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Messages - jfsh

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31
Can I just say that "crocatrice" is awesome?

32
I had the same problem when I tried to make a "real" waterwheel setup.  Trying to figure out why it wasn't working right drove me crazy.  The water reactor is the best choice for now, I think (and as you point out, it looks sharp!).

33
DF Dwarf Mode Discussion / Re: Magma Defense Systems: The Compilation
« on: October 04, 2010, 11:38:23 pm »
<<mentions of the awesome Rimslaughters the 14 ways to die...>>


I've always been fascinated by the defenses employed in the Fortified City New Tokyo-3. Especially the automated interception schemes. So, here are a few pages pulled from NERV's book.

  • Hundreds of passageways, ramps, corridoors, and secret chambers that crisscross the underground caverns. A huge lever room controls all gates and drawbridges that with proper ordering can lure and direct invaders and uninvited guests to many locations.
  • a lot of cave-in devices. Underground caverns feature the annoyingly hard to kill Forgotten Beast, so ordinary methods for killing things are not viable down there. Again, not passively activated (by the creature) but actively controled (by your dwarves)
  • Trained war animals and megabeasts should dot the complex that will fight intruders to the death.
  • A Sanctum Sanctorum in the innermost part of the fortress that houses something very important. If an enemy gets here, it should activate a self-destruction mechanism that collapses the entire fortress. Like the self-explosion mechanism of NERV HQs' Terminal Dogma.

Some good ideas in there, but actually, the dwarf-controlled mechanisms describes Rimslaughters as it already exists.  There are probably something like 150 levers to control its various traps.  I want to do something different. :)  But I'm definitely planning on secret passages and crazy routes.  And the most unacceptable feature of the fort is the lack of a self-destruct switch... that will have to change.

34
DF Modding / Re: Dwarf Therapist (LATEST 0.6.4 10/4/10 see first post)
« on: October 04, 2010, 09:16:59 pm »
Dwarf Therapist 0.6.4 has been released (support for 31.16 added)

Amazingly fast, thank you.

Random request: Can you put the version of DF supported in either the thread title or the first post?  Would make it simpler to see if whatever version of DF is supported. :)

35
Came to suggest this and found this thread, so I'm bumping it.  If you've ever tried to create something out of a material that's hard to find in the construction list, this would be amazing.  I've spent obscene amounts of time trying to make sure that the ceiling is make of clear glass, for example, and it isn't always practical to keep those items very close at hand.  Simply being able to type the material you want is all I need.

36
DF Dwarf Mode Discussion / Re: Magma Defense Systems: The Compilation
« on: October 04, 2010, 03:15:56 pm »
I used rather a lot of magma in Rimslaughters (shameless plug).  It's not quite what you guys are talking about, but it might give someone some ideas.  Off the top of my head, there is:

1) A pseudo-pressurized magma cannon over the entrance (and a water cannon too).  I haven't tried it out, because it will turn my moat to obsidian, but the water cannon was a little disappointing.

2) An semi-functional ice trap / back entrance which uses underneath magma to unfreeze the water.  Still working out some kinks on that one.

3) An indoor lava moat, covered by retractable bridges, which swing back to force bad guys to walk along a 1-tile walkway full of stone traps, weapon traps, and ballista fire.  Don't trip!

4) A layer of bridges above that walkway which can be retracted to drop baddies directly into the lava (or onto the walkway if they're lucky).

5) A series of magma spouts to fill that entire upper layer of bridges with magma, which is not only dangerous for its own sake, but which drops the magma straight down onto the walkway if the bridges are retracted...

6) A straightforward water/magma death trap which can be filled with water, magma, or both.

7) An arena floodable with magma (unfinished).

8) A chamber filled with booze, onto which 4 7/7 tiles of magma can be dropped, for explosive Fun (no luck capturing an imp or fire snake to use here).

9) A mini-magma moat underneath the bridge that enters the fort directly.

That might be it!  But now that the aboveground is "reasonably" secure, I want to make an automated underground death trap which will probably use some kind of magma defense system.  I have a ton of vertical cavern space to play around with (25 z-levels in places), so I'm thinking of suspended glass walkways with lots of different pressure plates.  If anyone has a cool idea for a below-ground system let me know.

37
Do you have any art objects on hand (engravings, decorations, etc)? Find out what your civ's symbol is and decorate your roof with that.

The 4th level of the obsidian outer wall is actually fully engraved, so I can answer this question.  It's the ultimate symbol of death and destruction... a quarry bush.  The more local government is a cedar.

38
Glad you guys liked it.  I had a lot of fun thinking up ideas instead of working.  There are a lot of little traps tucked away that I didn't write up - like the water and magma cannons above the main entrance, or the fact that the entire Catapult level can be flooded with magma, then opened, to drop magma on bad guys below.

I had a few more ideas that I didn't get to put into practice.  The elves died off in worldgen, so no dangerous animals for me.  :(  War dog breeding is coming along slowly, though.  I also had a friendly cave swallow-woman who was going to be the sixteenth way, but she lost her torso at some point when I wasn't looking.

Pretty sweet, especially like the glass roof. Do you rebuild the sphere every time it is dropped? How many times has it been used?

Still waiting for the perfect moment.  Invaders were turned back on only recently.

(I know it's lame, but I don't think it would have been possible otherwise).

What is your typical FPS? Whenever I try to manipulate rock, steel, fluids and magma on a scale like yours, my comp gives up the ghost.

I get about 19 FPS right now with my reactor turned on, which is pretty tolerable.  I try to be careful about filling things completely, and the fort is also extremely optimized for pathing.  When I'm moving fluids around, it tends to drop like a stone - particularly water, because I draw from the bottom of a lake, so all the water above teleports directly to its destination in an FPS-crushing wave.  It's fast!  But it hurts.

Not sure what it would be with temperature turned on, since that just basically freezes the game.

39
I think it's safe to say you'll never, ever lose that fort to anything short of a Titan invasion-siege-kobold ambush-wild animal attack-dwarven stupidity combination. No, scratch that, you're never going to lose that fort. Ever.

But one thing; there's only fourteen ways to die, not fifteen. Where's the fifteenth way to die?

The epilogue gives a hint.  You will have to wait for the final battle report to find out more.

40
Special thanks to the makers of great programs like Stonesense and Overseer, DFHack, and the amazing Quickfort, which made all of this possible.  I'd also like to thank the people who made the amazing forts which inspired (and far surpass) this one, particularly Undergrotto and Flarechannels.

Here's the save if you want to play with it.  Some goblin bowmen just came by if you want to show them a good time. ;)

Edit: Now available on the DFMA.
--------------------------------------------------------------------------------------------------
Here's the original intro and epilogue if you're interested.

Intro
Spoiler (click to show/hide)


Epilogue
Spoiler (click to show/hide)

------------------------------------------------------------------------------------------------
Reserved for errata and battle reports:

The Bore begins, and some stock screens.

Rimslaughter's first siege.

Some human traders come to visit. 

41
DF Dwarf Mode Discussion / Rimslaughters: Fifteen Ways To Die
« on: September 15, 2010, 11:37:25 pm »
Edit: See page 2 for info on my new project.

Welcome to Rimslaughters!


Rimslaughters is a huge above- and below-ground megafortress, constructed over the course of 17 dwarven years.  It isn't "finished," but it's close enough that I want to brag. ;)  The fort center is 74x74, and the geometric cross design is repeated faithfully up and down approximately 20 z-levels.  My goal was to use the power of bridges to kill anything that might attack.  As armies enter the fort, they spiral around the exterior through a variety of traps, each of which can be isolated for cleaning or repair.  By abusing bridges, I think that everything is building destroyer-proof.

Let's start with the upper fort's footprint.  As you can see, it takes up most of the map:
Game map
Spoiler (click to show/hide)
Overseer
Spoiler (click to show/hide)
Stonesense (huge version)
Spoiler (click to show/hide)

The outer walls are cast obsidian, extending 6 stories up from the moat level.  The larger, inner walls are made of rock salt, which made up the stone I hacked the lower fort from.  I actually had plans to build a giant axe suspended over the fort, but it turned out I only had 3 more z-levels to play with, so this was the best I could come up with (after about 4 different designs looked idiotic). 

The roof is composed of approximately 3000 clear glass blocks, along with rock salt, obsidian and green glass "trim."  If anyone can come up with a good logo for Rimslaughters to put in the middle, I'll put it in.  The inner square is 30 x 30.
The roof:
DF
Spoiler (click to show/hide)
SS
Spoiler (click to show/hide)

As you travel down in z-levels, you encounter the outer walls, which are smoothed but unornamented on top, save for some curious looking drawbridges.  They enable what I like to call "lockdown mode."
Open:
Spoiler (click to show/hide)
Closed:
Spoiler (click to show/hide)
Handy for fliers!

Of course, at this point, you're probably wondering what that giant sphere (I know it's blocky, use your imagination) is doing dangling from a tiny wooden post.  Let's take a closer look.
Stonesense:
Spoiler (click to show/hide)
Overseer:
Spoiler (click to show/hide)
Well, that fellow is called the Army Crusher, and it is the First Way To Die.  It it made of steel, adamantium, and gold, with an inner core of stone, and a flick of a switch drops it.  Visitors to Rimslaughters pass directly underneath the adamantium "tip."  Needless to say, this is a one-shot weapon.

------------------------------------------------------------------------------------------------------------------------------------------

There are three entrances to the fortress.  Let's deal with the two back doors first.

The first is rather plain.  A simple obsidian entryway extending across the moat, sealed with a steel bridge. 
Stonesense
Spoiler (click to show/hide)
I like to think of sealing bridges as gates or secret doors, which thanks to dwarven engineering are impregnable when closed.  This gate opens to reveal a row of extremely lethal traps, as you can see here:
Spoiler (click to show/hide)
  A special drawbridge opens to simultaneously display the bait, a puppy (sorry little guy!) chained underneath the stone, while sealing entrance into the fort.  This makes the back door a quick and effective way to kill non-trap-avoid baddies, and the Second Way To Die.

The other back door is particularly clever, I think, although it could use a little bit of polish.  A row of clear glass bridges sits underneath the moat, ready to spring open at the pull of a lever.  When pulled, the bridges form a seal around a 3-wide entrance to the fort.  (I thought that they would also hurl the water into the air, but that is rectified by pulling it multiple times, smashing the water underneath.)  The following screenshots don't quite do it justice, but it's cool when it works.
Closed:
Spoiler (click to show/hide)
Open:
Spoiler (click to show/hide)
Since this map does freeze, directly underneath this section of the moat is a long series of bridges which can be filled with magma. 
Spoiler (click to show/hide)
When full, the ice above them melts.  When the bridges are retracted, the magma falls back down, and the little bit of water left in the entrance turns to ice... turning anything inside into a popsicle.  This is the Third Way To Die.

OK, back to the main entrance.  As you approach, dwarven marksmen have free range to track and fire across the entire third and fifth floors of the outer walls.  Steel bolts hit hard!  Pincushions everywhere know that this is the Fourth Way To Die.
Spoiler (click to show/hide)

Moving across the adamantine bridge presents one of the great engineering feats of Rimslaughters: the a-maze-ing (ahem) entryway.  A crude axe drawn in the ground warns of what is to come.
Spoiler (click to show/hide)
Depending on which levers are pulled, invaders can have a straight shot into the fort, or can be forced along one of four different paths, allowing different traps to be "in play."  The final path leads directly to the barracks.  They have been practicing for a while.
Spoiler (click to show/hide)
And their equipment isn't too bad.
Spoiler (click to show/hide)
Astesh does not like to be bothered.  This is the Fifth Way To Die.

------------------------------------------------------------------------------------------------------------------------------------------

The longest pathway leads down, directly underneath the barracks, circling around the outside of the inner fort.  An invader walks over 33 iron bridges, as you can see from this picture (my apologies for the size of these screenshots):
Spoiler (click to show/hide)
A flick of a switch, and the Dwarven Catapult is fired.  Each bridge flings up and back, leaving a gaping space for creatures to fall through.  I've seen rocks as high as 10 z-levels after a launch.  This is the Sixth Way To Die.
Spoiler (click to show/hide)
Note: some dwarves were harmed in the making of this screenshot.
Spoiler (click to show/hide)

An army which is allowed to pass through the Catapult reaches a curious little section, visible from the previous screenshots:
Spoiler (click to show/hide)
Did I mention that I had a lot of steel?  Each of these spikes is hooked up to a 300-step repeater, making it a very good source of goblin juice.  The Juicer is the Seventh Way To Die.  For your reference, blue ramps represent the "main" pathway, so the blue down ramps there is where enemies will path.  The other ramps there go to the entryway - if you can follow it, they allow me to skip the Catapult, or send an army through a humongous number of cage traps.

Moving down to z-1, and bypassing some more weapon traps, we come to the Catwalk.  A series of steel bridges is layered across the 7-wide walkway, like so:
Spoiler (click to show/hide)
Easy breezy, right?  Well, flick the switch, and things look decidedly more lethal.
Spoiler (click to show/hide)
I mentioned the magma moat before, and here it is.  If you don't fall off when the bridges retract, the stone-fall traps and weapon traps will get you on the dodge.  This is the Eighth Way To Die.

Look to the upper-left corner, and you can see two ballistae nestled amongst the levers.  This is the Dwarven Control Room, and it spans 12 z-levels of lever after lever.  During times of war, three dwarves are locked inside, with nothing to do but pull the levers that generate the Fun.  Oh right, they have one more thing to do: fire steel ballista arrows at any army coming around the bend.  That is the Ninth Way To Die.

The path branches again after the Catwalk is cleared.
Spoiler (click to show/hide)
Follow the green arrow, and you will climb up the stairs until you reach a series of bridges, crossing back and forth underneath themselves.  A lever retracts the bridges, and you will fall, fall, fall, fall, fall... either 47 levels to the Splatterer (a retractable blood thorn bridge), or 63 levels to the water below.  This is the Tenth Way To Die.

Follow the red arrow, and you descend to the Drowning Chamber.
The Chamber:
Spoiler (click to show/hide)
The level above:
Spoiler (click to show/hide)
Unlucky goblins enter a short walkway with steel bridges above.  The dwarves in the Control Room have their choice: do we feel like drowning or immolating in magma?  Some contestants may get the "sampler package," which comes with a side of obsidian.  This is the Eleventh Way To Die.

Now, an invading army might squeak through all of that, but a titan might simply ignore it.  Never fear, we have a special room just for them: the Dropper, and the Twelfth Way To Die.
z:
Spoiler (click to show/hide)
z+1:
Spoiler (click to show/hide)
This is a pretty straightforward trap, with the fun benefit that building destroyers can commit suicide by simply breaking a support.  For smarter prey, the dwarves in the Control Room can punch out any support.  This is another one-time weapon, although there are 6 different cave-in areas, and another z-level above if necessary.

Bypassing the Dropper, we come to one of my favorites, the Squishee Machine.  A series of silver bridges linked to a repeater, some say that those affected are hit so hard it's like they disappear from the world.  Whether or not that is true, there is something devilishly enjoyable about such a simple but effective trap.  I hope you like the Thirteenth Way To Die.
Up:
Spoiler (click to show/hide)
Down:
Spoiler (click to show/hide)

I'm getting tired of screenshots, so this tour is almost complete for now.  But first I would like to show you my favorite method, with the giant caveat that I'm pretty sure it can't kill anyone: Kaboom, the Fourteenth Way To Die.  Caravans and armies are routed through this curious chamber full of old, disused booze.
Spoiler (click to show/hide)
Several stories above, a carefully designed trap waits to unleash 4 7/7 squares of magma.  Not enough to kill an army, of course, but certainly enough to set some of those wooden barrels on fire... along with the HIGHLY FLAMMABLE alcohol inside.  That's why we call it "Kaboom."

Now there's a lot more to see in Rimslaughters - for example, the entire outdoor passageway can be flooded with magma.  There is a sealed underground grotto with an overkill bridge/floodgate/bridge intake system.  The cemetery hangs over a huge pit.  See all this and more at the DFMA!

42
It looks great, thanks so much.  I actually like the semi-cartoony look of the new trees; at least they look sharp.  I did drop imageSize to 128 for better navigation.

Here's a couple of screenshots:

Overhead (the black blotches are constructed obsidian, grey is regular):


Entrance to the fort:


Side view, showing all the caves:


Two nits to pick:
1)  It captures mouse input even when the program doesn't have focus, which means it was constantly screwing around in the background while I was making screenshots.
2)  Is there a way to make the program pop open in the middle of the desktop, rather than aligned to the top left edge?  Those of us who keep our taskbars on top will be happy!

Again, great work.  Any idea when you'll get to liquids?  My moats are feeling awfully dry. ;)

43
DF Modding / Re: Stonesense - Official thread - New version out, 2.1
« on: September 07, 2010, 02:03:28 am »
The new version looks amazing.  Thank you, sincerely.

44
fun fact: rock salt is pink.

I don't know, wikipedia says it can be lots of colors:

"The mineral is typically colorless or white, but may also be light blue, dark blue, purple, pink, red, orange, yellow or gray depending on the amount and type of impurities."  http://en.wikipedia.org/wiki/Halite

Anyway I wasn't questioning the real-life color, just that it was a bummer!

45
Looks amazing, so cool.  It really runs smoothly, too.

But my fort made of rock salt is... pink.  >:(

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