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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Khaz%C3%A2dAim%C3%AAnu</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-21T17:10:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=134879</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=134879"/>
		<updated>2011-01-13T00:30:09Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 30.xx ==&lt;br /&gt;
'''Mod:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Police baton for the fortress guard. Technically a training weapon, since it's supposed to be made of wood and so none of the merchant guards decide they need one. Generally pretty nonlethal since it's mostly blocked by clothing, but tends to leave a few bruises and a lucky strike to the head can kill. I decided to use SWORD as the skill because a) it seems to replicate best the way batons are actually used and b) I like to have my fortress guard as backup swordsdwarves.&lt;br /&gt;
&lt;br /&gt;
RAW Code:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[ITEM_WEAPON:ITEM_WEAPON_BATON]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:baton:batons]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SIZE:300]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SWORD]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TWO_HANDED:37500]&amp;lt;br /&amp;gt;&lt;br /&gt;
[MINIMUM_SIZE:32500]&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATERIAL_SIZE:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:BLUNT:50:1000:jab:jabs:NO_SUB:1250]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:BLUNT:700:4000:beat:beats:NO_SUB:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TRAINING]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 40d ==&lt;br /&gt;
'''Fortresses:'''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS. I've also played around with modding, because I want to erect a shrine/goblin arena to the Great Toady One. Mod giant toads to be the most fearsome creature in the game, make the most absurd temple I can, put a Giant Toad into a pit with an airlock, put in captured goblins one by one...still working on the details.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a sort-of suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever. A single support can hold up the whole thing, but it looks funny. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
D Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=134878</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=134878"/>
		<updated>2011-01-12T23:15:12Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 30.xx ==&lt;br /&gt;
'''Mod:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Police baton for the fortress guard. Technically a training weapon, since it's supposed to be made of wood and so none of the merchant guards decide they need one. Generally pretty nonlethal since it's mostly blocked by clothing, but tends to leave a few bruises and a lucky strike to the head can kill.&lt;br /&gt;
&lt;br /&gt;
RAW Code:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[ITEM_WEAPON:ITEM_WEAPON_BATON]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:baton:batons]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SIZE:300]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SWORD]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TWO_HANDED:37500]&amp;lt;br /&amp;gt;&lt;br /&gt;
[MINIMUM_SIZE:32500]&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATERIAL_SIZE:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:BLUNT:50:1000:jab:jabs:NO_SUB:1250]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:BLUNT:700:4000:beat:beats:NO_SUB:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TRAINING]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 40d ==&lt;br /&gt;
'''Fortresses:'''&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS. I've also played around with modding, because I want to erect a shrine/goblin arena to the Great Toady One. Mod giant toads to be the most fearsome creature in the game, make the most absurd temple I can, put a Giant Toad into a pit with an airlock, put in captured goblins one by one...still working on the details.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a sort-of suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever. A single support can hold up the whole thing, but it looks funny. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
D Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115062</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115062"/>
		<updated>2010-05-25T04:38:31Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS. I've also played around with modding, because I want to erect a shrine/goblin arena to the Great Toady One. Mod giant toads to be the most fearsome creature in the game, make the most absurd temple I can, put a Giant Toad into a pit with an airlock, put in captured goblins one by one...still working on the details.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a sort-of suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever. A single support can hold up the whole thing, but it looks funny. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
D Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115061</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115061"/>
		<updated>2010-05-25T04:36:29Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS. I've also played around with modding, because I want to erect a shrine/goblin arena to the Great Toady One. Mod giant toads to be the most fearsome creature in the game, make the most absurd temple I can, put a Giant Toad into a pit with an airlock, put in captured goblins one by one...still working on the details.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a sort-of suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever. A single support can hold up the whole thing, but it looks funny. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
D Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115060</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115060"/>
		<updated>2010-05-25T04:35:09Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS. I've also played around with modding, because I want to erect a shrine/goblin arena to the Great Toady One. Mod giant toads to be the most fearsome creature in the game, make the most absurd temple I can, put a Giant Toad into a pit with an airlock, put in captured goblins one by one...still working on the details.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p align=center&amp;gt;&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a sort-of suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever. A single support can hold up the whole thing, but it looks funny. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
D Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115059</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115059"/>
		<updated>2010-05-25T04:34:50Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS. I've also played around with modding, because I want to erect a shrine/goblin arena to the Great Toady One. Mod giant toads to be the most fearsome creature in the game, make the most absurd temple I can, put a Giant Toad into a pit with an airlock, put in captured goblins one by one...still working on the details.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p align=middle&amp;gt;&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a sort-of suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever. A single support can hold up the whole thing, but it looks funny. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
D Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115058</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115058"/>
		<updated>2010-05-25T04:33:56Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS. I've also played around with modding, because I want to erect a shrine/goblin arena to the Great Toady One. Mod giant toads to be the most fearsome creature in the game, make the most absurd temple I can, put a Giant Toad into a pit with an airlock, put in captured goblins one by one...still working on the details.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i align=center&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a sort-of suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever. A single support can hold up the whole thing, but it looks funny. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
D Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115057</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115057"/>
		<updated>2010-05-25T04:33:16Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS. I've also played around with modding, because I want to erect a shrine/goblin arena to the Great Toady One. Mod giant toads to be the most fearsome creature in the game, make the most absurd temple I can, put a Giant Toad into a pit with an airlock, put in captured goblins one by one...still working on the details.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp&amp;amp;nbsp&amp;amp;nbsp&amp;amp;nbsp&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a sort-of suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever. A single support can hold up the whole thing, but it looks funny. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
D Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115056</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=115056"/>
		<updated>2010-05-25T04:32:14Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS. I've also played around with modding, because I want to erect a shrine/goblin arena to the Great Toady One. Mod giant toads to be the most fearsome creature in the game, make the most absurd temple I can, put a Giant Toad into a pit with an airlock, put in captured goblins one by one...still working on the details.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a sort-of suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever. A single support can hold up the whole thing, but it looks funny. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
D Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114984</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114984"/>
		<updated>2010-05-24T22:59:53Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS. I've also played around with modding, because I want to erect a shrine/goblin arena to the Great Toady One. Mod giant toads to be the most fearsome creature in the game, make the most absurd temple I can, put a Giant Toad into a pit with an airlock, put in captured goblins one by one...still working on the details.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a sort-of suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever. A single support can hold up the whole thing, but it looks funny. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114983</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114983"/>
		<updated>2010-05-24T22:56:35Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a sort-of suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever. A single support can hold up the whole thing, but it looks funny. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight. Design:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114981</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114981"/>
		<updated>2010-05-24T22:21:35Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It's sort of a suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever.&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114980</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114980"/>
		<updated>2010-05-24T22:20:10Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It's sort of a suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever.&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Dog Pit: I had a lot of war dogs, and they had the habit of running off after invading goblins before they got through the trap section, invariably getting themselves pointlessly slaughtered. So, I wanted to make a kennel for them, but this would limit their usefulness if any goblins or elves did make it through the traps. Some people have put them in lever-attached cages near the entrance, but I wanted to do something different. I decided that, since the road actually runs over the first floor of the fortress, I would drop the dogs into a room underneath the road, with a ramp leading up to a hatch in the middle of the road. The hatch is attached to a lever, so the dogs are normally trapped in their room, but if the defense is going badly, I can pull a lever and have a dozen war dogs stream up out of the road. When the hatch is closed, caravans can pass over normally.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114976</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114976"/>
		<updated>2010-05-24T21:44:02Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    --------- ---------&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&lt;br /&gt;
- Floor&lt;br /&gt;
I Support&lt;br /&gt;
B Bridge base&lt;br /&gt;
b Bridge body&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It's sort of a suspension bridge; this is the simplest design, but it can be made far more complex and maintain the basic structure. A Fun feature is that if you want to collapse the entire bridge, all you have to do is link the outside supports to a lever.&amp;lt;br&amp;gt;&lt;br /&gt;
* Archer Screen: Part of the &amp;quot;story&amp;quot; I had for this fortress was that there should be a big, straight road that's integral to the fortress, and as such I couldn't have a very complex entryway. I also wanted to avoid sealing the road wherever possible. I put traps on the entryways, and stationed my melee troops on the road, which rises a z-level after the traps. This worked well for lashers and wrestlers, but not so well against a group of crossbowgoblins. After losing three dwarves, including a champion, I realized I needed to find some way to protect against archers while still allowing easy pathing, that could leave a nice open road when not under attack. Hence, the archer screen: two alternating rows of floodgates pop up out of the road when the lever is pulled. Units can still pass through the diagonals, but archers can't get a line of sight.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0+++++0&lt;br /&gt;
0++D++0&lt;br /&gt;
0+++++0&lt;br /&gt;
0x+x+x0&lt;br /&gt;
0+x+x+0&lt;br /&gt;
0+++++0&lt;br /&gt;
0VVVVV0&lt;br /&gt;
&lt;br /&gt;
0 Wall&lt;br /&gt;
+ Floor&lt;br /&gt;
x Floodgate&lt;br /&gt;
V Down Ramp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Dog Pit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114970</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114970"/>
		<updated>2010-05-24T21:12:35Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    _________ _________&lt;br /&gt;
    I       I I       I&lt;br /&gt;
-----bbbbbbbB-Bbbbbbbb-------&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114968</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114968"/>
		<updated>2010-05-24T21:09:46Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built the following:&lt;br /&gt;
     _________ _________&amp;lt;br&amp;gt;&lt;br /&gt;
     I       I I       I&amp;lt;br&amp;gt;&lt;br /&gt;
 -----bbbbbbbB-Bbbbbbbb-------&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114929</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114929"/>
		<updated>2010-05-24T17:15:07Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built the following:&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114898</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114898"/>
		<updated>2010-05-24T16:54:32Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Points of Interest:&amp;lt;/i&amp;gt;&lt;br /&gt;
* Suspension Bridge: To span the river, I built a bridge with a central platform...tbc. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114811</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114811"/>
		<updated>2010-05-24T14:25:20Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p align=center&amp;gt;User Page Under Construction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Lionwind&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My first aboveground fortress - I embarked on an aquifer to enforce that only basements are allowed. Also because I wanted to build my fortress around building and defending a bridge over a river. A fun lesson in why checking the civs before embarking is a good idea; turns out my civ is almost gone, on the brink of being overrun by elves, and the liason died some time ago. The regular elf sieges have been challenging, but satisfying.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114780</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114780"/>
		<updated>2010-05-24T14:04:35Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p align=center&amp;gt;User Page Under Construction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Current Fortresses ==&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS.&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114779</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=114779"/>
		<updated>2010-05-24T14:04:22Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p align=center&amp;gt;User Page Under Construction.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Current Fortresses ==&lt;br /&gt;
&amp;lt;b&amp;gt;Splatteredwalls&amp;lt;/b&amp;gt;&lt;br /&gt;
Such a nice, auspicious name...and it's lived up to it so far, it's been my bloodiest fortress yet. It's also the first fortress I've managed to site with a brook, an underground river, magma, a bottomless pit, and HFS.&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Laptop_keyboard&amp;diff=114672</id>
		<title>40d Talk:Laptop keyboard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Laptop_keyboard&amp;diff=114672"/>
		<updated>2010-05-24T03:30:03Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just created this bage in response to a comment I recieved about my recient addition to [Template:Starting_FAQ]. It could/should probably be deleted and have the information merged into another page. I just don't know which one. Alternately, if someone wants to touch up this page (I'm sure it needs it) and keep it, please do. --[[User:Solarshado|Solarshado]] 14:30, 7 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Not all is happy on laptop keyboards.   When trying to limit the number of barrels/bins in a laptop, I get confronted with:&lt;br /&gt;
erER: Max Barrel - 0 and cvCV:  Max Bin.   &lt;br /&gt;
&lt;br /&gt;
Does anyone have a table of the wierd codes to regular keys?  Would be an error if the program just used them instead of codes?  --[[User:Gizbot|Gizbot]] 02:11, 6 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You are apparently mistaking the game's listing of control keys as a single command. That's lowercase and Capital E/R for barrels and C/V for bins. -[[User:N9103|Edward]] 06:30, 6 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think this is a pretty important issue, especially for new players; the first time I tried to play DF, I had so much trouble figuring it out that I didn't touch it again for a year. Part of that was that I couldn't figure out how to move the cursor through subscreens. I'm going to try to fix up this page some so that it's more useful for newbies.[[User:KhazâdAimênu|KhazâdAimênu]] 03:30, 24 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=99693</id>
		<title>User:KhazâdAimênu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Khaz%C3%A2dAim%C3%AAnu&amp;diff=99693"/>
		<updated>2010-04-26T19:01:41Z</updated>

		<summary type="html">&lt;p&gt;KhazâdAimênu: Created page with '&amp;lt;p align=center&amp;gt;User Page Under Construction.&amp;lt;/p&amp;gt;'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p align=center&amp;gt;User Page Under Construction.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>KhazâdAimênu</name></author>
	</entry>
</feed>