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Author Topic: Flak Cannon!  (Read 5658 times)

Urist Imiknorris

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Re: Flak Cannon!
« Reply #15 on: May 23, 2010, 12:46:22 am »

Although I've tried, I've never gotten a catapult to actually hit an enemy, making it useless in combat. If it were, however, I'd mod in skulls.

I am now renaming every non-economic stone in my game "skull" and firing them out of catapults.
YOU HAVE STRUCK SKULL!

This is a superior quality skull statue of skulls. The skulls are sitting.

The flying skull hits the goblin in the head, tearing the flesh, lacerating the muscle and jamming the skull through the brain!
Goblin has been struck down.

Most dwarfy mod ever.
The best part:
This is a masterful skull throne created by Urist Daggerdagger.
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Eagle_eye

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Re: Flak Cannon!
« Reply #16 on: May 23, 2010, 12:52:59 am »

and no, the risk of raising homeotherm(which I can't find the tag for :( ) is a fire starting with the butcher, and going to the forges, and then somehow to the lignite. voila.
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Psieye

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Re: Flak Cannon!
« Reply #17 on: May 23, 2010, 10:26:55 am »

Homeotherm (I think you have to add the tag as by default creatures don't have one) is tricky as it affects all creatures of that species at once. Ideally you want some sort of hack tool that lets you set an individual creature's temperature.
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darkrider2

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Re: Flak Cannon!
« Reply #18 on: May 23, 2010, 12:21:11 pm »

I think the ammo supply might be a problem, where will you get enough horses? I suggest cats.

put a breeding pair of cats in a room above the bridge, make the z levels specific so that kittens are killed but cats are not, pull lever, repeat.
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smigenboger

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Re: Flak Cannon!
« Reply #19 on: May 23, 2010, 12:57:53 pm »

For the slightly more morbid, you could always use goblins.

For the even more macabre, you could stockpile humans and elves, to supply shells for their caravans, respectively
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Tenth Speed Writer

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Re: Flak Cannon!
« Reply #20 on: May 23, 2010, 01:11:19 pm »

Do this.


For the love of Armok, DO THIS.
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SheepishOne

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Re: Flak Cannon!
« Reply #21 on: May 23, 2010, 01:46:25 pm »

It really does need magma. Perhaps light the deer on fire before launching them?
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Strangething

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Re: Flak Cannon!
« Reply #22 on: May 23, 2010, 01:52:29 pm »

Falling objects don't do much damage, but they can stun. Since stunning trumps trap immunity, a random crap dropper over a corridor of traps might work really well against trap-immune orcs and kobolds.

For maximum dwarfyness, drop live kittens on them.
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smigenboger

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Re: Flak Cannon!
« Reply #23 on: May 23, 2010, 03:26:33 pm »

This is turning into a rube goldberg machine to combat {trap_avoids}

You want me to have a room of magma, and a lever that opens a bauxite door into a room full of deer with horizontal bars or grates at the far end to keep the magma contained, so the deer run away into the room full of serrated disks, so that a controlled cave-in will cause them to get chopped up to bits, then have another room full of water on top to have a hatch opened so the water can wash the chopped up deer into yet another room that has a drawbridge as a floor, so that the floor can be retracted, to cause the deer bits to fall on unsuspecting attackers, to knock them out, so they active the weapon traps?
« Last Edit: May 23, 2010, 03:39:04 pm by smigenboger »
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Flaede

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Re: Flak Cannon!
« Reply #24 on: May 23, 2010, 03:36:53 pm »

vertical bars to keep the magma contained

I do not think this will work exactly as planned.
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smigenboger

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Re: Flak Cannon!
« Reply #25 on: May 23, 2010, 03:38:28 pm »

Oh oops, I meant horizontal bars, or grates
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Flaede

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Re: Flak Cannon!
« Reply #26 on: May 23, 2010, 03:41:51 pm »

if you don't want to use magma (ha!) you could always set up an autobutcher system overtop of your launcher, to give you deer-bits without trying to push things by waterpressure.
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Vattic

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Re: Flak Cannon!
« Reply #27 on: May 23, 2010, 03:47:36 pm »

One way to get a deer onto a bridge in pieces would be to drop them onto the bridge, down a shaft, from a long way up. The deer should explode on impact leaving the bridge nicely covered.
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darkrider2

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Re: Flak Cannon!
« Reply #28 on: May 23, 2010, 03:52:21 pm »

... Or it is entirely possible to make a new smelter reaction that involves turning deer into deer_bits. And then having deer_bits defined in the item_ammo file.
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smigenboger

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Re: Flak Cannon!
« Reply #29 on: May 23, 2010, 04:10:19 pm »

Well, you could always mod the crossbows to be pistols, and have the ammo be metal-based, or fleshy based.

if you could get the crossbows to fire multiple rounds, please report back to us immediately
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