Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Vermadus

Pages: 1 2 [3]
31
DF Dwarf Mode Discussion / Re: A surprisingly elusive embark location
« on: December 03, 2009, 01:38:26 pm »
Volcanoes often product one or two very high squares in a small area, you could easily get the mountainous region without it covering the edges like that. Pretty much any volcano not in a mountain range will do that.
though

This is alot harder to achieve when you also require a HFS though, Not that he does.
Nontheless, my point is that tweak is a option incase you have a mountainous embark you like but that the edge tiles are in the way

32
DF Dwarf Mode Discussion / Re: A surprisingly elusive embark location
« on: December 03, 2009, 07:48:52 am »
My megaproject also requires a difficult to find embark location which seems impossible to achieve without any cheating. I'm using the tweak tool mainly to remove the edge tiles so after some effort i can flatten the land. This might be helpfull for you with the mountain finding due to impossibility to mountains that dont cover edges.



33
DF Gameplay Questions / do (skeleton) carp respawn in stream?
« on: November 17, 2009, 03:59:08 pm »
I've recently embarked on a location which has a terrifying stream, which includes zombie/terrifying carp and sturgeons and whatnot.

Due to the fact i started right next to the stream, my military dwarfs are kicking their butt with some causalities.

Now a season later, nearly all fishes are depleted, and i'm starting to wonder wether there will be more carp fishes, since i had great plans for them in the future.

So, my question is, will there be more skeleton carps in the stream, or is what i emabrked with all i have(had)?

34
DF Gameplay Questions / Re: How do siegers react to magma?
« on: October 31, 2009, 12:25:54 pm »
Enemy units will not step into magma, but they won't avoid it much beyond that (i.e. they'll stand right next to a tile of 2/7 magma even though it's about to spill onto them).

From my own experiments with magma entrance traps, this is how it works out:

 * Enemies enter your trapped area
 * You lock them into the area, and start releasing magma at one point.
 * Enemies haven't realized they're trapped inside yet, continue running down their path to your (now-locked) entrance
 * Enemies realize their next steps would land them in magma, and stop, confused.
 * Other enemies realize the way forward is blocked off, and just stand around aimlessly.
 * Magma eventually encroaches and burns them all down.


Awww, that's a shame, so much for releasing magma at the beginning and at the end of the corridor, and grates in the just before the middle, keeping the enemies stuck in the middle to do whatever the hel i come up with.

35
DF Gameplay Questions / How do siegers react to magma?
« on: October 31, 2009, 11:42:04 am »
Hello!

No, the answer is not that they melt.  :P

I'm having a great fort plan, but it's based on an assumption that they try to avoid magma.

Here's the plan:
There will be a huge entrance corridor, and when the siegers are halfway, they will trigger a trap so that magma will fall from the z-level above to the corrider, not only effectively blocking their path to the end of the corridor, but also their doom due to the magma thats getting closer and the entrance being blocked off.

Now, what i'm wondering is two things:

The magma falls; will they still continue to the end of the corridor? after all, it's only magma that's trying to stop you, nothing else!

If they do realise they have no hope to get to the end, will they simply stop and say their prayers, or will they actually try to keep a distance to the magma till the end.

The reason why i ask this is because i want to have some fun involving grates, corridors and magma, make them trigger magma traps so they can panickly run about, which won't work if they just don't care anymore when there is no way out or in the fortress.

36
DF Gameplay Questions / Re: A few questions:
« on: October 14, 2009, 12:35:54 pm »

Only civilians will be frightened by dangerous creatures - soldiers and guards (and invaders) aren't afraid of them
Aw, that's quite a shame.

That would be the "permanent effect pressure plate" system in the wiki article I linked above.

I see, at the moment im thinking of a loop of sorts of premanent effect pressure plate. Instead of say, the floodgate open when i press a lever to let the water evaporate, i replace the floodgate with another hatch, and when the enemies walk towards the other sides pressure plates, the hatch would open, and the water land on yet another waster sensing pressure plate, which would close a bridge, and open the other.

then when they reach the first floodgate again, the water will get pumped away(somehow), and so on.

Now to actually give this a go since im not quite sure what happens after the second time.


Edit: Huh. How did that happen.

37
DF Gameplay Questions / Re: A few questions:
« on: October 14, 2009, 12:35:02 pm »

Only civilians will be frightened by dangerous creatures - soldiers and guards (and invaders) aren't afraid of them
Aw, that's quite a shame.

That would be the "permanent effect pressure plate" system in the wiki article I linked above.

I see, at the moment im thinking of a loop of sorts of premanent effect pressure plate. Instead of say, the floodgate open when i press a lever to let the water evaporate, i replace the floodgate with another hatch, and when the enemies walk towards the other sides pressure plates, the hatch would open, and the water land on yet another waster sensing pressure plate, which would close a bridge, and open the other.

then when they reach the first floodgate again, the water will get pumped away(somehow), and so on.

Now to actually give this a go since im not quite sure what happens after the second time.

38
DF Gameplay Questions / Re: A few questions:
« on: October 14, 2009, 12:16:22 pm »
1. Fall damage varies by creature size, and is also based on a significant random modifier.  I'll use elves as an example because of a delightfully successful experiment I had with a bridgeapult yesterday.

1 z-level only rarely causes a broken bone, but seems to always stun the creature.  This was true for all elves who were flung through the air, their goods scattering to the four winds like popcorn, and then dropped 1 z-level.  2 or 3 causes significantly more damage, as demonstrated by one of the elves' mules which fell 2 z-levels into my dry moat - it sustained two broken legs, a broken ear, and several brown and light-grey wounds.  The poor fella was left for dead by the disgruntled elves, even though it was perfectly capable of hopping about on two legs.  It probably didn't hear them calling, since its ear was broken.

2 and 3. Caged creatures do not act as wards... though this is a pretty neat suggestion!  You could, however, cage a bunch of bears or something and use it for building-destroyer deterrent.  A troll smashes your terrarium only to find himself confronted with 20 grizzly bears... *jots that one down*

Another alternative is restraining an animal, though in my opinion they aren't that useful.  The animal will only be able to move one square away from the restraint, meaning it's toast if enemies shoot at it.  You could build some walls against its vulnerable side forcing the enemy to get close to it, but even then it's risky.

Enemies can and will shoot into barred cages (wooden or metal).  I don't know about glass ones.  But you could leave some barred cages outside with spare animals so that the enemies waste their ammunition on the cage instead of your dwarves!  *jots that one down too*

4: What you're envisioning won't work because pressure plates, like levers, are like on/off switches.  You can't have the same pressure plate turn one mechanism "on" and the other "off" at the same time. 

I've tried this before with floodgates, and it didn't work.  I have a waterfall with two exits, so you can toggle where the water spills out with levers.  I wanted these on one lever, so when one pair was "on" the other would always be "off."  So I connected the first two, pulled the lever so that the first two gates were "off," connected the other two, and tried it.  Unfortunately, the first two turned "on," leaving the second two "on," and pulling it again set both to "off."  I had to deconstruct the lever and start over using two separate levers.

Something else to keep in mind about pressure plates... they automatically reset after 100 steps if nothing else has activated it.  So you might want to rethink your defenses.

It sounds like you want the goblins to walk back and forth between the two bridges, changing paths to the other as the first closes.  The best you could do is dig a long, snaking path that acts as another way around the bridge.  It's longer, so the goblins will prefer the bridge over that path, but when the bridge rises they're forced to recalculate and take the longer path.  Along that path you could add traps, other pressure plates to change paths again, etc.



Thanks for the response!

1: alright, that's nice to know, illl keep it at 1z tile drops for now.

2: question 2 originally came from my thought of having a huge dining hall, the walls being glass, behind the glass there is water and fishes. Not only would this be quite classy, the dwarfs would also be able to enjoy the full dining hall while the fishes (hopefully) scare them enough to make the dwarfs stick together(away from the walls) and socialize.

Quietust : hmmm, if they will run away instead of just keeping a distance... that woudn't quite work then.... It would keep parties away though.

3: For 3 i was thinking of a passage, glass walls, animals behind it, and having goblins walk trough the corridor, being frightened and all. I could totally go with your idea though!

4: If i recall correctly while lurking the forums there was a roudnabout way of making the pressure plate stay on or off, till you press the lever, kind of a one-time pressure plate minus the dissapearing. Needs more brainstorming!

39
DF Gameplay Questions / A few questions:
« on: October 14, 2009, 11:46:32 am »
Hello!

I was wondering about a few things, which i dont know the answer of.

1: If a creature were to 'fall' 1 z-tile, how much damage would it take? And what for say 2 z-tiles or 3. Or does it vary per creature?

2: if i were to say, put a carp in a glass aquarium, or any creature at all surrounded by glass, what is the tile range for the dwarfs to get interrupted?

3: Do other creatures get scared/hesistant/flee-like of other wild creatures(behind glass)? ( example: goblins vs. bears behind glass)

4.

As you can see on the picture below, i have 2 bridges. My plan was to get some pressure plates a bit before the bridges. A example is: if some enemies were to walk towards the top bridge, they walk on the pressure plate, and the top bridge would close, and the bottom bridge would open. And then ofcourse when they reach the bottom pressure plates the opposite thing happens. How to get this to work?



40
DF Gameplay Questions / Set forbidden zones
« on: September 13, 2009, 06:22:21 am »
Hello!

I'm playing at a map where there is  magma at the surface, which is great, but theres also a tiny water pond near, where all my fisherdwarfs want to hang out, which seems to result in this:



Since i dislike my dwarfs burning to death, so the haulies can pick up their corpses and also burn to death, is there any way at all to forbid them coming near?
Edit:
1 minute later, and i dont like where this is going

First time playing in a magma map, and i haven't even touched it and its screwing me over already , fun!

Edit2:
Awww, everything burned down.

Pages: 1 2 [3]