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Messages - Qwernt

Pages: 1 ... 8 9 [10] 11 12 ... 16
136
So, I don't see grates on this list... going to have to go try it.  If grates can float & support wagons, magma trapps just got cooler (float bridges of grates).

137
DF Dwarf Mode Discussion / Re: Ultimate lava trap!
« on: January 20, 2011, 04:07:13 pm »
What if...

...instead of floor grates, carve down stairs in the entire three tile path.  Enemies can move forward over stairs, lava flows down stairs, and they're constructions, so building destroyers cant break them.

I'm not sure if you can build a drawbridge over stairs, but if you can wagons would still be able to come in.  Also, I have no idea how collecting goblinite would work on stairs.

Anyone know if you can build a drawbridge over the top of downward stairs, and if you can collect goblinite off of stairs?
I was actually thinking about using ramps.  I know you can have a bridge over ramps - not that you need it, since you could just have the depot at the end of the trap. If you had a few ramps followed by a line of grates you should be able to drain quickly with no left over lava... I am assuming that lava falling down from above onto a ramp will stay long enough to kill and burn - I assume so, because of the cool laval mysters.


Bascially, something like:

(side view)
___>
      >
       >
        >
         >
          >
           >##______________

(Top View)

+++
+++
+++
>>>
>>>
>>>
>>>
>>>
>>>
>>>
###
###
+++
+++
+++

Which you could repeat

138
DF Dwarf Mode Discussion / Re: One very dwarvenly puppy!
« on: December 27, 2010, 02:38:32 pm »
You need to chain puppy up with gold/platinum/something better and then deconstruct, he deserves the bling.

139
DF Gameplay Questions / Magma Trap & Volcanoes question
« on: December 20, 2010, 01:13:37 pm »
So I have one of these fun volcano sites which has the magma pillar sticking out almost on its own for a numer of levels.  I am thinking it would make a great magma trap front door. The question: If I pump a bunch of magma up to a container, and the volcano refills itself, if I dump the magma back into the volcano, will it overflow?

140
DF Dwarf Mode Discussion / Re: creating a fountain
« on: December 17, 2010, 03:43:20 pm »
Make a 3x3 square of walls 1-2 zlevels high with grates surounding it. Pressurize the water from beneath. You should get a nice fountain effect (will waterfallish kind of fountain - not a gyser).

141
DF Dwarf Mode Discussion / Re: "Monster of snow"
« on: December 09, 2010, 08:02:13 pm »
Uh, and her name was Frosty???

Frosty the Snow Clown,
Was a huge, emaciated snail
She was made of snow
And no dwarfs know
how she left from life one day.


142
DF Dwarf Mode Discussion / Re: wft random
« on: December 09, 2010, 07:57:20 pm »
I love the idea of only selling trinkets that include decorations of this artifact. (everything else gets the plunge[r]) In fact, it should also be required to have gems/glass encrusted also (Sparkles).  I think I am going to have to do this in a fort soon.  Tourist trap right outside a major Dwarf MountainHome. 

Now, how should DeathByPie make a giant plunger magma trap...

143
DF Dwarf Mode Discussion / Re: Tantrum spiral olympics
« on: December 09, 2010, 07:46:44 pm »
HHmmm... Can you make a wooden pick?  I know wooden axes can chop. 
I would lean toward a very simple implementation, in the castle vs outside the castle.  IE the scum live outside the walls and do the manual labor.  They mine (poorly, but they is an accurate reflection) and chop down trees.  They carry these resources to a dump place hole which gets it to the citizens.  Note, having the farms with the scums would reflect real life better, but would cancel much of the scum starvation, and allow for a spiral to starve the noble, so farming and butchering become noble professions, and you can dump the scraps to the masses (change bisquit to cake and drop 1 per year or something ;^).
I think you need to not have a moat, so there is a chance that the scum could have an uprising, destroy the bridge, get in and have a bit of a revolution attempt (assuming tantrumming dwarves will leave their burrow).

144
bug++

(though mine was an axe).  Happily I had an anvil and had already found iron ore.  Axe sat in storage for a long time before I killed off the fort

145
So, with the "stay inside" approach, does that mean you create the burrow when the enemy shows up?  If not, how do you get woodcutters to cut outside, but still run back to the burrow when danger shows up?

Also, can you have a single dwarf in multiple burrows?  I didn't think you could...

146
DF Dwarf Mode Discussion / Re: How to build a Dairy?
« on: April 30, 2010, 11:05:54 am »
I have noticed that if the restraint is far away from the workshop, Urist McIdiot might try to rerestain the animal while Urist McMilker is still walking to the workshop. Basically a little tug of war - I haven't watched close enough to see if the milker always wins or not.

147
DF Gameplay Questions / Re: Is armor overpowered in DF2010?
« on: April 29, 2010, 04:52:44 pm »
Jep, while Silk might not be able to be cut by an axe/sword/dagger ,
it probably still (RL) wouldn´t offer any protection to it...
the silk of the clothes would just wrap around the blade,
with silk+blade still being thin enoughto cut through the underlying flesh.

Not to mention piercing weapons (like arrows), which just might pass through the silk fabric by pushing the silk strands aside
Jep, while Silk might not be able to be cut by an axe/sword/dagger ,
it probably still (RL) wouldn´t offer any protection to it...
the silk of the clothes would just wrap around the blade,
with silk+blade still being thin enoughto cut through the underlying flesh.

Not to mention piercing weapons (like arrows), which just might pass through the silk fabric by pushing the silk strands aside 
Actually, if you study Mongollian warfare, you find that they relied on loose heavy silk as a major part of their armor.  Reportedly, arrows would not cut the silk (too loose), but actually push it into the wound.  This slowed the progress of the arrowhead meaning mere flesh wounds instead of piecing through the body part and also allowed for quick recover as there was no tearing when the arrow was removed - meaning more men could stay on campaign longer - a good thing in that time period.
Silk in ARMOR should provide some decent protection, but Olin in his silk pajamas with pictures of elves falling to their deaths shouldn't be as well protected, since it's not designed for use in fighting like those Mongolian armors were.
I disrespectfully disagree that Mongolian Armor would be better suited for combat than Dwarf Pajamas.  :D

148
DF Gameplay Questions / Re: Is armor overpowered in DF2010?
« on: April 29, 2010, 01:00:35 pm »
Jep, while Silk might not be able to be cut by an axe/sword/dagger ,
it probably still (RL) wouldn´t offer any protection to it...
the silk of the clothes would just wrap around the blade,
with silk+blade still being thin enoughto cut through the underlying flesh.

Not to mention piercing weapons (like arrows), which just might pass through the silk fabric by pushing the silk strands aside
Jep, while Silk might not be able to be cut by an axe/sword/dagger ,
it probably still (RL) wouldn´t offer any protection to it...
the silk of the clothes would just wrap around the blade,
with silk+blade still being thin enoughto cut through the underlying flesh.

Not to mention piercing weapons (like arrows), which just might pass through the silk fabric by pushing the silk strands aside 
Actually, if you study Mongollian warfare, you find that they relied on loose heavy silk as a major part of their armor.  Reportedly, arrows would not cut the silk (too loose), but actually push it into the wound.  This slowed the progress of the arrowhead meaning mere flesh wounds instead of piecing through the body part and also allowed for quick recover as there was no tearing when the arrow was removed - meaning more men could stay on campaign longer - a good thing in that time period. 

149
DF Dwarf Mode Discussion / Re: Weapon research
« on: April 27, 2010, 12:37:52 pm »
I wonder, has anyone done similar research using the trap weapons?  IE, best metal for a spiked ball?

150
DF Gameplay Questions / Re: HEEELP Goblins too hard
« on: April 27, 2010, 12:36:47 pm »
From the Weapons Research thread, Silver Hammers are actually the best of the hammers - silver just isn't as good as the sharp weapons. 

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