Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: *Spoiler* killing floor  (Read 1418 times)

Evil the Cat

  • Bay Watcher
    • View Profile
*Spoiler* killing floor
« on: June 23, 2011, 10:45:12 am »

If the title wasn't obvious enough, I'm going to be talking about the spoilers. Stop reading now if you don't know about the spoilers and don't want to.

I'm about to start mining the blue metal, as I have a legendary armoursmith ready to go and currently his talents are a little wasted. I know I have four spires and they extend very high (into the caverns tunnels, in two cases), so I can be reasonably sure of skimming a little off the top without triggering any unpleasantness, but sooner or later fun is going to happen, and I want to be reasonably prepared. I've never fought the spoiler people without losing the fort in the process, so I'd appreciate some advice.

My current plan is to devote an entire floor just to being a defensible entrance to the bluemetal mines. The trouble is, I'm not sure what qualifies as defense in this case. I know that..

* ..they can fly, so pits are not going to be much help.
* ..some carry syndromes, so at the very least I need a decontamination pool.
* ..they are building destroyers, so doors are useless.
* ..they don't drown and can swim in water and magma, so no using those.
* ..they come in both organic and inorganic varieties, so weapon variety is good

Beyond that I'm stuck. Will traps work, what about raised bridges? Would ballistae be effective? Any suggestions would be appreciated.
Logged

Darkmere

  • Bay Watcher
  • Exploding me won't bring back your honey.
    • View Profile
Re: *Spoiler* killing floor
« Reply #1 on: June 23, 2011, 10:59:53 am »

They can all be cast into obsidian. They can all be impaled on upright spike traps (though flame ones will melt steel once it kills them, so you'll need several traps).
Logged
And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Sugata-senpai

  • Bay Watcher
  • Legendary Anime Watcher+3 Legendary Manga Reader+5
    • View Profile
Re: *Spoiler* killing floor
« Reply #2 on: June 23, 2011, 11:02:30 am »

As far as I know, the generally accepted method to killing the HFS is as follows...

1. Drop the ceiling on them as they spawn to greatly reduce their numbers

2. Set up long halls of steel or cotton candy menacing spikes set on a repeater

3. Pray that no clowns get through

4. Pit your military against anything that makes it through and hope for the best
Logged
Me: I'll kill you... I'll kill you all!!!! Mwahahahahahaha!!!...

UristMcRandomNurse: Sir, patient 137 is laughing maniacially again.

UristMcDoctor: Don't worry, if we just ignore him he'll calm down and go back to playing Dwarf Fortress.

Evil the Cat

  • Bay Watcher
    • View Profile
Re: *Spoiler* killing floor
« Reply #3 on: June 23, 2011, 11:09:52 am »

Thanks.. the raised spikes seem like a good way to go.

Will raised bridges block them off, or do they destroy them? It would be nice to have a shortcut I could seal off so the miners wouldn't have to go through a windy labyrinth of spikes to do their jobs.
Logged

Jake

  • Bay Watcher
  • Remember Boatmurdered!
    • View Profile
    • My Web Fiction
Re: *Spoiler* killing floor
« Reply #4 on: June 23, 2011, 11:19:27 am »

Demons have [TRAPAVOID], so they're out. Spike traps on repeat are one option, but they also have [BUILDINGDESTROYER:2] and even a handful of them loose in the fortress would be disastrous, so your timing would have to be extremely good.
What I suggest is a long and fairly narrow corridor (maybe three tiles wide) lined with fortifications on both sides, possibly isolated by a pit (spikes optional) to stop the legions of Hell reaching through the murder-holes and grabbing the marksdwarves you have stationed behind them. Use scheduling to keep two squads there at all times, then send every able-bodied adult in the fortress down there with a crossbow in the event of a ruck kicking off; they don't have to be very good, at that sort of range they're bound to hit something. You can stick some ballistae at the very end of the corridor if you like, but they'll be rather unpredictable.
Logged
Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

celem

  • Bay Watcher
    • View Profile
Re: *Spoiler* killing floor
« Reply #5 on: June 23, 2011, 11:22:21 am »

Build artifacts surrounded by lever linked repeating spikes.  As building destroyers they will try and break them but as artifacts they will never break.  Infinite spiky fun, i usually use doors but just about anything works

You can also put them in a cage trap if you cover the trap with a spider web. (doesnt work with FB web)  This works on EVERYTHING

A raised bridge cant be 'building_destroyed'  I dont know if any clowns have dragonbreath...thats the only thing that trashes bridges and it doesnt respect magma-safe materials (everything burns)
« Last Edit: June 23, 2011, 11:26:09 am by celem »
Logged
Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.

thegoatgod_pan

  • Bay Watcher
    • View Profile
Re: *Spoiler* killing floor
« Reply #6 on: June 23, 2011, 11:23:29 am »

They will break bridges, too big, i think
Logged
More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?

celem

  • Bay Watcher
    • View Profile
Re: *Spoiler* killing floor
« Reply #7 on: June 23, 2011, 11:24:42 am »

They are big enough to prevent you atomsmashing them or retracting a bridge they stand on...yeah too big, but they wont break them unless you try, you can still use the bridge as a wall or passageblocker
Logged
Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.

ohgoditburns

  • Bay Watcher
    • View Profile
Re: *Spoiler* killing floor
« Reply #8 on: June 23, 2011, 12:44:30 pm »

They buildingdestroy supports, right?

In a 5-wide corridor, build several supports with a 3x3 set of floors on top. When they destroy the supports, they get crushed.
Logged
The landscape routinely being soaked in flammable fluids somehow seems less than benevolent.

AutomataKittay

  • Bay Watcher
  • Grinding gears
    • View Profile
Re: *Spoiler* killing floor
« Reply #9 on: June 23, 2011, 01:39:01 pm »

They buildingdestroy supports, right?

In a 5-wide corridor, build several supports with a 3x3 set of floors on top. When they destroy the supports, they get crushed.

Nope, building destroyers don't pays attention to supports
Logged

Triaxx2

  • Bay Watcher
    • View Profile
Re: *Spoiler* killing floor
« Reply #10 on: June 23, 2011, 01:51:53 pm »

Carve open a hole into the bluemetal and pour in water, then magma. It should eventually plug the hole at the bottom. You'll still have FPS trouble, but they won't be able to reach through the Obsidian plug.
Logged

KtosoX

  • Bay Watcher
  • Playing DF since 18.08.2010
    • View Profile
Re: *Spoiler* killing floor
« Reply #11 on: June 23, 2011, 02:15:29 pm »

By the way, would flooding a corridor filled with spikes work as a way to slow down the clowns? It wouldn't stop them, but it would give your traps some extra time to impale them before they get through. And it would get rid of bodies, and all the terrible extracts and stuff right back to where it came from. Like a giant dwarven toilet :D
Logged
Build a grid of floor grates above the entire city. Draft a squadron of masons and bomb the crap out of the city with falling constructed walls.
The Geneva Convention would like to have a word with you.
Quote from: Aleksanderus
I have clicked "d" in a forge and look what it did!

truckman1

  • Bay Watcher
    • View Profile
Re: *Spoiler* killing floor
« Reply #12 on: June 23, 2011, 02:19:09 pm »

*looks at thread title*

When you close those drawbridges once your miners escape (If they're fast enough) be sure to envision it as one of your dwarves sealing it upright while shouting I AM WELDING THIS DOAH!!!!

Also, once they're all dead, IT'S TIIIIME TO GO SHOOOPING!!!!

I humbly request that from here on out in this thread, "adamantium," or "cotton candy," or "bluemetal," is referred to as "DOSH."
Logged
Spoiler (click to show/hide)
That's the point, it wouldn't be as fun to crush their souls if they didn't have souls to begin with.

Tharwen

  • Bay Watcher
    • View Profile
Re: *Spoiler* killing floor
« Reply #13 on: June 23, 2011, 04:49:24 pm »

*looks at thread title*

When you close those drawbridges once your miners escape (If they're fast enough) be sure to envision it as one of your dwarves sealing it upright while shouting I AM WELDING THIS DOAH!!!!

Also, once they're all dead, IT'S TIIIIME TO GO SHOOOPING!!!!

I humbly request that from here on out in this thread, "adamantium," or "cotton candy," or "bluemetal," is referred to as "DOSH."

*Picks up two battleaxes*

TWO BLOODY GREAT 'ANDFULS
Logged
[Signature]