Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Trade Depot Execution  (Read 2552 times)

Assassinfox

  • Bay Watcher
  • [FANCIFUL]
    • View Profile
    • Raging at the Box
Trade Depot Execution
« on: November 26, 2008, 11:51:19 am »

So, I built a platform hovering over my trade depot supported by a pillar linked to a lever in my mayor's office.  The elves came trading with a couple boxes of rope reed cloth and my obvious reaction to their pitiful offer was to pull the lever.  This resulted in the level below the depot also caving in and knocked out a couple of innocent dogs and dwarves, so my question is:

Is there a more efficient way?

Magua

  • Bay Watcher
    • View Profile
Re: Trade Depot Execution
« Reply #1 on: November 26, 2008, 12:52:13 pm »

Yes.

More fun?  Probably not.

Logged
Also, you can manufacture vomit at a smelter.  Subsequently removing the smelter spews vomit over a surprising area.

Pilsu

  • Bay Watcher
    • View Profile
Re: Trade Depot Execution
« Reply #2 on: November 26, 2008, 12:53:07 pm »

Water, magma, having a 1 z level thick floor below the depot
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Trade Depot Execution
« Reply #3 on: November 26, 2008, 12:54:25 pm »

Cave-ins will take out constructed floors in their path, and I think constructed walls too.

Magma is much cleaner.  You don't have to worry about cleaning up all the useless rope reed whatevers.
Logged

DJ

  • Bay Watcher
    • View Profile
Re: Trade Depot Execution
« Reply #4 on: November 26, 2008, 12:57:29 pm »

Use water. Magma can serve in a pinch, but water is better because the death is slower.
Logged
Urist, President has immigrated to your fortress!
Urist, President mandates the Dwarven Bill of Rights.

Cue magma.
Ah, the Magma Carta...

Assassinfox

  • Bay Watcher
  • [FANCIFUL]
    • View Profile
    • Raging at the Box
Re: Trade Depot Execution
« Reply #5 on: November 26, 2008, 01:05:01 pm »

I think I might go with the water idea.  Magma eliminates my supply of elf bone bolts and elf skull totems  :D

Random832

  • Bay Watcher
    • View Profile
Re: Trade Depot Execution
« Reply #6 on: November 26, 2008, 01:40:17 pm »

Cave-ins will take out constructed floors in their path, and I think constructed walls too.

Cave-ins take out all floors in their path - I don't think they take out constructed walls (though, constructed walls that actually fall down will fall apart, unlike natural walls, which may be what you're thinking of)
Logged

Assassinfox

  • Bay Watcher
  • [FANCIFUL]
    • View Profile
    • Raging at the Box
Re: Trade Depot Execution
« Reply #7 on: November 26, 2008, 02:32:02 pm »

I ended up moving my depot to where it won't have a room under it to collapse on.  Hopefully this will be a little more safe and a little less dwarfy.

Hamster Man

  • Bay Watcher
    • View Profile
Re: Trade Depot Execution
« Reply #8 on: November 26, 2008, 06:07:59 pm »

Put a length of spike traps (at least 5 deep) on the side of the Depot they leave from, and attach it to a lever. Then go and steal all their stuff.

When they leave in a huff, pull the lever.


Be sure to dump the bodies by the entrance so the next group of elves will show more respect.
Logged
So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.

detinith

  • Bay Watcher
    • View Profile
Re: Trade Depot Execution
« Reply #9 on: November 27, 2008, 04:43:43 pm »

In my 3-wide tunnel to the depot room, I build two doors and a wall in the center and lock everything inside until they starve to death.
Now that's dwarfy.
Logged

Mohreb el Yasim

  • Bay Watcher
  • ♫♪♫♫♪♫♪♪♫♪
    • View Profile
Re: Trade Depot Execution
« Reply #10 on: November 27, 2008, 04:47:10 pm »

In my 3-wide tunnel to the depot room, I build two doors and a wall in the center and lock everything inside until they starve to death.
Now that's dwarfy.
yep mostly becouse traders don't eat ... so good luck with starving them to death ...
Logged
Mohreb el Yasim


GENERATION 24:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experime

Martian

  • Bay Watcher
    • View Profile
Re: Trade Depot Execution
« Reply #11 on: November 27, 2008, 05:20:37 pm »

I read siege engines work.

But what I use is a cage stuffed with captured enemies (more fun if you have the orcs mod) linked to a lever.

Let the traders in, pull a lever to seal them in with a drawbridge. Release the enemies. Watch the massacre. Clean up with marksdwarves through fortifications or cage traps revealed by a third lever.

Kate Wissen

  • Bay Watcher
  • Proficient Engineer
    • View Profile
    • http://katewissen.blogspot.com/
Re: Trade Depot Execution
« Reply #12 on: November 28, 2008, 12:29:39 am »

In my 3-wide tunnel to the depot room, I build two doors and a wall in the center and lock everything inside until they starve to death.
Now that's dwarfy.
yep mostly becouse traders don't eat ... so good luck with starving them to death ...

They may not eat, but they do seem to go insane. Wait for the one to go berserk and kill the rest! YOu get all their stuff and a show. Win freaking win!
Logged
Check out my current Community Fortress LostPages.



One day I hope to create the Monkey Torture Chamber of Doom!

Pilsu

  • Bay Watcher
    • View Profile
Re: Trade Depot Execution
« Reply #13 on: November 28, 2008, 12:37:56 am »

Berserkers usually lose an even matchup. The rest of the animals & elves will just go emo and never ever die
Logged

Tormy

  • Bay Watcher
  • I shall not pass?
    • View Profile
Re: Trade Depot Execution
« Reply #14 on: November 28, 2008, 08:05:28 am »

Anyway, I still don't understand, that why we can't order our dwarves to attack non-hostile entities ["units" of friendly civs, traders etc.].
It would be much easier to send the "annihilate the elven traders" order to the machinegunner squadron afterall.  :D
« Last Edit: November 28, 2008, 08:07:06 am by Tormy »
Logged
Pages: [1] 2