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Author Topic: anvil fall traps  (Read 6406 times)

Aspgren

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Re: anvil fall traps
« Reply #45 on: June 22, 2009, 11:37:34 pm »

I'd build a bowling alley for myself if that ever gets put in.

You mean with chained elves and a boulder trap?
« Last Edit: June 23, 2009, 12:22:14 am by Aspgren »
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I have an art blog now.

Grimlocke

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Re: anvil fall traps
« Reply #46 on: June 23, 2009, 08:20:46 am »

whoah, dusty 3 year old topic.

Still, item-fall traps would be an awesome. Makes platinum finally have a use, being the heaviest metal in the game. Sure, wasting 3 bars of platinum on a big chuck of dopping metal isnt very econimic, but sure is funny as hell!
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Errol

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Re: anvil fall traps
« Reply #47 on: June 23, 2009, 10:02:01 am »

And next thing you know the Liason decides to sleep on it.
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Fieari

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Re: anvil fall traps
« Reply #48 on: June 23, 2009, 01:23:58 pm »

May I commend the new poster who used the search and necro'd this thread instead of making a new one?  Bravo!

And I support this idea-- but not quite yet.  I'd like to see DF make more use of weight first, particularly in manufacturing, so that you need a certain weight amount of material before getting an object, and the end object should weigh the combined amount of what went into it.

When that happens, I'd love to see item-fall traps with damaged based on the physics of the weight... especially given the new physics-based damage system coming up into the new version anyway.
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Byakugan01

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Re: anvil fall traps
« Reply #49 on: June 23, 2009, 01:32:21 pm »

I'd just like to point out that weight isn't the best system for determining how much of a material to use-the same quantity of a subtance (for example, 1 mole of iron and 1 mole of uranium) can have very different weights and volumes. It's especially easy to notice when working with elements, and perhaps not so much for other applications, but I just felt I should point that out.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Fieari

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Re: anvil fall traps
« Reply #50 on: June 23, 2009, 01:42:46 pm »

Quite true.  Luckily, the new material system covers that too, mapping out density as well as weight (and shear strength and tensile strength and, etc etc etc)
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CrackFile

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Re: anvil fall traps
« Reply #51 on: June 25, 2009, 06:30:05 am »

Physics based damage? I wonder how many Z levels an anvil must drop before reaching terminal velocity...
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chucks

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Re: anvil fall traps
« Reply #52 on: June 25, 2009, 10:00:52 am »

Physics based damage? I wonder how many Z levels an anvil must drop before reaching terminal velocity...

Not sure, but I'm willing to be that it's over 9000!!!
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Byakugan01

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Re: anvil fall traps
« Reply #53 on: June 25, 2009, 11:43:01 am »

Physics based damage? I wonder how many Z levels an anvil must drop before reaching terminal velocity...

Not sure, but I'm willing to be that it's over 9000!!!
9000?!? That can't be right!

As a side note, we'd need to know exactly how tall a single z-level is before answering that. I'd give it ten levels as a placeholder/wild guess, assuming that ten z levels is equal to a ten story building. Maybe 15 z levels.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Aspgren

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Re: anvil fall traps
« Reply #54 on: June 26, 2009, 07:48:51 am »

Physics based damage? I wonder how many Z levels an anvil must drop before reaching terminal velocity...

Not sure, but I'm willing to be that it's over 9000!!!
9000?!? That can't be right!

As a side note, we'd need to know exactly how tall a single z-level is before answering that. I'd give it ten levels as a placeholder/wild guess, assuming that ten z levels is equal to a ten story building. Maybe 15 z levels.

what you mean. a z level is 1 giant high.
dwarves just build incredibly big walls and doors. have you not seen the intro movie?
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I have an art blog now.

Sergius

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Re: anvil fall traps
« Reply #55 on: June 26, 2009, 09:30:14 am »

We need a custom-drop trap, then we could mod in more usable furniture: pianos, safes, etc.
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Starver

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Re: anvil fall traps
« Reply #56 on: June 26, 2009, 09:47:01 am »

[Old message...]
<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR>Originally posted by Captain_Action:
<STRONG>LOL! I would like to see rolling boulders ala Raiders of the lost ark.</STRONG><HR></BLOCKQUOTE><P>That reminds me of the Swedish translation of Dungeon Keeper - boulder traps had been renamed Indy-fällor, or "Indy traps".<p>
Ah, now that's probably the direct reason behind the naming of the equivalent trap in the (German-developed, but also translated to English) "Dig'N'Fight" web-game.  That was (/is) ultimately a multi-user Dungeon Keeper without the town planning aspect, just a cut-down resource managing aspect.

Sorry.  Not even touched DnF since I discovered DF, but now the light dawns.
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Silverionmox

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Re: anvil fall traps
« Reply #57 on: June 26, 2009, 10:34:51 am »

We need a custom-drop trap, then we could mod in more usable furniture: pianos, safes, etc.
It's better to let the player construct that himself with custom stockpiles over a trap door linked up to a pressure plate below it.
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Granite26

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Re: anvil fall traps
« Reply #58 on: June 27, 2009, 07:12:05 pm »

We need a custom-drop trap, then we could mod in more usable furniture: pianos, safes, etc.
It's better to let the player construct that himself with custom stockpiles over a trap door linked up to a pressure plate below it.
That doesn't cause damage though, does it?

Silverionmox

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Re: anvil fall traps
« Reply #59 on: June 28, 2009, 04:11:07 am »

We need a custom-drop trap, then we could mod in more usable furniture: pianos, safes, etc.
It's better to let the player construct that himself with custom stockpiles over a trap door linked up to a pressure plate below it.
That doesn't cause damage though, does it?
Well, damage from falling objects needs to be expanded from cave-ins for it to work. But at least it's more flexible; anything could be above that trap door, not just a single item (colum of liquid, creatures, etc.).
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