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Author Topic: Megaproject: Cube.  (Read 4881 times)

Girlinhat

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Re: Megaproject: Cube.
« Reply #15 on: January 27, 2011, 10:31:24 pm »

Also, as long as we're fieldballing ideas, what are various non-one-tile traps?  Flooding chambers, magma chambers (sorta the same thing there), steam rooms, pitfalls...  In what all methods may an adventurer by killed that allows for automatic resetting (no cages or rock falls)

vadia

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Re: Megaproject: Cube.
« Reply #16 on: January 27, 2011, 10:33:13 pm »

Also, as long as we're fieldballing ideas, what are various non-one-tile traps?  Flooding chambers, magma chambers (sorta the same thing there), steam rooms, pitfalls...  In what all methods may an adventurer by killed that allows for automatic resetting (no cages or rock falls)
supports go out
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Girlinhat

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Re: Megaproject: Cube.
« Reply #17 on: January 27, 2011, 10:36:15 pm »

Supports disappearing would not be resettable, sadly, and thus would be single-use and not fit for my designs.

vadia

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Re: Megaproject: Cube.
« Reply #18 on: January 27, 2011, 10:39:24 pm »

Supports disappearing would not be resettable, sadly, and thus would be single-use and not fit for my designs.

A: brainstorming
B: it kinda fits the genre
C: If = and H = double walls you could make some of the walls into supports.  It would be better if supports looked like walls though.


===== =======
H                   H
H                   H
                   
H                   H
H                   H
====== ======
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Girlinhat

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Re: Megaproject: Cube.
« Reply #19 on: January 27, 2011, 10:43:25 pm »

Current idea is for 5x5 boxes, though I'm debating the validity of a cube design.  With 5x5x5, that other 5x5x4 will be ignored because the player cannot really look up multiple Z levels.  That might be good though, if the adventurer can detect lava coming down on them.

And if we're going for non-resettable traps, which would require a regen every playthrough, then cages with creatures in them may work, since I think those will survive an abandon.

Scaraban

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Re: Megaproject: Cube.
« Reply #20 on: January 27, 2011, 11:16:43 pm »

awesome
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Voyager

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Re: Megaproject: Cube.
« Reply #21 on: January 27, 2011, 11:27:10 pm »

Does a drawbridge atomize pressure plates if it lands on one?  If you allow the walls to be double thick, you could build a room with and array of dropping drawbridges that squash anything not in the dead center of the room.  The center of the room would have to be clear to permit the doors to be placed on the walls, but with sequencing, I think you could hit every other square in the room with at least two drawbridges, without having a bridge collision.  Don't know if you can build multiple drawbridges that hit the same square, though.
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Scaraban

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Re: Megaproject: Cube.
« Reply #22 on: January 27, 2011, 11:30:11 pm »

you cant even put buildings where a bridge occupies when down or up
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Girlinhat

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Re: Megaproject: Cube.
« Reply #23 on: January 27, 2011, 11:39:17 pm »

No, you can't have any structure or another bridge under a drawbridge.  For that matter, you cannot designate channeling or anything under a raised bridge.

I'm having issue modding in these reactions I want.  I want a cheater's workshop that adds free stone (this custom color stone I've made) but it doesn't want to actually add them.  I've got the reactions, stone type, and workshop made, and my entity has all of them permitted, but the unique workshop doesn't have the option for my custom reactions.  For anyone who may know modding, here's the reaction
Spoiler (click to show/hide)
and the stone itself
Spoiler (click to show/hide)
which was placed in its own folder for sanity's sake, as well as the reactions getting their own separate .txt file.  Should they be included in an existing file instead?

Urist Imiknorris

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Re: Megaproject: Cube.
« Reply #24 on: January 27, 2011, 11:41:42 pm »

All I can think of is that the skill tag should be MASONRY. Check your errorlog.
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Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
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Urist Imiknorris

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Re: Megaproject: Cube.
« Reply #25 on: January 27, 2011, 11:42:41 pm »

You don't need any reagents. I've made plenty of reagentless reactions.
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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!

Girlinhat

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Re: Megaproject: Cube.
« Reply #26 on: January 27, 2011, 11:48:17 pm »

No luck on MASONRY, will try merging files.

Girlinhat

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Re: Megaproject: Cube.
« Reply #27 on: January 28, 2011, 12:06:49 am »

ok, cannot get my custom reactions and/or my custom stone to work, so I think I'm just gonna speed:0 some dorfs, and mine out some stuff to trade for conveniently colored stones.

Girlinhat

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Re: Megaproject: Cube.
« Reply #28 on: January 28, 2011, 12:24:53 am »

Ok, got them working at last, but I cannot actually do anything with them :(  I can't build workshops or floors or anything, even though they appear to be identical to other stones on the list.  Thoughts?

Urist Imiknorris

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Re: Megaproject: Cube.
« Reply #29 on: January 28, 2011, 07:47:51 am »

Do you have another reaction that consumes them as a reagent? If so, you need to go into the z-stone menu and mark it as non-economic.
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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!
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