Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Attracting Kobolds  (Read 4234 times)

Martin

  • Bay Watcher
    • View Profile
Re: Attracting Kobolds
« Reply #15 on: May 19, 2012, 12:58:58 am »

If I seal the fortress except for an outdoor stockpile of miscellaneous junk, will they steal from that?


Kobolds will go for the most expensive thing they can path to from their spawn point. To protect your stuff, put your artifacts as far down in your fortress as you can, requiring them to path through as many busy spaces as possible to get to them. It actually can work against you to seal that stuff off, as they might instead path to your steel trap components stockpiled near your entrance while you build - but if that artifact wooden flute is pathable, the kobolds will walk right past the stuff near the entrance.


To get them to successfully take stuff, you need to leave it outside of your perimeter and block pathing to anything more expensive than what you want them to take.

Uristocrat

  • Bay Watcher
  • Dwarven Railgunner
    • View Profile
    • DF Wiki User Page
Re: Attracting Kobolds
« Reply #16 on: May 19, 2012, 01:21:34 am »

Leave a few exceptional quality cloth items. Poor Kobolds on my map keep getting killed by the local fauna :(

Make sure it is not a sock or urist McGreedy will go after it and either kill a kobold passing around or get killed by it if he a usefull dwarf.

Or make more socks.

Many.

MANY.

MOAR SOCKS.

Then set up a "sockfall" trap to kill them.  Recent !!SCIENCE!! has proven that dropping sufficient quantities of any object, including socks, can be lethal to anyone underneath.
Logged
You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

Sabreur

  • Bay Watcher
    • View Profile
Re: Attracting Kobolds
« Reply #17 on: May 19, 2012, 01:58:32 am »

If I seal the fortress except for an outdoor stockpile of miscellaneous junk, will they steal from that?


Kobolds will go for the most expensive thing they can path to from their spawn point. To protect your stuff, put your artifacts as far down in your fortress as you can, requiring them to path through as many busy spaces as possible to get to them. It actually can work against you to seal that stuff off, as they might instead path to your steel trap components stockpiled near your entrance while you build - but if that artifact wooden flute is pathable, the kobolds will walk right past the stuff near the entrance.


To get them to successfully take stuff, you need to leave it outside of your perimeter and block pathing to anything more expensive than what you want them to take.

Thanks, that's what I needed to confirm.
Re: Attracting Kobolds
« Reply #18 on: May 19, 2012, 03:11:23 am »

Make a single stockpile and put only high quality finished goods in it.

Then surround the stockpile with cage traps.

F = Floor, C = Cage Trap, S = Stockpile:

FFFFFFF
FCCCCCF
FCCCCCF
FCCSCCF
FCCCCCF
FCCCCCF
FFFFFFF

Their greed shall be their downfall!
Logged

Corai

  • Bay Watcher
    • View Profile
Re: Attracting Kobolds
« Reply #19 on: May 19, 2012, 03:12:55 am »

We be trapavoid, Pillow! Your traps will never catch our hard-working people that steal to survive! Never!
Logged
Jacob/Lee: you have a heart made of fluffy
Jeykab/Bee: how the fuck do you live your daily life corai
Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Attracting Kobolds
« Reply #20 on: May 19, 2012, 03:22:32 am »

Indeed; the best method for catching kobolds is to go with a long hallway of retracting bridges, over an equally long hallway of cage traps 1 z-level below. Place an animal of some sort at the interior end of the hall so taht it spots the kobold while you have time to pull the lever that retracts the bridges. If the dorf that pulls the lever wasn't the one farthest from siad lever, which is true in 99% of cases of lever-pulling, then you should catch a kobold when it is dropped a z-level and stunned on impact with the ground, but not injured, allowing the cage trap it lands on to trigger.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
Pages: 1 [2]