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Author Topic: (39f) Traps ignore human seige  (Read 1448 times)

Skandraken

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(39f) Traps ignore human seige
« on: August 16, 2008, 09:20:39 pm »

I got sieged by humans today and the traps were inconsistently triggered by the humans. They lost 4 wrestlers, out of 12 humans, to stone fall traps going for the stray puppy I had chained outside my (blocked) back entrance, but all the traps along the wagon path to my trade depot, where they hung out for a while, completely ignored their passage.

That picture includes the dead peasant recruit I used to lure them over the traps.  After they got through the traps without a scratch I blocked off my doors on the far side of the depot and they just left.  I'm not entirely sure why that crossbowman took the long way, but it proves some of the traps were still working.
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Forumsdwarf

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Re: (39f) Traps ignore human seige
« Reply #1 on: August 16, 2008, 09:28:18 pm »

That may be working as intended -- it may be that caravans that have "seen" the traps (safely rolled their wagons over the traps back when they were friendly) share their trap knowledge with others on their faction.

I'm just speculating here.
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Langdon

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Re: (39f) Traps ignore human seige
« Reply #2 on: August 16, 2008, 10:27:03 pm »

That may be working as intended -- it may be that caravans that have "seen" the traps (safely rolled their wagons over the traps back when they were friendly) share their trap knowledge with others on their faction.

I'm just speculating here.

I think this was true even in the 2d version... any trap seen by a human merchant, liason or diplomat is effectively deactivated for later sieges by that civ.

Whenever I plan on declaring war on the humans, I remove and rebuild all my traps.
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Skandraken

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Re: (39f) Traps ignore human seige
« Reply #3 on: August 16, 2008, 10:52:36 pm »

If that's the case, I'd think these goblins would start learning about these traps.  The rear ranks of the ambushes have always escaped me, and they sat there watching the front ranks get torn apart by my weapon traps.  I'll give rebuilding a try and see if they work next year.
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Zombie

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Re: (39f) Traps ignore human seige
« Reply #4 on: August 16, 2008, 11:26:20 pm »

Just seal and spike. Seal and spike. I have a lockdown system installed at my fort entrance... Floodgates crash down and seal every entrance. >.> Try something like that coupled with a spike lever.

Close, then SHINK! Spike them to death. :)

Spike traps - the trap that keeps on givin'! Givin' internal injuries, that is! :D
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Forumsdwarf

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Re: (39f) Traps ignore human seige
« Reply #5 on: August 17, 2008, 12:31:46 am »

Spikes, aka "kobold's lament"
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Langdon

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Re: (39f) Traps ignore human seige
« Reply #6 on: August 17, 2008, 01:40:17 am »

If that's the case, I'd think these goblins would start learning about these traps.  The rear ranks of the ambushes have always escaped me, and they sat there watching the front ranks get torn apart by my weapon traps.  I'll give rebuilding a try and see if they work next year.

It only applies to civs that were once friendly... i.e. if the humans were at war with you from the start (they appear on your map as "Hostile" or "Invader") then they would never learn about the traps. The gobbies never sent any merchants or diplomats in, unlike the humans.

I assume your dwarves would have to tell the humans where the traps were in order for the wagons to pass safely over them... and if they later siege you, they would use that information.

In your case, your dwarves never showed the gobbies the tripwires, so they could never be sure where the "safe" spots were.
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jjv

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Re: (39f) Traps ignore human seige
« Reply #7 on: August 17, 2008, 05:12:51 am »

Hmm. Does this mean that now that we can get peaceful goblin caravans they will also learn to avoid traps?
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Dadamh

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Re: (39f) Traps ignore human seige
« Reply #8 on: August 17, 2008, 08:29:57 am »

Hmm. Does this mean that now that we can get peaceful goblin caravans they will also learn to avoid traps?

Nah, elves don't avoid them as I recall.

I think it's just humans.   Maybe just "Plains" civ(s)?
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Draco18s

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Re: (39f) Traps ignore human seige
« Reply #9 on: August 17, 2008, 02:10:20 pm »

Just seal and spike. Seal and spike. I have a lockdown system installed at my fort entrance... Floodgates crash down and seal every entrance. >.> Try something like that coupled with a spike lever.

Close, then SHINK! Spike them to death. :)

Spike traps - the trap that keeps on givin'! Givin' internal injuries, that is! :D

Reminds me of my favorite (if rather expensive) automated "kill that goblin squad" trap.  53 tiles of 3 x steel upright spikes or 4 x iron upright spikes (not a line, would have taken a lot of channeling) to a single tile with a pressure plate, then some weapon traps.  First gobo steps on the pressure plate.  "Uh, boss?  Where'd all those spikes we were stepping around go?"  He steps off and gets mutilated by the weapon traps, and.... SHINK!  Rest of them get incapacitated (dead, bleeding out, or so full of holes that they remain unconscious).
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Skandraken

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Re: (39f) Traps ignore human seige
« Reply #10 on: August 17, 2008, 02:48:42 pm »

These humans are confusing me.  2 Years ago they sent a caravan.  Last year they sieged, when the worst things I can remember happening to them are an ambush or 2 they easily defeated, and the time they left unhappy because my mayor got himself killed by an ambush.  This year they're here to trade again.  So much for testing the new traps.  And there's only 1 nearby human civilization, unless bands of sieging marauders are implemented.
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