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Messages - Urist Da Vinci

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2446
Furthermore, I was able to build floating floodgates that open/close with a lever. This may advance dwarven computing or traps, as a floating floodgate would permit fluid flow on all 6 faces/sides.

EDIT: However, when I build floating doors over a 1x1 pit, dwarves and pets "know" that they can't walk through it and path around. I was hoping that they wouldn't notice the open space until they open the door and fall in...

2447
As some of you know, some types of furniture and traps that require a floor do not check for support after built. Constructing a wall, building the furniture on top of it, and removing the wall will leave it hovering.

...

Any other ideas to take advantage of this "feature" while it exists?

I had a wall built over a pit. A cat cage was then placed on top of the wall and hooked up to a lever. The wall was removed. The cat cage stayed floating. I then had a dwarf pull the lever. The cage and mechanism appeared beside where the cage was placed, on solid ground, so they could be retrieved. The cat appeared over the pit. Gravity ensued.

Many of you know how, in order to pit goblins or other dangerous creatures, a dwarf has to remove them from the cage first? You can build the cage next to a hole to minimize the travel distance and the risk of escape, but there is still risk (especially if you are trying to pit goblin snatchers). If you build the cage somewhere and pull a lever to release the contents, you can't put a death trap on the same tile as the cage, so the creature has to walk onto a weapon trap or something to be executed.

The hovering cage feature allows you to pit* any creature that you can cage, 100% risk free*, and even retrieve the cage and mechanism immediately!

*We assume you won't try to pit a flying creature

You could also build floating, troll-safe, war dog dispensers outside.

2448
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: January 20, 2011, 01:49:14 am »
Not to shatter the dream or anything... The original "Little Mermaid" story... She dies in it, so DF is bringing it back to its roots.

I admit it's been a while since I even heard of that story but I somehow missed the part where after she's dead she gets butchered by a load of Dwarves who want to sell her bones as they're more valuable then Unicorn bones.
Must be in a new version. :)

Well she turns into sea foam in the original, so it would be difficult to butcher her corpse, being as it's sea foam.

Although i'm sure some Dwarf somewhere will work out a way.

Well, to a dwarf it would be obvious. You butcher her into an alcohol additive rather than into a meat product plus bones...

This is the second thread that you've necro'd today.

2449
DF Dwarf Mode Discussion / Re: Umm... what just happened.
« on: January 20, 2011, 01:45:29 am »
Alright, I'm a bit confused here.

...

I had him go kill a wild horse, and he seemed to succeed in this.
...

2. Will dwarves go absolutely berserk on eachother if they, as happened here, kill a stray horse?


Wild horse != stray horse

Wild horses are wild. Stray horses are considered part of your dwarven civ. It appears that you just triggered a loyalty cascade. The dwarf who attacked the horse is now a traitor. The miner who attacked the traitor is also now himself a traitor. Anyone else from your dwarven civilization who attacks either of them will become traitors.

If you want the other dwarves to live, isolate them from the affected, and let the affected dwarves starve to death or such.

2450
I tried it with weapon traps, but all I got was the combat report from the falling impact.

Falling creatures or creatures in "projectile mode" are protected from being attacked, targeted, seen, or even magma as long as they are in flight. There was a bug that could result in creatures permanently in this mode (it had something to do with saving the game?) and they would be in stasis. *searches* Link: http://www.bay12forums.com/smf/index.php?topic=45586.0


2451
DF Dwarf Mode Discussion / Re: Above ground fort walls
« on: January 19, 2011, 11:59:51 am »
Whats the range of archers? 7-8 tiles?

20 tiles, minus 1 tile for each level of elevation. Counting the fortification, they only cover 18 tiles out from Brandstone's wall. Also, there is a blind spot at the outside base of the wall, so consider digging a dry or filled moat there.

2452
DF Dwarf Mode Discussion / Re: Missing baby: kidnapped?
« on: January 19, 2011, 11:52:04 am »
Odd, because the baby I lost was happy to be free despite being in Goblin-possession, still on my map. Maybe his mother clutched him too tight or something. :o

IIRC Toady programmed the kids to receive that thought if they were snatched, because the corresponding thought about imprisonment could cause the abducted child to rage out.

It has been known for several game versions that snatched children/babies get the "free" thought. See: http://www.bay12forums.com/smf/index.php?topic=9307.0


2453
All races will be getting proper sites in the army arc, so I'm guessing the elves will have a huge Na'vi style hometree. Probably on top of an adamantine deposit.

I doubt we will be able to embark on the new cities, but it would be awesome to sneak an adventurer in there and try to ignite that tree. Much less risk to dwarven lives than a full siege.

2454
DF Dwarf Mode Discussion / Re: Does .18 have more FPS issues?
« on: January 18, 2011, 12:59:17 pm »
I think that the main reason they cause so much lag is because they path through walls of any thickness, and possibly up and down z-levels through rock, so it is like you have a bunch of flying creatures with 100+ z-levels of open space to create pathing options for.

I posted it today on mantis :D.

Probably it is only sometimes because ghosts are not pathfinding constantly.

AFAIK ghosts would create less work for the pathfinding function as they could fly in a straight line to their destinations. They don't have to explore tunnels like a dwarf would. The pathfinding function doesn't always try to plot several alternate routes to a simple destination.

I wonder if a ghost who originally died due to magma/atomsmashing would generate lag because it tries to path to its body, but fails since its body doesn't exist anymore, and then tries again. We could test that by comparing ghosts created from atomsmashing a migrant wave to ghosts from drowning a migrant wave.

2455
*Loads file*

That's no pillar, it's an unrevealed area under a paper-thin floating cavern floor. You have a massive area of "underground inside dark" that is actually above ground.

EDIT: Used Reveal. There is a magma pool in cavern 3 under the black spot. Cavern 1 is missing, presumably it is in midair. "Cavern 5" is unusually tall. Everything else is normal, including the normal adamantine spires.

2456
DF Dwarf Mode Discussion / Re: Ghosts grow up!
« on: January 16, 2011, 08:47:38 pm »
If ghosts age, can ghosts die of old age?  And if so, do they actually go away for good, or do they just come back as a ghost again?  Someone needs to find out.

Generate a world where dwarves are modded to die of old age earlier. Start a fort, wait for dwarves to die, don't slab/bury them if they died of old age.

2457
DF Adventure Mode Discussion / Re: Issues with a demon king...
« on: January 14, 2011, 11:15:21 am »
OK,I just encountered an " tortoise demon " in adventure mode ,He's in a fort filled with vampires , I tried hundreds of times and always died in few seconds.
After that I wait till they all fall asleep and sneaking into his room and try to strangle him ,like you said HE JUST ONLY FAKING !!  there's no " Unconscious " appeared when you look at him.
But somehow I successfully get my hand on his throat and strangled , and NOTHING HAPPENED .
So I keep on pressing the arrow key and increase my fighter , wrestler skills to Legendary level .
And I left that filthy fort before sunrise .  :)

He doesn't breathe. You can't strangle him. If you could wrestle him, try putting him into joint locks and breaking stuff.

2458
DF Adventure Mode Discussion / Re: Issues with a demon king...
« on: January 13, 2011, 04:24:17 am »
He can't detect you if you are in stealth more than 3 tiles away from him. This is true even if you suck at ambushing and he is a great spotter. Carry lots of ammunition to throw, or stand on a source of rocks.

Demon lords start with rank 14 (Grand Master) in wrestling, biting, punching, kicking, fighter, archer, dodging, and observer. Perhaps worldgen battles and CAN_LEARN allow them to gain even more experience. They are tougher than the fort mode demons, who are rank 10. All demons are IMMUNE to pain, fear, nausea, stun, exertion, dizziness, fevers, sleep, FIRE, cold, MAGMA, drowning, breathing. Some of them do bleed, and some can't fly. Others (like in fort mode) can fly even if they have no wings. All of them have about the same body_size (10000000) as an adult Giant. Only Whales and fully grown Dragons are larger.

Since he is immune to sleep, he is only "faking it" to fit in with his followers. Go adventure for a while until you have better weapon and fighter skill than him. Or kite him to a tall cliff and stand near the edge, because he will likely try to charge you.


2459
DF Dwarf Mode Discussion / Re: Magma Machine Cannons: Are they feasible?
« on: January 13, 2011, 03:41:39 am »
As others have mentioned the magma likes to spread out. This wasn't a problem with my last magma trap.

I used 384 pumps, 4 on each of 94 levels, and 4000+ power to make a volcano in the middle of the map erupt. The map floods in no time at all.
Results:
Spoiler (click to show/hide)

A detailed explanation of it's workings.
A map from which the above image was created.

In my current fort, I am working on a device inspired by Vattic's Mechanical Volcano. I am currently halfway through draining 50z of volcano into the 3rd cavern, so I can build a similar pump stack. However, I intend to direct the output at the top into a piping network so I can cause an eruption anywhere. If I put primary outlets around the edge of the map, I could precisely kill sieges within seconds of them entering the map.

2460
DF Dwarf Mode Discussion / Re: Congested hallways
« on: January 13, 2011, 03:24:20 am »
I make main corridors 3 tiles in width, as I don't notice traffic jams in them unless I am dumping a lot of stone. Some bedroom access corridors are 1 tile in width if they lead to only a few rooms.

I put the meeting zones, dining hall, food, booze, and party rooms at the core of my hallway system. I also use a combination of stairs, ramps, regular halls, and diagonal halls so that dwarves can walk in straight lines to their destinations. Diagonal ramp tunnels are possible.

The pathfinding function does take more time and cpu exploring "dead end" tunnels like mined-out ore veins that could lead in the correct direction, but actually don't.

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