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Messages - Areyar

Pages: 1 ... 166 167 [168] 169 170 ... 184
2506
DF Modding / Re: Some hypotheticals, gentlemen.
« on: May 19, 2008, 05:31:00 pm »
Dear writer,

As your first three enquiries are already elloquently dispatched by a more proficient person than myself, in the form of Sir Cavalcadeofcats.
I will therefor refrain from comment.

On your fourth enquiry:
latin names?
Do as you like, it is your world you are creating.
Myself am a biologist of profession myself and prefer the use of prozaik names over their latin designations, although they have their uses. In scientific literature for example, however when in avid discourse, the often cryptic names are more a hindrance than a boon of clarity, only used if no other more mundane  descriptions are available.  
(By the way did you know that recent genotyping experiments have severely disrupted the classification of many species and therefore rendered their latin name defunct and open to amendment? Indeed, some have held on to part of their early latin names for a prozaik name as they recieved new latin classifications)


However for a medieval setting, descriptive names are more common than scientific ones, which were a renaisance idea (describe/name/cathegorize creatures in a dead language).
The languages of science in DF are probably dwarven for anything mechanical or geological, elf for anything nature-ish, while scattering the remaining sciences around fairly randomly.


On the fifth matter:
Personally, I resent blogs for their generally egocentric and uninteresting content.
Someday [BLOAT] will be replaced by [BLOG], mark my words.
In any case, as a link in your signature, I am sure many a interested reader will visit.


2507
DF Modding / Re: Mega Water?
« on: March 20, 2008, 06:33:00 pm »
Harpoon it with a balista! yarr!

2508
DF Adventure Mode Discussion / Re: This is kinda sad...
« on: April 29, 2008, 12:33:00 pm »
lol.
Dwarves seem to have a taste for vermin.

Hey finally found a post by Deon.   :D hi Deon. :wave:

(edit: Oh I see you already had replied to my obituary/detective)

[ April 29, 2008: Message edited by: Areyar ]


2509
DF Dwarf Mode Discussion / Re: Blood!
« on: May 19, 2008, 02:51:00 pm »
why not nerf ranged weapons instead of removing them?

like: set the damagetype from piercing to slashing.
or disallow metal bolts/arrows...well arrows anyhow.


2510
DF Dwarf Mode Discussion / Re: Improving my defenses
« on: May 19, 2008, 02:56:00 pm »
@ Qmarx: you know about the 'vortex effect' right?

Dwarves cannot use ropes to bungee yet...maybe in ten years. :P


2511
DF Dwarf Mode Discussion / Re: Running the gaundlet
« on: May 14, 2008, 10:38:00 am »
So using a longer bridge would fling stuff further?
then create wider moat and bridge. (ps: moat is only there for channeling the flingees onto the bridge. Walls, even fortifications, would work just fine too)

2512
DF Dwarf Mode Discussion / Re: Running the gaundlet
« on: May 14, 2008, 10:28:00 am »
Yeah, I imagine the giant axe blades and spiked balls to function like penduli too
or embedded in walls 'raiders of the Lost Arc' style.  :D

2513
DF Dwarf Mode Discussion / Running the gaundlet
« on: May 14, 2008, 07:55:00 am »
Inspired by Kagus' 'How to build a pit-trap' thread.

Ideas and plans for constructing elaborate killinggrounds and trapped entryways.

1) The Crumbling Bridge.
Based on the principle that grates do not offer support.
You want the enemy to continue to advance further up the bridge so it may be a good plan to alternate with normal traps/untrapped supports, providing a secure path for pathfinding purposes.

code:

.###^.    .^##^.
.^###. or .####.
.###^.    .^##^.
.^###.    .####.

2) The Gaundlet
dig channels next to a narrow pathway. dig connecting tunnels under your pathway.
fill the channels with spikes, magma, water or nasty critters ... such as hammerdwarves.
fill the raised path with clubbing weapontraps and spiked balls.

3)The Flusher
Similar to the Gaundlet, but instead of using weapontraps, use water to knock them off.
level 0 : walkway with channeled pits set at regular intervalls, pressure switches to activate hatches at level +1.
level-1 : dungeons, fill with nasty stuff.
level+1 : above the walkway, at various points basins pumped full of water, a floorhatch opens up above the walkway.
Maintenance: water needs to be pumped into the basins from the lower dungeon.

4)The Grinder
Alternate bluntweapon traps with serated disk traps.
The blunt weaopns will knock the victim to the oposite side of the hallway, where it is caught by serated disk.

code:

############
*b*b*b*b*b
b*b*b*b*b*
############


5) The Hammerer
Complex.
Requires lots of supporting mechanical structures in the form of fluid logic pumps.
Alternate smashing bridges in an interesting pattern, but leaving a path for the invaders.
Keep defenders well clear!
Cheat hazard: many players don't like the way a lowered bridge destroys everything beneath.

6) Dropping Rocks ???
Continuous rockfall traps.
I read that rocks fired by catapults, that drop into a channel do not get destroyed.
AFAIK dropping a rock in a hole by dumping does not cause anyone below to get hit.
So probably the dropping rock from a bounced catapult shot is equal to that
(Haven't tested this one.)
It would be a cool way to bludgeon the enemy if it works though.

plan: a long hallway, several next to each other or maybe on various levels to get a good coverage and frequent firerate.
main entrance has sets of doors at points to slow intruders down.
level above, has channels above the front of those doors, a raised bridge provides the wall behind the channel for the rock-bounce.  

code:

level 0  
         #####################################D######
           D     D     D     D    D             +
outside    D     D     D     D    D             +
         #####################################D######

level +1 and upwards, mirrored vertically ############
         ################################# ccc   xrx!
         #.   bB.   bB.   bB.  bB.         c-o @ xox!
         #.   bB.   bB.   bB.  bB.         ccc   xcx!
         #################################       xkx!
              !1    !2    !3   !4        ############


7) The Flinger
Use raising bridges to fling invaders...into nasty stuff.

code:

                             .###
                             ...#
'Nasty  #X <distance>   ^BbD          'Fortress'
stuff' #X                    ^BbD     # wall    ^ switch
                             ...#     D Door    . openspace
                             .###     Bb bridge X blood splatter?


8) Tipsy turny bridge
Hearing that bridges are not such powerfull flingers as I had imagined, I came up with this idea:

code:

.................####
+^BBBB^BBBB^BBBB+
+^bbbb^bbbb^bbbb+  inside fortress ->
+^bbbb^bbbb^bbbb+
+^BBBB^BBBB^BBBB+
.................####


Stuff is tipped into a pit or weaponstrap.
...I wonder if it will self-reset?

[ May 14, 2008: Message edited by: Areyar ]


2514
DF Dwarf Mode Discussion / Re: My GOD we need these features
« on: May 13, 2008, 02:27:00 pm »
The FUN PART is dealing with problems and in various ways, stone management is one such problem.
Annoying yes.
However it does inspire all sorts of creative thinking,
from elaborate suggestons on animal/mechanised transportation systems to 'catapult airmail' and rock crushers, melters, you name it.

I would dump all the goblin narrow-clothes stuff...if only it were worthless (as it should be to any non-narrow person!).
But selling them to the rag-men who occasioonally visit keep my dwarves fed and happy.
(and at the souvenir stand I get lots for the 'quaffing' mugs. Real dwarves don't use mugs, we just upend a barrel over our heads. But lesser species can't hold their liquor and need baby-mugs to drink 'dwarfish', haha!)

[ May 13, 2008: Message edited by: Areyar ]


2515
DF Dwarf Mode Discussion / Re: How to build a pit trap...
« on: May 14, 2008, 09:32:00 am »
IIRC grates also allow the firing of arrows through them.  
an added bonus to deal with pitted creatures too strong for your military.
or an added risk from pitted fireball throwers/archers.

2516
DF Dwarf Mode Discussion / Re: How to build a pit trap...
« on: May 14, 2008, 08:53:00 am »
OK understand now.
I hadn't calculated the relative cost of bridges vs grates.

A grate/hatch would cost exactly 1 wood/stone per tile...1 metal too probably, but why waste metal.
A 3 tile bridge costs.....1 stone/wood/metal !!!
wow. that is fairly not-realistic.

Then aestetics are my only excuse for using grates instead of bridges.   :p
Or training for some novice stonecrafters.

code:

expanded drop-trap:    ,,'`"` , " ,___________________
                      ,#####, `  / Oi! nice grates! /
                   `   #^+^# ` ,/------------------/
                     ',#+^+#, `/ '   `'  ,  '________
                    "  #^+^# `@  ,  `  ` '  / Woof! /
                      ,#####,  ,`  '  " ,  /-------/
                     ,   ,  ,'  `  , ' ' d

[ May 14, 2008: Message edited by: Areyar ]


2517
DF Dwarf Mode Discussion / Re: How to build a pit trap...
« on: May 14, 2008, 08:21:00 am »
So bridges can be built over on top of each other? odd.

I was confused by the later comments on the bridges collapsing.  

Why expand the size of the pit though, if only the center tile collapses?
I'd think one would want to keep this small as to have more traps in an area.

I feel grates would be a good alternative, maybe even hatches.


2518
DF Dwarf Mode Discussion / Re: How to build a pit trap...
« on: May 14, 2008, 06:47:00 am »
Grates don't support? damn. I was planning on roofing over my arena with them.

Anyhow.
When rading the first Kagus post, I thought you were describing exactlty what Hague suggests, them supported all by the column.

@Hague: why use a bridge at all in that set-up? Just ring the pit with grates.

However, IIRC bridges all need a supprting tile.
The solution may be to ring the support with floortiles and use those to support the bridges facing out, but do floors provide support diagonally?

step1: dig pit and access,
step2: build support and ring of floors.

code:

#######
#.....#
#.+++.#
#.+i+.#
#.+++.#
#.....#
#######

i support on -1 level
+ floor
. open space
# solid ground or wall



step3: build bridges with their support on the floors
code:

#######
#bbbBb#
#BBBBb#
#bB^Bb#
#bBBBB#
#bBbbb#
#######

^ Triggerplate
B bridge support
b bridge suspended



-I have doubts about the bridge support over the open space.

But the plan was for a single tile to drop out, without intervention IIUC.
whole sections of floor collapsing is far better served by creating a bridge with a collapsable middle section.

thus:

code:

## * ## a = (slow!) triggers to raise bridges
#.BBB.# ^ = trigger linked to support
#.bbb.# * = here is outside
#.aaa.#
#.+^+.#
#.+++.#
#.bbb.#
#.BBB.#
##   ##


Add lever to reset bridges, raisingbridges to the sides for reconstruction access.
Can elaborate with fortifications in sides too.


I'm confused about the comment about adding another ring of bridges to expand?


2519
DF Dwarf Mode Discussion / Re: Building wells below water level
« on: May 11, 2008, 05:26:00 am »
I don't see the added benefit of a hatch inside the wellshaft. ?

Just build a small reservoir below the well already
and periodically open the hatch/door/floodgate to refresh/top off your well supply.
(Best to use a waterlock construction to add water in managable amounts if the well is below water table)

Added bonus: create a small lake + ledge at the bottom of the well and you can fish for turtles etal. safely.


2520
DF Dwarf Mode Discussion / Re: Your Nobles/Justices room!
« on: May 11, 2008, 04:00:00 pm »
add somed artifact furniture = instant Palace or legendary status.

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