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Author Topic: [40.xx] Climbing, Security Design Strategies  (Read 14856 times)

LMeire

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #15 on: July 24, 2014, 11:56:16 pm »

I've taken to "bearding" my fortress walls with a cheap, heavy material like cobaltite. I haven't been properly sieged yet, but the idea is to punish climbers that fall off with a much harder landing than mere siltloam can provide. It also has the lovely side effect of preventing invaders from climbing directly onto the walls without jumping by blocking tree growth. So far, the wall's casualties begin and end with a kobold thief whose right arm and leg were broken.

The wall and "beard" of DiamondBearded:
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« Last Edit: July 24, 2014, 11:58:07 pm by LMeire »
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Urist McVoyager

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #16 on: July 24, 2014, 11:57:42 pm »

That works, but even more if the cobaltite beard is the floor of a trench and not just sitting on the surface. Longer fall, harder landing.
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silverskull39

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #17 on: July 25, 2014, 11:02:51 am »

that gives me an idea for a new design.

Code: [Select]
z walltop-1
...000...
...000...
...000...

z walltop
...^F+...
...^F+...
...^F+...

f= fortification
0=wall
+=floor
^= weapon trap

build a dodgeme trap labyrinth directly into your walls with a few points where they can actually path through into the fort. With a bonus of allowing marksdwarf access because fortifications are unclimbable. weapon quality doesn't really matter since you just want them to fall off the walls anyway.
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LMeire

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #18 on: July 25, 2014, 11:40:16 am »

Even better if the labyrinth-wall trap-thing just ends up leading them over a raising bridge that flings them off to try again.
I've done similar things with bridges and pressure plates to path wild cave fauna into the enemy before, this just eliminates the need to dig into the caverns for a supply of trogs.


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« Last Edit: July 25, 2014, 11:45:46 am by LMeire »
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Sadrice

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #19 on: July 25, 2014, 02:59:16 pm »

That might work, if you bridges didn't work backwards of how you would expect.  Retracting bridges will fling creatures in any direction up to around 3 tiles, while raising bridges fling farther, in every direction except the raising direction (the side that becomes a wall).  That is because the bridge raises instantaneously and then flings creatures, and the ones that go in the raising direction bounce off the underside of the bridge (the wall created by the raising bridge).


Despite what the forums may have told you, bridgeapults have never worked right.
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Kaos

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #20 on: July 25, 2014, 08:12:46 pm »

I've taken to "bearding" my fortress walls with a cheap, heavy material like cobaltite.
what do you mean by "bearding" your walls?  ???  paving the floor around them? what difference does it make beside preventing tree growth?
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Urist Da Vinci

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #21 on: July 25, 2014, 08:43:26 pm »

I've taken to "bearding" my fortress walls with a cheap, heavy material like cobaltite.
what do you mean by "bearding" your walls?  ???  paving the floor around them? what difference does it make beside preventing tree growth?
Falling damage depends on the floor material. Technically behind the scenes, falling damage is modelled by hitting the creature with a massive cube of the material. In the case of werebeasts etc. that are vulnerable to specific materials, those also apply to falling onto floors of that material.

TheDarkStar

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #22 on: July 25, 2014, 08:47:28 pm »

I've taken to "bearding" my fortress walls with a cheap, heavy material like cobaltite.
what do you mean by "bearding" your walls?  ???  paving the floor around them? what difference does it make beside preventing tree growth?

When creatures fall, the fall damage depends partly on what they land on. Landing on a featherwood floor might not even bruise, but landing on a slade floor can be deadly (it will at least break lots of limbs) from the same height.
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Chevaleresse

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #23 on: July 26, 2014, 12:02:13 am »

I'm surprised no one has mentioned, yknow, building a ceiling. One-Z walls and a ceiling removes your climbing and jumping issue, with the added bonus of stopping fliers.
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Re: [40.xx] Climbing, Security Design Strategies
« Reply #24 on: July 26, 2014, 01:08:27 pm »

I've taken to "bearding" my fortress walls with a cheap, heavy material like cobaltite.
what do you mean by "bearding" your walls?  ???  paving the floor around them? what difference does it make beside preventing tree growth?

When creatures fall, the fall damage depends partly on what they land on. Landing on a featherwood floor might not even bruise, but landing on a slade floor can be deadly (it will at least break lots of limbs) from the same height.
This makes me imagine of a modded-in really really soft really light material that can be used to drop dwarves on without hurting them, for science reasons!
See how far we can make a dwarf fall before, no matter what stats, the dwarf gets injured anyway.
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Scruiser

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #25 on: July 26, 2014, 01:49:04 pm »

Way back in DF2010, playing fortress defense mod, I built surface garrison towers around 5 z-levels high, and I sealed the uppermost floor with a locked hatch.  I've only done a few embarks to try out the new mechanics, haven't gotten a big fortress up in the new version.  How high do the trees usually go?  On level terrain, it seems like just making your tower higher than the trees would do the trick.  Would this work?

Nasty idea... leave a distinct, climbable path up your tower made of stone (not blocks).  Setup a murder hole directly above it.  Manipulate burrows so that there is a small meeting hall on top of your tower (for bait) along with a burrow for a worthless hauler.  Stockpile stones up there with quantum stockpiling.  Set stone to be dumped.  Is falling object damage good enough yet?  If not, would fortifications setup to provide point blank shots for crossbows work?  I know what I will try once 40.05 is out.
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LMeire

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #26 on: July 26, 2014, 02:59:35 pm »

The trees on my current embark have typically reached about 3-9 Zs high, (Willows, cedars, and larches, mostly.) The damned things are sprouting constantly and punching holes in my farms almost as often, I'm considering pumping magma to purge them much sooner than I usually do as 5 full-time woodcutters just aren't fast enough.
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Dunamisdeos

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #27 on: July 26, 2014, 04:00:01 pm »

Isn't it true that fortifications can't be climbed? In that case, just ring the top of the wall with those. Or just ring the bottom of the wall with them. Either way, no climbings.
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Scruiser

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #28 on: July 26, 2014, 04:07:34 pm »

Isn't it true that fortifications can't be climbed? In that case, just ring the top of the wall with those. Or just ring the bottom of the wall with them. Either way, no climbings.
I couldn't climb them in adventure mode, but I was able to jump through them.  IDK about fort mode invaders though.
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silverskull39

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Re: [40.xx] Climbing, Security Design Strategies
« Reply #29 on: July 28, 2014, 11:00:09 am »

I'm surprised no one has mentioned, yknow, building a ceiling. One-Z walls and a ceiling removes your climbing and jumping issue, with the added bonus of stopping fliers.

its doable, but its also time/resource intensive and invasions start earlier (albeit smaller) now, in addition to climbing.
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Dwarf fortress threads can sound so.... unethical
it would be unethical if this wasn't the bay12 forums
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Now back to your regularly scheduled thread derailment.
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