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Topics - CaptainArchmage

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31
DF Dwarf Mode Discussion / Starcraft Fortress
« on: April 10, 2011, 12:31:51 pm »
1) Terran: Lots of self-contained buildings (as much as is possible in Dwarf Fortress). Most will have a Dwarven Terran Water Reactor installed (not necessarily running anything). Military is mostly equipped with massive ranged weapons (think silver crossbows).

*Supply depots: an underground farming, grazing, and/or storage area, with the surface area walled off with bridges (to simulate lowering and raising the structure into the ground without moving fortress parts).
*Barracks: Barracks and jail.
*Vespene Refinery: Extracts magma (and water if there's no surface source).
*Factory: includes workshops
*Starport: Advanced production and Trade depot
*Command Center: Main living quarters, and shaft. May be upgraded into Planetary Fortress with siege weapons.
*Bunker: Contains siege weapons.
*Missile Tower: Ranged weapons tower.
*Fusion Core: Contains levers to superweapons.
*Science Facility/Special Ops/Missile Silo: Houses nuclear magma based superweapons.
*Sensor Tower: A tower with fortifications and windows, with a 1x1 pasture zone containing a non-grazing animal of choice.

Zerg: Creep is simulated by having all unused base area taken up by farms. Buildings can/must be made out of modded-in organic blocks. Most military will be melee, with some ranged forces:

*Overlords and Queen: For every 8 dwarves, there is one militia captain or militia commander.
*Creep colonies: These contain manufacturing workshops and reactors.
*Extractor: Magma (and water) extraction, stills.
*Spawning Pool: Literally a roofed-over hole in the ground filled to 3/7 with water. Contains barracks.
*Evolution Chamber: Weapons production.
*Hydralisk den: Ranged weapons production.
*Spore colonies: Ranged weapons towers.
*Sunken colonies: Siege weapons towers.
*Ultralisk den: Elite troops go here.
*Hive: Everything else and reactors.
*Spire: Trade depots.
*Nydus network: Underground nexus of tunnels connecting critical regions of the map. Sealed off with drawbridges.

Protoss: To simulate the warp-in, all buildings will be connected with tunnels. Military gets equipped with the best weapons possible, mostly melee, some ranged.

*Nexus: Main living quarters and access to the underground (and farms).
*Pylons: All power to buildings (except the Nexus and Assimilators) must be supplied from these.
*Gateway: Barracks.
*Assimilator: Magma and water extraction. Can be self powered.
*Forge: Weapons production.
*Cybernetics core: Siege weapons production.
*Stargate: Trade Depot.

Suggestions would be appreciated  :D

32
DF Dwarf Mode Discussion / Flow Science and Engineering
« on: January 28, 2011, 10:40:29 pm »
New lurker here. I've been doing some flow science and engineering with pumps and rivers:

If you pump water into a reservoir using a pump, the water will remain flowing after the reservoir reaches 7/7. This flow may remain after the pump has been switched off (verify?). The water flows in all directions. Since the water is at 7/7 everywhere, the reactor does not require refilling every now and then. This looks like the same thing that causes water from aquifers and rivers to be permanently flowing. I also know water moats connected to a river will have flow. The same flow rules should apply to magma (pumps only).

So far I built reactors pumping from a brook and a murky pool into reactors, with enough water feeding the pump to fill the reactor completely to 7/7.

I've Spoiler'd some reactor designs that worked for me.

Spoiler (click to show/hide)

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