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Messages - Urist Da Vinci

Pages: 1 ... 161 162 [163] 164 165 ... 169
2431
DF Dwarf Mode Discussion / Re: Surviving Seiges
« on: January 25, 2011, 02:42:14 pm »
A "killing room" full of green glass windows placed in a checkerboard pattern, where creatures to walk on the diagonals, allows melee fighters to see and close the distance to an invading siege squad of archers without getting shot.

There are flanking bonuses in the combat system. You can see "from behind" or "from the side" in the combat logs. This applies to archers as well. If you deploy a distraction (high defense) squad first, a killer (high-damage) squad can approach the gobbos from the side or rear to do more damage. OR in an underground "killing room", put snipers above and behind the goblins while a melee squad gets their attention from in front.

If your industry can produce lots of surplus ammunition, you can assign crossbows to "reserves" dwarves that are NOT trained as military and are always "inactive". "Reserve" squad dwarves will act like regular civilians, except that they will open fire rather than running away. You do not assign them to barracks or archery ranges. You can put them behind safe fortifications during a siege. Who needs accuracy when you have bolt spam?

2432
DF Modding / Re: Help With Modding in the Grim Reaper
« on: January 25, 2011, 11:58:51 am »
Neat I've learned two new things about modding today. I'm happy to stand corrected but it's unfortunate that you can't make creatures dangerously cold to the touch. Do you think this counts as a bug or unintended behaviour?

I did consider using a secretion but hoped I could make it so the cold damage is only done through immediate contact.

Cheers for sorting the confusion out.

If you have the creature inject a poison (via a touch attack) where the poison is injected in the LIQUID state and the melting/boiling points of the venom material are both very low (don't use FIXED_TEMP materials), the creature has been experimentally determined to instantly (before they can walk a step!) freeze to death. This effect is similar to Genesis Mod Aspid dwarves melting people with their hot injected poison.

2433
DF Modding / Typhoid Urist?
« on: January 25, 2011, 04:26:35 am »
A few questions:

Can the caste system be used to make a small percentage (say 1%) of the dwarven population belong to a special type of dwarf?

If so, I was thinking of creating a rare dwarf that could migrate to your fort, who possesses a syndrome that affects all dwarves (or perhaps anyone but the "carrier" dwarf type). This would give players the fun of isolating or killing an infectious dwarf, given that we don't have "real" diseases yet in the game.

Would the "carrier" dwarves have to leave behind gas vapors in the air, or is there a way for them to leave traces on things that they touch?

2434
DF Dwarf Mode Discussion / Re: sealed evil in a can
« on: January 25, 2011, 03:51:05 am »
Ramp upwards from below to drop him into a room, where the only exit has a cage trap in it. Your miner might escape if he is fast. Put the caged colossus into an arena.

2435
DF Dwarf Mode Discussion / Re: Cotton candy mace
« on: January 25, 2011, 03:47:40 am »
I tested this in the arena, and it is only rarely lethal, so giving it to the police could be fun. Of the dwarves that I tested, all died of punches or kicks to the head that crushed the skull into the brain.

FYI it appears that featherwood (from the good tree) training axes or "cotton candy" maces are decent police/fortress guard weapons. Occasionally one of the guards will get a combat opportunity and decide to go Mike Tyson or Chuck Norris on someone.

2436
DF Dwarf Mode Discussion / Re: Superweapon Idea
« on: January 24, 2011, 11:54:59 am »
Hey, does alcohol explode? I had an idea for a Dwarven Strike Team reclaiming a fortress by blowing walls and doors with alcohol-based C4.

Alcohol merely boils, and Toady hasn't implemented gas pressure yet. IIRC he actually decreased the lethality of gases such as steam.

I've started fires to burn down wooden doors in adventure mode. The doors were closed at the time, but were ignited by an adjacent "fire". Magma won't do the trick.

I'm currently working on erupting a volcano. I also plan on forcing the eruption through underground tubes to several spots on my map. See http://df.magmawiki.com/index.php/User:Vattic/Mechanical_Volcano_Explained for someone else's project that inspired me.

If we get moving fortress sections in the future, I want to build an orbital cave-in (obsidian) cannon/rapid prototyping machine.

2437
More results:

I was able to float a chain (restraint), however the puppy attached to it didn't want to walk around.

Or ever again, for that matter.

I tried removing the wall under the restraint and puppy, and it fell 1z onto the floor below without injury. It was then able to walk around on that floor, provided that it stayed within the 3x3 area under the restraint floating above it's head (it was still listed as being chained and assigned). It only never moved anywhere when it was on the same z-level as the restraint.

It's easier to make a perpetual pressure plate trigger with a "tightly closed" door that goblins can open (but the puppy can't!), and a fortification or window to allow the goblins to see/shoot the puppy.

2438
DF Dwarf Mode Discussion / Re: FUNNY ways to kill all your dwarves.
« on: January 23, 2011, 02:58:46 am »
Also, if I send my adventurer to the abandoned fortress, are my dwarf's ghosts going to haunt the place?

Allegedly.
http://www.bay12forums.com/smf/index.php?topic=70710.msg1721665#msg1721665

2439
You could theoretically create a floating fortresses out of drawbridges, since they can be used as both walls and floors.
Yes, good idea.

Constructed ramps float as well
Quote
A section of the cavern has collapsed! It's a construction, and checks for support.

ramps ... work when next to adjacent walls (according to the wiki). Drawbridges create walls, so...
Only real walls can be used by ramps. Creatures won't willingly walk onto floodgates, trees, or "bridge walls", but if they fall on them by accident, they can step off onto an adjacent floor.

2440
DF Dwarf Mode Discussion / Re: Helpful strangers
« on: January 21, 2011, 04:09:08 am »
Currently in 31.18 there is a bug where goblins attack non-goblin members of their ambush or siege groups. The humans and dwarves are the leaders of the siege or ambush groups. If this is the case, then they will also have goblin names and goblin weapons/armor. They are supposed to be the grown-up kidnap victims, and in previous versions they would attack you instead of their allies.

2441
DF Dwarf Mode Discussion / Re: Accepted Lore for how Engravers work
« on: January 21, 2011, 03:17:51 am »
I think it's Dwarf magic. It also fits with my theory about Dwarf magic being in their constructive abilities. For example, one pillar of soap can support a steel fortress, water reactors defy the laws of energy exchange, bridges can destroy matter completely, levers can operate things remotely with just mechanisms, a workshop made from just a single glass block can create rock furniture, metal weapons, or silk clothing.

Dwarves use quantum entanglement to link a pair of remote mechanisms. That is why, when the linking job is interrupted after the first mechanism is placed, but before the second mechanism is placed, the next dwarf to take the job has to run to the first mechanism to touch it again. At least, that is the behaviour I noticed back in 40d. In 31.xx, the mechanic won't take a lunch/drink/sleep break until both jobs are done.

2442
DF Dwarf Mode Discussion / Re: Covering a window?
« on: January 21, 2011, 03:08:40 am »
Are windows destroyable by bigger monsters?  They're not constructed through b-c right? 

Yes, and Yes.

Technically only some creatures, regardless of size, have the "building destroyer" tag.

2443
DF Dwarf Mode Discussion / Re: What is this? Hidden mans?
« on: January 21, 2011, 03:04:14 am »
There appears to be pus and blood pooling at my gate, but I dunno from where?

It gets washed off your dwarves when they walk outside into the rain.

2444
More results:

I was able to float a chain (restraint), however the puppy attached to it didn't want to walk around.

You can't float supports. They check for edge support and cause cave-ins. This makes sense, as you can't float walls either.

2445
What about...floating HATCHES!!!

I'm not near my game at the moment, but hatches can already be built over open space, so I suspect they actually bother to check for edge support. Maybe the same for grates.

I just realized that floating floodgates/"bridge walls" could be used in making a better "cave-in cannon" (devices that mix water and magma to form obsidian in midair). Some cave-in cannon designs suffer because the obsidian attaches to the weapon and plugs up the muzzle. Floating bridges or floodgates could support fluids without being able to support obsidian walls, so they couldn't jam.

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