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DF Dwarf Mode Discussion / DYNAMIC ENTRY! and a small problem with gobbos.
« on: September 28, 2010, 08:53:58 pm »
My entrance trap is a little more, how shall I put this.... Fun.
It starts out like most entrances, with a short hallway, that turns 90 degrees to the right, while using diagonal only movement to stop archer attacks from being useful. After another short turn, this time to the left, with the same method as the first, there is a 1 tile wide walkway over a 7 story drop. After the walkway, there is another left turn, again, in the style of the first, with a cow tied up in the 1 entrance to the corner, followed by a final turn to the right, still in the fashion of the first turn that started myhole in the groundfortress.
Now, so far, this has all been, largely routine. What sets it apart are the 400 large green glass discs that are on the entrance walkway, to either make salsa, or make the intruder dodge off the walkway.
At this point, you may be asking, "But Rat_Pack, what's so bad about a 7z drop? It would barely slow down a cyclops!". To that, dear reader, I have but one answer:
MAGMA
2 stories of it.
To make things worse for potential invaders, the only exits at this point lead right back to the beginning of the walkway, just in case anything survives 50 feet of air, 20 feet of magma, and a dolomite floor.
The only imports of my fortress so far have been booze and titans.
My only exports?
Giant Green Glass Serrated Discs.
I have 3 legendary Glassmakers, 7 legendary miners, and 9 artifacts, 3 of the made of green glass.
So far, all I'm missing are the goblin invaders. I'm 4 years in to this fort on 0.31.14, my civ is at war with them, and I haven't seen so much as a child snatcher.
Any idea on how long it would take to get an invader? Because I would truly love to test this entrance against a siege.
It starts out like most entrances, with a short hallway, that turns 90 degrees to the right, while using diagonal only movement to stop archer attacks from being useful. After another short turn, this time to the left, with the same method as the first, there is a 1 tile wide walkway over a 7 story drop. After the walkway, there is another left turn, again, in the style of the first, with a cow tied up in the 1 entrance to the corner, followed by a final turn to the right, still in the fashion of the first turn that started my
Now, so far, this has all been, largely routine. What sets it apart are the 400 large green glass discs that are on the entrance walkway, to either make salsa, or make the intruder dodge off the walkway.
At this point, you may be asking, "But Rat_Pack, what's so bad about a 7z drop? It would barely slow down a cyclops!". To that, dear reader, I have but one answer:
MAGMA
2 stories of it.
To make things worse for potential invaders, the only exits at this point lead right back to the beginning of the walkway, just in case anything survives 50 feet of air, 20 feet of magma, and a dolomite floor.
The only imports of my fortress so far have been booze and titans.
My only exports?
Giant Green Glass Serrated Discs.
I have 3 legendary Glassmakers, 7 legendary miners, and 9 artifacts, 3 of the made of green glass.
So far, all I'm missing are the goblin invaders. I'm 4 years in to this fort on 0.31.14, my civ is at war with them, and I haven't seen so much as a child snatcher.
Any idea on how long it would take to get an invader? Because I would truly love to test this entrance against a siege.

