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Author Topic: Trap components and copper  (Read 2768 times)

Lagslayer

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Re: Trap components and copper
« Reply #15 on: January 24, 2011, 09:22:16 pm »

Were you using poor quality mechanisms? The quality of the mechanism acts sort of like weapon skill, I think.

Urist Imiknorris

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Re: Trap components and copper
« Reply #16 on: January 24, 2011, 09:25:19 pm »

Better mechanisms = more accurate.
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Jake

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Re: Trap components and copper
« Reply #17 on: January 24, 2011, 09:28:19 pm »

The wiki suggests that upright spear/spike traps now work if something falls on them from above. I'm sure some creative use can be made of this.

Failing that, copper bolts are supposed to be quite a bit more effective than they used to be.
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Akura

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Re: Trap components and copper
« Reply #18 on: January 24, 2011, 09:32:34 pm »

Spiked balls would be good if they behaved as blunt weapons which they don't seem too. I learned this when my silver spiked balls were repeatedly being deflected by bronze armor.
Somehow, I'm imagining that as a dwarven pinball game.

The wiki suggests that upright spear/spike traps now work if something falls on them from above. I'm sure some creative use can be made of this.
Yup, the only entrance to my fort is a 3-wide bridge that will eventually have a few lines of weak wooden weapons, to either exaust them so they can't dodge metal serrated discs, or force them to dodge into a spike- and possibly water-filled pit.
Or turn them into Legendary Dodgers before they reach my militia. FFUUUUUU-


-UUUN.
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blue emu

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Re: Trap components and copper
« Reply #19 on: January 24, 2011, 10:13:05 pm »

I've settled for an eight-tile long (by one tile wide) path covered in full-up ten-Spikey-Ball weapon traps, over a six-level fall into a pool of Magma. It seems to work. Especially the Magma.
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