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Author Topic: Your Fortress entrance style  (Read 6317 times)

Shurikane

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Re: Your Fortress entrance style
« Reply #45 on: January 30, 2009, 11:45:39 am »

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Hectonkhyres

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Re: Your Fortress entrance style
« Reply #46 on: January 30, 2009, 11:53:07 am »

First we have a flat, open approach to the main gate with a single watchtower that can only be accessed by an underground tunnel. I keep this stocked with a couple marksdwarves to take potshots at the enemy. They can be withdrawn underground if the enemy brings archers of their own to help man one of the more protected marksdwarf locations. If I ever get pinned in my fort, this is also a sure (but sometimes costly) way of picking away at the enemy. Livestock are nailed at each of the cardinal directions from this tower. Fortifications face inward on the bottom level, outward on the top.

Then I have a three tile thick curtain wall topped with fortifications (only facing inward) which I can stock with marksdwarves via the same tunnel as my watchtower. A three tile wide gate is directly parallel to the watchtower. Between this and my next area we have a clear area with mosaic floortiles where I may or may not station meleedwarves and hounds.

Third, we come to a fork in the road: one way leads to a raiseable bridge across a moat towards first my trade depot and storage area and then the rest of my fortress. I may use this as a sallyport to catch attackers taking the other path in a pincer movement.

The other path leads in a loop around a tower that can only be accessed from underground and then to my fortress. Elite soldiers with hounds may be stationed here to break an assault.

No traps save a few cage traps to capture myself a few victims. I'm not trying to win... I'm trying to have as exiting and protracted a battle as I can.
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And now the thread is about starfish porn.
...originally read that as 'perpetual motion pants' and thought how could I have missed this??

LegacyCWAL

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Re: Your Fortress entrance style
« Reply #47 on: January 30, 2009, 01:24:34 pm »

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Micro102

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Re: Your Fortress entrance style
« Reply #48 on: January 30, 2009, 02:15:19 pm »

enemies need to get stronger, its too easy to just build an entrance that noone can get through
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kefkakrazy

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Re: Your Fortress entrance style
« Reply #49 on: January 30, 2009, 02:19:57 pm »

I tend to shape my style to the situation, but there are some common elements.

First, there's ALWAYS an enclosed "bunker"-style cap on the entrance, especially when I build on flat ground. If I'm digging into the side of a hill or mountain, I dig out the same basic style of room-it works and is easily defended with a few traps. Later I add on a "courtyard" with walls, giving me a decent area for doing things just outside of the entrance without getting bothered by enemies (like dumping corpses). My current fortress has a moat with solid walls next to it, one-tile bridges over the moat with traps attached (just cage traps-I think it's way too boring to defeat a siege with nothing but traps), and then two layers of walls (a courtyard and a bunker/keep) past that. I can sit marksdwarves in several locations and get them plenty of killzone. I added the wall on the moat after marauding archers killed a couple dwarves-the fact that my marksdwarves have a bit less room to engage is a small price to pay.
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This is a Dwarven corpse. All craftsdwarfship is of the highest quality. It is encircled with bands of pathetic and menaces with spikes of fail.

SirHoneyBadger

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Re: Your Fortress entrance style
« Reply #50 on: January 30, 2009, 07:30:18 pm »

One thing I like is to build on a steep area, and then have atleast three entrances at different Z-levels, that all lead into a fairly extensive death-labyrinth.

I also like to surround my entrances with sniper-guarded catwalks, each catwalk leading into it's own little mini-fortification, stocked with bolts and food, ballistas, catapults, whatever.

If one entrance is breached, the others can still operate independently, and a breach only means that enemies get a shot at my traps and chained critters.
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Flaede

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Re: Your Fortress entrance style
« Reply #51 on: January 30, 2009, 09:15:40 pm »

...into a fairly extensive death-labyrinth.

Everybody talks of building death-labyrinths this, and "horrifying maze" that. ha!

Spoiler: this is a Labyrinth (click to show/hide)

We're all of us only playing at building them.
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There are many issues with this statement.
[/quote]

Time Kitten

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Re: Your Fortress entrance style
« Reply #52 on: January 30, 2009, 10:22:43 pm »

...into a fairly extensive death-labyrinth.

Everybody talks of building death-labyrinths this, and "horrifying maze" that. ha!

Spoiler: this is a Labyrinth (click to show/hide)

We're all of us only playing at building them.
Tsk tsk... I'mworking on my all encompasing death labrynth.... but my dwarves seem to be starving to death rather than finishing hauling the construction materials to the entrance...  Maybe some scafolding would be prudent.
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Peewee

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Re: Your Fortress entrance style
« Reply #53 on: January 30, 2009, 10:36:45 pm »

Would this comic be appropriate for this thread direction?
Spoiler: http://xkcd.com/246/ (click to show/hide)

SirHoneyBadger

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Re: Your Fortress entrance style
« Reply #54 on: January 30, 2009, 10:40:02 pm »


Spoiler: this is a Labyrinth (click to show/hide)


Hmmm...doesn't look like it moves continuously along 2 axes, via dwarfputer algorythm...and it's not even underground...where's the magma? and the waterworks?...and where's the zombie minotaur?
« Last Edit: January 31, 2009, 12:56:07 am by SirHoneyBadger »
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For they would be your masters.

Flaede

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Re: Your Fortress entrance style
« Reply #55 on: January 30, 2009, 11:35:46 pm »


Hmmm...doesn't look like it moves continuously along 2 axes, via  dwarfputer algorythm...and it's not even underground...where's the magma? and the waterworks?...and where's the zombie minotaur?


Next to the bog of eternal stench, behind the false oubliette. And if I remember correctly the walls DO move while you walk through it. It's a goblin Labyrinth, though, so it's full of nasty spikey spinning weapon things, chained things tortured by their captors, and trap doors galore.

(there was no magma, though. just The Bog)
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

SirHoneyBadger

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Re: Your Fortress entrance style
« Reply #56 on: January 31, 2009, 12:55:45 am »

I guess it's good enough for goblins, then.  :P
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Dareon Clearwater

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Re: Your Fortress entrance style
« Reply #57 on: January 31, 2009, 04:58:08 am »

A single stairway in the middle of the map.

If I'm feeling particularly ingenious, the stairway goes up.
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woose1

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Re: Your Fortress entrance style
« Reply #58 on: January 31, 2009, 10:48:49 am »

Would this comic be appropriate for this thread direction?
Spoiler: http://xkcd.com/246/ (click to show/hide)
Pfff just ask one person if they have a spear.

duuuu-*stab*
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Foa

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Re: Your Fortress entrance style
« Reply #59 on: January 31, 2009, 12:36:02 pm »

My style, is like a pass.

If we let you in, which has a toll, one platoon, then you'll enter an arena, if you pass, which is highly impossible, because that hall is filled with niches in the ceiling ( ~20, 1x3 niches surrounded with fortifications, just color it in ) , and in the arena, are my warriors, each trained in the brutal arts of Wrestling, and Hammering- Shield Use, Armor Use, Grinded Stats ( Magma Camp ) , oh and each warrior comes with 5 War Dogs ( it'd be Dog Beasts, but,  Three-Toed Toady didn't make selectable trainees for Beastifying ) , eventually when I'm bored, or the conveniently placed snack bars run out, I'll drop the Forge, and slowly flood the place, the warriors are called out then the archers stand back as I lock the Arena-wards Peep-Holes with Floodgates.

tl;dr.
  • I kill a platoon
  • Let them in- to an arena
  • Let loose the Canine Patrollers
  • And if any get through, they'll be blended
  • If bored or the stockpiles lose all their foodstuffes I'll set down the forge.
  • The Arena's Archery Lookout locks down
  • Canine Patrollers are called in
  • Foe drowns in the Reddend Sea of Armok's Blood.
  • Open the Pass Gates, and let it spill out onto any others ( including elves if present, excluding Humans and Dwarves, unless they go hating on me ) ) .
  • Let the Wizard cast the Golden Rope
  • Mine out the new Rock.
  • Forge the Black Glass, restock on any used bolts.
« Last Edit: January 31, 2009, 12:37:45 pm by Foa »
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