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Author Topic: How To design an Entrance.  (Read 4360 times)

Berlioz

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Re: How To design an Entrance.
« Reply #15 on: June 04, 2012, 12:20:30 pm »

Edit that and put the diagram in a code block.  Code blocks, will save and respect spacing.  To make a code block, click the # button, above the smileys, in the message window.  Knutor
Thanks for the tip, but code blocks disregard my beautiful color coding and aesthetics > ease.
If this gets messed up by other browser I will add it in code, too, but for me it works fine this way.
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bluea

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Re: How To design an Entrance.
« Reply #16 on: June 04, 2012, 01:39:00 pm »

it is practically unintelligible for me on Firefox.
(But I'm not worried about making it either.)
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slink

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Re: How To design an Entrance.
« Reply #17 on: June 04, 2012, 01:46:45 pm »

It's not very aesthetic in IE 9 either, except as a work of abstract art.   ;D
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vertinox

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Re: How To design an Entrance.
« Reply #18 on: June 04, 2012, 02:11:36 pm »

In my Let's Play video (in my sig) I build a winding hallway 3 wide with a single path at the top to make a shorter route. I also put a draw bridge in the corner of one in case they do invade that they are forced down the small path lined with traps. So far I haven't had anyone get through the traps and I don't have that many. Mostly menacing wooden spikes with two sets of 10 iron serrated disc traps put in for good measure.

Berlioz

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Re: How To design an Entrance.
« Reply #19 on: June 04, 2012, 03:12:40 pm »

It's not very aesthetic in IE 9 either, except as a work of abstract art.   ;D
Haven't used the IE in ages, it used to be a very bad browser, also switched to linux a while back. But I switched to code, if I get bored I'll draw a picture of it. Should be clear now though, it's not that complicated.
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slink

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Re: How To design an Entrance.
« Reply #20 on: June 04, 2012, 04:02:50 pm »

It's not very aesthetic in IE 9 either, except as a work of abstract art.   ;D
Haven't used the IE in ages, it used to be a very bad browser, also switched to linux a while back. But I switched to code, if I get bored I'll draw a picture of it. Should be clear now though, it's not that complicated.
On behalf of the forum, I thank you.  As for the browser and operating system that I use, it suits my needs very well.  I do have Firefox for some ill-behaved websites, but as the post before mine pointed out, your artistic endeavour was a failure in that browser also.   :D
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knutor

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Re: How To design an Entrance.
« Reply #21 on: June 04, 2012, 09:25:30 pm »

Thanks for the code box. :D  We can shoot siege engines through fortifications?!?  OH MAN, how did I miss that.  Thanks for the pro tip, I'm gonna try and rig something like that up.  I usually never make siege workshops, because I can't aim them.  But this..  Look out!  Do both kinds fire through fortifications?  Or just ballista bolts?  Thanks, Knutor
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Berlioz

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Re: How To design an Entrance.
« Reply #22 on: June 04, 2012, 10:09:30 pm »

Thanks for the code box. :D  We can shoot siege engines through fortifications?!?  OH MAN, how did I miss that.  Thanks for the pro tip, I'm gonna try and rig something like that up.  I usually never make siege workshops, because I can't aim them.  But this..  Look out!  Do both kinds fire through fortifications?  Or just ballista bolts?  Thanks, Knutor
You're welcome. Ballistas work fine behind fortifications and can kill several enemies at once, because they walk in lines. You can add more ballistas in this pattern, repeat:
Code: [Select]

 (
<-- (
 ( <-- (
    ( <--
       (
They can shoot through fortifications from any distance without penalty, unlike archers and their range is more than a full screen. The only drawbacks are the civilian operators (have buffers or they run) and the bulky ammo. Training siege operators takes long!
I haven't tested catapults yet, as I said, I'm just playing for a few days now. The Dwarven Compendium of Everthing helps a lot.
Just breached the caverns on my very first fortress, which defenses are a lot cruder than this, because they serve as a testing ground for different approaches. Catapults can shoot over fortifications, not sure whether they work properly indoors though. Might be worth a try.
I'm a little bit afraid of the big beasts to come, so I added the ballistas for more bang. Right now I'm building an archer tower on top, let's see how effective that thing will be.
« Last Edit: June 04, 2012, 10:42:21 pm by Berlioz »
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Trails

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Re: How To design an Entrance.
« Reply #23 on: June 04, 2012, 11:58:12 pm »

My preferred design is similar to DTF's:

Code: [Select]
(side view, ===> indicates a drawbridge raising to the right)

    (outside)
(1) =====>+++++++++stone++++++++++
(2) \____=====>________________________[trade depot]
(3)      \       +~~~magma~~~+ <====__[barracks]
(4)        \_____<=.==>.<==.=>_____/
(5)              ### grates ##___________[maintenance access]
(6)              <============

The bridge at level 1 is lowered to seal off the fortress completely.

The bridge at level 2 is lowered to allow access to the trade depot, but raised for sieges.

The bridge at level 3 is raised to lure sieges into the magma trap. The magma reservoir has floor hatches along its length.

Level 4 is a bit tricky; the two short outer bridges are raised once siege forces have entered the trap, to seal them in. The ground under the long inner bridges is channeled out. When all four bridges are lowered, there should be no non-bridge floor space. (The periods in the schematic are just meant to show the division between the bridges.)

The grates at level 5 are the swag catcher.

The long bridge at level 6 is the magma drain.


When a siege arrives, Bridges (1), (2), and (3) are raised; all bridges on level (4) are lowered.

When forces are standing on the bridges at level (4), the short outer bridges are raised.

The floor hatches under the magma are opened just long enough to fill the chamber below, then shut. Immediately when the last invader burns to death, the long inner bridges are raised, dropping all contents of the chamber into the drain. Speed is important to keep the metal items the invaders were wearing from melting.

The grates at 5 catch all of the metal armor, weapons, etc., while the magma falls to level 6. The bridge at 6 is raised and lowered, erasing the magma.

Finally, all of the bridges at level 4 are lowered.


What I like about this system is that it kills battalions very quickly, and it doesn't leave any magma puddles on the walkway to block pathfinding, so it's immediately ready for use again. I typically have to burn through large sieges one chunk at a time. Then afterwards I can unforbid and cart off all of the swag caught on the grates.


Of course, this setup could be simplified considerably. You could skip the whole magma trap and just have Level 4 be lined with traps.
« Last Edit: June 04, 2012, 11:59:46 pm by Trails »
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Sus

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Re: How To design an Entrance.
« Reply #24 on: June 05, 2012, 01:35:25 am »

+1 Dorf to Berlioz and Trails for their elaborate death-traps.

I usually just set up a long walk of 1-wide drawbridges above a deep (as in 7+ z), spiked pit. Any invaders who get across that will find themselves at the mercy of my marksdwarves, and if they seem to be getting through, I have an additional bridge to seal off the fort. Axedwarves and hammer guard will deal with any (un)lucky stragglers that make it past the 2nd bridge. And, of course, once the 2nd bridge is closed, the invaders will try to get back outside across the segmented bridge again...
i.e.
Code: [Select]
outdoors

g++
 
#===#
#===#
...
#===#          axedwarf barracks
#+++#FF...FF###D
#++++++...GG>+d
#++++++...GG>++ --> there be trade depots here
#++++++...GG>+d
#######...#####

g++ = enemies, natch.
# = wall
=== = 1x3 drawbridge segments, all connected to the same lever in dining hall
... = arbitrary length of the same as above/to the left
+ = floor (or road)
F = fortification 1 z-level above corridor (floors above corridor channeled away)
GG> = part of a single 3-wide drawbridge, raises towards >, connected to second lever in dining hall
d = war dog on chain
D = door to axedwarf barracks

I usually put in an additional turn before the fort-sealing bridge to add ballistae firing down the fortification-lined corridor if necessary. Also, my depot is usually 1 level blow the defences, but that's just for aesthetic reasons.

As of late, I've also taken to building marksdwarf fortifications above the entrance bridges, in case the enemy doesn't seem too eager to enter the fort. Additional sniping towers near the invaders' entry points may be necessary, since some sieges seem to just derp around at the edges of the map or go bathe their giant olms in the nearest pond rather than try and enter your fort.
« Last Edit: June 05, 2012, 01:37:48 am by Sus »
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MiniMacker

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Re: How To design an Entrance.
« Reply #25 on: June 05, 2012, 07:40:25 am »

You could build stairs or ramps below the bridge area that lead to your grinder. When the bridge is raised, it reveals the stairs and blocks the path to your fortress - when it's lowered it leads to the depot.
Spoiler (click to show/hide)
Blue arrow: to the depot, red circle: to the grinder

This is god damn genius. Why haven't I thought of this?
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