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Topics - imperium3

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DF Dwarf Mode Discussion / Uses for magma?
« on: November 24, 2016, 06:45:37 pm »
Right folks, I am building my current fortress as a huge above-ground construction with built-in magma plumbing (and water too). This requires a great deal of planning, since later alterations will be quite difficult and time-consuming. And one of the biggest questions is how many areas need magma...

So far I have a short list of things I might want magma for.

- Room purges, e.g. jail cells or hospital wards with dangerous inmates. Maybe magma from above + floor grates as a drain?
- Obsidian casting, both for the rock and perhaps for defence.
- Magma forges will need a supply.
- Open pools of magma might make a nice decoration, especially for appropriate temples - but this seems very !!FUN!!

Is there anything obvious/creative that I have forgotten about?

2
DF Dwarf Mode Discussion / Looking for creative ways to multiply water
« on: September 14, 2012, 08:48:54 am »
Okay, so at the moment my new megaproject is looking a little boned. The original plan was to build the Wall from A Game of Thrones, in a map that's half/half neutral and evil biomes. This would be an enormous wall made of ice to separate the biomes, with the fortress being a small cluster of buildings on the neutral side. (and any migrants on the other side can sort their own accommodation out) But we have a small problem.

No major water source.

A project of this scale needs a hell of a lot of water, and there's no river or aquifer. And to my dismay, the caverns are over 100 (!!!) z levels deep and I haven't even found any water in them yet. (Plus I don't fancy building a minecart track so deep to bring the water to the surface, it'd be almost as much work as building the Wall).

The only "water" we have is a couple of small (4-5 tiles) murky pools in the evil biome that are frozen during the winter. I can collect this water easily enough, but I need to find some Dwarf Physics way to multiply the water up to a usably large amount, if that's even possible!

So has anyone tried this before? I'm wondering about how effective repeated freezing/melting might be to automate....

I should further add that one of the biomes is temperate and the other is freezing, so in the summer I have a half/half split of melting and freezing, if that's any help.

3
Here's a thought which just struck me. I don't know if anyone has tried this already but....

What happens to a minecart that's leaving the map?

I haven't tested it personally (haven't managed to get into building a new fort in .34 yet) but minecarts seem to offer a perfect way of getting objects and dwarves to leave the map, which isn't normally possible for the player to do. You can't build tracks up to the edge of the map of course, but you can build a ramp aimed at the border...

 Why is this useful? Well, as I understand it, items on the map, even if destroyed, still contribute to FPS issues. But do items that leave the map do so? I don't think so. So flinging minecarts full of junk off the map could help your FPS. Also, for isolationist forts that don't want migrants, this could provide an automated way of getting rid of them without going to the hassle and mess of killing them (and subsequently having ghosts to deal with). Save the deathtraps for the goblins.

Anyway, just my small thought. Has anyone done !!SCIENCE!! on this?

4
DF Dwarf Mode Discussion / Weaponising Dragonfire
« on: July 16, 2011, 08:30:16 am »
I've been experimenting with setups for weaponising a recently captured (untamed) dragon, but not had much luck so far. The idea is to get him to spew fire over passing goblins, which I think is a !!defence mechanism!! Urist would be proud of

First I simply locked him behind fortifications, with an artifact floodgate to control whether he can see out.

Code: [Select]
|D F X F.... p
with | as wall, D as dragon, F as fortification, X floodgate, p as target dummy (a chained up puppy)

He did nothing. I had suspected this might be the case because he can't path to the target.

So the second setup sought to rectify this issue by adding a path to the target. A set of stairs behind the dragon leads up to a hatch (which the dragon can't destroy from below when locked) and then to the open world. Hence when I unforbid the hatch the dragon has a path to the target, which is very much within breath weapon range. So he should - theoretically - breath fire and then try to escape.

But the dragon never breathed fire. Every time I unforbid the hatch he tries to escape. Eventually he managed it, but I had a cage trap set up in order to prevent such eventualities, so no dwarves died. Luckily.

So, has anyone actually succeeded in properly weaponising dragonfire? And by properly, I mean without just throwing the dragon at the enemy, which risks getting the dragon killed by speargobbos.

5
DF Dwarf Mode Discussion / Yarn demands and an older version
« on: May 13, 2011, 09:57:29 am »
My world was genned in 31.12, I've now updated it to 31.25 and I've got a situation on my hands.

A moody woodcrafter is demanding yarn cloth. I've never seen this stuff, and according to the wiki it comes from shearing sheep, alpacas, llamas and trolls... all of which wouldn't exist in a pre 31.18 world. Well, except for the trolls, but I've only ever seen one of those and it died a long, long time ago. Is it even possible to meet this demand then? Perhaps the caravan might bring it? Or am I doomed to a long series of mad dwarves if they demand yarn?

6
DF Dwarf Mode Discussion / No demonstrations?
« on: May 10, 2011, 04:30:21 am »
Just a small question, but I don't see my dwarves doing any demonstrations, like "Dodging Demonstration" etc, during military training. I'm sure they used to a while ago, and I don't think they learn as fast by hanging around doing individual drill. Does anyone know why this might happen?

7
DF Dwarf Mode Discussion / Designs for an automatic cat-killer
« on: April 30, 2011, 07:26:50 am »
My 190-dorf fort is now getting serious lag issues, part of which is obviously due to its sheer size but I suspect it might also have something to do with the 70-odd cats running around as well. Now I can kill new kittens but there are always a few that become pets before I can reach them and then they're untouchable. So I've come up with a few designs to deal with them automatically. Some constructive criticism would be nice as I suspect not all of them will work... And also some of you might find them useful yourselves.

The designs are all largely based on the cats' apparent tendency to wander around the entire fort, ignoring traffic restrictions etc, meaning that they will go places that none of the dwarves will.

Design 1 : Cat accumulator and manual mincer.
This has the advantage of being usable in a moderately-trafficked area. Cats should accumulate in the lower chamber over time, whereas dwarves that fall in by accident should be able to leave at will. When the mincing lever is pulled, the bridge area is blocked off (to prevent dwarves getting caught in the mayhem) and the cage opens, unleashing the megabeast of your choice on the cats (Dragons would be particularly entertaining). When all the cats are dead the megabeast will break down one of the doors and walk straight into a cage trap, ready to be "reloaded".

The disadvantage of this method is that the method of disengaging the trap is clumsy (but I can't think of a better way of doing it without complex hydraulics) and if you're not careful a dwarf might end up in it too.

Code: [Select]
Trap design:
z2:
------------------------
-                             
d p gggggggggggggggg
d   gggggggggggggggg
-----------------------

z1:
     ------------------
     -               D T
     -        C      --
     -----------------
Key:
- wall
d door (shuts when lever is pulled)
p pressure plate, triggered by low-weight creatures, not citizens
g retracting bridge (linked to plate)
C megabeast cage (opens when lever is pulled)
D pet-inaccessible door
T cage trap

Design 2: Curiosity kills the cat

This design is a lot simpler than the first, however it relies on your dwarves following traffic designations properly and going where they are supposed to. So you might have to expect casualties. Also since it runs a repeating spike trap it may cause some lag while active (though not as much as all those cats!)
The trap works by luring the gullible cats into a restricted zone full of repeating spike traps. The dwarves won't go up there as they have a shortcut in the form of a pet-inaccessible door. And it is restricted traffic. This won't stop cats though...

Code: [Select]
-         ---------------
-                       -
---D-------------       -
-          ---------    -
-           ^^^^^       -
-          --------------
Key:
- wall
D pet-inaccessible door
^ spike trap linked to a repeater

The whole side corridor should be restricted traffic.

It can't be emphasised enough that this version is a LOT more dangerous to your dwarves than the first one. Keep an eye out to make sure that there aren't any stray items that they might want to fetch, like rocks, ores or cat corpses. Also, NEVER forbid that door. For the more paranoid overseer it might be a good idea to add a pressure-plate based safety mechanism that turns off the spikes if a dwarf goes down there, but unless you're careful then children still won't trigger it.


Disclaimer: Imperium3 Inc. accepts no responsibility for tantrum spirals caused by the use or misuse of these devices.

8
DF Dwarf Mode Discussion / Method for moving magma horizontally
« on: April 27, 2011, 08:19:42 am »
Okay, great practitioners of !!SCIENCE!!, I'm in the process of setting up a magma forge. Since I'm lazy and can't be bothered to move my forge area, the magma is going to have to come to it. I completed the first stage using a magma piston, to create a small cistern of magma about 8 Z levels lower than the forge area, not ideal, but I can work with that. More tricky is that it is also halfway across the map (only solid pillar thru the caverns I could find), so it's going to have to be moved. And there isn't an awful lot of it, and it's not easy to get more, so natural spreading probably won't work - it'll all spread out and evaporate, if magma evaporates.

So anyway, I came up with this device to transport the magma speedily:

Code: [Select]
Side view

   pp   pp   pp   pp
mm/||\_/||\_/||\_/||\

Where m is the starting magma, and pp signifies a screw pump.

My first question is, is this setup likely to be safe for my dwarves? It's too far away from water and the surface to be reasonably powered by anything other than dwarf power, so I need to stop the pumps getting flooded by magma. I can see that in the current design the stack may have issues if one dwarf leaves for a break and then comes back to find his pump filled with magma. But are there any other problems that are evident?

Secondly, do magma forges require magma directly underneath them? Or can I get away with a few-Zlevel drop, in the way that wells do?

9
DF Dwarf Mode Discussion / Squads stuck on Individual Combat Drill
« on: April 26, 2011, 03:40:09 pm »
Just got attacked by a forgotten beast (surprisingly my first, even though the fort is quite mature), and it somehow managed to reach my main level undetected. So I activated the alert to send my civilians into a deep bunker, and ordered my troops to go and kill it.

However, apart from one hammerdwarf who attacked it single-handed, all my soldiers are in the barracks (at the other end of the fort) doing individual combat drill. WTF? I gave them the order, all I can guess is that I screwed something up with the squad settings on the alarm (which I don't understand at all). But changing them has no effect at all. So what have I done wrong?

10
DF Dwarf Mode Discussion / Making a monster pit
« on: March 20, 2011, 10:26:38 am »
After my recent bronze colossus incident I am left with a one-armed kickboxing bronze colossus stuck in a cage. My original plan was to stick him at the bottom of a spike pit as a little hello for any invaders. But I was just passing by my cage stockpile today and noticed a small present from the perimeter cage traps...

3 Giant Desert Scorpions!

Now I think personally a scorpion pit is so much more dwarfy than just a bronze colossus, but it presents me with a problem. Now the scorpions have found the fort I'm prepared to bet that there will be more on the way, and I'd rather like to add them to the pit as they come. I know the method of building cages and releasing them via lever, but that ain't going to cut it when there are already angry scorpions in the pit.

How do I do this without getting my dwarves stung? Since according to the wiki a scorpion sting = death, I'm not going to trust the cage recycler in the wiki. Is there another way which doesn't involve them having contact with my dwarves?

11
DF Dwarf Mode Discussion / Cannot make pig iron?
« on: March 10, 2011, 04:40:01 am »
For some reason my smelters don't have the option to make me pig iron. It's odd because I seem to have everything i need (a few iron bars, a huge heap of coke and chalk coming out of my ears). But the option just doesn't seem to be there.

Is it an old bug? (I am still using 31.14 because I didn't want to risk my already genned world)  Or am I just missing something?

12
DF Dwarf Mode Discussion / Megabeast vs Goblins
« on: March 08, 2011, 12:55:42 pm »
A bit of a newb question here, but the answer doesn't seem to be on the wiki and it could be worthy of some !!SCIENCE!!...

How do captured megabeasts interact with each other and with other species?

For example I have a caged giant sitting around. If I put him in a pit and dropped goblins down, would he attack them? Or sit around drinking tea? Would FBs or clowns behave in the same way?

The usefulness of this as a defense mechanism, especially in the case of the nastier FBs, should be fairly evident...  8)

13
As the thread title states: Why shouldn't I go to great lengths to ransack the dwarf caravans? They do after all have the best items (lots of shiny weapons and armour, gems, metals), many of which are magma safe (handy to lure them into a trap). And they won't siege me if I keep killing them. The only repercussions I can see are:

 - They are guarded by proper soldiers. This is not a problem with a little creativity, including use of water, magma, spike pits, or just sealing up the trade depot and leaving them to go insane.
 - Apparently the profit they make affects the number of migrants. This is more of an incentive than anything else, I'm fed up of goddamn lye makers and weavers turning up when I don't need them.
 - Conceivably it might also affect whether I get any more nobles. Again, I don't see anything particularly wrong with that...

So shall I break out the spike pits?  8)

14
DF Dwarf Mode Discussion / Building a pyramid, suggestions please!
« on: March 06, 2011, 12:53:01 pm »
My current fortress in the desert has a bit of a pyramid thing going on. We already have 1 1/2 small ones where all the peons go after having too much !!FUN!! (construction had to be accelerated after a tantrum spiral which killed about 60 of them) and every noble, and maybe some of the mightier warriors, is going to get one to himself when he dies. But I've also been building a much, much bigger one over my main fortress entrance (the actual fort is half a dozen z's down underneath an aquifer) and the thought just struck me... what am i going to do with this bloody great pyramid?

To use it for burial seems wasteful, as does just leaving it empty. It doesn't necessarily have to stay as the fort's entrance (I am sinking another hole through the aquifer for underground above-ground farming, and i could put the entrance in there if necessary), but I am wondering whether i could make it into a deathmaze. But does anyone have any more imaginative suggestions?

For info the actual pyramid is 21x25 tiles at the base, with an additional 6-tile wide terrace up to the first level.

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