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Author Topic: 2212 z-level above-ground Adamantine Spire  (Read 111657 times)

Quantum Toast

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #645 on: January 24, 2011, 01:52:28 pm »

Make it into a trap, have it collapse on the heads of enemies. That way, they can be honored by having such a structure collapse on them... all 2212 z-levels of it. If only it was slade held up by some other material, since then it would be heavy enough to continue down the rest of the world, break into HFS, and go on...

I do not want a trap that when triggered ends the world any more than I want a flyswatter that would kill the fly by crushing my neighborhood.
Judging from attempts so far, it's more like a flyswatter that kills the fly by destroying Time itself.
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That would be as deadly to the wielder as to anyone else!  You'd sever your own arm at the first swing!  It's perfect!

Waladil

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #646 on: February 20, 2011, 05:39:36 am »

I just realized what this implies!!!!
It's adamantine all the way down.
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Supercharazad

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #647 on: February 20, 2011, 06:08:34 am »

I just realized what this implies!!!!
It's adamantine all the way down.

Well NAW.
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Petro is dead now. It is your fault. Feel shamed.

Flaede

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #648 on: February 20, 2011, 06:09:00 am »

And up, it looks like. Reminds me of a Ted Chiang short story about the tower of babel.
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[/quote]

Nightwind

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #649 on: March 07, 2011, 12:05:53 am »

I just have to say, seeing this linked from TVtropes has me playing again.

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krenshala

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #650 on: March 07, 2011, 12:15:09 am »

I just have to say, seeing this linked from TVtropes has me playing again.
You left out the link back to TVtropes to suck more people in. :D
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Christes

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #651 on: March 07, 2011, 12:19:12 am »

A grievous oversight.  I'll fix it:

Here it is
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flieroflight

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #652 on: March 07, 2011, 03:11:14 am »

there is a map in http://www.bay12forums.com/smf/index.php?topic=67846.0 this thread that has at least 2 of these and much magma .
http://www.bay12forums.com/smf/index.php?topic=67846.75 page with pictures in visualisers is here
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MarcAFK

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #653 on: March 07, 2011, 07:51:48 am »

3 spires actually except not as high, but, it's totally PLAYABLE! at least when you clear out the magma using dfliquids..
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Twisted Mansions

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #654 on: March 07, 2011, 08:05:19 am »

It seems to me you've found a Dwarf Fortress version of the Marker lol
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Boes

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #656 on: March 07, 2011, 09:32:12 pm »

I found one in 31.19 that had two spires both 200+ z levels above ground, and descending 100 or so into the ground.
In this case it is unplayable due to the magma sea and hell being generated on top of each other.
I tried to use dfliquids to clear the lava from hell however, it drained my volcano as well in the process..
I am uploading the save to dffd if anybody wants it..

http://dffd.wimbli.com/file.php?id=3922
« Last Edit: March 07, 2011, 09:37:20 pm by Boes »
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MightyJAK

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #657 on: April 22, 2011, 09:31:19 am »

Anybody played OP's world in Adventurer mode? I've never experienced HFS, so when I played this map, and dug into the cotton candy as soon as I could. After the fortress was wiped out by clowns, I started an adventurer, choosing "Human, Play Now!" (or Human outsider I think it's called now) to start at the last fortress. Instead of starting on ground level near the dorf's fort, I was on a 1-square ledge with the clown's fort to the left and a yawning abyss (too deep to see the bottom) to the right. The program's RAM usage spike up to 1.5M and my fps was something like 3 frames per MINUTE, the program crashed before I could take more than 2 steps (which took about 15 minutes). I started another new adventurer choosing a human from the town a ways north from the fortress, and the ground was all cracked and the game started with the "You have discovered an eerie cavern..vortices of purple light..glowing pits..yada,yada" message. Again my RAM got eaten and the game crashed before I could do anything. So it looks like that initial cave-in affected a VERY large part of the world around the embark (if the spire is the center of the cave-in).

Theory:
I'm guessing there was a large section of the map with full cavern openness and no passage density (kinda like this: http://df.magmawiki.com/index.php/File:Open100Density00.jpg) in all 3 cavern levels. Without enough natural rock pillars (and adamant spires) to hold it up, the weight of the surface caused it to crash through the empty caverns leaving the adamant spire as the only remnant of the caverns. Or maybe the magma sea in that area drained away for some reason, IDK.
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greatorder

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #658 on: May 12, 2011, 11:06:23 am »

*wet myself*

holly sheet! (my substitute for swearing when a topic is so awesome, it doesn't deserve to be sworn on.)

that is so fluppin(again, substitute) lucky, you sir, shall be know by me as adamantine master.
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Tlc2011

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #659 on: June 07, 2011, 07:07:46 pm »

Fuck. Yes.
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