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Messages - majic13

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1
DF Dwarf Mode Discussion / Re: Dwarf Therapist
« on: September 19, 2010, 05:45:06 am »
Is there a way to get DT working in .31.12? Either by getting 0.6.0 backwards-compatible, or upgrading the older version?

I've had a look around but can't seem to find anything.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 19, 2010, 04:37:36 am »
Following something from another thread, I'm now going to test to see if a magma fall in front of the trade depot that goes through grates causes pathing errors.
However, if you set up a series of pumps to make a lava mist generator then anyone passing by will get roasted by the superheated vapours.

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DF Dwarf Mode Discussion / Re: Infernal combustion engines. [spoilers?]
« on: December 06, 2009, 06:00:05 am »
What if you somehow used the SOF as a dwarven heat ray? Put in a few clear glass windows in a nice curved shape, a floodgate to control the heat, wait for the goblins elfen traders to stand in front and PEWWWW~
...I might actually have to try that.

I do know that they can set clothing on fire in adjacent tiles, and was working out how I could use that as a way to harvest armour from captured goblin siegers - I made the mistake of storing the SOF terrariums in the same stockpile as my captured goblins, and they all caught fire. My idea was to put the goblin cages next to the SOF terrarium and burn up their annoying leather and cave spider silk garments to leave the delicious iron. My main problem was working out how to prevent my dorfs from also bursting into flame as they came to retrieve the iron stuff, but a floodgate could do it.

The obstacle could be if the SOF's heat only extends to adjacent tiles, rather than further afield.

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DF Dwarf Mode Discussion / Re: Infernal combustion engines. [spoilers?]
« on: November 28, 2009, 06:48:12 pm »
Looking at it more closely, I think the problem is that the haulers who've caught on fire have been relatively new to the fort, such that they still have clothes to wear - I've not bothered setting up a garment industry, since I get fed up of +rope reed cloth socks+ littering up the place, so most of the fort's long-time residents have had their clothes wear away to nothing by now. The newer migrants, though, still have clothing which might have caught on fire while they were hauling the fire clown terrariums.

That's the most plausible reason I can see, at least.

5
DF Dwarf Mode Discussion / Re: Infernal combustion engines. [spoilers?]
« on: November 28, 2009, 06:08:12 pm »
Seems like an alternative to burning lignite in metal bins, but with less chance of a dwarf igniting if they get near it.

Strangely I have had a few haulers perish in the heat while carrying one of the terrariums, though I'm not entirely sure why - other haulers have been able to move the terrariums around without incident, which is odd.

6
DF Dwarf Mode Discussion / Re: Infernal combustion engines. [spoilers?]
« on: November 28, 2009, 06:01:19 pm »
It's a shame that steam has lost it's lethality (or so I hear), or you could make an awesome trap with this.

Luckily, steam should work properly with the new layer system in the next version, which means it will likely be reimplemented, which means...

Which means the central feature of my dining hall in which a waterfall pours onto a collection of fire clown terrariums will probably be... unfortunate.

7
DF Dwarf Mode Discussion / Re: Infernal combustion engines. [spoilers?]
« on: November 28, 2009, 05:02:21 pm »
One question: How did you catch it? It's trapavoid and can't be knocked out.

I will confess to filthy cheatery on this occasion, having removed the trapavoid tag in order to allow capture of clowns. I'm going to construct the terrariums in my main dining hall and rig them up to a lever in order to create the ultimate self-destruct device.  8)

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DF Dwarf Mode Discussion / Infernal combustion engines. [spoilers?]
« on: November 28, 2009, 04:54:16 pm »
At great cost I managed to catch a fire clown in a cage trap. I noticed that the tiles surrounding the cage showed as "warm rock" during dig designation, so to test a theory I constructed the cage (actually a green glass terrarium) in one of my underground river redirect areas, and opened the floodgates.

The fire clown boils any water within a tile of it to steam.

There's got to be a practical application for this. It kind of makes me wish there was some way to build a steam turbine to power pumps and things, because what could possibly be more badass than a steam engine that's powered by a malevolent entity of living flame?

Sadly my captured fire imps don't seem to have the same effect.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 20, 2009, 10:07:37 am »
I like to dig out my magma pipes so they're nice and square and fit in with the rest of my floorplan. As such, I've drained the pipe with screw pumps and have spent the last five years mining it out to the correct shape, setting a sizeable amount of obsidian aside in the process. This left me with a stack of square rooms with irregular-sized holes in the floor.

I just collapsed the topmost layer in a controlled cave-in, which punched through fifty-odd z-levels to the bottom layer, saving me a whole lot of tiresome tile-by-tile channel-digging and related accidental cave-in casualties. The plume of lava mist reached forty z-levels back up the pipe, but fortunately I'd already made certain to evacuate all dorfs from the vicinity.

The only fatality was the Magma Man who I couldn't lure out into a cage trap, and was lurking right at the bottom of the pipe when it all fell down.

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 14, 2009, 09:17:00 am »
Located the Hidden Fun Stuff. Sealed it off for now, and I'm in the process of digging out a 10+ z-level temple, which will be adorned with columns and engravings and so on carved from the living rock. A huge circular chamber, with a 7 z-level 3x3 pillar rising in the middle of it; a staircase in the middle of the pillar, only accessible by drawbridge, will lead down to the entrance of the funhouse. Fortifications in the surrounding walls should give us an edge against the clowns.

11
DF Dwarf Mode Discussion / Re: How do you arm your Military?
« on: November 11, 2009, 07:00:43 pm »
I let them wrestle their way up to Legendary, which gives me time to build up a big stockpile of bone bolts. Then once they've hit Champion I give them each an iron crossbow and let them shoot at targets whenever they're not on active duty. Crossbows serve me pretty well, as they count as hammers in close combat and let the dorfs whack enemies across the screen.

12
DF Dwarf Mode Discussion / Re: Post your: Mega-structures!
« on: November 09, 2009, 03:35:03 pm »
The Colossus of Ironsavages stands 16 z-levels in height on a platform suspended above the local volcano, a statue of a dwarf with an axe in one hand, holding aloft a mug of dwarven ale in the other. Constructed from obsidian blocks aside from the axe, mug and the dwarf's beard, which are gold bars. The statue is partially hollow, such that captured orcs and goblins can be dragged up narrow stairs inside and thrown into a chamber behind the mouth, with fortifications forming the statue's teeth.

Spoiler (click to show/hide)

An especially noteworthy feature is the clever magma-ductwork which allows molten rock to be pumped up through the statue to pour in a fiery cascade from the mouth; any captives trapped within the statue at such times are immersed in magma, and their immolation wreathes the statue's head in clouds of smoke.

13
DF Dwarf Mode Discussion / Re: Ah Crapola
« on: November 05, 2009, 06:43:05 am »
Traps wouldn't help anyway. Did you break into the actual funhouse, or did you just find a seam of funonite ore? If the former, wall it up again as soon as you can. If the latter, just be careful what you dig out and work on building up your military.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 04, 2009, 07:38:29 pm »
Turned invasions on again now that my megastructure is nearing completion (I prefer to tackle one challenge at a time).

Within a season I've had an orc siege, a bunch of goblin babysnatchers, and a dragon. Good times. I'm now excavating an underground fighting arena into which I can dump my captives, there to be shot by my marksdorfs or immolated by my soon-to-be-tamed dragon while the rest of my fortress looks on and applauds.

15
DF Dwarf Mode Discussion / Re: Largest River Yet?
« on: November 03, 2009, 07:26:32 pm »
Dear god, post that fort on DFMA, or post a save, I REALLY want to see more of this fort.
The glass city is still not quite complete, but I'll do a DFMA posting when it is. In the meantime I've got some VisualFortress screenshots I was thinking of posting, but as a newcomer I'm not sure which forum would be most appropriate for a "check out my fortress" thread.

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