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Editing v0.31:Trap design
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− | + | {{av}} | |
+ | ==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. | |
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− | + | [[File:dfbridgehall.jpg]] | |
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− | + | ==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. | |
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− | + | 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, [[hatch]]es 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. | |
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− | + | [[File:dfwatertower2.jpg]] | |
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− | {{ | + | {{Military v0.31}} |
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