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Author Topic: too much trapavoid  (Read 792 times)

neverdreamalone

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too much trapavoid
« on: September 04, 2013, 04:10:29 am »

Hello all, I'm pretty new to this game and I'm finding that too many creatures can be trapped. I was really looking forward to some good, challenging fun when the first dragon/ettin/colossus turned up so i got my military ready, lowered the bridge aaaaaaaand.......nothing.

Oh well, into the goblin death pit go all my caged megabeasts. I guess I could use that bronze colossus with no arms or legs to train my military, but it's not quite the same.

Anyone know of a way to make more creature untrappable via modding, editing data files, etc.

Any help would be hugely appreciated!
« Last Edit: September 04, 2013, 04:54:16 am by neverdreamalone »
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DG

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Re: too much trapavoid
« Reply #1 on: September 04, 2013, 06:16:13 am »

[TRAPAVOID] in the raw entry of any creature you wish to be immune will do the trick, though it would be easier just to stop using cage traps. There are plans to overhaul traps completely but we don't know when that will be.
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neverdreamalone

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Re: too much trapavoid
« Reply #2 on: September 04, 2013, 07:54:10 am »

Thanks for the help, stoping using then is a very obvious solution but one I always struggle to do; like, if you imagine that your fort is real (giant fire-breathing liamas aside) it makes no sense that dwarfs who have so successfully used traps to save their lives would dismantle them, if that makes sense.

Thanks for the advice tho, I'll have a go at editing those Rawls.
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