Pit catches enemies that fall off said route, forcing them back to the start. ![]() Long, winding, trap-filled route for enemies when bridge is raised.Easy access to depot via bridge (when lowered).Not foolproof (I am an ingenious fool!) but a solid place to start from. The final section has a great design that I've started using for all my new fortresses. There's great article on security design on the DF wiki here. My advice, make a flamethrower bunker.ĮDIT: Almost forgot you don't need to have the trade depot inside the fort proper just be sure to secure the perimeter - it's a diplomatic faux pas to let raiders destroy friendly caravans. Including a few good ways to potentially increase fun. The wiki has a large page on trap design. Remembering the game's motto is recommended. This setup is definitely for advanced mad scientists, as minor mistakes in planning can very easily lead to flooding your entire fortress by accident. Use built walls, floor grates and dug channels to make sure the outflow pours into one end of a long corridor and out the other, then rig up pressure plates to link to floodgates that seal the corridor and open the reservoir when an enemy steps on them. Build a large reservoir of water (or for advanced mad scientists, magma) several Z-levels above the river/creek. Or until you run out of guests.įlushing: This one requires a decent amount of power and a lot of pre-planning. Let's just say it can keep your uninvited guests entertained for ages. If the fall doesn't kill him, well, having made sure that the only upward slopes are on the outer edge of the moat means he has to climb back out and try going over that trapped walkway again.Ĭircular Reasoning The pathfinder AI instantly detects any changes in pathing due to doors opening and closing, so if you have a trap-filled corridor that has two gated entrances into your fort, and a set of pressure plates near each gate that causes the near gate to close and the far gate to open when enemies step on it. Result: When a goblin manages to dodge the trap, he'll "dodge" right off the side and onto the spikes below. And built upright spike traps on each tile to either side of the walkway in the moat below. Aside from the wide drawbridge-covered main entrance, build one or more one-tile-wide floor paths over the moat, then build a one-weapon trap on each tile. You don't need to fill it up yet, either. The Long Walk Off A Short Pier: It's not a proper fortress until you have a decent moat along your walls, so I'm taking that as given. Here are a few ways to bring these facts together in fun and interesting ways to cause many, many enemy fatalities: Once you have magma furnaces going, and an on-map source of sand, green glass upright menacing spikes and green glass serrated discs are essentially free.An enemy that makes its reflex saving throw and dodges the trap automatically moves into an adjacent untrapped tile - even if the only tile matching those criteria happens to be over empty air.A trap that 'merely' removes a limb or cuts through enough tissues to cause fatal blood loss won't need to be cleaned for the next victim to come across it A trap only becomes "stuck" if it fatally injures something - IE, when the wound is immediately fatal. ![]()
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