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Author Topic: The Entrance Defense Compendium  (Read 5832 times)

Greiger

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Re: Forced melee
« Reply #45 on: June 10, 2009, 10:00:03 pm »

I just posted this in another topic, but it makes sense here:


The killing fields defense prevents line-of-sight, making ranged attackers useless.  You can build it in a long hallway, or simply in a large field around your fortress:

xx x x x x x x x x  x
x x x x x x x x x x x
xx x x x x x x x x  x
x x x x x x x x x x x
x  x x x x x x x x xx
xx x x x x x x x x  x
xxxxxxxEEExxxxxxxx
       xxxxxxx


Where x are rock walls and E is the entrance.  This allows you to release your melee fighters without fear of ranged attackers swarming and killing them.

Also, if you have a merchants entryway but make it long and winding, then the distance will prevent siegers from using it to gain entrance.


Interesting.  I like it.  I imagine it would be possible to set it up so that your own marksmen could still have mostly free rein as well by sticking them around the outsides high up.  Ranged opponents? Just don't deploy yer marksdwarves if you're worried about taking fire.

That way if yer fighting melee opponents your military has covering fire, if yer fighting ranged opponents they are forced to fight close range.  Win, win.
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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Samus1111111

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Re: The Entrance Defense Compendium
« Reply #46 on: June 10, 2009, 10:09:56 pm »

also, if there are enemy ranged units, your melee can engage them and your marksdwarves can rain death down on them and they won't be able to return fire ;D
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da dwarf lord

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Re: The Entrance Defense Compendium
« Reply #47 on: June 10, 2009, 11:19:27 pm »

Don't kill me for suggesting this but a room full of booze with a magma chamber above release the magam and nice EXPLOSION ;D ;D ;D ;D
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Byakugan01

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Re: The Entrance Defense Compendium
« Reply #48 on: June 11, 2009, 02:59:00 pm »

How about this instead-the draconian booze bomb. Did anyone every get the moloimp cocktail to work, by the way?

Edit: The Orc Trapper:
CCCCCCCCCCC
CCCCCCCCCCC
CC             CC
CC      S     CC
CC             CC
CCCCCCCCCCC
CCCCCCCCCCC
WWWEEEWWW   W=Wall, E=Entrance

In this case, the c's are cage traps, while the S is a support. One z layer above is a Square tile of flooring. The floor crashes down, the orcs get knocked unconcious and into the cage traps-which circumvents the trap_avoid tag. I'm using it in my current non-megaproject Legendary Lands mod fort to deal with any unpleasant megabeast surprises.
Inspired by the guy who used a similar setup to capture HFS.
« Last Edit: June 11, 2009, 05:38:42 pm by Byakugan01 »
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Blargityblarg

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Re: The Entrance Defense Compendium
« Reply #49 on: June 15, 2009, 03:28:25 am »

I think the obsidian cavein would work better with two FOUNTAINS.

Don't use a single tile of dropped obsidian: single tiles are half-measures, used by elves and the beardless.

Instead:

Get a Magma Cannon and a Water Cannon, and have their trajectories meet.

Laugh.
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Pkassad

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Re: Forced melee
« Reply #50 on: August 13, 2009, 12:29:25 am »

I just posted this in another topic, but it makes sense here:


The killing fields defense prevents line-of-sight, making ranged attackers useless.  You can build it in a long hallway, or simply in a large field around your fortress:

xx x x x x x x x x  x
x x x x x x x x x x x
xx x x x x x x x x  x
x x x x x x x x x x x
x  x x x x x x x x xx
xx x x x x x x x x  x
xxxxxxxEEExxxxxxxx
       xxxxxxx


Where x are rock walls and E is the entrance.  This allows you to release your melee fighters without fear of ranged attackers swarming and killing them.

Also, if you have a merchants entryway but make it long and winding, then the distance will prevent siegers from using it to gain entrance.


Interesting.  I like it.  I imagine it would be possible to set it up so that your own marksmen could still have mostly free rein as well by sticking them around the outsides high up.  Ranged opponents? Just don't deploy yer marksdwarves if you're worried about taking fire.

That way if yer fighting melee opponents your military has covering fire, if yer fighting ranged opponents they are forced to fight close range.  Win, win.
Replace the walls with floodgates, now you have optional Killing Fields.

I dont care if this is a necro :P, I had to make it dwarfy.
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Nexii Malthus

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Re: The Entrance Defense Compendium
« Reply #51 on: August 13, 2009, 01:45:48 am »

I really like the stairway path idea to drop unconscious goblins down a pit. The high-traffic pressure plates idea is pretty cool though, but maybe instead of spikes what about a grid of single-tile rectracting bridges?

Pkassad

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Re: The Entrance Defense Compendium
« Reply #52 on: August 13, 2009, 02:47:43 am »

I really like the stairway path idea to drop unconscious goblins down a pit. The high-traffic pressure plates idea is pretty cool though, but maybe instead of spikes what about a grid of single-tile rectracting bridges?

Hatches would be better.
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Yes but then the three children hanging off her will catch fire.
And that's stopped people before...?

kaypy

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Re: The Entrance Defense Compendium
« Reply #53 on: August 13, 2009, 06:45:05 am »

Well, since the thread seems to be up and shambling after brains, you could presumably also stop archers by filling an area with as many doors as possible:

Code: [Select]
++O++++O+
++++O++++
+O++++O++
+++O++++O
O++++O+++
++O++++O+
++++O++++

Of course, then you need to put them all back up again after a building destroyer comes though...
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Talion

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Re: The Entrance Defense Compendium
« Reply #54 on: August 13, 2009, 07:21:34 am »

You could use obsidian block dropping to create the killing fields defense. This would protect it from building destroyers although it would be much harder to reset.
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Peewee

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Re: The Entrance Defense Compendium
« Reply #55 on: August 13, 2009, 07:31:31 am »

Well, since the thread seems to be up and shambling after brains, you could presumably also stop archers by filling an area with as many doors as possible:

Code: [Select]
++O++++O+
++++O++++
+O++++O++
+++O++++O
O++++O+++
++O++++O+
++++O++++

Of course, then you need to put them all back up again after a building destroyer comes though...
Ooh that sounds like a decent idea... I think I'd prefer having a stasis field, with all the doors linked to a lever.

Doppel

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Re: The Entrance Defense Compendium
« Reply #56 on: August 13, 2009, 10:22:39 am »

I like the unicorns behind drawbridges one i used in one of my forts.

Code: [Select]
####+++####
#UX_+++_XU#
#UX_+++_XU#
#UX_+P+_XU#
#UX_+++_XU#
#UX_+++_XU#
####+++####
# = wall
_ = channel (filled with magma for extra points)
+ = floor
X = drawbridge (or if without a channel floodgates)
U = kazilion unicornes
P = pressure plate
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AlienChickenPie

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Re: The Entrance Defense Compendium
« Reply #57 on: August 13, 2009, 02:32:37 pm »

Giant Cage Traps
It's really simple, and similar to an idea posted earlier in this thread. This is an actual implementation, though.
Invaders are forced to path through a corridor. Once they're inside, drawbridges (possibly protected by channels) go up and seal them inside. This design is highly versatile. It can easily be extended to any number of cage traps, and each trap can have any number of devices to torment, kill or manage the captives.
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Shoku

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Re: The Entrance Defense Compendium
« Reply #58 on: August 14, 2009, 06:55:06 pm »

I'm trying to work out a path with two magma falls for auto sorting gear but also getting every member of those sieges by opponents who get scared and flee.

I don't have enough experience with how squads charge in to make a good estimate of how long it should be so I'm thinking I'm going to use bridges to drop them one level into a pit that leads out through a cascade of magma instead.
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Shrike

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Re: The Entrance Defense Compendium
« Reply #59 on: August 15, 2009, 12:02:34 pm »

Last night, I had a thought. 

"Dope Trap".
Only works for 'building destroyer 2' critters (orcs in particular), but:

Make a controllable magma channel (floodgate or pump-filled) that is held from your entryway by a crappy statue or door that does not otherwise lead to the fortress.

Building Destroyer 2 means that as the invaders pass the statue, they'll destroy it, and pour the magma onto themselves, ensuring a kill without risking a single dwarf. Let the magma drain (suggest a retractable bridge underneath to dump the magma and objects onto grates that then go down to a magma reservoir for reuse once the statue is put back into place) and pick up the good stuff.
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