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Author Topic: The Entrance Defense Compendium  (Read 5825 times)

Elvang

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The Entrance Defense Compendium
« on: June 07, 2009, 06:21:48 pm »

After messing around with a fort that ended up surviving 20 years with little fun, I found a new goal for my next fort. Fit as many entrance defense designs into it as possible. And so to that end, I have created this topic to harvest ideas from my fellow builders. I will continually update this post with the ideas that will make it into the fortress, and once it gets going, a link to it on the dfma. Remember people, the goal here is variety.

If it helps any, the planned usage is against immigrants, the occasional stray noble, elves, wagons, orcs, and better goblins (Going with the clothes free Terrifying variety for now, might upgrade). No worries if a certain design won't work on one or more of those (wagons for example complicate bridge based designs) or if you've never actually used said design. Just needs to work in theory ;D.

The Entrances1

Spoiler: Old Hold n' Hope (click to show/hide)
Spoiler: You hear something? (click to show/hide)
Spoiler: Kebob Alley (click to show/hide)
Spoiler: Is something burning? (click to show/hide)

1Didn't bother adding schematics or anything like that since the general idea for most of these is simple. There will be links to the resulting POIs once made anyways.
« Last Edit: June 07, 2009, 07:57:04 pm by Elvang »
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The Practicalities of Fire Imp Defense
Tileset fonts for dfterm/telnet
Win 0.34.11 SDL with 7 binary patched bugfixes
Quote from: They Dig
I have come here to drink booze and breach HFS... and I'm all out of booze.

ein

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Re: The Entrance Defense Compendium
« Reply #1 on: June 07, 2009, 06:39:46 pm »

Don't forget the kitten powered spikes.

If you don't get what I mean:
Spoiler (click to show/hide)

kalida99

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Re: The Entrance Defense Compendium
« Reply #2 on: June 07, 2009, 06:45:04 pm »

What about the "Citadel defense"?
Multiple wall layers, and the farther you go in th more important the area is, ending with the castle for you Ruler, think Minas Tirith, only not carved out of a mountain.
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Taritus

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Re: The Entrance Defense Compendium
« Reply #3 on: June 07, 2009, 06:49:42 pm »

This is amazing.  It just made my day.
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Efun

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Re: The Entrance Defense Compendium
« Reply #4 on: June 07, 2009, 06:58:51 pm »

Good ol drowning chamber works for traders with things you want that are flammable...

I find having some flood gates set up so when the enemy gets close you shut the way in.... and the way out..... wait a while lets them have fun killing each other them fill it with magma.... or just fill it with magma from the get go but that isnt as cruel dwarvenly
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I fixed that up for you.

Elvang

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Re: The Entrance Defense Compendium
« Reply #5 on: June 07, 2009, 07:03:07 pm »

@ein:
Added spike/pressure plate based trap to the list.

@kalida99:
I've been considering doing something similar, just needs to be constrained to the entrance corridor. One idea was to have a several z-level tall spiral with fortifications for the center walls, and a single marksdwarf in the middle. The floors would be grates so he can shoot through.

@Taritus:
Glad to hear it.

@Efun:
Drowning chamber is up there under "I don't care how long ago you ate, in you go". Due to the nature of the fortress, each entrance trap will have its own set of drawbridges so I can pick which they choose.
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The Practicalities of Fire Imp Defense
Tileset fonts for dfterm/telnet
Win 0.34.11 SDL with 7 binary patched bugfixes
Quote from: They Dig
I have come here to drink booze and breach HFS... and I'm all out of booze.

Blacken

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Re: The Entrance Defense Compendium
« Reply #6 on: June 07, 2009, 08:38:29 pm »

There's also the ol' airlock. Two bridges (with your trade depot between them); leave the outer one open and the inner one closed to allow merchants in, and flip them once they're inside.
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"There's vermin fish, which fisherdwarves catch, and animal fish, which catch fisherdwarves." - Flame11235

Bloogonis

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Re: The Entrance Defense Compendium
« Reply #7 on: June 07, 2009, 09:11:36 pm »

I've had a few good ones

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ein

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Re: The Entrance Defense Compendium
« Reply #8 on: June 07, 2009, 09:57:29 pm »

I've had a few good ones


Even better: have a series of smaller hammers.
Spoiler (click to show/hide)

Atlas

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Re: The Entrance Defense Compendium
« Reply #9 on: June 07, 2009, 09:59:53 pm »


I love the connection between Macaques and goblins...
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Lord_Shadow

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Re: The Entrance Defense Compendium
« Reply #10 on: June 07, 2009, 10:05:26 pm »

a long hall way winding over a entire z level on nothing but weapon traps, wood weapon traps. thats it
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schm0

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Re: The Entrance Defense Compendium
« Reply #11 on: June 07, 2009, 10:55:11 pm »

<snark>
Why the unnecessarily sly descriptions? "Drowning chamber" is pretty self-explanatory.
</snark>
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schm0
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Nuk: i lik u

Untelligent

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Re: The Entrance Defense Compendium
« Reply #12 on: June 07, 2009, 11:03:41 pm »

Spoiler: "Don't Trip" (click to show/hide)
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kalida99

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Re: The Entrance Defense Compendium
« Reply #13 on: June 08, 2009, 01:36:57 am »

You could also :

Spoiler (click to show/hide)
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Earthquake Damage

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Re: The Entrance Defense Compendium
« Reply #14 on: June 08, 2009, 02:16:09 am »

Spoiler: "Don't Trip" (click to show/hide)

That's quite possibly the cleverest idea in the thread.  I love it.  In fact, I'll have to start doing that from now on.  It's not useful for defense (unconscious goblins are already wounded to the point of harmlessness), but it's a deliciously messy way to deal with invaders, assuming a long enough fall to gib things.
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