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Taklagarn

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trap thousands of keas, when an army of goblins approaches, UNLEASH KEAS! (This may or may not work)
 

blue emu

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trap thousands of keas, when an army of goblins approaches, UNLEASH KEAS! (This may or may not work)

Dip them in Magma first.
 

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Those sound useful for getting rid of bits of dead invaders .. then again undead Kaes sound like something from a cheesy horror movie ;-)
 

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Tame and breed the Keas!

With War Parrots and War Snakes, we shall overcome all obstacles!
 

randakar

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blue emu

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Speaking of war-dogs... we should really set up an animal training workshop and convert our dogsplosion into a wardogsplosion. I'm already addressing the kittensplosion (yum, yum), while the peacocksplosion is already somewhat self-limiting, since all I need to do is refrain from giving any nest-boxes to the newly-mature females.
 

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Speaking of war-dogs... we should really set up an animal training workshop and convert our dogsplosion into a wardogsplosion. I'm already addressing the kittensplosion (yum, yum), while the peacocksplosion is already somewhat self-limiting, since all I need to do is refrain from giving any nest-boxes to the newly-mature females.
I was wondering about this myself (I know this isn't the thread for it, but while it is on the subject), how do I chain/leash wardogs to entrances? :)
 

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I was wondering about this myself (I know this isn't the thread for it, but while it is on the subject), how do I chain/leash wardogs to entrances? :)

Deploy your chain/leash, then assign a wardog to it after it has been placed.

I haven't played the game in ages, so I don't remember the exact keys you need to hit to bring up the proper menus.
 

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Deploy your chain/leash, then assign a wardog to it after it has been placed.

I haven't played the game in ages, so I don't remember the exact keys you need to hit to bring up the proper menus.
Ah, that makes sense :p Cheers for answer :)
 

blue emu

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I haven't played the game in ages, so I don't remember the exact keys you need to hit to bring up the proper menus.

'b' - 'v' to set up a chain where you want the animal tethered, then wait for it to be constructed, then 'q' to access the chain's menu. The <enter> key is used to assign an animal out of the list. Some lists use the up and down arrows to navigate, but most use the + and - keys.

Our new 20-level deep Dodge-Em Trap has been field-tested. A Goblin Baby-Snatcher tried to sneak in and grab one of our (many) babies. Unfortunately for him, he tried to sneak in through the Dodge-Em Trap... and his severed left arm ended up on the roof while the rest of the remains landed in the bottom of the pit, 20 levels down. Gotta love those green glass Sharp Slicey Disks. He was followed by three more Snatchers or Thieves, who met much the same fate. The corpses are all labelled "Goblin Thief", but I was under the impression that thieves are TRAP_IMMUNE. Maybe Snatchers just get the same label.

So the Dodge-Em Trap works as designed. I am currently installing a "bottom door" for it; an air-lock drawbridge down in the very bottom of the 20-level deep pit, and our Magma Glass Forge is working overtime cranking out Sharp Slicey Disks and Big Spikey Balls made out of glass.
 

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'b' - 'v' to set up a chain where you want the animal tethered, then wait for it to be constructed, then 'q' to access the chain's menu. The <enter> key is used to assign an animal out of the list. Some lists use the up and down arrows to navigate, but most use the + and - keys.

Our new 20-level deep Dodge-Em Trap has been field-tested. A Goblin Baby-Snatcher tried to sneak in and grab one of our (many) babies. Unfortunately for him, he tried to sneak in through the Dodge-Em Trap... and his severed left arm ended up on the roof while the rest of the remains landed in the bottom of the pit, 20 levels down. Gotta love those green glass Sharp Slicey Disks. He was followed by three more Snatchers or Thieves, who met much the same fate. The corpses are all labelled "Goblin Thief", but I was under the impression that thieves are TRAP_IMMUNE. Maybe Snatchers just get the same label.

So the Dodge-Em Trap works as designed. I am currently installing a "bottom door" for it; an air-lock drawbridge down in the very bottom of the 20-level deep pit, and our Magma Glass Forge is working overtime cranking out Sharp Slicey Disks and Big Spikey Balls made out of glass.

And on the note of dodge em' traps, any suggested weapon that works better than others? Because at the moment I use wooden spikes, since they're easy to make, but are there better weapons for it?
 

blue emu

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And on the note of dodge em' traps, any suggested weapon that works better than others? Because at the moment I use wooden spikes, since they're easy to make, but are there better weapons for it?

Trap components (Sharp Slicey Disks and Big Spikey Balls, for sure... not sure about the Giant Axe Blades and Huge Corkscrews) attack THREE times when someone enters the tile. And a weapon trap can hold up to ten weapons.

So I usually load my nasty traps with ten Sharp Slicey Disks if I want edged-weapon damage, or ten Big Spikey Balls if I want blunt-weapon damage or piercing-weapon damage. Our current Dodge-Em Trap has a pathway thirteen tiles long, and I'm planning to mine them all eventually. We have four traps laid down on the path so far, two Disk x10 traps and two Balls x10 traps.

EDIT: All four of those traps on the pathway are made entirely out of Magma-proof components, of course. That's one of the reasons that it's taking so long.
 

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And on the note of dodge em' traps, any suggested weapon that works better than others? Because at the moment I use wooden spikes, since they're easy to make, but are there better weapons for it?

Glass Disks are very sharp and almost guaranteed to slice off limbs, even though the long fall is probably enough to kill them. Glass is also fairly easy to create if you have access to sand.
 

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Trap components (Sharp Slicey Disks and Big Spikey Balls, for sure... not sure about the other ones) attack THREE times when someone enters the tile. And a weapon trap can hold up to ten weapons.

So I usually load my nasty traps with ten Sharp Slicey Disks if I want edged-weapon damage, or ten Big Spikey Balls if I want blunt-weapon damage or piercing-weapon damage. Our current Dodge-Em Trap has a pathway thirteen tiles long, and I'm planning to mine them all eventually. We have four traps laid down on the path so far, two Disk x10 traps and two Balls x10 traps.
Any reason why you want more of blunt damage isntead of the slicing one? Just wondering here, since it feels like slicing and then poking would be enough, or are there foes that are better to blunt damage?
 

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Any reason why you want more of blunt damage isntead of the slicing one? Just wondering here, since it feels like slicing and then poking would be enough, or are there foes that are better to blunt damage?

Slicing damage works best against unarmored enemies, and tends to sever limbs or cut tendons; and blunt damage works best against armored opponents and tends to break bones or stun. Piercing damage is a bit less effective overall, but has a higher chance of scoring a critical hit (a hit in the eye, the throat, etc).

Sharp Slicey Disks will do slicing damage, and Big Spikey Balls can do either blunt or piercing damage, randomly chosen for each attack.

Also, yes... some foes are nearly immune to some attack forms. Creatures with no vital organs are hard to kill with piercing damage, for example.
 

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An outside view of our fort (screenshot taken in StoneSense, not in DF), looking north-west towards the volcano:
BS_23_zpsc437a99f.jpg


Meanwhile, in the dodge-em trap:
BS_24_zps0e93e84d.jpg

Get the Hells out of our trap! That's for Goblins!... stupid cow :mad:

Lord Strange has had a Lord Strange Mood, made an artifact iron leggings, and is now a legendary Armor-Smith. Connal also had a Mood and made an artifact (a lead crossbow) but it was a Possession, not a Fey Mood, so he gets no experience from it.
 

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Now that Lord Strange is a Legendary Armor-Smith, I am attempting to refine enough Adamantine to make a suit of Armor for each of our Squad Leaders.... or even just Helmets.

I'm reluctant to use up Adamantine making weapons until our Weapon-Smith gets more experience.
 

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