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Difference between revisions of "v0.31:Trap design"

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(Added an elaborate drowning trap, now going to update grate hall with suggested bridge model)
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==Auto-Defense System: Grate Hall==
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==Capture Hall==
Note: you can accomplish all this with a bridge that retracts instead of swings to a direction.
 
  
This is a trap designed to be placed at a long, hallway-like entrance of your fort. It operates by use of a long series of floor grates suspended over a drop linked to a single pressure plate in the middle of the hall. Due to the inability of floor grates to be fixed to other floor grates, the system relies on on a few supporting pillars in the middle of the system. These pillars reduce the auto-capture efficiency of the system to 85% if they are built as wagon-friendly floors. You will also wish to link the system to a lever, meaning that every floor grate will require two mechanisms to operate.  
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This is a trap designed to be placed at a long, hallway-like entrance of your fort. It is exceedingly simple, but allows for all sorts of inhumane treatment.
  
A design for a bare-bones capture system is shown below. Variations on this may include a drowning pool full of cave crocodiles or a barracks full of friendly military personnel at the bottom, or perhaps a bottom much further down, connected by a door to your (giant cave spider silk sock) stockpile.  
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A lever linked to retractable bridges will drop anything on the bridges when pulled. A ramp at the end of the hallway will keep dwarves away from enemy arrow fire until the lever is pulled.  
  
'''General Schematics'''
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A design for a bare-bones system is shown below. Variations on this may include a drowning pool full of cave crocodiles or a barracks full of friendly military personnel at the bottom, or perhaps a bottom much further down, connected by a door to your (giant cave spider silk sock) stockpile.
[[File:Dwarf Fortress Grate hall.jpg]]
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[[File:dfbridgehall.jpg]]
  
 
==Smiting Water Tower==
 
==Smiting Water Tower==

Revision as of 19:55, 11 April 2010

This article is about an older version of DF.

Capture Hall

This is a trap designed to be placed at a long, hallway-like entrance of your fort. It is exceedingly simple, but allows for all sorts of inhumane treatment.

A lever linked to retractable bridges will drop anything on the bridges when pulled. A ramp at the end of the hallway will keep dwarves away from enemy arrow fire until the lever is pulled.

A design for a bare-bones system is shown below. Variations on this may include a drowning pool full of cave crocodiles or a barracks full of friendly military personnel at the bottom, or perhaps a bottom much further down, connected by a door to your (giant cave spider silk sock) stockpile.

Dfbridgehall.jpg

Smiting Water Tower

This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective siege defense, as each tower component can be linked to a lever and used to wipe out a single invading squad at a time. Note: This may count as a stupid dwarf trick.

While a pressure plate in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure. A lever is highly recommended.

Using a cross-hair pattern of walls, invaders are herded through the trap. Inside the fortress, Urist McLeverpuller does his job. Floodgates on the ground close, hatches on the ceiling open, and drowning ensues. When all enemies are dead, the lever is pulled again. The hatches close and the floodgates open, allowing a rush of water and bodies to spill out.

Dfwatertower2.jpg

Template:Military v0.31