to draw it into the tunnel it would move in. Once in the water a t either end would trap it. Then its just a matter of time. Also you wouldnt be able to drain the water out afterwards with hatches or flood gates. Youd have to dig a fresh drain then wall it up afterwards. Youd also have to install a shut off far enough away from the beast so that it didnt destroy it.

or you could try a pit, magma, or cave in. But there will always be problems with any trap involving flood gates and hatches.

Im am unsure as to whether a beast will destroy a hatch in the celling above it but this may improve the design.

Spoiler (click to show/hide)

p.s. prior to this beast a dragon showed up and got caught in the first line of cage traps  :D
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I haven't been able to get any vomit this release. Not any I can pick up, at any rate.
Swans, too. Swans are complete bastards.
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