![]() A single stone trap will usually not severely wound or kill most animals and enemies, but can break a bone, which gives you more than enough time and advantage to finish them off with military. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. The simplest trap to construct, a stone-fall trap is essentially a stone suspended up in the air which is dropped on intruders when the trap is triggered. Stone-fall trap, the one on the left is loaded, while the one on the right is not ![]() Traps destroyed by hostile action may return damaged objects. Deconstructing a trap leaves the components used in its creation on the ground around the tile. Traps can be deconstructed by pressing t to view the trap (or q, although the name of the trap will not be displayed until it is flagged for removal), followed by x to remove it. It is possible to determine the state of a trap (loaded/unloaded) and the components it contains using the t query. If put into a stockpile or claimed, captured individuals will be prevented from escaping. If a cage trap has captured something while forbidden and been left alone for an extended period of time (nearly a year or longer) the caged individual escapes and you will get the announcement "Something has emptied a cage!". Alternatively, simply order your dwarves to stay within a safe burrow until any threats have been dealt with. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a mechanic will carry a stone out to the trap anyway. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Forbidding traps after they are built will keep Urist McSuicide from deciding to reload a trap in the middle of a siege. In combat situations, mechanics have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be near them. Note that only dwarves with the mechanic labor enabled will reload cage, stone, or weapon traps. Conscious dwarves do not set off self-triggered traps. Any unconscious creature will trigger traps, including your own dwarves. ![]() Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of thieves, flying creatures and other occasional fun surprises. Traps will block the passage of caravan wagons. They can be built indoors or outdoors on a vacant floor (natural or constructed). Most traps need one mechanism, a dwarf with the mechanic labor designated (more skilled mechanics take less time to build a trap), and at least one other component depending on the type of trap – a stone, a cage, or one or more weapons. Traps can be built from the build-> traps menu. On the other hand, they are immobile and can only lie in wait for foes to walk over them. Unlike soldiers, they're always on duty, and, once set up, need less management. Difficulty of a volcano+sand embark, 3 of 10 (with 1 being a benign plain with a brook, 10 being savage evil ocean salt aquifer, and 5 being the average embark).Traps are a relatively quick and easy method of defending a fortress. So to put it short, sand+lava=lots of green glass, no need for wood except for beds, and a rather powerful easy trap set-up, as well as early access to magma. As for the temperature, volcanoes don't have any effect on the temperature around them save for what is directly next to the lava, and even that doesn't effect the dwarves until they are touching the lava itself. Also the lack of surface plants doesn't make that much of a difference if you tend to embark with a bag of seeds for your main food crop anyways. As for wood, since both bins and pots can be made out of glass as well as wood, the only real thing you need it for is beds, a need that can be easily remedied by caravans. You can even just crank out large numbers of green glass giant corkscrews for weapon traps as well for an early yet nearly impenetrable trap defense system. ![]() Setting up a few magma glassmaking workshops allows you to make anything you could want except for beds out of glass, making it much easier to survive then a normal fortress. The best volcano sites are ones that are located with sand in them as well. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |