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Author Topic: [Halp1!1] New fortress defenses.  (Read 1267 times)

lucasperesbet

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[Halp1!1] New fortress defenses.
« on: June 15, 2013, 09:08:13 pm »

So, im a new player and... shi*, how awesome is DF.
 :o
I was thinking on my new fortress design, but, as a newbie, i don`t know how to defend it.
If you guys could gimme some hints, posting screenshots of your entrances and defensive rooms
it would help me a lot.

I`m also having trouble on military, how to organize them?

See ya.
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zimluura

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Re: [Halp1!1] New fortress defenses.
« Reply #1 on: June 15, 2013, 09:40:50 pm »

b, <shift + C> for walls.  moats (d, h (channel)) and drawbridges are pretty awesome too.  place marksdwarves for more bloodshed, marksdwarves can be fickle with ammo, so always keep as many or more melee troops around.


==
the last fort i made had a big drawbridge section 3 tiles wide to let the caravans through.  then a twisty one tile path over a deep pit as an alternative route.  when the goblins came i could pull up the drawbridge and they'd have to walk the twisted path.  the best thing about it though is that i had marksdwarves shooting at them.  if they dodged a bolt, they'd typically dodge off the edge and into the pit.  if they survived the fall they'd have broken bones and be easier to kill. 

the trapped entrance of ocean fort is the first image on my post here.
http://www.bay12forums.com/smf/index.php?topic=124306.0

new version will hopefully be out soon!  always good to hear about new df players.
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Urist McVoyager

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Re: [Halp1!1] New fortress defenses.
« Reply #2 on: June 15, 2013, 10:55:59 pm »

Build a narrow (2 to 4 spaces wide) entry hall 20 spaces long. Make a turn and go another ten. Dig pits (I'd go 3 long by 10 deep, as wide as the hallway) and cover them with bridges. You want one row of solid ground between each pit. You should get about five pits out of this. If you're using drawbridges, that solid ground is the anchor, if not, place bars between the retractors. Put your controls in or next to the dining room. The idlers will rest there and will be quick to go Pull levers. One lever per bridge and one lever per layer of bars. You can't hook a set of bars and a bridge to the same lever, the game will want both on or off at the same time. Bridge retracts, bars drop. Bridge sets up, bars stand up. No access for your people either way.

At least ten Z levels deep on those pits. The gravity will kill most things. You can add traps to the bottom for extra damage and murder against larger enemies.

When enemies come, let them get into the hallway, then raise or retract the first and last bridges together. That'll trap the enemies. Then you start raising/retracting the bridges they're stuck on. A drawbridge will throw the enemies at the entry bridge and send them falling into that pit, while a retractor will simply drop them.

You'll want a military force for the occasions that enemies make it past the final bridge before it raises.

Use it on elven caravans for practice.
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Loud Whispers

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Re: [Halp1!1] New fortress defenses.
« Reply #4 on: June 16, 2013, 03:52:23 am »

I`m also having trouble on military, how to organize them?
What's troubling you about it?

First, you've got to assemble a squad. Unless you want to be tacticool, I wouldn't recommend making your first squad led by the Militia commander, it is preferable to keep the commander at home if you want to be less fiddly when it comes to replacing lost recruits and you find you have to make a new commander before doing so.
From the military [p]ositions page, select as many migrants as you want for your first squad. To create a new squad, appoint a militia captain from the [n]obles screen once you have appointed the militia commander.
There are two optimal squad sizes, one has 3 Dwarves per squad yet requires more micromanaging for no real benefit, and is really only used if you want to have lots of squads. The other optimal size is multiples of 2 above 3.
From the schedules screen, give your first [o]rder. When in the orders screen, cycle between what [o]rder you want to give, at this stage you can ignore all of the orders apart from train. Give an order to train for 2 Dwarves [control the number of Dwarves you want the orders to affect with [-+ | */]] for every two Dwarves in that squad [minus one or two Dwarves to let them be off duty and drink/eat].
In the [e]quipment [U]niforms page, highlight one of the uniforms you want to assign to your Dwarves. Don't worry if you do not currently have the equipment available, the Dwarves will automatically do so once better/available equipment arises. With the uniform selected, [shift] + [enter] assigns it to the entire squad.
Then go to anywhere you want your soldiers to be training, build a container or a cabinet, armour or weapons rack and designate that area as a barracks/armoury. Once that is done, enable your squads to [t]rain there. Again, don't worry about the other settings until you have grasped the basics.
Then go the military [a]lerts screen and under Active/training, highlight the squads you want to be on duty and hit enter. This will put them in that alert - it essentially means they will begin following whatever orders you assign.

Anything you want covered in detail like creating uniforms, effective weapons, barracks setups e.t.c.?
« Last Edit: June 16, 2013, 03:55:35 am by Loud Whispers »
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