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Author Topic: Magma Defense Systems: The Compilation  (Read 11096 times)

Gergination

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Re: Magma Defense Systems: The Compilation
« Reply #45 on: October 04, 2010, 12:26:11 am »

I had a fort of 300 have a tantrum spiral start in it because of a single miner getting incinerated by magma.  I'm well aware of the dangers.

Drastic times call for drastic measures.
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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 #46 on: October 04, 2010, 01:05:48 am »

well, my fort has begun the massive non-magma-safe-stone-dumping operation where approximately 3000 units of stone will be dumped into my volcano.  i dont want any chance i have magma Fun because of one bad mechanism...ugh...

EDIT:  We have also stolen a bunch of stuff from the elves and I am dumping all the useless clothing and weaponry (not the spears.  those go to the danger room) into the volcano with my useless rock ;D  (too bad caravans cant haul off all this rock for me...or is that the point of rock crafts?)
« Last Edit: October 04, 2010, 01:09:40 am 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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Gergination

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Re: Magma Defense Systems: The Compilation
« Reply #47 on: October 04, 2010, 02:05:07 am »

Armok be praised!

Some helpless fools lucky migrants just showed up.  Their labor shall prove invaluable.  Perhaps now I can create a somewhat competent military.

EDIT:  So the instant I look back at DF after typing this, I see that one of the migrant's kittens has triggered a kobold ambush and a goblin ambush.  Luckily, all the migrants made it inside without incident.
« Last Edit: October 04, 2010, 02:06:43 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.

meto30

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Re: Magma Defense Systems: The Compilation
« Reply #48 on: October 04, 2010, 03:53:11 am »

Armok be praised!

Some helpless fools lucky migrants just showed up.  Their labor shall prove invaluable.  Perhaps now I can create a somewhat competent military.

EDIT:  So the instant I look back at DF after typing this, I see that one of the migrant's kittens has triggered a kobold ambush and a goblin ambush.  Luckily, all the migrants made it inside without incident.

While the kitten was being butchered, I bet.
Praise Armok Indeed!
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Gergination

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Re: Magma Defense Systems: The Compilation
« Reply #49 on: October 04, 2010, 08:30:18 am »

Armok be praised!

Some helpless fools lucky migrants just showed up.  Their labor shall prove invaluable.  Perhaps now I can create a somewhat competent military.

EDIT:  So the instant I look back at DF after typing this, I see that one of the migrant's kittens has triggered a kobold ambush and a goblin ambush.  Luckily, all the migrants made it inside without incident.

While the kitten was being butchered, I bet.
Praise Armok Indeed!

The kitten was actually trying to take a corpse to it's owner, whom decided to just randomly wander to the edge the map and back.  Thankfully, it moves so much more slowly that I was able to lock it outside.
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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.

meto30

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Re: Magma Defense Systems: The Compilation
« Reply #50 on: October 04, 2010, 09:47:07 am »

Armok be praised!

Some helpless fools lucky migrants just showed up.  Their labor shall prove invaluable.  Perhaps now I can create a somewhat competent military.

EDIT:  So the instant I look back at DF after typing this, I see that one of the migrant's kittens has triggered a kobold ambush and a goblin ambush.  Luckily, all the migrants made it inside without incident.

While the kitten was being butchered, I bet.
Praise Armok Indeed!

The kitten was actually trying to take a corpse to it's owner, whom decided to just randomly wander to the edge the map and back.  Thankfully, it moves so much more slowly that I was able to lock it outside.

So the kitten is now being butchered by gobbos? :D
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Gergination

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Re: Magma Defense Systems: The Compilation
« Reply #51 on: October 04, 2010, 02:02:09 pm »

So I just drowned a squad of Hammermen, and a squad of war jaguars.   One of the jaguars got next to the mule I'm using for bait and it proceeded to kick its skull in.

Finished digging out my underground tree farm layer, just set up a livestock program (culling undesirable traits), and got enough barrels to actually brew some booze.

Things are on the up and up here in Searfire.  Catastrophic environmental damage, here we come!

PS  This whole megaproject idea has me worried about massive mindworm invasion...
(I hope someone gets the reference)
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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.

Slayer

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Re: Magma Defense Systems: The Compilation
« Reply #52 on: October 04, 2010, 02:26:09 pm »

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.
Can one push magma up a zlevel? I thought that that was impossible.
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Derp.

Urist Imiknorris

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Re: Magma Defense Systems: The Compilation
« Reply #53 on: October 04, 2010, 02:28:22 pm »

Pumps pseudo-pressurize magma.
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jfsh

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Re: Magma Defense Systems: The Compilation
« Reply #54 on: October 04, 2010, 03:15:56 pm »

I used rather a lot of magma in Rimslaughters (shameless plug).  It's not quite what you guys are talking about, but it might give someone some ideas.  Off the top of my head, there is:

1) A pseudo-pressurized magma cannon over the entrance (and a water cannon too).  I haven't tried it out, because it will turn my moat to obsidian, but the water cannon was a little disappointing.

2) An semi-functional ice trap / back entrance which uses underneath magma to unfreeze the water.  Still working out some kinks on that one.

3) An indoor lava moat, covered by retractable bridges, which swing back to force bad guys to walk along a 1-tile walkway full of stone traps, weapon traps, and ballista fire.  Don't trip!

4) A layer of bridges above that walkway which can be retracted to drop baddies directly into the lava (or onto the walkway if they're lucky).

5) A series of magma spouts to fill that entire upper layer of bridges with magma, which is not only dangerous for its own sake, but which drops the magma straight down onto the walkway if the bridges are retracted...

6) A straightforward water/magma death trap which can be filled with water, magma, or both.

7) An arena floodable with magma (unfinished).

8) A chamber filled with booze, onto which 4 7/7 tiles of magma can be dropped, for explosive Fun (no luck capturing an imp or fire snake to use here).

9) A mini-magma moat underneath the bridge that enters the fort directly.

That might be it!  But now that the aboveground is "reasonably" secure, I want to make an automated underground death trap which will probably use some kind of magma defense system.  I have a ton of vertical cavern space to play around with (25 z-levels in places), so I'm thinking of suspended glass walkways with lots of different pressure plates.  If anyone has a cool idea for a below-ground system let me know.

Xenos

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Re: Magma Defense Systems: The Compilation
« Reply #55 on: October 04, 2010, 04:43:28 pm »

just force your below ground access to also utilize the above ground (i.e. build a mine shaft just outside) if you close the "lock down gate" for the inner access. 

EDIT:  Just a small update on the fortress, The elves brought less cloth this year (yay!) AND they brought 40 (!!!!!!) sun berry seeds.  I am starting to think wonder if maybe, these elves are possibly less lame than normal...but that is probably not the case (no cool animals yet.)  the pump stack has been dug out 14z levels below the tallest surface on my map (one z above the volcano) and up to 3z above this completed.  glass production is not as quick as I would have hoped...the most skilled glass workers are going to start getting singled out to produce the furniture.  I am also trying to designate my catacombs.  Seeing as this is a mega-project, my rooms have been of more interesting designs.  (I plan on expanding things and creating some amazing architecture later on.  these beginning designs are fairly simple.)  but, my catacombs are this complicated pattern of small tombs of varying size that mirrors itself constantly repeating and changing the patterns seamlessly blending into one almost maze-like structure.

EDIT2:  How do I upload the map so that people can view it and look around w/o loading a save?

EDIT3:  because I dont want to upload a bunch of images of my fort.
« Last Edit: October 04, 2010, 06:16:18 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.
[DWARFINEERING]

meto30

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Re: Magma Defense Systems: The Compilation
« Reply #56 on: October 04, 2010, 07:18:33 pm »

<<mentions of the awesome Rimslaughters the 14 ways to die...>>


I've always been fascinated by the defenses employed in the Fortified City New Tokyo-3. Especially the automated interception schemes. So, here are a few pages pulled from NERV's book.

  • Hundreds of passageways, ramps, corridoors, and secret chambers that crisscross the underground caverns. A huge lever room controls all gates and drawbridges that with proper ordering can lure and direct invaders and uninvited guests to many locations.
  • a lot of cave-in devices. Underground caverns feature the annoyingly hard to kill Forgotten Beast, so ordinary methods for killing things are not viable down there. Again, not passively activated (by the creature) but actively controled (by your dwarves)
  • Trained war animals and megabeasts should dot the complex that will fight intruders to the death.
  • A Sanctum Sanctorum in the innermost part of the fortress that houses something very important. If an enemy gets here, it should activate a self-destruction mechanism that collapses the entire fortress. Like the self-explosion mechanism of NERV HQs' Terminal Dogma.

« Last Edit: October 04, 2010, 07:55:55 pm by meto30 »
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Xenos

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Re: Magma Defense Systems: The Compilation
« Reply #57 on: October 04, 2010, 07:20:25 pm »

the 14 ways to die.  there were only 13 ever named ;D
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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.
[DWARFINEERING]

jfsh

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Re: Magma Defense Systems: The Compilation
« Reply #58 on: October 04, 2010, 11:38:23 pm »

<<mentions of the awesome Rimslaughters the 14 ways to die...>>


I've always been fascinated by the defenses employed in the Fortified City New Tokyo-3. Especially the automated interception schemes. So, here are a few pages pulled from NERV's book.

  • Hundreds of passageways, ramps, corridoors, and secret chambers that crisscross the underground caverns. A huge lever room controls all gates and drawbridges that with proper ordering can lure and direct invaders and uninvited guests to many locations.
  • a lot of cave-in devices. Underground caverns feature the annoyingly hard to kill Forgotten Beast, so ordinary methods for killing things are not viable down there. Again, not passively activated (by the creature) but actively controled (by your dwarves)
  • Trained war animals and megabeasts should dot the complex that will fight intruders to the death.
  • A Sanctum Sanctorum in the innermost part of the fortress that houses something very important. If an enemy gets here, it should activate a self-destruction mechanism that collapses the entire fortress. Like the self-explosion mechanism of NERV HQs' Terminal Dogma.

Some good ideas in there, but actually, the dwarf-controlled mechanisms describes Rimslaughters as it already exists.  There are probably something like 150 levers to control its various traps.  I want to do something different. :)  But I'm definitely planning on secret passages and crazy routes.  And the most unacceptable feature of the fort is the lack of a self-destruct switch... that will have to change.

Xenos

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Re: Magma Defense Systems: The Compilation
« Reply #59 on: October 05, 2010, 01:04:25 am »

Alright, food production is going quite smoothly, my glassworks are churning out a constant stream of bricks, the casing for the pump stack is getting near to the +10z level mark (it has lots of open space in it, and is also the main entrance to the future sky fort which will be constructed out of glass.  Only glass and gold and billon.  :D)  the catacombs are partially dug, the dining area is almost entirely dug and smoothed (Soon to be engraved.  then i need to furnish all of those many dining rooms...)  Housing has been dug, rooms designated, dorfs have claimed many of the rooms, the dormitory is gone, I just hit barony (without trying...why does this always happen in the third year?) 

I still need to build the actual 5 pump wide pump stack, build the fortified positions covering the entire map, wall off my starting entrance, build the network of pipes that will house the magma (and decide how wide they should be.  I am thinking 3 tiles wide?  or should I just make one giant cistern that spans the entire map?)  dumping the useless non magma safe stone (that will take a couple years.) making the hatches mechanisms, levers and so on.  Then, I need to place the pressure plates, bait animals, link pressure plates and levers to hatches, make sure everything is hooked up, double check, triple check, add drainage systems, hook drainage systems to levers (I will have a multi level control room.) hook bridges to levers, set up training room (that should have been sooner) finish engraving everything, make sure all subterranean housing is smoothed and engraved, finish the upper fort, set up a wind-farm on the roof of the upper fort, build the gear and axle assemblies to power the stack, hook a gear assembly just before the stack to a lever, then quadruple check the hatches (:P) and finally start the pump stack. 

Also, How would I go about uploading my map for people to peruse while I continue working on this?
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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.
[DWARFINEERING]
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