v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "v0.31:Defense design"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Attempted to list a few general principles to a successful defense strategy)
(DF2010 -> v0.31 (0699/2830))
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{av}}
+
#REDIRECT [[v0.31:Security design]]
 
 
There are hundreds of viable ways to defend a fortress, but many successful strategies rely on a few key principles. Some suggested principles are listed below. More complicated specific strategies can be found at [[trap design]].
 
 
 
*Keep your [[depot]] inside or walled off. The trade depot is a hub of activity and its use by merchants often corresponds to invasions. Enemy archers can fire at your dwarves from quite a distance, and it is good to limit the number of directions a depot can be fired upon from.
 
*When first playing, limit the number of entrances to your fort. Fewer entrances means fewer locations to defend, especially against enemies that ignore locked doors like [[kobold]] thieves.
 
:*Ideally, your military barracks should be near entry points to your fort to lessen response time. As you breach [[caverns]], you may wish to set up new military supply points in the vicinity.
 
*Securing your resources is important. If woodcutters are being ambushed, consider walling off a section of forest to serve as a tree plantation. If fisherdwarves are being ambushed, either create an indoor fishing [[zone]] or secure the outdoor one.
 
*When developing more complicated devices such as drowning and burning traps, be sure and think about how the device will be deactivated. A drowning trap in your main entrance, for example, can wipe out an entire siege if deployed properly, but can also flood your fortress if drained improperly.
 
*Enemies can be herded by constructed features. If you have a particular zone covered by catapults and would like enemies to pass through it, strategically placed walls can make enemy pathfinding more favorable.
 
:*Constructed walls can be used to great effect when attempting to use single-tile constructed [[traps]]. A trap occupying a single tile in the middle of a barren plain is likely to never get triggered. However, if walls are placed in a cross-hair pattern around the trap, animals and invaders are much more likely to pass over it as they wander across the map. This can be a very useful trick when capturing wildlife with cage traps.
 
:[[File:Dwarf Fortress Crosshair Trapping.jpg]]
 
 
 
{{Military v0.31}}
 

Latest revision as of 04:50, 17 February 2012