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Author Topic: Urist McTzu's Art of War  (Read 11987 times)

LordBucket

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Re: Urist McTzu's Art of War
« Reply #30 on: April 25, 2010, 06:05:20 pm »

Methods that require fewer special resources are preferable to those that require more

This doesn't seem very dwarfy.

For example, let's say a fly lands on your syrup roast. Do you:

a) Dig out a magma reservoir in the area above the dining room, fill it with magma pumped from 100 levels below using obsidian-block screwpumps powered by perpetual motion machines, as well as double redundant platinum drawbridge airlocks to keep dwarves out of the dining area while you flood it with magma and pump it back out into an adjacent chamber to be used to generate steam from the waterfall on the level above.

b) Shoo it away.

Surely the correct answer is obvious?

Eric Blank

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Re: Urist McTzu's Art of War
« Reply #31 on: April 25, 2010, 06:14:14 pm »

C) catch it, train it, and breed it as war animals to be placed in your death traps, immediately after the dwarven magmawave ovens.
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Leonon

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Re: Urist McTzu's Art of War
« Reply #32 on: April 25, 2010, 08:08:01 pm »

Will building destroyers destroy supports? If so, can this be used to make a dead fall trap?
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FreakyCheeseMan

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Re: Urist McTzu's Art of War
« Reply #33 on: April 27, 2010, 01:24:52 pm »

Methods that require fewer special resources are preferable to those that require more

This doesn't seem very dwarfy.

For example, let's say a fly lands on your syrup roast. Do you:

a) Dig out a magma reservoir in the area above the dining room, fill it with magma pumped from 100 levels below using obsidian-block screwpumps powered by perpetual motion machines, as well as double redundant platinum drawbridge airlocks to keep dwarves out of the dining area while you flood it with magma and pump it back out into an adjacent chamber to be used to generate steam from the waterfall on the level above.

b) Shoo it away.

Surely the correct answer is obvious?

Well, by "Special Resources" I mean things you may not have at *all* on some maps. But yes, in general, a good dwarf always works to minimize efficiency.
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Strangething

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Re: Urist McTzu's Art of War
« Reply #34 on: April 27, 2010, 07:25:53 pm »

I think the cave-in gun needs to be described on the wiki.
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HmH

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Re: Urist McTzu's Art of War
« Reply #35 on: April 29, 2010, 02:43:40 pm »

Semiautomatic cave-in machine:
Build multiple cave-in charges one on top of another, connect the topmost charge to an immobile construction via support and remove the bottommost support, leaving the charges in a "hanging" state. Link the charges to separate levers. Illustration(side view):

__
_I_
_I_
_I_
_I_
___

_ is floor, I is support.


Advantages: Solves the problem with reusability of cave-in traps, is simpler than automatic cave-in machines.
Disadvantages: Charges must be activated in strict sequence.
« Last Edit: April 29, 2010, 02:46:28 pm by HmH »
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Coidzure Dreams

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Re: Urist McTzu's Art of War
« Reply #36 on: May 01, 2010, 05:07:03 am »

Semiautomatic cave-in machine:
Build multiple cave-in charges one on top of another, connect the topmost charge to an immobile construction via support and remove the bottommost support, leaving the charges in a "hanging" state. Link the charges to separate levers. Illustration(side view):

__
_I_
_I_
_I_
_I_
___

_ is floor, I is support.


Advantages: Solves the problem with reusability of cave-in traps, is simpler than automatic cave-in machines.
Disadvantages: Charges must be activated in strict sequence.

Now, is there a way to reload this with obsidian without having to mine every layer?  That's the most stylish interpretation I could think of offhand.

hmm. too bad there's no way to make an "x marks the spot that'd last.

HmH

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Re: Urist McTzu's Art of War
« Reply #37 on: May 01, 2010, 06:36:46 am »

Now, is there a way to reload this with obsidian without having to mine every layer?  That's the most stylish interpretation I could think of offhand.

hmm. too bad there's no way to make an "x marks the spot that'd last.
Obsidian: no, there isn't. You have to build supports when reloading, anyway.
To make the "x marks the spot that would last" sort of thing build a wall hanging on another wall(or support-floor construction, doesn't matter in this case) above that "x" spot. Walls and supported-from-below floors don't give in to cave-ins. They still won't save anybody from dust, but it must raise them in air first.

jokermatt999

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Re: Urist McTzu's Art of War
« Reply #38 on: May 01, 2010, 10:14:43 pm »

HmmH, it is definitely possible to make automatically (at least, by lever pulling) cave ins with obsidian. You just have to exploit the fact that bridges don't support walls, and obsidian forms as walls. Although, I don't know if that's what you were talking about, but I figured it was worth mentioning.
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darkflagrance

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Re: Urist McTzu's Art of War
« Reply #39 on: May 02, 2010, 12:33:00 am »

When facing large amounts of enemies that throw webs...

Stack up the dwarves in one tile, perhaps in a narrow corridor, and await the enemy. The silk only disables one dwarf per tile at a time, allowing the others to attack.

This fails if two many enemies throw silk at once and keep the tile constantly webbed.
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Huggz

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Re: Urist McTzu's Art of War
« Reply #40 on: June 18, 2010, 04:27:29 pm »

Ok, I have an idea, an adaptation of the pancake batter thing or whatever it's called:

Spoiler (click to show/hide)

Basically, fit in as many pumps as possible so that the room fills as quickly as possible.

So. Z-levels go like this:
0) Image, with all pumps pumping in water from a river, brook, HUGE aqueduct - possibly at a meeting of multiple rivers? An aquifer?
1) Open Space
2) Image, with all pumps pumping in magma. This could come from magma seas, which continually replenish from semi-molten rock.
3-X) Open Space, as needed.
X+1) Demons path through here.

               |LLLL|
               |      |
               |W W|
               |      |
               |      |
-----------       ------------


DEMONS ->
_________________________



Hook the whole thing up to a repeater so that both bridges open the instant both rooms are filled up. Possibly a pressure plate in one of the rooms? Anyway, as in the pancake batter one, both liquids drop as a 'sheet, the lava lands first then is nearly immediately turned to obsidian. Then, the demons fly up over the first layer, and are encased in the second. As soon as this reaches the top the demons will be blocked out while you mine through all the obsidian you have created.

The best thing would be to make a massively long 1-tile corridor that uses this method... This would ensure that the demons pathed through it.

Hope that makes sense :P

EDIT: Made the image a bit big, cba to change and reupload it so I spoilered it.
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ClaidheamhMor16

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Re: Urist McTzu's Art of War
« Reply #41 on: June 19, 2010, 12:41:26 am »

Zombie Elk.
Zombie Jaguars
And Giant Flying Eagles.

To top it all off a massive elven siege that's lasted near a season.

Yeah. Tell me how to beat -that-
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Talfryn

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Re: Urist McTzu's Art of War
« Reply #42 on: June 19, 2010, 01:11:59 am »

Boatmurdered.
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leftycook

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Re: Urist McTzu's Art of War
« Reply #43 on: June 19, 2010, 03:17:18 am »

About water evaporating enemies pathing through flooded entrances- I had a long tunnel connected to my base, which split into two different tunnels, but shared the same entrance and exit.
Although they both lead to the same place, one route was markedly longer then the other, and the shorter one was full of 7/7 water held in place by a door at each end. The flooding made the second tunnel needed.

I had a dorf on the base side of the two tunnels, and HFS coming from the other side- I noticed the water evaporating ones pathed through the water to get to the dorf, instead of taking the long route. I dont know if this helps, but I hope it does.
     

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therealmarauder

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Re: Urist McTzu's Art of War
« Reply #44 on: October 22, 2010, 12:39:00 pm »

This is a worthy thread, and there are more ideas that must be added to it.

To kill many creatures outside your fortress: Build a channel around the whole fortress, keeping baddies at bay. Inside that, a fortification wall. Build, as part of your fortress, fortification towers, with a single floor capping them off. This will allow dwarves to shoot enemies in almost any direction, while providing them shelter from giant eagles.

The crossbow tower was my favorite in all of 40d. It worked amazingly well. Here, crossbows are slightly nerfed, but I am not sure that makes sense, so if you want, mod crossbows to be more accurate and more powerful and have slower reload rates (if that's possible).
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