Alternatively, simply order your dwarves to stay within a safe burrow until any threats have been dealt with. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a mechanic will carry a stone out to the trap anyway. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Forbidding traps after they are built will keep Urist McSuicide from deciding to reload a trap in the middle of a siege. In combat situations, mechanics have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be near them. Note that only dwarves with the mechanic labor enabled will reload cage, stone, or weapon traps. Any unconscious creature will trigger traps, including your own dwarves. Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of thieves, flying creatures and other occasional nasty fun surprises. Traps will block the passage of caravan wagons. They can be built indoors or outdoors on a vacant floor (natural or constructed). Most traps need one mechanism, a dwarf with the mechanic labor designated (more skilled mechanics take less time to build a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. Traps can be built from the build-> Traps/Levers menu. On the other hand, they are immobile and can only lie in wait for foes to walk over them. Unlike soldiers, they're always on duty, and, once set up, need less management. Traps are a relatively quick and easy method of defending a fortress. If something particularly fun fell into the pit I would let out the various beasts and monsters I had collected for an extra brutal finisher.For information on trapping vermin, see animal trap. I always made mine shallow enough that they weren't lethal so I could either choose to use the enemies in the pit as target practice or send in green recruits for some "safe" live combat training. The nice thing about the old drop traps is you could scale how lethal they were just by digging the hole a bit deeper. I'm going to miss my old entrance design. The way armor can prevent all injury from a 17 story drop onto a stone floor definitely falls into the category of what I would describe as a bug and is likely the result of Toady recently reworking blunt trauma and how it interacts with armor, but the spikes not working was likely due to him failing to power and activate the spike traps. Upright iron spike traps on repeat will kill just about anything with enough time, even Colossi, Forgotten Beasts and Clowns. (It was 30 minutes long, ouch!) Apparently they were glass and iron spikes which should have been pretty effective, but thing the guy who made this video forgot to do is put those spikes on a repeater. The spikes should be made of a better material than the armor they are intended to pierce.Įdit: Ok, so I decided to actually go watch the video to see what was up. What did he make the spikes out of and how many were there per tile? When the goblins fell into the spike traps there should have been logs detailing the goblin either dodging or getting hit by the spikes. You can end up with super elite enemies if they survive the fall. Beware of the spear of enlightenment bug. In past iterations of the game that should have maimed or killed anything that took the plunge.Ī warning about using spears and such at the bottom of a fall trap. It's possible Toady has done something to change how falling damage is handled when he updated armor recently since you are having critters fall 15z levels onto lead without even taking injuries. It basically rams the floor into the body at the speed it is falling in order to determine the damage. The reason lead and other dense materials make the drop more deadly is because of the way the game calculates fall damage. You have goblins falling 15 z levels onto a lead floor without taking any injuries? Has Toady tweaked falling damage with a recent update? My fall traps were usually intended to simply injure rather than kill and they were roughly 10 z levels deep and always caused serious injuries on a normal stone floor.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |