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Author Topic: Magma Defense Systems: The Compilation  (Read 11108 times)

Gergination

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Re: Magma Defense Systems: The Compilation
« Reply #15 on: October 01, 2010, 02:34:35 am »

The amount of planning Xenos is doing has me concerned.

I was just going to pave the sky installing hatches in a grid and then have a stupidly large pump stack connected to the magma sea.  I'm curious to see what you come up with.

Of course, the rest of my fortress is going to be rather...impressive to say the least.  I fully expect to create a dragon's mouth complete with lava falls for the entrance of my fortress.
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With [SLOW_LEARNER], dwarves probably don't sit around and talk anymore. They just stand in the same corner altogether, staring at each other, sticking their bearded lips out trying to make sounds. And giggling when someone actually says a whole word.

Xenos

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Re: Magma Defense Systems: The Compilation
« Reply #16 on: October 01, 2010, 03:40:29 am »

The amount of planning I am doing is related to me starting college to eventually be an architect.  But, it has been a while (WAY too long) since I have truly designed anything.  So, I plan on using this project as a mini design project.  The plans I am drawing up are just the necessary systems (for the most part ;)) and while I do the actual construction I will create the aesthetic details.  I think RITS could be a very unique and impressive idea...I also think I might steal a little idea from searfire (giving myself tons and tons of airspace to build.  not quite 100z but I am thinking 50z will be plenty for anything I build related to my defence system and the adjoined projects. 

PS:  I mentioned RITS in this post because I just got a great idea for it that would increase efficiency as well as look amazing :D

And as another note, if anyone can give me pointers for casting lots of obsidian, it would be appreciated.  And will engravings be destroyed upon contact with magma?  How about smoothed stone?
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meto30

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Re: Magma Defense Systems: The Compilation
« Reply #17 on: October 01, 2010, 05:27:23 am »

The amount of planning I am doing is related to me starting college to eventually be an architect.  But, it has been a while (WAY too long) since I have truly designed anything.  So, I plan on using this project as a mini design project.  The plans I am drawing up are just the necessary systems (for the most part ;)) and while I do the actual construction I will create the aesthetic details.  I think RITS could be a very unique and impressive idea...I also think I might steal a little idea from searfire (giving myself tons and tons of airspace to build.  not quite 100z but I am thinking 50z will be plenty for anything I build related to my defence system and the adjoined projects. 

PS:  I mentioned RITS in this post because I just got a great idea for it that would increase efficiency as well as look amazing :D

And as another note, if anyone can give me pointers for casting lots of obsidian, it would be appreciated.  And will engravings be destroyed upon contact with magma?  How about smoothed stone?

AFAIK engravins on walls will be safe, however those on the floors will be destroyed once magma gets over it.
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Vattic

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Re: Magma Defense Systems: The Compilation
« Reply #18 on: October 01, 2010, 10:07:49 am »

Seems only appropriate that I post this here.
Spoiler (click to show/hide)
The building bottom-right is at the top of a pump stack with three pumps on each level. The magma is pumped into tunnels under the surface while nine hatches hold the pressurised magma back; nine leavers operate the hatches. It turns out that with all nine hatches open three pumps will only cause three to flow; more pumps are needed to get all nine flowing.
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Urist Imiknorris

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Re: Magma Defense Systems: The Compilation
« Reply #19 on: October 01, 2010, 10:18:30 am »

It's like carbet bombing the map...

It's beautiful.

Also, you need to build a lignite bridge over that brook.
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Xenos

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Re: Magma Defense Systems: The Compilation
« Reply #20 on: October 01, 2010, 04:25:47 pm »

That is amazing...and why a lignite bridge?  Wouldn't a bituminous coal bridge be so much better? ;D
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That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
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Gergination

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Re: Magma Defense Systems: The Compilation
« Reply #21 on: October 01, 2010, 04:47:46 pm »

That is amazing...and why a lignite bridge?  Wouldn't a bituminous coal bridge be so much better? ;D
As far as I know, Lignite burns indefinitely.
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With [SLOW_LEARNER], dwarves probably don't sit around and talk anymore. They just stand in the same corner altogether, staring at each other, sticking their bearded lips out trying to make sounds. And giggling when someone actually says a whole word.

TherosPherae

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Re: Magma Defense Systems: The Compilation
« Reply #22 on: October 01, 2010, 05:37:42 pm »

Seems only appropriate that I post this here.
Spoiler (click to show/hide)
The building bottom-right is at the top of a pump stack with three pumps on each level. The magma is pumped into tunnels under the surface while nine hatches hold the pressurised magma back; nine leavers operate the hatches. It turns out that with all nine hatches open three pumps will only cause three to flow; more pumps are needed to get all nine flowing.
Dammit. Someone beat me to finishing Project MINE. (Stood for Magma Incineration from 'Neath the Earth)

Oh well. At least I learned something valuable in the process...

If a pump is "pressurizing" magma up a zlevel through a tunnel, and its vertical passage is blocked by, say, a floor or hatch, the magma will not continue upwards even if said vertical obstruction is removed. This only applies if the pump runs indefinitely - switching pumpstack workers or turning the power to the machine on and off somehow will remove the "invisible wall."

Also, fire from, say, a burning horse can travel through/around floodgates.

In short, no cavein-based building-destroyer traps with pressurized magma that makes a glorious plume as it incinerates their remains without some method of resetting the power. Oh, and lighting the elves on fire in a floodgate-surrounded magma plume trap doesn't always work so well outside.
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Vattic

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Re: Magma Defense Systems: The Compilation
« Reply #23 on: October 01, 2010, 09:38:44 pm »

In short, no cavein-based building-destroyer traps with pressurized magma that makes a glorious plume as it incinerates their remains without some method of resetting the power. Oh, and lighting the elves on fire in a floodgate-surrounded magma plume trap doesn't always work so well outside.

If you have a water source you could use a repeater rigged up to the gears powering the pump stack. They would flash off and back on often if set up correctly. The only problem is that the pumps wouldn't deliver a constant stream, might not matter though as it just gives time for the magma to get deeper before it's pumped.
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Gergination

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Re: Magma Defense Systems: The Compilation
« Reply #24 on: October 02, 2010, 01:27:19 am »

Update for Searfire

Ok, seriously, the kobolds need to piss off.  There's 4 squads of them and 2 squads of goblins just roaming around outside my fort's walls murdering everything.  Trying to cobble a military together to clear them out but it's slow going.  I'm in the process of setting up a water based defense system until I can get something better.

EDIT:  I'm also mining out a lot of soil so that I can get an underground tree farm up and running, because I could really use the wood.

EDIT2:  It truly is a beautiful thing when a somewhat complicated system works like a charm the very first time you try and fire it up.  Alright you goblinoid bastards, come get a drink.

EDIT3:  Now the humans are besieging me because I let their diplomat and traders get butchered.  Don't worry humans, there's plenty of water for everyone.
« Last Edit: October 02, 2010, 02:40:05 am by Gergination »
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With [SLOW_LEARNER], dwarves probably don't sit around and talk anymore. They just stand in the same corner altogether, staring at each other, sticking their bearded lips out trying to make sounds. And giggling when someone actually says a whole word.

Xenos

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Re: Magma Defense Systems: The Compilation
« Reply #25 on: October 02, 2010, 03:21:17 am »

what is your water trap? ???
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That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
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Gergination

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Re: Magma Defense Systems: The Compilation
« Reply #26 on: October 02, 2010, 03:34:59 am »

Another update:

This fortress is doing incredibly poorly for its age.  I have constant kobold attacks, I haven't traded anything in 2 years, and almost all the migrants that tried to get in were slaughtered.  I'm going to have to get a military going if I want to survive here.

The water trap is stupidly ineffective.  I'm pumping water from three pumps at the aquifer up to the surface.  My fortress has an outer wall and an inner wall with floodgate gates.  Basically, I'm letting enemies get between the outer and inner wall and then trapping them and filling the area with water.

There is a small paradise amidst an artificial reservoir filled with blood, corpses, and shattered dreams.

UPDATE:  Apparently Kobolds can't drown or something.  I've got 4 of them just chilling in 7/7 water for like 10 days now.
« Last Edit: October 02, 2010, 03:47:54 pm by Gergination »
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With [SLOW_LEARNER], dwarves probably don't sit around and talk anymore. They just stand in the same corner altogether, staring at each other, sticking their bearded lips out trying to make sounds. And giggling when someone actually says a whole word.

Xenos

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Re: Magma Defense Systems: The Compilation
« Reply #27 on: October 02, 2010, 09:36:30 pm »

Well, I decided to gen a world in dwarf fortress 31.12 and for some reason I forgot that gobbos werent bugged and didnt need to get their [MULTIPLE_LITTER_RARE] tag removed, or their litter size bumped to [CHILD:25:50]  So, yeah I will play with invasions off until i get some kind of fort set up.  But when I turn it off...I will make sure that the sieges are immense ;D

16k pop at year 300...this could get interesting...
« Last Edit: October 02, 2010, 09:49:00 pm by Xenos »
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This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
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TherosPherae

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Re: Magma Defense Systems: The Compilation
« Reply #28 on: October 02, 2010, 09:46:32 pm »

In short, no cavein-based building-destroyer traps with pressurized magma that makes a glorious plume as it incinerates their remains without some method of resetting the power. Oh, and lighting the elves on fire in a floodgate-surrounded magma plume trap doesn't always work so well outside.

If you have a water source you could use a repeater rigged up to the gears powering the pump stack. They would flash off and back on often if set up correctly. The only problem is that the pumps wouldn't deliver a constant stream, might not matter though as it just gives time for the magma to get deeper before it's pumped.

Or I could just have a dwarf pull the lever twice.....

On a different note, I've been designing some variations of Project MINE that would cause building destroyers to essentially kill themselves and then incinerate the corpse, as well as anything within 50 feet.

Work on a catapult trap will begin soon.... need to wait until the gobbo invasion bug is sorted out before I test it though.
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Quote from: Aqizzar
Being vengeance and the night could only be improved by being the ballpunching vengeful night.
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Xenos

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Re: Magma Defense Systems: The Compilation
« Reply #29 on: October 02, 2010, 09:54:52 pm »

Alright, I decided to screw planning and just found a great embark site.  I have no clue if flux is here, but thats not important.  The important part is the volcano and relatively flat terrain :D

Hmmm....now what skills should I embark with...mechanics, and masonry are obvious ones, carpentry is not important (very few trees here.  Its a dwarfy embark site)

EDIT:  HOLY FRAK 62K Tetrahedrite!? and about 13k hematite...I like this embark.   A LOT.  :D

EDIT 2:  Also, it has sand.  :') 

EDIT 3:  I forgot a cat.  this is nice because there wont be vermin corpses everywhere.  but it sucks because there will be vermin everywhere.

EDIT 4:  I forgot to mention the 2nd most common ore at 52k.  Gold :D
« Last Edit: October 02, 2010, 10:22:48 pm by Xenos »
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This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
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