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Author Topic: Which is statistically the best of these two options?  (Read 1258 times)

Hyndis

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Re: Which is statistically the best of these two options?
« Reply #15 on: March 25, 2010, 06:12:36 pm »

Link them all together to the same lever.

AND

Also have another lever that narrows the passage to only 1 tile wide. Easy way is to use retractable bridges that expand the corridor to 3 tiles wide or more to allow easy cleanup and for caravans.

But if a siege comes, drop those bridges so the invaders have to path through a very narrow, spike filled path. Moving single file they will move extremely slowly, and so will be hit dozens of times by the spikes before making it over the bridge of doom.

Once the survivors flee, just put the bridges back up and looting is easy and fast.
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Sutremaine

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Re: Which is statistically the best of these two options?
« Reply #16 on: March 25, 2010, 07:36:43 pm »

There isn't enough space to remodel the entry corridor for the number of spikes I need (enough to stab something apart), but since the only entrance to the fortress is on a plateau unconnected to the rest of the map a 'tradesman's entrance' will do a nice job of drawing hostiles in. Liaisons too, unfortunately, as they are no respecters of traffic designations and do not trigger pressure plates, but I can use the existing boltholes to bring them in.

The wide repeating hallway can be reserved for impressing guests and poking holes in invading forces with the decency to bleed. Also I may use it as a ballista training ground.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Hyndis

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Re: Which is statistically the best of these two options?
« Reply #17 on: March 26, 2010, 12:05:56 am »

Try channeling out the edges of your entry corridor until there is only a 1 tile wide pathway of regular stone floor. Put retractable bridges over the channels.

In case of invasion, pull the lever to withdraw the bridges, and also put the spike lever on repeat. So long as you have 1 Z level to work with this design should work nearly anywhere.

Also instead of spikes, marksdwarves work equally as well. Make them walk single file so they keep stumbling across each other which makes them all move very slowly.
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Peewee

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Re: Which is statistically the best of these two options?
« Reply #18 on: March 26, 2010, 10:24:14 am »

... You could also just make the bridges the raising sort, instead, and make them raise toward the walls.
Code: [Select]
######## (wall)
++++++++ <-1x8 bridge, raises NORTH
|||||||| <- 8 spike traps
++++++++ <- 1x8 bridge raises SOUTH
########

Hyndis

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Re: Which is statistically the best of these two options?
« Reply #19 on: March 26, 2010, 01:20:30 pm »

You could...

...but then you wouldn't have a tiny, narrow walkway precariously constructed over a chasm, magma pool, or underground lake filled with cave crocodiles.  :(


The bridges used on their own with repeat pulling of the lever would also function as a pit trap, dropping them into whatever doom you have set up below them.

Skewer them or cook them. Options are good!   :D
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