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Difference between revisions of "v0.31:Bridge"
(→Strategies: Proofreading and prettifying. This may be an outdated exploit, someone more familiar with bridges should check this idea for actual functionality.) |
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SELF CLEANING BRIDGE<br /> | SELF CLEANING BRIDGE<br /> | ||
− | + | Ever have a horde of goblins sitting on your bridge and preventing you from admiring the elegant beauty of your entrance? I have a simple solution for you!!<br /> | |
− | I know what you may be thinking. | + | I know what you may be thinking. How could my bridge, with a dozen goblins standing on it, be raised? You would be right! A normal bridge can't!. But, with a little careful design and some dwarven ingenuity, you too can make a bridge that will stop almost any foe!<br /> |
− | + | Step 1: Build a pit!<br /> | |
− | + | Don't just build any pit; it needs a special shape for the bridge to function properly:<br /> | |
EXAMPLE: x = channeled out section . = solid ground<br /> | EXAMPLE: x = channeled out section . = solid ground<br /> | ||
Line 64: | Line 64: | ||
.ENTRANCE..<br /> | .ENTRANCE..<br /> | ||
− | + | If this is your only entrance, be careful to leave ramps at the corners so your dwarves can travel through.<br /> | |
− | + | Step 2: Bridges. Plural. <br /> | |
− | + | We will be making many small bridges. Each letter designates an individual bridge (FIRE PROOF MATERIALS ARE STRONGLY RECOMMENDED).<br /> | |
< > = bridge lifting direction (A) = bridge "A"<br /> | < > = bridge lifting direction (A) = bridge "A"<br /> | ||
Line 82: | Line 82: | ||
.ENTRANCE..<br /> | .ENTRANCE..<br /> | ||
− | + | Notice that "K" has no opening direction, because it needs to retract so you can use catapults or ballista to hit pests around the entrance. In this design the exit bridges are all 3 x 1 in size. | |
− | + | This can be any length or width (up to 20 spaces wide). Only the basic shape is important.<br /> | |
− | + | Step 3: Arming the trap! <br /> | |
− | the most simple step but also probably the longest one.<br /> | + | This is the most simple step, but also probably the longest one.<br /> |
− | + | Link all of individual bridges to ONE lever. Yeah, it takes a bit, but it's worth it.<br /> | |
− | + | Step FINAL: Destruction. <br /> | |
− | + | Wait for some unsuspecting victims to begin crossing your bridge, and then flip the lever. Getting proper timing down will likely take practice.<br /> | |
− | + | Anything small will be tossed up into the air and then fall into your pit. Anything too large for the bridges to lift (titans) will still be trapped and waiting for your archers / siege weapons / other nefarious plans.<br /> | |
− | DISCLAIMER: we are not responsible for inept or lazy dwarves that fail to operate the bridge. | + | DISCLAIMER: we are not responsible for inept or lazy dwarves that fail to operate the bridge. Standing on the bridge when the lever is pulled may result in injury or death. Many goblins were harmed during the design of this bridge... and some dwarves. |
{{buildings}} | {{buildings}} |
Revision as of 02:30, 30 May 2011
This article is about an older version of DF. |
Bridges are extremely useful buildings for crossing dangerous terrain and also for fortress defence. Using them to control fluids can save a ton of mechanisms and time, especially when the fluid in question is free-flowing and not pressurized (by Template:L, Template:L or hydrostatic anything) and needs a wide tunnel.
Building Bridges
Bridges can be built (b -> g) of Template:L, Template:L or Template:L. They are first designed by an Template:L, then require a specialist worker for the material used (e.g. a Template:L for a stone bridge). The size of the bridge can be altered with umkh while placing it, up to a maximum size of 10 squares in each direction. The bridge must be anchored to a solid surface on at least one edge. Before placing the bridge ensure that the bridge raises in the direction you want it to using wadx or retracts using s.
Raising and Retracting Bridges
All bridges in DF can be raised or retracted by linking it to a Template:L. This requires a Template:L and a dwarf with the Template:L labor activated.
If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!).
If a bridge is set to raise when the lever is pulled, the bridge becomes a wall along the edge selected with the wadx keys when placing the bridge. The resulting wall is always one z-level tall, regardless of the length of the bridge. The bridge also "moves" to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies.
Walls cannot be built along map edges. Because bridges can be built along map edges and then raised to act as walls, they can be used to control where enemies spawn on the map.
The lowering of a drawbridge can also be used as a waste disposal for unwanted stones, Template:L, Template:Ls (dead or alive), legendary Template:L makers and Template:L, to name a few. Even fluids get destroyed (this is especially useful considering lack of chasms in the new version). However, lowering a drawbridge onto a sufficiently large creature (such as a Template:L) simply destroys the bridge.
Bugs
Retractable bridges will not retract when a mounted unit (a unit riding another) is on the bridge. Attempting to do so will create odd results if multiple bridges are connected to the same lever[1].
- This is true except that I was able to retract the bridge if only 1 or 2 mounted units were standing on it. Could it have to do with a weight limit?
- Can't retract bridge with 7 goblins on. Seems like a weight limit...
- The same applies to raiseable bridges.
It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.
Non-magma-safe bridge will heat up and eventually melt if a tile, which would be normally part of a lowered bridge gets covered in magma. State of the bridge (raised/lowered) doesn't matter, if it's within the bridge's rectangle, it endangers the whole bridge. This is also true if a dragon breathes fire across your bridge.
Bridges do not provide structural support -- but the game thinks they do. Sorry two random masons. I already forgot you.
Traders might expect 5 tiles wide bridges. One tile width apparently wasn't good enough for them and they went insane. (.31.12)
A raised bridge cannot be linked to a lever from the inside.
You can steal from traders with bridges (depends on the bridge's thieving skill).Bug:3128
Strategies
SELF CLEANING BRIDGE
Ever have a horde of goblins sitting on your bridge and preventing you from admiring the elegant beauty of your entrance? I have a simple solution for you!!
I know what you may be thinking. How could my bridge, with a dozen goblins standing on it, be raised? You would be right! A normal bridge can't!. But, with a little careful design and some dwarven ingenuity, you too can make a bridge that will stop almost any foe!
Step 1: Build a pit!
Don't just build any pit; it needs a special shape for the bridge to function properly:
EXAMPLE: x = channeled out section . = solid ground
...EXIT....
.x.xxxx.x..
.x.xxxx.x..
.x.xxxx.x..
.x.xxxx.x..
.x.xxxx.x..
.x.xxxx.x..
.xxxxxxxx..
.xxxxxxxx..
.xxxxxxxx..
.ENTRANCE..
If this is your only entrance, be careful to leave ramps at the corners so your dwarves can travel through.
Step 2: Bridges. Plural.
We will be making many small bridges. Each letter designates an individual bridge (FIRE PROOF MATERIALS ARE STRONGLY RECOMMENDED).
< > = bridge lifting direction (A) = bridge "A"
...EXIT....
.x<A)(B>x..
.x<C)(D>x..
.x<E)(F>x..
.x<G)(H>x..
.x<I)(J>x..
.x(KKKK)x..
.x(KKKK)x..
.x(KKKK)x..
.ENTRANCE..
Notice that "K" has no opening direction, because it needs to retract so you can use catapults or ballista to hit pests around the entrance. In this design the exit bridges are all 3 x 1 in size.
This can be any length or width (up to 20 spaces wide). Only the basic shape is important.
Step 3: Arming the trap!
This is the most simple step, but also probably the longest one.
Link all of individual bridges to ONE lever. Yeah, it takes a bit, but it's worth it.
Step FINAL: Destruction.
Wait for some unsuspecting victims to begin crossing your bridge, and then flip the lever. Getting proper timing down will likely take practice.
Anything small will be tossed up into the air and then fall into your pit. Anything too large for the bridges to lift (titans) will still be trapped and waiting for your archers / siege weapons / other nefarious plans.
DISCLAIMER: we are not responsible for inept or lazy dwarves that fail to operate the bridge. Standing on the bridge when the lever is pulled may result in injury or death. Many goblins were harmed during the design of this bridge... and some dwarves.
Rooms |
Barracks • Bedroom • Dining room • Dormitory • Jail • Meeting hall • Hospital • Office • Sculpture garden • Tomb • Zoo |
---|---|
Furniture |
Animal trap • Anvil • Armor stand • Bed • Bin • Box • Bucket • Cabinet • Cage • Coffin • Restraint • Seat • Statue • Table • Weapon rack |
Access | |
Constructions | |
Machine & Trap parts |
Axle • Gear assembly • Millstone • Screw pump • Water wheel • Windmill • Lever • Pressure plate • Trap • Support |
Other Buildings | |
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