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Author Topic: nerf cage traps  (Read 2928 times)

DanielLC

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Re: nerf cage traps
« Reply #15 on: March 26, 2011, 11:55:40 pm »

Perhaps have it so they can break cages to free allies, but it takes a bit, and they won't do it during combat. That way, you could still capture goblins, but you can't rely on cage traps.
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NW_Kohaku

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Re: nerf cage traps
« Reply #16 on: March 27, 2011, 01:55:40 am »

I always found those funny - I would put out random cage traps and mess with the terrain to funnel roaming wildlife into those traps, and it would often wind up funneling seigers into those same traps.  Because there were only two or three traps in a row, I would only capture one or two seigers, but they would ALWAYS be the flashing elites.  The other goblins would basically just sit there and stare at their captured leader, mill around for a little bit, then grudgingly accept that they had to keep on going, anyway, and milled on up to my gates before fleeing after only a couple of them met my marksdwarves, their morale already low from "losing their leader".  The thing was that they never were under any direct fire way out in the side of the map where their leaders were captured, they could have calmly unlocked the stupid cage, and none of my defenders would have rushed out to meet them, anyway.
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