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Difference between revisions of "40d:Fortress defense"

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{{Image Rules Notice}}
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#REDIRECT [[40d:Defense guide]]
 
 
=Entrance traps=
 
 
 
==Flooded Entrance==
 
 
 
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.
 
 
 
The basic premise requires two levers, two screw pumps and two gear assemblies. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.
 
 
 
[[Image:Entflood.jpg]]
 
 
 
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.
 
 
 
=Mechanical traps=
 
 
 
 
 
=Siege weapons=
 
 
 
One effective way to have seige weapons defend your fortress is:
 
 
 
*<tt>.</tt> - floor
 
*<tt>#</tt> - wall
 
*<tt>s</tt> - ballista
 
*<tt>></tt> - Stair
 
*<tt> </tt> - channel
 
 
 
 
 
<pre>
 
        ###########################sss
 
Entrance...............>    sss...sss
 
Entrance...............>    sssssssss
 
Entrance...............>    ssssss...
 
        ########################sss###
 
</pre>
 
 
 
Using this design you can cripple an army using a well timed volley.
 
 
 
 
 
 
 
[[Siege engine]]
 
 
 
=Defensible Entrance Designs=
 
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.
 
*<tt>+</tt>  - fortification
 
*<tt> </tt>  - pit (filled with spikes, water, magma, whatever you prefer)
 
*<tt>.</tt>  - Floor
 
*<tt>1</tt>  - Bridge 1 (over pit)
 
*<tt>2</tt>  - Bridge 2 (over pit)
 
*<tt>#</tt>  - Wall 
 
*<tt>r</tt>  - Your ranged stuff here 
 
<pre> 
 
                  ENTRANCE
 
######################222######
 
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rrrr+ .              111 +rrrr
 
rrrr+ .  .  .  .  .... +rrrr
 
rrrr+ . . . . . . . . ... +rrrr
 
rrrr+ . . . . . . . . ... +rrrr
 
rrrr+ . . . . . . . . ... +rrrr
 
rrrr+  .  .  .  .  ... +rrrr
 
rrrr+                ... +rrrr
 
rrrr+++++++++++++++++ ... +rrrr
 
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rrrrrrrrrrrrrrrrrrrr+ ... +rrrr
 
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr
 
rrrrrrrrrrrrrrrrrrrr+ 222 +rrrr
 
</pre>
 
 
 
The 3 tile wide lane is for traders, so if you have your trade depot before this,
 
cut it down to a 1 tile lane to slow down invaders more.
 
Retract bridge 1 to force invaders to take the long way, for maximum exposer to your ranged units.
 
Bridges 2 can be put down to allow more enemies into this pit entrance, then retracted again to trap them again.
 
 
 
 
 
[[Category:World]]
 
[[Category:Fortress Defense]]
 
[[Category:Buildings]]
 
[[Category:Stub]]
 

Latest revision as of 05:43, 26 March 2010

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