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Messages - Itnetlolor

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8911
DF Dwarf Mode Discussion / Re: Traitorous foals! We're Under Attack!
« on: June 12, 2009, 09:47:56 pm »
Fight back with cats.

Catsplosion vs. Horseplosion

Which will win? (Cats probably, because they can go nuclear.)

8912
DF Dwarf Mode Discussion / Re: The toad is evil!
« on: June 12, 2009, 08:56:44 pm »
Toady was having an out-of-body experience just to screw you over. ;D

8913
DF Dwarf Mode Discussion / Re: How should I get rid of these Orcs?
« on: June 12, 2009, 08:52:47 pm »
I came across an interesting method looking at different threads.

Why not load up a drawbridge with cages and let loose? When they fall, they catch.

8914
I see. Not bad so far. We can consider that a hi-res version. I'll keep working on mine to give further blueprints.

I chose the colors I'm using to make it easier to tell apart. I might paint it when I finish. I like the doorways, though I didn't intend to have windows there, but cool nonetheless.

Considering the scaling I'm using, I think the dwarven icons seem rather appropriate, being just the head.

Speaking of which, awesome lego dwarf.

PS- I noticed there are mindstorm items in the collection, allowing me to setup mechanisms. This lego-template is going to be riddled with detail. ;D Plus, I can plan how it'll all go down.

8915
Yeah, so far, I have the first 2 decks mapped out, plus trade depot.

It's a helluva-lot easier. Plus, I have more stuff to use to keep it pretty. Plus, dividing it by floors is much more manageable too. I get clear glass to work with as well, and the logistics of some parts are easier to work with.

I even figured out some scaffolding methods to use to make floor plans easier to make. Sort of like putting little foam sponges inside and outside the structure until everything's in place, then remove the parts and you're set. However, only in the CG verse is it possible to do that in.

I can imagine how difficult it would be to pull off in RL with real legos.

Price so far: $86.19 USD


EDIT: Fix'd I hope.

I saw it just fine previously.

8916
Yeah, I tried building it myself. I got the bottom floors done + docking ramps from the ship (open of course), but working with an odd-number of tiles from DF blueprint with nothing but even numbered tiles is a bitch-and-a-half to work with.

Let's not forget, to retain dwarviness, I also used the flat bricks (dimpled) to make the floors. I finished the bottom 2 decks exactly as I designed it on paper at a 1:1 scale. Ugh... I gave up just trying to keep it consistent. I do know, at least, that the bottom floors can work; provided I keep things lined up well.

I may need to expand the cargo spaces a little more so I can support more cargo and trade goods (with the depot on 2nd deck), as well as fitting the steam canisters across all 3-Zs (water catch at the far edge of 2nd deck). It does help to color-code everything in that program, but the cel-shading makes it a little tough to measure correctly. Especially working top-down for most of it.

EDIT:
Why don't we go 1:2 scale instead (1 DFT = 2x2)? More tiles to choose from (making it easier to work with), and not as pricey. Furthermore, any details to add are simple enough to work with. Even the small cylinder pieces or turntables can double as chairs and color-coded 2x2s can be furniture. :shrugs: It could work. Flats can be floor tiles and 2 standard bricks = 1Z, allowing single standards = furniture.

I'm gonna try that out.

8917
DF Dwarf Mode Discussion / Re: Self Destructing Windmills
« on: June 12, 2009, 12:09:07 pm »
Odd. I did the standard windmill on top of a platform with center cut out and mechs underneath and toggled and everything stayed together.

Hell, I even did some experiments regarding such toggle methods and nothing messed up. Both windmill and what I was working on didn't fall apart.

How much power is generated per windmill? Does that have anything to do with it?

Oh, and the gear I had linked to my levers was directly beneath the windmill (I still had cave-ins on). No breakdowns.

That can only lead to one last conclusion off the top of my head. What version of DF are you playing? It could be a bug.

8918
DF Dwarf Mode Discussion / Re: Where is my waterfall going?
« on: June 12, 2009, 12:17:28 am »
What happens if you mine off both ends of it? Does it then cease to exist?

I can just see it in legends now...
"In XXX Urist McMiner has killed an underground river."

8919
I have an urge to build this with LEGO digital designer.  It'd be an expensive model to buy, but it'd be cool.
You know? That might actually help me out a bit. Don't forget to make improvements to the design wherever necessary (provided you see any flaws), and disregard some of the initial blueprints. I noticed the bottom deck is rather thin for what it's worth. Then again, it may be the right scale. but the rest of the ship is rather non-scaled. However, the dimensions shouldn't be too hard to analyze.

Send me the blueprint if you do get it done. I have the lego designer program myself too.

Oh, and don't forget, the engine room is 2Z tall. The mess hall kinda overlooks it. The reason is also the fact that the steam canisters are contained within. BTW, I figured I might as well make them tall cylinders. If we're doing the steam thing, I need to contemplate some containment ideas.

Initial ideas:

Z-0 and 1 (recycler)
O==*=O
| %% | (0 has gear mech.
O====O Toggle to start/stop steam engine.)

Z- -1
   O=O
   |7| filler/catch pool
   O=O
   


Setup (side view):
O===#O   # = refill hatch from upper floor (Just in case)
| %% |
| %% |  All made of copper, of course
   |7|
Water from bottom goes up 1 level, then up another,
falls for steam effect, then lather, rinse, repeat.

It can be enclosed, refilled, and steam effect is visible; provided the hatch is open.

PS- Don't forget about the rudders like I did.

PPS- This can lead to some interesting steampunk future projects. Mostly for aesthetic effect.

8920
DF Dwarf Mode Discussion / Re: The (Dwarven) Darwin Awrds
« on: June 11, 2009, 11:40:41 pm »
How about the week after, we also come up with hypothetical worst-case scenario darwinism/deaths?

Essentially, "A god just freaking made you to see how badly you can fail, Urist." challenge. Example, a miner was finishing up his clearing of the shredder trap ceiling (removing, that is), until... da dum DUM!!!

Cave-in occurs, he falls into the chainsaw trap just after crossing the crossbow trap (removing an eye, but not killing him just yet, as well as his chest and legs being pincushions and a punctured lung) while a cage trap was JUST nearby. Seeing as there was a magma moat installed as well, his head was the first part to fall in, as the rest of his unrecognizable parts were collected by the local butcher and animals, and were then cooked into a stew.

All just by knocking himself out towards a trap gallery purely by a cave-in accident.

8921
DF Dwarf Mode Discussion / Re: How should I get rid of these Orcs?
« on: June 11, 2009, 09:01:20 pm »
Have a floodgate?

Dump the gobbos outside (provided they're armed), and lock the door. Watch the carnage and collect their stuff.

If anything, they should hold the orcs back for long enough to turn them into pincushions via crossbow.

Gobbos and Orcs won't fight each other.
Seen it (not) happen in arena matches.
Aww...

Then throw your cats out there and do the same thing. Or bridgeapult gobbos onto them. Let there be blood.

8922
DF Dwarf Mode Discussion / Re: Falling damage
« on: June 11, 2009, 08:59:48 pm »
I read somewhere they do, don't remember if it was or in a wiki entry, i'll check.

EDIT: Nevermind, nothing happens if something falls on them, which is a pity :o .

From the wiki:

Spoiler (click to show/hide)
Unless you have someone at the helm of the spike device; IE- lever, toggle repeat. Just keep it on frappe and drop creatures on top.

That'll ensure the additional damage. They'll be unconscious, and the shredder will be on. Simple, no?

8923
DF Dwarf Mode Discussion / Re: Where is my waterfall going?
« on: June 11, 2009, 08:31:39 pm »
We've been investing our country's tax dollars to investigate this.

So far, no luck.

8924
Okay, I did an initial no-mod experiment. (Before I begin my project; I want to enjoy this, not have FUN before construction commences. No muss, no fuss.)

Will a bridge (retracting in a direction) be capable of supporting a structure without collapsing? Well, no. But by miracle, the bridge itself, and the floor it was on remained aloft. That is, until I retracted the grounded bridge; that then made the unsupported bridge collapse.

If anything, I at least have an idea of how to setup the docking system now. Of course, cave-in will be shut off when construction commences. I was hoping I would only need to turn it off before disembarking. Well that idea flew like pegasus crap. Dropped from the sky, and hit the ground hard. :P

Though rather blasphemous to megaprojects; I had to savescum. Consider it a bad dream a designer had. Next experiment is waterwheel propulsion via windmills. Mostly for aesthetic effect. Hopefully it will work. To save time from experimenting it myself, has anyone tried this out before? Additionally, I'm going to experiment a multi-link with trigger systems for pilots.

Modifying the engine room, there will be 5 primary levers to toggle the primary engine blocks. In the cabins, there will be levers to toggle each of the individual propellers per wing.

There could also be additional levers for the elevators and ailerons. It's gonna be pretty complex, but the overall effect will be awesome ;D.

Seeing as real life tends to get in the way, I'll try to get this done by any means necessary. This is too good a project to let up on.

EDIT:
Did further experimentation. Apparently, windmills cannot shut off, even if I disengage the gear mechanisms that it's linked to :(. So, it looks like I can't shut off individual propellers. However, waterwheels ARE affected by windmills, and can function without water being underneath it. HUZZAH! The illusion WILL work!!!

I can setup a total shut off switch as well.

However, I stumbled across something a tad interesting. Apparently gear/lever assemblies can be linked up to do binary operations. As well, if you want it to operate in boolean fashion, be sure to have an additional gear/lever for the desired area, or as a master control switch before the additional gears to be affected. One can make some interesting setups or puzzle games with this knowledge.

For example, in order to operate certain machines, a series of levers must be active; but to open the main passageway, sans active deathtraps, you must input the right number in binary.

How I came across this was by accident with my experiment, it was structured that I have 1 lever to toggle both gears (main axle, and windmill axle), and an additional lever linked only to the primary gear (linked to windmill).

Binary coded switches operated like this: 1st switch = Main axle, 2nd switch = Both axles
00 = Off
01 = On
10 = Off (though main axle is online)
11 = Off (WW axle online, though lacking power due to main being disengaged)

Expand the code, expand the possibilities, expand the megaproject ideas. Overly complex labyrinth anyone? Fun for adventurers; especially the programmable puzzles involving levers, and (if possible) pressure switches.

I'm sure the binary code thing works even better with floodgates and pressure switches. Plus, it should be cheaper to construct and easier to calculate.

EDIT 2:
Okay, it turns out floodgates can't be built in mid-air. So much for THAT rudder idea. Now I ask a question:

What furniture (that can be affected by a lever) can be built/suspended in mid-air? I want to be able to make a functional rudder. And regarding the binary operation I stated previously, you see where I'm coming from with this, right?

The elevators and ailerons are simple enough to make. The rudder is the primary issue at hand.

8925
DF Dwarf Mode Discussion / Re: Megaproject... need ideas and such...
« on: June 11, 2009, 02:01:05 pm »
Has anyone tried making suspended magma rivers?

No, not traditional aqueduct-style. I mean literally suspended. Kinda like suspension bridges.

Basically what I'm talking about is using a massive matrix of screw pumps to transfer magma from one part of the map to another, completely above ground over open space.

Here's an outline: (side view)

 %% %% %% %% %% %% %% %% %% %%    Screw Pumps
M  M  M  M  M  M  M  M  M  M OM   Pumped magma bridge
                           D ||
                 D___...::::;;;
 UE U E D  D  .:::: source
Unsuspecting residents walking beneath (in a battle of course)


Basically, screw pumps are the only means of getting it across. Everyone can walk beneath; but you can trigger whether or not one of them work; leading to death from above.

To keep from overflow it should have alternating currents, but keep it one way to fill.

Another outline:
  → → → → → → → → →
IN       I/S       OUT
  ← ← ← ← ← ← ← ← ←

Intersection can help regulation.


I think, if it works, this can be one awesome, and terrifying, way to get magma across a map.

Think of the mist as an added bonus. An awesome bonus. You can go water if you want, if you are a pansy.



EDIT: Modification to plan; if used for defensive measure.

  → → → → → → → → →
IN       I/S       OUT
  ← ← ← ← ←%← ← ← ←
           %

Include a screw pump at an intersection and pump independently by will. Now it's more easily controllable, and you can willingly deploy it. Just be sure your recruit has adequate pump skill, and is stationed there. Oh, what the hell; install a small barracks for the defense grid pump operators. As a plus, the barracks can serve as the main power station for the screw pump matrix. ;D

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