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I llike the design for your trap but what happens if a troll gets knocked down into the pit?It goes up the ramp and has another go, like any other non-flier, I would imagine.
I llike the design for your trap but what happens if a troll gets knocked down into the pit?It goes up the ramp and has another go, like any other non-flier, I would imagine.
Personally, I find them somewhat pointless; it seems like no enemies but weapon lords actually dodge traps consistently, and they usually either aren't dangerous enough alone or run away once their squad gets diced. Just having the weapon traps does just as much as having the weapon traps next to a pit.
Here's the really simple dodge-me-ish trap I built for the entrance to my fort:Note you may occasionally get the lucky goblin who double-dodges in the correct direction to circumvent whole sections of your trap. This is why my dodge-me traps have a solid wall or a 3-tile gap between the lanes with my marksdwarves shooting from above.
First, the surface. Note the zig-zag 1-tile walkway with the traps on it. The primary purpose of this trap/entrance is to keep the invaders in front of my marksdwarves (in the tower on the left, behind the fortifications) for as long as possible. I also recently installed an "emergency storm shutter" using a retracting draw bridge in front of the fortifications in case Elite Goblin Crossbowmen show up and start decimating my marksdwarves. That also gives the civilians a chance to run upstairs and carry away any injured marksdwarves, and usually causes the marksdwarves to run and reload their ammo since they can no longer see any targets.
Then, down a z-level. It's only one z-level deep so dodging doesn't actually kill anything, but the goblins then have to go back to the beginning and through the traps again, being turned to pincushions by my marksdwarves the whole time.
--nomad_delta
And remember that if you are going to use weapon traps then you need to use low quality weapons and mechanisms as this will cause the enemy to dodge more often. However if you are using upright weapon traps then you should use high quality mechanisms and low quality spears as this allows for more attacks (in upright weapon traps mechanism quality determines attack speed (if you have a good mechanism in the lever aswell) whereas in weapon traps the mechanism determines the hit rate).Did anyone actually test any of this? Sounds like speculation to me. (sorry for necro)
And remember that if you are going to use weapon traps then you need to use low quality weapons and mechanisms as this will cause the enemy to dodge more often. However if you are using upright weapon traps then you should use high quality mechanisms and low quality spears as this allows for more attacks (in upright weapon traps mechanism quality determines attack speed (if you have a good mechanism in the lever aswell) whereas in weapon traps the mechanism determines the hit rate).Did anyone actually test any of this? Sounds like speculation to me. (sorry for necro)
-awesome pics of wicked mean trap area-i like it.
- You do want to use low quality weapons and low-quality mechanisms in the "dodge" weapon traps, because you don't actually want to injure/kill the enemy. If they don't have a shield to block with, they will probably dodge the poorly-aimed attacks.And remember that if you are going to use weapon traps then you need to use low quality weapons and mechanisms as this will cause the enemy to dodge more often.Did anyone actually test any of this? Sounds like speculation to me. (sorry for necro)
With your dodge'em trap, if you want it to be fatal, all you do is make it 10z lvls. That kills everything I've come accross. Except for enemies that landed on other enemies, but thats something that you can't control.More can sometimes (rarely) be needed - goblins will sometimes survive with crippling injuries. 15z should be universally fatal. Typically, the additional levels are just a nice feature and not a particularly required thing.
One thing that no one has suggested yet, is the use of retracting bridges along the trap. This gives your dwarves a larger walking area, then when an enemy shows up, retract the bridges so the path goes back to 1 tile wide path again. Makes cleaning up quicker as well.Additionally, you'll need a 3-wide path for wagons, so allowing them to cross bridges in times of peace will help keep your fortress operating smoothly. Consider creating two paths out of your fort - one 3-wide that you only open briefly to let the traders out (and the siege to kill them) and one you leave open 3-wide in peace and 1-wide (with dodge traps) in war.
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I just checked my massive gamelog file, and can't see an instance of a trap recording a "miss" in the combat log. The only things that were protecting the goblins from the traps were shield blocks, dodges, or the weapon deflecting off their armor. Higher quality mechanisms were blocked/dodged less, not more.
With your dodge'em trap, if you want it to be fatal, all you do is make it 10z lvls. That kills everything I've come accross. Except for enemies that landed on other enemies, but thats something that you can't control.More can sometimes (rarely) be needed - goblins will sometimes survive with crippling injuries. 15z should be universally fatal. Typically, the additional levels are just a nice feature and not a particularly required thing.QuoteOne thing that no one has suggested yet, is the use of retracting bridges along the trap. This gives your dwarves a larger walking area, then when an enemy shows up, retract the bridges so the path goes back to 1 tile wide path again. Makes cleaning up quicker as well.Additionally, you'll need a 3-wide path for wagons, so allowing them to cross bridges in times of peace will help keep your fortress operating smoothly. Consider creating two paths out of your fort - one 3-wide that you only open briefly to let the traders out (and the siege to kill them) and one you leave open 3-wide in peace and 1-wide (with dodge traps) in war.