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Topics - Mandango

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Creative Projects / CSI Dwarf Fortress
« on: February 18, 2011, 05:20:31 am »
Spoiler (click to show/hide)
I would love to hear any other ones you can come up with.  I'll be making more and if I like one you say then I'll make that too.  Also if anyone would like the template to do it themselves then I'd be more than willing to post that.
Basically this is a thread for all Dwarf Fortress related CSI jokes.

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Creative Projects / Export of toy boats Prohibited
« on: February 13, 2011, 07:45:59 pm »
I'm a pretty amatuer artist and the drawing is still pretty crude, but I hope you enjoy it all the same.
Spoiler (click to show/hide)
Any constructive drawing tips would be greatly appreciated.

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DF Dwarf Mode Discussion / Alligators in the sewers
« on: February 10, 2011, 09:43:13 pm »
The great fortress of Osteral, "Foldvessels" is much like Helm's Deep, almost impenetrable defenses (for me it's rows upon rows of weapon traps at the entrance completely stocked with large serrated discs, I refer to it as The Goblin Blender) save one thing, one sewer opening.  Granted mine is more of a tunnel under a lake that supplies the wells of the fortress with water.

It didn't occur to me that this spot was a weakness until some alligators outside suddenly showed up in the grand meeting hall.  They had climbed out of the well and a few were struck down before soldiers could come and dispatch of these vile creatures.  Some engravers felt this something worth carving into the walls, so as to warn all future dwarves, but I thought my troubles were over as long as I kept an eye out for any more alligators.

Spoiler (click to show/hide)
(I would love to see that engraving of the alligator poking it's head out of a well and attacking a dwarf)

But just like Helm's Deep, invading goblins have been exploiting this weakness.  Nearly every units during any given siege are mounted atop Giant Toads.  A few more dwarves died within the grand meeting hall when I first learned of the Giant Toads and their riders also being able to climb through the well.

Now I'm trying to decide whether I should wall off the pond that provides water for the fortress or if I should endeavor to put a grate up somewhere to block invaders and alligators out.

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DF Suggestions / Robotics (Mining Robots and Giant Spider Walkers)
« on: February 06, 2011, 11:26:14 pm »
So I know that some of this is going to be implemented in upcoming releases, but I've had two dreams of things I would love to have in Fortress Mode: mining robots and a giant spider walker.

Mining Robot:
I've seen that there will likely be the addition of carts or wagons pretty soon and I see this as the potential for amazing mining robots.  It doesn't technically have to be something added into the programing, though my current vision would require a bit more coding before it would actually work.  My vision is that you would possibly have something like a weapon trap equipped with either picks or an enormous screw and it would possibly be attached to a wall/statute on top of a cart/wagon.  Obviously there would be more mechanisms involved and there would need to be some kind of power source, possibly a better application for pump operators (them riding on the back of the minerbot, cranking away furiously, the minerbot mining faster as the pump operator increases in skill) or maybe have it pushed by wagon animals.  I am also entertained by the possible idea of having minerbots powered by vermin running on hamster wheels inside of the machine.  Obviously this is all conceptual and I'd love to hear any ideas from anyone else. One of the things I like about the minerbot idea is the ability to mine out large sections easily, but also because of the potential "fun" from a forgotten minerbot mining straight into a magma pipe or the ocean.

Giant Spider Walker:
This is my dream mega construction and I think it might finally come to fruition with the addition of movable fortress parts.  The image in my head is multiple walls/supports attached to some form of movable part that some how (possibly through multiple steps) allows the wall/support to be lifted off the ground, moved forward a square and then set back down.  One possible way of making this work is multiple slaves pump operators cranking away, another being that one z-level below the level with the movable mechanisms would be an area filled with water to be used by screw pump power generators.  So that would be phase one of the spider walker and being able to pull that off would already make me plenty giddy, but then there's phase two; portable barracks.  On the same z-level as the movable mechanisms the spider walker's walls would be almost entirely fortifications and the floor would be a barracks for multiple squadrons of archers.  Now oncoming siege's won't only be crushed by the spider walkers legs but arrows will rain down upon them.  At this phase I'd already be laughing maniacally as I watched the spider walker at work, but then there is phase three; siege engine doom!  The z-level above the fortifications and barracks you line the edge of the spider walker with catapults and/or ballistae and the center of that level is a stone/ammo stockpile.  Applying all this would make me happier than a dwarf in a adamantine bath filled with rum.  Possibly drawbacks to the spider walker would be maybe not being able to change it's direction and take it back to the fortress and the possiblity of it not being able to walk up/down z-levels.  Again, I welcome any other ideas on the subject.

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