![]() ![]() 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.This means that it will choose a trap-studded one-tile-wide suspended floor path that leads almost straight into the fortress over an open corridor that's significantly longer to walk through.Its pathfinding routine is essentially clairvoyant when it comes to routing, but it doesn't see traps.On that note, you can significantly improve your fort's security by keeping a few facts of the AI in mind and mechanics in mind: I personally like putting the access just off the center of my bridge, so that I can re-drop anything that dares try to escape.As mentioned in the comments, bridges are useful - keep them lowered normally, but raise/retract them during sieges or when an ambush is detected (On that note, patrols and watchtowers help a lot to spot an ambush before it knocks on your door).Īnother major help are staggered walls - a few twists and turns in their path won't annoy the traders unduly, but breaking line of sight early and often makes enemy archers much less threatening (given that their ranged fire tends to amount to 70% of my total casualties on average if I don't make sure I can take them out of the equation, this is a big consideration). NOTE: Depending on where you place the first down stair, you may need a bridge in place for the stairs to be useful. You can then remove the traffic designations. Place a 1x1 raising bridge in the stair hall on the bottom level if you want to have access to the bottom later. This prevents anything from escaping once dropped in. If in dirt, dig out another tile in all directions from the layer above, forming a pyramidal shape.Ĥ) After smoothing or widening down 3 levels, block the bottom as restricted to traffic, set the stairs to high, and build walls in each stair hallway on the bottom 4 levels. This creates a kind of spiral staircase around the pit and because channeling the new level creates ramps, the stairs from the upper level are available mid-construction.ģ) When the pit is almost done, 3 levels above the bottom, begin smoothing the stone before going down again. Then dig out a hallway through the one tile between the stair system and the pit. After setting the perimeter of the first level, place a downward staircase somewhere along the edge ONE TILE away.Ģ) As you channel down each level, add a 2x1 set of up/down staircases connected to the set (or down stair) above. Here's how I do it, I used to have a ton of trouble but now I never have an issue:ġ) Designate one z-level at a time. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Want to start playing? Read this sidebar! ![]()
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