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Author Topic: Weaker Traps  (Read 900 times)

Wh1tefang12

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Weaker Traps
« on: July 16, 2009, 02:29:51 pm »

In my current fortress i have a ton of traps, mainly to catch enemies for the arena, but is there a way to make trap have a chance to fail? or do i just have to not use them. Because, i want to use my military.
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Hmm whats that smell... Oh hi Urist still taking that nap, its been 5 months I can only manage to sleep 3 days. You might want to get that Axe wound checked out though; you are in the Hospital.

ChairmanPoo

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Re: Weaker Traps
« Reply #1 on: July 16, 2009, 02:33:30 pm »

As a challenge I am avoiding weapon traps to an extent, and I use just one weapon in each trap (instead of 10). Thus traps are not instakills unto themselves.

I am also leaving some space between traps (as to make them avoidable)
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Albedo

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Re: Weaker Traps
« Reply #2 on: July 16, 2009, 02:33:45 pm »

Weapon traps are supposed to rely on the quality of the mechanism for their accuracy, so a no-quality mechanism with one no-quality weapon (especially a wooden/silver/glass weapon) would be quite unreliable.

It's not perfectly understood, but kobold thieves have an immunity to traps, but baby snatchers seem to only be partially immune - it's possible that there are degrees of "trap immune", or some small % chance to trigger them.

But if you want to use your military, march them outside. Build/channel a battle area, and have your traps behind your military, or for when they're not marching out to engage.
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Jim Groovester

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Re: Weaker Traps
« Reply #3 on: July 16, 2009, 02:39:01 pm »

Bah, Albedo is a question answering ninja.

You said that you use cage traps to catch goblins. Cage traps always catch their target, no matter what quality mechanism or cage, so if you have a ton of those at your entrance you should probably get rid of them, too.

It's not perfectly understood, but kobold thieves have an immunity to traps, but baby snatchers seem to only be partially immune - it's possible that there are degrees of "trap immune", or some small % chance to trigger them.

I've never seen a snatcher avoid a trap that wasn't already sprung, personally.
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Wh1tefang12

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Re: Weaker Traps
« Reply #4 on: July 16, 2009, 02:41:27 pm »

I've decided then to only use custom traps ie: Supports connected to pressure plate with floor on top
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Hmm whats that smell... Oh hi Urist still taking that nap, its been 5 months I can only manage to sleep 3 days. You might want to get that Axe wound checked out though; you are in the Hospital.

Graven

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Re: Weaker Traps
« Reply #5 on: July 16, 2009, 03:41:23 pm »

I never use more than one weapon in a weapon trap, but even with a normal mechanism and a single large dagger, a weapon trap is still pretty effective. What I've thought of doing is this : make a corridor, channeled several z-levels below (more than 3, because goblins survive 3 z-lvls fall with almost no damage) and cover it with two opposing retracting bridges. Have a dug one-tile entrance and a staircase leading right after the bridges, so the goblins that survive can enter your fortress and do their gobliny deeds.

The question is, how many z-lvls does it have to be in order to ensure surviving, if hilariously disabled goblins fainting inside of your fortress.
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WhatDoesThisLeverDo

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Re: Weaker Traps
« Reply #6 on: July 16, 2009, 04:03:12 pm »

Simply don't place any traps at all. That's what I do anyhoo.
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Akhier the Dragon hearted

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Re: Weaker Traps
« Reply #7 on: July 16, 2009, 04:33:44 pm »

I like to have my military training area in front of all the important areas then a area of traps. the traps are definitely to effective right now. all I need is a line of traps to hold off almost a whole siege, especially with those serrated discs cause each attack 3 times so a trap with 10 discs attack 30 times.
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Wh1tefang12

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Re: Weaker Traps
« Reply #8 on: July 16, 2009, 05:13:00 pm »

The collapsing in my pressure plate trap will (hopefully) push the enemys in to a channel which leads to my arena. When testing I threw an axeXelic (civ forge race), and 7 hammer dwarfs 6 came out 5 severly wounded, 1 a cripple with upper spine injures, new project the dwarfish "bath house"
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Hmm whats that smell... Oh hi Urist still taking that nap, its been 5 months I can only manage to sleep 3 days. You might want to get that Axe wound checked out though; you are in the Hospital.

Albedo

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Re: Weaker Traps
« Reply #9 on: July 16, 2009, 05:43:26 pm »

<ninja>

I've never seen a snatcher avoid a trap that wasn't already sprung, personally.

You could be right - I want to swear that I saw one appear deep in one of my early fortresses, past a double line of unsprung cage traps, and have seen others state similar experiences - but since in every instance it was "an early fortress" or "a new(er) player", I worry that there was some back shaft that was unsealed - so I can't/won't swear to it.

But I ~think~ I saw it.  :-\

</ninja>
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Rowanas

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Re: Weaker Traps
« Reply #10 on: July 16, 2009, 06:27:58 pm »

I had a very odd occurrence earlier. a kobold thief managed to get past my entrance, despite there being a cage in the middle of the road with dogs and kittens in it. How did he accomplish this feat? My perimeter is secure (double secure with war dogs at intersections) and there's no way in without being noticed. Even if there was, he wouldn't have gone all the way to that entrance to steal stuff given that the centers of industry were further back.

====
xxxxx
xcxxx
xxxxx
====

= channel
x road
c cage with animals
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Jim Groovester

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Re: Weaker Traps
« Reply #11 on: July 16, 2009, 06:29:38 pm »

Maybe caged animals don't spot hidden creatures.
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Wh1tefang12

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Re: Weaker Traps
« Reply #12 on: July 16, 2009, 07:25:32 pm »

... Looking at my dwarfs i noticed those are not light wounds...  have people missing arms and legs.. from one axeman I must put them to death
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Hmm whats that smell... Oh hi Urist still taking that nap, its been 5 months I can only manage to sleep 3 days. You might want to get that Axe wound checked out though; you are in the Hospital.

Rowanas

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Re: Weaker Traps
« Reply #13 on: July 16, 2009, 07:28:17 pm »

I don't like the way that occasionally I get light grey (lopped off) and light grey (mildly bruised) mixed up.

Urist Mccan'tsee: hey urist mclightwound, why aren't you doing anything?
Urist mcheavywound: sorry, I'm urist mcheavywound, I have no arms. Uristmclightwound is over there, doing some light yoga...
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Wh1tefang12

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Re: Weaker Traps
« Reply #14 on: July 16, 2009, 07:35:41 pm »

I agree it should be a different color
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Hmm whats that smell... Oh hi Urist still taking that nap, its been 5 months I can only manage to sleep 3 days. You might want to get that Axe wound checked out though; you are in the Hospital.
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