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Author Topic: Dwarve Golf Range  (Read 1923 times)

Girlinhat

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Dwarve Golf Range
« on: May 12, 2011, 03:20:41 pm »

The challenge: Propel a creature or item maximum distance without walking, hauling, or direct water flow.  You are allowed one strike, so no multi-bridge repeat launchers, and are not allowed to simply push the target with flowing water, nor haul it to a far-off place, nor allow it to simply walk away.  Water is allowed if used creatively, but I can't think of a proper way to abuse it for projectile launching.  Hammers are recommended, of course, hammer-filled weapon traps also.

The theme for the challenge, is a driving range.  Dig out a large area, bigger than your preferred driving distance, and equip a dwarf/trap/complicated machine with the needed weapons or materials, and proceed to launch.  For stability purposes, it may be required to place the striking platform 1 Z above the range, to allow increased control of otherwise wandering mobs.

When posting your results, please include a screenshot and detail of setup, weapons used, or creative equipment in play, and the type of projectile.  Understandably, a goblin will probably fly a lot further than an elephant.

Let the science begin!

Musashi

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Re: Dwarve Golf Range
« Reply #1 on: May 12, 2011, 05:17:44 pm »

Dig straight hole from the surface to the bottom of the map, SMR or further. Pit a creature. Watch it fall tens of z-levels down. Profi...
... oh, you meant horizontal distance.
Huh, not fair.  :(
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I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

xeivous

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Re: Dwarve Golf Range
« Reply #2 on: May 12, 2011, 05:26:00 pm »

Dig straight hole from the surface to the bottom of the map, SMR or further. Pit a creature. Watch it fall tens of z-levels down. Profi...
... oh, you meant horizontal distance.
Huh, not fair.  :(
Better idea, make it so when you pit the creature, a device/dorf will smack it out of the air and send it flying!
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Girlinhat

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Re: Dwarve Golf Range
« Reply #3 on: May 12, 2011, 05:30:17 pm »

Anything in flight is considered invulnerable to all things, except for creatures which naturally fly because these are sort of "standing in the air".  However, you can have a weapon trap of hammers at the bottom of a pit.  The question is, does the goblin die first, or get hit first?

xeivous

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Re: Dwarve Golf Range
« Reply #4 on: May 12, 2011, 05:31:50 pm »

Anything in flight is considered invulnerable to all things, except for creatures which naturally fly because these are sort of "standing in the air".  However, you can have a weapon trap of hammers at the bottom of a pit.  The question is, does the goblin die first, or get hit first?
Science that shit.
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Nexii Malthus

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Re: Dwarve Golf Range
« Reply #5 on: May 12, 2011, 06:06:10 pm »

Anything in flight is considered invulnerable to all things, except for creatures which naturally fly because these are sort of "standing in the air".  However, you can have a weapon trap of hammers at the bottom of a pit.  The question is, does the goblin die first, or get hit first?

Spikes can impale creatures that fall on them. But weapon traps won't do anything until post-impact, which may be useful in case a non-goblin happens to survive a fall.

xeivous

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Re: Dwarve Golf Range
« Reply #6 on: May 12, 2011, 06:11:22 pm »

Anything in flight is considered invulnerable to all things, except for creatures which naturally fly because these are sort of "standing in the air".  However, you can have a weapon trap of hammers at the bottom of a pit.  The question is, does the goblin die first, or get hit first?

Spikes can impale creatures that fall on them. But weapon traps won't do anything until post-impact, which may be useful in case a non-goblin happens to survive a fall.
Can anything survive impalement?
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Musashi

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Re: Dwarve Golf Range
« Reply #7 on: May 12, 2011, 06:14:46 pm »

Anything in flight is considered invulnerable to all things, except for creatures which naturally fly because these are sort of "standing in the air".  However, you can have a weapon trap of hammers at the bottom of a pit.  The question is, does the goblin die first, or get hit first?

Spikes can impale creatures that fall on them. But weapon traps won't do anything until post-impact, which may be useful in case a non-goblin happens to survive a fall.
Can anything survive impalement?
It is, AFAIK, the equivalent of simply being hit by a menacing spike (think of a weapon trap with one in it, or a menacing spike trap on repeat: "the spinning +menacing copper spike+..."). So, it adds damage, and it the best cases, one-shot kills, but it is never absolutely 100% deadly.
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I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

Girlinhat

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Re: Dwarve Golf Range
« Reply #8 on: May 12, 2011, 06:28:02 pm »

In theory, you could make a blunt weapon and give it the [IS_SPIKE] tag, like spears and menacing spikes and corkscrews have.  That should allow you to put a blunt weapon in a spike pit and thus insta-knockback.  In theory.

xeivous

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Re: Dwarve Golf Range
« Reply #9 on: May 12, 2011, 06:45:35 pm »

Anything in flight is considered invulnerable to all things, except for creatures which naturally fly because these are sort of "standing in the air".  However, you can have a weapon trap of hammers at the bottom of a pit.  The question is, does the goblin die first, or get hit first?

Spikes can impale creatures that fall on them. But weapon traps won't do anything until post-impact, which may be useful in case a non-goblin happens to survive a fall.
Can anything survive impalement?
It is, AFAIK, the equivalent of simply being hit by a menacing spike (think of a weapon trap with one in it, or a menacing spike trap on repeat: "the spinning +menacing copper spike+..."). So, it adds damage, and it the best cases, one-shot kills, but it is never absolutely 100% deadly.
Ah...
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Quietust

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Re: Dwarve Golf Range
« Reply #10 on: May 12, 2011, 10:58:33 pm »

In theory, you could make a blunt weapon and give it the [IS_SPIKE] tag, like spears and menacing spikes and corkscrews have.  That should allow you to put a blunt weapon in a spike pit and thus insta-knockback.  In theory.
[IS_SPIKE] is only permitted on trap components, but it should still be possible to make a trap component with a blunt attack.
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Girlinhat

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Re: Dwarve Golf Range
« Reply #11 on: May 12, 2011, 11:00:23 pm »

Then how are training spears fitted into upright spikes?  What makes a spear unique for this?  Does it check for piercing attacks on normal weapons?

NecroRebel

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Re: Dwarve Golf Range
« Reply #12 on: May 12, 2011, 11:08:05 pm »

Then how are training spears fitted into upright spikes?  What makes a spear unique for this?  Does it check for piercing attacks on normal weapons?
I'm pretty sure [IS_SPIKE] and [SKILL:SPEAR] both enable spike traps, and spears and training spears of course have the latter.
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A Better Magma Pump Stack: For all your high-FPS surface-level magma installation needs!

Number4

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Re: Dwarve Golf Range
« Reply #13 on: May 12, 2011, 11:14:15 pm »

Then lets mod a mace with the spear-skill, and onwards, FORE! dwarven science!
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Thanks for the suggestion, but Number4 is correct: [...] it would be easier and more predictable to just be a racist.

Did somebody just rule 34 two veins of metal?

Ganondwarf

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Re: Dwarve Golf Range
« Reply #14 on: May 13, 2011, 12:10:28 am »

It's not my thread, but...
Is anyone actually going to try a dwarven golfing range?
'Cause I was really looking forward to that... :-[
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