v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d:Trap design
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 40: | Line 40: | ||
===Protect your Mechanics & Haulers=== | ===Protect your Mechanics & Haulers=== | ||
− | 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. Put the traps where those workers can be secure - either behind a dog-leg or L- or U- bend, or behind a raisable drawbridge. Another invisible [[ambush]] could be lurking just beyond the first (untriggered) traps - and somehow, usually is | + | 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. Put the traps where those workers can be secure - either behind a dog-leg or L- or U- bend, or behind a raisable drawbridge. Another invisible [[ambush]] could be lurking just beyond the first (untriggered) traps - and somehow, usually is. |
===The enemy will take the shortest path=== | ===The enemy will take the shortest path=== |