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Messages - Vattic

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3991
DF Suggestions / Re: Fossils
« on: October 29, 2009, 06:15:41 am »
I like this idea. A themed fort I played a while ago had them modded in as a type of gemstone, made them very common and played a game as a load of archaeologists. I copied the idea from a suggestion on the forums.

3992
Other Games / Re: HeroQuest
« on: October 27, 2009, 03:28:54 pm »
Cool stuff. I remember a friend of mine had a copy of Hero Quest the boardgame but this looks more like Advanced Hero Quest. It's a pity spells don't work yet but it's not the only fantasy game I know without magic implemented. The only real problem I have with it is that I get weird graphics artefacts, in bands across the screen, as I play.

I'd love to see a DF flavoured mod for this. Instead of dungeons have it as dwarves slaughtering whole elven retreats. I have no idea how easy it is to mod though.

It's funny that you mention vassal as just yesterday I found myself reading about vassal40k, basically 40k battles through the net. Having not played any 40k I was interested but apparently GW, somewhat understandably, shut them down.

3993
Other Games / Re: Tabletop games
« on: October 14, 2009, 01:43:29 am »
I've never played any roleplaying games, it's not that I'm uninterested but rather that I know nobody else, in person, who is interested.

On the topic of tabletop games in general however I have been playing a lot of space hulk recently. Is there anyone else addicted to this at the moment?

3994
DF Dwarf Mode Discussion / Re: Boatmurdered Level Defenses
« on: October 03, 2009, 11:49:01 am »
I guess I should explain my trap then. You've almost got it right Myroc. Firstly as my video shows the hallway is clear of all water when the invaders are charging up it. I release the water from a small reservoir to the west. I'm not certain but I think it's all water bellow or equal to 3/7 that turns to floors rather than icy walls, I had to make the reservoir bigger to make sure the whole lot froze. One other odd quirk I noticed is that magma that is standing still doesn't seem to stop water freezing, admittedly though this might be because I used tweak + for each tile to get some magma, I got bored looking for a site with both ice and magma.

I'm going to spoiler all the images but I'll explain in detail how my trap works, in hindsight there are things about it which could be more efficient.

On my map I dug down to the rock to build my machine in so I'll leave out pictures of the top few z-levels as its just ramps. Here is the first working floor. The big room on the left is the evaporation chamber, it deals with the excess water generated by the trap. On the right there are pumps that pump water out of the killing floor through fortifications. You'll notice there is an ice floor/roof over the killing floor, this is what is left behind when melting unsmoothed ice walls with magma.
Spoiler (click to show/hide)

The smooth ice floor is the killing floor where all the freezing takes place. On the left you can see the water reservoir and the floodgates that hold it's water back until necessary. There are fortifications to protect the floodgates and another load of fortifications on the right which the pumps above pump water through. They might seem unnecessary but I cant let the water freeze under the pumps without it breaking the system. On the far right there is some plumbing, the pumps above pump water down through these tiles.
Spoiler (click to show/hide)

The magma defrosting room. On the far left there is some plumbing which feeds the water reservoir above from bellow and on the far right some plumbing which is fed from above. In the middle you have mainly open space with two bridges and some pumps, when turned on it allows the magma to cycle through this chamber heating the one above. I used bridges because I can drop all the 1/7 magma into the chamber bellow when I'm done using it which saves on magma through stopping it evaporate.
Spoiler (click to show/hide)

Main magma chamber. This room is two z-levels deep as I thought 1/7 magma wouldn't evaporate when on top of 7/7 magma but was wrong. I'll only post the one z-level of this to save on space. Once again there is the plumbing on both sides of the main chamber, on the left pressure forces it up and on the right pressure forces it down.
Spoiler (click to show/hide)

Where the plumbing finally meets.
Spoiler (click to show/hide)

The most complex part is probably the water plumbing. I made it far too complex and if I ever did this again I wouldn't dig down and feed it under the magma chamber like I have. Here is a simple image explaining the water plumbing.
Spoiler (click to show/hide)
Warring this next image is a huge but it is my refined freeze trap blueprints.
Spoiler (click to show/hide)

3995
DF Dwarf Mode Discussion / Re: Boatmurdered Level Defenses
« on: October 02, 2009, 06:41:30 pm »
My last two forts have been deathtrap projects. Fortresses designed to kill. The first was a magma trap, I wanted to flood the world like in boatmurdered. Here is a picture of it running:
Spoiler (click to show/hide)

Then my more recent one was a goblin flash freezer with a reset lever. I have a video of that one running here:
http://mkv25.net/dfma/movie-1675

Much fun was dished out on both maps. I'm working on another magma one right now.

3997
DF Dwarf Mode Discussion / Re: What to Do With Captured Fire Imps
« on: September 27, 2009, 08:07:09 am »
As far as I can tell from the raws, Fire Imps cannot breed OR be tamed :(

Hehe I modded mine a while back so that they breed and I have a policy of trying not to kill the last male and female. Makes the magma pipe much more fun.

3998
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 27, 2009, 08:02:22 am »
Currently you can get towercaps growing on all muddy underground tiles by discovering either an underground river or pool. How, if they make any difference, will the new underground features change this?

Personally I'd like to see more natural underground plants found on all maps with a long lived underground. Strange glowing mushrooms anyone?

3999
DF Dwarf Mode Discussion / Re: Using HFS as a chasm?
« on: September 26, 2009, 09:24:15 pm »
On a related note, is it possible through exploits or other means to drain magma/lava off the map without a bottomless pit or chasm? Is it possible to use the end of a river for this purpose?
There are two ways I know of. They are both modules for the utility tweak. The first one called Tile Edit is built in but you can only change one tile at a time. The other module is called For Each Tile where once downloaded you can designate an area for low traffic and get it to change the whole lot to chasm tiles in one go.

If you use For Each Tile then you'll want to create a new operation set and set the condition to:
Code: [Select]
is_designated_as_low_trafficand the operations set to:
Code: [Select]
designate_as_normal_traffic;
make_chasm
Then set a load of tiles at the bottom of the map to low traffic and run the Operation Set and those tiles will be chasm ones.

Unfortunately I don't know if this works for the new 40d#.

4000
DF Suggestions / Re: More Directional Tiles?
« on: September 25, 2009, 09:17:46 am »
When Toady does start work on the graphics in DF I'd like to see more context sensitive tiles which respond to the tiles around them like you suggest. There are plenty of things already in game which might be candidates for this. The one that immediately jumps to mind are veins of ore, there could be a number of different ore tiles shared between the various ores but coloured differently for each.

I did a quick animated mock-up. Obviously others could do a better job especially with the tile used for the ore.

The scraggly edges of the vein could be stored as a greyscale mask and could be combined with the texture of the surrounding rock and the ore on the fly so you wouldn't need to make new ones for each ore / rock combination.

On a similar note someone, in another topic, mentioned transitional tiles and posted the following image:


Other places where this technique might be appropriate include the boundaries between different rock types. Also digging out a room could leave the walls slightly uneven until smoothed. Smoothed walls could be more context sensitive than they are now recognising which side has been smoothed and what direction they face, knowing they are in a corner or at a junction and what junction would give more freedom to make interesting tilesets.

Spoiler (click to show/hide)

4001
Other Games / Re: Any games out there where I can gas my opponents to death?
« on: September 22, 2009, 01:03:05 pm »
Doesn't that Byond game Dungeon Master have gas? I heard someone made a death chamber which they flooded with a deadly gas.

4002
DF Dwarf Mode Discussion / Semi-automatic Orcsicle Maker
« on: September 20, 2009, 05:32:23 pm »
I haven't really been playing DF properly lately due to a number of things but when I got some free time this last weekend I decided to test out an idea I had for a death trap. The trap is controlled by five levers and abuses how on cold maps water left to the open air freezes solid.

It works like so:
  • Heat a long open air passage from bellow with magma.
  • Wait for a squad to enter and lock them in.
  • Flood the room with water.
  • Remove the magma from bellow the passage allowing the water to flash freeze.
  • Heat the passage again melting the ice.
  • Drain the room.
  • Open the doors then clear the bones and armour.
Ready for the next squad if they haven't fled yet.

I'm not the first to use similar methods but I've not seen one that you don't have to mine out to reset nor have I seen one 3 tiles wide. I had a number of problems and a handful of prototypes later I've got it working. I thought you might like to see an Orc squad put the trap through its paces.

Semi-automatic Orcsicle Maker

Enjoy.

4003
DF General Discussion / Re: How many of you stick to a low population cap?
« on: September 19, 2009, 01:10:56 am »
For me it depends. I run themed forts and usually cap the pop based on that and FPS concerns. Usually it's around 30 - 50 though as otherwise it quickly becomes a game of housing the homeless and feeding the hungry, admittedly that has it's fun moments too.

4004
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 18, 2009, 07:03:19 pm »
Vattic requested I take some screenshots of Flarechannel with this new app, so I went ahead and pulled it off my dead laptop.
:D cheers! I thought this app would do your fortress justice, especially with how it uses the correct colours combined with your use of colours. An amazing sight as ever.



4005
DF Dwarf Mode Discussion / Re: Island for you!
« on: September 14, 2009, 12:28:01 pm »
I'd like to settle on an island but the lack of contact with the outside world would quickly get tiresome. Perhaps I should try and find one where I can include a small bit of mainland coastline and then build a bridge for traders / besiegers. Would want to do it all in cast obsidian though and engrave it.

Driftwood makes good ornamental use. It may not be too suitable for building a house, but it does make a nice sculpture material.

When the Vikings settled on Greenland there were no trees and they built their homes using driftwood.

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