Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Designing a Defense  (Read 1584 times)

Drazinononda

  • Bay Watcher
  • I'm really too normal to play this game so much.`
    • View Profile
Re: Designing a Defense
« Reply #15 on: November 22, 2012, 09:48:09 pm »

Quote from: Fluoman
I dig enough rock to build an 11x11 wall around my usual 3x3 (or 3x1) entry stairs and raise the drawbridge as soon as possible. No moats because it takes too long digging it out.

Surely you jest?
Digging then building is faster than digging?

No, no.
1. Embark
2. Dig moat
3. Build bridge
4. Think of a permanent defense.


1. Embark
2. Dig moat
3. Build bridge
4. Watch Marksgoblins make your dwarves into pincushions.

Fixed that for ya!

If you can't get a curtain wall put up behind the moat before the first goblin ambush shows up, something is wrong with you.
Logged
Children you rescue shouldn't behave like rabid beasts.  I guess your regular companions shouldn't act like rabid beasts either.
I think that's a little more impossible than I'm likely to have time for.

LittleJP

  • Bay Watcher
    • View Profile
Re: Designing a Defense
« Reply #16 on: November 22, 2012, 10:07:17 pm »

After the first line of defence where you can lock everything completely down (ie. Bridge over the main entrance, past the depot), my most succesful strategy so far has been a combination of various archery training areas/towers over traffic areas, simultaneously training markdwarves and keeping a quick response to any ambush, backed up with a barracks near the outermost entrance of the fort, mostly to defend against snatchers, thieves and the like.
Logged
Quote
Quote
Quote
In case it wasn't obvious, I do know that dividing by zero is a mathematical impossibility. I do not know, however, how this dwarven calculator would react if anyone attempted the impossible. Please, someone try! xD
If you look back in the thread, some people did try, and they got 8008135, which is significant only in that the digits resemble the letter in "BOOBIES".
And so dwarf fortress solves yet another of lifes great mysteries.
Pages: 1 [2]