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Author Topic: Trapping [TRAPAVOID].  (Read 1566 times)

Raphite1

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Trapping [TRAPAVOID].
« on: November 18, 2009, 11:40:38 am »

     How many methods are there for catching [trAPAVOID] creatures in traps? I know that there is:

1) Knock the creature unconscious on top of a trap with an adjacent cave-in.

    How about, 2) Drop the creature onto a trap from a higher z-level? Does the success depend on whether the creature is knocked unconscious? (Are falling creatures ever knocked unconscious?)

forsaken1111

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Re: Trapping [TRAPAVOID].
« Reply #1 on: November 18, 2009, 11:49:01 am »

     How many methods are there for catching [trAPAVOID] creatures in traps? I know that there is:

1) Knock the creature unconscious on top of a trap with an adjacent cave-in.

    How about, 2) Drop the creature onto a trap from a higher z-level? Does the success depend on whether the creature is knocked unconscious? (Are falling creatures ever knocked unconscious?)


If the fall does enough damage to cause it to go unconscious, that would work. Falling doesn't automatically do this though.
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expwnent

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Re: Trapping [TRAPAVOID].
« Reply #2 on: November 18, 2009, 12:02:14 pm »

You can have traps that aren't "Traps", in that they aren't built with build-Trap component. For example, if you're trying to kill a building destroyer, you could make a support preventing a cave-in near the entrance. When it destroys the support, it caves in, killing the creature.

But judging by your phrasing, I believe you're referring specifically to cage traps. I believe that trapavoid creatures have to be unconscious to activate them, regardless of how they were made unconscious, but I'm not sure.
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Derakon

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Re: Trapping [TRAPAVOID].
« Reply #3 on: November 18, 2009, 01:13:35 pm »

Yeah, any method of knocking the creature out should do the trick. So you could mob it with kittens to try to get it to fall unconscious from overexertion, for example (though in the case of cage traps, you'd probably just end up with a bunch of caged kittens). The only remotely reliable way I know of to induce unconsciousness is cave-in dust.
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Aspgren

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Re: Trapping [TRAPAVOID].
« Reply #4 on: November 18, 2009, 02:43:43 pm »

So... they need to be unconscious on top of the trap, just being "stunned" won't suffice?
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hitto

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Re: Trapping [TRAPAVOID].
« Reply #5 on: November 18, 2009, 03:38:22 pm »

The entrance to your fort should be a long tunnel, covered on top with whatever additional magmadrop trap you can think of.

Through this 3-tile wide tunnel can enter merchants and gobbos alike, but they have to cross four 10x3 retractable bridges which cover a same-area channel, five z-levels to be sure they will get a good hurt, and cover the lowest level with cage traps. You can try six, but that leads to few caged survivors. Seven-tall drops might be the minimum for the orc mod maybe - I've never tried it.

The added bonus is that you can easily cage friends and your own dorfs with this setup, and even display your unhappy elven diplomat in your zoo :)
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Reese

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Re: Trapping [TRAPAVOID].
« Reply #6 on: November 18, 2009, 04:32:54 pm »

I was under the impression that trap avoid creatures would trigger traps if they are webbed by GCS or becoming prone while on the trap tile.
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martinuzz

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Re: Trapping [TRAPAVOID].
« Reply #7 on: November 18, 2009, 09:08:23 pm »

Yes indeed. Creatures that are trap immune can also be trapped by webbing over the traps with GCS webs. Take care however, as your own dwarves will trigger the traps as well, since they are not web-immune. Webbed traps can be 'disarmed' by weavers, collecting the webs. (Only a weaver can move onto a web without being webbed, when collecting it)
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Urist Imiknorris

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Re: Trapping [TRAPAVOID].
« Reply #8 on: November 19, 2009, 01:03:51 pm »

Webbed creatures dwarves are trappable as well.

I found this out the hard way, when my swordsdwarf was baiting a GCS into my cage traps.

I then used this GCS to kill an entire orc siege with a single weapon trap.
« Last Edit: November 19, 2009, 02:50:56 pm by Urist Imiknorris »
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