![]() ![]() Put them around a corner or behind a U-bend, so archers cannot fire at them from a distance.Unless you're happy losing these animals on a regular basis, you should try to keep them alive. ![]() Guard animals can also see hidden enemies one z-level below them, so long as there is no intervening floor, so if space is tight you can also place them above your entranceway. Caravans can pass over restraints and restrained creatures without problem. This pair creates a thief-proof barrier against unannounced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into one or both. If you have a 3-wide hallway (wide enough for a caravan), you need to restrain two animals, one at each side of the hall. If you have a 1- or 2-wide hall, one animal is enough. There are some considerations to good placement of such animals. Therefore, it's a common practice to use animals to act as alarm systems, by restraining them in entryways. Once this happens (even if it was triggered by a wild groundhog on the far edge of the map), the game will pause with the appropriate announcement, forcing your attention to the situation - which is nice. Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.īoth thieves and ambushes are invisible until something bumps into them - a dwarf, a caravan, a wild creature, a domestic animal, anything. Remove the zone later, or it attracts idle dwarves and children. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as thieves near your stockpiles, at least until you have something better (which won't be hard). By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control.Įspecially in the very early game, you can use a meeting zone to attract animals and idle dwarves to a given area. Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf. On the truly labor-intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base. General designs should include suggestions that can be "plugged in" to a part of any typical fortress, and/or can be modified to suit a number of purposes.Īny fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians. + - Constructed floor, or top of wall section from lower level ![]()
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