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Messages - Arkenstone

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181
DF Gameplay Questions / Re: Logic designing request (advanced)
« on: June 11, 2011, 12:54:49 am »
You've got a nice idea, but if I were you I'd try to think more in terms of the medium you're using to build with.  For instance, try having a single "unit" (really 7) of water be moved around in a line of pressure plates, one way or the other depending on which pump etc. is triggered.  The result would be inefficient in terms of output compression, but you can probably work around that in other ways; it'll be a lot simpler from the number of pumps needed alone!

182
DF Adventure Mode Discussion / Re: Instant Fatal Freezing?
« on: June 11, 2011, 12:42:49 am »
Isn't that a redundancy?

183
DF Suggestions / Arena Squads.
« on: June 11, 2011, 12:38:49 am »
Simple enough; the player should be able to make squads of creatures of the same type in arena mode, and give them commands like in dwarf mode (although more simplified, i.e. no schedualing/equipment/etc.)  Do this, and then DF will finally support some ad hoc competative play as well, with players hotseating to control their own squads in an epic battle (or slaughter, as the case may be).

184
DF Dwarf Mode Discussion / Re: Fun Embark
« on: June 11, 2011, 12:24:47 am »
Ah yes, the mythical Carpophant... How many versions exist in the modding section now?  Have one which can fly and breath fire and swim in lava and is common to all biomes.  8)

185
DF Dwarf Mode Discussion / Re: Project ARM_0k: Dwarven AI
« on: June 10, 2011, 11:55:57 pm »
Sorry guys, no more work on this unless Toady brings in a few new features that'd make it a lot easier; even then, I'll start a new thread for it.  :(

186
DF Dwarf Mode Discussion / Re: Playing As Goblins
« on: June 10, 2011, 11:47:25 pm »
Wow, awesome! :D Once I embarked with a goblin, kobold and elf in my starting seven. :P Don't quit unless you post the save!
Were they walking into Mordor, or into a bar?
No, they walked into Bara-door.  Fell all over Floordor.  Minas Uncle laghed himself to death. :P

187
DF Dwarf Mode Discussion / Re: So, I've got this Fey kid...
« on: June 10, 2011, 11:43:22 pm »
At least now you have a reason to keep the kid alive instead of feeding him to the baron's pet alligator.  I sugest you use the time until he grows up to set up an obsidian farm or something.

188
DF Dwarf Mode Discussion / Re: Marksdwarf Pillboxes
« on: June 10, 2011, 11:34:11 pm »
"does it need logs?  ok, send a stack!"
Lol, Minecraft players can be easy to spot it seems...  ;D

EDIT:  Back to the thread topic though, I would think that a central ammo stockpile would be better because you should be pulling back your dwarves when they run out of ammo anyways.  Centralizing the ammo supply forces an... uninspired commander to keep his squads mobile; and when it comes to an extended firefight, mobility is life.

189
DF Dwarf Mode Discussion / Re: Marksdwarf Pillboxes
« on: June 10, 2011, 10:08:27 pm »
If you need 360 LoS, you can always go to the fortrified rooftop; a more restricted main viewport helps for setting up good firing lanes though. All told, you seem to have a fair concept of fields of fire, but for those who don't know:

What you need to do is find a relatively small area(s) through which the enemy must travel to get to your fort, this will be your first chokepoint (or series of chokepoints, if you have multiple entrances). Put a couple of pillboxes with lines of sight restricted so that they can only see inside this chokepoint or closer towards your fort. Then find another, such that the goblins must pass the first chokepoint to reach the next. Set up as long a series of chokepoints as you can, all the way up to your gate.  The gate itself you should turn into a killing ground, like a chokepoint but with no exit; let the goblins get in the first gate then get shot at from all sides when they're trapped (this is why castles had courtyards).

When the gobbos come, make two or more fire groups of marksdwarves, then set them up in stages at the chokepoints.  When a group runs out of ammo, have them fall back to a central stockpile.  When they've regrouped and rearmed, send them to the next empty chokepoint the gobbos haven't gotten to yet.  When they get to the killing field, regroup all squads there but open up only once the outer gate is closed...  If any gobbos remain outside then you can just let them in once the first group is dead; but if the AI is ever upgraded it might be better to then and only then fire apon them from convex ramparts and wide-view firing positions.


Another thought is to have hidden (well, blocked by raised bridge more likely) sally ports out in the open from which squads of axedwarves could jump out and dispatch pesky archers; as with all melee combat this is risky, but it might become necessary if when Toady gives the gobbos some Fun new ways to go-a-gatecrashing (literally, in this case).

190
DF Dwarf Mode Discussion / Re: Marksdwarf Pillboxes
« on: June 10, 2011, 02:13:51 pm »
The building isn't the source of your problem here, it's lack of combat tactics (for example, you assume 360 LoS is a good thing).  Just sitting in a tower in the middle of nowhere leaves yourself exposed to the enemy firebase (their elite marksmen) while you're tied up shooting their advancing forces.  You need to look up modern military tactics with overlapping fields of fire, and also forcing the marksmen to close with you before they can shoot.  I'd explain more but I got to go right now.

PS: try putting an ammo stockpile in an "airlock" or two below the tower, and whenever you have a siege make sure some dwarves have all tasks but ammo hauling turned off.

191
DF Dwarf Mode Discussion / Re: Serial entrances
« on: June 10, 2011, 02:00:32 pm »
No, it wouldn't; not if I understand what he's saying.  How I understand it is that there's only seven units of water in the entire system, which means that only one gate could possibly be open at once.

Example:
Code: [Select]
~->.
^##|
|##v
.<-.

There's only one water availible to use, and it moves around from one spot to the next.  You'll need to hook up a failsafe or two though; I suggest you put a manual override to flush the system by using pumps to remove all water, then measure and dispense fresh water. This can all be done step-by-step with lever pulls, hopefully you won't need it. (But if you need it, you really will...)  Also, I'd recommend that you set the plates to 4-7 or even 3-7 or 2-7, so if the water does get spread out then you'll still be able to operate the gates.  Whichever way you do it though, there isn't any chance that all four gates will be open at once (although 2-3 might be open at the same time).


Your biggest challange will be pathfinding though; the computer doesn't know that if it walks onto that plate it can keep moving forewards!

192
DF Gameplay Questions / Re: Do water wheels hold pressure?
« on: February 13, 2011, 10:26:59 am »
So much for that idea then...

Although.....  If I remember correctly isn't any water in contact with a river considered flowing even if full?

Eh, it doesn't matter really...  I think I should start a new physics investigation thread though, I have so many ideas that are untested!

193
DF Gameplay Questions / Re: Do water wheels hold pressure?
« on: February 06, 2011, 09:19:44 pm »
If by power problems you mean CPU power, that's why I wanted to use water pressure.  The way water pressure works is that water gets "teleported" from one spot to another, so that means very little water is actually moving.

194
DF Gameplay Questions / Do water wheels hold pressure?
« on: February 06, 2011, 09:01:32 pm »
I had this idea, one which would let me hook up hook up hundereds of water weels in a perpetual motion machine with very low amounts of flowing water, and therefore theoretically low amounts of lag.  The way it works is that if water "passes through" other water due to water pressure, then (theoretically) the water it "passes through" will count as "flowing".  The question though is whether or not the water weels will stop the water from flowing up through them, causing much Fun.

If they do, then can water wheels run off of water flowing above them, or to the side?  if so then I can run the water down a "pipe" made entirely of water wheels...

195
Lol, don't you mean "EX-PROJECT"?

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