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You could also leave an offering for them outside your walls, and lock the doors of your town
when the siege starts.
if you use guard/spike, as mentioned in above post, give the guards strong ranged weapons and as many LoS (line of sight) enchantments as possiable.
you could also try a trap maze, though that will take alot of planning on your part. Posion-spike is a solid trap combo, since they both have fast cooldowns and the spike buys more time for the d.o.t. of the posion to be effective. 1 posion 1 spike is my usaul layout. It takes alot of traps to kill an enemy.
if you want a way to stop enimies without haveing to pause the game, water works well. Build a mote arround whatever you need to protect and place flood gates in the mote. Townies can walk on flood gates when closed, but nothing can pass a flood gate when it's open with water flowing through it. If your mote touches the river, be sure to have flood gates right at the place where the mote and river connect in case you need to shut it off for any reason.
if you have difficaulty filling a mote useing a river or lake, you may need to let the water go in stages by placeing flood gates here and there along the mote area and releaseing them when the water blocks are full.
an alternate way to use water might be to place two flood gates in a choke point with a space between, place walls either side of them and place one block water between them useing the contest menu whenever you need to block it up.
|x|
|w|
|x|
x: flood gate
| wall block
w: water block
Sorry if that's a little legnthy. Traps really are the best way, so I could have just let that answer stand.
We could definatly use a more simple method to get rid of badgers. One would think getting rid of pest animals would be pretty straightforeward. makeing sure your fences and walls have no holes in them ought to be enough for things like that.
"That's fine, the men will make short work of them"
"There's also some badgers!"
"Arm the traps! Man the gates! God help us if they steal all of our roasts again!"
Essentially, badgers won't path through a locked door, but they won't stop thier pathing if the door suddenly becomes locked either. They will charge and destroy a door if it's in a path they were already determined to go in, but if it's locked before they start moveing they will treat it like a wall and ignore it entirely.
Changeing it from locked to open and locked again while the badgers are still moveing may prompt the badgers to change course, so keep the door either locked or open and don't change it once the badgers start moveing. Before they start moveing is the time to set the doors to locked or unlocked.
For flood gates in a water filled mote, though, the rules are a little diffrent. Both locked and open will block badgers from being able to pass wether or not they started moveing before you opened or locked the flood gate doors
That's because when flood gates are open and water is nearby water fills the door area and when locked even if badgers do charge and destroy the door water will flood the space the door was in. Open is prefferiable, ofc, as you get to keep the door.
When closed and not locked, townies and monsters can walk on flood gates even when water is surrounding the flood gates, so they can function as a kind of drawbridge.
Be carefull not to accidentaly click "destroy" when manageing doors ^.^ I've done that before. Always embarassing.
Hope that's helpfull. Please tell me if I need to clarify any of that.