Bay 12 Games Forum

Please login or register.

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

Author Topic: Weapon Traps  (Read 1282 times)

metime00

  • Bay Watcher
  • Adequate Dwarf Fortresser
    • View Profile
Weapon Traps
« on: January 29, 2011, 08:15:03 pm »

One quick question about weapon traps: Can enemies dodge them and move to a different tile like they can for a regular attack?
Logged
Live long if you can, and prosper by any means necessary.  Any means, Urist.  So pull that lever, or by Armok, I'll lock you outside come next siege.
He who plays with dwarves must take care that he does not become a dwarf.  And when you stare into DwarfFort, Dwarffort stares back into you.

NecroRebel

  • Bay Watcher
    • View Profile
Re: Weapon Traps
« Reply #1 on: January 29, 2011, 08:18:52 pm »

Yes. This is the basis for some trap designs, which put a thin walkway covered in cheap traps over a long drop. Enemies walk on the traps, dodge off the edge, and SPLAT!
Logged
A Better Magma Pump Stack: For all your high-FPS surface-level magma installation needs!

metime00

  • Bay Watcher
  • Adequate Dwarf Fortresser
    • View Profile
Re: Weapon Traps
« Reply #2 on: January 29, 2011, 08:20:24 pm »

Good, that means the ten z levels I dug won't be for naught. Thanks!

Now to line the bottom with upright spikes. That does extra damage, right?
Logged
Live long if you can, and prosper by any means necessary.  Any means, Urist.  So pull that lever, or by Armok, I'll lock you outside come next siege.
He who plays with dwarves must take care that he does not become a dwarf.  And when you stare into DwarfFort, Dwarffort stares back into you.

NecroRebel

  • Bay Watcher
    • View Profile
Re: Weapon Traps
« Reply #3 on: January 29, 2011, 08:21:31 pm »

Now to line the bottom with upright spikes. That does extra damage, right?
Yes, though with a 10-z drop they'll probably be superfluous.
Logged
A Better Magma Pump Stack: For all your high-FPS surface-level magma installation needs!

metime00

  • Bay Watcher
  • Adequate Dwarf Fortresser
    • View Profile
Re: Weapon Traps
« Reply #4 on: January 29, 2011, 08:23:13 pm »

Except the enemies will have to go through multiple levels of above the chasm. This is gonna be fun. I'm finally getting the most out of fortress mode.
Logged
Live long if you can, and prosper by any means necessary.  Any means, Urist.  So pull that lever, or by Armok, I'll lock you outside come next siege.
He who plays with dwarves must take care that he does not become a dwarf.  And when you stare into DwarfFort, Dwarffort stares back into you.

gtmattz

  • Bay Watcher
  • [PREFSTRING:BEARD]
    • View Profile
Re: Weapon Traps
« Reply #5 on: January 29, 2011, 08:57:33 pm »

I like to augment the weapon traps with chained war dogs, as creatures with trapavoid(FB's, thieves, some other random critters) will not dodge the weapon traps, but they WILL dodge a vicious dog.
Logged
Quote from: Hyndis
Just try it! Its not like you die IRL if Urist McMiner falls into magma.

metime00

  • Bay Watcher
  • Adequate Dwarf Fortresser
    • View Profile
Re: Weapon Traps
« Reply #6 on: January 29, 2011, 08:58:55 pm »

Now if only I could figure out how kennels work...
Logged
Live long if you can, and prosper by any means necessary.  Any means, Urist.  So pull that lever, or by Armok, I'll lock you outside come next siege.
He who plays with dwarves must take care that he does not become a dwarf.  And when you stare into DwarfFort, Dwarffort stares back into you.

Haedrian

  • Bay Watcher
    • View Profile
Re: Weapon Traps
« Reply #7 on: January 29, 2011, 09:04:09 pm »

Now if only I could figure out how kennels work...

Build kennel.
"Train a war dog"
Will have someone with animal training who'll train up any creatures which can be trained in this manner (only dogs, although you can mod the raw files and get WAR BEARS).

War creatures are a bit stronger.
Logged
When life gives you kittens, make biscuits

Likes llamas for their long necks

gtmattz

  • Bay Watcher
  • [PREFSTRING:BEARD]
    • View Profile
Re: Weapon Traps
« Reply #8 on: January 29, 2011, 09:05:54 pm »

Now if only I could figure out how kennels work...


Assign the 'animal training' labor to a dwarf, build a kennel 'b-k', works like any other workshop from there. 'a'dd a task, train 'w'ar animal.

If you have only one dwarf train all your war dogs, they will chase that one dwarf around until assigned to a military dwarf or detained in some manner (chain/rope, cage, pit).  I Use this to my advantage, and embark with 12 dogs, and my 2 plant gatherers, woodcutter, and fisherdwarf all get 3 dogs each through some micro management of who has the animal training labor enabled while I set the kennel to train dogs 3 at a time.
Logged
Quote from: Hyndis
Just try it! Its not like you die IRL if Urist McMiner falls into magma.

gtmattz

  • Bay Watcher
  • [PREFSTRING:BEARD]
    • View Profile
Re: Weapon Traps
« Reply #9 on: January 29, 2011, 09:07:47 pm »

Now if only I could figure out how kennels work...

Build kennel.
"Train a war dog"
Will have someone with animal training who'll train up any creatures which can be trained in this manner (only dogs, although you can mod the raw files and get WAR BEARS).

War creatures are a bit stronger.

Actually, I think one of the species of bear is actually war-trainable without a DM, as are elephants (but be warned, elephants tend to trample and can accidentally squash friendlies, or so I have heard.  I only use elephants as food XD )

edit> Yeah just checked the raws, Grizzlies are trainable without a DM.
« Last Edit: January 29, 2011, 09:20:55 pm by gtmattz »
Logged
Quote from: Hyndis
Just try it! Its not like you die IRL if Urist McMiner falls into magma.

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: Weapon Traps
« Reply #10 on: January 29, 2011, 09:24:08 pm »

In the unmodded game, only Dogs, Grizzly Bears, and Elephants can be trained into war animals.  There are a dozen or so more that could be trained into war animals with a Dungeon Master, but Dungeon Masters are bugged and don't show up in the unmodded game.

War Elephants are awesome, and contrary to rumor will not accidentally trample friendly units.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

mrbaggins

  • Bay Watcher
    • View Profile
Re: Weapon Traps
« Reply #11 on: January 29, 2011, 09:25:44 pm »

I prefer to have enemies dodge into a room that just happens to be right next to my marksdwarves archery range. There's also a row of fortifications between them :P
Logged

plisskin

  • Bay Watcher
  • That's "Plissken"
    • View Profile
Re: Weapon Traps
« Reply #12 on: January 29, 2011, 10:56:55 pm »

Add spikes if you can't, or don't want to, get magma in those pits and add the aroma of cooked goblin to the lovely vomit-scented air. "Thou shalt indulge in redundant overkill" is one of the Dwarf commandments.
Logged
Legendary Wrestler
Legendary Ambusher

Left Eye

blue emu

  • Bay Watcher
  • GroFAZ
    • View Profile
Re: Weapon Traps
« Reply #13 on: January 29, 2011, 11:29:52 pm »

In the unmodded game, only Dogs, Grizzly Bears, and Elephants can be trained into war animals.

... plus the big cats: Leopard, Jaguar, Tiger and Giant Leopard, Giant Jaguar and Giant Tiger. All without a DM.
Logged
Never pet a burning dog.

Drawde

  • Bay Watcher
    • View Profile
Re: Weapon Traps
« Reply #14 on: January 30, 2011, 12:14:08 am »

Would using warhammers in a weapon trap cause the attacked creature to go flying like they sometimes do when hit by a dwarf with them?
Logged
Pages: [1] 2