v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d:Defense design
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | |||
This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. This page will focus on the physical layout and architecture of a fortress - specific suggestions, examples, diagrams and discussions of combining walls, fortifications, tunnels, channels, bridges, and terrain into a defensible whole. | This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. This page will focus on the physical layout and architecture of a fortress - specific suggestions, examples, diagrams and discussions of combining walls, fortifications, tunnels, channels, bridges, and terrain into a defensible whole. | ||
Line 13: | Line 12: | ||
:'''''Editors & Contributors''' - Please see top of [[Talk:Defense design|discussion page]] before posting.'' | :'''''Editors & Contributors''' - Please see top of [[Talk:Defense design|discussion page]] before posting.'' | ||
− | + | =General designs= | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
General designs should include suggestions that can be "plugged in" to a part of any typical fortress, and/or can be modified to suit a number of purposes. | General designs should include suggestions that can be "plugged in" to a part of any typical fortress, and/or can be modified to suit a number of purposes. | ||
− | Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians. On the truly labor | + | Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians. On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base. Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf. By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control. |
− | === | + | ==AI abuse== |
+ | Taking advantage of the game's Artificial Intelligence and [[path]]finding is a whole article in itself. Try leaving a door un-forbidden during an attack. When the bad guys approach the door, forbid it, and the enemy will wander off. Unlock it again, and they turn around and head back towards the door again. You can get enemies to march back and forth over a set of traps this way, or lure them deep into a complex trap. This could be automated via [[pressure plate]]s. This might count as an [[exploit]], or not - that's up to you, and what you consider fun and challenging. | ||
− | + | ==Bait animal== | |
+ | [[Restrain]]ing a sacrificial animal just outside your walls, but within range of your marksdwarves and/or siege engines, can lure an enemy into attacking that while you cut them down. Make sure to place some pillars or statues (see below) so enemy archers cannot simply shoot the creature from a safe distance. | ||
− | + | For [[building destroyers]], spare statues can serve the same purpose. | |
− | + | ==Airlock defenses/buffer zone== | |
+ | Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge. Once there's no enemies left in the buffer zone, open the inner bridge so your civilians can start loading up the depot. | ||
− | + | The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ==Control Room== | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Have one (large?) room (or several stacked on top of each other) for all defense-related levers, and central to idle dwarves - near your [[meeting area]]s and [[noble]]s quarters, with one or more halls or stairs leading to it for quick access. Connect a lever to all those doors and hatches as the first lever to be pulled in an emergency, and the respondent will lock themselves in for you, guaranteeing that they will then have nothing else to do but stay there and pull levers. | Have one (large?) room (or several stacked on top of each other) for all defense-related levers, and central to idle dwarves - near your [[meeting area]]s and [[noble]]s quarters, with one or more halls or stairs leading to it for quick access. Connect a lever to all those doors and hatches as the first lever to be pulled in an emergency, and the respondent will lock themselves in for you, guaranteeing that they will then have nothing else to do but stay there and pull levers. | ||
It may also be an idea to have a second lever to at least one door, for emergency access. And possibly to add a stockpile of booze and food or a well for longer sieges. | It may also be an idea to have a second lever to at least one door, for emergency access. And possibly to add a stockpile of booze and food or a well for longer sieges. | ||
− | |||
− | |||
− | == | + | ==Pathing slowdowns== |
− | + | If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this. | |
− | ==== | + | ==Meeting hall as defense== |
− | + | TACTIC | |
+ | You can use a meeting hall [[zone]] to attract animals to a given area. This makes a pretty poor defense in general, but in the very early game, it's a way to defend your wagon and stockpiles from thieving animals. Remove the zone later, or it attracts idle dwarves and children. | ||
− | == | + | ==Guard towers (aka pillboxes)== |
− | + | Build a [[tower]] specifically to post archers on, possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. Thse tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct [[fortification]]s on the second or third floor, so your dwarves can fire out. For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], [[well]] and [[dining room]] in or near the tower. Add a door or hatch to lock them in. | |
− | === | + | ===Siege engine turrets=== |
− | + | If it's big enough, build a [[siege engine]] inside a pillbox. The device needs to on the same lever as the target it will fire at, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall. Position the tower to fire where invaders tend to congregate. Since [[siege operator]]s are civilians, the "dwarves stay underground" order must be off unless this is built as an open room under a ceiling. | |
− | + | You will want to guarantee that enemies do not approach the position and scare the civilian operators - dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range. Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.) | |
− | |||
− | + | ==Roach motel== | |
− | |||
− | |||
− | |||
Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many simple traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. | Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many simple traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. | ||
If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a [[Activity_zone#Pit.2FPond|pit]]/pond. That way, you can "reload" a new bait animal. | If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a [[Activity_zone#Pit.2FPond|pit]]/pond. That way, you can "reload" a new bait animal. | ||
− | + | =Entrance designs= | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
===Siege Engines=== | ===Siege Engines=== | ||
One effective way to have [[Siege engine]]s (help) defend your fortress is: | One effective way to have [[Siege engine]]s (help) defend your fortress is: | ||
− | '''One ballista vs 3-wide hallway''' | + | *<tt>+</tt> - floor |
− | + | *<tt>═</tt> - wall | |
− | + | *<tt>▼</tt> - ramp | |
− | + | *<tt>\</tt> - channel | |
− | + | *<tt>╬</tt> - fortification | |
− | + | ||
+ | <br />'''One ballista vs 3-wide hallway''' | ||
+ | <pre>|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╦|═|═|═|═|═ | ||
+ | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▀|▀| | ||
+ | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|◄|═|« | ||
+ | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▄|▄| | ||
+ | |═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╩|═|═|═|═|═</pre> | ||
Using this design you can cripple an army using a well timed volley. The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles. The channeled area is necessary, as civilians (siege operators are "civilians") will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat. | Using this design you can cripple an army using a well timed volley. The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles. The channeled area is necessary, as civilians (siege operators are "civilians") will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat. | ||
Line 173: | Line 79: | ||
====Ballista battery==== | ====Ballista battery==== | ||
3 (or more!) ballistae can be put into a "battery" if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles. | 3 (or more!) ballistae can be put into a "battery" if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles. | ||
− | + | <pre> |╦|═|═|═| | |
− | + | |═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╦|═|═|╦|═|═|║|▐|▀|▀| | |
− | + | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║| ║|▐|▀|▀|◄|═|« (~ammo~) | |
− | + | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|▐|▀|▀|◄|═|«|▐|▄|▄| | |
− | + | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|◄|═|«|▐|▄|▄| (~ammo~) | |
− | + | |═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╩|▐|▄|▄| (~ammo~) | |
− | + | |═|═|═|═|═|═|═|═|═|</pre> | |
− | + | Be sure to use fortifications to prevent dwarfs from wandering in front of the ballista to their deaths. If desired (and you have the <s>man</s>dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them. Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing. | |
− | |||
− | Be sure to use fortifications to prevent | ||
For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges. When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide. | For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges. When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide. | ||
Adding additional channels on either side of the hall will allow stray ammo to be recovered at a later time. Make sure to add locked doors, to prevent siege operators from walking down below enemy archers during a battle. | Adding additional channels on either side of the hall will allow stray ammo to be recovered at a later time. Make sure to add locked doors, to prevent siege operators from walking down below enemy archers during a battle. | ||
+ | |||
===Flooded entrance=== | ===Flooded entrance=== | ||
Line 199: | Line 104: | ||
=== The "Reverse Battlement" design === | === The "Reverse Battlement" design === | ||
− | + | <pre> |'|'|'|'|'|║|+|+|+|║|'|'|'|'|' | |
− | + | F |═|═|═|═|═|║|+|+|+|║|═|═|═|═|═ | |
− | + | O |.|.|.|.|.|╬|@|+|+|║|.|g|.|g|. | |
− | + | R |.|.|.|g|.|╬|@|+|+|║|.|.|.|.|g | |
− | + | T |.|.|.|.|.|╬|@|+|+|║|.|.|g|.|. <- Direction <- | |
− | + | R |.|.|.|.|g|╬|@|+|+|║|g|.|.|g|g <- of attack <- | |
− | + | E |.|.|.|.|.|╬|@|+|+|║|.|g|.|.|. | |
− | + | S |═|═|═|═|═|║|+|+|+|║|═|═|═|═|═ | |
− | + | S |'|'|'|'|'|║|+|+|+|║|'|'|'|'|'</pre> | |
− | |||
− | + | :* <tt>.</tt> = ground level | |
+ | :* + = bridge/overpass | ||
+ | :* ╬ = fortification | ||
+ | :* <tt>═</tt> = wall, channel or other obstacle (to force path of attackers) | ||
+ | :* <tt>@</tt> = marksdwarf | ||
+ | :* <tt>g</tt> = goblin attackers | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack. | Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack. | ||
− | For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as "surface" and | + | For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as "surface" and Dwarfs can "stay inside"). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway. |
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air. | If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air. | ||
Line 233: | Line 133: | ||
[[Image:defense_3bridges.png|thumb|right]] | [[Image:defense_3bridges.png|thumb|right]] | ||
− | An example of some advanced defensive construction tactics to deal with vile forces of | + | An example of some advanced defensive construction tactics to deal with vile forces of "any" size. (See picture). |
*'''Bridge 1''' seals off the entire base | *'''Bridge 1''' seals off the entire base | ||
Line 240: | Line 140: | ||
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around. | Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around. | ||
+ | |||
===Goblin detour=== | ===Goblin detour=== | ||
This particular design works well with plenty of archers, siege engines, and other ranged weaponry. | This particular design works well with plenty of archers, siege engines, and other ranged weaponry. | ||
+ | *<tt>═</tt> - Wall | ||
+ | *<tt>╬</tt> - [[fortification]] | ||
+ | *<tt>+</tt> - Floor, the path the attackers must take | ||
+ | *A space - pit (filled with [[Trap#Upright Spear/Spike|spikes]], [[water]], [[magma]], whatever you prefer) | ||
+ | *<tt>@</tt> - [[Marksman|Marksdwarves]] | ||
+ | *<tt>1, 2, 3</tt> - Bridges (3 shown) over pits | ||
+ | <pre> | ||
+ | |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|E|N|T|R|A|N|C|E|+ | ||
+ | |═|═|╦|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|1|1|1|═|╦|═|═ | ||
+ | |+|@|╬| |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| |╬|@|+ | ||
+ | |+|@|╬| |+| | | | | | | | | | | | | | | |2|2|2| |╬|@|+ | ||
+ | |+|@|╬| |+| | |+| | | |+| | | |+| | | |+|+|+|+| |╬|@|+ | ||
+ | |+|@|╬| |+| |+| |+| |+| |+| |+| |+| |+| |+|+|+| |╬|@|+ | ||
+ | |+|@|╬| |+| |+| |+| |+| |+| |+| |+| |+| |+|+|+| |╬|@|+ | ||
+ | |+|@|╬| |+| |+| |+| |+| |+| |+| |+| |+| |+|+|+| |╬|@|+ | ||
+ | |+|@|╬| | |+| | | |+| | | |+| | | |+| | |+|+|+| |╬|@|+ | ||
+ | |+|@|╬| | | | | | | | | | | | | | | | | |+|+|+| |╬|@|+ | ||
+ | |+|+|╚|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╗| |+|+|+| |╬|@|+ | ||
+ | |+|+|+|@|@|@|@|@|@|@|@|@|@|@|@|@|@|@|╬| |+|+|+| |╬|@|+ | ||
+ | |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|@|╬| |+|+|+| |╬|@|+ | ||
+ | |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|@|╬| |+|+|+| |╬|@|+ | ||
+ | |═|═|═|═|═|═|═|═|═|═|═|═|═|═|╗|+|+|@|╬| |+|+|+| |╬|@|+ | ||
+ | |█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |+|+|+| |╬|@|+ | ||
+ | |█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |+|+|+| |╬|@|+ | ||
+ | |█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |3|3|3| |╬|@|+</pre> | ||
− | + | The 3 tile wide lane is for traders, so if your [[trade depot]] is located before this set-up, | |
− | + | cut it down to a 1 tile lane to slow down invaders more. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | The 3 tile wide lane is for traders, so if your [[trade depot]] is located before this set-up, cut it down to a 1 tile lane to slow down invaders more. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | [[Category:Guides]] | |
− | + | [[Category:Fortress defense| ]] | |
− | + | [[Category:World]] | |
+ | [[Category:Design]] |