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Author Topic: An artifact mechanism. WHY!?  (Read 9490 times)

Fredd

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Re: An artifact mechanism. WHY!?
« Reply #30 on: March 18, 2011, 11:22:49 pm »

As a side note, would you really need spike traps linked to a lever for danger rooms?
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beorn080

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Re: An artifact mechanism. WHY!?
« Reply #31 on: March 18, 2011, 11:38:43 pm »

junk metals like tin.
Tin is a prized metal, just short of iron in its value. It's half of bronze, and bronze is an excellent metal if one lacks the ability set up a steel making industry.

Nickel on the other hand...

As for artifact mechanisms, they're great for extra boosts of happiness, be it from trap quality, or well.
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yggiz

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Re: An artifact mechanism. WHY!?
« Reply #32 on: March 19, 2011, 05:45:35 am »

As a side note, would you really need spike traps linked to a lever for danger rooms?

I think the skill ups only come from contact with the active up/downing training spear. Don't forget to use training spears instead or spikes for your training. The spikes are good if you want actual injuries/deaths.
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Girlinhat

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Re: An artifact mechanism. WHY!?
« Reply #33 on: March 19, 2011, 06:00:08 am »

You can walk over a spear trap safely.  It's only the act of popping up, or yourself falling a Z level onto it, that hurts.

Buttery_Mess

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Re: An artifact mechanism. WHY!?
« Reply #34 on: March 19, 2011, 04:25:28 pm »

Of course, you don't really need to link it to a lever. But, the only other option is a goblin or a water repeater. They aren't hypothetically speaking difficult to set up, but I've never bothered, personally.

I've built a danger room in my fort for the sole purpose of killing pets. Just waiting until my pet semetary is completed...
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Girlinhat

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Re: An artifact mechanism. WHY!?
« Reply #35 on: March 19, 2011, 04:28:25 pm »

Levers are easy, and can be stopped.  A water or gobbo repeater will keep going, and that can suck.  If Urist McFreshRecrit forgot his boots, you can suddenly have a soldier with busted feet sitting in the hospital hogging water with a bum leg.  If you've got a lever nearby, it's easy to cancel the pulling task and recover the wounded.  Not to mention, that when pets/kids die in a danger room, any civilian going to retrieve the corpse will get skewered.  You can very quickly deplete your entire population by simply using a danger room and a stray cat, as each corpse-hauling task lures another victim in.  If it's lever-controlled, you can instantly stop the spikes and recover corpses.

janglur

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Re: An artifact mechanism. WHY!?
« Reply #36 on: March 19, 2011, 06:28:07 pm »

Put it in a weapon trap, gives highest accuracy when combined with high-quality weapons.

Artifact+artifact=always hits
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Quietust

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Re: An artifact mechanism. WHY!?
« Reply #37 on: March 19, 2011, 06:48:54 pm »

What you should do is have your (trainee) masons turn raw stone into blocks, then have the (trainee) mechanics turn those blocks into mechanisms, which you can then use and/or sell.

Urist McMechanic cancels Construct Mechanisms - needs non-economic hard rock.
Next time, follow your own advice and make sure it's actually correct before offering it to others.
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iyaerP

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Re: An artifact mechanism. WHY!?
« Reply #38 on: March 19, 2011, 06:49:16 pm »

Levers are easy, and can be stopped.  A water or gobbo repeater will keep going, and that can suck.  If Urist McFreshRecrit forgot his boots, you can suddenly have a soldier with busted feet sitting in the hospital hogging water with a bum leg.  If you've got a lever nearby, it's easy to cancel the pulling task and recover the wounded.  Not to mention, that when pets/kids die in a danger room, any civilian going to retrieve the corpse will get skewered.  You can very quickly deplete your entire population by simply using a danger room and a stray cat, as each corpse-hauling task lures another victim in.  If it's lever-controlled, you can instantly stop the spikes and recover corpses.


How do you recover the corpses?

My danger room is full of rotting or skeletal impaled cat corpses, and I always have a nonstop spam of people being unable to retrieve items for burial, even when the spears are stopped their repeating.
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Girlinhat

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Re: An artifact mechanism. WHY!?
« Reply #39 on: March 19, 2011, 06:52:06 pm »

I dunno, just stop it?  Maybe make sure the spears are stopped in the down position?  I never had an issue with this.

Puresowns

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Re: An artifact mechanism. WHY!?
« Reply #40 on: March 19, 2011, 07:12:21 pm »

Make sure your door is not forbidden.
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iyaerP

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Re: An artifact mechanism. WHY!?
« Reply #41 on: March 19, 2011, 08:06:09 pm »

Its not. The military can get in and out just fine. And no, it is not a burrow problem either.
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EveryZig

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Re: An artifact mechanism. WHY!?
« Reply #42 on: March 19, 2011, 08:34:57 pm »

Are the corpses forbidden? What does the cancel message say?
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ral

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Re: An artifact mechanism. WHY!?
« Reply #43 on: March 19, 2011, 09:18:03 pm »

Anything you can build somewhere is good, even if it's just an artifact wood grate. As people have already said, mechanisms are even better.

The useless things are stuff like rings, toy hammers, loincloths, and (most frustratingly) blowguns. Just wait until you're like "yay! finally a wesponsmith in a strange mood!" and you end up with the BEST blowgun EVER.

Urist Imiknorris

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Re: An artifact mechanism. WHY!?
« Reply #44 on: March 19, 2011, 09:53:55 pm »

And a legendary weaponsmith. Unless it was a possession, in which case I tend to send both artifact and dwarf to the cleansing fire of the earth.
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