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Difference between revisions of "v0.34 Talk:Trap"

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== Traps block wagons in 34.09? ==
 
== Traps block wagons in 34.09? ==
 
I have observed that a single line of cage traps can prevent human wagons from reaching the depot, making a "corridor of traps' strategy useless. (Stone fall traps are impassible for wagons too.) Feature or bug?
 
I have observed that a single line of cage traps can prevent human wagons from reaching the depot, making a "corridor of traps' strategy useless. (Stone fall traps are impassible for wagons too.) Feature or bug?
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  Seems like a possible bug, but may also be intended.  I've noticed the best way to bypass this is to put your trade depot before your corridor, and use a bridge and channel system to prevent entry/exit during sieges.  Basically, a lock system.  On the outer side, you have a 3-wide channel which you dig, then remove all except for one ramp.  You build a bridge on the side of the depot that will raise towards the depot, and encompasses all of the exposed area (5x5 or larger is required).  You then put a lever next to the depot to raise the bridge after the caravan has entered.  For added security, and the ability to have this open during sieges (in the event of a mid-siege caravan, so that the carts don't bypass your site simply because the bridge isn't down), do the exact opposite on the side leading to your inner fort, and put another lever (or both levers) inside of your fortress.  This effectively allows you to protect merchants, while still preserving your corridor-of-death, and also preserving the ability to receive incoming trade carts.

Revision as of 20:11, 17 July 2012

"Most captured creatures do not require any nourishment and will survive being in a cage indefinitely" This is somewhat untrue in this version. many creatures DO stave while caged now. (maybe all grazers?) so far I can confirm that humans, trolls goblins survive fine.

Quality what?

That source (1) about mechanism quality in weapon traps is from 2007.

Cage traps not triggering in DF2012?

I recently started playing DF2012, coming from DF2010. When the first Goblin ambush came after I had set up my default defense (walling in and adding a corridor of cage traps to the entrance door), they just walked through the traps (yes, they were loaded), as if the didn't exist at all. What is more, I tried to lock the inner door before them, when I noticed, but they just ignored it and walked through, even without stopping.

Is this new inteded behaviour, or is this a bug? Is this maybe the result of creating my world with advanced parameters?

   I haven't had this issue, personally.  Probably a bug.

Traps block wagons in 34.09?

I have observed that a single line of cage traps can prevent human wagons from reaching the depot, making a "corridor of traps' strategy useless. (Stone fall traps are impassible for wagons too.) Feature or bug?


 Seems like a possible bug, but may also be intended.  I've noticed the best way to bypass this is to put your trade depot before your corridor, and use a bridge and channel system to prevent entry/exit during sieges.  Basically, a lock system.  On the outer side, you have a 3-wide channel which you dig, then remove all except for one ramp.  You build a bridge on the side of the depot that will raise towards the depot, and encompasses all of the exposed area (5x5 or larger is required).  You then put a lever next to the depot to raise the bridge after the caravan has entered.  For added security, and the ability to have this open during sieges (in the event of a mid-siege caravan, so that the carts don't bypass your site simply because the bridge isn't down), do the exact opposite on the side leading to your inner fort, and put another lever (or both levers) inside of your fortress.  This effectively allows you to protect merchants, while still preserving your corridor-of-death, and also preserving the ability to receive incoming trade carts.