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Author Topic: The Entrance Defense Compendium  (Read 5826 times)

florian

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Re: The Entrance Defense Compendium
« Reply #15 on: June 08, 2009, 03:47:20 am »

Even better: Integrate most of them into a single passage. A pit and a magma/water drowner can be easily combined. Adding a ballista and some marksdwarves is easy.
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Flashzom

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Re: The Entrance Defense Compendium
« Reply #16 on: June 08, 2009, 04:14:35 am »

Well, I've been wanting to try this one, but haven't yet. Basically, it involves two chambers stacked on top of each other with a cistern connected to a hatch above them. The lower level is filled with magma. The layer above that has grates where you can fit them. And the cistern dumps the water into the chamber, dropping through the grates, and fills the area with steam. The surviving invaders then stand a very good chance of drowning.

XXXX|~~~~~~~|XXXXX
XXXX|~~~~~~~|XXXXX
XXXX|~~~H~~~|XXXXX
XXXX|................|XXXXX
XXXX|~~~~~~~|XXXXX
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And as the fires licked and roared over his skin, Urist realized that the hustle and bustle of being on fire really tired him out.

Lav

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Re: The Entrance Defense Compendium
« Reply #17 on: June 08, 2009, 05:20:44 am »

Well, the system I use is pretty simple. I dig a 1-tile deep trench along the edge of the entire map, splitting the border area into sections and leaving a number of "checkpoints" which function as an early emergency system but can be expanded as necessary. One of this border sections is used for caravan access (not detailed on the schematic below).

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Seems to be the way with things on this forum; if an invention doesn't involve death by magma then you know someone's going to go out of their way to make sure it does involve death by magma... then it gets acknowledged as being a great invention.

Lummox JR

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Re: The Entrance Defense Compendium
« Reply #18 on: June 08, 2009, 09:17:58 am »

On another thread someone posted an idea that I'd love to try sometime in my current for or a future one. The main entrance is via a walkway 3 tiles wide, with a drawbridge or retractable bridge so wagons can get across. Once you pull the lever to close that, the only way in is via a long, perilous 1-tile raised walkway that's highly exposed to marksdwarves (and, presumably, siege engines as well).

I had a variant of this idea the other day that I'd call a "drowning tower". Make the entrance to your fort--assuming you've sealed off the main wagon entrance--a long mazey tower that enemies have to go up and down, up and down to get through. Each up/down section is separated by a retracted bridge, which you can reconnect once enough of the enemy has gathered in roughly the same place. (The idea is to get them all to bunch together.) You can then either let the bunched invaders out and fire off a ballista or something, or activate pumps that will bring water to just about every level at once. The only drainage to this tower would be through fortifications with floodgates behind them, so megabeasts couldn't simply bash their way out.
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Albedo

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Re: The Entrance Defense Compendium
« Reply #19 on: June 08, 2009, 09:41:14 am »

Hmmm - that's an interesting ploy.  One of the big problems with most entries is that they're too long, delaying your dorfs and also caravans - that would allow a caravan to have a path in, but merely pulling a lever once they're inside could allow all manner of "shortcuts" to drop into place.

For your dwarfs, a 1-wide direct bypass would be ample for most purposes, and a pressure plate would trigger if anyone without a hall pass tried to get in, redirecting them to take the scenic route.
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Greiger

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Re: The Entrance Defense Compendium
« Reply #20 on: June 08, 2009, 10:34:19 am »

Nothing particularly spectacular, but this works well if you rely on primarily your military to handle invaders.

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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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piecewise

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Re: The Entrance Defense Compendium
« Reply #21 on: June 08, 2009, 10:59:13 am »

Never tried this one, but in theory I think it could work.
Singing in the rain
Spoiler (click to show/hide)

Lummox JR

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Re: The Entrance Defense Compendium
« Reply #22 on: June 08, 2009, 11:04:47 am »

I like the general idea of (almost) always giving invaders a path, but making it longer or shorter with retractable bridges. Using retractable bridges to shorten the path means that a megabeast can't take any shortcuts. Keeping enemies on a long, exposed path can make siege engines actually useful.

One thing I wish we could do in DF is have defensive works like castles of old, pots of boiling water or acid to dump on massed invaders, or even just having civilians chuck rocks from above. Yes, there's always magma if the map supports it, but I like the idea of old-school medieval mischief. Another common technique for keeping enemies at bay was to line the entrance to a castle with slits called murder holes (i.e., just like fortifications) and have people fire arrows and such at the enemy through that. Problem is in DF that also means enemy marksmen have a clear shot as well.
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Elvin

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Re: The Entrance Defense Compendium
« Reply #23 on: June 08, 2009, 03:47:08 pm »

My personal favourite defence, which I have yet to properly try out:

Spoiler (click to show/hide)
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Untelligent

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Re: The Entrance Defense Compendium
« Reply #24 on: June 08, 2009, 04:13:18 pm »

It's not useful for defense (unconscious goblins are already wounded to the point of harmlessness

Aye, but under normal circumstances, once a goblin goes unconscious, the marksdwarf will continue to shoot him, wasting bolts and ignoring the goblin's potentially more dangerous comrades behind him.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

DI7789

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Re: The Entrance Defense Compendium
« Reply #25 on: June 08, 2009, 04:24:29 pm »

The Monty Python Defense.

To get to the other side, you must answer me these questions three:




Note: Not designed for practical use. Just to look flashy. There are waaaay more efficient defenses in this thread
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Gone on hiatus due to RL. Major apologies to all involved in LP thread.

Lymojo

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Re: The Entrance Defense Compendium
« Reply #26 on: June 08, 2009, 07:43:03 pm »

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

Will units fall down stairs if you drop a whole cistern of water on top of them?
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Byakugan01

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Re: The Entrance Defense Compendium
« Reply #27 on: June 08, 2009, 08:29:59 pm »

My current one is extrodianarily simple. Four chains, four dragons, one lever, eight mechanisms. Siege comes towards the entrance they guard, i pull the lever, and sit back and watch the dragons have fun and get ever longer names. Last siege, they handled two orc squads simultaneously. I must say, it was hilarious watching them set some of the orcs on fire-before decapitating them, anyway,

  CD  CD
   
  CD CD         C=Chain, D=Dragon

XXX- Entrance
(VOne Z-level down)
     
     LLL(levers)

The first lever sets off the chains, the second one sets off my row of repeating spikes in an alternate entrance, and the third closes a drawbridge that locks in any invaders who come in through that entrance. All with masterpeice or exceptional quality mechanisms made by my legendary mechanic.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Firnagzen

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Re: The Entrance Defense Compendium
« Reply #28 on: June 09, 2009, 06:36:30 am »

How on earth did you get FOUR dragons?
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Albedo

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Re: The Entrance Defense Compendium
« Reply #29 on: June 09, 2009, 07:10:31 am »

...Four chains, four dragons, one lever, eight mechanisms....

B - you can give a definitive answer to a question that's been kicking around (As can anyone who actually has experimented with dragon defenses) -

Does a dragon need a "path" to a target to flame them? Can it be restrained, or closed in behind fortifications?  iirc, fire imps will not flame unless they actually have a path (direct or indirect).

What's the scoop?
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