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Author Topic: (Active) Kelnimar - Metalpaths  (Read 10163 times)

Naryar

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Re: (Active) Kelnimar - Metalpaths
« Reply #150 on: May 30, 2012, 11:26:07 am »

I'm gonna put it at 40, so we reach 55-60 or so, and severely curb baby growth. After all we're here to build minecart systems, not lose the fort due to baby induced tantrum spiral.

Update coming in the following hours.
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Naryar

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Re: (Active) Kelnimar - Metalpaths
« Reply #151 on: June 03, 2012, 06:40:22 am »

Early Spring, Year 6, Kelnimar

Well, the minecart active denial system is nearly finished ! I estimate finishing it in two seasons.

Apart from building, the last half-year was quite uneventful. Just what I like for my project !

Some random goblin snatcher got off with a child. No tantrums followed, at least I didn't had any reports of it.

A bowyer went fey, and made an artifact bow. *sigh* You may kill him for being an elf sympathizer later, but he is useful for me for now as a woodcutter.



Some mechanic got crippled by a failed experiment. Oh well.

And here's how the minecart active denial system looks for now.

z-level 0



z-level +1



Slightly increased the size of the communal bedroom. Oh wait, there are dwarf skeletons and two ghosts in it ? Maybe I should make a graveyard...



A migrant wave increased the pop to 36, which is fine for me.



Next update will be the last, in one year or maybe less, when I will have finished and tested the active minecart denial system.
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Komra

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Re: (Active) Kelnimar - Metalpaths
« Reply #152 on: June 03, 2012, 07:48:22 am »

...You have ONE engineer? How does that work?
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Naryar

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Re: (Active) Kelnimar - Metalpaths
« Reply #153 on: June 03, 2012, 08:31:48 am »

...You have ONE engineer? How does that work?

Six dabbling mechanics, one crippled professionnal mechanic.
« Last Edit: June 03, 2012, 08:40:23 am by Naryar »
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Naryar

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Re: (Active) Kelnimar - Metalpaths - Mr Frog's turn !
« Reply #154 on: June 03, 2012, 05:24:23 pm »

Early Autumn, Year 6, Kelnimar

In Spring I welcomed the elves with Girlinhat's diplomacy machine.



Results were mild. One dead, a few wounded with one activation of the machine. Bah.

Now for the finished minecart active denial system...

z0



(starting location being that 3x3 set of rollers in the northeast, the whole thing functions clockwise. The lever for the defense system floodgates is at z-1.

z-1



So yeah. It doesn't seem to work, at least not as I wanted. It starts well and quick, and then slows down and stops at the last roller station before the start (the one at the east of the workshops).. Both for push and ride options. So it's pretty unusable for goblins.

 I have no idea what is the problem, rollers are in the correct direction and well powered and active though ! Especially the last roller which doesn't seem to pick up minecarts and accelerate them.

Using the thing is quite easy - you open the floodgates via lever at z-1, wait till a dwarf picks up the minecart and puts it on the track stop, and wait till a dwarf pushes it.

I also had giant kea problems (they killed one of my mechanics and stole minecarts), and a berserk mood clothier which I totally forgot and which I dogpiled with other dwarves via military, worked fine and the berserk died without harming other people durably. So I built a small basic graveyard at z-6.



Final update, have noo idea how to fix that thing so I'm releasing two seasons in advance. Next player can fiddle with it and try to fix it... or just wall off the whole fort.

Here's the download: http://dffd.wimbli.com/file.php?id=6418

Overseer Naryar out.
« Last Edit: June 03, 2012, 05:26:13 pm by Naryar »
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Mr Frog

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Re: (Active) Kelnimar - Metalpaths
« Reply #155 on: June 03, 2012, 07:20:51 pm »

Maybe pass me over for now? I don't want to abandon this fort completely, but I don't feel like playing DF right now and I'd rather not just phone my turn in and waste everyone's time.
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Girlinhat

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Re: (Active) Kelnimar - Metalpaths
« Reply #156 on: June 03, 2012, 10:16:03 pm »

NCommander has been contacted, modifying OP with overseer changes.

Mr Frog

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Re: (Active) Kelnimar - Metalpaths
« Reply #157 on: June 04, 2012, 01:20:12 am »

Much appreciated.
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I so want your spawn babies

NCommander

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Re: (Active) Kelnimar - Metalpaths
« Reply #158 on: June 04, 2012, 12:15:15 pm »

NCommander has been contacted, modifying OP with overseer changes.

Got your message. Need to postpone ATM, as I'm still in my turn in Deathgate and do not have enough time to run both at the same time.
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About my turn in Deathgate:
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter ).

Girlinhat

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Re: (Active) Kelnimar - Metalpaths
« Reply #159 on: June 04, 2012, 12:20:01 pm »

Right, next then.  PM sent...

Girlinhat

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Re: (Active) Kelnimar - Metalpaths
« Reply #160 on: June 07, 2012, 11:48:38 am »

Aaaaand now contacting KoboldWarmonger and EricBlank.

tahujdt

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Re: (Active) Kelnimar - Metalpaths
« Reply #161 on: June 07, 2012, 03:46:46 pm »

If my turn comes on Sunday or later, I will need to be skipped. I will be gone for a week.
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I always figured the dwarf just glared at the metal until it was intimidated enough to change into what the dwarf wanted it to.
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Girlinhat

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Re: (Active) Kelnimar - Metalpaths
« Reply #162 on: June 07, 2012, 07:03:50 pm »

If you can finish your turn before Sunday then I'd suggest you take it now.  We're skipping people frequently, and you'd be the next option so go ahead if you're able.

tahujdt

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Re: (Active) Kelnimar - Metalpaths
« Reply #163 on: June 07, 2012, 08:23:22 pm »

Go ahead right now? Ok.
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I always figured the dwarf just glared at the metal until it was intimidated enough to change into what the dwarf wanted it to.
oxxxxxxx{;;;;;;;;;;;;;;;;;;;;;;;;;;;;;>

Naryar

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Re: (Active) Kelnimar - Metalpaths
« Reply #164 on: June 08, 2012, 02:23:27 am »

Maybe you can manage to fix my minecart defense system, although it may be a bug.

Also I forgot to mention, I created a burrow named "Main Fortress" which has currently all dwarves in it and which limits then to NOT go on rollers if possible, to prevent important losses.

I'll see if all rollers are in the correct direction.

Edit : Oh wait, I see what is wrong. I didn't built tracks behind rollers. Seems kinda obvious, but I just didn't thought of it.

Well I'm going to fix that ! And maybe upload another save, if tahujdt didn't start already.

Edit 2 : OK, it does work with tracks under rollers, although I see a system with minecarts bouncing back between two stations as far more effective than mine is for now, but that would require a large rebuild of minecarts.

Edit 3 : seems a group of rhesus macaques just went into the defense system at the wrong time... all crippled ! *laughs evilly*
« Last Edit: June 08, 2012, 03:19:58 am by Naryar »
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