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v0.31:Trap design
This article is about an older version of DF. |
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.
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.
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, hatches 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.