Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: "Advance" knowledge of an ambush  (Read 1387 times)

jcochran

  • Bay Watcher
    • View Profile
"Advance" knowledge of an ambush
« on: September 14, 2013, 10:38:02 am »

Started a nice new fort, but the controlled area is smaller than usual so the "welcome center" is visible when looking at the fort itself. I have a "welcome center" that basically has the following features

4 entrances from the controlled area leading into a small room. Each entrance has a floor hatch controlled by a pressure plate to allow enemies inside, but prevents them from escaping. Just outside of those entrances is a draw bridge to encourage them to move further inside when closed and to protect the hatches against building destroyers. Once inside, enemies have two choices to path. The one leading to the controlled area proper is a standard goblin grinder. The other path is a cage trap corridor. In any case, was looking around and was seeing the hatches open and close without anything visible that would actually activate them. Except for the not seeing what was causing the hatch activations, the pattern was quite similar to what I usually see when a mob is trying to escape. So I ordered the drawbridge closed. Just about then a dwarf wandered through the grinder to clean up after the latest "late" goblin thief's encounter with the grinder (rather annoying. I don't get any notice of them having combat with the grinder. I just periodically find goblinite and a corpse there). In any case, when the cleaner arrives, I got the ambush notice and an entire squad of goblins appeared in the entrance room. Of course the dwarf ran away, the squad charged into the grinder and well looks like a few more dwarfs will be needed for clean up.
Logged

Oaktree

  • Bay Watcher
    • View Profile
Re: "Advance" knowledge of an ambush
« Reply #1 on: September 14, 2013, 02:57:02 pm »

My preferred method is having a network of narrow tunnels from various outside points leading into the fortress.  These tunnels can be closed off via levers.  (Caravans enter via a different route.)  Where the tunnels converge to enter the fortress proper is a large room of traps and archery positions to guard the gate.  About 2/3 of the way in there are grates in the ceiling where watch animals (usually fowl) are posted to detect intruders.

By spotting thieves (kobold or goblin) or ambush groups at that point there is usually enough time to seal the outer gates to keep thieves from running away successfully, or get an alert squad to the inner room to welcome the advancing ambushers and so forth.
Logged
Armorer McUrist cancels forge steel mailshirt, interrupted by minecart

AndreaReina

  • Bay Watcher
    • View Profile
Re: "Advance" knowledge of an ambush
« Reply #2 on: September 15, 2013, 04:08:47 am »

Started a nice new fort, but the controlled area is smaller than usual so the "welcome center" is visible when looking at the fort itself. I have a "welcome center" that basically has the following features

4 entrances from the controlled area leading into a small room. Each entrance has a floor hatch controlled by a pressure plate to allow enemies inside, but prevents them from escaping. Just outside of those entrances is a draw bridge to encourage them to move further inside when closed and to protect the hatches against building destroyers. Once inside, enemies have two choices to path. The one leading to the controlled area proper is a standard goblin grinder. The other path is a cage trap corridor. In any case, was looking around and was seeing the hatches open and close without anything visible that would actually activate them. Except for the not seeing what was causing the hatch activations, the pattern was quite similar to what I usually see when a mob is trying to escape. So I ordered the drawbridge closed. Just about then a dwarf wandered through the grinder to clean up after the latest "late" goblin thief's encounter with the grinder (rather annoying. I don't get any notice of them having combat with the grinder. I just periodically find goblinite and a corpse there). In any case, when the cleaner arrives, I got the ambush notice and an entire squad of goblins appeared in the entrance room. Of course the dwarf ran away, the squad charged into the grinder and well looks like a few more dwarfs will be needed for clean up.

Can you post a screenie/upload a map to the archive? I've been trying to think of such a welcome center and I can't figure it out from your description.
Logged

Urist MacNoob

  • Bay Watcher
  • Indrick Boreale, Adventurus Astartes.
    • View Profile
Re: "Advance" knowledge of an ambush
« Reply #3 on: September 16, 2013, 08:47:00 am »

Dangleblazes the Murder of Bronze was a minecart crafted in Fortressball in the year 124. In 124, Dangleblazes the Murder of Bronze struck down the Bronze Collossus Eaglecreeks the waters of fury. In 124, Dangleblazes the Murder of Bronze struck down a goblin siege. In 124, Dangleblazes the Murder of Bronze struck down some worthless nobles. In 124, Dangleblazes the Murder of Bronze was struck down by a horde of tantrumming children.
Logged
Coldmonkey: "The idea that having flaming tools and introducing them to the intimate workings of someone you don't get along with is much too human for these forums. I mean, it's not really that hard, is it? Anyone can wield a torch, it doesn't prove anything. Wearing flaming clothes on the other hand, or better yet, wearing nothing at all and being on fire... that is the essence of dwarfish behavior."

jcochran

  • Bay Watcher
    • View Profile
Re: "Advance" knowledge of an ambush
« Reply #4 on: September 16, 2013, 09:39:18 am »

Can you post a screenie/upload a map to the archive? I've been trying to think of such a welcome center and I can't figure it out from your description.

Main level. From left to right.
Goblin grinder, entrance room, entrances, bridge. Upper left of entrance room is stairs leading to cage corridor. Unfortunately, you won't get any reports when goblin thieves have experienced the grinder. But you will from time to time find corpses and their no longer needed equipment. Each of the six pressure plates is set to trigger on non-citizen creatures of any weight and are linked to the hatch cover next to each plate. The weapon traps are a mixture of spiked balls and menacing spikes. I don't want to mince the invaders since the dwarves have enough hauling to do anyway after a visitor. Also, I don't want immediately lethal traps to reduce the chance of a trap jamming with a body. I'm totally fine with letting 'em bleed to death and not have the trap actually deliver the killing blow. 


1 Z level lower. Just a simple tunnel filled with cage traps. Originally, I had a much shorter passage, but when over 20 traps on that version got filled in a single siege, I decided that more is better....


Not bothering to show the surface, but I do channel, then floor over the grinder so it's considered above ground and in the light to prevent miasma. It's nothing special, but scary effective. The uncontrolled area is to the east, and the controlled area is to the west.
The small room is simply paved over with a road to prevent plant growth accidentally blocking anything. The passage underground is a simple tunnel that passes under the hatch covers and links to both inside the entrance room and the uncontrolled area. When the drawbridge is up it still provides a "path" to my interior, but in order to get there they have to go through a lot of cage traps and if they manage that, have to survive the goblin grinder. Not gonna happen..... The combination of ramp and tunnel on the uncontrolled side will allow a wagon on the surface to pass over it without any problems, but other creatures have to go into the welcome center. So the only thing that can get past it are flyers and trap avoid creatures. I'm thinking of replacing the goblin grinder with a more elaborate item with dual passage ways so trap avoid creatures like kobolds get to pass through a retracting spike trap corridor and non-trap avoid gets the grinder instead. But haven't come up with a simple solution that allows passage both ways and handles traders (unfortunately, they don't trigger pressure plates either. Even if you set them to be citizen triggered. This is a major problem since they'd be treated as trap avoid creatures and get to visit the spike traps. Not very friendly. And since they come with both on wagons and on foot, they are a concern). And frankly, kobolds are merely a nuisance. As soon as they're spotted, they run away and since the actual entrance to my fort has quite a few dogs pastured, they don't get a chance to actually enter the fort before they're spotted and run away.

For a typical ambush or siege, I'll simply open and close the bridge as needed. Building destroyers get a closed bridge which encourages them to path through the cage corridor. Other creatures generally get an open bridge to get 'em inside the entrance room, then I'll close the bridge to prevent them from continuing to try and path their way back to the uncontrolled area once they decide to flee forcing them to either path through the cage traps, or take their chances with the grinder.
Logged

GiglameshDespair

  • Bay Watcher
  • Beware! Once I have posted, your thread is doomed!
    • View Profile
Re: "Advance" knowledge of an ambush
« Reply #5 on: September 16, 2013, 01:17:07 pm »

Dangleblazes the Murder of Bronze was a minecart crafted in Fortressball in the year 124. In 124, Dangleblazes the Murder of Bronze struck down the Bronze Collossus Eaglecreeks the waters of fury. In 124, Dangleblazes the Murder of Bronze struck down a goblin siege. In 124, Dangleblazes the Murder of Bronze struck down some worthless nobles. In 124, Dangleblazes the Murder of Bronze was struck down by a horde of tantrumming children.

Did you in fact mean to post this in this thread: http://www.bay12forums.com/smf/index.php?topic=130833.0 ?
Logged
Old and cringe account. Disregard.