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Editing v0.34 Talk:Trap

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If this is true, then metal cages are, for practical purposes, worthless.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 12:04, 8 January 2014 (UTC)
 
If this is true, then metal cages are, for practical purposes, worthless.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 12:04, 8 January 2014 (UTC)
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:Not worthless (e.g. if you have no wood...), just slow to haul and (from what you're saying) load. On the other hand, I'm finding that the stockpile "Additional Options" settings can work to separate your wood ("Plant/Animal") and metal ("Non-Plant/Animal") cages, keeping metal ones away from your traps. This is useful if you, like me, have a tendency to buy up empty metal cages specifically for melting. [[User:Urist McDorf|Urist McDorf]] ([[User talk:Urist McDorf|talk]]) 15:26, 10 January 2014 (UTC)
 
:Not worthless (e.g. if you have no wood...), just slow to haul and (from what you're saying) load. On the other hand, I'm finding that the stockpile "Additional Options" settings can work to separate your wood ("Plant/Animal") and metal ("Non-Plant/Animal") cages, keeping metal ones away from your traps. This is useful if you, like me, have a tendency to buy up empty metal cages specifically for melting. [[User:Urist McDorf|Urist McDorf]] ([[User talk:Urist McDorf|talk]]) 15:26, 10 January 2014 (UTC)
 
::Good catch (about the stockpile options), although even without a lot of wood I find it more efficient to build cages out of it (all in all, worth is subjective). One can breach the caverns and seal off the fortress thereof.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 01:34, 11 January 2014 (UTC)
 
 
Interested by this problem, I decided to do some tests. The setup was the following:
 
 
# 30 Dacite mechanisms were supplied, along with 10 Ash, Gold and Slade cages.
 
# The dwarf's skill was modified to be at 0, 10 and 20, at each step and between different cages.
 
# The time it took to assemble 10 traps was measured using visual measurement and the in-game calendar. Aside from the '''fastdwarf 0 1''' command and the commands to create the items in the first point, no other hacks were used. The break times were also recorded in the process but they weren't significant.
 
 
Here are the results:
 
 
                          |Time (days)|
 
          |Material|Weight|0  |10 |20 | <- Mechanic's skill
 
---------+--------+------+---+---+---+
 
          |Ash    |36    |9  |9  |9  |
 
Cage    |Gold    |579  |35 |17 |12 |
 
          |Slade  |6000  |51 |22 |9  |
 
---------+--------+------+---+---+---+
 
Mechanism|Dacite  |48    |
 
          |Slade  |4000  |
 
 
[[File:Cage Trap assembling analysis .PNG]]
 
 
I've graphed the distributions in regards to weight and skill. I've made some conclusions:
 
 
# Assembling speed decreases '''logarithmically''' with weight and increases '''exponentially''' with skill.
 
# The limit for assembling 1 cage seems to be 9/10 of a day.
 
 
I also verified whether the assembling of the mechanisms themselves was a factor. I tested a Level 10 Mechanic with Slade mechanisms and Gold cages, in the same setup as above. The result is 18 days, which (accounting for experimental error) means the mechanism's weight has no matter. This matches the fact the assembly of the mechanism in the trap doesn't confer xp.
 
 
What remains to be tested is how quality influences the build process.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 15:27, 11 January 2014 (UTC)
 
 
== Traps as Main Defense ==
 
 
In the current version, weapon traps give you the most bang for your buck of any traps. I doubt they will work against a bronze colossus, but I have so far successfully removed two goblin sieges (one with a wave of trolls as well) with nothing but weapon traps, a windmill for troll bait, and of course raising drawbridges to change pathing.
 
 
Secondly, a combination of silver and wood weapons seems to work just fine, in my test it was silver spiked balls, silver serrated disks, and wooden spikes. Since silver is rather easy to acquire early on, this requires, other than that, wood and stone.
 
 
Presently I'm also testing to see if nothing but wooden spikes and wooden balls will work on goblins. Since there is a tendency for goblins to not wear leg, hand or foot armor, and to wear caps instead of helms, I have noted quite a few goblins that were brained by a wooden spike, or completely hobbled to the point that they could be struck down in a blink by novice swordsdwarves.
 
 
Lastly, does anyone know whether 10 traps with one spike each (say, in a line) is more effective than 1 trap with ten spikes? Since traps sometimes are not triggered, spreading out the traps seems to guarantee at least a few triggers, though the triggers may not be deadly. There must be a sweet spot; whether it lies at the end or in the middle I don't know, but my experience with single 10 weapon traps is that they let a lot of creatures through; the creature must be forced to go back and forth (by pathing changes) to get a trigger (though in the readouts the creatures were all slaughtered by the silver discs - butchered into pieces by those three-hit attacks.)
 
 
It would be nice to know if a clever player could stop a horde of goblins with naught but wood and stone.
 
--[[User:Riverc|Riverc]] ([[User talk:Riverc|talk]]) 04:11, 2 February 2014 (UTC)
 

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