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DF Dwarf Mode Discussion / Re: Is designing for Wagons even worth it?
« on: July 16, 2014, 10:20:00 pm »
You can build a sealed caravan road right up to the map edge - normally you can't build walls right up to the map edge, but there are two workarounds. The first and less effective to channel and de-ramp the final 4 tiles (you cannot channel the tile closest to the map edge), this will force wagons to spawn on the road, but will also allow other things to use it. The total security method exploits the fact that bridges can be built right up to the map edge, build raising bridges that raise towards the road, then raise them. Create a roof using another bridge if you like. Since all the road except the last few tiles can be underground in the soil layer, these dedicated caravan entrances are very cheap to make.
Note that enemies CAN spawn inside the caravan entrance, but it is exceedingly rare. Caravans will deliberately spawn in the sealed entrance, but enemies only do by sheer chance and furthermore their squads will be split, half on the road, half outside it.
Sealed wagon roads are pretty much a no-brainer if they don't feel like cheating to you. Because they half feel like cheating I don't always use them. If I don't, when a caravan spawns I order a squad to go to that location to intercept any enemies which spawn in the area and have the depot in a fairly exposed location.
Note that enemies CAN spawn inside the caravan entrance, but it is exceedingly rare. Caravans will deliberately spawn in the sealed entrance, but enemies only do by sheer chance and furthermore their squads will be split, half on the road, half outside it.
Sealed wagon roads are pretty much a no-brainer if they don't feel like cheating to you. Because they half feel like cheating I don't always use them. If I don't, when a caravan spawns I order a squad to go to that location to intercept any enemies which spawn in the area and have the depot in a fairly exposed location.
