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Author Topic: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!  (Read 4839 times)

Triaxx2

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #30 on: August 20, 2012, 06:07:11 am »

Hmm... good point.
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WJLIII3

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #31 on: August 20, 2012, 08:10:12 am »

Does water flow do anything to traps at all? I want to build one of these with a goblinite extractor. What about magna, if the traps were made of magma-safe material? How about the weapons in the traps?
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Iosyn

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #32 on: August 20, 2012, 10:48:14 am »

You'd need magma safe cages and mechanisms, I think.
Cage traps can still work underwater, right?
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Triaxx2

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #33 on: August 20, 2012, 11:01:40 am »

They used to, back when trapping experiments were going on for mermaid harvesting. Haven't had occasion to try it since.
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Quietust

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #34 on: August 20, 2012, 11:44:02 am »

Remember that weapon traps have a 50%* chance of jamming if they manage to actually kill a unit (if it's mortally wounded and bleeds to death a few moments later it won't jam), so more traps are always better.
All weapon traps, from spikes to hammers?
If the trap contains any melee weapons, it will jam. The only trap that doesn't jam is one that exclusively uses ranged weapons -  those ones run out of ammo instead.
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Sutremaine

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #35 on: August 20, 2012, 12:22:44 pm »

I wonder what the percentages are in practice. Anything that dies on a melee trap has a 50% chance of jamming it, but what are the odds per weapon type of a creature dying on the trap tile?
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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.

AutomataKittay

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #36 on: August 20, 2012, 12:30:58 pm »

The 50% sounds around right for the more lethal weapons I've used in traps, much less for glass and blunt instruments, in my observations.

My experience shows me that less lethal weapons, either through less sharp/hard materials or more blunt attacks, results in much less jammed traps because they tend to bleed out between traps or gets smacked unconscious long enough that I have to send a soldier to finish them off. Around 25 to 10% of corpse, as opposed to around 45, 40% of corpses being in the more lethal weapon traps, roughly guessing.

As for the rotting corpse comment, even if corpse rots away, there're still skeleton, and I've managed to forget traps long enough that there were skeletons by time I get around to unjamming them. ( Not sure if newer version acts any different, wouldn't expect it to in this aspect )
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Quietust

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #37 on: August 20, 2012, 12:37:24 pm »

A dead creature will only jam a trap if it gets killed by the trap itself (i.e. the trap deals the killing blow) - if it just gets mortally wounded and then bleeds to death, the trap won't jam, even if the creature bled to death on the trap tile itself.
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Sutremaine

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #38 on: August 20, 2012, 12:46:15 pm »

Okay then.

In that case, the odds per weapon type of a creature taking a killing blow from the trap.
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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.

Triaxx2

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #39 on: August 20, 2012, 03:09:21 pm »

Do giant axe blades have a chance of dismemberment? Not as high as discs, but better than spiked balls?

Sounds like a good way to get lots of bleeding without instant death.
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AutomataKittay

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #40 on: August 20, 2012, 03:16:26 pm »

Do giant axe blades have a chance of dismemberment? Not as high as discs, but better than spiked balls?

Sounds like a good way to get lots of bleeding without instant death.

http://dwarffortresswiki.org/index.php/DF2012:Trap_component#Data_.26_comparison

Higher penetration depth makes for deeper cut and higher size makes it hit harder. I'd still go for spiked balls, personally, but I don't know what's the best for that in practice.
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Supersheepman

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #41 on: August 20, 2012, 03:28:25 pm »

I've used a different system which seems to accomplish the same aim, but in an easier and more customisable fashion.

Code: [Select]
00000000000
B++B+++B++B
B++B+++B++B
B++B+++B++B
0^^F+X+F^^0
0^^F+X+F^^0
0^^F+++F^^0
0^^F+++F^^0
0^^F+++F^^0
0^^FFFFF^^0
0^^^^^^^^^0
0^^^^^^^^^0
00000000000

F = Fortification
B= Bridge
X = Staircase
^ = Trap
0 = Wall

You leave all the bridges open during the normal functioning of your fortress, but seal the middle two during a raid. Marksdwarves come in via the staircase and rain death upon gobbos that come through, as do the traps. The other bridges can be used for allowing the gobbos through in bursts or to keep them out while you reset traps/clean the place.

This design can be as big or small as you like, and your dwarves and traders can get though safely and quickly during peacetime.
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donfuan

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #42 on: August 20, 2012, 04:00:04 pm »

I've used a different system which seems to accomplish the same aim, but in an easier and more customisable fashion.

Code: [Select]
00000000000
B++B+++B++B
B++B+++B++B
B++B+++B++B
0^^F+X+F^^0
0^^F+X+F^^0
0^^F+++F^^0
0^^F+++F^^0
0^^F+++F^^0
0^^FFFFF^^0
0^^^^^^^^^0
0^^^^^^^^^0
00000000000

F = Fortification
B= Bridge
X = Staircase
^ = Trap
0 = Wall

You leave all the bridges open during the normal functioning of your fortress, but seal the middle two during a raid. Marksdwarves come in via the staircase and rain death upon gobbos that come through, as do the traps. The other bridges can be used for allowing the gobbos through in bursts or to keep them out while you reset traps/clean the place.

This design can be as big or small as you like, and your dwarves and traders can get though safely and quickly during peacetime.

say goodbye to your marksdwarfs if elite crossbow goblins show up, though. Make that a tower in the middle, put a moat around it, so they have to keep a distance from the fortifications and have to shoot upwards, while your crossbowdorfs stand directly at them and let hell rain down on them.
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Supersheepman

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Re: The Safe-T-Grinder. Get your Goblinite and your Wagons Too!
« Reply #43 on: August 20, 2012, 04:15:15 pm »

I've used a different system which seems to accomplish the same aim, but in an easier and more customisable fashion.

Code: [Select]
00000000000
B++B+++B++B
B++B+++B++B
B++B+++B++B
0^^F+X+F^^0
0^^F+X+F^^0
0^^F+++F^^0
0^^F+++F^^0
0^^F+++F^^0
0^^FFFFF^^0
0^^^^^^^^^0
0^^^^^^^^^0
00000000000

F = Fortification
B= Bridge
X = Staircase
^ = Trap
0 = Wall

You leave all the bridges open during the normal functioning of your fortress, but seal the middle two during a raid. Marksdwarves come in via the staircase and rain death upon gobbos that come through, as do the traps. The other bridges can be used for allowing the gobbos through in bursts or to keep them out while you reset traps/clean the place.

This design can be as big or small as you like, and your dwarves and traders can get though safely and quickly during peacetime.

say goodbye to your marksdwarfs if elite crossbow goblins show up, though. Make that a tower in the middle, put a moat around it, so they have to keep a distance from the fortifications and have to shoot upwards, while your crossbowdorfs stand directly at them and let hell rain down on them.

True. I shall consider making that mod to my own fortress when I have the resources. As I said, it's a fairly flexible design, but the basic framework is the use of bridges to both speed things up and allow wagons through during peacetime.

Bonus points if the two outer bridges are bigger so they can act as atom smashers.
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