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DF Dwarf Mode Discussion / Re: Peacefull Necromancer Towers
« on: March 23, 2012, 02:34:58 pm »
If a friendly tower could send caravans, what would they send?
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Advice required...
Here's my problem. I can never get very far with my forts because I eventually end up with a ton of dwarves and seemingly nothing for them to do. I usually designate and area for dumping or smoothing just to keep them busy. Am I doing it wrong?
Making the entire fortress werebulls sounds pretty awesome, though. The question is how I manage to do this... If I can get one or two dwarves infected, they will turn and fight other dwarves, and either kill them or leave them alive, potentially making those dwarves werebulls... How should I go about doing this, though? I honestly don't care if 90% of the dwarves die in making my fortress a werebull city as long as enough live to make it happen eventually.
I'm not an expert on dwarf fortress though, so I'll need some advice on how to make this work, and if anybody can tell me how, I'll gladly make the save file openly available so the rest of you can experiment.
Needs an inverter too-- floodgates and doors allow passage on an open signal, disallow on a close. In fact, really, you want to use all doors, no floodgates, to eliminate floodgate latency.My bad, I got confused for which direction that the doors work when in a mechanism. In that case, we need to replace the doors with something that is open when deactivated and closed when activated. The only possibilities that I can think of off the top of my head are to either use a retracting bridge (which has latency issues) or to use a NOT gate and a door (which requires more of an investment). Though latency should only be an issue when the inner room is small and the path is therefore short.
Would the quantum Undump from the relativity thread work for this?
I haven't tested dfhack's tools yet, so I don't know there. It should probably be safe, though, given what I've heard from the developer of that tool.
1. No path -- this is what the undump uses, and what some of my earlier science worked off of, its major downsides are reduced stockpile size if the whole thing gets blocked off, or major lag if its a repeating trap. Eyeglazed's work on creature timings has pretty much convinced me its impossible to make a pressure plate hallway that will make all dwarves drop their stuff while still allowing dwarves outside to continue pathing towards the stockpile without a repeater, and to me that means heavy lag.
2. Scaring -- So I think the scare dump is a definite move in the right direction. It seems quite conceivable that every dwarf heading towards a stockpile with a chained creature sitting on it will drop his stuff, assuming proper window placement. Then its just a matter of setting things up so that the tiles dwarves drop food on are all hatches or bridges, preferably controlled by the exit of all dwarves from the hallway. Unless youre dropping into magma, you can always have my patented Duck Duck Goose failsafe system, where stupid dwarves who fall in the chute land on fluffy ducks and gooses instead of exploding, and yes, pastures and stockpiles can be placed in the same place.
3. Dangerous Terrain: a dwarf who finds himself in an unpathable tile will cancel his job and try to path out of it if he can. Unfortunately, they dont always remember to drop their stuff immediately. Dwarves can be put on unpathable tiles by making them fall onto wall grates, vertical bars, or (iirc) fortifications. You can also flood the tile theyre in/about to walk into. Since making them fall has many of the same problems as method 1, maybe we should look into repeating mist machines to cancel their jobs? I dont know if water forces pathing to be recalculated, or if its more of a OH NO IM DROWNING moment, so im not sure of fps woes from this...
4. Does combat make them drop things...? I know Ive had a marksdwarf drop her baby to the carp while reloading, ( the carp was 3 zlevels to low to attack, and carp cant fly, she had only herself to blame that time). If so, we could just put a bunch of repeating training spears in the hallway, then dwarves will dodge fall down a level, creating a one way path and making their original job inaccessible, more so they drop their junk and head towards an accessible meeting hall, except whoops, they trigger more spikes, to drop them back to fortress proper, and then a plate that dumps their junk. All the falling, hopefully none of the recalculation of pathing that kills fps.
2: The stun drop dwarf.
In case you didn’t know this, dropping a regular dwarf 1z level will not hurt him, but it will stun him. However, vampires never get stunned so this can be used for the next detection method.
Your last migrant wave was just tested and cleared, and now here comes moreleaches on societymigrants. Well, get them all into a test squad and guide them over to your dwarf drop tester.
LGGGGGL
LLLLLLLL
G = Bridge (retracting)
L = land
( I recommend surrounding this with walls with only one way out so it is easier to get everyone on the bridge.)
Once everyone is on your bridge, pull the lever to retract the bridge and quickly pause and start until all your dwarves hit the ground. Once they hit the ground, pause and check to see if they are stunned (v-w.) If they are stunned rename them (optional) and let them inside the fort. If they did not get stunned you can check them again if you think you might’ve just missed the small window or opportunity where they are stunned. But after 2 times of testing you can be pretty sure that those that did not get stunned are vamps. As an added bonus for this trap, make the bottom land another bridge, once only vamps are left, retract this bridge to make them fall to their doom.
It looks like that should work. It would still have some trouble with children following their parents closely though.
A goblin in the intermediate levels and a wooden axle I've put there didn't last long. Interesting part is that only diagonal wall tiles were marked as warm.
When trying to build an aboveground magma teleportation system I've had minor fun, because of absence of walls. My guess would be that flowing is calculated when liquid is placed.