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Author Topic: Traps  (Read 699 times)

Master death

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Traps
« on: August 20, 2012, 12:09:02 pm »

My cage traps don't seem to work i've had several thieves come into my fortress and get out alive with a hand full of everything. Also when i try hook up a lever to my cage traps it says nothing to connect to.


Am i seriously missing something here?  >:(
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AutomataKittay

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Re: Traps
« Reply #1 on: August 20, 2012, 12:12:47 pm »

Kobolds are trapavoid, which means you can't trap them outside of webs or unconsciousness/stunning. Tie up some animals or put an armor/weapon stand up in entryway and have soldiers training there to catch them.
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redsector

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Re: Traps
« Reply #2 on: August 20, 2012, 12:13:54 pm »

Yeah, you're missing two things:

1) Kobold thieves are immune to traps. They will flee when spotted, though, so just chain up some expendable guard animal at the entrance to your fort.
2) You can't hook up cage traps to a lever since there's no reason to do so. You can only hook up built cages to release the caged creature by flipping the lever.
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Master death

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Re: Traps
« Reply #3 on: August 20, 2012, 12:19:04 pm »

Hmm i'll try these and i read a thread that someone managed to catch a bronze colossus, but when one charged into my fort it proceeded to kill everything in sight is it true you can catch them or am i being really stupid here?
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AutomataKittay

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Re: Traps
« Reply #4 on: August 20, 2012, 12:22:21 pm »

Hmm i'll try these and i read a thread that someone managed to catch a bronze colossus, but when one charged into my fort it proceeded to kill everything in sight is it true you can catch them or am i being really stupid here?

Are you sure the traps were loaded ( dark ^ aren't loaded, IIRC, if you're using default tiles ) and that they were blocking all of the ways the colossus could come in through?

Colossii aren't trapavoid, to my knowledge, nor are any of the semi-megabeasts.
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Master death

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Re: Traps
« Reply #5 on: August 20, 2012, 12:27:02 pm »

Quote
Are you sure the traps were loaded ( dark ^ aren't loaded, IIRC, if you're using default tiles ) and that they were blocking all of the ways the colossus could come in through?

Colossii aren't trapavoid, to my knowledge, nor are any of the semi-megabeasts.


To my knowledge the traps were completely empty i've had the odd thief but they've evaded my traps (and now i know why)
and the traps blocked the only entrance exit for about 5 rows of three, and the colossus just walked right over them and destroyed my military and then my dwarfs
« Last Edit: August 20, 2012, 12:28:39 pm by Master death »
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Laurin

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Re: Traps
« Reply #6 on: August 20, 2012, 12:30:04 pm »

But, were they loaded with cages? You need empty cages for the traps to be loaded.
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Master death

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Re: Traps
« Reply #7 on: August 20, 2012, 12:33:17 pm »

I place 5 rows of three and they remained empty for the rest of the game.
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AutomataKittay

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Re: Traps
« Reply #8 on: August 20, 2012, 12:35:47 pm »

I place 5 rows of three and they remained empty for the rest of the game.

Are you making cages? Are there announcement of jobs being cancelled for want of cages? They need cages to work, wooden ones can be made in carper's shop.
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Master death

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Re: Traps
« Reply #9 on: August 20, 2012, 12:39:30 pm »

I made sure i hade 9 cages left over because i didnt know if i'd have to replace them one i caught something, but yes i made enough for the 15 i placed with enough to replace if needed.
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Quietust

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Re: Traps
« Reply #10 on: August 20, 2012, 12:43:10 pm »

If you examine the trap using the (t) cursor, does it list both a mechanism and a cage?
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Master death

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Re: Traps
« Reply #11 on: August 20, 2012, 12:45:49 pm »

It does show the trap and the mechanisim and i've just switched to ASCII graphics and my traps ARE full how do i now go about finding out whats inside and then killing/freeing it?  :-[
« Last Edit: August 20, 2012, 12:47:47 pm by Master death »
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Reese

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Re: Traps
« Reply #12 on: August 20, 2012, 02:05:34 pm »

when something is caught in a trap, the cage detatched from the trap is automatically moved to an animal stock pile (if you have one set up, and a free dwarf with the animal hauling labor enabled- which it should be by default)

Then a dwarf with the mechanic skill should automatically grab a fresh cage to load the trap with.
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Master death

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Re: Traps
« Reply #13 on: August 20, 2012, 02:23:21 pm »

Quote
when something is caught in a trap, the cage detatched from the trap is automatically moved to an animal stock pile (if you have one set up, and a free dwarf with the animal hauling labor enabled- which it should be by default)

Then a dwarf with the mechanic skill should automatically grab a fresh cage to load the trap with.

I found out that the cage also needs to have a trap inside it where as when i did it i just placed a cage and expected it to work didnt realise i had to make animal traps aswell. (that what i gathered from a person on youtube that spoke barely any english.)
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Starver

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Re: Traps
« Reply #14 on: August 20, 2012, 02:40:40 pm »

Cage traps are a matter of building a "Cage Trap" with a mechanism, then having a spare Cage (not Animal Cage) brought along and put in.  As I think you've worked out.  And when triggered, becomes a cage-less Cage Trap with the full Cage also on the same tile, the former awaiting another (empty) cage, and the latter awaiting carting to a given stockpile, or re-building as a "Cage" building/furniture item in its own right.

Animal cages are for either a dwarf to carry in a manual "catch an animal" (vermin) job, or whatever it's called, or building as a static bit of furniture near your stockpile (optionally baiting with something[1]) and awaiting their tripping.


But someone might be able to update/correct me on this.  Hope you're all sorted, regardless.

[1] If it's not changed.  Not used them for ages, I'll be honest_
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