Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
As things go, only goblin raiders seem to attack doors as the rest are set to bodyguard and follow. A few doors will hold up large raiding partys, which buys time for them all to neatly gather together to be dropped by one of the traps.
A point of note that the fence on the last stretch is important or the enemies can get to your alpaca before it stomps the button.
Just trying to insult the goblins enough to send a good army now, i have 164 trap door, because why not.
Looping hatch trap is quite elegant and has a very low cost, although it kills the merchant all the same :\
And the second one : https://www.youtube.com/watch?v=V7MLbghLqII
I added a sas so merchant & gnomads don't go into the trap but you need to make sure that the sas entrance is shorter than the trap, or the pathfinding will kill your gnomes, and don't forget to add a one-way door to prevent when one gnome is in the sas, the others kill themselves when they try to go back inside.
----------*
----------|
sas : WPW -----------*
---------------------------|
One-Way doors : WP <--- (entrance/way blocked)
Consider these to be inside a 1 tile large corridor. (the --- are for filling the space)
you're welcome!