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Author Topic: Impenetrable fortress blueprints: share yours  (Read 4783 times)

milo christiansen

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Re: Impenetrable fortress blueprints: share yours
« Reply #15 on: January 13, 2014, 02:47:07 pm »

The perfect defense: The Siege Breaker...

h^|

h = Hatch cover over a gap in the path
^ = pressure plate connected to hatch cover and set to trigger on non-citizen creatures
| = upright spike trap connected to lever inside fort

Build the whole mess over a shallow moat with the hatch cover on the fort side and the spike trap on the outside

This makes a dwarf only entrance, and when the Fun arrives just start pulling the lever on repeat. Any trolls that try to break the hatch cover will get creamed by the spike trap. When goblins try to path through they cross the spike trap (ouch!) and step on the plate (which opens the hatch), thereby blocking the path. Once the path is blocked they will turn around and leave (stepping off the plate in the process) going across the spike trap...

This little device can be built before the first year is out, and just saved one of my forts from a large (50+) zombie siege that arrived in the middle of summer year 2 :) It took about a month to cream all but 2 of the zombies, but my early militia took care of them.
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Larix

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Re: Impenetrable fortress blueprints: share yours
« Reply #16 on: January 13, 2014, 04:26:26 pm »

Spikes are very effective, i broke a few jabberer-heavy sieges just with an automated spike corridor. The only critters that ever got through ten spike arrays raising and lowering at maximum speed (one activation every 41 steps, a full cycle per 82) were stuff with ungodly dodging capabilities, which were then taken care of by a row of weapon traps.

For anything smaller than a rhinoceros, i prefer the (also automated) bridge crusher. It's hilariously effective and produces no hauling jobs, because _no items_ will be left! That's the easiest goblinite handling ever! To safely catch even the fastest invader, you probably need two bridges, a sprinting kobold or troll can move past a ten-long bridge in the hundred steps between actions.

The main downside of pure trap-based design is that it depends on stuff that actually paths inside. Flying titans and human sieges tend not to work so well in that regard.

Currently i'm trying out the concept of the impenetrable barracks, i.e. a catch-all entry where legendary soldiers train full-time. Six elites and a small archer backup seem enough to handle ambushes without own losses, but i haven't had a serious siege yet. I designed it with diagonal entries to deny enemy archers any lanes of fire, and it connects as shortcut into the caravan corridor and sole entry from the upper outside, so hopefully all intruders _will_ try to go through there.

Training soldiers is very luck-based, they can blast to legendary in three seasons, but they can also get stuck in a demonstration loop and take years to get anywhere.
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Lielac

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Re: Impenetrable fortress blueprints: share yours
« Reply #17 on: January 13, 2014, 09:43:48 pm »

The perfect defense: The Siege Breaker...

h^|

h = Hatch cover over a gap in the path
^ = pressure plate connected to hatch cover and set to trigger on non-citizen creatures
| = upright spike trap connected to lever inside fort

Build the whole mess over a shallow moat with the hatch cover on the fort side and the spike trap on the outside

This makes a dwarf only entrance, and when the Fun arrives just start pulling the lever on repeat. Any trolls that try to break the hatch cover will get creamed by the spike trap. When goblins try to path through they cross the spike trap (ouch!) and step on the plate (which opens the hatch), thereby blocking the path. Once the path is blocked they will turn around and leave (stepping off the plate in the process) going across the spike trap...

This little device can be built before the first year is out, and just saved one of my forts from a large (50+) zombie siege that arrived in the middle of summer year 2 :) It took about a month to cream all but 2 of the zombies, but my early militia took care of them.

Doesn't do much to stop fliers (lemme tell you about the siege on giant cave swallows I had to deal with...) or TRAPAVOID creatures. Though I think the only TRAPAVOID twits that are also stealthed by default are kobolds, and they're kinda pathetic. Unless they steal enough that they start sending ambushes...
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Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.

Naryar

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Re: Impenetrable fortress blueprints: share yours
« Reply #18 on: January 14, 2014, 09:36:19 am »

An iron or steel drawbridge linked to mechanisms for the outside. Works like a charm.

And the a bunch of iron doors, one which is directly next to a corridor full of magma.

It's the best goblinite processing plant ever. Unless I want leather things, in which case I just spill some blood the old fashioned way.

MDFification

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Re: Impenetrable fortress blueprints: share yours
« Reply #19 on: January 14, 2014, 09:53:42 am »

The perfect defense: The Siege Breaker...

h^|

h = Hatch cover over a gap in the path
^ = pressure plate connected to hatch cover and set to trigger on non-citizen creatures
| = upright spike trap connected to lever inside fort

Build the whole mess over a shallow moat with the hatch cover on the fort side and the spike trap on the outside

This makes a dwarf only entrance, and when the Fun arrives just start pulling the lever on repeat. Any trolls that try to break the hatch cover will get creamed by the spike trap. When goblins try to path through they cross the spike trap (ouch!) and step on the plate (which opens the hatch), thereby blocking the path. Once the path is blocked they will turn around and leave (stepping off the plate in the process) going across the spike trap...

This little device can be built before the first year is out, and just saved one of my forts from a large (50+) zombie siege that arrived in the middle of summer year 2 :) It took about a month to cream all but 2 of the zombies, but my early militia took care of them.

Doesn't do much to stop fliers (lemme tell you about the siege on giant cave swallows I had to deal with...) or TRAPAVOID creatures. Though I think the only TRAPAVOID twits that are also stealthed by default are kobolds, and they're kinda pathetic. Unless they steal enough that they start sending ambushes...

Actually, it really does. Spikes triggered manually (via lever) can strike TRAPAVOID and FLIER tagged creatures, hence their use in danger rooms (your civ members have TRAPAVOID) and against the HFS.

EDIT: Here's a design I have that beats basically anything that can't fly or is TRAPAVOID:

Each trap is a single spiked wooden ball. Each blank space is an open space, leading to a pit full of water.

╔   ═══════╗
║ ^              ║
║ ^ ^ ^ ^ ^ ║
║              ^ ║
║ ^ ^ ^ ^ ^ ║
║ ^              ║
║ ^ ^ ^ ^ ^ ║
║              ^ ║
║ ^ ^ ^ ^ ^ ║
║ ^              ║

Enemies dodge the spiked balls (which coincidentally paint the path with blood and vomit) and fall into the pit, where they drown. While this is ineffective against necromancer sieges, it makes regular sieges a joke. Note that trolls will advance much further down the path than goblins due to them not dodging as often, preferring to absorb the damage. If the corridor is long enough, however, no siege or ambush can pass it.
« Last Edit: January 14, 2014, 10:10:00 am by MDFification »
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roughedge

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Re: Impenetrable fortress blueprints: share yours
« Reply #20 on: January 14, 2014, 09:54:00 am »

A large 30 x 30 walled court on the surface is occupied by the military. The entrance is 5 wide 10 long and is filled with a barricade of fortifications and wooden spikes, it is also elbow shaped toward south for 5. No cage traps! Also the court is a kennel so there is a lot of military there. Three squad of iron garbed professional military train on surface constantly(hammer, spear, axe). I am thinking about implementing shooting towers at the four corners. The elbowed corridor is not viewable by the military because of a wall in front of it inside the court but with a 1 space to allow entrance of the baddies so when the horde of dwarf see the first enemy the battle usually take place in the corridor. Idk if its impenetrable but a militarised well equipped fort is the most powerful thing I have seen so far.
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Larix

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Re: Impenetrable fortress blueprints: share yours
« Reply #21 on: January 14, 2014, 10:20:09 am »

The perfect defense: The Siege Breaker...

h^|

h = Hatch cover over a gap in the path
^ = pressure plate connected to hatch cover and set to trigger on non-citizen creatures
| = upright spike trap connected to lever inside fort

Build the whole mess over a shallow moat with the hatch cover on the fort side and the spike trap on the outside

This makes a dwarf only entrance, and when the Fun arrives just start pulling the lever on repeat. Any trolls that try to break the hatch cover will get creamed by the spike trap. When goblins try to path through they cross the spike trap (ouch!) and step on the plate (which opens the hatch), thereby blocking the path. Once the path is blocked they will turn around and leave (stepping off the plate in the process) going across the spike trap...

This little device can be built before the first year is out, and just saved one of my forts from a large (50+) zombie siege that arrived in the middle of summer year 2 :) It took about a month to cream all but 2 of the zombies, but my early militia took care of them.

Doesn't do much to stop fliers (lemme tell you about the siege on giant cave swallows I had to deal with...) or TRAPAVOID creatures. Though I think the only TRAPAVOID twits that are also stealthed by default are kobolds, and they're kinda pathetic. Unless they steal enough that they start sending ambushes...

Actually, it really does. Spikes triggered manually (via lever) can strike TRAPAVOID and FLIER tagged creatures, hence their use in danger rooms (your civ members have TRAPAVOID) and against the HFS.

But the setup above is of little use against flyers, because it depends on opening the hatch to stop intruders on or near the spike. A single spike with a trap-like pathing restrictor like this will let flyers and kobolds through most of the time, simply because the spike doesn't repeat that fast.

If you stick multiple spikes in a row and keep them all active, you can do without the hatch - even a titan or demon will usually be stopped entirely by a dozen spike traps in a row.

Plates with adjacent hatch covers are quite useful to keep your dwarfs from pathing into an automated trap - pressure plates can be set to trigger for "citizens", meaning units (dwarfs and tame animals, i think) of your own fort. It still won't catch traders and diplomats.
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ImagoDeo

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Re: Impenetrable fortress blueprints: share yours
« Reply #22 on: January 14, 2014, 09:51:49 pm »

I have two forts that are currently nearly impenetrable.

The first one depends on a combination of
  • no aboveground activity
  • unholy vapors that make anything caught in them bleed to death within seconds

and
  • raised bridges walling off the map's edge so that the caravan only shows up on one particular spot

to prevent any beastie or invader from getting in. I have been ignoring sieges, semi-megabeasts, and forgotten beasts for several centuries now with no negative side effects except a drop in FPS due to having over a thousand goblin corpses and all their loot lying around outside.

The second one has a simple S-bend entrance with a helluva lot of weapon traps in the curves and room for caravans to move around the side. That and my entire 15-20 dwarf military training in the curve... nothing ever gets through and almost every sword, axe, mace, whip, or spear has earned him/herself multiple titles. They're not particularly well arrayed, but they go through sieges like a hot knife through butter and the only titan who ever showed up got himself bisected by my one-armed badass of a swordsdwarfess militia captain.

One of these days I'll do more challenging things with the game... like going back to Death Point, a reanimating ocean peninsula that I've failed to colonize five times in a row now. (Single picking it hasn't helped my chances much.)
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milo christiansen

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Re: Impenetrable fortress blueprints: share yours
« Reply #23 on: January 15, 2014, 02:12:31 pm »

About the Siege Breaker:

It is not intended to deal with flying enemies, it is mostly to deal with necromancer sieges and goblin ambushes in the second year or so.
It remains effective vs goblins basically forever, but it is more to give your military time to train. If you have flyers it would be better to use something else.
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EvilBob22

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Re: Impenetrable fortress blueprints: share yours
« Reply #24 on: January 15, 2014, 07:01:34 pm »

I have an open door policy in my current fort.  The impenetrable entrance is the barracks where all of the 90 strong militia train.  1/3 are training at any given time (it used to be 2/3, but they are all pretty skilled now, and I need the labor force more.)  Each squad uses a different weapon too: axe, sword, mace, hammer, spear, crossbow, scourge, bow, or large dagger.
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I will run the experiment to completion anyway, however. Even if the only reason why there is a punctured equilibrium in the fortress is because I have been brutally butchering babies
EDIT: I just remembered that dwarves can't equip halberds. That might explain why the squads that use them always die.

xpi0t0s

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Re: Impenetrable fortress blueprints: share yours
« Reply #25 on: February 07, 2014, 01:08:12 pm »

I like having a looooooooong entrance so that an entire siege can enter before the first gobbo hits the weapon traps.  Once everyone is in the gate closes and a secondary exit opens, which is on the wrong side (from the siegers' viewpoint) of vast swathes of weapon and cage traps.  Those that get caged get stripped, then either dropped a great height, or into an arena with a megabeast, or into an arena with the military.  The only exit for the siege after they've given up is through the weapon traps so I get *all* the goblinite.
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VerdantSF

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Re: Impenetrable fortress blueprints: share yours
« Reply #26 on: February 07, 2014, 02:25:21 pm »

My security set-up is focused on getting migrants and merchants into the fortress safely.  My embark doesn't have native iron, so trade was the main source before mining goblinite.  I have 12 tunnel entrances that all lead to a trade depot at the center of the map and a few levels down.  Visitors to the fort only have a few tiles to go, regardless of where they appear on the map.  I still get unlucky sometimes with where the invaders spawn, but for the most part, migration and trade have been quite safe.

Spoiler (click to show/hide)
 

fortydayweekend

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Re: Impenetrable fortress blueprints: share yours
« Reply #27 on: February 07, 2014, 02:52:45 pm »

I'm trying a no-trap defense just using mechanics, constructions and military.

Working on the basis that:
1) ranged siegers should be engaged in melee; melee siegers should shot be shot at
2) bridges and walls can be used to divide the enemy forces so they can be dealt with in small groups
3) underground tunnels can place dwarves anywhere on the map
4) I have no special defense against fliers

So the defense will basically be a small labyrinth of walls and bridges that will allow small groups of siegers in to a killing zone, where they'll either be shot at from behind fortifications or dwarves will rise up out of the ground and engage in melee.

I'm hoping this will provide an effective defense without needing any traps at all, and without having to draft a huge military. It could of course go horribly wrong and I'm looking forward to that happening.
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fourpotatoes

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Re: Impenetrable fortress blueprints: share yours
« Reply #28 on: February 07, 2014, 03:29:13 pm »

The easiest defense I've used that isn't just walling myself off is to build an entrance that forces invaders to go through a large open area and to give every dwarf who isn't a miner, woodcutter or military melee specialist a crossbow. It's not quite as effective as some other methods, but once you have enough crossbows and a bolt-making industry running, it's pretty much hands-off. Small attacks are shot to pieces without any intervention, and for large attacks you can station your entire fortress population to shoot at the invaders. You still want to have a small professional military with melee specialists for dispatching the wounded and handling enemy ranged units, your main threat.

I've used a variety of other techniques depending on the local geography and my whim. The method I've used most is a single entry path that funnels invaders past archers, around curves and into a killing zone where professional soldiers practice their craft. I may have multiple outer entrances (e.g. into a walled courtyard), but I almost never have more than one way past the core choke points; when I do, it's either a temporary entrance for tower construction that'll be sealed as soon as possible, or it's an emergency exit sealed with redundant bridges.

In my favorite example, my main above-ground presence was a squad marble tower. Merchants and invaders would come into a gate on the south side, an area that was usually defended by archers, then curve to the left, descend a ramp, go left again, down another ramp, and then around a U-bend before reaching a temporary wood stockpile and the trade depot. The archers would scare off small groups of attackers, and there were a few cage traps on the inside curves to ensure a supply of prisoners for sacrifice. Past the trade depot, the path curved again, joined up with paths from two separate mineshafts, and then came past the two-story security office before reaching the main fortress. A mechanism was in place to flood the mineshafts with water from the aquifier.

During the first and the last month of each season, I kept archers in the tower. I rotated my primary melee squads with one month off, one month training and one month on patrol. At all times there were at least three melee troops guarding the trade depot, with more back in the security office. The guards would deal with small incursions, and the standby troops would surge around the corner to handle bigger attacks. When I sent my standby troops in, I called off-duty and reserve units to the security office in case I needed reinforcements.

Had an attacker ever made it past this, I'd have had my civilians retreat across the covered bridge into the housing area, which was stocked with years of food and had a secure cistern. I had military alerts which would have called surviving militia and Fortress Guard to defend the retreat and protect the choke point. I only used this procedure once, out of an abundance of caution during a flying-titan attack; in the end, marksdwarves shot the titan down and melee troops finished him before he reached the secure area.

Another fortress used a similar defense: this time, if I didn't pull the levers to cover the surface with lava, invaders advanced up a hill under fire from my battlements and into the entry tunnel. To cover the tunnel from outside fire, the entry tunnel's entrance was on the north, but the tunnel itself went west. I had a few cage traps here to provide prisoners, and since I couldn't cover the area with fire from the battlements, I installed reciprocating glass spikes to dislodge anyone who got stuck here. The entry tunnel went into the hill and then down a ramp, through the main aquifer piercing and down to the killing level.

On the killing level, I could optionally raise bridges to send intruders through a trapped path. It started out with a mix of weapon traps & reciprocating spikes before narrowing into a dodge-me trap with a four or five z-level fall onto spikes. I could optionally start up an auxiliary pump which would fill the trap's landing area with magma. After the dodge-me trap, the path curved left in a U-bend into an area where I'd chained some of my cave crocodiles.

Regardless of which path I left open, intruders would reach another U-bend meant to protect from archers. After the U-bend was the killing zone where I stationed my melee troops. I'd originally planned to put a ballista behind fortifications at the end of the corridor, but I ended up using that space for archers. After this area, the path curved down another spiral ramp before reaching the trade depot and the security office

I had problems with troops pursuing fleeing enemies around the corner and out of view of my ranged support. Melee attrition (against modded enemies) was greater than I wanted, which is why I added the dodge-me traps and the cave crocodiles; sadly, the crocodiles never did taste blood because the traps were too effective. Even though some elite enemies could get past the traps, invaders usually decided to retreat after a squad or two had been shredded.
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