Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: stockpile troubles?  (Read 3299 times)

Pvt. Pirate

  • Bay Watcher
  • Dabbling Linux User
    • View Profile
Re: stockpile troubles?
« Reply #30 on: August 24, 2018, 03:00:02 pm »

Well, would an elaborate entry maze with traps, fortifications and trapped ways with fortifications above-behind the appraching enemy be such a FPSkiller?
Logged
"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

anewaname

  • Bay Watcher
  • The mattock... My choice for problem solving.
    • View Profile
Re: stockpile troubles?
« Reply #31 on: August 24, 2018, 06:23:00 pm »

Yep, but you can control that with gates. A pair of gates to seal off both ends of the death maze during peacetime, and a single gate to seal off the 5-wide corridor your dwarfs will use during peacetime.
Logged
Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

Pvt. Pirate

  • Bay Watcher
  • Dabbling Linux User
    • View Profile
Re: stockpile troubles?
« Reply #32 on: August 25, 2018, 04:52:14 am »

hmmm even that corridor for peacetime was just a shorter deathmaze :D
Logged
"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)
Pages: 1 2 [3]