Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3

Author Topic: The Hidden Fortress  (Read 8691 times)

SixOfSpades

  • Bay Watcher
  • likes flesh balls for their calming roundness
    • View Profile
The Hidden Fortress
« on: March 10, 2015, 09:52:26 pm »

Consider two forts, started at the same time, and on embark sites directly adjacent to one another. They are therefore roughly equidistant from all neighbors, etc.

By the end of the second year, Fortress A has erected a palisade wall around a good-sized chunk of pastureland, housing about 20 head of cattle & sheep. This wall is (occasionally) patrolled by guards, and the whole site is dominated by a tower overlooking the fort's main entrance, rising 8 z-levels over the surrounding landscape.

In contrast, the residents of Fortress B have done hardly anything to disturb their site, and by the time they'd only been there for a couple of months, the only outward sign of their presence has never been more than a single door, tucked behind a bush in a dead end of a box canyon . . . a door made of the same stone as the nearby natural walls.

In the existing game, both of these forts would be "found"--and visited by merchants, and invaded by enemies--basically simultaneously, without regard for any discretion / audacity of fortress design.

I for one would like to see the game consider a third condition when triggering ambushes / sieges / megabeasts: As well as fortress wealth & population, check for outside visibility as well. Things like dwarves & non-native animals walking around outside, aboveground farm plots, large-scale tree-cutting, dug or channeled Outside tiles, and of course especially artificial constructions--with the "penalty" for the latter increasing with relative altitude.

Merchants of foreign civilizations would also be subject to difficulties in detecting your presence, unless you allow the outpost liaison to invite specific nations to come trade with you. Even after they know OF your site, these merchants may still encounter problems actually locating your site--you may find it prudent to send someone to guide them in. Future trade caravans may be asked to arrive Openly (same as now) or Covertly (they stealth like ambushes, sneaking up on your Trade Depot with bins of cloth, but with greatly reduced carrying capacity). Be neighborly if you want your secret kept: Foreign merchants unhappy with their profit margin (and especially outright theft) may actually sell your fort's position to certain other interested parties.
Logged
Dwarf Fortress -- kind of like Minecraft, but for people who hate themselves.

Pencil_Art

  • Bay Watcher
    • View Profile
Re: The Hidden Fortress
« Reply #1 on: March 10, 2015, 10:49:44 pm »

That would be interesting to see, and it would also be interesting to see how they implement it.
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: The Hidden Fortress
« Reply #2 on: March 11, 2015, 04:41:44 am »

Ties in with previous suggestions about chimneys in that their smoke would be visible for some distance.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: The Hidden Fortress
« Reply #3 on: March 11, 2015, 05:12:57 am »

Anyone know some genuine examples of hidden settlements/fortresses? I've only been able to turn up closed cities from the Manhattan project and such.
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

AceSV

  • Bay Watcher
  • [SUPER_VILLAIN]
    • View Profile
Re: The Hidden Fortress
« Reply #4 on: March 11, 2015, 08:50:30 am »

Anyone know some genuine examples of hidden settlements/fortresses? I've only been able to turn up closed cities from the Manhattan project and such.

None of these are really Dwarf Fortress levels of engineering, but there's Lalibela, cave cities in Turkey, Navajo cave cities, the Mound Builders, arguably Petra and viking earth lodges.

http://news.yahoo.com/fabled-lost-city-discovered-honduras-ecological-wonder-archeologist-155548884.html

http://weburbanist.com/2007/10/15/7-more-underground-wonders-of-the-world-lost-caverns-and-cities/

You could probably find a lot more by 2-4 of these terms at a time: lost hidden cave underground city settlement castle ancient medieval archeology discovered.  -fantasy might help
Logged
Quote
could God in fact send a kea to steal Excalibur and thereby usurp the throne of the Britons? 
Furry Fortress 3 The third saga unfurls.  Now with Ninja Frogs and Dogfish Pirates.

Niddhoger

  • Bay Watcher
    • View Profile
Re: The Hidden Fortress
« Reply #5 on: March 11, 2015, 04:41:00 pm »

Honestly, I never understood why people keep trying to pasture animals aboveground.  Pierce the caverns, wall up that one entrance.  Then dig a giant room out of soil underground.  Your cows will happily eat the cave moss.  You can double this up with training an early miner.  One giant room can be your pasture, and another giant room can be underground (safe) herb/tree farm. 

Now, from a game-play perspective how would this be calculated? Would we simply look for "Number of outside constructed tiles?" As you said, what if you hide a door of the same material as the surrounding stone behind a tree? What about leaving chopped trees (that leave stumps behind)? What about the foot prints of your dorfs as they go to take sips/bathes from nearby pools, pick herbs, hunt game, fish, and drag items (like logs) back into the fort? Will these footsteps increase that counter? Will a skill (ambush?) reduce the visibility of footprints? Will these wear away with time/weather? Will different invaders/civilizations have different chances of finding your fortress (elves being able to find one better than goblins or humans). 

You also have to consider word of mouth.  Remember, you don't get a single caravan from the other races until you get that first autumn caravan from your parent civilization.  So, your home civilization and at least most of hte people in that site will know about your fortress.  They talk and tell their relatives in other sites that some friends/other relatives of theirs are embarking to hte othe rside of hte mountain range (or wherever you are going).  Then the traders visit your fortress.  The next stop on their route could be a nearby human village.  Asking the traders where these -marvelous- wooden spike balls came from, the traders happily say "oh, these came from a new fort of ours just over yonder against hte mountains... yeah where the river comes down into the plains!" So now the humans know where your fort is.  Then someone tells someone who tells a friend that has that sketchy cousin in a bandit troupe just outside town.  That troupe is mostly made up of goblins that tell their friends/relatives back in the goblin civ that they can loot the -best- wooden spiked balls from some new dorf site by a stream coming out of hte mountains.  A year or so of scuttlebutt and another year or so of scouting... and BOOM goblin army at your "hidden" site that still trades. 

Even if you never trade with other races, the mountainhome will obviously know where you are.  Since other dorfs know where you are, they might spread that knowledge as they trade/adventure around.  Considering that your fortress is bankrolled by the home civilization, which will always send a liason to discuss trade agreements (imports/exports) alongside some merchants... Hiding your fort just isn't in the game.  Too many in your home civilization know about your fort- just look at the waves of migrants (some 40 strong!) that will regularly show up at your fort.

Later on, this could be a start scenario (that wouldn't send a giant caravan/yearly liason/hordes of cheesemongers), but with the current shape of hte game its not going to happen.  There are too many people that obviously know about your fort.  They get to talking... and so on down the line of "five degrees of separation" even the local goblins will know about it. 
Logged

AceSV

  • Bay Watcher
  • [SUPER_VILLAIN]
    • View Profile
Re: The Hidden Fortress
« Reply #6 on: March 11, 2015, 08:38:11 pm »

Yeah, I think if you were going to keep a fortress secret, you'd have to keep it completely secret.  Take your 7 dwarves and tell no one where you're going.  If a hapless goblin, human or even dwarf happens to stumble onto your map, he must see nothing or be captured or killed before leaving. 

Maybe if you were building a secret base that was sanctioned by the Mountain Home government, they could send you a supply caravan that was sworn to secrecy and occasional migrants that are sworn to secrecy (and they never leave anyways) you might make it work for a while. 

On the other hand, it can take creatures days to cross to walk across a map.  If you're really talking about one little door in an area that takes days to walk through, I can see that being something you can keep relatively secret.  At the least, goblins should not be able to make a beeline for your secret door with 100% accuracy.  That would be simple to program too.  Instead of programming them to go to the door, program them to go to somewhere near the door with a random offset based on how secret the fortress is.  Give them a few dummy doors full of traps and secrecy is a pretty good defense. 
Logged
Quote
could God in fact send a kea to steal Excalibur and thereby usurp the throne of the Britons? 
Furry Fortress 3 The third saga unfurls.  Now with Ninja Frogs and Dogfish Pirates.

Niddhoger

  • Bay Watcher
    • View Profile
Re: The Hidden Fortress
« Reply #7 on: March 11, 2015, 11:50:44 pm »

Again... what about footprints? Hundreds of dorfs trudging through swamp dragging cows behind them tends to beat an obvious trail into your fort.  Also, as I already mentioned, any time your dorfs drag logs back to your fort, they'll leave ruts in the ground.  Anytime your dorfs go to take a bath outside they'll leave a trail. 

Sure, these aren't a fraction as noticeable as a tower rising over the tree tops.... but if a goblin is passing through and notices the network of ruts in the ground that all lead to behind the same tree? Super sketchy.  That beaten pathway littered with cow shit that leads behind the same tree? Even more suspicious.  There would need a way to track/dispose of prints on the ground.  We'd also need to be able to capture/kill any interlopers before they leave the map with information on your fort.
Logged

SixOfSpades

  • Bay Watcher
  • likes flesh balls for their calming roundness
    • View Profile
Re: The Hidden Fortress
« Reply #8 on: March 12, 2015, 02:21:55 am »

Ties in with previous suggestions about chimneys in that their smoke would be visible for some distance.
Unless the chimneys were vented into an existing volcano . . . or possibly behind a waterfall, hiding the smoke in all the mist.


Anyone know some genuine examples of hidden settlements/fortresses? I've only been able to turn up closed cities from the Manhattan project and such.
None of these are really Dwarf Fortress levels of engineering, but there's Lalibela, cave cities in Turkey, Navajo cave cities, the Mound Builders, arguably Petra and viking earth lodges.

http://news.yahoo.com/fabled-lost-city-discovered-honduras-ecological-wonder-archeologist-155548884.html
http://weburbanist.com/2007/10/15/7-more-underground-wonders-of-the-world-lost-caverns-and-cities/
Archaeological ruins are nice, but a more apt comparison would be places where a decent number of people actually live, day in & day out. The American NORAD complex, for example: It's dug under a mountain with few points of access, it's heavily guarded & (one must assume) most of those guards are unseen, and most importantly, hardly anyone knows where it is (with any real precision), or even what it really looks like.


Now, from a game-play perspective how would this be calculated?
I'm figuring 3 main ways. The first is the most obvious: Large-scale dwarven construction that's visible from miles away. For every Road or Construction on an Outside, Above Ground tile, it calculates a running total of [what % of the tiles on that z-level are empty space] * [a modifier for the tile's altitude "above ground"] * [another modifier for the material of the construction: greater than 1 if it's reflective like glass or metal, smaller than 1 if it's of unfinished native materials, like rough boulders]. Add up those totals for every tile of Outside, Above Ground construction, and you have the fort's overall Conspicuous Index. In forts not trying to be secretive, this would very likely be so high as to render the other two calculation methods irrelevant.

The second method is to consider aboveground movements, and their byproducts like footprints, as seen by intelligent creatures that either have some nearby elevated vantage, point, or can outright fly. This would be calculated about once a month, The entire aboveground embark site would be considered in this calculation, which would simply be a calculation of what % of the tiles show evidence of sentient activity. Actual dwarves & their livestock would have the highest rating, followed by outdoor farm plots & garbage dumps, followed by recent (in the past year) logging, followed by paths worn in the dirt from frequent use. Each embark tile (of which a default site has 16) would be broken into quadrants, and if any of those 64 quadrants exceeds a certain benchmark for visibility, the traffic at your site is considered "noticeable," and your neighbors can see you: not only do they know that there's someone home, they know roughly where to look.

The third way is for each civilization to send out actual scouts, or at least hunters, on a semi-regular basis. These visitors would have a "notice radius" dependent on their Observer skill, and how egregiously out of place certain things are. A marble lighthouse? That's guaranteed to be detected. A pig hoofprint where there should only be goats? Not so much. If the visitor sees something that shouldn't be, and lives to escape the map and tell the tale, more dedicated searchers, like a scouting party or an ambush, might be sent to find your fort's entrance. Expect sieges to follow.

Quote
You also have to consider word of mouth.
Not to the extent you depict. If a merchant caravan from the Mountainhome is met by a guard in a head-to-toe ghille suit who silently leads them to a trapdoor with a bush growing out of it, it's a very safe bet that the merchants understand that this place is a secret, and that they shouldn't go blabbing its location to their wife's friends' tennis partners. Dwarves of your own civilization aren't going to turn you in (at least as long as you remain loyal, of course). Even foreign merchants have an incentive to hold their tongues: As the only members of their civilization with access to your fort, they have a civ-wide monopoly on the customers there. If they blab, they lose that monopoly, and if your fortress should happen to fall, they completely lose ALL ability to trade there.


Of course, this entire idea is utterly irrelevant for forts that have already been discovered by all of their neighbors, and thus are probably also known to any wandering megabeasts as well. It would be effective only in the early game, when your computer has plenty of FPS to spare for making those visibility calculations. Some people might not even WANT to rely on stealth in the beginning. But on the whole, I think it would be an improvement to bring back the early goblin attacks . . . to locations where the goblins have already actually FOUND something worth attacking.
[/quote]
Logged
Dwarf Fortress -- kind of like Minecraft, but for people who hate themselves.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: The Hidden Fortress
« Reply #9 on: March 12, 2015, 08:47:07 am »

I'm not sure any random dwarf fort should even be capable of hiding itself from its neighbors, but there are bits of this that are relevant to the game.

First, some race of sneaky bastards might make secret settlements, and all of the mechanisms discussed here could make those interesting.  Just not of the opinion that dwarves themselves are a race of sneaky bastards.

Second, the amount of terraforming at a fort should have some impact on relations as a more realistic replacement for tree-cut diplomacy.  The condition of the surface can influence visitors, possibly even inspiring songs and poems for artistically inclined visitors (e.g., Bonny Portmore).  The local Unicorn might tolerate hunting (Circle of Life and all that) but put his hoof down at diverting the river.  An intelligent megabeast might be impressed with extensive defenses and negotiate tribute or even a pact rather than attack mindlessly.  Dwarf civs might compete to have the tallest tower, longest bridge, or other landmarks that the computer can comprehend.

Third, a dwarf fort, even one that is operating openly, should be able to have a secret entrance.

Fourth, a race that is not a bunch of sneaky bastards should have a difficult time operating a fort in secret... such as having routine access only through the caverns, and nothing but one or two secret entrances on the surface.  This would be a type of starting scenario, with serious repercussions if the fort is discovered.  For full effect, it should be possible to embark overlapping a surface settlement of some kind, and watch that settlement go about its daily life as the player sets up shop below.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: The Hidden Fortress
« Reply #10 on: March 12, 2015, 11:32:37 am »

Anyone know some genuine examples of hidden settlements/fortresses? I've only been able to turn up closed cities from the Manhattan project and such.
None of these are really Dwarf Fortress levels of engineering, but there's Lalibela, cave cities in Turkey, Navajo cave cities, the Mound Builders, arguably Petra and viking earth lodges.

http://news.yahoo.com/fabled-lost-city-discovered-honduras-ecological-wonder-archeologist-155548884.html
http://weburbanist.com/2007/10/15/7-more-underground-wonders-of-the-world-lost-caverns-and-cities/
Archaeological ruins are nice, but a more apt comparison would be places where a decent number of people actually live, day in & day out. The American NORAD complex, for example: It's dug under a mountain with few points of access, it's heavily guarded & (one must assume) most of those guards are unseen, and most importantly, hardly anyone knows where it is (with any real precision), or even what it really looks like.
That's what I'm after. Still, I think we can look for something a bit older. It might be easier to look at it from different scales though. There are plenty of examples of small groups (like your starting 7) hiding in the catacombs.
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

Eldin00

  • Bay Watcher
    • View Profile
Re: The Hidden Fortress
« Reply #11 on: March 12, 2015, 04:45:55 pm »

Anyone know some genuine examples of hidden settlements/fortresses? I've only been able to turn up closed cities from the Manhattan project and such.
None of these are really Dwarf Fortress levels of engineering, but there's Lalibela, cave cities in Turkey, Navajo cave cities, the Mound Builders, arguably Petra and viking earth lodges.

http://news.yahoo.com/fabled-lost-city-discovered-honduras-ecological-wonder-archeologist-155548884.html
http://weburbanist.com/2007/10/15/7-more-underground-wonders-of-the-world-lost-caverns-and-cities/
Archaeological ruins are nice, but a more apt comparison would be places where a decent number of people actually live, day in & day out. The American NORAD complex, for example: It's dug under a mountain with few points of access, it's heavily guarded & (one must assume) most of those guards are unseen, and most importantly, hardly anyone knows where it is (with any real precision), or even what it really looks like.
[/quote]

You're talking about the Cheyenne Mountain complex (NORAD's secondary command post, built under a mountain in colorado, designed to withstand multiple nuclear strikes if necessary), right? It's not really very hidden. It's southwest of Colorado Springs. Just outside of town. There are roads leading right up a guard post outside the main entrance. There are signs telling you where to turn off the nearby major roads to get there. It was never really intended to be hard to find, just secure against whatever an enemy during wartime might be able to throw at it.
Logged

SixOfSpades

  • Bay Watcher
  • likes flesh balls for their calming roundness
    • View Profile
Re: The Hidden Fortress
« Reply #12 on: March 14, 2015, 02:10:18 am »

You're talking about the Cheyenne Mountain complex (NORAD's secondary command post, built under a mountain in colorado, designed to withstand multiple nuclear strikes if necessary), right? It's not really very hidden. It's southwest of Colorado Springs. Just outside of town. There are roads leading right up a guard post outside the main entrance. There are signs telling you where to turn off the nearby major roads to get there. It was never really intended to be hard to find, just secure against whatever an enemy during wartime might be able to throw at it.
All right then, consider the networks of tunnels dug by the Vietcong:
Cu Chi tunnels
Some areas of the Vietnamese jungle were honeycombed with them, and they had camouflaged entrances, pit traps, barracks, armories, storehouses, and even hospitals. Add a couple of magma forges and some cats & beards and you've got a bona fide DF fort.
Logged
Dwarf Fortress -- kind of like Minecraft, but for people who hate themselves.

AceSV

  • Bay Watcher
  • [SUPER_VILLAIN]
    • View Profile
Re: The Hidden Fortress
« Reply #13 on: March 14, 2015, 02:53:26 am »

Anyone know some genuine examples of hidden settlements/fortresses? I've only been able to turn up closed cities from the Manhattan project and such.
None of these are really Dwarf Fortress levels of engineering, but there's Lalibela, cave cities in Turkey, Navajo cave cities, the Mound Builders, arguably Petra and viking earth lodges.

http://news.yahoo.com/fabled-lost-city-discovered-honduras-ecological-wonder-archeologist-155548884.html
http://weburbanist.com/2007/10/15/7-more-underground-wonders-of-the-world-lost-caverns-and-cities/
Archaeological ruins are nice, but a more apt comparison would be places where a decent number of people actually live, day in & day out. The American NORAD complex, for example: It's dug under a mountain with few points of access, it's heavily guarded & (one must assume) most of those guards are unseen, and most importantly, hardly anyone knows where it is (with any real precision), or even what it really looks like.
That's what I'm after. Still, I think we can look for something a bit older. It might be easier to look at it from different scales though. There are plenty of examples of small groups (like your starting 7) hiding in the catacombs.

Ah, okay.  Since it's Dwarf Fortress I assumed we were looking at pre-modern examples.  There's an underground naval base at Muskö in Sweden: http://www.theblogbelow.com/2008/07/musko-swedens-underground-nava.html  I remember hearing on the news that unused nuclear missile silos are being sold on the housing market:  http://dornob.com/home-base-for-sale-huge-underground-missile-silo-house/  Here's some nuclear bunkers that are open to tourists in the UK:  http://www.dailymail.co.uk/news/article-2093663/Inside-Cold-War-tunnels-Nuclear-bunkers-military-planned-response-possible-attack-opened-public.html#ixzz1kwB1pFE9  It looks like a lot of conspiracy theorists believe that Deep Underground Military Bases or DUMBs are used by the USA government for nefarious schemes.  This article has a list of them:  http://beforeitsnews.com/alternative/2014/09/the-mystery-and-conspiracy-surrounding-underground-military-bases-video-3031580.html

But as was mentioned about the NORAD Cheyenne Complex, most of these sites are not meant to be secret, they're meant to be impregnable.  Of course, actual secret bases tend to still be secret.  I'm afraid most of the buzz about the topic is about conspiracy theories surrounding USA DUMBs, and I'm not interested in wading through those kind of results to get to the good info.  This is as deep as I'm going to dig. 

Perhaps you'll find what you're looking for: http://en.wikipedia.org/wiki/Underground_city
Logged
Quote
could God in fact send a kea to steal Excalibur and thereby usurp the throne of the Britons? 
Furry Fortress 3 The third saga unfurls.  Now with Ninja Frogs and Dogfish Pirates.

Scoops Novel

  • Bay Watcher
  • Talismanic
    • View Profile
Re: The Hidden Fortress
« Reply #14 on: March 14, 2015, 05:38:53 am »

Ah, okay.  Since it's Dwarf Fortress I assumed we were looking at pre-modern examples. 

But- you were right! The trouble is that full-fledged secret settlements of the past seem to be hard to find.

Ah, Jackpot! Apparently people took refuge in Derinkuyu, a Turkish underground city during invasions. I'm not sure if that's not so much secret as labyrinthine and easily defended, but close enough.

All right then, consider the networks of tunnels dug by the Vietcong:
Cu Chi tunnels
Some areas of the Vietnamese jungle were honeycombed with them, and they had camouflaged entrances, pit traps, barracks, armories, storehouses, and even hospitals. Add a couple of magma forges and some cats & beards and you've got a bona fide DF fort.

Sounds like if you just camouflaged the dwarf roads you could manage this. Maybe careful design to look like natural outcrops and weathering, secret passages and so on.
« Last Edit: March 14, 2015, 06:01:40 am by Novel Scoops »
Logged
Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur
Pages: [1] 2 3