you want them to live.
I see a problem in your logic. This project is going to drive the entire fort apeshit crazy, and there's no way to avoid it. The object is to kill their babies as efficiently as possible, and hopefully record the screaming fits of lunacy afterward.
- Make sure to make the surrounding wall blocked by a channel this'll better be directly above the next floor, which is required to have wells, and buckets, and food ( via hollow tube + bridge-lock ) , you do want them to live, don't you.
- Use real weapons, and have no leather/amour/maybe no clothes, and have archey ranges on the outside of the channel ( Oh noes, reusable bolts and possible injury )
- Make the obstructions ( walls, targets... ) out of clear glass, that are on the fighting level.
- Place spikes around in key dangerous areas in the combat zone ( no spikes in the lower level )
- To get them in the arena, use a lever trap, utilizing a useless lever a pressure plate and a retracting bridge, make sure it is a small drop.
- Please place weapon supplying tubes.
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- Place a second drop for the babies to fall in when the mothers die.
you want them to live.
I see a problem in your logic. This project is going to drive the entire fort apeshit crazy, and there's no way to avoid it. The object is to kill their babies as efficiently as possible, and hopefully record the screaming fits of lunacy afterward.
And why do you suppose that, not only it entertains you, BUT the fight will go on ( if the babies grow up ) .
I am the DF Destroyer, not only do I slaughter dwarves ( useless, or mothers with babies ) , I include animals ( not cave spiders ) , but the trees, forts, retreats, towers, towns, temples, chasms/pits ( when useless ) , I plan to destroy in the most gruesome way, breed feral beasts, suggests Toady One to allow rangers to train beasts ( Beasts = Any selected animal trained to be stronger than war animals, and hates anything excluding the designated entity ( selectable in pref, but needs to retrained to allow their friendship ( friendship is reallocatable ) ) ...