These weapons have all the material property advantages and disadvantages that normal weapons have. You can also use the corkscrews that are normally used in screw pumps, or menacing spikes that are normally used in spike traps, or any of three specialist trap only weapons:ĭon't know which to make? -> Detailed Trap component information Think of it as fair retribution when goblins are sliced to pieces by their own axes! Any weapon can be used, including human weapons, training weapons, bows, traded weapons and weapons recovered from dead goblins. Before you write off stone-fall traps as worse versions of weapon traps, note that weapon traps require you to have previously made weapons, making them more of an option somewhat later in the game. They contain between one and ten weapons, and tend to be much more reliable for outright killing or critically injuring invading creatures. Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. Appearance: ^ = ready, ^ = no stone loaded.Components used: mechanism and an ordinary stone.The weight of the stone used in the trap affects the amount of damage the trap does, but it's quite difficult to get your dwarves to use heavier stones, like galena, when loading the traps. Being that stonefall traps do not alert you of ambushes when triggered by hidden invaders, this can frequently lead your mechanics into peril. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). After being used they need to be reloaded with another stone by any dwarf with mechanic skill enabled, a task which your dwarves will see to automatically. A single stone trap will usually not severely wound or kill most animals and enemies, to the extent that this may be a bug. 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. Traps destroyed by hostile action may return damaged objects. It is possible to determine the state of a trap (loaded/unloaded) and the components it contains using the t query.ĭeconstructing a trap leaves the components used in its creation on the ground around the tile. If a cage trap has captured something while forbidden and left alone for an extended period of time (nearly a year or longer) the caged individual escapes and and you will get the announcement "Something has emptied a cage!" Once put into a stockpile or claimed this will prevent the captured individual from escaping. 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 out there as well. Note that only dwarves with the mechanic labor enabled will reload traps (cage, stone or weapon). 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 nasty surprises. They can be built indoors or outdoors, and require a level ground square with no other constructions in them. You'll generally need one mechanism, a dwarf with the mechanic labor designated (ranks in this skill reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. To build a trap, go to the build-> Traps/Levers 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. Traps are a comparatively quick and easy method for defending a fortress.
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