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Author Topic: Digging a pitfall  (Read 985 times)

Erf

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Digging a pitfall
« on: August 14, 2010, 10:57:29 pm »

I've gotten my first fort to the point where I can actually think about calling it a fortress, and I want to build a drawbridge over a large pitfall(with upward spike traps at the bottom), but I have a few questions about this.

How is it I build the large pit? Is it just a matter of channeling down on the same area until it's as deep as I want it?
How deep would it have to be to kill a tough goblin?
Is it possible to raise a drawbridge that has goblins on it, and if so would they drop to the pit below?
I don't imagine goblins would simply jump into the pit willingly, but what about caravans trying to get to a trade depot?
And now that I think of the upward spike traps, is there a limit to how many I could connect to a single lever?
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Mini

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Re: Digging a pitfall
« Reply #1 on: August 14, 2010, 11:09:25 pm »

How is it I build the large pit? Is it just a matter of channeling down on the same area until it's as deep as I want it?
Yes. You can also use ramps, which are exactly the same thing other than where dwarves prefer to stand while they are digging it (dwarves won't do a channel from below).

How deep would it have to be to kill a tough goblin?
Anything more than 6-8 levels kill just about anything, especially with spikes at the bottom. 10 to be safe. 20 for ludicrous gibs.

Is it possible to raise a drawbridge that has goblins on it, and if so would they drop to the pit below?
Yes and maybe. When something is on a drawbridge that is being retracted/raised they get flung around randomly, usually for around 5 tiles.

I don't imagine goblins would simply jump into the pit willingly, but what about caravans trying to get to a trade depot?
They follow normal pathing rules, so they won't walk onto empty space.

And now that I think of the upward spike traps, is there a limit to how many I could connect to a single lever?
The number of spike traps you have and the number of mechanisms. Both are theoretically unlimited (both can be made from metals available from traders) so there is no limit.
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existent

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Re: Digging a pitfall
« Reply #2 on: August 15, 2010, 12:49:22 am »

What Mini said.

One addition: when a creature dodges onto an adjacent space, the game doesn't check if it's safe first. It's entirely possible for a goblin (or dwarf!) standing on the edge of the pit to dodge, and fall in.
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Astramancer

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Re: Digging a pitfall
« Reply #3 on: August 15, 2010, 12:51:40 am »

Also, having spikes at the bottom doesn't increase the damage they take from falling, it just lets you easily finish off any survivors (by repeatedly pulling the lever to shank them)
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forsaken1111

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Re: Digging a pitfall
« Reply #4 on: August 15, 2010, 12:52:14 am »

Just an addition, because it wasn't mentioned... having spikes at the bottom of the pit does absolutely nothing unless you have them being operated. Upright spikes will not impale someone who falls on them, but will do damage if they are being lowered and raised continuously by a dwarf with a lever or some other mechanical wonder you come up with.

Edit: Ninja'd.  :o
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existent

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Re: Digging a pitfall
« Reply #5 on: August 15, 2010, 12:52:34 am »

Also, having spikes at the bottom doesn't increase the damage they take from falling, it just lets you easily finish off any survivors (by repeatedly pulling the lever to shank them)
It also makes the pit look bad as fuck in stonesense.
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Biowraith

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Re: Digging a pitfall
« Reply #6 on: August 15, 2010, 03:36:03 am »

Just an addition, because it wasn't mentioned... having spikes at the bottom of the pit does absolutely nothing unless you have them being operated. Upright spikes will not impale someone who falls on them, but will do damage if they are being lowered and raised continuously by a dwarf with a lever or some other mechanical wonder you come up with.

Edit: Ninja'd.  :o
That's not (no longer?) correct.  Upright spikes that are in a pit will impale those falling on them even if (possibly only if, not tested it) they're not hooked up to any levers or pressure plates.  I believe it has to be more than 1 z-level drop.

I have a 31.12 fort right now with a 4 z-level pit with spikes at the bottom, all unattached to anything mechanical, and whenever someone falls into that pit I get a combat report of the spikes hitting them.
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forsaken1111

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Re: Digging a pitfall
« Reply #7 on: August 15, 2010, 03:37:25 am »

Oh, well I am happy to be wrong in this case.
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Erf

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Re: Digging a pitfall
« Reply #8 on: August 15, 2010, 03:45:36 am »

Is it possible to raise a drawbridge that has goblins on it, and if so would they drop to the pit below?
Is it possible to raise a drawbridge that has goblins on it, and if so would they drop to the pit below?
Yes and maybe. When something is on a drawbridge that is being retracted/raised they get flung around randomly, usually for around 5 tiles.

Does that mean if I build a wall the height of the drawbridge (it's rather large), I could potentially fling them against it?  I'm going have fun testing this.

Edit: Fixing up the quotes
« Last Edit: August 15, 2010, 03:56:32 am by Erf »
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Avin

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Re: Digging a pitfall
« Reply #9 on: August 15, 2010, 04:12:13 am »

Is it possible to raise a drawbridge that has goblins on it, and if so would they drop to the pit below?
Yes and maybe. When something is on a drawbridge that is being retracted/raised they get flung around randomly, usually for around 5 tiles.
To my understanding when you choose the direction the bridge will retract it will effect the direction that some one would be flung, also, by default the bridge will not have a direction it retracts to and anything on it will simply just fall.
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Mini

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Re: Digging a pitfall
« Reply #10 on: August 15, 2010, 05:29:07 am »

Retracting bridges still fling things around, both when raised and lowered. A raising bridge will only fling things around when raised and destroys everything under it when lowered. A raising bridge will change the outcome of flinging things off of it, but only because it blocks one of the sides.

Thread with the science.
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slothen

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Re: Digging a pitfall
« Reply #11 on: August 15, 2010, 09:41:56 am »

That's not (no longer?) correct.  Upright spikes that are in a pit will impale those falling on them even if (possibly only if, not tested it) they're not hooked up to any levers or pressure plates.  I believe it has to be more than 1 z-level drop.

I have a 31.12 fort right now with a 4 z-level pit with spikes at the bottom, all unattached to anything mechanical, and whenever someone falls into that pit I get a combat report of the spikes hitting them.

WONDERFUL!
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Sphalerite

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Re: Digging a pitfall
« Reply #12 on: August 15, 2010, 11:34:07 am »

To my understanding when you choose the direction the bridge will retract it will effect the direction that some one would be flung, also, by default the bridge will not have a direction it retracts to and anything on it will simply just fall.
Actually, the direction objects and creatures are flung is completely random and not determined in any way by the direction the bridge raises or retracts.  However, raising bridges form a wall on one side when raised, which will block creatures from being flung in that direction. so there is a degree of directionality that way.

Raising bridges will throw creatures up to 11 tiles randomly X and Y.  They will throw objects 11 tiles randomly in X,Y, and Z, but creatures will stay on the same Z level as they are flung.  Retracting bridges throw creatures up to 3 tiles away but otherwise act the same as raising bridges.
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