Inspired to post a pic after the last invasion, nagas this time. My guard trainers were bored (or maybe it was me), so I let them out to go mano-a-mano instead of letting the bow orcs get more practice. They got SOME practice, but it didn't last long.
It's early summer of 104. I have two citizens in the graveyard, but about 15 merchant guards, merchants and some orcs who arrived as part of an undead invasion. They were once orcs so they got graves. Burned the rest of the undead corpses and butchered the more recently living to sell their meat and blood to the caravanserai and freebooters. The rest went into good orc crafts.
No nagas escaped. Was over very fast once I opened the gate bridge.
My guards trainers were working on their melee skills (both are legendary boworcs. They are in the 6-7 range only. Fighter is at 20 though. dodging, shield and armor are still pretty low too, none above 5. I guess nagas aren't all that skilled as enemy races go. And they were all bow users, so it was very one-sided. I think one bolt landed in the clothing layer (a shot from the rear) and it just inflicted a minor bruise. No practice for my shaman. Lots of dodging and blocking of flying missiles in the charge, then it was all lopped off limbs and heads. One uses a volcanic scimitar that my archeologist polished up and the other a bloodsteel toothed spear my weaponsmith handmade for her.
http://imgur.com/6IaaPYIOh, I did have one loss. Someone's pet Arctic Condor flew down on a brief suicide flight. Before the gate was even open. Silly bird.
There's a gatehouse above the north complex that's fortified all around so they have a great field of fire over the entrances. The slopes down near the 3-wide bridge are my wagon entrance. It won't pass walkers (though it will fliers, I think.... but then the whole fort is open to the sky except the gatehouse and south corner towers. So far, despite the war screech owls and a balrog, haven't had any flier visits (aside from an owl or two that was wingshot casually by once of the bow orcs.) Sooner or later something will come over the walls though.
On the right is my first failed attempt at a surface danger room. Forgot how hard it is to get them inside something with one-layer walls. I will either thicken them up, or use z levels to restrict their standing room. Which reminds me, I can put up some small shooting platforms around the walls that are quick and simple and will give me much better coverage.
FFF
F_F
___ (z+1)
___
www
r (z)
F- fortification
w - wall
r - ramp
_ - "floor/nothing"
If you "station" the bow team on the wall top. they will all cram in there because there's no other spot on that z-level where they can stand.
And in the middle of checking that that configuration will actually still work (think I used it in an earlier fort, but want to be sure I'm not misremembering) a weaponsmith was possessed and actually made something moderately useful:
http://i.imgur.com/ldDhtxJActually, been doing reasonably well on artifacts. Meteoric barrel probably not much practical use (on display in great hall), but the pure malachite throne and the bone door went into the great hall in useful fashion. Guess I could actually use the pure cassiterite quern, but just put it on display also. At least no tallow spears or gold socks (we aren't dwarves, orcs don't wear socks!)
Oops, got careless and deconstructed leaving a hanging corner. Bad bruising on the poor scribe. Practice for my shaman, at last! Nope, he shrugged it off. Darned tough orc.
Yep, still works. Just can't (1) build one on a corner because stairs won't work since they can stand on those and (2) build one so there are available diagonals due to more than one ramp or other way out of the 1-urist box. Near a corner works, sort of offset to one side one urist.
Here's a working corner. Also shows z+1 of the fort's gatehouse. Oh, have to forbid those doors or some of the squad will exit onto the wall through them rather than pile up in the 1 urist corner they way I intend. Need doors onto wall top, or ramps, for those instances where someone dodges up a z level and ends up on the wall. If you don't notice, they starve if they have no way down. Or enemy archers help them down.
http://imgur.com/rKvZLuuThat red square in the south center is my gladiatorial pit. It's a bit fiddly to pit captives from cages one at a time for melee fighters who kill them pretty quickly, but it's great for missile practice. The steelclad horses the humies bring along for food offerings to us are especially good. They can take a lot of wooden arrows before they finally say neigh one last time. That's why the fort's missile skills are far in advance of melee skills. The dwarves' steelclad boars are also good.
The pit is two levels deep. After that it's aquifer. My underground farms are in those first two layers, along with my hospital and the trade depot, the caravanserai buildings, the buccaneer tavern. my "bank" and the crematory. The center square is my aquifer piercing. I left room in case I decided to use minecart hauling, but only using minecarts for quantum stockpiles so far. My bank is 5 one-square quantum piles side by side, one for each denomination (rusty iron, copper, silver, gold, platinum), and is put there so it's central to the tavern, caravanserai and raiding docks to minimize travel lugging all those stacks of coins around.
http://imgur.com/urrpsuRhttp://imgur.com/nig0ZZAI have read elsewhere that aquifers don't support fish. That's not my experience here. A couple fisher orcs are landing pond turtles, crayfish and at least roach fish. The occasional shell is useful in my ongoing production of laminated leather (just not enough wood for all of it!), but mostly I sell off the fish for coppers and burn the remains for ash.
The farms near the stairs in the square of water count as outside. Those are mostly trees or wood bulbs. Aside from those I have some rope reeds topside, pig tails in the underground farms and a few odds and ends for dyes, poisons or the occasional brew. Mostly my orcs drink water. Good, pure aquifer water from wells.
The crematory also sits out there in the shaft where it's "outside."
In looking at this I noticed I put in a bridge to block the trade tunnel and forgot it was linked to a lever in the great hall, which I promptly relinked to my danger room spear traps. That bridge is just to bock fliers should they try to follow a wagon in. My luck with merchant wagons has not been good. They keep coming with sieges and somewhere along the line one merchant will die and the others will refuse to trade. It's a big enough map that they are exposed a while. I may have to put in a completely safe pathway for them if I keeping having trouble. That or I start atom-smashing my old clothes. I usually unload all those on the traders.
Below the aquifer is my wood, leather and cloth industry, along with the butchers and kitchen. The great hall is about 5-6 levels down, then the bedrooms on three layers below that. The stone and metal industry is down at -25-26. I have hit the great cavern, but hit it in the ceiling, so haven't done anything down there yet. Saw an ant ambush kill a forgotten beast that spawned there, but that's about it.
I have a war wolf guarding the stair bottom that opens into the ceiling rather than having closed it up. Might see some flier through there too.
Back to figuring out how to make my magic users effective, making the danger room work right (get inside, dammit!) and maybe making a mist "shower" between the great hall and the new food stockpile.