Forts: Difference between revisions

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===='''Forts'''====
===='''Forts'''====
Forts in Malton are large military compounds, and appear to have started as a pair of standard military bases. Uniquely, they are the only building in Malton to have been improved upon by forces external to Malton. They started out as 3 by 3 grids with an armory in the middle however, on 20th November 2006, the layout of the forts changed to its present form, and on the 14th August 2007, outside helicopters conducted improvements to the fort walls and it became possible to dump bodies from inside the fort to outside the fort's gatehouse. Forts are almost totally self-sufficient with the only peice of neccisary equipment not found inside being necrotech syringes. Coupled with the easily defendable gatehouse Forts should be the least seiged, hardest to capture buildings in Malton, in spite of the obvious fact that zombie hordes love a challenge. However, due to the paranoia of some of the Forts inhabitants, overbarricading of key Fort buildings and the sheer nerve of many zombie hordes and several PKer groups survivors should be warned that Forts are not necessarily the survivor havens they appear.
Forts in Malton are large military compounds, and appear to have started as a pair of standard military bases. Uniquely, they are the only building in Malton to have been improved upon by forces external to Malton. They started out as 3 by 3 grids with an armory in the middle however, on 20th November 2006, the layout of the forts changed to its present form, and on the 14th August 2007, outside helicopters conducted improvements to the fort walls and it became possible to dump bodies from inside the fort to outside the fort's gatehouse. Forts are almost totally self-sufficient with the only piece of necessary equipment not found inside being necrotech syringes. Coupled with the easily defendable gatehouse Forts should be the least sieged, hardest to capture buildings in Malton, in spite of the obvious fact that zombie hordes love a challenge. However, due to the paranoia of some of the Forts inhabitants, overbarricading of key Fort buildings and the sheer nerve of many zombie hordes and several PKer groups survivors should be warned that Forts are not necessarily the survivor havens they appear.


It should also be noted that the fort Infirmary acts in the same way as a hospital. If it is powered it allows the use of the surgery skill.
It should also be noted that the fort Infirmary acts in the same way as a hospital. If it is powered it allows the use of the surgery skill.

Revision as of 20:28, 22 November 2008


Fort



Survivors at Fort Perryn repair some damage to the gatehouse

Forts

Forts in Malton are large military compounds, and appear to have started as a pair of standard military bases. Uniquely, they are the only building in Malton to have been improved upon by forces external to Malton. They started out as 3 by 3 grids with an armory in the middle however, on 20th November 2006, the layout of the forts changed to its present form, and on the 14th August 2007, outside helicopters conducted improvements to the fort walls and it became possible to dump bodies from inside the fort to outside the fort's gatehouse. Forts are almost totally self-sufficient with the only piece of necessary equipment not found inside being necrotech syringes. Coupled with the easily defendable gatehouse Forts should be the least sieged, hardest to capture buildings in Malton, in spite of the obvious fact that zombie hordes love a challenge. However, due to the paranoia of some of the Forts inhabitants, overbarricading of key Fort buildings and the sheer nerve of many zombie hordes and several PKer groups survivors should be warned that Forts are not necessarily the survivor havens they appear.

It should also be noted that the fort Infirmary acts in the same way as a hospital. If it is powered it allows the use of the surgery skill.

Special rules regarding forts

Forts in Malton posses the most complex rules regarding movement of any of the building types.

  • Special fort movement rules:
    • Body dumping: dead bodies can be dumped outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse.
    • The Gatehouse: both forts have a Gatehouse, which is the only entry point.
      • To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege.
      • From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have Free Running).
      • Clicking on the Gatehouse while located inside the fort moves you inside the Gatehouse, even if you were outside. Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse.
      • You can free run from the Gatehouse to any building outside the fort, as long as the barricades are not higher than "very strongly".
    • The Armoury:
      • It is possible to free run from the Armoury to another building within the Fort, but not the other way around.
      • You cannot free run into the Armoury; attempting to do so places you outside the Armoury and gives the message "The defensive design of the armoury bunker prevents you from free running into it."
    • Illegal movement messages: several illegal moves use 0 AP, do not move your character and provide a feedback message:
      • Free Run into the Gatehouse from outside the fort: "The gatehouse only has a single, low entrance - you cannot free run into it."
      • Free Run into any fort square (other than the Gatehouse) from outside the fort: "The fort complex has been designed to be inaccessible from nearby buildings."
      • Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "The heavy walls of the fort complex are impassable, from here."
      • Free Run out of the fort (other than from the Gatehouse): "The fort has no accessible exits or windows overlooking its exterior wall."
      • Whilst outside the Gatehouse, attempting to move to another fort square: "You must enter the gatehouse to reach the rest of the military compound."
      • Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded."
  • Historical: when Urban Dead began, forts consisted of a single armoury block with eight empty squares surrounding it. Since then, they have been updated twice. The first update was on 20th November 2006, when the layout of the forts changed to its present form, and the second was on 14th August 2007, when it became possible to dump bodies from inside the fort to outside the fort's gatehouse.

Items found in Forts

Armory Barracks Exersise Yard Gatehouse Infirmiry Storehouse Training Ground Vehicle Depot
binoculars books empty block newspapers FAKs binoculars empty block crowbars
flak jackets bottles of beer pistol clips scalpels crowbars fire axes
flare guns flare guns fuel cans
pistols fuel cans spray cans
pistol clips lengths of pipe toolboxes
shotguns portable generators
shotgun shells radio transmitters
spray cans.

Clothing found in Forts

Storehouses and Barracks Vehicle Depot Infirmary

Face

  • a <colour> balaclava1
  • a gas mask
  • a broken pair of night-vision goggles

Head

Neck

Shirt

Jacket

  • a <colour> jacket3
  • a khaki jacket
  • a camouflage jacket

Coat

Trousers

  • a pair of <colour> trousers3
  • a pair of khaki trousers
  • a pair of camouflage trousers

Boots

  • a pair of <colour> boots4
  1. limited to black, dark blue and dark green.
  2. limited to red, green, black and blue.
  3. limited to tan, mustard yellow, green and dark green.
  4. limited to black and dark green.

Face

  • a pair of safety goggles

Head

Neck

Shirt

Jacket

Coat

Trousers

  • a <colour> overalls1
  • a pair of <colour> jeans2

Boots

  • a pair of <colour> boots3
  • a pair of steel toe-capped boots
  1. limited to blue, dark blue, red, dark red, dark green, brown, dark brown and grey.
  2. limited to pale blue, blue and grey
  3. limited to black and brown

Face

  • a <colour> medical facemask1

Head

  • a doctor's headband mirror
  • a white nurse's cap

Neck

Shirt

  • a <colour> short-sleeved shirt2
  • a nurse's gown

Jacket

  • a <colour> jacket3
  • a straitjacket

Coat

  • a white doctor's coat
  • a hospital gown
  • a pale green surgical gown
  • a <colour> dressing gown4

Trousers

  • a pair of <colour> trousers5

Boots

  • a pair of <colour> shoes6
  • a pair of <colour> leather shoes7
  • a pair of pale green surgical shoe covers
  • a pair of <colour> slippers8
  • a pair of tartan slippers
  • a toe tag
  1. limited to white and pale green.
  2. limited to grey, white and pale blue.
  3. limited to black, grey and dark blue.
  4. limited to white, green and blue.
  5. limited to black, dark blue and white.
  6. limited to dark red, tan, brown, dark brown, black, grey, white
  7. leather clothes are limited to black, brown and red.
  8. limited to red, blue and green.

Danger Reports

Bear in mind that these may be out of date.


Mall-in zombie hands-small.jpg

[78,47] - [80,49] (bic) (statuses) (update)
Fort Creedy
Very quiet and completely ruined.
Wager4Caiger (talk) 20:08, 22 March 2024 (UTC)

Mall-ruined-small.jpg

[84,89] - [86,91] (bic) (statuses) (update)
Fort Perryn
Still in undead hands, 16 zeds in gatehouse.
Wager4Caiger (talk) 12:01, 16 February 2024 (UTC)