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1456
DF General Discussion / Re: 150+ goblin death arena video
« on: August 27, 2010, 10:35:45 pm »
Woah. Cool.

1457
Everyone so far seems focused on the enemy grinding systems, but I think that the high-speed trigger part of this has a lot of potential.

This is the original design:

Code: [Select]
#D#    D = Door
#H#
#^##     <--- Attached to the adjacent hatches
#HD#
#^##     <--- This plate is linked to whatever you want to trigger
#HD#
#^##     <--- Attached to the adjacent hatches
#H#
#D#

But I've tested this simpler one and it seems to work.

Code: [Select]
#H#
#^# (both pressure plates are attached to adjacent hatches)
#D#
#^#
#H#

You can put doors on the ends, too if you want. If what's inside is hostile, doors will be necessary if dwarves are ever going to walk past.

I've found that this still gives disappointingly high latency between when you unforbid the door and when the creature walks to the other plate. Typically, it takes about 35 frames between when you signal and when the dog actually starts moving. But sometimes, it'll take over a hundred frame for it to even start moving. Using captured hostiles makes it always take about 35 frames, but the following design makes it even faster.

Code: [Select]
D#####D
#H###H#
##^#^##
###D###
##^####
#H#####
D######

Here's the same one with spaces instead of #:
Code: [Select]
D     D
 H   H
  ^ ^ 
   D   
  ^   
 H     
D     


Leave the lowest door forbidden, and all the others unforbidden. The goblin will pace back and forth between the two upper pressure gates. This makes the goblin "primed" for pathing, if you will. When you're ready to trigger the bottom pressure gate, unforbid the bottom door. I've found it takes about 25 frames. Sometimes. But I've only tested each one a few times, and it varies a lot.

Spoiler (click to show/hide)

1458
Have an emergency off switch for the waterfall itself. As long as you have that, you can deal with unforseen flooding problems.

1459
Injure all the babies enough so they need to go to your hospital, lock them in there with your medsquad to patch them up.  No dead babies and more experienced doctors and military.  Double training scheme success.

Got any practical tips on nonfatal baby mutilation?

I heard that one guy in 40d managed to use water to knock a baby out of its mother's arms, and it survived quite happily until it became a child. That might be good enough.

1460
DF Dwarf Mode Discussion / Baby Healthcare
« on: August 24, 2010, 04:49:41 pm »
Can babies get treatment in hospitals if they are injured? What about children?

This is of course a purely theoretical question and not at all because I was using training spears in upright weapon traps to train my military's armor/dodging abilities and then one of my soldiers gave birth. Twice.

While we're at it, I've seen pets in the healthcare z menu, but I've never seen one being treated. Can they be treated?

1461
DF Dwarf Mode Discussion / Re: Do you change dwarf speed?
« on: August 24, 2010, 04:45:36 pm »
I change my dwarf speed to zero most of the time, but set it back to default during combat. I'm not sure if there's any actual advantage there, but if there is, I don't want it. But I do want them to go fast most of the time because it makes the game faster-paced and you can accomplish more stuff.

1462
DF Dwarf Mode Discussion / Re: A diplomat has left unhappy :(
« on: August 23, 2010, 01:37:02 pm »
I lol'ed.

1463
DF Gameplay Questions / Re: A query regarding pumps
« on: August 04, 2010, 11:42:54 am »
Water only evaporates when it's at 1/7. Once you've filled up the reactor completely, that never happens.

1464
DF Gameplay Questions / Re: A query regarding pumps
« on: August 04, 2010, 04:31:29 am »
If you put walls around it strategically, there's no spillage.

1465
DF Gameplay Questions / Re: A query regarding pumps
« on: August 03, 2010, 12:55:55 pm »
If you're going to use free energy, I highly recommend the dwarven water reactor (first design under perpetual motion): http://df.magmawiki.com/index.php/40d:Water_wheel

1466
DF Gameplay Questions / Re: Pressure plates don't work with supports.
« on: July 31, 2010, 11:03:03 pm »
That wasn't 15 minutes. That was about 21 hours.

Pressure plates aren't 100% reliable anymore. It might have to get stepped on a couple times before it registers. That might have something to do with it.

To test that, hook up a pressure gate to a support and a hatch/door/floodgate, and see what happens.

1467
DF Dwarf Mode Discussion / Re: Children waterfall
« on: July 31, 2010, 10:27:01 am »
How are you going to keep the mothers in place while the babies are swept away?

1468
DF Dwarf Mode Discussion / Re: Children waterfall
« on: July 30, 2010, 12:03:12 am »
When I first saw the thread title, I only jokingly thought that it would be a waterfall OF children. I was pleased to see I was right.

1469
DF Gameplay Questions / Re: Attached to Training Weapon
« on: July 29, 2010, 11:40:12 pm »
Yeah, I go by "no training weapons" too - except training axes as they can cut down trees. Those attachced to training weapons... send them to 'practice' on some live animals in some small room (so the animals don't run away endlessly). Then they'll be fit to be instructors I guess. Maybe they can buy some time in a real fight for marksdwarves to shoot.

Wait a minute...you can chop down trees with a wooden axe?

1470
Here's another way that works (about 80% of the time):

Build doors next to the tile that you're going to be digging out, so that once it's dug out, the magma only flows into one tile and the dwarf escapes through the door(s). The lava, lacking thumbs, can't operate doors, so it's stuck and doesn't pursue, unless it gets into the door before it closes, which happens occasionally.

This also lets you "expand" a volcano, or harness the full power of a partial z-level aquifer, if you're into that sort of thing. If you are, remember to cleverly forbid doors so that they dig from the right angle, and if your conscience allows it, savescum constantly.

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