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Editing v0.34:Security design

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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-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.   
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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.   
 
 
===Castle with a moat===
 
One of the easiest ways to protect your dwarves is to build a castle with a moat. The first step is to start your journey on a river. The first part of the castle that should be built is a canal about five wide with drawbridges to keep anything from getting into your fort. The next step is to build a two-thick wall with ramps to get up so that the dwarves can shoot from it and keep aquatic threats from simply swimming to the other side of the fort. You can also carve fortifications into the wall to allow your dwarves to  more efficiently shoot from the wall.
 
  
 
===Meeting area as defense===
 
===Meeting area as defense===
  
Especially in the very early game, you can use a [[Zone#Meeting_Area|meeting zone]] to attract animals and idle dwarves to a given area. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as [[thief|thieves]] near your stockpiles, at least until you have something better (which won't be hard).  Remove the zone later, or it will continue to attract idle dwarves and children.  Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.
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Especially in the very early game, you can use a [[Zone#Meeting_Area|meeting zone]] to attract animals and idle dwarves to a given area. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as [[thief|thieves]] near your stockpiles, at least until you have something better (which won't be hard).  Remove the zone later, or it attracts idle dwarves and children.  Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.
  
 
===Guard Animals===
 
===Guard Animals===
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===Defending the edge===
 
===Defending the edge===
You're not allowed to wall within five squares of the edge of the map... but this rule has more loopholes than the US federal income tax code. {{verify}} Until more versatile attackers emerge, it is not clear where effective play ends and exploit begins.  ''(Note: we disclaim any responsibility for damage involving [[harpy|harpies]] and skeletal [[giant eagle]]s)''
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You're not allowed to wall within five squares of the edge of the map... but this rule has more loopholes than the US federal income tax code.  Until more versatile attackers emerge, it is not clear where effective play ends and exploit begins.  ''(Note: we disclaim any responsibility for damage involving [[harpy|harpies]] and skeletal [[giant eagle]]s)''
  
 
* To start with, you can channel the '''''second''''' square from the edge.  This will block the appearance of trade caravan [[wagon]]s and prevent their movement along that edge of the map.  If barriers are used to prevent a Trade Depot near the edge of the map from being accessed from any other direction, caravans will be forced to appear in the un-channeled or bridged section of the edge.  Your depot can be ready with stockpiles of favored trade goods, offset behind a wall to protect from archers a few squares away.   
 
* To start with, you can channel the '''''second''''' square from the edge.  This will block the appearance of trade caravan [[wagon]]s and prevent their movement along that edge of the map.  If barriers are used to prevent a Trade Depot near the edge of the map from being accessed from any other direction, caravans will be forced to appear in the un-channeled or bridged section of the edge.  Your depot can be ready with stockpiles of favored trade goods, offset behind a wall to protect from archers a few squares away.   
 
* You can also build drawbridges all the way up to the edge.  A long, skinny, raised bridge is effectively a wall; however, it looks the same whether it's open or closed.
 
* You can also build drawbridges all the way up to the edge.  A long, skinny, raised bridge is effectively a wall; however, it looks the same whether it's open or closed.
* If you channel to the second square from the edge where the '''''edge square''''' contains a tree then you have an impassable barrier while the tree survives.
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* If you channel to the second square from the edge where the '''''edge square''''' contains a tree then you have an impassible barrier while the tree survives.
 
* You can with some work use [[Obsidian]] casting to wall to the map edge
 
* You can with some work use [[Obsidian]] casting to wall to the map edge
  
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===Simple 5x5 Archer's Tower===
 
===Simple 5x5 Archer's Tower===
{{main|Archery tower}}
 
  
Build a [[archery tower|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. These tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct [[wall]]s up to the second or third floor and then carve fortifications into them, so your dwarves can fire out.  For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], [[well]] and/or [[dining room]] in or near the tower. Add a door or hatch to lock them in.
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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. These tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct [[wall]]s up to the second or third floor and then carve fortifications into them, so your dwarves can fire out.  For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], [[well]] and/or [[dining room]] in or near the tower. Add a door or hatch to lock them in.
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NOTE: It is better to construct walls and then carve fortifications into them, than to construct fortifications. The reason for this is that constructed fortifications do not provide a walkable tile on the layer above them, as walls do. Walls cannot be constructed without access from one of the four compass directions. Because of this, if you were to construct fortifications, when you progress to the level above, you would need to build a walkable path to the corner tiles. This path would need to be deconstructed before the wall or fortification could be built. Once deconstructed, the building material will drop onto the tile below with the fortification, trapping it until the fortification is deconstructed.
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As discussed step-by-step in the article on [[mega construction]], this particular design is about as basic as it gets.  As shown, it assumes entry from an underground tunnel, but a door or drawbridge (with moat!?) could easily be added, or even access via a protected sky-bridge.  
  
 
When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.  (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)
 
When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.  (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)
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  Side                Below        Ground      Archer      Roof
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  view:              ground:      Level:      Level:      Level:
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                      ╔═╗          ╔═══╗        ╬╬╬╬╬        ·····
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    ___              ║<║          ║X..║        ╬>++╬        ·+++·
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    ╬>__╬              ║.║          ║...║        ╬+╬+╬        ·+++·
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___║X__║___          ║.║          ║...║        ╬++B╬        ·+++·
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    <......          ║.║          ╚═══╝        ╬╬╬╬╬        ·····
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  (Fortress->)
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This can hold 3 archers/side, and has the potential to be as many "archer levels" tall as you wish. The fortification in the center of the building prevents low-level archers from standing there (since they are unable to fire through any non-adjacent fortifications) while allowing high-level archers a full 360 field of fire. Including a  [[bed]] allows the room to be designated as a [[barracks]], so your marksdwarves can train while serving as lookouts and defending your fortress. Adding [[bridge]]s outside the fortifications will allow you to protect your marksdwarves when an elite enemy archer threatens. Building a secure "roof" will require a temporary exterior stairway.  Remember to use the "corners first" technique when necessary. (See [[40d:Mega_construction#Towers]].)
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All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level).
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Larger towers (or this with larger floors on higher levels) could house barracks, practice ranges, and other facilities.  Just expand to preferred size with floors, and then attach walls to those to act as a base for the next level of building.  Add more stairs (adjacent to each other is always better) if high traffic is anticipated.
  
 
====Siege engine turrets====
 
====Siege engine turrets====
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=====Distractions=====
 
=====Distractions=====
Releasing a [[cage]] full of surplus animals will keep the enemy archers very busy. They may even be out of ammo when your wrestlers show up.  This can be useful as an emergency measure since the animals need to be stored somewhere anyway.
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Releasing a [[cage]] full of surplus animals will keep the enemy archers very busy. They may even be out of ammo when your wrestlers show up.  This can be useful as an emergency measure since the animals need to be stored somewhere anyway.
 
 
Alternatively, you can use remotely-actuated doors tied to a [[repeater]]: open providing a tempting target for enemy archers, then closed to block their arrows and protect the bait. Similarly, a captured [[necromancer]] can continually raise a few undead to give enemy archers easy targets to pincushion.
 
  
 
=====Vanishing act=====
 
=====Vanishing act=====
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=====Vs. building destroyers=====
 
=====Vs. building destroyers=====
For [[building destroyer|building destroyers]], spare furniture can serve the same purpose as bait animals.  Building destroyers will hunt down and destroy structures, so carefully placing them can control their movements.
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For [[building destroyer|building destroyers]], spare statues can serve the same purpose as bait animals.  Building destroyers will hunt down and destroy structures, so carefully placing them can control its movements.
  
 
=====Trap chokepoints=====
 
=====Trap chokepoints=====
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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.  
 
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.
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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.
  
 
===Siege Engines===
 
===Siege Engines===
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This particular design works well with plenty of archers, siege engines, and other ranged weaponry.  A walled maze gives melee an advantage, but an open maze gives advantage to ranged attackers.
 
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.  A walled maze gives melee an advantage, but an open maze gives advantage to ranged attackers.
{{diagram|spaces=yes|
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++++++++++++++++++ENTRANCE+
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++++++++++++++++++ENTRANCE+
══╦════════════════O╞═╡O╦══  <-- Bridge 1
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══╦════════════════O╞═╡O╦══  <-- Bridge 1
+☺╬·+++++++++++++++++++·╬☺+
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+☺╬·+++++++++++++++++++·╬☺+
++╬·+···············╞═╡·╬++  <-- Bridge 2
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++╬·+···············╞═╡·╬++  <-- Bridge 2
++╬·+·+++·+++·+++·+++++·╬++
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++╬·+·+++·+++·+++·+++++·╬++
+☺╬·+·+·+·+·+·+·+·+·+++·╬☺+
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+☺╬·+·+·+·+·+·+·+·+·+++·╬☺+
++╬·+·+·+·+·+·+·+·+·+++·╬++
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++╬·+·+·+·+·+·+·+·+·+++·╬++
++╬·+·+·+·+·+·+·+·+·+++·╬++
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++╬·+·+·+·+·+·+·+·+·+++·╬++
+☺╬·+++·+++·+++·+++·+++·╬☺+
+
+☺╬·+++·+++·+++·+++·+++·╬☺+
++╬·················+++·╬++
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++╬·················+++·╬++
++╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╗·+++·╬++
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++╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╗·+++·╬++
++☺++☺++☺++☺++☺++☺╬·+++·╬☺+
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++☺++☺++☺++☺++☺++☺╬·+++·╬☺+
++++++++++++++++++╬·+++·╬++
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++++++++++++++++++╬·+++·╬++
++++++++++++++++++╬·+++·╬++
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++++++++++++++++++╬·+++·╬++
══════════════╗++☺╬·+++·╬☺+
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══════════════╗++☺╬·+++·╬☺+
              ║+++╬·+++·╬++
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              ║+++╬·+++·╬++
              ║+++╬·+++·╬++
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              ║+++╬·+++·╬++
              ║++☺╬·╞═╡·╬☺+  <-- Bridge 3
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              ║++☺╬·╞═╡·╬☺+  <-- Bridge 3
}}
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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.
 
Another option is to replace bridge 2 with a [[Wagon#Wagon-only_entrances|wagon-only entrance]]
 
  
 
===Bridge Use===
 
===Bridge Use===
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*Given the tendency of ballistae to pierce through enemies and knock out an entire row, forcing invaders along narrow paths can score multiple hits per shot.  This is the most efficient use of these valuable pieces.
 
*Given the tendency of ballistae to pierce through enemies and knock out an entire row, forcing invaders along narrow paths can score multiple hits per shot.  This is the most efficient use of these valuable pieces.
 
*Be careful about positioning your marksdwarves and ballistae opposite each other as an unlucky bolt might pierce a battlement on the other side.
 
*Be careful about positioning your marksdwarves and ballistae opposite each other as an unlucky bolt might pierce a battlement on the other side.
*Ballista are operated by Dwarf civilians. Therefore putting your ballista right next to the path the [[Goblin_christmas|goblins]] use, will cause your BallistaDwarfs to run off right as you want them to fire.
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*Ballista are operated by Dwarf civilians. Therefore putting your ballista right next to the path the [[Goblin_christmas|friendly neighbors]] use, will cause your BallistaDwarfs to run off right as you want them to fire.
 
*Adding a stair back at the entrance of a trap hallway allows dwarves to access loot that falls; it also forces anything that dodges off the edge to walk the entire length again.
 
*Adding a stair back at the entrance of a trap hallway allows dwarves to access loot that falls; it also forces anything that dodges off the edge to walk the entire length again.
 
*Filling the walkway with traps is also highly recommended.  Throwing random weapon traps around the map in high-traffic areas isn't a bad idea.  Traps are cheap and effective, use them liberally.
 
*Filling the walkway with traps is also highly recommended.  Throwing random weapon traps around the map in high-traffic areas isn't a bad idea.  Traps are cheap and effective, use them liberally.

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