Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4

Author Topic: A Successor to the Bloodfist! (Topic: Dry-Dock)  (Read 14631 times)

adwarf

  • Bay Watcher
    • View Profile
Re: A Successor to the Bloodfist! (Megaproject Pending: Bloodaxe It Is.)
« Reply #30 on: February 20, 2011, 03:26:52 pm »

Once moving parts are in you can make a platform that drops to the ground for loading unloading etc
Logged

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID
Re: A Successor to the Bloodfist! (Megaproject Pending: Bloodaxe It Is.)
« Reply #31 on: February 20, 2011, 03:32:27 pm »

Quote from: From Dev Page
  Improved Mechanics 
  • Better traps     
    • Stone traps should require the stone be placed above the tile that is targeted
    • Stones should be able to roll (perhaps if they are started from or land on a ramp tile)
    • Weapon traps should be multi-tile and require a   spring or other potential energy source -- automatic resetting should   require some explicit establishment of a feasible mechanism
     
  • Large pipe sections -- walk on them or crawl inside them, allow passage for fluids
  • Moving fortress sections (lifts, crushing traps, etc.)
  • Waterproof axles through some mechanism
  • Rock grinders?  Fans?  We'll do some other   machines around this time -- whichever feasible ones are the most   entertaining for dwarves and treasure hunters
Now that you mention it, depending on how long it will take until Toady gets around to it, I could probably wait and gain a bit more 31.xx experience beforehand before undertaking the project. It will be worth it eventually, and provided Stonesense keeps up (or any other 3D visualizers), it will look even more convincing. Plus, this can give us time to really get to the fine details of the blueprints.

EDIT:
I can add murder holes to the ship if the rolling stone release is made.
« Last Edit: March 06, 2011, 12:45:11 pm by Itnetlolor »
Logged

adwarf

  • Bay Watcher
    • View Profile
Re: A Successor to the Bloodfist! (Megaproject Pending: Bloodaxe It Is.)
« Reply #32 on: February 20, 2011, 03:35:16 pm »

Ya it would be neat to make the lifts and have fans all over it " pumping the good air in and bad air out "
Logged

Arkenstone

  • Bay Watcher
  • Perfect Clear Diamond
    • View Profile
Re: A Successor to the Bloodfist! (Megaproject Pending: Bloodaxe It Is.)
« Reply #33 on: June 15, 2011, 08:31:27 pm »

You need something with magma, like magma bombs or a magma volcano cannon.  Add Lignite bins to the former to add to the carnage.

Oh, wow...  I just had an awesome idea. :o

It looks like this:
Code: [Select]
______
█¢<% █
█ %>X█
█≈██¢█
███
The 'X' is where you put the Bin (by any means necessary); on top of a one-tile retracting bridge or magma-safe hatch. Then you power the pumps, the magma should cycle through once (getting stuck by the hatch at the top-left) and the lignite should be burning. Then you open the hatch, dropping the Bin on whoever's unfortunate enough to be directly below.  With some modification, this could even use a bridge-a-pult to fire the Bins instead of just dropping them.

The nicest thing about this design is that you only need a little bit of magma, and it doesn't get used up.  The real ammunition, Steel Lignite Bins, is much easier to store and replace than magma is.  Also, because the magma only briefly covers the ammunition, it might be possible to use raw lignite instead of a steel lignite bin, thus making it rediculously easy to reload.


PS: May I have permission to possibly, sometime in the not-so-near future, create a few much smaller and more spartan cutters and corvettes?  Because my latest embark has a ton of vertical space, if somewhat lacking in the other two dimentions...
« Last Edit: June 15, 2011, 08:34:32 pm by Arkenstone »
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID
Re: A Successor to the Bloodfist! (Megaproject Pending: Bloodaxe It Is.)
« Reply #34 on: June 15, 2011, 10:32:21 pm »

PS: May I have permission to possibly, sometime in the not-so-near future, create a few much smaller and more spartan cutters and corvettes?  Because my latest embark has a ton of vertical space, if somewhat lacking in the other two dimentions...
Like I stated while I was working on the Bloodfist, I invite anyone to make their own (even based on my model(s)) or modify my ship. The skies seem a bit empty. Just remember to shut of [cave-ins] before takeoff (removal of support if built on one).

Plus, I was thinking of adding a magma drop shaft or something this time around; but need to get a piping system done that can get setup and detached easily.

EDIT:
I think I'll try to apply your idea. It seems most cost-effective. Especially effort-wise. I'll call it the Wonka's Everlasting Atomic Fireball system.
« Last Edit: June 16, 2011, 10:57:30 pm by Itnetlolor »
Logged

Arkenstone

  • Bay Watcher
  • Perfect Clear Diamond
    • View Profile
Re: A Successor to the Bloodfist! (Megaproject Pending: Bloodaxe It Is.)
« Reply #35 on: June 16, 2011, 05:45:32 pm »

Well, if that plan of mine comes through then at least you'll only have to fill it once.  (You might want to leave a backup, just in case though...)
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID

I suppose it's as good a time as any to necro this thread and get around to working on workable plans for this behemoth (Planning Phase is a go). I'm going to revive this thread for discussion.

Feel free to read through and discuss what other features you want as part of this that are within the means of the recent updates. Like the previous project Bloodfist, I'm using the vanilla version of DF; so no mods, and no assistance from stuff like the sawmill from Deon's Wasteland Mod. That would make accomplishing this far too easy.

If you have site suggestions that can simplify this project a bit (I'd like a location/seed that has easily accessible magma and a fresh water source that the airship can collect from when constructed.) I would very much appreciate it.

EDIT:
Before posting, I suggest you read through the thread first before asking any unnecessary questions.
« Last Edit: June 01, 2012, 08:53:19 pm by Itnetlolor »
Logged

flieroflight

  • Bay Watcher
  • Worship the nightmare
    • View Profile
Re: A Successor to the Bloodfist! (Megaproject: We're on Planning Mode)
« Reply #37 on: June 02, 2012, 05:37:15 am »

What about setting up a minecart flak cannon or two to provide anti-air suppourt.
And as alling items cause damgae now, bombing bays are now possible as either an attack or simulating ballast drops.
Logged
Bay12 doesn't have moral event horizons, it has goals.

Arkenstone

  • Bay Watcher
  • Perfect Clear Diamond
    • View Profile
Re: A Successor to the Bloodfist! (Megaproject: We're on Planning Mode)
« Reply #38 on: June 04, 2012, 07:50:24 pm »

Well, let's pick up the discussion back where it left off, shall we?

The recent update makes the design I thought of even easier to implement.  Minecarts can be used to dump ammunition into the breach, and now there'll be impact damage when the stuff hits the ground.  I think wood would be effective enough; thankfully an advantage of the minecarts is the ability to swap ammo at will.

The only trick would be to make the tracks, as they can't be built on constructed floors.  I think the options to work around this were bridges, obsidian casting, and using the 'free' floor above a constructed wall.


Which gives me another idea for the ship: a hydroponics deck.
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID
Re: A Successor to the Bloodfist! (Megaproject: We're on Planning Mode)
« Reply #39 on: March 27, 2013, 12:50:51 pm »

Necro time!!!!!!

And with good reason: I finally have something I can work with, as well as the motivation to actually work on it. Give me until Easter to make sure I can actually work on it, as well as get myself a chunk of land to build it in; and maybe work on some backstory for the Community Fort portion.

Like I initially stated, this is the production thread. The community thread is where all the business of dwarfing fellow members (and trading ideas and such) will mostly be involved. Other stuff involving the ship like improving on the ship, how to pull off other mods (like the obsidian chamber, if we're still doing that) and so forth will be discussed here.

Here's the latest update:
A working model I can use for construction, and review.
So, what do you guys think?

EDIT:
« Last Edit: March 28, 2013, 12:25:14 pm by Itnetlolor »
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: A Successor to the Bloodfist! (Megaproject: We have a ship designed)
« Reply #40 on: March 27, 2013, 01:00:45 pm »

HA HA HAHA HAHA!

MAGNIFICENT! MONSTROUS! MALICIOUSLY MIGHTY MODERN MAGICAL MEMORIES THAT MADDEN THE MAJESTIC MASSES OF THE MAMMALIAN AND MAKESHIFT MAVERICK MASTERS OF MARITIME METAPHORICAL MACHINES!

Lich180

  • Bay Watcher
  • Avatar by PlutoniumApe, "Urist McGuyFieri"
    • View Profile
Re: A Successor to the Bloodfist! (Megaproject: We have a ship designed)
« Reply #41 on: March 27, 2013, 04:11:16 pm »

Incredible, can't wait to see it during construction!
Logged

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID
Re: A Successor to the Bloodfist! (Megaproject: Prologue Written)
« Reply #42 on: March 28, 2013, 08:22:18 pm »

Before I decide to kick things off next week (found myself a nice site), anyone up for a little story time with that info?

PROLOGUE TIME:
Has it really been 10 years since we completed and ran off with the Bloodfist? I had this sudden urge to look back on the events of the past as I look at a scale model of our old ship we salvaged from the old work site. The model had got me thinking about our exploits since we reclaimed what was rightfully ours, headed off, and started our own settlement, with me beginning the new nobility, in honor of the Lucid in the Sky of Diamonds. We were ordered to finish what Cid has started which was a flagship of our dwarven empire, labeled the ARMOK'S GAUNTLET or Nazushdur Anrizgeshud Nòm aka Bloodfist the Sky-Fortress of God. It was to be a symbol of ultimate power, not only telling the world that dwarves had conquered the ground, but the sky as well. Well, the path was extremely rough for our civlization's kingdom, to the point that doubt was cast amongst the many residents of the kingdom. Too many lives were lost to a poor leadership that continued to plunge many poor souls towards a deathtrap in effort to complete his monument.

All things considered, our king did not deserve the ship, with all the lives that have been lost, sending them to such a deathtrap of a place, in order to set sail a monument. I've seen sea-faring ships more glorious than this; although, I'll admit, having a ship that can sail the skies is still nice. But the point is still the same, lives were wasted for a "monument" no bigger than a mere frigate; and it's rather under-armed for such a vehicle. I want something that can pulverize towers as we crash into them; armed with more teeth than a dragon; more cargo capacity than the gut of that sloth of our king, and who can forget, more power?

In honor of you, Cid, and the rest of those whose lives have been sacrificed for this ship, I'll top off with a better design, and a greater purpose (Aside from cramming it full of as many refugees we can nab from our homeland that can fit in the ship without overloading the engines). The Bloodfist has been refitted from a small frigate into a long-range scout craft. Thanks to it's capacity and capabilities, and a bit of retro-fitting, we can achieve in a day, what would normally take others weeks to travel. First thing we did when I did that while it was docked in the royal  aerodrome was to set sail, far, far away from our homeland, and the site from which this accursed ship was born in.

Now that we have found a suitable land to produce something that can out-rank this little ship, we're collecting materials and otherwise, as well as producing ourselves a well-packed wagon to deploy out of the Bloodfist for the volunteers and refugees that are willing to get things started for the rest of our teams we're willing to deploy from afar.

The site is adequately far enough away from our new home, where we still continue to traffic more citizens from our homeland that are feeling opressed by our king, since we took on a new career of sky-piracy. Of course, since 10 years has passed since we last been citizens of our homeland, chances are that another "Bloodfist" may have been produced. If that is the case, we really need to get this new ship built and deployed. I don't think our scout can take on the opposition if it finds us (We made a containment expansion pod that linked to where the ballistae once were). Fortunately, I have been developing ways to refine our process, and maybe even as a side-project, develop and deploy some mass-producable gunships (Armok's Fingers or Bolts, if you will). We need as much of an upperhand as we can get, and chances are, our past king is paying out the mouth for anyone and anything to hunt us down. I fear he's befriended goblins to serve as mercenaries to hunt us down. We can't let that stand. Fortunately, the Outlands of Xah Zurko are rather expanse, and they'll have a hard time finding our new home, as well as the project site.

After much scouting the Outlands, we have come up with this that we can work with:


It didn't take us long to scout the location out. We just had to travel a considerable distance to get out of range of the old kingdom this ship was originally built for. We did a broad-range scan of the Outlands, and the computers worked overtime, but have done a glorious job mapping things out for us. The Outlands are huge, and our world is suspiciously volcanic. However, the upgrade project (now Project: Flagship) sort-of demands a much greater use of a volcano to suit our processing needs.


Here's what was generated for us to patrol with. (Caution, Big image. Red box is the general area the work site is.)

I think it's time I wrap things up here, and start breifing our specialist team before we touch ground... what little there is we can land on. I suspect we'll have to hover a bit and let the wagon out the side alongside the cliff edge here. If anything, at least there's more wood to work with, and a far less hostile landscape here than we used to work with. Considering my new plans for our counter-attack ARMOK'S BLADE or Nazushilbash Anrizsombith Nòm aka Bloodaxe the Sky-Executioner of God, they, along with the help we'll be deploying every once in awhile when we're in the region, will need every advantage they can get. Naturally, since we don't want to expose our work site from our frequent visits, we'll have to park at least a good region's distance away from the work site when we deploy our volunteer parties; call them "migrants" if you will; seeing as they're refugees from the old kingdom, they might as well be, especially if they make the site a new home for themselves like we did with the previous hell-hole.

--Ex-Chief (Pyro)Technician and Present-Day Pirate-Queen, Weaponsmith, Captain Kel "Lucca" Stigazkadol




So, how's that for a prologue opening? I'll be reposting this when I get the Community fort up.

Here's the Worldgen info as well. After the near-600th-odd reject, it'll prompt you whether or not you want to continue anyway, due to volcanism issues. Just accept it (ignore warning, even if it gives legends only results), and accept the site that comes along with it by the next dozen resets. It should eventually look like mine.
Spoiler (click to show/hide)

I kept the name of the world (And ended the worldgen year 9 years after the events of Bloodfist so that the embark begins at the 10-year marker) in order to keep the world and story canon. We may need to head off to a new worldgen (if it can't be imported into the next version) for the next edition, if/when that happens. I kinda like how the world just decided to expand past the smaller nation that was previously existent. If possible, I hope I can go One Piece with this, with the expanding of the world.
« Last Edit: March 28, 2013, 10:37:18 pm by Itnetlolor »
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH

Damn, now I'm imagining a camera, panning out from Armok's Gauntlet to something far, far bigger... To come, surely, but a great portent nonetheless.

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID

Right now, I'm working on an interesting way to make an intro to the new location, while doing a bit further surveying of it. Nice to know I have all the materials I need on the site, as well as only 2 different surface woods to worry about (Willow and Acacia; Acacia dominates the scenery, and should provide more than enough materials in a single clear-cut); not to mention, cutting in a makeshift fort to get an idea of the underground, and a good way to setup, there's a crap-ton of obsidian, plenty of clay and sand next to each other, Blood thorn (dark red) and Goblin Cap (Light red) deep underground (I'll apply the tree farm method to grow them), along with some rather unsavory guests living below.

I do believe that the only thing that'll be holding me back would be uninvited guests and time itself, along with my scheduling. All that aside, I should be able to knock this sucker out quite easily. Oh yeah, and doing a deeper prospect out of curiosity, provided I dig correctly, copper supplies should be simple enough to take care of, and I can knock that out at the same time I try to release the underground plants. Plenty of tetrahedrite here.

I couldn't ask for a better location and conditions to work on this successor megaproject. Naturally, after carving out a basic framework fortress so my dudes can get settled inside, I may need to divert my fort-expansion party's attention for a season or two to secure lodgings before we get started on the rest of the stuff.

How I foresee the project going: The first year will be spent establishing our location, along with securing lodgings, while also pumping out materials for constructing scaffolding (no problem with all the stone) and the wood planks (The color variance is subtle enough that I can maybe work patterns visible in Stonsense; also planks, instead of logs like the Bloodfist); of course, we're only constructing materials, the shipwright and dry-dock construction will come by the next year. Keeping our building teams happy is the main concern here (farms, lodgings, initial trades, and security, and readying the fort for the imported freeloaders help), so sorry in advance for no immediate construction work when I get it all started. Plus, spending at least a year prepping the installation should assist in swiftly producing such a behemoth in record time (kudos especially to having plenty of block/bar bins for scaffolding, temp. bridging (alternative scaffolding method post-skeleton built that I want to use), and while (provided I get more than enough copper from imports and tetrahedrites) I work on Armok's Fingers as the side-project mentioned earlier.

Furthermore, I have a few ideas I want to implement when I get to work on the ship itself, mostly involving the scaffolding used to build it. What I intend to do is build the U/D Stairway about 8-9 tiles away from each other, and 1-2 tiles away from the project 's perimeter itself so I can link them, and the project together with a series of bridges (no lever linking, and with good reason). I will also build a platform where they stand, supported by a lone support, surrounded by walls to prevent any unwarranted deconstruction. Naturally, the support will be linked to a demo-switch which is also secured until it's needed, to cut down on demolition time, as well as improve safety for the staff. Plus, while safety is on the mind, why not entertainment?


I have a feeling I'll finish this sucker in record time. Far quicker than I got the Bloodfist done, so I'm giving myself some side-projects to work on before/during/after I finish the ship to keep things interesting.
« Last Edit: March 29, 2013, 06:50:34 pm by Itnetlolor »
Logged
Pages: 1 2 [3] 4