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but your idea also sounds like FUN if its not fps death
you should try it and post screens :)
the siege is over, but i am intrested in the obsidium pillar. ill keep it locked up for a little longer till the next siege ;) (HONK)
and the problem i had with luring them in too trapsville was that if i open up the fort, all my dwarves rush out too pick up goblins teeth and oak leafs, they would get murdered before the traps could spring
i made a barrow but my dwarves mostly ignore it, i unpaused it and refused them too pick up goods for workshops, but it doesnt work. i can lock them in with doors but then the goblins wouldnt come :/
havent encountered a dragon yet. currently using charcoals too melt all the iron arrows the goblins left behind ^^
btw helios clowns can climb out from under magma forges :p
This is why I lock those motherlovers in the archery tower during sieges. Don't worry, they have beds and food and stockpiled ammo. I've never paid too much attention, but I think ammo might be the problem. At some point they run out of bolts in their quiver and can't fire anymore. If "clobber goblin" beats out "path to ammo" you would end up with archers in melee.
Catapult good for training, bad for killing, they can't shoot down fyi, they can only shoot at the level they're on. Long hallway with ballistas better if you really wanna do siege engines.
Towers for archers need to be sealed with a roof/no access to outside or the dwarves will try and path to target when they get too close; also if they dont have a lot of experience they cant shoot out of fortifications unless they are right up against the fortification itself
don't try and get magma out of those gem pillars, try and find magma sea elsewhere lol
I usually just wall myself off completely from the surface until I feel ready, or put a ton of cage and weapon traps at entrances; you can make a long maze like path lined with traps and that is one way to kill; so maybe the boulder traps. You could also try setting up some minecarts spinning really fast in small hallways and keep dwarves out of there, then have them path through that
Siege weapons aren't really effective. They work, of course, but they only effect targets on their own z-level. (A mistake I made as well, thinking they had arc and acted... like they're supposed to.) They will fire through fortifications. If you want to use them, use ballistae. The catapult's only real benefit is that it won't hit Dorfs. A ballista can fire a bolt that goes through multiple units, so a nice long narrow hallway is ideal.
To use Crossbowdorfs effectively, you have to constrain their movement and can not allow them a path to their target. If you use an archer tower, forbid the hatches/doors.
Set them up to patrol or guard burrow right beside a fortification for protection. It's best not to allow a lot of room behind that fortification. They can fire from more than one tile away from their side of the fortification, but it's rare.
Create an entrance for your dorfs to use if you need access to the outside. Ideally, it's rumored that only a drawbridge made of ash blocks, that have no melting point, with a mechanism made of divine metal is proof against dragonfire. And, dragonfire is the only thing that can destroy a drawbridge. Dragons won't purposefully target it, but they will target any construction near it - Don't place your Trade Depot in LoS of your Drawbridge if you want to avoid it being destroyed by errant dragonfire.
Create a secondary entrance to your fortress to use as a kill-box. The simplest and most effective, for the labor cost, is a trap-maze. Make a winding maze path filled with traps that ends in a door with a room beyond where you can stage Squads to act as a clean-up crew for any enemies that survive the maze. Include plenty of cagetraps, too. Any cagetrap can capture anything except for cage/trap avoider beasts. (Any cage covered with webs can catch those if you have some cages that have been webbed by a cave spider lying around.)
The lure of the maze is that it has a viable path to the fortress where there is stuff there the besiegers can target, like dorfs. They can also be drawn to chained pets used as bait. Any trap system must allow a viable path to the interior of the fortress. (If a "locked" door is used in an attempt to provide some small safety/delay at the end and they don't have members capable of picking locks, they won't enter the maze unless there's some other lure, there. Chained animal or a lost dorf...)
Build your maze a couple of levels below the surface so that there is undisturbed material above it. (Don't be a nub, like me...) Falling trees can punch through the ground/floor and keep on punching through natural floors were there is empty space, below. They can't punch through constructed walls on the level below, though. (See "Cave ins" in the wiki.) I am unsure about constructed Floors, but will amend that lack of knowledge the next time I accidentally order a tree cut down above my reconstructed trap maze... :/
A crossbowdorf tower that overlooks the entrance to the Trap Maze, to get some shots off on the enemy, and a long trap maze is probably the best basic defense. The tower must have at least a one tile overhang to prevent climbers and needs to be at least three levels tall. (Two levels with a one tile overhang is minimum and even that may not be enough, so... go at least four? :).) There can be no viable entrance to it from the "outside" and crossbowdorfs must be protected from air attack by constructing a roof, too. A one or two tile deep empty pit as a "moat" is nearly useless. Go big or go home if you wish to use moats. (Lava, water, deep pit with spikes or dangerous critters in an arena, etc..) Crossbowdorfs can shoot at targets up to 20 combined tiles away, AFAIK. So, subtract the height of the tower from 20 and that's the range outward from their firing position in tiles the crossbowdorfs will be able to target.
Note: Dorfs won't set off their own traps. But, go to the Labor-> Standing Orders-> Sieges/etc tabs and disable/disallow trap resetting, corpse hauling, etc during sieges as well as to be sure to disable similar, just in case, for Chores. If lever-actuated spikes are used, remember to stop the dorf from repeatedly pulling the lever after the siege is over.
Crossbowdorf tower:
https://www.youtube.com/watch?v=BgmQp1rAtE0
(Good channel for tutes that I don't see a lot of players recommending.)
Trap Maze:
https://www.youtube.com/watch?v=hAznS9QBKME
(So, what did Zach forget... watch and see. :))
morkonan i know most of this stuff already :p i played dwarf fortress since the sseth video but i appreciate your well desighned tutorial ^^
and yea i made all this stuff already but i had reasons not too do some things; like making roofs on fortifications befouse my catapults are in the way, or not opening up the trap hallway i build becouse the barrow doesnt function properly exc exc
when i mentioned stupid dwarf tricks i meant things like dwarven shotguns, magma moats or releasing the circus. was hoping we had some new ones
the new sugar free candy pillar is CERTAINLY the kind of thing i was looking for :3