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Author Topic: Best Design for Dwarven Landmines  (Read 3629 times)

Fanklok

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Re: Best Design for Dwarven Landmines
« Reply #30 on: October 19, 2010, 11:49:59 pm »

You can use it as testing to create the dwarven black hole see what needs to be done to create a vaccum.
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Lord Aldrich

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Re: Best Design for Dwarven Landmines
« Reply #31 on: October 20, 2010, 01:45:34 am »

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.


Forget the pump stack. Build one of these

http://www.bay12forums.com/smf/index.php?topic=59894.0

Also, I didn't see anyone mention it, but I was fairly certain that building_destroyer_2s will attack supports. So you don't even need a pressure plate, just the support. They take out the support and cause the cave in all on their own.
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jei

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Re: Best Design for Dwarven Landmines
« Reply #32 on: October 20, 2010, 02:01:25 am »

What are some designs to get the most bang for the least effort?
Depends what you're out to kill.

A single cave in to a small room, activated by a door letting out water to plate.

Otherwise, a repeater connected to some spears. and a walkway with bridges and doors etc for access control for special guests to use.

Related to this, I really wish we could bucket some magma to ignite stuff like graphite grates and the like.


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Engraved on the monitor is an exceptionally designed image of FPS in Dwarf Fortress and it's multicore support by Toady. Toady is raising the multicore. The artwork relates to the masterful multicore support by Toady for the Dwarf Fortress in midwinter of 2010. Toady is surrounded by dwarves. The dwarves are rejoicing.

fivex

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Re: Best Design for Dwarven Landmines
« Reply #33 on: October 20, 2010, 02:25:03 am »

Also, I didn't see anyone mention it, but I was fairly certain that building_destroyer_2s will attack supports. So you don't even need a pressure plate, just the support. They take out the support and cause the cave in all on their own.
They don't.
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Tupimus

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Re: Best Design for Dwarven Landmines
« Reply #34 on: October 20, 2010, 07:59:01 am »

When I read the title, I thought of a pit with booze on the edges and pressure plated lava'd ignite the whole glorious mess in a wholesome BOOM.
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JacenHanLovesLegos

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Re: Best Design for Dwarven Landmines
« Reply #35 on: October 20, 2010, 08:36:08 am »

When I read the title, I thought of a pit with booze on the edges and pressure plated lava'd ignite the whole glorious mess in a wholesome BOOM.

Quickly, someone do this! FOR !!SCIENCE!!
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Gearheart

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Re: Best Design for Dwarven Landmines
« Reply #36 on: October 20, 2010, 08:42:06 am »

You could always make a 1x[length of corridor] pit down the centre of a 11 tile or so wide entrance hall, then build it so that the walls collapsed and blasted everything down into the pit.

I guess you could do the same thing with a square room to create a dwarvern singularity
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Urist Imiknorris

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Re: Best Design for Dwarven Landmines
« Reply #37 on: October 20, 2010, 10:45:41 am »

Obsidian gun over a pit straight down to the magma sea.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Lord Aldrich

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Re: Best Design for Dwarven Landmines
« Reply #38 on: October 20, 2010, 11:01:39 am »

Also, I didn't see anyone mention it, but I was fairly certain that building_destroyer_2s will attack supports. So you don't even need a pressure plate, just the support. They take out the support and cause the cave in all on their own.
They don't.

Bummer. Good to know before I tried to encorporate that into a defense design and had a bit too much Fun  :o

Pump pressurized magma under a floor hatch does seem awesome as well though.
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Fanklok

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Re: Best Design for Dwarven Landmines
« Reply #39 on: October 20, 2010, 01:18:13 pm »

Two huge resevoirs a few z levels above ground level filled by pumps closed off by flood gates and a really deep pit covered by a bridge all gates and the bridge are hooked up to the same lever. Lever gets pulled and anyone in the wake get's pulled down by the current to a watery grave. I'll call the a blue hole. If you have it go down to floor grates it can be used as a quick way to fill up the arena.
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Xenos

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Re: Best Design for Dwarven Landmines
« Reply #40 on: October 20, 2010, 01:51:26 pm »

Two huge resevoirs a few z levels above ground level filled by pumps closed off by flood gates and a really deep pit covered by a bridge all gates and the bridge are hooked up to the same lever. Lever gets pulled and anyone in the wake get's pulled down by the current to a watery grave. I'll call the a blue hole. If you have it go down to floor grates it can be used as a quick way to fill up the arena.
This is known as "the toilet trap" and we had a thread devoted to it a couple weeks ago (it has been sleeping.)  Only instead of floodgates we used floor hatches (basically no delay) to "flush" them down. 

I am liking the obsidian gun idea...how would we prevent the gun from supporting the obsidianized block?
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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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Urist Imiknorris

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Re: Best Design for Dwarven Landmines
« Reply #41 on: October 20, 2010, 03:56:36 pm »


z0
  +++++
++++ ++++
+7%> <%7+
++++ ++++
  +++++

z-1

  ╔╦═╦╗
╔═╬╝ ╚╬═╗
7║   ║7
╚═╬╗ ╔╬═╝
  ╚╩═╩╝


View of z0 without pumps:

  +++++
++++ ++++
+7+   +7+
++++ ++++
  +++++


Reload the side chambers when not in use.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

mrtspence

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Re: Best Design for Dwarven Landmines
« Reply #42 on: October 20, 2010, 09:53:48 pm »

The construction is near completion. If you guys tell me how to effectively upload the in-game recordings, I will place migrants in separate warrens at regular intervals to test its blast-effectiveness--a-la those dummies they set up in Deadliest Warrior or Mythbusters.

EDIT: ETA about 20 minutes (my FPS is like 3). I will not wait for advice on uploading DF vids, and will, if said advice is not present, post a series of screenshots.
« Last Edit: October 20, 2010, 10:03:46 pm by mrtspence »
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Fanklok

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Re: Best Design for Dwarven Landmines
« Reply #43 on: October 20, 2010, 09:56:43 pm »

It all makes sense now the lack of scientific relevance explosives obsession uneven testing adam jamie and those deadlist warrior guys are all dwarves.
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Xenos

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Re: Best Design for Dwarven Landmines
« Reply #44 on: October 20, 2010, 10:01:26 pm »

It all makes sense now:the lack of !!SCIENTIFIC!! relevance, explosives, obsession, uneven testing, adam, jamie, and those deadliest warrior guys are all dwarves.

Fixed.  Punctuation is your friend.  ;D

I await the results with eager anticipation :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]
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