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Author Topic: Traps are worth...  (Read 4979 times)

lorduberspaz

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Re: Traps are worth...
« Reply #15 on: August 20, 2014, 03:23:12 am »

My farmer dwarf just got caught in my own cage trap... Never seen this before. I think it was one with a low quality mechanism, perhaps this explains it... Anyone else ever had this?
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McDwarf

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Re: Traps are worth...
« Reply #16 on: August 20, 2014, 04:00:40 am »

If a dwarf falls asleep or gets knocked unconscious on a cage trap it will trigger, caging the dwarf.
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Kumil

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Re: Traps are worth...
« Reply #17 on: August 20, 2014, 03:54:59 pm »

Traps are OP.

What's a giant corkscrew as a weapon, anyway ?
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clinodev

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Re: Traps are worth...
« Reply #18 on: August 20, 2014, 08:20:26 pm »

Traps are OP.

What's a giant corkscrew as a weapon, anyway ?

Given that they're also used in pumps, I assume the traps are a bit like this:

https://www.youtube.com/watch?v=KKsw0OfPINU
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pisskop

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Re: Traps are worth...
« Reply #19 on: August 20, 2014, 08:30:28 pm »

I was under the impression corkscrews in traps tried to drill a hole into you.  A rotating corkscrew in reverse.

But OT it is good to know rock traps do something now.
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Gojira1000

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Re: Traps are worth...
« Reply #20 on: August 21, 2014, 01:26:00 pm »

Spinning blade traps stopped a 61-zombie undead siege fairly easily - about three dozen single-blade installations diced all but about 10 who managed to get to the cages, usually with few to no intact limbs. Made a ridiculous mess, though. Adding some spiked balls before the blades now to try and limit the zombie salsa in future.
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Xerberus

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Re: Traps are worth...
« Reply #21 on: August 26, 2014, 07:26:55 am »

yeah the traps should get some tweaks, maybe toady will balance them out a bit in his current patch-run?

i find that mostly the cage-trap is overpowered as sh*t, i mean come on, everything that walks on a cage-trap is instantly trapped without failure. you can catch a dragon with a wooden cage, come on -.-. it feels like cheating. why not add a %-chance that the enemy dodges the attack and add a chance that the enemy escapes the trap depending on the quality and material of the trap. i think cage-traps are the traps that should get slightly nerfed to increase the FUN :).

also offtopic, if you have building-destroyers like trolls / cyclpes, why not make them destroy all constructions like bridges too (if on the same z-level)?
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Agent_Irons

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Re: Traps are worth...
« Reply #22 on: August 26, 2014, 12:42:35 pm »

Lots of things are straight up trapimmune and don't trigger cage traps. Forgotten beasts, for instance.
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Button

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Re: Traps are worth...
« Reply #23 on: August 26, 2014, 02:43:13 pm »

i find that mostly the cage-trap is overpowered as sh*t, i mean come on, everything that walks on a cage-trap is instantly trapped without failure.

This isn't true, and wasn't true in 34 or even 31. If you use crappy mechanisms, fast creatures can run by before the trap springs.

Lost one of my very first forts to a dragon that none of my cage traps would catch.
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Dunamisdeos

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Re: Traps are worth...
« Reply #24 on: August 27, 2014, 03:50:49 pm »

yeah the traps should get some tweaks, maybe toady will balance them out a bit in his current patch-run?

i find that mostly the cage-trap is overpowered as sh*t, i mean come on, everything that walks on a cage-trap is instantly trapped without failure. you can catch a dragon with a wooden cage, come on -.-. it feels like cheating. why not add a %-chance that the enemy dodges the attack and add a chance that the enemy escapes the trap depending on the quality and material of the trap. i think cage-traps are the traps that should get slightly nerfed to increase the FUN :).

also offtopic, if you have building-destroyers like trolls / cyclpes, why not make them destroy all constructions like bridges too (if on the same z-level)?

The current dwarven cage trap.
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