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Editing 40d Talk:Fortification

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::iirc, they CAN shoot back, they just cant hit well. if you are next to the fortification you are shooting through theres no penalty. trying to shoot through from more than 1 square away is a skill check. if the fortification is up a z-level, the dwarf on the inside will still be next to the fortification, but the enemy can never be, so must alway shoot at a penalty. --[[User:Chariot|Chariot]] 15:33, 11 March 2008 (EDT)
 
::iirc, they CAN shoot back, they just cant hit well. if you are next to the fortification you are shooting through theres no penalty. trying to shoot through from more than 1 square away is a skill check. if the fortification is up a z-level, the dwarf on the inside will still be next to the fortification, but the enemy can never be, so must alway shoot at a penalty. --[[User:Chariot|Chariot]] 15:33, 11 March 2008 (EDT)
 
::I've had goblins shooting back at my fortifications one z-level above and regular crossbowmen have difficulty, but elite goblin crossbowmen can hit and kill in one shot. However, three z-levels above and there's little to no return fire, and my dwarves seem to have better range firing down too (but I can't confirm this for sure). This would make complete sense, as high ground certainly does give a tactical advantage in reality.--[[User:TimE|TimE]] 05:37, 20 March 2008 (EDT)
 
::I've had goblins shooting back at my fortifications one z-level above and regular crossbowmen have difficulty, but elite goblin crossbowmen can hit and kill in one shot. However, three z-levels above and there's little to no return fire, and my dwarves seem to have better range firing down too (but I can't confirm this for sure). This would make complete sense, as high ground certainly does give a tactical advantage in reality.--[[User:TimE|TimE]] 05:37, 20 March 2008 (EDT)
:: '''Elite Goblin Archers still bring the pain''' over 1-2 Z-levels of height difference. Beware! --[[User:Jellyfishgreen|Jellyfishgreen]] 10:10, 23 January 2009 (EST)
 
  
 
*Do fortifications provide support for constructions above? --[[User:Someone-else|Someone-else]] 19:34, 19 April 2008 (EDT)
 
*Do fortifications provide support for constructions above? --[[User:Someone-else|Someone-else]] 19:34, 19 April 2008 (EDT)
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:Doesn't work, they just end up standing in front of the fortifications. [[User:Dangerous Beans|Dangerous Beans]] 20:40, 3 December 2008 (EST)
 
:Doesn't work, they just end up standing in front of the fortifications. [[User:Dangerous Beans|Dangerous Beans]] 20:40, 3 December 2008 (EST)
  
you could try building a row of bars or grants in front of and possibly spaced between the fortifications and the Dwarfs. or just two rows of fortifications one they go up to and one between the targets to test.
 
  
 
Do constructed fortifications provide any defence from projectiles fired from higher z levels? I'm currently building a killing field, and want some way to protect my dwarfs from goblin arrows, while still allowing my marks dwarfs in the raised tower to fill the goblins full of bolts.[[User:Dangerous Beans|Dangerous Beans]] 20:08, 3 December 2008 (EST)
 
Do constructed fortifications provide any defence from projectiles fired from higher z levels? I'm currently building a killing field, and want some way to protect my dwarfs from goblin arrows, while still allowing my marks dwarfs in the raised tower to fill the goblins full of bolts.[[User:Dangerous Beans|Dangerous Beans]] 20:08, 3 December 2008 (EST)
 
== Z-Levels and Distance ==
 
How many x/y tiles away from the enemy should fortification be to easily fire down one Z-level? --[[User:Corona688|Corona688]] 15:51, 12 December 2008 (EST)
 
:I think one tile per Z-level is a good rule of thumb. Moats (wet or dry) next to your walls help enforce this. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:11, 23 January 2009 (EST)
 
 
==Prevention of ambushes==
 
I assume from personal experience that the law of range with z-level is that for every z-level you go up, the dwarf will get +1 range but at the same time will get a blind spot of +1 from the dwarf. Now the interesting is that if you have marksdwarfs (I am not sure if normal marksdwarfs will work, but it appears elites and champs work for this) on a z-level such that their range extends over the map screen, then ambushes will not appear in this area. I do not know if this holds true if the dwarfs aren't behind fortifications, but if they are it seems this works through repeats of the same save -  ambushes would only appear on parts of the edges not covered in the range of marksdwarfs. However, at the same time my dwarfs won't shoot any goblins that show up because their shooting range is beyond. Anyone else want to test this or have done this? For reference, my marksdwarfs are 12 z-levels up from ground and are 13 tiles from the edge on a side. --[[User:Breakfight|Breakfight]]
 
:Well, that would make sense if the game requires ambush units to appear on the map hidden at start. Anyone care to fill the map edge with chained guard dogs? --[[User:Höhlenschreck|Höhlenschreck]] 12:01, 8 June 2009 (UTC)
 
::On the forums veterans have stated that the reverse is true - altitude hurts your range.  Effective range on a crossbow should be about 20 tiles, so 12 up and 13 out might be about right. (A bolt will travel further, but marksdwarves don't tend to open fire until targets are about 20 away.)
 
::It might also be closer to "restricted traffic" than a "will not appear" situation - the gobbos might naturally just avoid arriving near any dwarfs (with or without crossbows) if they have other options, but if you ringed your map with them they'd still show up ''somewhere''.  Say it with me - "More research is needed."--[[User:Albedo|Albedo]] 14:01, 8 June 2009 (UTC)
 
 
==Constructed vs Carved==
 
I've got relatively limited experience with the constructed version, having been hit by return fire the times I've used them. I've never had a shooter hit behind carved. Is there a significant difference or just randomness? [[Special:Contributions/70.240.149.70|70.240.149.70]] 05:43, 20 January 2010 (UTC)
 
 
== will water inside a fortification freeze? ==
 
 
Will water inside a fortification tile freeze? Can you pump water out of a fortification square?
 
 
Trying to figure out how to build a screw pump tower that won't freeze solid in winter.
 
[[User:Calenth|Calenth]] 19:08, 4 February 2010 (UTC)
 
 
: I've had water freeze inside a constructed fortification (stone) and inside a carved ice one, not sure about carved stone ones though. -- [[User:Melek|Melek]] 08:42, 6 February 2010 (UTC)
 
 
== Blocking creatures... or not? ==
 
 
It's been commonly assumed that submerged fortifications were capable of blocking swimming creatures in 40d but that flowing water was capable of pushing them through. However, I did a test in Adventurer mode and discovered that a fully submerged (7/7 water) fortification did '''not''' block my path at all - I was able to swim right through it as if it wasn't even there. A carved fortification seemed to block movement, but it was only due to drowning risk; I was able to Alt-move into it, but I started drowning due to the ceiling above me. --[[User:Quietust|Quietust]] 20:42, 13 October 2010 (UTC)
 

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