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Author Topic: Best Design for Dwarven Landmines  (Read 3626 times)

Xenos

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Re: Best Design for Dwarven Landmines
« Reply #15 on: October 19, 2010, 08:18:14 pm »

well, make it also have 10x steel spikes in every non pressure plate, non collapse square.  so if they dont get caved in on, they get stabbed, flung melted and crushed all in rapid succession.  this could be the single most devastating trap (besides insta freezing/obsidianizing) ever.  ;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.
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Fanklok

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Re: Best Design for Dwarven Landmines
« Reply #16 on: October 19, 2010, 08:55:57 pm »

We must devise some way to create the dwarven black hole, I remember reading that some one had accidentally caused a cave in and it resulted in a vaccum that sucked in dwarves 40 tiles away and around corners. Ideas for weaponization?
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Xenos

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Re: Best Design for Dwarven Landmines
« Reply #17 on: October 19, 2010, 09:02:15 pm »

We must devise some way to create the dwarven black hole, I remember reading that some one had accidentally caused a cave in and it resulted in a vaccum that sucked in dwarves 40 tiles away and around corners. Ideas for weaponization?
Easy.  Spike/magma filled pit several z levels below the surface with a n x n opening.  Above this, is a floor of size n-1 x n-1.  Pressure plates linked to drop the floor surround the edges of the pit.

Note:  if spikes are used, there would be none placed under where the walls would fall.  And these would need to be cast obsidian walls.
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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]

Fanklok

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Re: Best Design for Dwarven Landmines
« Reply #18 on: October 19, 2010, 09:08:59 pm »

The main aspect of my plan is the vaccum so a lone cave in can pull in an entire seige.
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How the hell did you get a table stuck in a guy?
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Xenos

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Re: Best Design for Dwarven Landmines
« Reply #19 on: October 19, 2010, 09:14:17 pm »

The spikes are to make sure the entire siege dies. But would constructed walls have this vacuum effect?  Someone needs to perform !!SCIENCE!!
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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]

Fanklok

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Re: Best Design for Dwarven Landmines
« Reply #20 on: October 19, 2010, 09:17:06 pm »

Why would I want it to kill them? I can make it into an elven disposal hole.
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How the hell did you get a table stuck in a guy?
Where did you even GET the table?

Urist Imiknorris

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Re: Best Design for Dwarven Landmines
« Reply #21 on: October 19, 2010, 09:17:13 pm »

The main aspect of my plan is the vaccum so a lone cave in can pull in an entire seige.

In that case I think a lava pit is in order.



z-1
▓▓▓▓▓▓▓▓▓▓▓▓
7777777777
7777777777
7777777777
7777777777
7777777777
7777777777
7777777777
▓▓▓▓▓▓▓▓▓▓▓▓

z0
▓▓▓▓▓▓▓▓▓▓▓▓
7777777777
77I7777I77
7777777777
++++++++++++
7777777777
77I7777I77
7777777777
▓▓▓▓▓▓▓▓▓▓▓▓

The I are supports holding up single floor tiles. Fire one off and goodbye squad.
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Xenos

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Re: Best Design for Dwarven Landmines
« Reply #22 on: October 19, 2010, 09:20:18 pm »

The main aspect of my plan is the vaccum so a lone cave in can pull in an entire seige.

In that case I think a lava pit is in order.



z-1
▓▓▓▓▓▓▓▓▓▓▓▓
7777777777
7777777777
7777777777
7777777777
7777777777
7777777777
7777777777
▓▓▓▓▓▓▓▓▓▓▓▓

z0
▓▓▓▓▓▓▓▓▓▓▓▓
7777777777
77I7777I77
7777777777
++++++++++++
7777777777
77I7777I77
7777777777
▓▓▓▓▓▓▓▓▓▓▓▓

The I are supports holding up single floor tiles. Fire one off and goodbye squad.

Everything except the bolded sevens should have spikes built on them.  Just for added Fun
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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]

mrtspence

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Re: Best Design for Dwarven Landmines
« Reply #23 on: October 19, 2010, 10:21:52 pm »

Well the gantry is almost completed.

It is gonna drop a 3x3 chunk of walls that is 5 z-levels high into a 3-sided square (gobbos come in the open end trying to leave through the corner, they cannot enter my base except through this trap). It will be lever activated, as having a goblin thief set off a trap that would take a fair while to reset would be rage-inducing.

The plan is to have a giant explosion that will rape an approaching siege.
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Xenos

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Re: Best Design for Dwarven Landmines
« Reply #24 on: October 19, 2010, 10:46:04 pm »

make sure that the 3x3 square is filled with magma.  because the deconstructed falling walls will create magma mist, but shouldnt displace the magma to the level the siegers are on (only natural walls would do this, correct?)
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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]

mrtspence

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Re: Best Design for Dwarven Landmines
« Reply #25 on: October 19, 2010, 10:50:46 pm »

make sure that the 3x3 square is filled with magma.  because the deconstructed falling walls will create magma mist, but shouldnt displace the magma to the level the siegers are on (only natural walls would do this, correct?)

I have no desire to construct an 85z-level pumpstack. I will rely on sheer, brutal impact force instead.

A magma variation will be tested in smaller scale some later time though, as such ideas bear considerable merit.
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Xenos

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Re: Best Design for Dwarven Landmines
« Reply #26 on: October 19, 2010, 10:52:58 pm »

make sure that the 3x3 square is filled with magma.  because the deconstructed falling walls will create magma mist, but shouldnt displace the magma to the level the siegers are on (only natural walls would do this, correct?)

I have no desire to construct an 85z-level pumpstack. I will rely on sheer, brutal impact force instead.

A magma variation will be tested in smaller scale some later time though, as such ideas bear considerable merit.
This is why i require volcanos on my embarks
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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]

mrtspence

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Re: Best Design for Dwarven Landmines
« Reply #27 on: October 19, 2010, 10:55:54 pm »

make sure that the 3x3 square is filled with magma.  because the deconstructed falling walls will create magma mist, but shouldnt displace the magma to the level the siegers are on (only natural walls would do this, correct?)

I have no desire to construct an 85z-level pumpstack. I will rely on sheer, brutal impact force instead.

A magma variation will be tested in smaller scale some later time though, as such ideas bear considerable merit.
This is why i require volcanos on my embarks

I know :'(

This one was metamorphic too, so no iron, and also had only salt water.

Has been an interesting challenge though--had to reclaim really early on because vultures stole the plump helmets I was gonna turn into booze and my miner got mauled by a Lion before I could complete the well, so everyone dehydrated xD
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Xenos

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Re: Best Design for Dwarven Landmines
« Reply #28 on: October 19, 2010, 11:00:10 pm »

couldnt you harvest some bushes?
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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]

mrtspence

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Re: Best Design for Dwarven Landmines
« Reply #29 on: October 19, 2010, 11:11:21 pm »

couldnt you harvest some bushes?

There were none to be had!


On a Landmine-related note, the construction has claimed 4 lives--the result of mass designation and foolish dwarfery (and one wounded dude staggering into a Serrated Disk Trap). If one-tile cave-ins caused a blast big enough to hurl workers off the gantry from over a z-level away, I can't wait to see the awesome power of 36!

EDIT: make that 5 deaths--another walked into the traps.

EDIT 2: Oh for the Love of Armok! Another death! This has taken the lives of more dwarves than any siege to date!
« Last Edit: October 19, 2010, 11:17:51 pm by mrtspence »
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