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Author Topic: Flooding...  (Read 23599 times)

NW_Kohaku

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Re: Flooding...
« Reply #135 on: August 15, 2010, 08:15:37 pm »

Note to self: Wall off from the top down.

OK, I'm screwed.  Some of the locations that are covered in clown debris are over solid land.  Removing walls below them doesn't work.  They're made of materials that don't melt in magma. 

I don't know what to do with it, now...
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xeivous

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Re: Flooding...
« Reply #136 on: August 15, 2010, 08:30:44 pm »

fill the whole place with w/e water+ magma gave again... forgot....
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iceball3

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Re: Flooding...
« Reply #137 on: August 15, 2010, 08:50:33 pm »

obsidianizing by having magma constantly stream out ouf one adamantite tube and water out the other is all i think you could do, or give the moo moo cows breath hot enough to vaporize their flesh. otherwise delete the refuse piles so that the haulers don't prevent the mason's from moving the parts.
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martinuzz

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Re: Flooding...
« Reply #138 on: August 15, 2010, 09:27:00 pm »

In theory, I know a way to deal with hell without cheating, and even without obsidian casting.
Due to FPS deaths I've never been able to fully test this out.
As far as I know, clowns are not [WEBIMMUNE], right?
If so, Giant Cave Spiders are the solution. The beautiful thing about GCS is, that you can set up a corridor with traps (cage/weapon, whatever), and use the (untamed) GCS to shoot webs over the traps, using a bait animal.
basic layout to make such a corridor:
Code: [Select]
###$###     #=wall
#/////#     $=rope, with bait animal
^^^^^^^     /=retractable bridge
^^^^^^^     ^=traps
+++++++     +=fortifications
d  S  d     d=door, open, pet-impassable
            S=GCS
Note, that GCS will not shoot webs at bait animals further away than 4 tiles, hence your trap corridor can only be 2-wide.
The beautiful thing about webbed traps is, that they negate the [TRAP_IMMUNE] flag. When a creature becomes webbed, the trap will spring.
However, your own dwarves will get trapped too, if they walk over a   webbed trap. Weavers can disarm webbed traps though, by collecting the   webs. FOr this reason, the trap corridor in the above layout is perhaps better only 1 tile wide, instead of 2. Use traffic zone designations to try and keep your dwarves from pathing over webbed traps, when retrieveing caged demons.

The general idea is, to prepare a long corridor with webbed over cage traps (use firproof cages in case some clowns emit heat, to be sure), to catch the initial wave of clowns. Also prepare some 'alternative routes', also with webbed trap corridor, which can be opened and shut, to force spawning clowns down different paths, if you think your military can't handle the steady inflow from the pits.
When you close one route, your dwarves can reload the traps there, and your GCS can web them over again.

This way, not only can you survive breaching hell, you can even sell it's minions to the mountainhomes :D (once the bug that caged creatures get released when taken to trade depot gets fixed)

One little cheat might be in order to be able to achieve this feat in a overseeable amount of time.. Mod GCS to be available to buy from the parent civilization.
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Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

iceball3

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Re: Flooding...
« Reply #139 on: August 15, 2010, 09:41:14 pm »

In theory, I know a way to deal with hell without cheating, and even without obsidian casting.
Due to FPS deaths I've never been able to fully test this out.
As far as I know, clowns are not [WEBIMMUNE], right?
If so, Giant Cave Spiders are the solution. The beautiful thing about GCS is, that you can set up a corridor with traps (cage/weapon, whatever), and use the (untamed) GCS to shoot webs over the traps, using a bait animal.
basic layout to make such a corridor:
Code: [Select]
###$###     #=wall
#/////#     $=rope, with bait animal
^^^^^^^     /=retractable bridge
^^^^^^^     ^=traps
+++++++     +=fortifications
d  S  d     d=door, open, pet-impassable
            S=GCS
Note, that GCS will not shoot webs at bait animals further away than 4 tiles, hence your trap corridor can only be 2-wide.
The beautiful thing about webbed traps is, that they negate the [TRAP_IMMUNE] flag. When a creature becomes webbed, the trap will spring.
However, your own dwarves will get trapped too, if they walk over a   webbed trap. Weavers can disarm webbed traps though, by collecting the   webs. FOr this reason, the trap corridor in the above layout is perhaps better only 1 tile wide, instead of 2. Use traffic zone designations to try and keep your dwarves from pathing over webbed traps, when retrieveing caged demons.

The general idea is, to prepare a long corridor with webbed over cage traps (use firproof cages in case some clowns emit heat, to be sure), to catch the initial wave of clowns. Also prepare some 'alternative routes', also with webbed trap corridor, which can be opened and shut, to force spawning clowns down different paths, if you think your military can't handle the steady inflow from the pits.
When you close one route, your dwarves can reload the traps there, and your GCS can web them over again.

This way, not only can you survive breaching hell, you can even sell it's minions to the mountainhomes :D (once the bug that caged creatures get released when taken to trade depot gets fixed)

One little cheat might be in order to be able to achieve this feat in a overseeable amount of time.. Mod GCS to be available to buy from the parent civilization.
A magnificent plan, though there might be an important fact to remember: either the chained animal or the gcs has to be wild, since tame animals usually don't attack other tame animals, but this makes me want that sort of trap for an fb, put the gcs in a box of fortifications outside, with four empty spaces inside, channel out and remove ramps on the perimiter of said box. and surround it in traps. the gcs will spray webs like crazy if an FB arives, though the typical "deadly gases would probably kill it"
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martinuzz

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Re: Flooding...
« Reply #140 on: August 15, 2010, 09:43:47 pm »

Hmmyea indeed.. Buying GCS from the dwarf civ would give tame GCS. They're kinda useless..
Perhaps better mod the GCS to spawn a bit more often then.
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Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

jester

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Re: Flooding...
« Reply #141 on: August 16, 2010, 02:32:15 am »

Would a line of masterwork adam spike traps set to repeat 300 tiles long work?
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martinuzz

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Re: Flooding...
« Reply #142 on: August 16, 2010, 07:31:40 am »

Perhaps.. I'd go for repeating battle-axe weapon traps though, better damage than spikes.
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Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Evergod41

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Re: Flooding...
« Reply #143 on: August 16, 2010, 07:36:03 am »

Or lead hammers, so even if it manages to not kill them, they get thrown into a wall and splatter.

Sphalerite

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Re: Flooding...
« Reply #144 on: August 16, 2010, 07:51:40 am »

Weapon traps are useless, since clowns are trapimmune.  Spike traps on a repeater are the only traps that will hurt them.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

martinuzz

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Re: Flooding...
« Reply #145 on: August 16, 2010, 08:06:32 am »

You can link weapon traps to a lever too, right?
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Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Urist Imiknorris

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Re: Flooding...
« Reply #146 on: August 16, 2010, 08:57:58 am »

You can link weapon traps to a lever too, right?

No.
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Amperzand

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Re: Flooding...
« Reply #147 on: May 19, 2015, 12:39:16 am »

It's a terrible shame this thread died.
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Muh FG--OOC Thread
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Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
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Loud Whispers

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Re: Flooding...
« Reply #148 on: May 19, 2015, 02:26:18 am »

dat necro

Amperzand

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Re: Flooding...
« Reply #149 on: May 19, 2015, 12:36:27 pm »

I am the thread necromancer! WoOOoooOOO!
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com
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