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Editing 40d:Defense design
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===Guard Animals=== | ===Guard Animals=== | ||
− | Both [[thieves]] and [[ambush]]es are invisible until something bumps into them - a dwarf, a [[caravan]], a wild creature, a [[domestic animal]], anything. Once this happens (even if it was triggered by a wild [[ | + | Both [[thieves]] and [[ambush]]es are invisible until something bumps into them - a dwarf, a [[caravan]], a wild creature, a [[domestic animal]], anything. Once this happens (even if it was triggered by a wild [[fluffy wambler]] on the far edge of the map), the game will pause with the appropriate [[announcement]], forcing your attention to the situation - which is nice. Therefore, it's a common practice to use animals to act as alarm systems, by [[restrain]]ing them in entryways. |
There are some considerations to good placement of such animals. If you have a 1- or 2-wide hall, one animal is enough. If you have a 3-wide hallway (wide enough for a [[caravan]]), you need to restrain two animals, one at each side of the hall. | There are some considerations to good placement of such animals. If you have a 1- or 2-wide hall, one animal is enough. If you have a 3-wide hallway (wide enough for a [[caravan]]), you need to restrain two animals, one at each side of the hall. |