Bay 12 Games Forum

Please login or register.

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

Author Topic: Floor trap/ Spike pit  (Read 2481 times)

Luraien

  • Bay Watcher
    • View Profile
Floor trap/ Spike pit
« on: February 24, 2009, 09:45:45 am »

I was wondering if anyone could answer me this; How would I make an effective spike pit? I've a channeled pit at the start of my fortress and will put spikes in there, but when I tried putting hatch covers over the pit I could only put the hatches on the outer-ring of the pit, leaving a big gap in the middle. I've removed them now but I'm wondering what I could use instead?
Logged

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Floor trap/ Spike pit
« Reply #1 on: February 24, 2009, 10:06:58 am »

Retracting bridges work wonderfully for this purpose if you can account for the delay; you can construct them as large squares to cover a broad area, allowing you to drop entire caravans or enemy armies.
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Angellus

  • Guest
Re: Floor trap/ Spike pit
« Reply #2 on: February 24, 2009, 11:08:21 am »

Retracting bridges work wonderfully for this purpose if you can account for the delay; you can construct them as large squares to cover a broad area, allowing you to drop entire caravans or enemy armies.
But dont they catapult away, giving chance that the enemy lands on your head?
Logged

Akigagak

  • Bay Watcher
  • Omnipimping
    • View Profile
Re: Floor trap/ Spike pit
« Reply #3 on: February 24, 2009, 11:12:23 am »

Raise-able bridges do that, not retract-able.
Logged
But then, life was also easier when I was running around here pretending to be a man, so I guess I should just "man up" and get back to work.
This is mz poetrz, it is mz puyyle.

kefkakrazy

  • Bay Watcher
    • View Profile
Re: Floor trap/ Spike pit
« Reply #4 on: February 24, 2009, 11:13:10 am »

Only for drawbridges. A retracting bridge drops everything on it straight down. Note that paradoxially upright spikes do NOT add to falling damage, you MUST link them all to a lever or pressure plate and activate them manually for them to do anything. This can be quite amusing to watch if you automate the process, leave an exit, and watch them run for freedom.
Logged
This is a Dwarven corpse. All craftsdwarfship is of the highest quality. It is encircled with bands of pathetic and menaces with spikes of fail.

Angellus

  • Guest
Re: Floor trap/ Spike pit
« Reply #5 on: February 24, 2009, 11:19:04 am »

Only for drawbridges. A retracting bridge drops everything on it straight down. Note that paradoxially upright spikes do NOT add to falling damage, you MUST link them all to a lever or pressure plate and activate them manually for them to do anything. This can be quite amusing to watch if you automate the process, leave an exit, and watch them run for freedom.
How can you automate such a thing?
Logged

Akigagak

  • Bay Watcher
  • Omnipimping
    • View Profile
Re: Floor trap/ Spike pit
« Reply #6 on: February 24, 2009, 11:22:42 am »

Excessive use of mechanisms.
Logged
But then, life was also easier when I was running around here pretending to be a man, so I guess I should just "man up" and get back to work.
This is mz poetrz, it is mz puyyle.

Angellus

  • Guest
Re: Floor trap/ Spike pit
« Reply #7 on: February 24, 2009, 11:28:04 am »

Logged

Akigagak

  • Bay Watcher
  • Omnipimping
    • View Profile
Re: Floor trap/ Spike pit
« Reply #8 on: February 24, 2009, 11:31:11 am »

;)
Logged
But then, life was also easier when I was running around here pretending to be a man, so I guess I should just "man up" and get back to work.
This is mz poetrz, it is mz puyyle.

kefkakrazy

  • Bay Watcher
    • View Profile
Re: Floor trap/ Spike pit
« Reply #9 on: February 24, 2009, 11:32:46 am »

The automation method is a bit clunky and a touch slower than the dwarfpower method, but arguably more reliable since mechanisms don't run away.

You use a body of water, doors, pressure plates to open and close the doors in response to the water, and inside that chamber a water-triggered pressure plate linked to all of the spikes (this is a time-consuming process involving the sum labor output of a huge number of mechanics). Essentially this causes the spikes to raise and lower as the water level in the chamber raises and lowers. I have it set up to where a water level of 0-5 opens the door that lets water IN, a water level of 6-7 opens the door that lets water OUT, and a water level of 5-6 makes the spikes trigger. It's hideously overcomplex but damn it all, Stupid Dwarf Tricks are 90% of the reason I play this game in the first place. My fortresses are made with Science!
Logged
This is a Dwarven corpse. All craftsdwarfship is of the highest quality. It is encircled with bands of pathetic and menaces with spikes of fail.

LegacyCWAL

  • Bay Watcher
    • View Profile
Re: Floor trap/ Spike pit
« Reply #10 on: February 24, 2009, 12:01:09 pm »

You can also use the "chain a kitten in the middle of 8 pressure plates" method.  Not as complex, but anything that simultaneously involves kittens and death is pretty dwarfy as well ;)
Logged
HIDE THE WOMEN AND DROWN THE CHILDREN, THE BARON HAS ARRIVED.

Skorpion

  • Bay Watcher
    • View Profile
Re: Floor trap/ Spike pit
« Reply #11 on: February 24, 2009, 01:05:09 pm »

The automation method is a bit clunky and a touch slower than the dwarfpower method, but arguably more reliable since mechanisms don't run away.

You use a body of water, doors, pressure plates to open and close the doors in response to the water, and inside that chamber a water-triggered pressure plate linked to all of the spikes (this is a time-consuming process involving the sum labor output of a huge number of mechanics). Essentially this causes the spikes to raise and lower as the water level in the chamber raises and lowers. I have it set up to where a water level of 0-5 opens the door that lets water IN, a water level of 6-7 opens the door that lets water OUT, and a water level of 5-6 makes the spikes trigger. It's hideously overcomplex but damn it all, Stupid Dwarf Tricks are 90% of the reason I play this game in the first place. My fortresses are made with Science!

That's awesome. I think I'm gonna sig you on that last line.
Also, can you draw a diagram for that in Paint or something? I want to make my own...
Logged
The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

Scruga

  • Bay Watcher
  • Urist McDwarf cancels eat: Interupted by goat
    • View Profile
Re: Floor trap/ Spike pit
« Reply #12 on: February 24, 2009, 01:13:24 pm »

Code: [Select]
^
|
|
Or just a screenshot for him
Logged
New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Skorpion

  • Bay Watcher
    • View Profile
Re: Floor trap/ Spike pit
« Reply #13 on: February 24, 2009, 01:44:37 pm »

I meant for the mechanism with the pressure plates and stuff.
Logged
The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

Luraien

  • Bay Watcher
    • View Profile
Re: Floor trap/ Spike pit
« Reply #14 on: February 24, 2009, 01:50:59 pm »

The automation method is a bit clunky and a touch slower than the dwarfpower method, but arguably more reliable since mechanisms don't run away.

You use a body of water, doors, pressure plates to open and close the doors in response to the water, and inside that chamber a water-triggered pressure plate linked to all of the spikes (this is a time-consuming process involving the sum labor output of a huge number of mechanics). Essentially this causes the spikes to raise and lower as the water level in the chamber raises and lowers. I have it set up to where a water level of 0-5 opens the door that lets water IN, a water level of 6-7 opens the door that lets water OUT, and a water level of 5-6 makes the spikes trigger. It's hideously overcomplex but damn it all, Stupid Dwarf Tricks are 90% of the reason I play this game in the first place. My fortresses are made with Science!



That sounds freaking awesome, when I'm a little more experienced with how mechanics work I'll give it a go. Currently I'm just making a bridge which draws back and dumps everything in the spikes, I'm thinking of using survivors as target practise or learning how to put animals in there to tear them apart.
« Last Edit: February 24, 2009, 01:56:55 pm by Luraien »
Logged
Pages: [1] 2