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Difference between revisions of "User:KhazâdAimênu"
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− | == | + | == 30.xx == |
+ | '''Mod:'''<br /> | ||
+ | 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. | ||
+ | |||
+ | RAW Code: | ||
+ | <blockquote> | ||
+ | [ITEM_WEAPON:ITEM_WEAPON_BATON]<br /> | ||
+ | [NAME:baton:batons]<br /> | ||
+ | [SIZE:300]<br /> | ||
+ | [SKILL:SWORD]<br /> | ||
+ | [TWO_HANDED:37500]<br /> | ||
+ | [MINIMUM_SIZE:32500]<br /> | ||
+ | [MATERIAL_SIZE:3]<br /> | ||
+ | [ATTACK:BLUNT:50:1000:jab:jabs:NO_SUB:1250]<br /> | ||
+ | [ATTACK:BLUNT:700:4000:beat:beats:NO_SUB:2500]<br /> | ||
+ | [TRAINING] | ||
+ | </blockquote> | ||
+ | |||
+ | == 40d == | ||
+ | '''Fortresses:''' | ||
<p> | <p> | ||
<b>Splatteredwalls</b><br> | <b>Splatteredwalls</b><br> | ||
− | 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.<br> | + | 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. |
− | <i>Points of Interest:</i> | + | </p><br> |
− | * Suspension Bridge: To span the river, I built the | + | |
+ | <p><b>Lionwind</b><br> | ||
+ | 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.</p> | ||
+ | <p><i>Points of Interest:</i> | ||
+ | * 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: | ||
<pre> | <pre> | ||
--------- --------- | --------- --------- | ||
Line 15: | Line 38: | ||
b Bridge body | b Bridge body | ||
</pre> | </pre> | ||
− | + | <br> | |
− | * Archer Screen: Part of the "story" 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. | + | * Archer Screen: Part of the "story" 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: |
<pre> | <pre> | ||
0+++++0 | 0+++++0 | ||
Line 30: | Line 53: | ||
x Floodgate | x Floodgate | ||
V Down Ramp | V Down Ramp | ||
+ | D Dwarves | ||
</pre> | </pre> | ||
+ | <br> | ||
* 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. | * 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. | ||
</p> | </p> | ||
− | |||
− | |||
− |
Latest revision as of 00:30, 13 January 2011
30.xx[edit]
Mod:
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.
RAW Code:
[ITEM_WEAPON:ITEM_WEAPON_BATON]
[NAME:baton:batons]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:50:1000:jab:jabs:NO_SUB:1250]
[ATTACK:BLUNT:700:4000:beat:beats:NO_SUB:2500]
[TRAINING]
40d[edit]
Fortresses:
Splatteredwalls
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.
Lionwind
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.
Points of Interest:
- 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:
--------- --------- I I I I -----bbbbbbbB-Bbbbbbbb------- - Floor I Support B Bridge base b Bridge body
- Archer Screen: Part of the "story" 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:
0+++++0 0++D++0 0+++++0 0x+x+x0 0+x+x+0 0+++++0 0VVVVV0 0 Wall + Floor x Floodgate V Down Ramp D Dwarves
- 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.