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Difference between revisions of "v0.31:Bridge"
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If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!). | If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!). | ||
− | If a bridge is set to raise when the lever is pulled, the bridge becomes a {{L|wall}} along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. The resulting wall is always one z-level tall, regardless of the length of the bridge. The wall acts as if it was {{L|construction|constructed}}, rendering it invulnerable to {{L|building destroyer}}s. {{Verify}} The bridge also "moves" to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing | + | If a bridge is set to raise when the lever is pulled, the bridge becomes a {{L|wall}} along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. The resulting wall is always one z-level tall, regardless of the length of the bridge. The wall acts as if it was {{L|construction|constructed}}, rendering it invulnerable to {{L|building destroyer}}s. {{Verify}} The bridge also "moves" to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing each other, with no space in between. For added effect, place {{L|pressure plate}}s on both ends to raise the bridge when stepped on, to fling them, if there is a {{L|floor}} directly above, they will be stunned, (If there is a floor beneath the bridge) and if nobody is on the pressure plate, they have to be lucky to not be smashed on the floor when the bridges come down. (If there is no floor beneath the bridge) they will fall, sometimes into something {{L|water|very,}} {{L|magma|very}} {{L|megabeast|bad.}} |
Walls cannot be built along map edges. Because bridges can be built along map edges and then raised to act as walls, they can be used to control where enemies spawn on the map. | Walls cannot be built along map edges. Because bridges can be built along map edges and then raised to act as walls, they can be used to control where enemies spawn on the map. |
Revision as of 20:04, 29 November 2011
This article is about an older version of DF. |
Bridges are extremely useful buildings for crossing dangerous terrain and also for fortress defense. Using them to control fluids can save a ton of mechanisms and time, especially when the fluid in question is free-flowing and not pressurized (by Template:L, Template:L or hydrostatic anything) and needs a wide tunnel.
Building Bridges
Bridges can be built (b -> g) of Template:L, Template:L or Template:L. They are first designed by an Template:L, then require a specialist worker for the material used (e.g. a Template:L for a stone bridge). The size of the bridge can be altered with umkh while placing it, up to a maximum size of 10 squares in each direction. The bridge must be anchored to a solid surface on at least one edge. Before placing the bridge ensure that the bridge raises in the direction you want it to using wadx or retracts using s.
Materials: When choosing materials, the order that they are presented on the list determines how the bridge will be labeled, NOT WHAT ORDER YOU PICK THE MATERIALS! The highest one up on the list is the core construction material. This will define the color of the bridge (and possibly how fire resistant it is, although this hasn't been tested extensively). Materials are placed on the list in order of distance, so simply make sure the primary material is the closest or at least closer than any secondary materials you wish to use. You will need the number of tiles divided by four plus one ( Tiles/4+1 ) of material to build the bridge.
Material does not appear to influence dragonfire which will destroy bridges. Some magma-safe materials including iron have proven non-resistant (Needs further testing).
Big bridges can take weeks or even months to complete. You can shorten construction time by moving the materials to the site before starting construction, and by using blocks instead of rocks. While the material-gathering time is the same for rocks vs blocks, the actual construction is three times faster for blocks.
Raising and Retracting Bridges
All bridges in DF can be raised or retracted by linking it to a Template:L. This requires a Template:L and a dwarf with the Template:L labor activated.
If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!).
If a bridge is set to raise when the lever is pulled, the bridge becomes a Template:L along the edge selected with the wadx keys when placing the bridge. The resulting wall is always one z-level tall, regardless of the length of the bridge. The wall acts as if it was Template:L, rendering it invulnerable to Template:Ls. [Verify] The bridge also "moves" to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing each other, with no space in between. For added effect, place Template:Ls on both ends to raise the bridge when stepped on, to fling them, if there is a Template:L directly above, they will be stunned, (If there is a floor beneath the bridge) and if nobody is on the pressure plate, they have to be lucky to not be smashed on the floor when the bridges come down. (If there is no floor beneath the bridge) they will fall, sometimes into something Template:L Template:L Template:L
Walls cannot be built along map edges. Because bridges can be built along map edges and then raised to act as walls, they can be used to control where enemies spawn on the map.
The lowering of a drawbridge can also be used as a Template:L for unwanted stones, Template:L, Template:Ls (dead or alive), legendary Template:L makers and Template:L, to name a few. Even fluids get destroyed (this is especially useful considering lack of chasms in the new version). However, lowering a drawbridge onto a sufficiently large creature (such as a Template:L) simply destroys the bridge.
Notes
Bridges will not operate if any one creature of size 1200000 is on them. This weight limit is not cumulative - a bridge will still retract if a hundred goblins are standing on it, but a single rutherer accompanying those goblins will prevent the bridge from operating. Attempting to lower a drawbridge onto such a creature (in order to Template:L it) will cause the bridge itself to deconstruct.
It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position. Likewise digging a ramp under a raised bridge will not remove the floor tile.
Non-Template:L bridges will heat up and eventually melt if the center tiles get covered in magma or exposed to Template:L fire, whether the bridge is raised, lowered, or even retracted.
While bridges do not provide structural Template:L, the game will still allow you to place unsupported Template:Ls adjacent to them which will result in an immediate Template:L once completed, often tossing the unlucky mason off the edge to a horrible death.
A raised bridge cannot be linked to a lever from the inside - the mechanic must be able to stand in the center of the bridge.
Strategies
SELF CLEANING BRIDGE
Ever have a horde of goblins sitting on your bridge and preventing you from admiring the elegant beauty of your entrance? I have a simple solution for you!!
I know what you may be thinking, "Could my bridge, with a dozen goblins standing on it, be raised?" The answer is yes! A normal bridge can't!. But, with a little careful design and some dwarven ingenuity, you too can make a bridge that will stop almost any foe!
Step 1: Build a pit!
Don't just build any pit; it needs a special shape for the bridge to function properly.
EXAMPLE: x = channeled out section o = solid ground
...EXIT....
.xoxxxxox..
.xoxxxxox..
.xoxxxxox..
.xoxxxxox..
.xoxxxxox..
.xoxxxxox..
.xxxxxxxx..
.xxxxxxxx..
.xxxxxxxx..
.ENTRANCE..
If this is your only entrance, be careful to leave ramps at the corners so your dwarves can travel through until the bridge is finished.
Step 2: Bridges. Plural.
We will be making many small bridges. Each number designates an individual bridge (FIRE PROOF MATERIALS ARE STRONGLY RECOMMENDED).
< > = bridge lifting direction (01) = bridge "1"
....EXIT.....
.x<01)(02>x..
.x<03)(04>x..
.x<05)(06>x..
.x<07)(08>x..
.x<09)(10>x..
.x(==11==)x..
.x(==11==)x..
.x(==11==)x..
..ENTRANCE...
Notice that "11" has no opening direction, because it needs to retract so you can use catapults or ballista to hit pests around the entrance or anything trapped in the middle. In this design the exit bridges are all 3 x 1 in size.
This can be any length or width (up to 20 spaces wide). Only the basic shape is important.
Step 3: Arming the trap!
This is the most simple step, but also probably the longest one.
Link all of individual bridges to ONE lever. Yeah, it takes a bit, but it's worth it.
Step FINAL: Destruction.
Wait for some unsuspecting victims to begin crossing your bridge, and then flip the lever. Getting proper timing down will likely take practice. Sometimes using the repeat order on the "pull lever" command can be very useful too.
Anything small will be tossed up into the air and then fall into your pit. Anything too large for the bridges to lift (titans) will still be trapped and waiting for your archers / siege weapons / other nefarious plans.
there are many useful variations of this design but the key to its overall success is a series of interlocking bridges that are all linked to one lever. the version that was used to SLAY A SPIDER TITAN WITHOUT LOSING ANY DWARVES!(the spider titan was trapped on one of the middle bridges and killed by an untrained crossbowman) is drawn below. (the actual bridge used was 6 times longer than this but this demonstrates the basic principle.) there was also a fortification wall running along one side of the bridge that the crossbowman fired through.
bridges 01 and 07 at the ends are retracting while the rest of the bridges alternate which direction they open. the channeled out area is drawn on the right.
....EXIT...........EXIT.....
.x(==01==)x....xxxxxxxx..
.x(==01==)x....xxxxxxxx..
.x(==01==)x....xxxxxxxx..
.x<==02==)x...xoxxxxxx..
.x(==03==>x...xxxxxxox..
.x<==04==)x...xoxxxxxx..
.x(==05==>x...xxxxxxox..
.x<==06==)x...xoxxxxxx..
.x(==07==)x....xxxxxxxx..
.x(==07==)x....xxxxxxxx..
.x(==07==)x....xxxxxxxx..
..ENTRANCE......ENTRANCE..
DISCLAIMER: we are not responsible for inept or lazy dwarves that fail to operate the bridge. Standing on the bridge when the lever is pulled may result in injury or death. Many goblins were harmed during the design of this bridge... and some dwarves.
SINGLE LEVER AIRLOCK
Normally, bridges in open states permit movement, while bridges in closed states restrict it. This can be irritating in the design of an airlock system, as such systems usually either require cumbersome logic systems or multiple levers to function correctly. Using floodgates or hatches for these systems may be dangerous, as they are vulnerable to building destroyers. Instead, consider the following design:
XXXXXXR____
D_____/
The retracting bridge on the higher z-level is used not to permit access across a channel, but instead to block access to a ramp. Thus, a single lever can be attached to both the drawbridge and the retracting bridge, preventing airlock vulnerabilities due to lever timing. With a suitably long distance between the two bridges, the lever can be placed between the two, permitting easy movement of individual dwarves between isolated zones, via lever profiles.
Rooms |
Barracks • Bedroom • Dining room • Dormitory • Jail • Meeting hall • Hospital • Office • Sculpture garden • Tomb • Zoo |
---|---|
Furniture |
Animal trap • Anvil • Armor stand • Bed • Bin • Box • Bucket • Cabinet • Cage • Coffin • Restraint • Seat • Statue • Table • Weapon rack |
Access | |
Constructions | |
Machine & Trap parts |
Axle • Gear assembly • Millstone • Screw pump • Water wheel • Windmill • Lever • Pressure plate • Trap • Support |
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