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There is also some possible weirdness involving constructed vs. carved fortifications. Apparently, built fortifications don't provide a "floor" on the top, so more things can get through.
Additionally, after some reading, I may have better luck using Vertical Bars in place of fortifications? Gonna try that and see if it stops these goons from walking through.
The "gap" is just a piece of corridor barred on both sides by fortifications.
I would also advise making the "safe" side a bit larger and put a stockpile for your balista ammo (it's called "siege ammunition" or something like that).
It would let your legendary siege operators shoot each balista several times while the enemies are in the corridor.
In case your operators are not very skilled, make a few catapults throwing at a wall+hole right in front of them and make sure to give the custom work detail for it to the dwarves supposed to man the balistas later.
Anything under legendary means not shooting perfectly straight, it's mostly alright at high skill levels but at very low skill levels the cone of fire means that a lot of ammo will hit walls and be lost.
You have to put the ballista quite a ways away. Use only masterpiece ballista parts and when you know you will have hostiles coming in, change status to the middle one so a dorf dorf's the ballista. Ballista don't have a minimum range like catapults but still anything within view range will cause civilians to freak out.
I've read that the "fix" to keep those manning the ballista from charging the enemy they are targeting is to not allow them a clear path to the enemy...
You "might" be able to place the ballistae with the front part resting on the second tile away from Fortifications as one issue is that dorfs further than two tiles from fortifications can't see targets beyond them. (I think they can still allow the ballista to fire, though.) In any case, Ballistae and catapults can fire through fortifications, so you could put those dorfs in a room with Fortifications and deny them a path to the enemy. (Much like Crossbowdorfs)
You could combine the ballista with some tactically placed drawbridges and then smush the enemies into paste while the ballista watched... if you wanted to include the ballista in the battleplan. :)
An impassable trench in front of the ballista, filled with lava, two-squares wide... ?
Note: There's a bug where things can jump (or dodge/jump) through fortifications if they're on the same level as the fortifications. I don't know that it's intentional, though, just that they'll "jump" through them and they probably shouldn't be able to at that level.
https://imgur.com/a/7ja3zbP
So. Discipline is a skill which, as it is raised, lowers the overall possibility that a creature will run from a fight.
DF and your dorf's actually presents the clue that one of the unmet/met needs is developing a martial skill.
Discipline is also raised when faced with friendly remains and death.
Putting your dorfs into squads with even a tiny training cycle of 1 month a year will satisfy that need regardless of uniform.
As your dorfs mature the overall discipline available within a fortress makes ballista more usable than in the early years of a fortress.
There is, however, a downside to high discipline. Civilians with high discipline are more likely to charge into a fight at unexpected times resulting in pretty much automatic death.
Dorf children are unique in that they have random levels of discipline that will eventually develop into more normal discipline levels upon reaching adulthood.
Ballista, to be "most" usable, for a given value of both Most and usable, have a .. "standard" setup to be used in base defense.
1. craft ballista parts until 3 Masterpiece ballista parts are made.
-This gurantees the least possible deviation based on the dorf's Siege skill.
2. Setup Catapults for quantum rockpiles.
-This raises the general population siege skill as each rock added to the quantum rockpile adds to siege skill, which further reduces deviation.
3. Create military squads with a skeletal staggerd training cycle and put your non-miners/woodcutters into them.
-This puts haulers, crafters, and everyone not directly assigned to mining/woodcutting in armor/weapons for incidental fights, gives minimal training and raises general fighting skills/Discipline/Armor User
4. Setup long single wide approach corridors from the outside to your fortress, put cage traps, stone fall, weapon traps in the corridor.
-The Ballista arrow passes over the traps and doesn't strike triggered cage traps. Creatures that have been knocked unconscious, stunned, staggered or otherwise prone on the ground will not be hit.
5. At the entrance and exit of the long corridor put single wide corridors at 90 degrees to the long corridor and put doors in that corridor.
-This is an older methodology to prevent BD that is less than necessary for now until building destruction is more fully brought back into the game (currently the only BD's as far as I can tell are the fell and nightmare creatures). Building destructers require a 2 block charge to break a building/door etc. For ballista use it allows the ballista arrow to continue down the single wide corridor to the ammo catchments.
6. Ammo catchments. Same thing as for Archery Range. A flung/thrown/fired object that strikes a wall while occupying Open Space will fall down and not be destroyed. A properly made Ammo catchment along and at the end of a Ballista kill corridor means you can safely make Steel Ballista arrows w/o losing the arrow each time it's fired. This ALSO means you can essentially use a Ballista to raise Siege skill (I wouldn't recommend however, stick with the Catapults, they are inherently safer)
To build a "standard" ammo catchment into a kill corridor, Smooth and Fortify the walls along and at the end of the kill corridor.
On the friendly side of the fortifications, Channel a single wide trench. Have that trench be accessible from the inside but not the outside.
A Ballista arrow, fired down the kill corridor will either stay true to the single wide corridor or deviate. As it deviates it will fly through the fortifications and into the open space between the fortification and the rough wall. Once it strikes the rough wall, it will fall down the trench where it can be later retrieved and reloaded.
Ballista arrows have a maximum range.. theoretically? but its SO far that you might as well try to shoot at the moon, it's that far on a standard 4x4 embark.
The primary benefit of Ballista arrows is they multiple strike standing creatures and will continue through .. many many creatures unaffected/undeviated. A single Steel Ballista arrow can gib.. hundreds of creatures..
Don't plan on being able to shoot 2 arrows at the same set of enemies.. You might have that happen, but not with any measurable reliability. However, one thing you can depend on, is if you have a situation where you are able to fire 2 ballista arrows you will more than likely be able to fire more than just 2. You have an ammo stockpile close, there's arrows in it, the dorf firing the ballista is "assigned" to the ballista and will self task to reload and be prepared to fire/fire at will. So it is entirely possible to fire it more than 2 times during the same siege.
Adopting a long range methodology of using ballista makes them more usable. Shorter ranges require higher levels of Discipline. You can manipulate who uses the ballista based on Discipline. The key however is to use it as a layer of defense along with traps, doors, bridges, military squads and pathing trapped hostile creatures that you release during a siege.
https://dwarffortresswiki.org/index.php/Siege_engine