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Messages - MagicJuggler

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346
DF Gameplay Questions / Rehabilitate cave adaptation?
« on: October 16, 2008, 05:07:34 pm »
The question is a simple one. Can Cave Adaptation be eventually overcome or are Dwarves that catch it permanently stuck with it?

347
DF Gameplay Questions / Re: Invading Goblin Base? Can it be done?
« on: October 16, 2008, 04:47:10 pm »
Bummer...

Well, once we get the ability to travel beyond the world, I'll then be able to test out my siegecraft.  :)

348
I had read it so please don't be snide...mkay? Part of why I was concerned was I made some weird assumption that so long as a pressure plate was kept full, it would constantly retoggle a door to open/close in an infinite loop...it was a logical misunderstanding.

Timers are in serious need of overhauling though, on account of reasons I have mentioned already. I could attempt to build several memory gates and have each one activate after the other, then clear afterwards...so...meh.

349
DF Gameplay Questions / Invading Goblin Base? Can it be done?
« on: October 16, 2008, 03:28:28 pm »
So I decided to invade a Goblin Tower, packing enough material to build a palisade until I could dig under and pump the tower full of enough water from a river to drown out the Goblins. I also loaded up on Marksdwarves/Ambushers and dumped my anvil for more awesomeness.

However, when I embarked...everything was marked as friendly...what?

350
DF Suggestions / Re: Controversial Idea: Miniaturization!
« on: October 16, 2008, 02:10:43 pm »
(checks his previous message...). I didn't say size=x, did I? With increased size would also come increased weight, (and support issues), increased power requirements (and not linear power requirements; the potential energy needed for a spring-gun is .5kx^2 after all...)

351
The expeditionary squad made its way through the hillsides, Sergeant Oslankirar ordering the wagon to a halt. His soldiers looked around nervously, their crossbows at the ready, and axe close to their chest. Fortunately, the area looked safe for the time being.

"Attention Troops," the Sergeant announced towards his soldiers, "Queen Kibistan has charged us with setting up base here. According to the ancient scrolls, there is an old magma vent buried around here; Our goal is to find it, and harness its power for the glory of the Long Stockade. Kib and Cookie, you are on mining duty. Prepare quarters. Eagleeye and Datan, scout the area, report anything suspcious. Kulet, assemble Datan's axe. Remember our motto: Cleanse the Evil! Let no Kobold or Goblin scum survive our hail of bolts."

352
I've already read what has been done with the current system, and I know I could do this system by creating separate water tanks of size equal to the magmacution chamber, set to pressure 7/7, but this eats up space, and is very clunky. The rate of water evaporation is entirely random, as is the rate of water to mist, and this results in precision loss that could create a scenario where we end up accidentally opening the hatches before the gates close properly. Additionally, assuming we're using doors to have water tank 1 drain into water tank 2, we're going to experience loss of water, and the inability to toggle the plates off means based on reset rate that these hatches are going to continue opening and closing.

353
It would improve efficiency in several regards to space and time, in that one would be in theory capable of using a lever as a storage state, and one would be able to more consistently calculate the timing it would take to drain an area rather than creating a separate timer elsewhere. Plus there are some cases where you just don't want to have your pressure plates go off (e.g. you need to capture a tantruming legendary dwarf and don't want him setting off your magma death chamber).

I know I could possibly build my magmacution chamber by having a separate 3x3 water tank that would trigger the roof hatches to open if the pressure was set properly, but that would have problems (e.g. a water pressure plate would continually retoggle, potentially screwing up the closing procedure for the magma), and this would eliminate some of the bugginess.

354
DF Dwarf Mode Discussion / Re: Longest wait for immigrants:
« on: October 15, 2008, 06:34:12 pm »
Well...I finally got the immigrants...they arrived at the beginning of late spring. Man...I got...20 in this wave. This is insane.

355
DF Dwarf Mode Discussion / Re: Autofire Crossbow Trap design.
« on: October 15, 2008, 05:10:58 pm »
Especially since as it stands, it is ridiculous that a crossbow only goes off at point-blank range. Seriously...that defeats the point of it being a crossbow. Also we need to be able to make blowgun ammunition for dart-traps!

356
DF Dwarf Mode Discussion / Re: Longest wait for immigrants:
« on: October 15, 2008, 04:35:13 pm »
Well, second month of spring...no immigrants.

357
DF Dwarf Mode Discussion / Re: Autofire Crossbow Trap design.
« on: October 15, 2008, 03:35:58 pm »
Well...that's no good then...I thought I was onto something then. Weapon traps should be linkable to stuff damnit!

358
Hello everyone. Today I have a few more triggering suggestions.

-Pressure-plates designated as "One-use-only" should have an available task for it called "reprogram" which lets them reprogram a pressure plate to link to another item. The mechanism in the device it was originally used for can now be reclaimed. (thus allowing for programmable computers of a sort)
-Levers should be able to link to Pressure Plates. The lever switches the states of a repeater pressure-plate around.
-Levers should be able to link to other levers. If B is attached to A, when A is flipped, B is flipped but when B is flipped, A isn't flipped unless B is linked to A. If A is linked to B and B is linked to C, when A is flipped, B would flip and so would C. If C were linked to A, then if one is flipped, all of them flip. Such a system would ease the creation of a mechanical adder/subtracter.
-Pressure Plates should be able to link to other pressure plates, using the same methods described. They should also be capable of linking to levers in similar fashion. However, unlike with multiple linked levers, pressure plates can only affect each other if the proper conditions are met...e.g. one could link all the traps to a single pressure plate, and link a series of other plates to the original plate, and the result would be as though the first plate were set off. However, if the subsequent plates used different pressure requirements, one could with traffic designations create a "maze" that would mean only by going through the correct path would a Dwarf not set off the trap. This would save on mechanisms considerably.
-The total amount of steps needed to perform an action (e.g. for a floodgate to open/close) should be available, with the ability to put a step delay in an action.

An example device would be an execution chamber, that has the following:
-A pressure plate 1 set to detect Magma at 7/7, Linked to Lever 2 and 3, and Floor and Roof Hatches; Initial value False
-A pressure plate 2 set to detect Magma at 0/7, Linked to Lever 2 and Floor Hatches; Initial value False
-Lever 1: Linked to Pressure Plate 1, floodgates, and a Roof hatch set to open after a step delay of 100.
-Lever 2: Linked to Pressure Plate 2;
-Lever 3: Linked to Pressure Plate 1;

When Lever 1 is switched, the floodgates close, and the roof hatch opens afterwards, and Presure Plate 1 is set to true. It drowns the area in magma until it's completely full, after which Pressure Plate 1 sends a signal to the floor hatches to open, the roof hatches to close, and Lever 2 to activate Pressure Plate 2, and to Lever 3 to flip, deactivating Pressure Plate 1. The magma drains through the hatches until Pressure Plate 2 reaches 0, after which the floor hatches close again, and the signal is sent to Lever 2 to deactivate pressure plate 1).

359
DF Dwarf Mode Discussion / Re: Autofire Crossbow Trap design.
« on: October 15, 2008, 02:59:51 pm »
What do you mean? You attach it to something and all the weapons in it attack...or do you mean in regards to the resettable loop (until it runs out of ammo)

360
DF Dwarf Mode Discussion / Re: Longest wait for immigrants:
« on: October 15, 2008, 02:58:26 pm »
Considering the merchant system is pretty funky as is, by requiring one to make such unfavorable trades, I might as well just start seizing caravans.

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