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Editing v0.31:Trap design
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− | ===Trapping efficiently part 2=== | + | ===Trapping efficiently part 2 === |
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"). | 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"). | ||
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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 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 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. | ||
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==Crushing weight traps== | ==Crushing weight traps== |