11/14/2023 0 Comments Gnomoria traps![]() Every entity on the bridhe falls down and is trapped.โพสต์ดั้งเดิมโดย Eregorn:Self-powered traps are useless, especially for any armored enemies (becauses it's all pierce and slash damage, you need blunt). The pressure plates cut the power and the connected hatches open. This are activated if the emu sees any enemy and flees into the building. Another axel goes a level up and powers pressure plates. From the lever one axel powers a mechanical wall at the bottom level. Windmills produce the energy needed for my construction. Just keep an eye on your butcher/rancher. Since it triggers once, the game runs smoother afterwards. The lagspike is still there if the trap is activated.Even better, the enemys are isolated in the ditch, so the bridge can be used again by gnomes and ist in most cases save. No Speartraps at entrance, no worry about gnomes rushing in.Lucky, i've saved after spotting the goblins. Only one raider missed the bridge, since he was wounded. Well, i did all changes listed and it seem to work! I really like this idea.I'm honestly kind of upset I never thought of it XD This will minimize the chances of it wandering onto the plate. Another way is making the bridge WAAAY longer, which requires more hatches and windmills. Move your ranged units to the bottom floor and ( if possible) rearange your emus so that the enemies aren't spotted until many of them are on the bridge.Maybe give them a way to coninue on until they meet your melee soldiers. Once that happens you have an entire army trying to find a path, causing the game to perform a bunch of checks for them. The lag is unavoidable, unless (If I understand right) the goblins fall into a lake below.I mentioned disabling stuff in your butcher shop.IMO they don't scale well against armored enemies and don't do enough damage to be worth it, especially since they can be dodged stray animals do what they want, unfortunately.Once those squishy little buggers are down all the other enemies flee the reason they flee is probably because you killed the goblin raiders they were sent with.I think you're right about the pathfinding.You can re-enable them once combat is over. in order to stop ranchers from running in, disable "automatically butcher corpses" in your butcher shop, and make sure stockpiles that accept corpses are disabled when enemies are spooted.I never use spike or blake traps as having my foolish engineer run in to reset them during combat annoys me to no end.That's actually a brilliant design in theory, too bad the execution has flaws :P Remove water, place training ground one level below. Place mechanical wall in ditch to block path to ramps.Make the (whole) bridge visible from the entrance to the bridge.So my worker gnomes don't see the enemy until it's too late and they stepped on the bridge. One flaw in the design is, the bridge ends at my building. They triggered my trap, openening the hatches and blocking out some of my gnomes. I was a little bit on rancher and had some stray animals. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |