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Messages - omega_dwarf

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166
DF Dwarf Mode Discussion / Re: I own an entire mountain...and it's flat
« on: September 29, 2015, 10:28:22 pm »
That was also my first reaction. Some god has stolen your mountain. Make a new one.

167
Except for that time I made an obsidianifier with over 100 grates, only to realize that they weren't exactly magma safe...no HFS for me!

168
DF Dwarf Mode Discussion / Re: kill corridor
« on: September 28, 2015, 09:09:32 am »
What if you set the job to high priority and locked them in the lever room?

And also, thralls. You want to use spikes to get rid of thralls.

169
DF Dwarf Mode Discussion / Re: Tarmid-Udar: Dwarven Howitzer
« on: September 28, 2015, 08:57:37 am »
Aiming is for humans.  A true dwarf just arranges for the targets to be standing in the right place at the right time.

Yes.

(Because they can't aim.)

170
DF Dwarf Mode Discussion / Re: Tarmid-Udar: Dwarven Howitzer
« on: September 27, 2015, 11:49:37 pm »
"Here's a weapon of ridiculous destructive capability I invented, it is capable of wrecking tons of shit in horrific fashion... now I just need to figure out how to aim it."

That's absurdly dwarven of you, I'm so proud to be here to see it.

I mean...that's sort of how humans do things, too.

But yes, the fact that he is wreaking this carnage with large, sharp objects flung from a minecart in the sky makes the whole thing excessively dwarven :P

171
DF Dwarf Mode Discussion / Re: kill corridor
« on: September 27, 2015, 05:41:27 pm »
setting Pull Lever on repeat causes a full cycle every 100 ticks, iirc.

Works. Idk about specifics of rate, but works to stab things a lot.

As far as entering...I'd actually do something like this:

Code: [Select]
       
ppbbbb__
WW    WW
W      W
(...as deep a hole as you care for...)
W      W
W^^^^^^W
WWWWWWWW


Where W is wall/natural ground, _ is floor, b is retracting bridge tile, p is pressure plate, and ^ is upright spikes. You should make the bridge and pit longer than I drew them.

Invaders come from left. The first in the group trips both pressure plates. One is non-resetting (requires manual reset) and starts the spikes repeating via some minecart or liquid-based repeater. The second auto-resets, and retracts the bridge after a delay. Trapped and ded with one bridge and no manual input.

In case there are any tough blighters that survive the spikes indefinitely because of armor or dodging skill or whatever, the design of the hole is important to keep them from climbing out. Deeper is better (also more likely to knock out or outright kill the invaders); you must smooth the walls that form the side of the pit (no dirt layer traps for you!); and the overhanging lip around the pit's edge is important.

I would also recommend fortifications at the end of the hall for crossbowdwarves, and a way to prevent any who get through that trap from getting into your fort without meeting significant resistance. In the case that the leader of the squad is caught and killed before some members of his squad, the rest of his squad may camp in the area of the pressure plates, potentially holding the bridge open for their squadmates to escape. Those two measures should remedy that.

Trap also has two weaknesses: trapavoiders and fliers. Potentially building destroyers as well. But it works well for general-purpose enemies, and the trapavoiders can be killed still with manual lever action if you time it right. (You should always have backup control levers.)

172
Oh, the magma thing? It was nifty, but a little finnicky...and I'm pretty sure something in 0.40 broke it. I did get it to work for 0.34.11, though.

173
Awesome! Meph helped me before with the little magma thing in my sig. I'm not a very good modder :P

174
Lol



"Hey, Toady, can you make this moddable or a feature?"

"Yeah, sure mate! Good idea, I'll add it to the notes."

*Five years later*

...



Is it DFHackable, perhaps? Not that I have any knowledge whatsoever on how to do things with DFHack; I just know that it can do stuff beyond the capabilities of the raws.

What about an evil rain that evaporates? That would be similar-ish. Probably wouldn't look like a cloud on the ground, though.

175
How come in .40 I am getting more sieges than I ever did in .34? I am only annoyed that they came while my howitzer-shotgun was being improved and thus not operational.

Happens to some people by chance. You lucky bastards :P

176
DF Dwarf Mode Discussion / Re: What the hell is happening in my fort?
« on: September 27, 2015, 09:25:38 am »
Invasive species, man.

177
DF Dwarf Mode Discussion / Re: Tarmid-Udar: Dwarven Howitzer
« on: September 27, 2015, 09:19:02 am »
"It was inevitable."

178
DF Dwarf Mode Discussion / Re: Kobold miner in my lifestock
« on: September 26, 2015, 10:56:02 pm »
Noooo!  Breed them and have baby kobold pets forever!
And farm their bones afterwards.

Mermaids, mk 2.

179
DF Dwarf Mode Discussion / Re: Screw-Pump desalination is for suckers
« on: September 26, 2015, 10:55:09 pm »
That is awesome. If I wasn't already on top of an aquifer and several subterranean lakes and a river, I would totally do that. (Got some ocean, too.) How'd you discover it?

180
@Goatmann

Yeah, that's what I figured too. But you have to keep in mind that the natural terrain isn't a construction either. So there would have to be some special "tree" flag or something, not just "natural". And with the way the roofs work as the only obstacle, it would be even more complicated to achieve this effect with trees, I would think.

@TheBiggerFish

It goes to the highest one. The tower fortification example shows that. I think it probably means that the cloud is looking for a tile marked "outside" to spawn on. (No roof above it means that it is the highest occupied tile in its column.) Idk how it chooses which column to spawn in, though. There's probably some randomness in that.

I could try different support types. But what is there besides literal supports, and walls, and maybe stairs? Walls and stairs are constructions. Not sure why the game would treat a construction propped on top of a building (the support) any differently since cave-ins are extremely rudimentary, but I guess it's worth a shot.

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