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Author Topic: Automated FB Defense  (Read 4454 times)

Shoku

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Re: Automated FB Defense
« Reply #15 on: October 20, 2010, 09:04:03 am »

For your short path full of spikes that you don't want dwarves using set up 1wide spots with plates that trigger on dwarf and link to a hatch right in front of it. If they somehow end up in the spikes they'll still technically be able to walk off of the island but shouldn't ever walk onto it.

Then these other diversion tactics for the long path should accomplish what you need with only the rebuilding of toppled furniture.

If you want safe use of the cavern though you should just wall off an area.
« Last Edit: October 20, 2010, 09:05:44 am by Shoku »
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Mantonio

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Re: Automated FB Defense
« Reply #16 on: October 20, 2010, 09:12:04 am »

Imagine, right, it's JUST like a Goblin Repeater, but there's a small way down the middle for dwarfs, which you can manually close with floodgates when the time comes.

Enemies go down one way, getting hurt by weapon traps all the while. They then reach pressure plates, which close their end to the fort but open the other end. So they go that way, into more weapon traps. And THAT way closes as they get close, and so on and so forth.
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Sphalerite

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Re: Automated FB Defense
« Reply #17 on: October 20, 2010, 09:33:30 am »

Forgotten Beasts don't set off pressure plates, and will also destroy floodgates and hatches they can reach.
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Ten_Tacles

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Re: Automated FB Defense
« Reply #18 on: October 20, 2010, 03:25:06 pm »

Automated anti cave creature defense?
Trap filled tunnel.

Automated anti FB defense?
Trap filled tunnel with tame GCS.

Webbed FBs do trigger traps and pressure plates.
Once you captured/shreddered the FB you also have some slik for more socks.

However, you need some GCS for that.


I didn't used this technic against FBs, but against the clown car, and it was successful.
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Shoku

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Re: Automated FB Defense
« Reply #19 on: October 20, 2010, 03:37:37 pm »

Forgotten Beasts don't set off pressure plates, and will also destroy floodgates and hatches they can reach.
Well the destroying hatches thing has some potential in that you could make them smash apart their walkable path into the fort. It would also strand any dwarves outside and not deter fliers but we can modify this somewhat. If instead the hatch is closed over a tunnel of magma with pumps that would would otherwise fill the room with it then you have a fairly automatic FB cooker.

Seeing as that's probably still not quite enough and you really really want to lock the FB away in some small space when it tries to assault your fort you could in fact make the trap run on pressure plates, only instead of it being a pressure plate of the walk on type it could be a pressure plate on the other side of a flood gate that triggers at 5/7 water or lower. In addition to locking the FB below a bridge or something it could also open another path for the dwarves to use.

Setting up the path with some ramps down into a pit and low ceilings would force fliers down so they could be have retracting bridges pop out and seal them below. You could then mine out the rock above to re-open that particular path but regular use of it would pose a problem if there were a second FB. Instead I would suggest mining it out so that you could either cast and drop obsidian on the beast's head or encase him in it. It should be possibly to set up numerous tunnels with floodgate-triggers to trap these building destroyers. With extensive use of mechanics it could even be automated somehow aside from mining the rock out for a new tunnel.

If you make two drawbridges that raise toward the middle you could automatically have the upper walls that force the beast down but there's the small problem of if it should be lurking under those tiles when the second ingredient of obsidian was dropped. If need be you could just drop stone through the bridges and rebuild them but it seems like there should be a slightly more refined layout. Maybe you could somehow shoot water up into magma that had just been sitting on the bridge tile...

-

So how many spiders does that take? Do you web up the tunnel beforehand?
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Kearn

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Re: Automated FB Defense
« Reply #20 on: October 20, 2010, 03:43:54 pm »

Hmm.  You could create two hallways, like you had, and have both have raising bridges that are over grates with pressurized water underneath.  It goes into one, hopefully the short, restricted one so there are no dwarves, and you raise the bridges and drown it.  Pumping in magma would work too, but would obviously be more difficult (unless you don't have a river on your map, in which case you would need to use a pump anyway).

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Ten_Tacles

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Re: Automated FB Defense
« Reply #21 on: October 20, 2010, 03:56:15 pm »

So how many spiders does that take? Do you web up the tunnel beforehand?
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Xenos

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Re: Automated FB Defense
« Reply #22 on: October 20, 2010, 07:57:45 pm »

Okay, just so people know, FB dont activate traps...however, since they love to destroy hatches, pressurized magma could be implemented...(see the dwarven landmine)
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This is a useful feature..and this is DF.. so im gonna assume its bugged
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Shoku

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Re: Automated FB Defense
« Reply #23 on: October 20, 2010, 10:37:23 pm »

We're pretty aware of how they are trapimmune. Doesn't matter though because raising spike traps hooked to a lever or other repeating signal "attack" anything on their tile regardless. If these creatures perhaps caused enough heat damage to melt the spike traps there would be a problem but we have some extremely melt-resistant materials available.

People have been using spike traps to deal with horrors in the deep for a loooong time and these aren't quite the same thing but if you'd look closely you'd see we were already well aware of how these won't trigger things by stepping on them.
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Xenos

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Re: Automated FB Defense
« Reply #24 on: October 20, 2010, 11:07:02 pm »

i missed a few posts of people telling what i said >_>  but, i was sick of the suggestions to build weapon/cage traps or pressure plates.  I think i am part of the department of redundancy department.
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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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Vehudur

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Re: Automated FB Defense
« Reply #25 on: October 21, 2010, 02:43:40 am »

I use pressurized !!magma!! under one hatch and pressurized water under a nearby hatch nearby and up one z-level to wash them back to the !!magma!!.  If I'm lucky, it will encase them in obsidian if they're !!magma!! proof.  If I'm not lucky, they'll destroy the water one first, in which case I pull a lever and flood the entire passage with lovely !!magma!!
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Ten_Tacles

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Re: Automated FB Defense
« Reply #26 on: October 21, 2010, 04:51:58 am »

i missed a few posts of people telling what i said >_>  but, i was sick of the suggestions to build weapon/cage traps or pressure plates.  I think i am part of the department of redundancy department.

They do work if the FBs are webbed.
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Dariush

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Re: Automated FB Defense
« Reply #27 on: October 21, 2010, 06:08:38 am »

to caverns
###___
###PPP
#PF___
#P#DDD
#P#SSS
#P#DDD
#PF___
###___
###PPP
to fort
_ = floor, S = constantly triggered spikes, D = drawbridge connected to P (pressure plates), F = floodgates connected to P.
The basic idea is this - once a dorf wishes to go to caverns, he goes over pressure plates that raise the drawbridge and lower the floodgates, allowing him to go through side corridor to caverns. Once he passes, floodgates rise and drawbridge lowers. On his return, same thing from the other side happens.

mr_seeker

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Re: Automated FB Defense
« Reply #28 on: October 21, 2010, 11:08:32 am »

I am thinking something like this, it can be repeated as many times as you wish:

~= water or magma
# = wall
X = floodgate
C = channel
^' = one time pressure plate or lever
= = path
~~~~~~~~~~~~
#X##########
#~~~~~~~~~#
#X#X#X#X#X##
=C=C=C=C=C=C=
^'#=#=#=#=#=##
===#===#===##
############

Sideways:
##X####X####X######
        _         _         ____
\_/\_/  \_/\_/   \_/\_/ 
This system works as follows:
1. The channels are connected to some underground flushing unit. So as soon as the floodgates open, everyone in the channel gets flushed into a lake or pit. Forgotten beasts are going after the closest thing they can break, which is in my case a floodgate, so as soon as they destroy the floodgate the channel will be filled with water and they get flushed out. Adding a pressure plate in the channel insures that any critters will get a good hose. Dwarves will still be able to pass.
2. The upper left floodgate is connected to the one-time lever or switch. This is a safety device for reconstructing the floodgates. After a limited number of tries, the floodgates are gone and you need a way to construct new ones to ensure safety.
3. Restrict access to the roads on the bottom. If the dwarves find themselfs in front of a new watery channel, they will take that road instead.
4. This does not work against monsters that can swim.
5. This does not work against monsters that do not wander (they run after your dwarves instead)

A forgotten beast tries to get to the first floodgate they can find, so in theory will break a floodgate, causing the channel to fill with water, flushing the monster :)

(For added pleasure: Use magma).
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Lord Vetinari

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Re: Automated FB Defense
« Reply #29 on: October 21, 2010, 12:10:25 pm »

I don't have a very large experience with FBs. I wonder if my new fortified entrance will work:

     outside                         |   |        inside
_______________    _______|__|   ________________
                        \______________/

There are drawbridges over the entrances of the acces tunnel, linked to a pressure plate inside the tunnel itself and a lever. When the bridges are closed, nothing can exit the tunnel (even building destroyers can't destroy something that's above them) and the traps mince everything. I know that traps don't work with FBs, so I'm planning an additional magma flooding system. Do you think that this can work?
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