Note that, in combat situations, mechanics (and others) have a nasty habit of wanting to clean or reload traps when they are triggered, regardless of who or what might be out there as well. They can be a quick, easy and brutally effective "first defense" for a fledgling fortress, but they can also be combined into key parts of more complex set ups. They require one mechanism but do not require levers or triggers. These are the simple traps that are placed by a mechanic. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it. Once in a straight hall, anything is possible (represented by "?"), but placing your best (or first) traps on the inside path near "inside" corners (and de-emphasizing outside "dead-end" corners) is the best bet. If the path where you will place your traps has bends, expect the enemy to take the most direct path - it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end (represented by "x"). Invaders with bows will turn unarmored haulers or a legendary mechanic into a pincushion, and tasks will be interrupted if your workers so much as have a line of sight to an unconscious goblin. Another invisible ambush could be lurking just beyond the first (untriggered) traps - and somehow, usually is. Put the traps where those workers can be secure - either behind a dog-leg or L- or U- bend, or behind a raisable drawbridge. Many basic traps will require some form of "maintenance" - either reloading or un-jamming, and haulers will often wander out to gather the loot from the deceased. (This can work so well that some players decline to use it, and prefer a more complex challenge.) A wall of traps is a passive threat to injure, kill or capture enemies who will happily walk right into them. You just have to make sure your dwarves working outside actually stay near your traps - a fisherdwarf who goes wandering screens away from the nearest trap is not protected. Cage traps work even on Bronze colossuses and Dragons. Most hostile forces will flee if they take enough casualties, and stone-fall traps can be quite damaging to goblins and are easy to set up. then build another area just like this except have the entrance bridge be retracted/raised and have the first pressure plate link to it, so it is an endless game of cat and mouse (sort of)Īnother options for outside defenses is scattered traps. The area underneath must also lead to your base so the enemies will walk into the cages. line this area with weapon traps and line the exits of the subterranean area underneath this with cage traps. Place a pressure plate at the end, linked to the support and another bridge into your fortress. This MUST be connected to your base by a bridge so enemies will take it. Also known as the "Tar Baby" strategy.Ĭombining some intentional cave-ins, lots of cage traps, some weapon and stone fall traps, channels, and pressure plates is a sure-fire way to fend off an invading goblin army.Ĭreate a small area preferably 1 tile wide, and channel it out leaving one support under it. Put a puppy on a chain in some random spot outside, build a few columns around it to reduce the chance of them shooting it, and trap that area to hell and back. These are some basic tricks that can be used with most any trap design, basic or complex.Įnemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do. To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.(* specifically, the stone-fall trap, weapon trap, and cage trap.) By manipulating what does what and when, and what follows from that, impressive results can be achieved. That signal is not always as simple as "do it now", but it's specifically either to "open" or to "close". When the trigger is activated, it sends a signal to the linked device. Complex traps and automation rely on linking doors, hatches, floodgates, bridges and mechanic's traps to levers or pressure plates, along with machinery to provide the power to run some of the more diabolical designs. Simple one-tile traps* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile. 2.6 The enemy will take the shortest path.
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