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Author Topic: Kitten-Based Enemy Delayer  (Read 5527 times)

Solifuge

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Re: Kitten-Based Enemy Delayer
« Reply #30 on: August 01, 2010, 04:53:38 am »

Please tell me this actually would work. A kitten cannon just seems so perfect. This would rank above if catapults could launch coffins.

Catapults... I see what you did there.

Anyway, slightly horrified, and oddly transfixed regarding this idea.
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Osmosis Jones

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Re: Kitten-Based Enemy Delayer
« Reply #31 on: August 01, 2010, 05:47:42 am »

Eric, pathing costs will be negligible for a small room, even with thousands of kittens. As long as that room cannot access the rest of the fort (and most importantly, does NOT use animal restricted doors) the cats will only apply the pathfinding algorithm to the 3x3 square, which is computationally cheap compared to pathing across a large fortress.
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The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Firnagzen

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Re: Kitten-Based Enemy Delayer
« Reply #32 on: August 01, 2010, 06:47:29 am »

However, I would have to reccommend against cats: The moment they adopt a dwarf, this makes them 'aware' of the larger fortress, and they try to path to the dwarf, murdering your FPS. Same reason that opening and resealing HFS sends your FPS spiralling towards the single digits.
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Christ, are you dwarves or are you elves? If you think Hell has too many demons, then you kill them till the population reaches an acceptable number.

GuudeSpelur

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Re: Kitten-Based Enemy Delayer
« Reply #33 on: August 01, 2010, 09:38:02 am »


unfortunately, I don't have any platinum and it turns out all my silver disappeared because I forced my weaponsmith to crank out silver weapons on repeat, and the furnace operator to repeatedly melt these items. (now legendary just from melting things, wow) Apparently you get less material after creating and melting an object than you started with. I made iron weapons and loaded the test weapon trap.

If the caverns are the same stone as where you've been mining your silver previously, a quick trip down there will reveal plenty of silver (unless that's where you got it before).  If it isn't, then Galena is very common and gets you silver, as is Tetrahedrite (but you'll get a LOT of waste copper from that, and it's only a 20% chance...).  If NONE of those are down there, then there's probably platinum in there somewhere!

If there isn't any of those in the caverns, just dig around in the mountain.  Silver isn't that rare.
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This fortress is turning into some kind of supervillain lair or something.
You do remember that you've been farming gigantic wingless dragon-fish for profit and Fun, right?

Eric Blank

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Re: Kitten-Based Enemy Delayer
« Reply #34 on: August 01, 2010, 02:03:22 pm »

Yes I have silver in the form of tetrahedryte and galena, I'll try to squeeze a little more out of our operator. And I think Firnagzen outlined the reason I so dislike cats, I was aware that letting them move made them path like crazy, but i didn't know that having them be adopted would cause them to make pathing attempts as well, thanks. if I can convince these beasts to enter the trap there will probably be some flying puppies.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

breadbocks

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Re: Kitten-Based Enemy Delayer
« Reply #35 on: August 01, 2010, 04:51:57 pm »

I'm interested in results. Film it with ; and post to DFMA. I want to see what happens. Also, someone raised an important point earlier. Do the hammers swing or just drop? Also, don't forget the 3z drop
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Clearly, cakes are the next form of human evolution.

sinister agent

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Re: Kitten-Based Enemy Delayer
« Reply #36 on: August 01, 2010, 08:03:34 pm »

Here's the idea: an enemy is approaching along a narrow pathway, preferably one tile wide. Pits on the side are a plus. At the end of the passage, we have a weapon trap, with 10 warhammers, made from the heaviest metal you have. 20 or so z levels above, you have a hatch linked to a repeating trap, and a large room completely filled with kittens. The kittens on the hatch fall, the fall will almost certainly knock them unconscious, at which point the hammers launch them, colliding with the approaching enemy...

I'm sorry, I got as far as this before doubling over, laughing like an idiot.  Thank you, this is amazing. I'm going to read on and hope this idea worked out, because if so, this just made my day.  Dwarf Fortress:  The game where you can build an automatic kitten launcher.

Matz05

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Re: Kitten-Based Enemy Delayer
« Reply #37 on: August 01, 2010, 11:08:48 pm »

Coffin...catapult. Nanotransen Fortress (SS13 refrence)?

Oh, and maybe mod in "tribbles" for use as ammo. CommonDomestic and rapidly breeding but otherwise useless.
NOT Verminhunter.
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Rayc

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Re: Kitten-Based Enemy Delayer
« Reply #38 on: August 01, 2010, 11:44:50 pm »

I'm not sure if anyone has said it, but, what if you had a multistory kitten clip:  An array of 1x1 rooms with a set of floodgates that would drop the kittens down one level at a time until the kitten got to last 5-10 story drop.  Have a kitten cage at the top and drop them in one at a time to reload. Keeps the FPS down (no pathing in a 1x1) and allows multiple shots.
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Chagen46

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Re: Kitten-Based Enemy Delayer
« Reply #39 on: August 02, 2010, 12:53:50 am »

....A kitten cannon.


....A kitten cannon.


.....*cries tears at the sheer ridiculousness* I love Dwarf Fortress. I fucking love Dwarf Fortress.
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Great! my fps improved significantly and now my sewer is full of corpses like it should be.

rat_pack40

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Re: Kitten-Based Enemy Delayer
« Reply #40 on: August 02, 2010, 02:32:40 am »

I love the idea, but I would add something near the end of it to shred the ammo and cover my dwarfs with a fine puree of blood, while replacing the kittens with elves.

"Urist McUselessDwarf was comforted by a bloodshower recently."
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martinuzz

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Re: Kitten-Based Enemy Delayer
« Reply #41 on: August 02, 2010, 03:45:10 am »

Don't want to spoil the fun, but AFAIK, living beings that are falling / flying will not recieve, or cause any damage upon collision with another living being.

The vertical example of this is, when you drop an elf 40 z-levels, and it lands on a kitten, both the kitten and the elf will be uninjured.
Same for horizontal flight.
This was 40d and before though, so there is ofcourse a small chance that these physics have been altered with the new version.
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http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Rayc

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Re: Kitten-Based Enemy Delayer
« Reply #42 on: August 02, 2010, 10:39:58 am »

I think the concept was to kick kittens into invading armies so that they would stop and kill them before coming into the fort.
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Shinziril

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Re: Kitten-Based Enemy Delayer
« Reply #43 on: August 02, 2010, 01:18:16 pm »

Specifically, he knows the kittens won't injure the enemies they hit.  However, when two creatures collide, they are both stunned.  The intent was to repeatedly stun enemies in order to slow them down.  I'm really not sure how well this will work, but we'll have to see.
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Quote from: lolghurt
Quote from: Urist McTaverish
why is Dwarven science always on fire?
Because normal science is boring

thijser

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Re: Kitten-Based Enemy Delayer
« Reply #44 on: August 02, 2010, 01:24:17 pm »

Could anybody test this my computer is currently out of function for a repair.
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