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Editing 40d:Defense design
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This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. This page will focus on the physical layout and architecture of a fortress - specific suggestions, examples, diagrams and discussions of combining walls, fortifications, tunnels, channels, bridges, and terrain into a defensible whole. | This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. This page will focus on the physical layout and architecture of a fortress - specific suggestions, examples, diagrams and discussions of combining walls, fortifications, tunnels, channels, bridges, and terrain into a defensible whole. | ||
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'''Key:''' | '''Key:''' | ||
'''symbol tile''' | '''symbol tile''' | ||
− | + | • - Empty space | |
− | + | + | + - Constructed floor, or top of wall section from lower level |
− | '''0''' | + | '''0''' - Isolated wall section |
− | + | ╔═╗ | |
− | + | ║ ║ - Connected wall | |
− | + | ╚═╝ | |
− | + | ╬ - Fortifications | |
− | ╬ | + | X - Up/down [[stairs]] |
− | X | + | < - Up stair |
− | < | + | > - Down stair |
− | > | + | ▲ - Up ramp/slope |
− | ▲ | + | ▼ - Down ramp/slope |
− | ▼ | + | , - natural ground |
− | + | ☺ - dwarf | |
− | ☺ - | + | |
+ | <!-- | ||
+ | EDITORS: Please use the standard symbols, or small-sized graphics. | ||
+ | ╔ ╗ | ||
+ | |||
+ | ╚ ╝ | ||
+ | |||
+ | ║ ═ | ||
+ | --> | ||
==General suggestions== | ==General suggestions== | ||
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 | + | 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. |
− | === | + | ===AI abuse=== |
+ | Taking advantage of the game's Artificial Intelligence and [[path]]finding is a whole article in itself. Try leaving a door un-forbidden during an attack. When the bad guys approach the door, forbid it, and the enemy will wander off. Unlock it again, and they turn around and head back towards the door again. You can get enemies to march back and forth over a set of traps this way, or lure them deep into a complex trap. This could be automated via [[pressure plate]]s. This might count as an [[exploit]], or not - that's up to you, and what you consider fun and challenging. | ||
− | + | ===Bait animal=== | |
+ | [[Restrain]]ing a sacrificial animal just outside your walls, but within range of your marksdwarves and/or siege engines, can lure an enemy into attacking that while you cut them down. Make sure to place a pattern of some walls (or statues, see below) so enemy archers cannot simply shoot the creature from a safe distance. | ||
− | === | + | =====Fortifications===== |
+ | Adding a ring of fortifications to help defend the animal against missile fire will keep melee troops away, but invite archers to come adjacent to the fortifications - and under your walls and crossbows. If you allow any path, the melee troops will try to follow it to the animal - be creative with that fact. | ||
− | + | =====Traps===== | |
+ | Surround the animal with traps to kill or capture approaching goblins. | ||
− | + | =====U chumps===== | |
+ | Surround the far side of the animal with a U shaped 3-sided wall, open facing your defenders, so the enemy has to come closer to attack the animal, and you gun them down. | ||
− | + | =====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. | |
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− | + | =====Vanishing act===== | |
+ | Having a linked drawbridge that can open/shut (perhaps on both a lever to open and a nearby pressure plate to close), to lure the enemy in under your guns and then protect the animal when they get too close (for multiple uses.) | ||
− | + | =====Roach motel===== | |
− | + | Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many simple traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. | |
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− | + | If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a [[Activity_zone#Pit.2FPond|pit]]/pond. That way, you can "reload" a new bait animal. | |
− | === | + | =====vs. building destroyers===== |
− | + | For [[building destroyers]], spare statues can serve the same purpose as bait animals. | |
− | + | =====Pathing slowdowns===== | |
− | + | If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this. | |
− | + | ===Control Room=== | |
+ | Have one (large?) room (or several stacked on top of each other) for all defense-related levers, and central to idle dwarves - near your [[meeting area]]s and [[noble]]s quarters, with one or more halls or stairs leading to it for quick access. Connect a lever to all those doors and hatches as the first lever to be pulled in an emergency, and the respondent will lock themselves in for you, guaranteeing that they will then have nothing else to do but stay there and pull levers. | ||
− | + | It may also be an idea to have a second lever to at least one door, for emergency access. And possibly to add a stockpile of booze and food or a well for longer sieges. | |
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− | + | ===Meeting hall as defense=== | |
− | + | TACTIC | |
− | + | You can use a meeting hall [[zone]] to attract animals to a given area. This makes a pretty poor defense in general, but in the very early game, it's a way to defend your wagon and stockpiles from thieving animals. Remove the zone later, or it attracts idle dwarves and children. | |
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===Simple 5x5 Archer's Tower=== | ===Simple 5x5 Archer's Tower=== | ||
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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. | 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. | ||
− | + | 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. | |
− | + | <pre> | |
− | + | Side Below Ground Archer Roof | |
− | + | view: ground: Level: Level: Level: | |
− | + | ╔═══╗ ╬╬╬╬╬ ..... | |
− | + | X__ X ║X,,║ ╬X++╬ .X++. | |
− | + | ╬X__╬ ║,,,║ ╬+++╬ .+++. | |
− | + | ___║X__║___ ║,,,║ ╬+++╬ .+++. | |
− | + | X ╚═══╝ ╬╬╬╬╬ ..... | |
− | This can hold 3 archers/side, and has the potential to be as many "archer levels" tall as you wish | + | _ = floor, natural , = ground tile |
+ | or constructed</pre> | ||
+ | This can hold 3 archers/side, and has the potential to be as many "archer levels" tall as you wish. A top-level "down stair" is necessary to build the "roof" - might as well build an up/down stair instead, no real reason not to. Remember to use the "corners first" technique when necessary. | ||
All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level). | All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level). | ||
− | 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 ( | + | 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 (side by side is always better) if need is anticipated. |
− | + | <!-- | |
− | + | UNDER CONSTRUCTION | |
− | + | ===Expanding a simple square fortress wall=== | |
− | + | The simplest and most economical wall is a square one, for the most area protected with the least stone and effort. Once built, they are easy to expand and improve. | |
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− | + | There are many approaches to a defenses for a wall around a compound or flanking an entrance. Marksdwarfs open fire at about 20 tiles distant (with better accuracy at shorter ranges), so if two areas are to support each other with overlapping fire this should be kept in mind. | |
− | + | This will show some basic examples of the infinitely possible variations. | |
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− | + | +═══+ ╔ ═ ╗ | |
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− | + | ║X ║ ╔ ╝ ╚ ╗ | |
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− | + | ║ ║ ║ ║ | |
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− | === | + | ║ ║ ╚ ╗ ╔ ╝ |
− | + | ||
+ | ╚ ═══ ╝ | ||
+ | ╬╬╬╬╬ ╬╬╬ ╬ | ||
+ | --> | ||
+ | ===Guard towers (aka pillboxes)=== | ||
+ | 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. Thse tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct [[fortification]]s on the second or third floor, so your dwarves can fire out. For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], [[well]] and [[dining room]] in or near the tower. Add a door or hatch to lock them in. | ||
− | ===== | + | ====Siege engine turrets==== |
− | + | If it's big enough, build a [[siege engine]] inside a pillbox. Since siege engines cannot fire at targets higher or lower than them, the device needs to on the same [[z-level]] as any targets, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall. Position the tower to fire where invaders tend to congregate. Since [[siege operator]]s are civilians, the "dwarves stay underground" order must be off unless this is built as an open room under a ceiling. | |
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− | + | You will want to guarantee that enemies do not approach the position and scare the civilian operators - dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range. Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.) | |
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==Entrance designs== | ==Entrance designs== | ||
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One effective way to have [[Siege engine]]s (help) defend your fortress is: | One effective way to have [[Siege engine]]s (help) defend your fortress is: | ||
− | '''One ballista vs 3-wide hallway''' | + | *<tt>+</tt> - floor |
− | + | *<tt>═</tt> - wall | |
− | + | *<tt>▼</tt> - ramp | |
− | + | *<tt>\</tt> - channel | |
− | + | *<tt>╬</tt> - fortification | |
− | + | ||
+ | <br />'''One ballista vs 3-wide hallway''' | ||
+ | <pre>|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╦|═|═|═|═|═ | ||
+ | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▀|▀| | ||
+ | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|◄|═|« | ||
+ | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▄|▄| | ||
+ | |═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╩|═|═|═|═|═</pre> | ||
Using this design you can cripple an army using a well timed volley. The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles. The channeled area is necessary, as civilians (siege operators are "civilians") will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat. | Using this design you can cripple an army using a well timed volley. The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles. The channeled area is necessary, as civilians (siege operators are "civilians") will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat. | ||
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====Ballista battery==== | ====Ballista battery==== | ||
3 (or more!) ballistae can be put into a "battery" if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles. | 3 (or more!) ballistae can be put into a "battery" if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles. | ||
− | + | <pre> |╦|═|═|═| | |
− | + | |═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╦|═|═|╦|═|═|║|▐|▀|▀| | |
− | + | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║| ║|▐|▀|▀|◄|═|« (~ammo~) | |
− | + | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|▐|▀|▀|◄|═|«|▐|▄|▄| | |
− | + | |E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|◄|═|«|▐|▄|▄| (~ammo~) | |
− | + | |═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╩|▐|▄|▄| (~ammo~) | |
− | + | |═|═|═|═|═|═|═|═|═|</pre> | |
− | + | Be sure to use fortifications to prevent dwarfs from wandering in front of the ballista to their deaths. If desired (and you have the <s>man</s>dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them. Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing. | |
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− | Be sure to use fortifications to prevent | ||
For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges. When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide. | For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges. When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide. | ||
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=== The "Reverse Battlement" design === | === The "Reverse Battlement" design === | ||
− | + | <pre> |'|'|'|'|'|║|+|+|+|║|'|'|'|'|' | |
− | + | F |═|═|═|═|═|║|+|+|+|║|═|═|═|═|═ | |
− | + | O |.|.|.|.|.|╬|@|+|+|║|.|g|.|g|. | |
− | + | R |.|.|.|g|.|╬|@|+|+|║|.|.|.|.|g | |
− | + | T |.|.|.|.|.|╬|@|+|+|║|.|.|g|.|. <- Direction <- | |
− | + | R |.|.|.|.|g|╬|@|+|+|║|g|.|.|g|g <- of attack <- | |
− | + | E |.|.|.|.|.|╬|@|+|+|║|.|g|.|.|. | |
− | + | S |═|═|═|═|═|║|+|+|+|║|═|═|═|═|═ | |
− | + | S |'|'|'|'|'|║|+|+|+|║|'|'|'|'|'</pre> | |
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− | + | :* <tt>.</tt> = ground level | |
− | + | :* + = bridge/overpass | |
− | + | :* ╬ = fortification | |
− | + | :* <tt>═</tt> = wall, channel or other obstacle (to force path of attackers) | |
− | + | :* <tt>@</tt> = marksdwarf | |
− | + | :* <tt>g</tt> = goblin attackers | |
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Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack. | Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack. | ||
− | For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as "surface" and | + | For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as "surface" and Dwarfs can "stay inside"). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway. |
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air. | If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air. | ||
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This particular design works well with plenty of archers, siege engines, and other ranged weaponry. | This particular design works well with plenty of archers, siege engines, and other ranged weaponry. | ||
+ | *<tt>═</tt> - Wall | ||
+ | *<tt>╬</tt> - [[fortification]] | ||
+ | *<tt>+</tt> - Floor, the path the attackers must take | ||
+ | *A space - pit (filled with [[Trap#Upright Spear/Spike|spikes]], [[water]], [[magma]], whatever you prefer) | ||
+ | *<tt>@</tt> - [[Marksman|Marksdwarves]] | ||
+ | *<tt>1, 2, 3</tt> - Bridges (3 shown) over pits | ||
+ | <pre> | ||
+ | |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|E|N|T|R|A|N|C|E|+ | ||
+ | |═|═|╦|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|1|1|1|═|╦|═|═ | ||
+ | |+|@|╬| |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| |╬|@|+ | ||
+ | |+|@|╬| |+| | | | | | | | | | | | | | | |2|2|2| |╬|@|+ | ||
+ | |+|@|╬| |+| | |+| | | |+| | | |+| | | |+|+|+|+| |╬|@|+ | ||
+ | |+|@|╬| |+| |+| |+| |+| |+| |+| |+| |+| |+|+|+| |╬|@|+ | ||
+ | |+|@|╬| |+| |+| |+| |+| |+| |+| |+| |+| |+|+|+| |╬|@|+ | ||
+ | |+|@|╬| |+| |+| |+| |+| |+| |+| |+| |+| |+|+|+| |╬|@|+ | ||
+ | |+|@|╬| | |+| | | |+| | | |+| | | |+| | |+|+|+| |╬|@|+ | ||
+ | |+|@|╬| | | | | | | | | | | | | | | | | |+|+|+| |╬|@|+ | ||
+ | |+|+|╚|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╗| |+|+|+| |╬|@|+ | ||
+ | |+|+|+|@|@|@|@|@|@|@|@|@|@|@|@|@|@|@|╬| |+|+|+| |╬|@|+ | ||
+ | |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|@|╬| |+|+|+| |╬|@|+ | ||
+ | |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|@|╬| |+|+|+| |╬|@|+ | ||
+ | |═|═|═|═|═|═|═|═|═|═|═|═|═|═|╗|+|+|@|╬| |+|+|+| |╬|@|+ | ||
+ | |█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |+|+|+| |╬|@|+ | ||
+ | |█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |+|+|+| |╬|@|+ | ||
+ | |█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |3|3|3| |╬|@|+</pre> | ||
− | + | 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. | |
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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. | ||
===Twisty maze=== | ===Twisty maze=== | ||
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*Making the side of the maze into fortifications, with a channel separating the fortifications from the actual floor of the maze, and having your archery targets on the other side of the fortifications so your marksdwarves can practice. When the goblins round the corner, they charge through a hail of crossbow bolts, and drop dead. | *Making the side of the maze into fortifications, with a channel separating the fortifications from the actual floor of the maze, and having your archery targets on the other side of the fortifications so your marksdwarves can practice. When the goblins round the corner, they charge through a hail of crossbow bolts, and drop dead. | ||
− | + | <!--888888888888888888888888888888888888888888888888888888888888888888--> | |
− | + | [[Category:Guides]] | |
− | + | [[Category:Fortress defense| ]] | |
− | + | [[Category:World]] | |
+ | [[Category:Design]] |