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Author Topic: I'm pleased with this new entrance layout  (Read 1252 times)

mscantrell

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I'm pleased with this new entrance layout
« on: November 16, 2012, 08:40:00 pm »




I started a new fort just to try this layout... it's working just like I hoped!
Z-1 has 39 up staircases and the only fortress access. Then the entire surface is set to restricted. So dwarves can go outside to hunt, fish, cut wood, and all the rest, but they'll walk on the surface as little as possible. Instead, they'll take the tunnel over to where they need to be, pop out to take care of business, and then get back underground in as few steps as they can.

Vile force of darkness? Assign civilians to an indoor burrow and they jump down the stairs posthaste. In no time, there's a trap or two between Urist McFisher and the goblin squad, which means he makes it home alive pretty much every time, even fishing at the far edge of the map.

It's awesome.

Invaders will head straight for a stair, too, because that's the direct route inside. I haven't utilized the option to spam traps heavily yet, because the tunnel combat is a blast (it's very roguelike, for one thing, and neuters the goblin archers for another).

When you fight invasions in the tunnels, then all the spoils are gatherable indoors.

Possibly best of all, since it's dug in a soil layer, it was quick to set up right from the start, faster than anything involving bridges/walls/traps.

I think this is going to be my new standard approach.
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TKGP

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Re: I'm pleased with this new entrance layout
« Reply #1 on: November 16, 2012, 08:47:40 pm »

That's a pretty clever idea. Plus, it looks awesome!
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Crashmaster

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Re: I'm pleased with this new entrance layout
« Reply #2 on: November 16, 2012, 08:48:35 pm »

yeah, it looks really organic, nice.

TurkeyXIII

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Re: I'm pleased with this new entrance layout
« Reply #3 on: November 16, 2012, 09:03:22 pm »

Where do the merchant wagons go?
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mscantrell

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Re: I'm pleased with this new entrance layout
« Reply #4 on: November 16, 2012, 09:22:24 pm »

I left that part out. The depot is on z=0, above the main staircase.

The two straight corridors to the north, they're actually the moat- it leads to the map edge and is paved for tree prevention. Wagons spawn there and march straight south to the depot.

(Since you can't dig the last square at the map edge, this is a small vulnerability. Invaders, thieves, and animals can walk around the edge of that moat and get to the main stairs without passing through the trapped tunnels or going through the barracks. But they do have to pass some pastured war dogs and a hatch over the main stairs. That means no surprises. Then the barracks is just one z-level down, so the army is only a few steps away.)
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thebear

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Re: I'm pleased with this new entrance layout
« Reply #5 on: November 16, 2012, 10:17:44 pm »

This is brilliant! I hate having to deal with the marks gobs, and I'm incapable of getting marksdwarves to even train. I'm going to start a new fort and try this out immediately.
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martinuzz

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Re: I'm pleased with this new entrance layout
« Reply #6 on: November 17, 2012, 01:33:49 am »

The only problem I can see coming is breaching the caverns. Try to pave over your corridors with contrsucted floors, before you do, to prevent underground trees from spawning and blocking paths.
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silhouette

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Re: I'm pleased with this new entrance layout
« Reply #7 on: November 17, 2012, 02:08:35 am »

~snip

You could just do the double bridge method, or airlock to make sure the depot is safe, would allow that flaw to be removed.

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Loud Whispers

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Re: I'm pleased with this new entrance layout
« Reply #8 on: November 17, 2012, 06:47:58 am »

The only problem I can see coming is breaching the caverns. Try to pave over your corridors with contrsucted floors, before you do, to prevent underground trees from spawning and blocking paths.
Farm plots or paved roads are better for this.

LittleJP

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Re: I'm pleased with this new entrance layout
« Reply #9 on: November 17, 2012, 09:42:19 am »

How are you sealing off the main fort area? I feel like I should try this, but I'm already experimenting with a new modular fortress design.
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mscantrell

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Re: I'm pleased with this new entrance layout
« Reply #10 on: November 17, 2012, 10:01:19 am »

How are you sealing off the main fort area?

For right now, just locking doors. I'll get around to using bridges, but for now nothing comes close to getting past the traps and then the barracks.
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martinuzz

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Re: I'm pleased with this new entrance layout
« Reply #11 on: November 17, 2012, 10:02:19 am »

The only problem I can see coming is breaching the caverns. Try to pave over your corridors with contrsucted floors, before you do, to prevent underground trees from spawning and blocking paths.
Farm plots or paved roads are better for this.
You can't build traps on farms and roads
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Friendly and polite reminder for optimists: Hope is a finite resource

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Loud Whispers

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Re: I'm pleased with this new entrance layout
« Reply #12 on: November 17, 2012, 10:58:25 am »

The only problem I can see coming is breaching the caverns. Try to pave over your corridors with contrsucted floors, before you do, to prevent underground trees from spawning and blocking paths.
Farm plots or paved roads are better for this.
You can't build traps on farms and roads
Which is why you build them before hand. Cheaper and quicker to set up.

wagawaga

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Re: I'm pleased with this new entrance layout
« Reply #13 on: November 17, 2012, 11:27:14 am »

Or you just fill every single last tile with traps, like I usually do when I go in overkill mode (all 10 weapon traps, of course, as cages are too easy and stone to slow to reload).
I want to see how fungitrees manage to grow in a whirling maze of death.
Just pray that none of your dwarves gets knocked unconscious in there.

Anyway, that entrance layout is positively great. I already had something similar in one of my forts, but for some reason I was stuck with the idea of making all access tunnels wagon-capable, so I couldn't trap those and wasn't as effective (or pretty looking) as yours is.
« Last Edit: November 17, 2012, 11:32:41 am by wagawaga »
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