![]() ![]() Ok back to watching the arrowless undead get their bones handed to them by kobolds and kobolds get handed their hats to by a pack of wolves… lol Now only if seige machines were about to counter such a defense, so the enemies have a way to counter respectfully. Regardless I think it is a fine idea to have such a device. The actual coding is another matter, but I would think not too much I’d hope. Well that is about how much I can simplify how it can be done roughly. Oh and recipe(s) for it depending on how many versions to make. The main thing that would have to be setup would be the size/area it takes up, hearthling interaction so they don’t look like their feet are in the bridge itself, animation for open/close for locking, and the actual button for locking/unlocking entry. The direction determines which way is passable by enemies, while hearthlings could enter at their whim. Think of fences and how they work specifically the gate. I can see it quite possible within the mechanics to make one of these, if I am correct. Plus with the alternate it would be easier to tell whether or not enemies could pass or not. Basically not having to always play the animation open and close when hearthling is near. This might be a better way of it for less frames to be active at any given time. Getting the hearthlings, more or less the enemy to walk on it would be the tinkering part to make look properly.Īlternative with the locking could be as mentioned above with toggle, except the drawbridge will always be down when unlocked, and always up when locked. I’d imagine the space for the animation would be the furniture’s placement box, like the tunnel doors it can be placed free from the building editor. When unlocked it will act as normal like a door when hearthling is near the bridge will go down to simulate opening. In other words the thing will not open when hearthling is near. The locking would mean toggle for pass-ability. See the list of creatures by adult size for a complete listing of creatures immune to bridges.I’d imagine this would work similar to how doors work, but maybe with a locking feature when drawbridge is selected. an elephant, bronze colossus, etc.) will prevent a drawbridge from raising if they are standing on it, and cause a drawbridge to immediately deconstruct if it is lowered upon the creature. Creatures with a size over 1,200,000 (e.g. The drawbridge is lowered, the targets are placed (or move of their own volition) into position on the tile(s) that the drawbridge will occupy when closing, and then the drawbridge is raised, squashing the targets flat.Ī DAS will not work on exceptionally large creatures. This often uses walls, locked doors, or other solid objects, leaving the targets nowhere to go. In this design, a very compact drawbridge (as little as one tile long) is used, and the target area is the one-tile wide anchoring area, where the bridge will close. It is a good idea to make the tile(s) a restricted Traffic area to discourage your dwarves from casually sauntering into the kill zone. This same flag causes them to respawn unharmed in a random location on the site if the fortress is retired and subsequently reclaimed, or if it's visited in adventurer mode. Legendary artifacts subject to atom smashing won't be destroyed, but will receive a "Hidden" flag which will make them invisible and unusable for the rest of the playthrough. blood, vomit) are not erased when a bridge descends on them. Sand or dye in bags don't get erased while the bag does, creating a small pile of sand or dye on the ground. Most commonly, a garbage dump activity zone is used in order to place items beneath the drawbridge (as stockpiles cannot be placed on top of existing buildings), but other methods such as flowing water have been used with varying degrees of success. The drawbridge is raised, the targets are placed (or move of their own volition) into position on that ground, and then the drawbridge is lowered, erasing the targets from existence. ![]() In this design, a drawbridge is built to come down on at least one tile of solid ground. ![]() The only time units normally get removed from the Units list entirely is when they leave the map (and those tend to come back eventually), and possibly also during a retire/reclaim cycle (which can have its own problems), but there is a DFHack script "fix/dead-units" that fixes this. Atom-smashing an item will delete it from the game entirely, though some "soft" references might remain (mainly for owned items and corpse pieces).Ītom-smashing a unit, on the other hand, just kills it - the dead unit will remain forever in the list of Dead Units, and that will potentially contribute toward lag (and also restrict the number of migrants you can receive). ![]()
0 Comments
Leave a Reply. |