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Author Topic: Landmines  (Read 2342 times)

Elifre

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Landmines
« on: January 16, 2012, 07:25:27 pm »

I just had a neat idea for some building destroyer traps. They look rather simple, and are easy enough to make that I think you could make a large field of them.

Spoiler (click to show/hide)

For a trap that guarantees a kill, you can use this design:

Spoiler (click to show/hide)

This idea might need a little refinement, since I'm not sure how bridges interact with the z level above them, but it looks promising. With the bridges, you also have the option of choosing whether or not the trap is active.

Thoughts?
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wierd

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Re: Landmines
« Reply #1 on: January 16, 2012, 07:36:18 pm »

Make sure this is built on a natural floor, unless you want !!FUN!!.

Other potential pitfalls...  building destroyer destroys bridge instead of support.
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Tharwen

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Re: Landmines
« Reply #2 on: January 16, 2012, 07:40:30 pm »

Make sure this is built on a natural floor, unless you want !!FUN!!.

Other potential pitfalls...  building destroyer destroys bridge instead of support.

They can't destroy bridges.
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Broseph Stalin

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Re: Landmines
« Reply #3 on: January 16, 2012, 07:47:55 pm »

Make sure this is built on a natural floor, unless you want !!FUN!!.

Other potential pitfalls...  building destroyer destroys bridge instead of support.

They can't destroy bridges.

They can't destroy raised bridges.

Sphalerite

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Re: Landmines
« Reply #4 on: January 16, 2012, 07:53:10 pm »

Building destroyers mostly ignore supports now.  They can theoretically destroy them, but don't seem to actually bother to do so.  They also ignore bridges, walking over them rather than destroying them.
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Vehudur

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Re: Landmines
« Reply #5 on: January 16, 2012, 08:01:20 pm »

One thing that is lacking in this thread is underground traps.  Here's one.

This design takes a lot of space and only works underground, but is very good for keeping cave-based building destroyers (like FBs) out of your fortress.
Code: [Select]
X = wall
_ = floor
# = floor grate
H = floor hatch
F = floodgate
1-7 = water depth
M = magma
U = up stair
D = down stair
<%% = pump (arrow points in direction of pump).
Z-1
XXXXX
XMMMX (lines up with floor hatch / grate)
XXXXX


Z+0
XXX
XUX (this begining part is designed appropriately for the location and may be different)
X2XXX
X2FMXXXXXXXMXXX
XHF#MM<%%MMMXXX - pump is powered from above.
X2FMXXXXXXXXXXX
X2XXX
XUXX (this end part is also designed to be appropriate for the location and can vary greatly)
XXXX
Important Notes:
1.  The pump should be inaccessible from the end that the building destroyer comes from.
2.  I actually have not had this trap be triggered yet, mainly out of sheer chance.  With that said, this concept is not proven.  Use at your own risk.
3.  Build several of these in parallel so that if one is "used" the area you were protecting is still accessable.  The beauty is they can all use the same magma pump.

And of course, I do use the standard surface cave in trap.

I have another design, too complex for a small diagram, that uses a very long 2z high corridor* with floodgates to be destroyed that have a small 2z cistern of water behind them.  In the cistern is a ledge, with a pressure plate activated by greater than 3/7 water.  The ammount of water should be able to bring the corridor to 4 - 6 water depth, but not overfill it to the point where the water reaches the second level.

*This corridor needs to be long enough or have enough flood gates** that the plate will reset and set off the other components before the FB leaves.

**Make sure they ALL release the water because you do not know which one will trip first.

When the plate resets a bridge over the hallway is lowered, allowing a large quantity of magma to pour into the hallway on top of the water, obsidianizing it.

Naturally, this trap can only really be used once.
« Last Edit: January 16, 2012, 08:12:12 pm by Vehudur »
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NonconsensualSurgery

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Re: Landmines
« Reply #6 on: January 16, 2012, 08:09:37 pm »

Building destroyers mostly ignore supports now.  They can theoretically destroy them, but don't seem to actually bother to do so.  They also ignore bridges, walking over them rather than destroying them.

I was wondering about that. I've never seen a building destroyer go for a bridge.

[spoiler]
...
.A.
.+.
.>.
.p.

Where A is any kind of building (especially doors, statues or archery targets) and p is a pressure plate. Behold, The Trollflinger!
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Elifre

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Re: Landmines
« Reply #7 on: January 17, 2012, 12:28:11 am »

The nice thing about the designs I posted is that you can also link supports to levers or pressure pads. With some careful planning, you could force enemies to go through the mines as the only route into your base, and you could even have archers further harassing invaders from bunkers a z level up. I can see this working rather well with my current base.

I'm a big fan of traps, and this promises to be a nice one for clowns, especially if the supports are made of wood. All I'd have to do is set this up outside, use some careful planning, and have some emergency airlocks inside my base at the lower levels in case of clown invasion with another exit leading outside.
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Corneria

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Re: Landmines
« Reply #8 on: January 17, 2012, 04:36:54 am »

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Loud Whispers

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Re: Landmines
« Reply #9 on: January 17, 2012, 02:13:24 pm »

I think this thread will interest you: http://www.bay12forums.com/smf/index.php?topic=91789.msg2561309#msg2561309

Damn, beat me to it :p

Also, I use a variant that drops big nasties into a constructed pit. Works well too, the floors deconstruct so I'm left with a pit full of stunned beasties.

Quietust

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Re: Landmines
« Reply #10 on: January 17, 2012, 04:19:22 pm »

I prefer traditional Dwarven landmines:

Code: [Select]
Z=1
++

Z=0
^I
Pressure plate is linked to support - creature steps on it and gets instakilled, complete with an explosion that sends other nearby units flying.
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Garath

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Re: Landmines
« Reply #11 on: January 17, 2012, 04:43:12 pm »

I was so impressed with those magma fountains.... my hero
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thegoatgod_pan

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Re: Landmines
« Reply #12 on: January 17, 2012, 05:27:42 pm »

Supports wont work (on their own) build a door with water behind it. put a pressure plate wired to trigger from any amount of water in front of it and link to a support. place the support in front of the plate and a constructed wall/floor atop it.  Building destroyers will break the door, release the water, which will trigger the support which will cause a cave in.  Same idea as you had but a little more complicated
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Triaxx2

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Re: Landmines
« Reply #13 on: January 17, 2012, 06:42:04 pm »

Pressure plates link to supports...
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