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Author Topic: Trapavoids? -spoilers-  (Read 1560 times)

Drakeero

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Trapavoids? -spoilers-
« on: October 24, 2010, 08:46:48 pm »

Can zombie things be caught in cage traps?

The next step of my megaproject involves clearing out a candy castle but uh... I have crap for military.  So, if there's nothing down there with trapavoid among the skeletons and zombies I'm thinking of just setting beelions of cage traps and using bait to clear everything out.


As for the clowns.  I have a genned world already.  Is it possible to yoink their trap avoid without having to restart?
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GaxkangtheUnbound

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Re: Trapavoids? -spoilers-
« Reply #1 on: October 24, 2010, 08:48:29 pm »

Can zombie things be caught in cage traps?

The next step of my megaproject involves clearing out a candy castle but uh... I have crap for military.  So, if there's nothing down there with trapavoid among the skeletons and zombies I'm thinking of just setting beelions of cage traps and using bait to clear everything out.


As for the clowns.  I have a genned world already.  Is it possible to yoink their trap avoid without having to restart?
In one of the init files, there's something called "compress saves". Set that to no. Get the world tweaker from the modding section, and edit out TRAPAVAOID from all the little honkers.
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Fanklok

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Re: Trapavoids? -spoilers-
« Reply #2 on: October 24, 2010, 08:50:41 pm »

Why not mod dwarves to move at the speed of sound and replace their hands with fire.

That would be much more interesting.
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Traece

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Re: Trapavoids? -spoilers-
« Reply #3 on: October 24, 2010, 08:54:25 pm »

Why not mod dwarves to move at the speed of sound and replace their hands with fire.

That would be much more interesting.

Because then not only would he have no military, but no dwarves.

On the upside, he'd have lots of ash. Oh, and don't forget lots of bloodsplatter paintings on his walls!
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Drakeero

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Re: Trapavoids? -spoilers-
« Reply #4 on: October 24, 2010, 08:55:41 pm »

Why not mod dwarves to move at the speed of sound and replace their hands with fire.

That would be much more interesting.

For fps reasons, I can't really use more then 30 dwarves.  I could probably push 70 for a larger fortress but I'm going to be doing a megaproject here.  Also, since there's a megaproject here I want my main goal to be building, not developing, training, micromanaging, and deploying an unholy force of insanely powerful 50+ dwarven badass army.

While simply trapping and hauling off all these clowns and zombies is basically a cop-out, I do have a certain love for caging things anyway [so its still enjoyable for me], and it makes them less likely to distract me from the purpose of this fort [the megaproject].

Besides... trapping clowns = more epic arena fights.
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FleshForge

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Re: Trapavoids? -spoilers-
« Reply #5 on: October 24, 2010, 10:05:33 pm »

Eh it's a sandbox game, although I think it's pretty strongly indended that you design a military there's absolutely nothing in the vanilla game that would prevent you from simply walling up a self-sufficient Bio Dome fortress and being 100% untouchable - taking out trap avoid isn't all that incredibly drastic.  If you really enjoy dicking with cage traps, more power to you ^^  Personally I haven't built any cage traps in a very long time, although I certainly don't mind stuff like this.
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Lormax

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Re: Trapavoids? -spoilers-
« Reply #6 on: October 24, 2010, 10:39:02 pm »

Whats the megaproject consist of?  I'm wondering why you just don't bother the clowns...they won't come bother you.
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Drakeero

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Re: Trapavoids? -spoilers-
« Reply #7 on: October 24, 2010, 10:56:07 pm »

Oh yes, I really really really enjoy dicking around with cage traps.  Anyway...

Megaproject thread is around here somewhere.  Basically I strip mine a gigantic hole in the ground in a sort of funnel shape to expose the candy castle itself to the sky with the magma seas as the moat around it.  Then I build a small thin pillar as high as I can [I think to about Z level +101] and use small ledges for stuff too big to fit into the main body of the tower itself.

So the "curious structure" is going to be the foundation for the super tower.  Problem is I need to clear out all the zombies and such first so I can build around it.  And given FPS problems I don't wanna go over 30 dwarves which would leave my military kinda tiny.

The very last part of the construction would probably be just popping out the upright weapon and caging out a bunch of the clowns, putting a little basement/outpost in hell walled and trapped off.  And maybe putting my arena down there or something.  Ooh, idea.  Put the trade depot down there.  Watch the elves try to path out through the circus :p
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FleshForge

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Re: Trapavoids? -spoilers-
« Reply #8 on: October 24, 2010, 11:05:04 pm »

Hey if you don't like cage traps, don't use them, it's not like they're all that amazingly affective compared to a variety of other things ^^
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Lormax

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Re: Trapavoids? -spoilers-
« Reply #9 on: October 24, 2010, 11:31:22 pm »

Not to sound like an ass, but the coolness of using the curious structure as the foundation is lost once you start modding to make the clown inhabitants a joke to deal with (no pun intended)
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Drakeero

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Re: Trapavoids? -spoilers-
« Reply #10 on: October 24, 2010, 11:37:59 pm »

Can zombie things be caught in cage traps?

The next step of my megaproject involves clearing out a candy castle but uh... I have crap for military.  So, if there's nothing down there with trapavoid among the skeletons and zombies I'm thinking of just setting beelions of cage traps and using bait to clear everything out.


As for the clowns.  I have a genned world already.  Is it possible to yoink their trap avoid without having to restart?
In one of the init files, there's something called "compress saves". Set that to no. Get the world tweaker from the modding section, and edit out TRAPAVAOID from all the little honkers.

Uh... I'm having trouble finding the world tweaker with the forum search.  Does it have a specific name?
EDIT: Nvm, think I found it from the depot instead of the forums.  World Tinker 3 right?


And Lormax, to each their own.  To be honest, I'd love to go down there with a 150 dwarf army with magma cauterization back-up to deal with contaminants but.... my FPS craps out a little over 70 dwarves.  I'm keeping my dwarves down to 30 to try to salvage at least a little FPS while I strip mine and try to build the thing.  Maybe one day when I get a processor upgrade for my computer...
« Last Edit: October 24, 2010, 11:49:22 pm by Drakeero »
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Lormax

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Re: Trapavoids? -spoilers-
« Reply #11 on: October 24, 2010, 11:53:11 pm »

How 'bout keeping the dwarf count low to build the tower itself, leaving a z-level or two between the base of the tower and the structure.  As the tower is nearing completion, increase your max population to start prepping for the siege.  Think of it as you sending in only the construction crew ahead of time, then when things are ready you send a request to the mountainhome for an influx of recruits to plan the attack.  It'll keep your FPS high through most of it and it won't really slow down until the climactic battle.  Lets be honest, you don't need high fps for that portion.

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Drakeero

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Re: Trapavoids? -spoilers-
« Reply #12 on: October 25, 2010, 12:17:57 am »

Good lord...... if i'm reading it right I have 867 FB's pregenerated.

Edit:

Wow..... these are some rather scary sounding clowns....
Spoiler (click to show/hide)
« Last Edit: October 25, 2010, 12:26:25 am by Drakeero »
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Cage traps are my magma.