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Author Topic: Unintended side-effect of the new sleep system - Murderous traps!  (Read 1999 times)

Logical2u

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Re: Unintended side-effect of the new sleep system - Murderous traps!
« Reply #15 on: July 18, 2008, 09:18:00 pm »

It's not like I'm against it - careless play is the only thing that will cause these traps to be set off...

But still, maybe if stone-fall traps weren't so damn lethal, especially against unconscious targets...

I would find it a lot easier to live with, say, an engraver with a mangled arm, then a dead one.

This can be filed under feature I guess... >.>
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Eiba

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Re: Unintended side-effect of the new sleep system - Murderous traps!
« Reply #16 on: July 19, 2008, 02:00:25 am »

This is both odd and excellent.

Back in the last version, I'd heard that unconscious friendlies were susceptible to traps, so I rigged up a retractable diving board just high enough above a cage trap to render a dwarf unconscious due to the fall (and probobly break their legs too) and... nothing. No caged dwarves, though it worked on pets.

In other words, it used to be that unconscious dwarves were not affected by traps (though animals and the like were).

And now it seems I can cage healthy dwarves by just sticking them in a 1x1 room with a trap and waiting for them to sleep? That's brilliant!

I say this is a nice feature. At worst, it just makes traps more dangerous, giving them a downside that previously they didn't have.

In any case, if this is fixed, it'd be awesome if some way to cage your own dwarves was implemented- like a setting for what sets off the cage trap. A last ditch way to keep dwarves inside, or a fun way to antagonize merchants, I can only see good things resulting.
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Meikai

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Re: Unintended side-effect of the new sleep system - Murderous traps!
« Reply #17 on: July 19, 2008, 03:54:42 am »

I'm glad I found this post, since I was really confused when I captured several kobold thieves in my cage traps.  Apparently they would be spotted near the trade depot at the entrance to my fort, which is surrounded by traps (mostly to catch thieving gorramn monkeys and make rhesus macaque farms).  My baby wrasslin' army would then proceed to punch their kobold lights out right over a trap.  So I probably have a number of bloody, wounded kobolds in my animal stockpile.

Hey, if a dwarf is fond of lizards, will they enjoy a kobold zoo?  :3

I really wish we could enslave them for cheap manual labor.  But then the dorfs would be no better than scummy gobbos.  Then again, considering how well their civilizations get along these days...
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Timst

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Re: Unintended side-effect of the new sleep system - Murderous traps!
« Reply #18 on: July 19, 2008, 04:08:31 am »

We can make cheap execution rooms also. A 1x1 room, with a heavy-loaded weapon trap, et voila.

Zemat

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Re: Unintended side-effect of the new sleep system - Murderous traps!
« Reply #19 on: July 19, 2008, 04:55:18 pm »

Even if unintended, this "bug" should stay. It's realistic. Maybe like one poster said, dwarves should be more mindful of where they go to sleep.
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Kanil

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Re: Unintended side-effect of the new sleep system - Murderous traps!
« Reply #20 on: July 19, 2008, 08:00:05 pm »

This is damn useful. I had a dwarf fall asleep while in jail and refuse to wake up, to the point of dehydration... so I stuck a cage trap under him to save him from himself. Worked well, actually.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.
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