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Author Topic: Enemy access to walled off areas at the end of dead end valleys  (Read 951 times)

doctoxic

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What i think works to stop enemy access :-
- Remove the up ramps, build a wall across the valley with a drawbridge. 
- With the drawbridge raised it is IMPOSSIBLE for any non flyer to get in.

I'm assuming that :-
- Nothing can break down walls
- Enemy can't "jump" down from a higher level.

Not sure :
- what happens if i build a roof over my wall, does this rooftop count as the same level as the previously higher land level (assuming i build the roof adjacent to where i removed the upramps.
- even if they can get onto the roof can they jump down to get into the building (if the roofs not finished).


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matskuman5

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #1 on: July 05, 2013, 05:05:42 pm »

1. Yes.

2. No, but ranged enemies can shoot down there.
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Garath

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #2 on: July 05, 2013, 05:25:09 pm »


What i think works to stop enemy access :-
- Remove the up ramps, build a wall across the valley with a drawbridge. 
- With the drawbridge raised it is IMPOSSIBLE for any non flyer to get in.

I'm assuming that :-
- Nothing can break down walls
- Enemy can't "jump" down from a higher level.

Not sure :
- what happens if i build a roof over my wall, does this rooftop count as the same level as the previously higher land level (assuming i build the roof adjacent to where i removed the upramps.
- even if they can get onto the roof can they jump down to get into the building (if the roofs not finished).

nothing jumps down or goes down without ramps or stairways, except when they dodge and accidentally fall down and yes, the roof, assuming you start the z-level above your ground level, is indeed a roof. One level its floor is the other its roof
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

kingubu

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #3 on: July 05, 2013, 07:12:22 pm »

Giant toad riding goblins jump.  I've seen them clear a 3 wide gap and jump up a z to a wall to attack my archers.
Worst day evar.
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Sutremaine

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #4 on: July 05, 2013, 08:24:37 pm »

Nothing in the game jumps. The closest you get is fliers passing over gaps, and they only do that if there's a land path they could use.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

doctoxic

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #5 on: July 06, 2013, 12:33:13 am »

thanks for the info

i am thinking of roofing off a whole area, but with some roof grates included

if i want to keep the area below the roof as "outside" i gather the roof grates do this - however are there any rules on how many grates are needed to make this work, i'm assuming one grate over an area 50x50 wouldn't work??

thanks
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Avin

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #6 on: July 06, 2013, 01:19:19 am »

once an area gets labeled as "outside" it'll stay that way even if you put a roof over it.

I'm going to offer the voice of experience here for a moment. I used to make great effort to build massive walls around the edge of my map. So much so that on your average 4x4 embark site i could have the wall finished before the end of the first year. Then i would go into each cavern and wall up any access points. With in only a few years I had a site that could not be accessed by any enemies. It made for some of the most boring fortresses ever.

Don't get me wrong, its worth doing at lest once however you'll likely find that you could disable the auto pause and leave the game running for weeks with out anything interesting happening.
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Matoro

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #7 on: July 06, 2013, 03:31:16 am »

- Enemy can't "jump" down from a higher level.


Quote from: Magmawiki
It is important to note that a titan can step down across Z-Levels. If you have an outdoor area of your fort that has level ground above it, the titan will simply step down into your fortress.
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fricy

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #8 on: July 06, 2013, 03:53:28 am »

Just as Matoro said Titans are different, they can step up/down levels:
My first semi-succesfull fort died that way: I tried to drown a titan in the drowning chamber at the entrance, and of course it took a short-cut through the cistern system to my wells breaking every door/grate/whatever on the way...

doctoxic

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #9 on: July 06, 2013, 05:44:10 am »

Just as Matoro said Titans are different, they can step up/down levels:
My first semi-successful fort died that way: I tried to drown a titan in the drowning chamber at the entrance, and of course it took a short-cut through the cistern system to my wells breaking every door/grate/whatever on the way...
wait, what?!?!

do you mean it went under water?

and can it break through closed floodgates?  i assume it can't break through a closed bridge?

how far into the game does this type of nasty show up?

sorry for all these questions but the end game is not anything i have experienced - am gonna have to look up drowning chamber :)
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fricy

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #10 on: July 06, 2013, 06:03:18 am »

I'm not sure it would try to path under water on it's own, but it had no problem stepping out of the water when I locked it into a drowing chamber and flooded it. I think they don't even breathe, so it wouldn't have worked either way... Since it was a building destroyer it just crashed it's way out of the cistern. Raised bridges would have stopped it though, but not doors/grates/floodgates. And fortifications won't stop them either when the water level is 7/7.
Oh, did I mention it was also a fire breathing titan? :) So best use fire safe mechainsms in your bridges.
It came in the 3rd or 4th year I think...

Matoro

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #11 on: July 06, 2013, 06:27:02 am »

There is a titan attack requirement parameters in advanced world generation. I think the default is something like 80 dwarves and some wealth. It of course dedends also the number of the megabeasts in the world - young world in the age of myths will have much more megabeast attacks than older ones.

the end game is not anything i have experienced

Believe me, megabeasts aren't endgame. They are more like the beginning of the midgame.
« Last Edit: July 06, 2013, 06:31:06 am by Matoro »
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doctoxic

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #12 on: July 06, 2013, 07:57:06 am »



the end game is not anything i have experienced

Believe me, megabeasts aren't endgame. They are more like the beginning of the midgame.

this game is HUGE !
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Philotes

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Re: Enemy access to walled off areas at the end of dead end valleys
« Reply #13 on: July 06, 2013, 04:30:00 pm »

Just as Matoro said Titans are different, they can step up/down levels:
My first semi-successful fort died that way: I tried to drown a titan in the drowning chamber at the entrance, and of course it took a short-cut through the cistern system to my wells breaking every door/grate/whatever on the way...
wait, what?!?!

do you mean it went under water?

and can it break through closed floodgates?  i assume it can't break through a closed bridge?

how far into the game does this type of nasty show up?

sorry for all these questions but the end game is not anything i have experienced - am gonna have to look up drowning chamber :)

I like your reaction ^^.

http://www.bay12games.com/dwarves/dev.html

In the future toady even wants to give sieges the ability to dig, build bridges, use ladders...

May amok have mercy.
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