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Author Topic: Danger Room too full?  (Read 1517 times)

FearfulJesuit

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Re: Danger Room too full?
« Reply #15 on: February 03, 2011, 11:09:44 am »

How do we weaponize this?
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orbcontrolled

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Re: Danger Room too full?
« Reply #16 on: February 03, 2011, 04:30:46 pm »

Lagslayer, could you post a picture of what you're danger room and it's surroundings look like?
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tehc

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Re: Danger Room too full?
« Reply #17 on: February 03, 2011, 04:49:36 pm »

How do we weaponize this?

Easy, create a single tile corridor with no walls, various levels above ground. Make it long and filled with traps. Gobbos will come, be forced to walk along the corridor, and either get butchered by the traps or dodge off the side into a 150z level fall directly into the magma sea.
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Lagslayer

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Re: Danger Room too full?
« Reply #18 on: February 03, 2011, 05:13:12 pm »

I'd be glad to post a screenshot, but I don't know how. How do I do this?

edit: Seems I found a way, but it will not let me upload the file. Anyways, they can't seem to dodge through my walls. They will, however, frequently dodge out the unlocked door and several tiles down the hallway in either direction.
« Last Edit: February 03, 2011, 05:41:45 pm by Lagslayer »
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Minnakht

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Re: Danger Room too full?
« Reply #19 on: February 03, 2011, 05:29:17 pm »

1. PrtSc key
2. Open Paint, paste
3. Go to Imageshack or summat
4. Upload
5. Get direct link
6. Use [img] tags here
7. Done

To save space, put the image in spoiler tags
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Lagslayer

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Re: Danger Room too full?
« Reply #20 on: February 03, 2011, 05:45:12 pm »

Spoiler (click to show/hide)

Did it work? Please excuse the discarded clothes on top of the trap and the outer door.

I moved my military dwarves out of the room so that I could take a better screenshot of the area. They will frequently dodge to or outside the "door" and a few tiles in either direction down the hallway.
« Last Edit: February 03, 2011, 05:47:01 pm by Lagslayer »
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martinuzz

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Re: Danger Room too full?
« Reply #21 on: February 03, 2011, 06:15:37 pm »

Heh, interesting find.
Perhaps, this could be used to create a random number generator for dwarven computing :D
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Cameo

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Re: Danger Room too full?
« Reply #22 on: February 04, 2011, 03:43:24 am »

The sole entrance to my current fort (and most of my last few) is a 5-wide corridor with many cage traps and then many weapon traps loaded with 10 serrated iron discs each in case there's too many gobbos for the cages.

In my last siege there was a gobbo elite swordsman who came late enough to miss out on the luxury accommodation of a cage and walked on the weapon traps. Teleported sideways from the one he walked on, then forwards over the rest into a large amount of waiting military dwarves and got slaughtered. I wondered what the hell'd happened and his combat log (before being butchered) was several pages of dodging the traps spam.

Reasonably easy to weaponise (the single row above a drop into magma sounds good), but bit trickier to make it available for your dwarves to teleport around
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Hans Lemurson

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Re: Danger Room too full?
« Reply #23 on: February 04, 2011, 04:01:50 am »

It's probably most akin to quantum-tunneling, in that it happens randomly and is probably made less likely by thicker walls. 

It would be an interesting way to deploy your military while maintaining a full lockdown of your fort.  I will have to investigate this.  Does having more weapons in your trap increase the probability of tunneling?
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Re: Danger Room too full?
« Reply #24 on: February 04, 2011, 07:11:37 am »

Oh wow, I can imagine what serrated disks would do.  Each of those hits 3 times, for 30 attacks, all of which can be dodged, for a maximum dodge teleport of 30 spaces, but of course shorter because sometimes they would dodge one left, then the next one right, and cancel out the distance.
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