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Topics - Jimbo8250

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DF Dwarf Mode Discussion / Military Community Fortress
« on: December 11, 2007, 10:26:00 am »
At least, I think that's the right term.  I'm hunting for 6 recruits, details behind this madness below.  I'm using version 27.169.33e.

I am starting up a community fortress (after the last one I was in ended, I've decided to do my own).  I can't promise fast updates (I have finals and papers atm, those should resolve in about a week) but I need some stress relief, so...

The objective: build a fortress that will be able to outlast any siege and deploy armies against any foe that dares attack us (I've always been a defensive expert).  I realize this probably won't get much effectiveness until the Army Arc, but I'm preparing for it atm.  I've built a few practice fortresses and think I have a solid layout that fully utilizes the z-axis and provides for maximum defensibility and solid movement inside.

Advantages: The layout makes entry into the fortress highly difficult, and navigating around the inside even harder.  I plan to implement some traps, but nowhere near my previous amounts (I've had fortresses with almost every corridor tile trapped).  The primary purpose of the traps will be to essentially stall enemy invasions that might tunnel into remote regions of the fortress long enough for the civilians to escape and the military to arrive.

Disadvantages: While moving around inside is fairly easy, moving items into and out of the fortress is very difficult, thus making trade more difficult (I can still pull it off before the caravan reaches the depot though).  Also I don't plan to use any cheesy drawbridge traps or the like.  I'm thinking mostly sticking with stone fall and other minor traps of similar types.  I do not plan on starting up much military until after the first wave of immigrants (too much to do first).

Location: The planned location will have heavy forest, cliffs, and be in mountainous terrain.  It will also have a stream, which I will be channeling into the fortress from underground (thus requiring screw pumps).

Requirements: All starting dwarves must have at least 1 rank in a military skill and 1 rank in a civilian skill.  They will be drafted for defense if required.  We will also obviously need a miner and food supplier.  Other than that, anything goes.  Some way of making the screw pumps will also be helpful so we don't have to rely on chance for our early farms.

My role: I will be taking on the job of leader of this military outpost.  I will be broker, mayor, bookkeeper, scribe, and have hammerdwarf as my military skill.

Alright, that's the info, I haven't decided on a site yet, but remember that the long term goal is to keep as much inside the fortress as possible, and that which is outside should be as secure as possible (trade depot will have fortifications nearby to protect against any threat).

Also, I generated two worlds for laughs, all the info you get is the dwarven name.  Both of these are fresh, starting dwarves get a vote.  I haven't looked into these at all, all I know is the name.  I exported a map, but I haven't looked at it.
Athira Yula
Anursil Niral
Whichever one gets the most votes will be doomed when the Army Arc finally rolls around.

Any questions may be directed to Head of Recruitment.  Any recruits not included in the initial deployment shall be utilized for reinforcements at a later date.  Not liable for death by stupidity, giant eagle, carp, unicorn, elephant, moodiness, or sharp/pointy objects.


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