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Difference between revisions of "v0.31:Exploit"
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(Undo revision 130501 by 121.54.29.72 (Talk): Don't copy entire pages into each other.) |
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== Atom Smasher == | == Atom Smasher == | ||
− | A | + | A {{l|drawbridge}}, when rapidly triggered on and off, can be used to obliterate some creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature of too large a size. |
==Bookkeeper Exercise Program== | ==Bookkeeper Exercise Program== | ||
− | Changing your | + | Changing your {{l|bookkeeper}}'s settings to maximum accuracy causes him to work furiously in his office, training quickly up to {{l|legendary}}. Even if this is a bug it is not really an exploit, since a) you actually want highest precision anyway b) he attains highest precision rather fast (depending, for example, on how many stones you have mined) and thus one can not train an unlimited number of, if even several, dwarves that way. |
Some would argue this is not as much of an exploit as it was in 40d, since the legendary bookkeeping skill does not lead to new attributes, and therefore really gets you very little. | Some would argue this is not as much of an exploit as it was in 40d, since the legendary bookkeeping skill does not lead to new attributes, and therefore really gets you very little. | ||
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==Merchant Swindles== | ==Merchant Swindles== | ||
− | There are a variety of ways to steal cargo from | + | There are a variety of ways to steal cargo from {{l|merchant}}s without seizing it; all amount to naked theft. Tearing down the {{l|trade depot}} while the merchants are there is the easiest way. |
− | Also, marking items for | + | Also, marking items for {{l|dump}}ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump {{l|zone}} later. You can even take clothing and equipment off merchant and guards this way. |
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become very angry if you do, so never open the door once they are on the brink of death. | You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become very angry if you do, so never open the door once they are on the brink of death. | ||
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== Quantum stockpiles == | == Quantum stockpiles == | ||
− | By designating a garbage pit | + | By designating a garbage pit zone instead of a {{l|stockpile}}, you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them. |
− | A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train | + | A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train {{l|siege operator}}s, but it clears the stone that your legendary {{l|miner}}s leave. |
Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway. | Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway. | ||
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== Trap fields == | == Trap fields == | ||
− | Laying a field of | + | Laying a field of {{l|trap}}s with a sufficient depth can protect your fortress from all invaders (except the ones that are trap immune) with no need to maintain a {{l|military}}. Traps are somehow intelligent enough to distinguish between {{l|pet}}s and allies while being dangerous to enemies and wild animals. |
== Building destroyer door == | == Building destroyer door == | ||
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== Hell's back door == | == Hell's back door == | ||
− | There's a convoluted way to dig down through | + | There's a convoluted way to dig down through {{l|semi-molten rock}} and evade the head-on encounter with {{l|hidden fun stuff}}. {{Verify}} |
== Forgotten beast zoo == | == Forgotten beast zoo == | ||
− | Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly " | + | Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly "{{l|forgotten beast}}s" which accumulate inside. |
− | == Perpetual | + | == Perpetual Motion == |
− | + | A {{l|screw pump}} requires 10 power to move water; a {{l|water wheel}} supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get perpetual motion going - with a surplus of power available. See {{l|Water wheel#Perpetual motion}} for more details. | |
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