Bay 12 Games Forum

Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: ThatAussieGuy on May 09, 2012, 06:16:46 am

Title: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: ThatAussieGuy on May 09, 2012, 06:16:46 am
I've seen people make forts.  I've seen them show off their amazing architecture and the finished project.  The problem is, they're finished and there's not much to do if you go poking at the savegame. 

So I made something different.  A reclaim designed to be played.

That alone isn't fun though.  Anyone can make a basic fort and share it. 

So I did something different.  I combined several things I'd learned from dwarf fortress mechanics and physics to create something special - The Spire of Armok.

A fort suspended in a carved-out square chasm that is 22z tall.  Within are bedrooms, barracks, workshops, a hospital, mechanical power, even automated running water and the startings of the same for magma.  There are deluxe rooms for Nobles and dwarves you think excel, as well as a golden throneroom should the king arrive.  There's also a layer of underground soil with farms, as well as an enclosed layer of surface trees should you want a safe supply of wood (the local goblins are quite regular visitors).

All good things, however, are not without their price.  The Spire is connected to a rather fun little project called...

The Doom Clock!!

On the Control Level, along with a basic map of the Spire (because why not?) and the levers to several drainage methods and bridge controls, is a counter.

Should this so-called Doom Counter hit ten, the fort will collapse into the chasm and the cavern beneath.  It roughly takes about a year-and-a-half for it to fill fully. 

I suppose you must be wondering.  "ThatAussieGuy, you evil, evil, man;  How can I avert this fort's destruction?"  The answer is simple.  Sacrifice one of the fort's dwarves. 

To reset The Doom Clock, simply send one of your dwarves (be it nobleman, craftsdwarf, or one of those damn fisherdwarves that keep turning up) out onto the Bridge of Death and watch them plummet.  The Doom Clock will return to 1 and the fort can continue on in peace.

For those cunningly thinking "Surely the clock could be stopped....", well, you'd be wrong.  For starters, I hid it.  You won't see it on the map, you won't find it by looking.  It is there, somewhere, and ticking away towards the fort's doom constantly without mercy.


(And for those thinking of just anchoring it the wall with floors or something, give me a little creative licensing here... >.>)


I will post pictures in due time, but for the first little while, I think just finding and exploring it yourself would be part of the fun.  The Spire lies at the site of Mebtobul, otherwise known as the City of Inchcanyon, in the reclaim screen.  Play it, break it, have fun with the place however you please.


Strike the Earth! (http://dffd.wimbli.com/file.php?id=6280) (52MB)


Oh, and, uh... sorry about the mess. A few Trade Caravans had accidents and left their goods on the fort's doorstep.


edit:  Forgot to say, this was originally played with the graphics pack Ironhand 0.68, so adjust your raws accordingly.


And now, because I bloody-well forgot to do this sooner, pictures of The Spire of Armok! 


It starts on Level 3 because the only non-reclaim backup save I could find was just before the two upper-levels were finished.  They're left empty for storage.  These go level-by-level downwards, for reference.










Spoiler:  Level 14 - Workshops (click to show/hide)



Spoiler:  Level 17 - Gearworks (click to show/hide)




Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: FritzPL on May 09, 2012, 06:27:37 am
Add 'I created a Clownsday device in DF and trolled B12ers' to your sig.


sad thing I'm so bad I won't even figure out who's what and where is anything


@down

If you say so, your Hellness.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 06:31:43 am
Add 'I created a Clownsday device in DF and trolled B12ers' to your sig.


sad thing I'm so bad I won't even figure out who's what and where is anything

I added notes to everything important, don't worry.  (N) is your friend there.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Musashi on May 09, 2012, 06:33:48 am
Another deadly Aussie megaproject? Fuck yeah.  8)
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: NRDL on May 09, 2012, 06:37:12 am
...The Aztecs should worship this guy. 
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Mrhappyface on May 09, 2012, 06:38:34 am
Oh Aussie,why must you keep nuking the fridge?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 06:39:34 am
Oh Aussie,why must you keep nuking the fridge?

Why not?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: NRDL on May 09, 2012, 06:44:41 am
Aussieguy...how would you feel about hosting a DF mad scientist/engineer contest?  I mean really, I wanna see other people create terrifying devices, too. 
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: HorridOwn4ge on May 09, 2012, 06:49:08 am
Where the credits for my suicide booth?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 06:52:34 am
Where the credits for my suicide booth?

Oh yes, that was you that came up with the bridge/pressure plate design, isn't it?  Credit where due, then.  You made killing dwarves as a genuine ritual sacrifice possible
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: HorridOwn4ge on May 09, 2012, 06:59:33 am
I.. I feel like I made a difference designing a easy to use suicide booth so people in an ASCII game could murder specific dwarves.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Zinc23 on May 09, 2012, 07:07:37 am
Dear god Aussie.  This sounds even more demented and evil than all of your other projects( that I've heard of).
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 07:19:23 am
Dear god Aussie.  This sounds even more demented and evil than all of your other projects( that I've heard of).

You'll have to play it to find out :-P


I.. I feel like I made a difference designing a easy to use suicide booth so people in an ASCII game could murder specific dwarves.

Now you know how I feel every time I make one of these projects.  Generally minus the specific-murder part though.

edit:  I'd like to also add that I have a picture of what the fort looks like after it gets destroyed thanks to a bit of testing.  It takes MINUTES for the game to process the impact when the supports break.  I'll share it when I share other pics of this fort in a few days after people have had time to give it a go themselves.  Feel free to share your own pics if you give it a go before that though.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: caddybear on May 09, 2012, 07:25:39 am
You are a legend among men.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: flieroflight on May 09, 2012, 09:34:25 am
Lets play vault whateveritwas from new vegas. every year, they elect an overseer and kill him.
at the end of every year, kill your mayor to save them all
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 09:39:40 am
Lets play vault whateveritwas from new vegas. every year, they elect an overseer and kill him.
at the end of every year, kill your mayor to save them all

That could potentially go against you - the mayors tend to be the popular dwarves.  When they die, a LOT of their friends will be sad.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: NRDL on May 09, 2012, 09:49:32 am
Lets play vault whateveritwas from new vegas. every year, they elect an overseer and kill him.
at the end of every year, kill your mayor to save them all

"You're our mayor now, and now you have to die."

Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Mrhappyface on May 09, 2012, 09:57:59 am
Vault 17?
Spoiler (click to show/hide)
I want to see how many more sharks you can jump while riding an ICBM headed for a refrigerator factory.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: FritzPL on May 09, 2012, 10:55:37 am
7+ pages of dead babies and children. Daddy is proud of you, Aussie.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Hanslanda on May 09, 2012, 11:02:24 am
This is awesome.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 11:07:55 am
Vault 17?
Spoiler (click to show/hide)

Guess what?
Spoiler (click to show/hide)
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Morpha on May 09, 2012, 11:12:58 am
You make the best projects man, totally trying this out.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 11:45:05 am
Right now I'm curious to see what you guys will think of the entrance into the fort alone.  It's... somewhat ostentatious...
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: miauw62 on May 09, 2012, 11:55:44 am
AussieGuy strikes again.
More demented, crazy, psychopathic and somehow pleasing then ever!

...
...

NOW IN 3D!
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Mudcrab on May 09, 2012, 12:05:18 pm
Dude I wish I was as good at DF as you!! Id play it all the time!
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 08:36:15 pm
I'm beginning to wonder if I just watched several bay12'ers jump across yet another moral horizon...  :o
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Hanslanda on May 09, 2012, 08:53:07 pm
Bay12 doesn't have moral event horizons, it has goals.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Kofthefens on May 09, 2012, 09:28:31 pm
This... this is truly amazing.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Trapezohedron on May 09, 2012, 09:32:56 pm
(http://i2.kym-cdn.com/photos/images/original/000/199/693/disgusted-mother-of-god.png)

This... I have no words for this megaproject's marvelousity and fantasticity...
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Kofthefens on May 09, 2012, 09:41:37 pm
For those cunningly thinking "Surely the clock could be stopped....", well, you'd be wrong.  For starters, I hid it.  You won't see it on the map, you won't find it by looking.  It is there, somewhere, and ticking away towards the fort's doom constantly without mercy.

With DF hack or something similar, you mean?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 09:42:27 pm
For those cunningly thinking "Surely the clock could be stopped....", well, you'd be wrong.  For starters, I hid it.  You won't see it on the map, you won't find it by looking.  It is there, somewhere, and ticking away towards the fort's doom constantly without mercy.

With DF hack or something similar, you mean?

More as in vanilla DF.  Of course you could find it with DFHack, but again give me a little creative licensing here...

edit: so has anyone managed to start the power generator yet?  Or watched the Doom Counter tick up a notch or two?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Corai on May 09, 2012, 09:44:11 pm
What version is this for?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 09:44:56 pm
What version is this for?

Says in the listing - 34.07
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Corai on May 09, 2012, 09:46:06 pm
What version is this for?

Says in the listing - 34.07

My apologies, I read over that.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Callista on May 09, 2012, 10:05:08 pm
Wow, this is like one of those trolley problem ethics questions. You know... kill one to save five or take no action and let five die. The kind of thing that pits your intellectual conscience against your emotional conscience.

'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 10:09:02 pm
Wow, this is like one of those trolley problem ethics questions. You know... kill one to save five or take no action and let five die. The kind of thing that pits your intellectual conscience against your emotional conscience.

'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"

5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Scelly9 on May 09, 2012, 10:09:27 pm
Wow. I'm downloading this now.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Morpha on May 09, 2012, 10:09:42 pm
Ethics? This is bay12. It's not a question of should you kill one to save 5, but rather how many you can kill without causing a tantrum spiral  ;)
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 10:24:45 pm
So, any thoughts so far from the guys that have downloaded and tried it?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Corai on May 09, 2012, 10:25:53 pm
Still trying to tell which of the two forts are the right one, one looks......correct, the other crashes my DF. Hmmmm.....
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: slothen on May 09, 2012, 10:29:40 pm
Wow, this is like one of those trolley problem ethics questions. You know... kill one to save five or take no action and let five die. The kind of thing that pits your intellectual conscience against your emotional conscience.

Personally I think the answer to that question is rather clear cut as you've phrased it, and the ethics don't get sticky until you get into the specifics of the choice of whom to sacrifice or accounting for the free will and knowledge of the five of the dilemma.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 09, 2012, 10:31:32 pm
By the way, don't think of getting clever and sending prisoners off the Bridge of Death.  I weighted it accordingly just for citizens.... Man, I'm a little too methodical in my evil, aren't I?.... I don't know if that's a good thing.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Scelly9 on May 09, 2012, 10:39:00 pm
It is definitely a good thing.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: medikohl on May 09, 2012, 10:42:59 pm
Armok is pleased.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Orky_Boss on May 09, 2012, 11:03:23 pm
Just downloaded, although it is too late to fire up Dwarf Fortress, so I might take a few days to find a sizable chunk of time in which I can play the game and enjoy it, not having to worry about mom calling me up to do Homework or anything.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: slothen on May 10, 2012, 12:24:23 am
This is amazing.  The map room in particular is very very good.  I spent about 10 minutes looking around, and I'm sure it will take awhile just to absorb how the different mechanisms all work.  I won't ask too many questions because that will be half the fun, but I was wondering what the purpose of the odd shape in cinnabar on the floor of the upper magma tank?  Also one of the notes said to raise a certain north bridge before making a sacrifice to the doom clock.  Why is that?

Other observations:  it appears you can use the upper magma room to force invaders to path through a falling curtain of lava.  It also appears that if the main staircase is flooded with magma as a defense, the magma will drain into the caverns at the bottom of the fortress instead of being returned to the lower magma tank.  Am I mistaken?  Why does one level have its floor made all from wood?

I'm going to have some fun wtih this, but tidying up the scattered items is going to be a BITCH.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Mapleguy555 on May 10, 2012, 12:30:35 am
*snip*
I suppose you must be wondering.  "ThatAussieGuy, you evil, evil, man;  How can I avert this fort's destruction?"  The answer is simple.  Sacrifice one of the fort's dwarves. 

To reset The Doom Clock, simply send one of your dwarves (be it nobleman, craftsdwarf, or one of those damn fisherdwarves that keep turning up) out onto the Bridge of Death and watch them plummet.  The Doom Clock will return to 1 and the fort can continue on in peace.
*snip*

I dub you Sheogorath of Bay12.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 10, 2012, 01:15:57 am
One of the notes said to raise a certain north bridge before making a sacrifice to the doom clock.  Why is that?

So they have a straight shot to the chasm floor instead of hitting the bridge in full-view of everyone


but I was wondering what the purpose of the odd shape in cinnabar on the floor of the upper magma tank? 


I was going to do it all in cinnabar, but I ran out

Other observations:  it appears you can use the upper magma room to force invaders to path through a falling curtain of lava.  It also appears that if the main staircase is flooded with magma as a defense, the magma will drain into the caverns at the bottom of the fortress instead of being returned to the lower magma tank.

Close.  Closing the north rutile bridge will make magma pool in that enclosed area at the base of the stairs.  Area of denial AND immediate threats are melted.  Just remember to raise the fort-side bridge before opening the chasm-side one so the magma pours out into the chasm instead of potentially into the fort.

Oh, and the drain's meant as a general in-case-of-flooding.


Oh and as a general thing, the started magma pumpstack can be reorganised and redirected any way you please, as long as it's all connected to that final pump.  It's rigged to the same type of automatic trigger that keeps the water tank under the dining hall from overfilling.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: flieroflight on May 10, 2012, 02:19:34 am
Bay12 doesn't have moral event horizons, it has goals.
sigging.
now.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: NCommander on May 10, 2012, 03:22:26 am
Downloading now, but given what I saw of the checkboard, I'm afraid to know what sort of evil is in this rar.

EDIT: Seems theres a graphics pack in the raw that really hates my system. Nothing is rendering correctly, and my initial attempt to delete it wasn't successful. I dunno if the raws are stock or not, but at least on DF2012/linux, I wasn't able to really play with it. It looks very awesome in stonesense however!

In addition, Aussie, if you wanted to prevent item scatter for an easier embark, there is an easyway to do it in dfhack.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 10, 2012, 06:46:14 am
Downloading now, but given what I saw of the checkboard, I'm afraid to know what sort of evil is in this rar.

EDIT: Seems theres a graphics pack in the raw that really hates my system. Nothing is rendering correctly, and my initial attempt to delete it wasn't successful. I dunno if the raws are stock or not, but at least on DF2012/linux, I wasn't able to really play with it. It looks very awesome in stonesense however!

In addition, Aussie, if you wanted to prevent item scatter for an easier embark, there is an easyway to do it in dfhack.

Oh crap, yes the original game was run with the Ironhand 0.68 visualizer, so adjust your raws accordingly.  Sorry, forgot to mention that!
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: flieroflight on May 10, 2012, 08:20:23 am
Downloading now, but given what I saw of the checkboard, I'm afraid to know what sort of evil is in this rar.

EDIT: Seems theres a graphics pack in the raw that really hates my system. Nothing is rendering correctly, and my initial attempt to delete it wasn't successful. I dunno if the raws are stock or not, but at least on DF2012/linux, I wasn't able to really play with it. It looks very awesome in stonesense however!

In addition, Aussie, if you wanted to prevent item scatter for an easier embark, there is an easyway to do it in dfhack.

Oh crap, yes the original game was run with the Ironhand 0.68 visualizer, so adjust your raws accordingly.  Sorry, forgot to mention that!

ahh yes, as if you dont, itll all be buggy and you wont be able to see the wonderful carnage from sacrifices or the entire fort dropping into the depths.
out of interest, are spikes involved in the sacrificing procedure. because i think there should be spikes at the bottom of the pit of doom
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 10, 2012, 08:22:07 am
Updated the OP to say it was genned with Ironhand 0.68.  And no.  Spikes aren't involved because a clean hit on the chasm floor (if you retract the north orthoclase bridge, or they fall to the side) will result in pieces.  Much more fun evil satisfying to Armok.

As a kind of funny story (though more "oh dear god..." funny than "ha-ha" funny), I had a soldier go test the suicide bridge.  He survived because he had armor and landed on the orthoclase bridge with just enough injuries to go to the hospital.  I forgot to unset his station order.  He marched right back off the bridge and this time fell all the way to the chasm floor.  He didn't survive that one.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Musashi on May 10, 2012, 09:32:45 am
So, it's official, ThatAussieGuy is a Legendary Fortbuilder.
After the Dwarven Checkerboard, he made another masterful, huge, sadistic killing device. Dwarven perfection.
How many more masterpieces are you going to make available for our unworthy grubby hands, o Aussie Master?  :D
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 10, 2012, 09:44:28 am
So, it's official, ThatAussieGuy is a Legendary Fortbuilder.
After the Dwarven Checkerboard, he made another masterful, huge, sadistic killing device. Dwarven perfection.
How many more masterpieces are you going to make available for our unworthy grubby hands, o Aussie Master?  :D

I will admit, I am considering doing something to an ocean.  That won't be for a while though.  Probably going to take a bit of a break from playing DF for a week or two, considering I just finished this megaproject.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Musashi on May 10, 2012, 10:09:33 am
I will admit, I am considering doing something to an ocean.
Sounds ominous. Just the way I like it.
Take your time! Carefully hand-crafted torture devices are better than mass-produced unsubtle slaughterhouses.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 10, 2012, 10:13:20 am
I will admit, I am considering doing something to an ocean.
Sounds ominous. Just the way I like it.
Take your time! Carefully hand-crafted torture devices are better than mass-produced unsubtle slaughterhouses.

Well so far I've perverted the HFS, Fire and now Death to my own means.  Water seems the next logical step.

Edit: Oh wait, I did do water already with the waterlock... Hmm... Oh well, the thing I want to do with an ocean is far bigger and outrageous.  If it works.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Callista on May 10, 2012, 12:20:06 pm
I wonder if DF players are channeling their violent impulses into the game, because they would rather not express them in real life? The people 'round here seem to be a rather unusually nice bunch; I can't imagine you're all sociopaths, and I know I'm not one. Perhaps games like this one are ways to explore one's violent impulses safely, without hurting anyone, because if we did, we'd never forgive ourselves.

Question: How did you do the timer? Or, more generally, what's regular enough in Dwarf Fortress to tell time by?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Garath on May 10, 2012, 12:39:56 pm
water flowing up a to certain level and slowly filling the available space untill it reaches the pressure plate, only to be avoided... probably by dropping a dorf somewhere with no retreat, where he can pull a lever to make the water drain into... probably an evaporation chamber, but the draining water will trigger another pressure plate, resetting the resevoir for filling?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: rtg593 on May 10, 2012, 01:24:57 pm
Hmmm... A pillar fort set to drop do its doom? Sounds like what I described to you when you posted a thread asking for ideas :p

So did you end up using my water tower Doomsday clock design, as well?

Will download to check this out when I get home :D
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: dwarfkoala on May 10, 2012, 01:36:03 pm
the transformations of a werewolf - each month, they transform and get heavier(I think...) and then untransform later. If you set this pressure plate to be resettable, and set it to be triggered whenever the were-subject gets heavier and untriggered whenever the subjects untransforms, you can set up a system where each month, it drops a 7/7 block of water onto a 13zlevel deep vertical pit, with a pressure plate at the 13th level, triggerable by water which will take the enire fort down. To ensure one trigger of the were-timer won't kill the fort, you have to use a system of hatches to isolate a single 7/7 block of water, sort of like this:

Spoiler (click to show/hide)
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: khearn on May 10, 2012, 02:01:22 pm
Werecreatures don't eat or drink? That's news to me, I thought it was only vampires that didn't. Are you sure about that?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Loud Whispers on May 10, 2012, 02:16:05 pm
The Doom Clock!!

Not to detract from anything... But that one ! Is a hero of punctuation.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Hanslanda on May 10, 2012, 02:20:01 pm
I wonder if DF players are channeling their violent impulses into the game, because they would rather not express them in real life? The people 'round here seem to be a rather unusually nice bunch; I can't imagine you're all sociopaths, and I know I'm not one. Perhaps games like this one are ways to explore one's violent impulses safely, without hurting anyone, because if we did, we'd never forgive ourselves.

That seems quite likely.  I wouldn't say there are NO sociopaths here, I personally feel I qualify, but being in an accepting environment with similar views would appear to alleviate any difficulty relating. 
And, from Dr. Wikipedia:
Spoiler (click to show/hide)

TL;DR Psychopaths can't care or feel.  Sociopaths lost or suppressed that ability in 'self-defense'.

Although, it could be the fact that its just a game, and we are all rational well-adjusted individuals who happen to enjoy violent thought exercises.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Orky_Boss on May 10, 2012, 05:29:18 pm
Oh. My God. I don't even know where to start! With only seven dwarves, I need to clear out this stone, smelt the metals, figure out out to make a memorial for the ghosts, clean up all this trash, And I forgot how often I have to sacrifice a dwarf.

EDIT: And it sure is laggy...
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: wierd on May 10, 2012, 06:32:31 pm
That's just friend computer processing which of your dwarves is most likely to be a communist sympathizer.

You have to make him feel safe by ousting a token communist or two every so often, or else friend computer will initiate the scorched earth subroutine.

Remember, thos commies are everywhere.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: feralferret on May 10, 2012, 08:33:34 pm
The Doom Clock!!

Not to detract from anything... But that one ! Is a hero of punctuation.

Because multiple exclamation marks are a sure sign of a diseased mind? ;)

This is such an awesome idea... reminds me of the homicidal computer program in the first Resident Evil movie. I can't wait to try it out!
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 10, 2012, 08:35:44 pm
I wonder if DF players are channeling their violent impulses into the game, because they would rather not express them in real life? The people 'round here seem to be a rather unusually nice bunch; I can't imagine you're all sociopaths, and I know I'm not one. Perhaps games like this one are ways to explore one's violent impulses safely, without hurting anyone, because if we did, we'd never forgive ourselves.


That's just friend computer processing which of your dwarves is most likely to be a communist sympathizer.

You have to make him feel safe by ousting a token communist or two every so often, or else friend computer will initiate the scorched earth subroutine.

Remember, thos commies are everywhere.

Well this thread certainly took a weird turn...


Hmmm... A pillar fort set to drop do its doom? Sounds like what I described to you when you posted a thread asking for ideas :p

Is it?  Credit where due, then. 

So did you end up using my water tower Doomsday clock design, as well?

Will download to check this out when I get home :D

That would be telling.  Go try and get at the clock yourself :-P


the transformations of a werewolf - each month, they transform and get heavier(I think...) and then untransform later. If you set this pressure plate to be resettable, and set it to be triggered whenever the were-subject gets heavier and untriggered whenever the subjects untransforms, you can set up a system where each month, it drops a 7/7 block of water onto a 13zlevel deep vertical pit, with a pressure plate at the 13th level, triggerable by water which will take the enire fort down. To ensure one trigger of the were-timer won't kill the fort, you have to use a system of hatches to isolate a single 7/7 block of water, sort of like this:

Spoiler (click to show/hide)


Interesting idea, but not even close.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: dwarfkoala on May 10, 2012, 08:48:40 pm
Hmph, were-elf powered doomsday clocks would be totally awesome!
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Eric Blank on May 10, 2012, 09:12:32 pm
Interesting idea, but not even close.

And why couldn't you make a clock out of that? Werebeasts trigger traps, including pressure plates, correct? Unless plates won't trigger/untrigger unless the creature physically leaves their tile... It wouldn't work on reclaim I suppose.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: NCommander on May 10, 2012, 09:13:10 pm
So now that I managed to scrub the raws, and play with it a bit. One glitch I had is the third floodgate failed to open, and the fourth one opened. Not sure if this intended behavior or not ...
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 10, 2012, 09:16:49 pm
So now that I managed to scrub the raws, and play with it a bit. One glitch I had is the third floodgate failed to open, and the fourth one opened. Not sure if this intended behavior or not ...

Yeah, that happens sometimes.  Hazard of the design I used, but I left it in just for the thrill.  Check that clock often...


It wouldn't work on reclaim I suppose.

That's about right.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Urist Da Vinci on May 10, 2012, 09:46:24 pm
I was able to locate the clock using without using dfhack or exploratory mining, and then disarm it.  8)

However, the method I used could be protected against in another version of the device.

It is also possible to protect against some versions of the "link it to the nearby floor/wall so the support doesn't matter" solution. Collapse the floor and drop the sky on top of the fort as well as collapsing the fort itself.

So much junk and dead bodies on the map. Reclaim scatter is annoying.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: slothen on May 10, 2012, 09:48:07 pm
I wonder if DF players are channeling their violent impulses into the game, because they would rather not express them in real life? The people 'round here seem to be a rather unusually nice bunch; I can't imagine you're all sociopaths, and I know I'm not one. Perhaps games like this one are ways to explore one's violent impulses safely, without hurting anyone, because if we did, we'd never forgive ourselves.

That's an offensive notion.  We just happen to have a very clear sense of the distinction between fantasy and reality, as well as healthy, active imaginations.  Feeling an emotional attachment to the dwarves is natural and enhances the gameplay experience.  Feeling a moral obligation to them in any way is downright absurd.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ab00 on May 10, 2012, 09:48:51 pm
Surround clock with waterlock(or magmalock). A use for an otherwise theoretical device!
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 10, 2012, 09:54:27 pm
Surround clock with waterlock(or magmalock). A use for an otherwise theoretical device!

I did.  I'm also fairly certain I know how Mr DaVinci disabled the clock.  Spoilsport :-P
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Urist Da Vinci on May 10, 2012, 10:13:38 pm
Surround clock with waterlock(or magmalock). A use for an otherwise theoretical device!

I did.  I'm also fairly certain I know how Mr DaVinci disabled the clock.  Spoilsport :-P

Sent PM on locating and disarming method, as well as the improvement to make that not work in future versions.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 10, 2012, 10:22:04 pm
Surround clock with waterlock(or magmalock). A use for an otherwise theoretical device!

I did.  I'm also fairly certain I know how Mr DaVinci disabled the clock.  Spoilsport :-P

Sent PM on locating and disarming method, as well as the improvement to make that not work in future versions.

Huh, wasn't even close to what I thought was done.  Clever and surprising though.  Can't actually stop the clock being located with that method.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ivanthe8th on May 11, 2012, 08:29:34 am
Would you mind posting some screenshots somewhere for people who don't have Ironhand raws available?

This looks cool as hell but I can't run anything beyond vanilla DF on my mac.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 11, 2012, 08:41:06 am
I believe there's a way to fix the raws between visualizers and raw ascii, isn't there?  Anyone know how?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Urist Da Vinci on May 11, 2012, 08:51:23 am
I believe there's a way to fix the raws between visualizers and raw ascii, isn't there?  Anyone know how?

Just for the purposes of viewing/playing the map, I copied my (vanilla) inorganic_stone_x.txt raws to the downloaded save game's raw folders to overwrite them. I didn't bother checking to see if anything was made of cheese after the edit, but it made the map look better and playable.

Copying raws in other games might lead to the game crashing or other odd stuff if the person used mods on their map.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 11, 2012, 09:13:14 am
I thought it might be that simple, but wasn't sure.  The game's unmodded.  Pure vanilla 34.07, save for the Ironhand tileset
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: gestahl on May 11, 2012, 09:39:34 am
Well so far I've perverted the HFS, Fire and now Death to my own means.  Water seems the next logical step.

Edit: Oh wait, I did do water already with the waterlock... Hmm... Oh well, the thing I want to do with an ocean is far bigger and outrageous.  If it works.
Bioshock:DF...Armored war elephants that are released when you don't create enough female dwarven child skull totems?


The people 'round here seem to be a rather unusually nice bunch; I can't imagine you're all sociopaths
http://lmgtfy.com/?q=dwarven+child+care  :-X
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: vicwarrior on May 11, 2012, 11:51:35 am
I can bet my ass that the doom  o clock is in the HFS.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: slothen on May 11, 2012, 12:07:19 pm
I can bet my ass that the doom  o clock is in the HFS.

I think if that was the case there would be demons walking in on reclaim.  However, putting it down there and resealing hell would actually be a significant deterrent to tampering or finding the clock.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 11, 2012, 09:27:43 pm
I can bet my ass that the doom  o clock is in the HFS.

I think if that was the case there would be demons walking in on reclaim.  However, putting it down there and resealing hell would actually be a significant deterrent to tampering or finding the clock.

It isn't, though that would have certainly been interesting.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Hanslanda on May 12, 2012, 12:12:05 am
When you say something is interesting, I get this strange image of Chase from House with a clipboard in a Weyland-Yutani facility next to a gore covered window.  Its awesome and disquieting at the same time.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 12, 2012, 12:42:55 am
So has anyone let the Doom Clock run out yet just to see what happens?
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Uristocrat on May 12, 2012, 01:11:40 am
I was able to locate the clock using without using dfhack or exploratory mining, and then disarm it.  8)

However, the method I used could be protected against in another version of the device.

It is also possible to protect against some versions of the "link it to the nearby floor/wall so the support doesn't matter" solution. Collapse the floor and drop the sky on top of the fort as well as collapsing the fort itself.

So much junk and dead bodies on the map. Reclaim scatter is annoying.

I'm just glad I'm not the only one who appreciates weaponizing the sky :)
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: ThatAussieGuy on May 13, 2012, 09:25:53 am
Now that it's been a few days and everyone's gotten a chance to meddle with the fort, I'm going to add pictures to the OP.  That said, could someone with stonesense do me a big favour and take some general exterior screenshots of the place?  Message me with the url to photobucket or whatever site is hosting them and I'll put one or two up alongside my level-by-level screencaps and credit for whoever took them if they want it noted.
Title: Re: An AussieGuy Megaproject - The Spire of Armok.
Post by: Apothecarian on May 13, 2012, 11:19:37 pm
Very dorffy. Will dl and try it out. Yay!
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: ThatAussieGuy on May 17, 2012, 11:19:35 pm
FINALLY updated the OP with pictures.  Sorry I didn't do it sooner, I just plain forgot  :-[
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Pinguinpanic on May 18, 2012, 04:14:25 am
Looks awesome, maybe you could make it more fun for players that found this thread by removing how long you have to sacrifice dwarfs? That way people won't know how often to sacrifice dwarfs and it's like a risk; doing it later makes it more likely to collapse your whole fort but leaves more dwafs, doing it quicker makes it less likely to collapse but leaves you with less dwarfs.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: ThatAussieGuy on May 18, 2012, 04:40:07 am
Looks awesome, maybe you could make it more fun for players that found this thread by removing how long you have to sacrifice dwarfs? That way people won't know how often to sacrifice dwarfs and it's like a risk; doing it later makes it more likely to collapse your whole fort but leaves more dwafs, doing it quicker makes it less likely to collapse but leaves you with less dwarfs.

That's kind of unfair though.  Wouldn't want to wind up with the fort in an unwinnable situation simply because your last save is two seconds before the fortress destroys itself.  With it as it is, there's only one specific location in the fortress where the time remaining is show AND the counter is a little dodgy.  Up to the player to remember to keep a constant eye on it every year or so.  Get too distracted by that new mega project deep underground...

Of course, you're always free to destroy the Doom Counter yourself if you want to up your own challenge.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Blizzlord on May 18, 2012, 04:45:16 am
Why not remake the doomclock so that if you find it it will automatically self destruct? It would make the map way more fun.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: ThatAussieGuy on May 18, 2012, 04:46:46 am
Why not remake the doomclock so that if you find it it will automatically self destruct? It would make the map way more fun.

The clock's relatively safe from inquisitive overseers.  I did originally plan to rig it that way, but I just plain forgot.  Oh well.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Aseaheru on August 19, 2012, 06:37:40 pm
make a new one with minecarts. dwarven auto-shotguns.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: ThatAussieGuy on August 20, 2012, 09:03:22 am
make a new one with minecarts. dwarven auto-shotguns.

Haven't been playing much lately due to being busy, but I am tinkering with the basics of a new megaproject fortress
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Iosyn on August 20, 2012, 11:04:36 am
This is unbelievably awesome.

And my god, someone actually stuck notes on everything. You have no idea how much this pleases me. ;D
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: ThatAussieGuy on August 20, 2012, 11:50:21 am
This is unbelievably awesome.

And my god, someone actually stuck notes on everything. You have no idea how much this pleases me. ;D

If I didn't note everything, I guarantee I'd have gotten a PM going "why'd the whole fort suddenly collapse on me?!"
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Pyro627 on August 20, 2012, 02:24:04 pm
There isn't really a doomclock, is there? I bet it's just like the swan, a psychological experiment of some sort.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Aseaheru on August 20, 2012, 08:24:59 pm
i vote that before you say something wrong, that you try it first. that said, i wait for the results of your try.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: ThatAussieGuy on August 20, 2012, 09:02:52 pm
There isn't really a doomclock, is there? I bet it's just like the swan, a psychological experiment of some sort.

It is there, it has been tested, and I have the aftermath pictures of The Spire collapsed into a concave mess of rock and corpses

Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Gentlefish on August 21, 2012, 01:58:52 am
There isn't really a doomclock, is there? I bet it's just like the swan, a psychological experiment of some sort.

It is there, it has been tested, and I have the aftermath pictures of The Spire collapsed into a concave mess of rock and corpses


The one job cancellation on the final screenshot really did it for me.

Even though the fort is collapsing around him, the brave and bold miner still tries to finish his job.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Mr S on August 21, 2012, 08:48:17 am
Because that job is Drink!  Can't say as I'd blame him.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Urist_McGamer on August 21, 2012, 10:57:48 am
I can imagine a secondary challenge being to have a group of dwarves survive the collapse somehow and try to rebuild with whatever they can scrounge up.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Pyro627 on August 21, 2012, 01:21:31 pm
So I think I'm gonna try this. Just ignore the doomclock, probably have the fortress fall, and then just build a new one because I will not have moved into it.

Or maybe I could actually stop being such a smartass and just have fun sacrificing dwarves...
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: ThatAussieGuy on August 21, 2012, 07:42:53 pm
So I think I'm gonna try this. Just ignore the doomclock, probably have the fortress fall, and then just build a new one because I will not have moved into it.

Or maybe I could actually stop being such a smartass and just have fun sacrificing dwarves...

The whole point is the entirety of your fort must be within The Spire.  ALL GLORY TO THE SPIRE OF ARMOK

Why, you got something against auto-refilling water, magma (to be completed by you) and endless mechanical power?
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Pyro627 on August 21, 2012, 11:17:51 pm
Well, no, but I'm acrophobic, I have an irrational fear of heights.

This is worse, because not only is the entire structure capable of violently crashing to the ground, killing everyone inside, but is in fact designed to do so.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: ThatAussieGuy on August 22, 2012, 04:41:17 am
Well, no, but I'm acrophobic, I have an irrational fear of heights.

This is worse, because not only is the entire structure capable of violently crashing to the ground, killing everyone inside, but is in fact designed to do so.

It's not a proper work of madness until it's likely to collapse upon itself.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: Mego on October 01, 2012, 01:05:12 am
Well, no, but I'm acrophobic, I have an irrational fear of heights.

This is worse, because not only is the entire structure capable of violently crashing to the ground, killing everyone inside, but is in fact designed to do so.

It's not a proper work of madness until it's likely to collapse upon itself.

Slight necro, but it's worth it. Aussie, this is epic. You magnificent bastard.

Think you could rig up a doom clock in 1 in-game year?
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: ThatAussieGuy on October 01, 2012, 01:17:19 am
Slight necro, but it's worth it. Aussie, this is epic. You magnificent bastard.

Think you could rig up a doom clock in 1 in-game year?

Tune to one year, or actually build it in one year?    Yes to both.


It's actually a pretty simple mechanism.  I'll PM you how it works so as not to spoil it here. 
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: atazs on October 01, 2012, 08:42:16 am
Im so going to try this and stop the doomclock if there is one. I shall dig up the whole site
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: krisslanza on October 01, 2012, 08:53:36 am
Aussie you are a crazy, crazy man. I can't imagine what kind of madness you could leave for future overseers in a succession fortress. I can imagine you making a doomclock that is set to go off years later... long after everyone forgets you did anything...
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: ThatAussieGuy on October 01, 2012, 08:55:59 am
Aussie you are a crazy, crazy man. I can't imagine what kind of madness you could leave for future overseers in a succession fortress. I can imagine you making a doomclock that is set to go off years later... long after everyone forgets you did anything...

Honestly, I'm surprised no-one's tried leading a succession fort of The Spire.  You have my permission/blessing/amused interest if it matters.
Title: Re: An AussieGuy Megaproject - The Spire of Armok (Now with pictures!)
Post by: krisslanza on October 01, 2012, 09:08:19 am
Aussie you are a crazy, crazy man. I can't imagine what kind of madness you could leave for future overseers in a succession fortress. I can imagine you making a doomclock that is set to go off years later... long after everyone forgets you did anything...

Honestly, I'm surprised no-one's tried leading a succession fort of The Spire.  You have my permission/blessing/amused interest if it matters.

An interesting idea. It would certainly bypass the two or three years I spend trying to make everything pretty and set up... then forgetting about those unimportant things like dining rooms, bedrooms, farms...

I would have to play without my mod though. Hmmmm. *makes note to consider*