Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - jcochran

Pages: 1 ... 11 12 [13] 14 15 ... 26
181
DF Dwarf Mode Discussion / Re: Dwarf killed by own traps
« on: December 11, 2013, 04:55:51 pm »
Oh, that's interesting. I'd heard about web-cages before, but I didn't realise that the reason Dwarves avoided their own traps was because they're trap avoid.

This could have some very obscure and interesting ramifications in the coming version of the game. Toady's already said to be careful when visiting your own fortresses due to the traps you've placed!
Indeed it does. I know that there's no way I would visit any abandoned fortresses of mine in adventure mode if my traps affected me. Simply because I would be unable to get past the trenched border for one reason. And if I did make it to the welcome center, I'd die (just ask any goblin who has attempted to get past the welcome center).

182
DF Dwarf Mode Discussion / Re: Fire not actually burning things
« on: December 11, 2013, 01:24:18 pm »
...Why turn temperature on? This sounds fun. Have a fortress of flaming dwarves.
Well, you just might want to use magma as a weapon. Or perhaps make an obsidian farm. Or perhaps melt ice. Or ....

Plenty of reasons to have temperature on. About the only reason (short of flaming dwarves who won't die) to have it off is to increase FPS.

183
DF Dwarf Mode Discussion / Re: Future-Seeing Crafter
« on: December 09, 2013, 12:11:30 pm »
Consider this an aspect of dwarven quantum mechanics. The state of an object doesn't collapse until the object is observed.

184
Clay is even smaller rocks ... mixed with a bit of water. Which reminds me. Aquifers. Clearly dwarves learned the concept of QSP from aquifers first, not sand.

So why does a single aquifer tile have an infinite amount of water?

185
DF Dwarf Mode Discussion / Re: How to dig holes
« on: December 07, 2013, 03:28:39 pm »
Hmm.... For a large multi-floor volume to dig out, how about simply digging each room. Then build a support below the topmost floor (2nd level down from top of volume to be cleared). Channel out the perimeter of the top floor. Link a lever to the support, and finally toggle the lever after all the dwarves are well distanced from the volume. That ought to cause the top floor to cave in, and then break through all the lower floors.

186
Items become unavailable the instant that the job involving them is spawned. That's when they (and their container) get locked. Then you have to wait for the dwarf to actually travel to the locked object. Then do their thing with it. And finally, unlock it when the job is done.

187
The first thing that pops into my mind is that the barrel was 'in use'. Or more specifically, locked.

Possible scenario.

1. Plant needs to be harvested.
2. Dwarf is assigned to task.
3. Barrel is 'locked' for exclusive access.
4. dwarf walks to barrel to collect it.
5. dwarf walks to plant to harvest it and put in barrel.
6. dwarf walks back to stockpile to store barrel.
7. barrel is unlocked.

If that barrel is the only one you had with brewable plants and if the brewing task was attempted while step 4 was active, then you would have gotten the message and error you did and the barrel would have 'looked' like it was available even though some other dwarf had a claim on it.
.

188
DF Gameplay Questions / Re: How to build Magma channel?
« on: December 04, 2013, 07:41:04 pm »
Yup. Critters can come from below to destroy your pump. That's why many people use a floor grate over the input tile of the pump. Then the creatures can't path to the pump so they can't destroy it.

189
DF Dwarf Mode Discussion / Re: Is this possible with one minecart?
« on: December 04, 2013, 07:39:08 pm »
I can see a way of doing that using just one minecart, but it would be ugly as sin. Basically, you have the minecart travel on different tracks to each workshop. Effectively a star configuration. For instance.

Stop 1. Main stockpile. Load barrels.
Stop 2. Workshop. Unloads barrels.
Stop 3. Main stockpile (and this is a SEPARATE stop from stop 1. Just happens to be fairly close physically to stop 1, but it is unique).
            Load next item.
Stop 4. Workshop. Unloads items.
....
And back to stop 1.

See what I mean? VERY VERY ugly. And frankly, all it does is save you a few minecarts, but costs you a lot of extra time.

190
Yup. They spawn on the map edge, creep towards their target zone, and before getting there, get killed by my welcome center.

191
DF Dwarf Mode Discussion / Re: what is the WORST kind of zombie?
« on: December 04, 2013, 09:47:36 am »
thralled giant sponges.  They can't be killed except by insta-kills
They're small enough to be smashed by bridges. My vote is for the whale....

192
DF Gameplay Questions / Re: World Gen - trying to recreate using Seed data
« on: December 03, 2013, 06:24:08 pm »
Considering that I recreated his example embark by extracting the generation data and generating a world from that (got the approx 400k gold and 70k iron, etc), I'm willing to generate the world again and then zip up the resulting region prior to embarking, then upload the file to where ever he desires it.

193
DF Gameplay Questions / Re: World Gen - trying to recreate using Seed data
« on: November 30, 2013, 04:18:38 pm »
Odd. I just downloaded your saved image and then did an abandon & reopened it in Legends to pull out my own generation parameters. When I then generated a new world using those parameters, I got an 'almost' identical world (difference that immediately popped out to my eye was the lack of an ohm symbol next to your embark site). There may be other differences, but in doing a reclaim on the abandoned embark to take note of the exact location, then embarking on my newly generated world, I get the following from dfhack's 'prospect' command.


Spoiler (click to show/hide)

Given the gold and magnetite numbers, I think it's working. A cursory examination of my generation parameters and yours looks identical to my eye.
I will say that I'm running dwarf fortress using the linux version just in case there are some code differences between the windows and linux versions.

194
DF Gameplay Questions / Re: Traps question (concept, not mechanics)
« on: November 30, 2013, 11:27:18 am »
Yep, that's was my main intent.

How do you keep them from hitting the pressure plate again to close the hatch?

Will building destroyers tear down a floodgate during their attempt to leave the map?
I don't bother. Here's my layout. The area to the left is "uncontrolled" and towards the right leads towards my fortress.


Z = surface of map. Not going to show the surface since it should be fairly obvious given the Z-1 level...
Z-1 = 1 level beneath.
Code: [Select]
▒▒▒▲+▒▒        Entire map edge trenched like this. The ramp/floor combination allows wagons to pass unhindered (for caravans) while those on foot
▒▒▒▲+▒▒        have to travel around the trench until they reach the "welcome center" The reason the border is 3 tiles instead of 1 is to avoid issues
▒▒▒▲+▒▒       with trees and such that blocks caravans.
▒▒▒▲+>▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▲+▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▲╔╗¢^╔════════╗¢^^^^^^^^^^^^^^^^^¢▲▒▒▒ Each ^ next to a ¢ is a pressure plate triggered by non-citizen creatures, any weight.
▒▒▒▲║║▒▒║++++++++║▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ The other ^ are weapon traps. For this diagram, there are a total of 7 pressure plates,
▒▒▒▲║║¢^║++++++++║▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ 7 hatch covers, and 15 weapon traps. Additionally, there is a 2x9 drawbridge
▒▒▒▲║║▒▒║++++++++║▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ and a 10x10 drawbridge controlled by levers inside the fortress.
▒▒▒▲║║¢^║++++++++║▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▲║║▒▒║++++++++║▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▲║║¢^║++++++++║▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▲║║▒▒║++++++++║▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▲╚╝¢^║++++++++║>▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▲+▒▒▒╚════════╝▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▲+▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒

Z-2
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒<^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^▒▒▒ Just a lot of cage traps in a tunnel that runs underneath the hatch covers.
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒^▒▒▒
▒▒▒▒▒▒^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^▒▒▒
▒▒▒▒▒▒^▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒^▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒^▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒^▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒^▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒^▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒^▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒^^^^^^^^^^^^<▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒


Usual mode of operation. Both drawbridges are lowered. When a siege with building destroyers is present, the outer 2x9 drawbridge is raised and lowered as needed to either destroy the building destroyers, or to encourage the building destroyers to take the down stairs into the cage trap corridor.
The 10x10 drawbridge is usually kept lowered. However, because I'm impatient, when a siege by numerous undead is present, I'll have a dwarf throwing the lever on repeat to raise and lower the bridge to crush the undead (I've found that the undead generally don't have any loot, so I don't consider it a waste to simply smash them into oblivion.)
The reason for 5 entrances is to help compensate for the 100 tick reset delay on the pressure plates. I wish the room to be as easy as possible to enter and I'm using 5 entrances simply because that's the most entrances I can cover/protect with a single drawbridge. There's nothing preventing multiple drawbridges from being used and having them all linked to the same lever and controlled as a single unit and of course, then permitting more hatch cover/pressure plate pairs to make the entrance even easier. Only using 1 goblin grinder as the exit to maximize the number of weapon traps that have to be jammed before the grinder become ineffective. Each weapon trap has only 1 weapon to minimize the chance of being jammed. The weapons used is a fairly random mix of menacing spikes, spiked balls, corkscrews, axe blades, etc. Preference to non immediately lethal weapons is made to once again, minimize the chance of a jam. However, I do include a few blades to deal with creatures that have to be beheaded or bifurcated to be killed.

If the 10x10 room has some creatures that are attempting to retreat (it's pretty obvious when it happens), the 2x9 drawbridge is manually closed so the creatures stop futility attempting to path over the hatch covers and instead path towards the down stairs leading to the cage corridor.

This welcome center will pretty much handle all sieges prior to flying creatures. However, kobolds are quite capable of passing through without hindrance and you should have some sort of sentinel at the entrance to your fort proper in order to spot them before they manage to steal anything. If you do manage to spot them prior to them stealing anything they'll simply run away and they can be otherwise ignored. However, if kobolds do manage to steal enough items, they'll come back and ambush you. And the welcome center will provide no protection against a kobold ambush.

I also tend to trench out over the weapon traps and then construct a floor over the trench in order to flag the goblin grinder as lit and above ground in order to prevent miasma. It would also be a good idea to check on the welcome center from time to time in order to clean it out. Some creatures will enter the 10x10 room, and then attempt to escape causing some lag as they keep trying each of the 5 entrances causing the hatch covers to open and close. When this happens, just raise the 2x9 bridge and wait for them to path through the cage corridor. Also goblin thief remains (and possessions) will be frequently found in the goblin grinder without any corresponding combat reports. (yes, snatchers can not get through that welcome center).

Some possible refinements.
1. Provide a means of flooding the welcome center with water and a means of draining the water. Useful for mass killing and dealing with weapon masters (who are VERY good at dodging the weapon traps in the goblin grinder. A weapon master from a latter siege can survive the grinder for a long long time and in order to get rid of them, you'll either need to flood the area, or send in some armed dwarves to fight 'em.
2. Replace the walls with fortifications and station archers on the other side to shoot at 'em (also useful for dealing with weapon masters).

195
DF Gameplay Questions / Re: Traps question (concept, not mechanics)
« on: November 29, 2013, 10:44:58 am »
Hmm. I see what you want. However, I don't believe you can use weapon traps to get what you desire. So let me see if rephrasing your request matches your intention.

"I want to trap and kill as many enemies as possible without permitting them to escape from the map even after they panic and try to retreat."

If the above is your intention, then the solution I use may also suit your needs. Basically, I have a 2 stage entrance that enemies go through.
The 1st stage is simply a large room with a lot of one way entrances controlled via pressure plates activating floor hatches. Not threatening at all, and doesn't actually cause any harm to enemies. Sort of a "roach motel" for mobs. They're allowed to enter, but once inside, they can't leave.

Except for 1 exit.

That exit is simply a standard goblin grinder. In my case, the grinder consists of 15 single weapon weapon traps. I'm using that many "weak" weapon traps to both attempt to delay them getting jammed for as long as possible, and to allow it to continue to function even if some of the weapon traps get jammed.

So, the usual flow consists of mobs entering the room and for the most part, attempting to exit the room while heading towards my fort. But since the "exit" consists of a goblin grinder, they generally don't get too far before being shredded. Because for the most part, all of the squad enters the room before any start to exit, I manage to kill the entire squad. But I will admit that they frequently get trapped in a retreat cycle where they try one of the one way entrances (causing the hatch cover to open denying them that exit) and they keep cycling from one possible exit to another. To break that cycle I have a drawbridge that I can raise so that all of the entrances (and potential exits) are blocked so their only way out is via the grinder.
 

Pages: 1 ... 11 12 [13] 14 15 ... 26