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Editing Siege engine

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{{Quality|Exceptional|01:09, 4 February 2015 (UTC)}}
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A '''siege engine''' in ''Dwarf Fortress'' is half building, half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are capable of launching hazardous projectiles at a tremendous range (more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 200 tiles for a ballista).  A [[ballista arrow]] can kill or injure each creature in its path indiscriminate of friend or foe, but a stone launched from a catapult cannot harm [[dwarf|dwarves]] or [[animal trainer|tamed animals]].
 
A '''siege engine''' in ''Dwarf Fortress'' is half building, half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are capable of launching hazardous projectiles at a tremendous range (more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 200 tiles for a ballista).  A [[ballista arrow]] can kill or injure each creature in its path indiscriminate of friend or foe, but a stone launched from a catapult cannot harm [[dwarf|dwarves]] or [[animal trainer|tamed animals]].
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{{key|b}}-{{key|i}}
 
{{key|b}}-{{key|i}}
  
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''. All parts are made from any type of wood at the siege workshop. Beyond that, "parts" are generic - there are no particular "sub-types" of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire (and maybe accuracy) of the engine - the best are made with 3 masterwork parts{{verify}}. This won't make up for an untrained siege operator, but every little bit helps. Siege engine parts are stored in Furniture stockpiles.
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In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''. All parts are made from any type of wood at the siege workshop. Beyond that, "parts" are generic - there are no particular "sub-types" of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire (and maybe accuracy) of the engine - the best are made with 3 masterwork parts{{verify}}. This won't make up for an untrained siege operator, but every little bit helps.
  
 
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire.{{verify}}
 
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire.{{verify}}
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* Catapults have a minimum range – at least 30 tiles.
 
* Catapults have a minimum range – at least 30 tiles.
 
* Catapults can and will fire over any creatures between them and their target.
 
* Catapults can and will fire over any creatures between them and their target.
* Ballistae fire over prone creatures without hitting them.
 
 
* Neither are affected by [[fortification]]s.
 
* Neither are affected by [[fortification]]s.
* [[Siege operator]]s are civilians and, as such, will run in fear if enemy units come too close to them. "Too close" varies somewhat, but may be as far as 10 tiles.
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* [[Siege operator]]s are civilians and, as such, they will run in fear if enemy units come too close to them. "Too close" varies somewhat, but may be as far as 10 tiles.
* Siege operators cannot "aim" sideways - they always try to fire perfectly straight, but if they're unskilled there's a chance that the shot will "go wild" and veer off to either side by a random amount. In the case of catapults, however, these "wild" shots will actually calculate their arc height based on whatever enemy units are present off to that side (rather than based on what would've been directly ahead).
 
 
 
As for the actual amount of variance, siege engines aim at a location exactly 60 tiles away and up to 10 tiles to either side (if the shot is "unskilled"), which works out to a 19 degree spread (9.5 degrees to each side). The game generates 3 random numbers from 0 to 14 and checks if any of them are less than the unit's effective Siege Operator skill level (where Dabbling is 0 and Legendary is 15, and status ailments such as Nausea/Winded/Stunned/Fever/etc. can each reduce the level by as much as 50%) to see if the sideways drift should be eliminated. This works out to the following probabilities:
 
 
 
Dabbling - 0%
 
Novice - 18.7%
 
Adequate - 34.9%
 
Competent - 48.8%
 
Skilled - 60.6%
 
Proficient - 70.4%
 
Talented - 78.4%
 
Adept - 84.8%
 
Expert - 89.8%
 
Professional - 93.6%
 
Accomplished - 96.3%
 
Great - 98.1%
 
Master - 99.2%
 
High Master - 99.76%
 
Grand Master - 99.97%
 
Legendary - 100%
 
  
 
===Safety Warning===
 
===Safety Warning===
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Ammo storage can be on the same level, or via [[stairs]] or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.
 
Ammo storage can be on the same level, or via [[stairs]] or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.
  
An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarves that any attempts to assault your base will be very, very bloody.
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An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarfs that any attempts to assault your base will be very, very bloody.
  
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarves below/behind the lines of fire at all times.
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A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.
  
 
==Catapults as stone movers==
 
==Catapults as stone movers==
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'''See Also:'''
 
'''See Also:'''
 
:*[[Defense design]]
 
:*[[Defense design]]
:*[[cross-training#Artillery proving ground (siege operator)|Army corps of engineers]]
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:*[[cross-training#Army corps of engineers|Army corps of engineers]]
 
{{buildings}}
 
{{buildings}}
  
 
{{Category|Buildings}}
 
{{Category|Buildings}}
 
{{Category|Fortress defense}}
 
{{Category|Fortress defense}}

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