DF Dwarf Mode Discussion / Re: Do magma pipes refill?
« on: September 21, 2008, 01:42:50 pm »Build an altar at the top and start raising that death toll, you. .... good grief that is an epic tower, nice work; I'm envious and in awe. ;_;
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quote:
Originally posted by xpCynic:
<STRONG>[epic snip]
...I have no idea what just happened.</STRONG>
Awesome just happened.
quote:
Originally posted by Zironic:
<STRONG>It's easy, make enough boose and food to last you a while, then wet some stone floor and make a farm. Micro-manage so you always have an equal plant to boose ratio that doesn't consume barrels. As for the Disatopian society outside, create a lava fall and char them to less-than-cinders.</STRONG>
Now carpet the outside of the map with stonefall traps. The goal is to hear that the Siege has been broken at the same time a Siege is declared.
Methinks banded layers at any edges of the map siegers may enter from would work.
2.
Carve out a new cave. Fill it with levers.
Dozens of levers. Literally dozens.
Begin undermining the entire map, save your fortress. Build supports as you go. Channel out areas over each support in some geometric pattern or other, and then build bridges to allow access between the resulting islands. Looking at the area of worldspace outside your (decidedly magnificent) castle, I'd suggest maybe thirty islands, at a minimum.
All the rows of bridges will be linked to a single lever--that is, a quarter of each perimeter ought to be toggleable up or down, accessible or not. This will allow you to selectively bottleneck invaders, within reason.
Build, then, a second layer of switches, behind a closed, locked door for dramatic effect. These would be used to collapse individual islands. This is loosely taken from Kagus' pit trap design. Obviously, using this as opposed to simply trapping your foes at a distance is less desirable because it's a once-off sort of thing, unless you feel like sending your dwarves out there to go build floors for two seasons.
I suppose you could also use firesafe supports and flood the undermined area with lava for the sake of overkill.
3.
Build a lava fall over your main gate.
4.
Dig channels back and forth across the area outside your fortress. Flood these channels as best you can with magma.
Proceed to build an absurdly large number of bridges on as many squares as possible. Set them to raise in different directions, so long as there is a magma channel in the direction they're being raised. Link them all to a single switch, allowing you to launch a good percentage of the field's denizens away in arbitrary directions, and possibly into a magma channel.
... you did MEAN unreasonable, I hope.
[ May 18, 2008: Message edited by: Onul ]
I had a skeleton great white shark destroy a seaside settlement of mine. I immediately reclaimed it. When I got there, the crops had grown out full, and the corpses of my original settlers were not yet rotted out.
Everything that wasn't tied down or affixed to things was rearranged, though.
[ May 18, 2008: Message edited by: Onul ]
Case in Point: Terrifying Seaside is fun.
RECLAMATION!
[ May 17, 2008: Message edited by: Onul ]
[ May 17, 2008: Message edited by: Onul ]
[ May 17, 2008: Message edited by: Onul ]
Haunted/Sinister/Terrifying areas can sometimes be harder, but they can also be just as easy--my first fortress in a Terrifying area didn't have much but the occasional skeleton come after it. Once I dug a moat and built a bridge, the threat basically became null.
My current project is finding a terrifying/haunted/sinister ocean shore in hopes of fending off the rumoured undead whale.
Also everything about this idea is awesome.
(Apologies in advance for the wall of text...skip reading it, if you like. =) )My most recent and most stable fort's area has a N/S-running river on its east edge. My fort is set into a hill on the west edge of the map. I've spent the past game year digging a tunnel underneath my fort from the west edge of the map to the west edge of the river's wall. I had to pump several ponds empty to do so, but now that I'm at my moment of truth, I know I can make it worth it, but...
I've thought about digging a new complex below the river's z-level filled with crafty grates and switches and hatches that would allow me to put a giant automatically drainable/refillable pond over my dwarves' heads--which would be, if I'm not mistaken, an impenetrable siege defense.
---
What do you folks like using rivers for? Other than drowning nobles and cats.
Go from there.
Drop down one and do the same thing again.
Assign all of your dwarfs the Mechanic skill. Open up like five more Mechanics workshops.
Spam traps over 90% of the map.
...
This may take several months.