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Author Topic: bows in traps  (Read 1942 times)

Darkmere

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Re: bows in traps
« Reply #15 on: October 09, 2010, 02:26:19 am »

I think I misunderstood, are you talking about loading up traps with 10 ranged weapons instead of just tossing a crossbow in with all the flying knives and polearms they usually hold?

Apologies... I think I misread the whole point here.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

FleshForge

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Re: bows in traps
« Reply #16 on: October 09, 2010, 02:32:09 am »

I'm talking about after the crossbow trap has triggered and splatted somebody, it needs someone to bring bolts to it and load it again, every time it triggers, 1 bolt and 1 trip per weapon in the trap (e.g. 10 crossbows, 10 bolts, 10 trips).  If you have 9 melee weaps and 1 crossbow, then it'd be 1 trip for ammo and possibly 1 trip to clean a goblin out of the gears, unlikely to be done by the same dwarf in the same trip.
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Darkmere

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Re: bows in traps
« Reply #17 on: October 09, 2010, 02:44:52 am »

... I stand corrected. I'd never noticed because I usually just stuff a random bow in there to get rid of them and the arrows, then send all the peasants underground until the first wave has been impaled, then raise the drawbridge and clean traps/recover junk/repeat.   I guess the reloading took place during the flood of workers clearing up loot.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

bcd1024

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Re: bows in traps
« Reply #18 on: October 09, 2010, 03:58:55 am »

If you're shunning cage traps (or trying to augment them), goblinite makes wonderful weapon traps. Even better though, it's self replicating.

I forgot to pause the game while I brewed some tea, and I was greeted back to enough material for three more traps.

And when you get bored of this, train your weaponsmith on goblinite.
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This is a feature, not a bug, correct?
You're playing Dwarf Fortress.  There isn't much of a distinction.

Hyndis

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Re: bows in traps
« Reply #19 on: October 09, 2010, 01:00:35 pm »

A fully loaded ranged weapon trap can use 100 ammo. This is 10 ammo per weapon. If you're making stacks, thats 25 bolts per stack, so 4 trips to fully load the trap. 4 trips per 10 shots, and it'll still fire even if it doesn't have a full load of ammo.

Either way you're sending dwarves there to tend to the traps.

If all else fails you can build the trap in a dining room, and the value of the components in the trap will add to the room, including ammo.
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Zaik

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Re: bows in traps
« Reply #20 on: October 09, 2010, 02:59:56 pm »

If you're loading individual or bone bolts into the trap, each ranged weapon should hold like 5 ammo or so.

However if you load an actual stack in(25), they'll all go in, though i'm not entirely sure if each ranged weapon gets a stack, or if there's a maximum number of bolts each trap could hold regardless of ranged weapons installed.

General rule that I use is to dilute ranged weapons with melee ones like a 2:8 ratio, so that they're needing reloaded about the same time they're getting jammed anyway.

If I can ever get around to my tiny mod project again i might have a solution for that issue and for marksdwarves in general, but for now I'm having no luck.
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