I figured I might as well share my experience designing silly defenses.
If you want, share the silly things that you build just because.
it has machicolations!
Testing Functionality (With Captions)
Oh no, a new arrival.
Rescue mission is a go. Preparing a course for intercept.
We got ambushed! Its okay, it was just an illusion.
I don’t know why we attacked them. She walked right by with no problem.
No need to stay out here and risk being attacked. Live to fight a bigger battle.
The Night Watch.
None shall pass.
Some will try.
Many will fail.
Just a little closer.
There we go.
Okay thats cheating. Come back.
Sigh I guess we will have to chase them down.
Wait…so, why did we build this wall again?
Some after thoughts:
The scaffolding is still a big problem, this took way longer than I expected it would and because of that I can’t even finish this post in one go. I will be so glad when its not built up every single block but maybe only every 5 blocks so that it extends the reach of the hearthlings and provides some “stability” to the build as well as an easy way to measure things.
Another problem I ran into was the defend command not working as expected when placed at a higher elevation than the attacker. This did not seem to give any kind of range boost, as the master kobolds could still hit my hearthlings when they should be at a range disadvantage. Also because the cleric could at least spot the enemy within range, they would actually run off of the wall and try to melee the attacker. This means the enemy was also within spotting range of the archers but the archers not only wouldn’t fire, they wouldn’t get in range to fire as the cleric did. This is well beyond ideal. Not only is the defend mode useless for archers on walls because they will not move into range to fire at things unlike a melee class, the clerics in that party become the front line. This is a disaster waiting to happen.
What this forces me to do is instead of putting the archer party on defend, I have them on area attack so that they will do the same thing as the cleric. The problem with this is, now the entire wall is pointless.
In retrospect instead of building the entire wall with an interior, it would have been much more practical to build more of a fence with a gatehouse at the entrance. (EDIT: I have now added more compact templates for this exact reason.)
The game really isn’t ready for walls, as enemies were spawning and despawning as they could not find a path to get inside the town and would constantly fight amongst themselves.
All of these have been updated
These are designed so that you can place ladders at first to climb up to the top of the gate house and then later add stairs and still be able to fit turrets below the stairs. Just be careful when placing windows in the gatehouse walls so that the turrets can shoot through them. If the windows are too low small mobs can walk over them and into your base
- Wood Wall Templates.zip (578.3 KB)
- Stone Wall Templates.zip (585.1 KB)
- Brick Wall Templates.zip (426.3 KB)
- Stone & Wood Walls.zip (237.0 KB)
Guide to merging wall sections
The main thing I wanted was a design that I could tile easily.
As it turns out this is possible, but there is a trick to it.
Start out placing a template.
Now you want to line up the pillars so that the templates overlap by 1 tile.
After placing it notice that 1 tile overlap is a slightly different color.
To merge the two templates simply grab the eraser tool, and erase and replace the few blocks that are connecting different sections of the build together. Keep in mind slabs, stairs, and floors are different groups so as long as you do 1 from each group usually it will merge. Here there is a pillar of slabs to the left of the stairs that would all have to be replaced for it to merge.