Bay 12 Games Forum

Please login or register.

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

Author Topic: Efficiently caging whole sieges  (Read 2221 times)

Helgoland

  • Bay Watcher
  • No man is an island.
    • View Profile
Efficiently caging whole sieges
« on: January 07, 2012, 11:18:00 am »

"H" is a hatch, "P" a pressure plate, "^" a cage trap (or two for mounted goblins), "0" is a wall.
Code: [Select]
00H0
^^^0
00P0
00H0
The rest of the fortress is beyond the upper cage trap, beyond the left row of cage traps are more of them in a long, narrow corridor. The pressure plate is linked via a latching mechanism to the hatches. The squad leader steps onto the pressure plate, lifting the hatches and thus blocking a) the way to the fortress and b) the short way to himself for his squad, then gets caged. The squad, trying to get to him, walks through the trap corridor and is caged, making goblinite collection as well as clothing elimination easy.

What do you think? How could magma be incorporated? :D
Logged
The Bay12 postcard club
Arguably he's already a progressive, just one in the style of an enlightened Kaiser.
I'm going to do the smart thing here and disengage. This isn't a hill I paticularly care to die on.

Chilton

  • Bay Watcher
  • Armok Cultist - Calligrapher
    • View Profile
Re: Efficiently caging whole sieges
« Reply #1 on: January 07, 2012, 11:39:44 am »

"H" is a hatch, "P" a pressure plate, "^" a cage trap (or two for mounted goblins), "0" is a wall.
Code: [Select]
00H0
^^^0
00P0
00H0
The rest of the fortress is beyond the upper cage trap, beyond the left row of cage traps are more of them in a long, narrow corridor. The pressure plate is linked via a latching mechanism to the hatches. The squad leader steps onto the pressure plate, lifting the hatches and thus blocking a) the way to the fortress and b) the short way to himself for his squad, then gets caged. The squad, trying to get to him, walks through the trap corridor and is caged, making goblinite collection as well as clothing elimination easy.

What do you think? How could magma be incorporated? :D
Put the Cages on top of a Support Beam... Bleh. Like this:

S = Support Beam, C = Cage Trap, X = Stone, H = Hatch, P = Pressure Plate, O = Empty Space, M = Magma.

HXPXCCCXX
XXXOOOXX
XMXOOOXX
XMSOOOSX

That way they get trapped, and dumped into a pit of Magma when You pull a Lever which drops the Support Beams!
Logged
I Like To Think Of Myself As An Artist - I Create Masterpieces With My Tools Of Trade.

Encased in burning magma

  • Bay Watcher
  • Nekkid
    • View Profile
Re: Efficiently caging whole sieges
« Reply #2 on: January 07, 2012, 11:42:34 am »

Correct me if I'm wrong, but don't hatches have an activation time?

Magma: instead of the cage traps, you could set down hatches to a corridor underneath. Then using pressurized water, empty the corridor into a pit. Drain water, leaving gobo gibs and items. Then clean with magma, keeping only the precious metal items. Drain magma, collect.
Logged
[MILL_CHILD:ONLY_IF_GOOD_REASON]

Barrow

  • Bay Watcher
    • View Profile
Re: Efficiently caging whole sieges
« Reply #3 on: January 07, 2012, 11:59:31 am »

Correct me if I'm wrong, but don't hatches have an activation time?

Hatches (and I believe doors) are instant. Floodgates and bridges have an activation time.
Logged

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: Efficiently caging whole sieges
« Reply #4 on: January 07, 2012, 12:06:11 pm »

To trap entire sieges, I would use an alternate entrance tunnel to the fort that is super-long and starts off wide, narrowing down to choke points further in. Hatch/pressure plate combinations could prevent goblins from entering the fort proper, or dwarves/animals from leaving. Troll destroyers outside take care of building destroyers. Once the entire siege is inside, you simply close the bridge doors to lock in the siege. Then, you could let them into cage trap hallways in small groups using other bridge doors.

Sounds like a new achievement: capture an entire siege, take all their weapons/armor, and release them outside to escape without anyone on either side being killed/injured for a pacifist victory. Note that you still get the goblin loot, and don't have to dispose of smelly bodies.

Helgoland

  • Bay Watcher
  • No man is an island.
    • View Profile
Re: Efficiently caging whole sieges
« Reply #5 on: January 07, 2012, 12:08:52 pm »

Naah, I want to keep the silver-that's why I would like to use cage traps. And hatches open instantly, yeah.

The other thing I tried, but once the squad leader gets captured, the rest just stands around :(
Logged
The Bay12 postcard club
Arguably he's already a progressive, just one in the style of an enlightened Kaiser.
I'm going to do the smart thing here and disengage. This isn't a hill I paticularly care to die on.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Efficiently caging whole sieges
« Reply #6 on: January 07, 2012, 02:43:09 pm »

Yeah, the leader capture seems to be the tricky part...  You can somewhat avoid it with awkwardly placed cage traps.
Code: [Select]
#   #
#^ ^#
## ##
 # #
The leader is less likely to step on those corner tiles, but the following squad doesn't path the same as the leader, and is likely to step onto nearby tiles.
Code: [Select]
##H##
#^ ^#
##H##
#^ ^#
##H##
If you aligned a long hallway like this, and put each hatch on a timer or a lever, then you could have the hatches open slowly.  The goblin leader would advance inwards, then stop at the impassable hatch.  The leader's squad would crowd around him, occupying neighboring tiles and getting themselves caught.  Then the next hatch closes briefly and the leader rushes forward, repeating the process in the next room.

Alternatively, stationary squad members will aggro on targets, so you can have a kitten behind a window that would lure them in but couldn't be shot.  Just make sure there's a walkable path so they'll actually try to path.

orius

  • Bay Watcher
    • View Profile
Re: Efficiently caging whole sieges
« Reply #7 on: January 08, 2012, 08:30:30 am »

Leader captures has been the biggest problem I've had with cage trap so far.  The leader walks into a cage and his squad just hangs around it instead going anywhere else.  Most of my combat casualties have been from trying to dislodge them and finish off the seige.  I'm thinking of mixing up cage and weapon traps like this:

c - cage trap
w - weapon trap
o - wall

owwwwwwo
owcwcwcwo
owwwwwwo
owcwcwcwo
owwwwwwo

That should keep the goobos dancing around if they don't get chewed up by the traps.
Logged
Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


Fortressdeath

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Efficiently caging whole sieges
« Reply #8 on: January 08, 2012, 09:47:28 am »

Has no one yet suggested the wondrous powers of WATER?

Monk321654

  • Bay Watcher
  • [COMPUTER_DEPENDENT]
    • View Profile
Re: Efficiently caging whole sieges
« Reply #9 on: January 08, 2012, 12:30:03 pm »

Has no one yet suggested the wondrous powers of WATER?
Oh yeah, the Emergency Booze Supplement...
Pressurizing some EBS could manage to brush them off, although it would take quite a few umps to build pressure, not to mention you need a draining system...
Logged
This is a side-effect of dwarven animal training (hit animal with hammer until it forgets that it hates you, then lovingly cuddle it).

I'm not your average Bay12er. I care about my drunken midgets.

Oaktree

  • Bay Watcher
    • View Profile
Re: Efficiently caging whole sieges
« Reply #10 on: January 08, 2012, 12:41:30 pm »

I use long access tunnels with drawbridges to trap siege squads like Urist da Vinci mentioned above.

Inner side of the tunnel are a few grinder set-ups and then some cage traps.  High dodge skill leaders sometimes clear the traps and get caught in the cages.  Otherwise, they tend not to go down until the grinder.  And their squad ends up hanging around in the grinder as well.  Once the goblins are in retreat mode an open gate on the inner side continues to draw them in.

And once they're chewed up the militia sorties from the inner gate and mops them up.

Note: the outer hatches on the grinder set-up are screened by two squares of lever-operated spikes.  This is used to deal with the building destroyers that go after the hatches.  Also helps soften up the goblins as well.

Final bit is a few weapon traps on the tunnel just outside the grinders.  These soften up attacks and also deal with thieves and invading wildlife.

               ---Grinder---
             |                 |               
Gate- C- + Gate ----- + T ------------ Gate
             |                 |
              ---Grinder---

C - Cage Traps
T - Weapon Trap line
Gate - Ditched drawbridge
Grinder - Pad triggered hatches and more weapon traps
Logged
Armorer McUrist cancels forge steel mailshirt, interrupted by minecart

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Efficiently caging whole sieges
« Reply #11 on: January 08, 2012, 01:43:17 pm »

I managed a fairly high success rate in one of my forts.


Goblins in > +++++++┼^+++++++++++++++++++++++++++++++++++++++More Cage Traps
                 +                            +
                 ++++++++++Cage Traps++++++++++


The leader would take the shorter route and trigger the door when he stepped on the pressure plate. This forced his squad around the long way over the cage traps. The pressure plate was rigged up to one of these which was rigged up to the door.

It tended to miss some on the retreat but that is easily remedied with something like this:

+++++++++++++++++++++++++++^+++++++++++++
   +         +             +         +
   +++Traps+++             +++Traps+++


It would work the same as before but with both doors rigged up to shut when the pressure plate is triggered. This would force retreating goblins down another corridor of cage traps.

Or even simpler:

+++++++++++++++++++++++┼++++++++++++++^+++Cage Traps+++
   +                    +
   ++++++Cage Traps++++++

Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Uristocrat

  • Bay Watcher
  • Dwarven Railgunner
    • View Profile
    • DF Wiki User Page
Re: Efficiently caging whole sieges
« Reply #12 on: January 08, 2012, 03:58:23 pm »

To trap entire sieges, I would use an alternate entrance tunnel to the fort that is super-long and starts off wide, narrowing down to choke points further in. Hatch/pressure plate combinations could prevent goblins from entering the fort proper, or dwarves/animals from leaving. Troll destroyers outside take care of building destroyers. Once the entire siege is inside, you simply close the bridge doors to lock in the siege. Then, you could let them into cage trap hallways in small groups using other bridge doors.

Sounds like a new achievement: capture an entire siege, take all their weapons/armor, and release them outside to escape without anyone on either side being killed/injured for a pacifist victory. Note that you still get the goblin loot, and don't have to dispose of smelly bodies.

Use a 1-level dodge'm trap.  Nobody gets hurt after falling down one level and, more importantly, you don't end up caging the squad leader and paralyzing the squad... yet.  The hard part is always going to be the squad leader.  The rest of the squad always paths to the leader, so not paralyzing the squad is a priority.

It's too bad that siege squads don't choose someone new to follow when the leader is incapacitated or caged.
Logged
You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

terkiey

  • Bay Watcher
  • chicken what i need
    • View Profile
Re: Efficiently caging whole sieges
« Reply #13 on: January 08, 2012, 04:38:45 pm »

The way I do it is slightly easier to build and simpler.
# = Entrance
^ = Cage Trap
O = Wall
BLABLABLA = Fort
Code: [Select]
OOOOOOOOOOOOO
#^^^^^^^^^^^^  BLA
#^^^^^^^^^^^^  BLA
#^^^^^^^^^^^^  BLA
#^^^^^^^^^^^^  BLA
#^^^^^^^^^^^^  BLA
OOOOOOOOOOOOO
Logged
Quote from: Meistermoxx
Quote from: Knigel
Does anything bad happen if you accuse someone of being a night creature and they aren't?
Yes, they call you a rasict, and then they shot you and take your cocaine.
[(√[1]/∞)+3!+|Chicken|] / [100^(1/2)]

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: Efficiently caging whole sieges
« Reply #14 on: January 08, 2012, 05:03:08 pm »

This hallway only allows 1-way travel since the hatch opens and blocks travel when someone stands on the pressure plate:
Code: [Select]
++++^¢++++

If you put several of those in parallel (more than the number of squad leaders you expect), you can keep the goblins busy long enough to lock them in using bridge doors. The key part of trapping a siege is to delay the lead guys enough so that the stragglers can catch up.
Pages: [1] 2