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VitaminK

Psychonaut
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Jun 15, 2012
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I love being able to deploy traps and other defensive structures but what is the point if the enemy just teleports past everything. Kind of ruins it.

Please implement a way to either turn off teleport for the enemy or all together.
 
I agree, definitely ruins it.
 
I’m fine with the monsters teleporting, but would like to see it able to be combated a bit better. An advance trap could be a teleportation blocker. Forcing the enemy to walk in (or out). Basically the same thing that some of the campaign scenarios have in places. Obviously, it would be a very costly device to build and maintain.
 
Traps seem pretty useless right now, seeing as they do little damage and enemies arent even a bit staggered by them(and that without getting to the teleporting)
 
I don’t think traps were ever meant to be a cure all – kill all type of a thing. Just something to slow down, and inflict some damage to the enemy to by time for your Military to get there. If you use various traps in combination with each other(and with locked doors, etc.), they work much better than just putting out one or two of the same kind. It takes some experimenting.

But all that said - traps would be even more better and useful if there were spawning monsters to be on the defence against.
;)
 
I'd agree that the traps aren't living up to their potential at this time, I'll definitely be taking a look at them as soon as possible :)

//Thorwaldsson

I don’t think traps were ever meant to be a cure all – kill all type of a thing. Just something to slow down, and inflict some damage to the enemy to by time for your Military to get there. If you use various traps in combination with each other(and with locked doors, etc.), they work much better than just putting out one or two of the same kind. It takes some experimenting.

But all that said - traps would be even more better and useful if there were spawning monsters to be on the defence against.
;)

haha, both you and the developer posted about this at the exact same time. I'm just pleased to hear that Thorwaldsson doesn't believe they are living up to their potential and will take a look at it.
 
Yes the game needs monster lairs that continue to spawn enemies. In the custom game at least. So you can set up Outposts, and Traps to keep the threat at bay. Maybe at higher research tiers you get explosives that could be built to destroy the monster lairs.
 
I use traps a lot! :)

I seldom keep more then 3 military dwarves, so during the later stages of the campaign and in hard custom maps I like to prepare traps and fortifications before opening event rooms. Kind of like playing a tower defense game.
And as long as enemies have a path to the settlement they will walk instead of teleport, ensuring that they will walk right into my traps. So I also build ladders for the enemies.
 
I use traps a lot! :)

I seldom keep more then 3 military dwarves, so during the later stages of the campaign and in hard custom maps I like to prepare traps and fortifications before opening event rooms. Kind of like playing a tower defense game.
And as long as enemies have a path to the settlement they will walk instead of teleport, ensuring that they will walk right into my traps. So I also build ladders for the enemies.


I thought that might be how you intended it to work. Thing is with limited enemies that are triggered on demand by digging into their room. You only need to defend against a single threat. Which makes it easy to just pause the game, and teleport your entire army to engage them. Thus negating much need for Traps/Outposts. Limiting teleport to only moving one dwarf at a time could help make them more relevant. Though respawning enemy lairs would really give incentive to use Walls/Traps to free your army up for other things.
 
Yeah but it's still a balancing act - more dwarves cost more resources and happiness and high level military dwarves eat a lot. I admit that we have to work a bit on balancing issues like that, but the traps are still there for those who like to use them instead of brute force (which is a perfectly fine option too). But yeah - we'll work on balancing the game, so that one option won't be overpowered compared to others.
 
Is it possible that in the future we are going to see more "dynamic" enemies?
 
I do agree that Traps in their current state are fairly useless. They are very expensive to produce and power, and in most of the games I've played so far the fact only 3-4 enemies come at you at once make it easy to stop them with foot soldiers. Also I find that the open nature of most maps means you dig out wide areas very quickly, and rarely bother to set up a maze or defensive position to place traps in. The only time I had an enemy reach my main base and cause any damage was the second boss, who quite frankly was like hitting a brick wall. I won't spoil anything but he was about five times the level of any other enemy I had faced so far, and took something like 30 military dwarves to kill him. The only reason I survived at all was because he bugged out while climbing a ladder into my base and I was able to wail on him with spear throwers :D
 
Traps would be fine but, as mentioned, the fact that pretty much all enemies can teleport makes them seem a bit redundant. It's very hard to come up with a layout for your base that'll actually help you deal with enemies. Right now I'm pretty much only relying on large numbers of high lvl military dwarves.
 
Traps would be fine but, as mentioned, the fact that pretty much all enemies can teleport makes them seem a bit redundant. It's very hard to come up with a layout for your base that'll actually help you deal with enemies. Right now I'm pretty much only relying on large numbers of high lvl military dwarves.

I disagree, it just takes planning it out from the beginning. For example the most basic form would be that you have only one entrance / exit into your base (not including the tunnel that goes up to ground level) and then you always work off of that new tunnel and fill it with traps and small rooms that have spiked floors etc, but you've got to actually think about it when you're digging up the tunnels instead of just doing a massive "clear dig" project if you have a ton of tunnels coming into and out of your base then it's obviously going to be hard to defend.

Think of it like an RTS game where you might try to place one of your bases at a choke point for the enemy to come through, it's about the same thing here too, just use the tunnels as your choke pooint so that all of the enemies have to funnel through certain tunnels in the way that you want them to.

Personally what I find to be the hardest part is the waiting. Waiting for my little bearded friends to make their way around through my tunnels to get to new areas that I do want to clear dig but which are not connected up with the main part of my base other than travelling through mazes of tunnels which seems to take forever. Gotta have some patience or do a lot of teleporting (which I hate, both for the player (myself) and for the enemy mobs).
But yeah, traps need to be buffed they are far too weak right now
 
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