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 "User:Karpatius"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(New page and tricks)
(Idea 26)
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
Stupid Dwarf Trick
+
"No Plan is Perfect"
  
#371 Entrychamber of Final Disappointment
+
'''Plan 371: Entrychamber of Final Disappointment'''<br />Dig a tall, narrow chamber into the fortress. Fill the chamber with a vertical stair maze, going up and down randomly and taking a path towards the entrance when space allows, as the only means of entering your actual fortress gate.<br />An assigned Gatekeeper or a pressure plate near the end of the maze will ensure safety of the fort and keep the masons busy.<br /><br />Difficulty: slight; with security moderate<br />Usefulness: usable, so a bad dwarf trick<br /><br />Flaw: flying enemies<br />Correction: fortification corridors along the chamber walls, train only archers in the fort<br /><br />Bonus: lava moat<br />Bonus: have a giant gate at the end of the chamber<br /><br />Bonus: lock the doors just before invaders reach your fort and flood the chamber<br />Mega Bonus: make it magma instead<br />Mega Mega Bonus: mix water and magma, mine out he valuable obsidian, rebuild, rinse and repeat<br /><br />
Dig a tall, narrow chamber into the fortress. Fill the chamber with a vertical stair maze, going up and down randomly and taking a path towards the entrance when space allows, as the only means of entering your actual fortress gate.
+
'''Plan 27: The Vault'''<br />Dig a complex big enough for several rooms and create a farm, some workshops and haul in a few animals. Make sure you have as many crops available inside the vault. Next, dig a chamber around the complex and create a watertight, collapsible ( either destruction or otherwise ) corridor from one of the walls into the complex with a gate at the complex end. Flood the chamber with water and in case of trouble run into the complex and seal yourself in.<br /><br />Difficulty: moderate. The entry corridor and safe flooding might take some thingking.<br />Usefulness: possibly save a few dwarfs or the entire fortress by locking them in a pressure chamber. Since this is pretty much long-term suicidal, a decent dwarf trick<br /><br />Flaw: tantrum spiral if relatives didn't make it in<br />Solution: fancy and artifact furniture<br /><br />Bonus: water tank below the complex to ensure lastability<br />Bonus: instead of water, create lava<br />Bonus: if you used lava, make underground aqueducts for plumbing<br /><br />
An assigned Gatekeeper or a pressure plate near the end of the maze will ensure safety of the fort and keep the masons busy.
 
 
 
Bonus: lava moat
 
Bonus: have a giant gate at the end of the chamber
 
 
 
Mega Bonus: make a second chamber in case the first is breached and laugh maniacally
 
 
 
 
 
Slorga Rustbeard, Part-time Evil Genius
 
  
 +
Slorga Rustbeard, Part-time Evil Genius<br /><br />
 
Competent Fortress Designer<br />Accomplished Paranoid<br />Dabbling Comedian<br />Consoler<br />Novice Conversationalist<br />Novice Flatterer<br />Accomplished Game Tester<br />
 
Competent Fortress Designer<br />Accomplished Paranoid<br />Dabbling Comedian<br />Consoler<br />Novice Conversationalist<br />Novice Flatterer<br />Accomplished Game Tester<br />

Latest revision as of 09:11, 19 March 2011

"No Plan is Perfect"

Plan 371: Entrychamber of Final Disappointment
Dig a tall, narrow chamber into the fortress. Fill the chamber with a vertical stair maze, going up and down randomly and taking a path towards the entrance when space allows, as the only means of entering your actual fortress gate.
An assigned Gatekeeper or a pressure plate near the end of the maze will ensure safety of the fort and keep the masons busy.

Difficulty: slight; with security moderate
Usefulness: usable, so a bad dwarf trick

Flaw: flying enemies
Correction: fortification corridors along the chamber walls, train only archers in the fort

Bonus: lava moat
Bonus: have a giant gate at the end of the chamber

Bonus: lock the doors just before invaders reach your fort and flood the chamber
Mega Bonus: make it magma instead
Mega Mega Bonus: mix water and magma, mine out he valuable obsidian, rebuild, rinse and repeat

Plan 27: The Vault
Dig a complex big enough for several rooms and create a farm, some workshops and haul in a few animals. Make sure you have as many crops available inside the vault. Next, dig a chamber around the complex and create a watertight, collapsible ( either destruction or otherwise ) corridor from one of the walls into the complex with a gate at the complex end. Flood the chamber with water and in case of trouble run into the complex and seal yourself in.

Difficulty: moderate. The entry corridor and safe flooding might take some thingking.
Usefulness: possibly save a few dwarfs or the entire fortress by locking them in a pressure chamber. Since this is pretty much long-term suicidal, a decent dwarf trick

Flaw: tantrum spiral if relatives didn't make it in
Solution: fancy and artifact furniture

Bonus: water tank below the complex to ensure lastability
Bonus: instead of water, create lava
Bonus: if you used lava, make underground aqueducts for plumbing

Slorga Rustbeard, Part-time Evil Genius

Competent Fortress Designer
Accomplished Paranoid
Dabbling Comedian
Consoler
Novice Conversationalist
Novice Flatterer
Accomplished Game Tester