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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Ter13 on March 12, 2009, 07:27:02 pm

Title: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 12, 2009, 07:27:02 pm
My new fortress was started about five days ago. I haven't unpaused a single time. I've been planning what will be my first 200+ dwarf fortress.

It's built into a cliff that stands in front of a bottomless pit. I plan to tap the underground river and magma pipe soon, and start building properly bit by bit until the entire thing is done. This fort is meant for raw efficiency and the "wow" factor. I hope you guys like.

LARGE pictures ahead!

Spoiler (click to show/hide)

The more interesting structures are my dining hall, which is three stories, will have four waterfalls, and the dwarves will have to walk through the waterfalls to get to the food stockpiles. No wash=no dinner. It seats 204 dwarves comfortably.

The Living quarters of all dwarves are located less than 50 steps from their respective workshops. Each floor houses a set number of dwarves for each profession in that area, a few haulers, and a few "support types" as well. (refuse haulers near kitchens and farms, etc.)

Each element has quick access to the dining hall, and the only folk that do a lot of walking are haulers and woodcutters. Pretty swanky.

Nobility's getting a nice castle erected with a large, cylinddrical three-story cavern dug for them. There are 6 noble suites, and the castle will house as many as four more people per floor, which means... 18 noble rooms. The noble suites all come with their own individual plumbing, if you know what I mean...

The catacombs are gonna be set up underneath the fortress, near the bottom of the map. They will house my dead, and build upwards while I build downwards. Each dwarf will be sealed in a chamber depending on status. Group chambers will be for dwarves that die in worthless ways. My original seven will have their own chamber, and my nobles will have their own surrounding the originals. Legendary Dwarves will get group tombs in the legendary dwarf rooms for their profession. Their posessions will be put in front of their casket and sealed away.

This fortress is going to be promising and fun. What do you guys think of the layout plan?

[UPDATE!]

These new photos are of the revamped layout. I have completely changed the drainage and pipe structure so that if all goes well, no flooding should occur. I've got a MASSIVE pressure-fed cistern that feeds my obsidian foundry (new), and a new way of mitigating pressure on exposed pools of water.

I completed the hospital design, and put the work into all the plumbing on that, and then did most of the castle design. The king should be a happy camper, especially once i build it out of either clear or volcanic glass.

I added a barracks that will house all 24 soldiers I plan to keep, and the other 163 regular dwarves have been housed. I still need to get the start of the catacombs mapped out, but other than that, the design is final.

I've located the magma pipe and the underground river after a bit of save-scumming, and have optimized my design to account for them.

Below I go into detail about my water intake/output system. I believe I have mitigated all flooding issues completely before they begin. Read below, but be warned, it's a bit lengthy. Long story short: My fortress is capable of dumping 108 water per step, while my pumps only pull in 35 water per step, but using several clever pressure-based filling structures, I've managed to retain water without actually using any kind of switches to monitor water level.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

I'm still hammering out a few details here and there, like burial, but for the most part the entire fortress is designed, and will be ready for me to unpause and have at tomorrow when I get off of work.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: sonerohi on March 12, 2009, 07:32:51 pm
I doubt that you need that much space for nobility, but whatever floats your boat. Also, from what I can tell, there's only 36 rooms in the housing districts? Besides that it looks brilliant.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 12, 2009, 07:43:55 pm
I doubt that you need that much space for nobility, but whatever floats your boat. Also, from what I can tell, there's only 36 rooms in the housing districts? Besides that it looks brilliant.

There are a lot more houses than that scattered. There are only 44 rooms marked as houses.

Right now I've got about 100 rooms placed, and I'm going to get cracking on the last of the job-related areas (Siege engines, armories, etc.) when I get back from work.

Every dwarf will have a 3x5 room with a bed, a chair, a chest, a cabinet, an armor stand and weapon rack, and some other random adornments.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: sonerohi on March 12, 2009, 07:45:43 pm
Spolin them, eh? I can just tell that horrible, horrible things are going to crop up with the underground river.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 12, 2009, 08:08:44 pm
I've got that feeling too. I predict two dead dwarves, and three in the infirmary (read: DROWNED in the infirmary) before I get it sealed properly...

As for flooding, I see that being the cause of at least three save scums.

Getting into the bottomless pit to build my garbage disposal towers will probably also lose me a few dwarves.

It's not a coincidence that the infirmary will have fast access to the catacombs... And similar "plumbing" to that of the nobles' chambers... Again, if you know what I mean...
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: inaluct on March 12, 2009, 08:15:17 pm
Ohhhh man, this is gonna be awesome. Are you going to dig a massive labyrinth at any point?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: bobthepeanut on March 12, 2009, 08:16:05 pm
Its.... Beautiful..
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: sonerohi on March 12, 2009, 08:41:52 pm
Also, it took me a while to figure out that the Depot had ramps on the sides.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Loki on March 12, 2009, 09:52:08 pm
That is nothing short of inspiring to see. I'm going to have to try something like that-- I never thought to plan the entire fort out from the beginning.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Musluk on March 12, 2009, 10:12:29 pm
Looks very nice, and dwarvenly complicated :P

Quote
The Living quarters of all dwarves are located less than 50 steps from their respective workshops. Each floor houses a set number of dwarves for each profession in that area, a few haulers, and a few "support types" as well. (refuse haulers near kitchens and farms, etc.)

Hm. I've been paranoid about workshop noise lately.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Finalfish on March 13, 2009, 12:15:59 am
My god...

ALL MY EFFORTS ARE MEANINGLESS!!! I AM DIRT BENEATH YOUR BOOTS!!!

In all seriousness your fortress is the greatest I've ever seen and you MUST post pics of it when it's complete.
Did you think of this all yourself? Is there somewhere that you learned such styles? I'm afraid I'm still stuck on my rigid rectangular technique.
Lastly, which tile set are you using?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: JacobGreyson on March 13, 2009, 07:49:48 am
Wouldn't having the mass housing directly above workshops cause a lot of restless and disturbed sleeping?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: galmud on March 13, 2009, 09:13:09 am
Very impressive and it looks awesome :)

I sometimes carefully plan a few sections ahead, trying to make them both functional and aesthetically pleasing, but never anything close to this 8)
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Chandrasekhar on March 13, 2009, 09:16:05 am
Sigh...  Just when I thought my ten story spiral staircase around a magmafall was particularly awesome, this shows up.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 13, 2009, 10:59:29 am
Man, and I htought my "planed" fortress was getting it good with the AWESOME starting site... this.. this just blows everythingaway! I DEMAND you send out pics as you cosntruct this glorious monument to Dwarfkind!

EDIT: just to make this even MORE epic... when the day comes that it is fully carved out and finished... He should then dig all of the stone AROUND it , allowing this great wonder to be viewed using 3Dwarf
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Daki on March 13, 2009, 12:16:54 pm
The internet is over,everyone go home.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Jurph on March 13, 2009, 12:24:21 pm
This is pretty fantastic.  I can't help thinking it needs a Mega-Constructed surface castle to go along with it, but really you've outdone yourself.  I've never been able to accomplish this kind of crazy advance planning before on more than one Z-level (see the Hammer Chambers in my sig)... you are to be congratulated and commended for your forethought!

I assume you're going to un-designate some of the bottlenecks so that your miners don't head straight for the northwest corner and whittle away useless rooms?

Also, I don't see farms.  Are you just going to pump water onto stone, or are you heading to the surface?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Pruvan on March 13, 2009, 12:39:02 pm
the dwarves will have to walk through the waterfalls to get to the food stockpiles.

Am I the only one worried that this will result in Dwarfy Drowning Mayhem (Inc.)?

Also, CLEAN DWARVES?! THIS IS MADNESS.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Maggarg - Eater of chicke on March 13, 2009, 01:07:27 pm
Does it have huge multi-level halls?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Randominality on March 13, 2009, 01:16:16 pm
Well done sir. I truly admire the fact that everyhting is round and cool. In my completely preplanned out fort (going from highest to lowest z-level) everything is also at least 2 stories high. Unfortunately it looks nowhere nere as nice or epic as yours and is probably less efficient.
1 feature I am particularly proud of though is my water feature that runs through every z level producing various sorts of waterfalls aswell as my auto killing and iron sorting magma powered goblin seige disposal chutes.

Come to think of it, maybe i should put up some images once its done on the map archive.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Jurph on March 13, 2009, 02:02:01 pm
y auto killing and iron sorting magma powered goblin seige disposal chutes.

How on earth do you auto-sort iron out?  That sounds great!  Does it involve macro-scale mass spectrography?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 13, 2009, 02:10:09 pm
Dump dead goblins into shoot, flood with magma... Magma melts iron and burns up remains.. Drain magma, remove Iron bars.

PROFIT!
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Porpoisepower on March 13, 2009, 02:14:23 pm
 How do you keep the dead and the stuff the dead had on them together? turn off forbid death items?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Finalfish on March 13, 2009, 02:21:49 pm
the dwarves will have to walk through the waterfalls to get to the food stockpiles.
CLEAN DWARVES?! THIS IS MADNESS.
Madness?

THIS. IS. ABYSSDEPTHS!
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Jurph on March 13, 2009, 03:12:55 pm
Dump dead goblins into shoot, flood with magma... Magma melts iron and burns up remains.. Drain magma, remove Iron bars.

How's the yield on that process vs. the yield from using a magma forge?  You should get fractional iron bars from (e.g.) gloves or bolts... are they washed away, or does it (oh please oh please) round up and leave you with at least one full iron bar for each Narrow Iron item?  Do you get better yield by stacking them all up, so that fractional bars all end up in the same tile and get combined?

Also: I gather from what you're stating here that you don't mind losing the GCS, leather, and bones from a goblin.  I think I can see a few ways to fix that, but most involve lots of labor. 

Porpoisepower, dead bodies are (unfortunately) not treated as containers.  When a creature dies, its inventory is instantly and magically stacked on top of it, and each item must be hauled separately.   ;D

Apologies for the hijack -- now let us resume praising the OP's design!
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: sonerohi on March 13, 2009, 03:15:19 pm
You can't make bars just from pouring magma on something. You have to actually melt the items down in a smelter.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Loki on March 13, 2009, 03:23:20 pm
Ter13, how do you make your circles? Is it an autohotkey macro? If so could you post it?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Mrok Girl on March 13, 2009, 03:27:34 pm
This looks really very pretty and well planned! One question though:


Spoiler (click to show/hide)


Is the Tower Cap farm supposed to be slightly asymetrical? The right curve is a bit smaller than the left one. With everything else so round and perfectly designed this really stands out.

On second look, not only the Tower Cap farm but also the stoneworks wing looks a bit off... Is it supposed to be like that?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Randominality on March 13, 2009, 03:33:11 pm
I have a setup where either side of my entrance are short, 2 tile wide corridors with a chained bear at the end. However the tiles leading up to the bear are actually channeled and have grates connected to two pressure plates in a reapeater setup in a checker board fashion. This means that alternately there is a checkerboard of grates and holes leading to the bears, so the goblins will try to path to the bears if i lock the front door to my fortress. Then when they try to path across the grates, they will end up falling quite a few z levels into a chamber with a bridge for a floor and filled with magma. The gobbos and their clothes get burnt leaving only the iron, i then retrtact the bridge causing the magma/iron mixture to fall on some grates above a drainage channel right next to my smelters, leaving me with a pile of iron for my furnace operators to smelt.

Well thats the theory anway. I havent managed to finish it quite yet but im getting there. Just need a few more steel grates. ;D
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Scope on March 13, 2009, 03:42:19 pm
Ter13, how do you make your circles? Is it an autohotkey macro? If so could you post it?

I am also curiouse about this. You couldn't possible do it by normal means.


Anyway, absolutly fantastic looking fort
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Martin on March 13, 2009, 03:51:29 pm
Wouldn't having the mass housing directly above workshops cause a lot of restless and disturbed sleeping?

Not to mention the nobles with the workshops right by them. Tanners make as much noise as masons, after all.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Exponent on March 13, 2009, 04:01:54 pm
Ter13, how do you make your circles? Is it an autohotkey macro? If so could you post it?

I am also curiouse about this. You couldn't possible do it by normal means.

I routinely make lots of circles like this by hand.  It's tedious, and I use a paint program to help me plan out the larger ones, but the more one does it, the better one gets at doing it reasonably quickly.  (Quickly on a relative scale.  It still of course takes a long time compared to just doing rectangles.)  And I don't mind the tedium.  The creativity of laying out an elegant and functional fortress given the constraints of the geography is probably the part of this game that I enjoy the most.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Rysith on March 13, 2009, 04:35:56 pm
Ter13, how do you make your circles? Is it an autohotkey macro? If so could you post it?

a circle AHK macro can be found over at http://www.bay12games.com/forum/index.php?topic=30589.msg414807#msg414807

I find that writing flexible programs to do stuff like that for me is a lot of fun, and opens up some fortress designs that would be too tedious for me to do manually.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Jurph on March 13, 2009, 06:21:45 pm
The gobbos and their clothes get burnt leaving only the iron, i then retrtact the bridge causing the magma/iron mixture to fall on some grates above a drainage channel right next to my smelters, leaving me with a pile of iron for my furnace operators to smelt.

Well thats the theory anway. I havent managed to finish it quite yet but im getting there.

Er.  No, it's not going to work.  I was very excited when you mentioned this process at first, but on reading the wiki carefully, I can see that the iron will either be consumed, or left behind unmelted.  Your dream of turning a river of magma into iron bars is a futile one, I'm afraid.

Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Randominality on March 13, 2009, 08:31:02 pm
i know the iron isnt going to melt. But it is magma proof so that i will be left with a pile of narrow iron chain leggings or w/e and no other goblin related crap. The point is not to use the magma to melt the iron armor into bars but to turn seiges into a pile of meltable iron next to my smelters in a dwarfy and efficient way.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Heron TSG on March 13, 2009, 09:55:42 pm
yup, I use the same method in my current fortress, except I also wash out the blood and gore too. (oddly enough, sometimes the floor gets packed with blocks of obsidian.  ::)
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 14, 2009, 12:32:17 am
I've been ignoring this thread, and quite pleased by the responses now that I am back!

The circles are all done by hand, it's tedious, but I've enjoyed it a lot.

The workshops are spaced in such a way that MOST dwarves will not be bothered by the noise, but the waterfalls + legendary dining hall ought to balance the bad thought out more than a bit.

As for the asymmetrical circles, that is being caused by the scale of the photos. I assure you that everything but the tower cap farm (which is still incomplete) is perfectly symmetrical.

As for the flooding issues, I am in the process of harnessing my drainage tubes for further energy so that I can install pumps to make flooding nearly impossible.

Further construction of a huge shopping district above-ground is in the works once the economy starts.

If the new version allows me to play somewhat lag-free at 200 dwarves, I might raise the cap to 300 and play around with 100 extra dwarves...

As for anybody who was wondering about the design, it all sort of just fell together. I like fractals, but none of this was done with fractal design. I tend to not use them in construction. I like circles in combination with symmetrical layouts, and I absolutely love moroccan rugs and indian tapestries, so I like to make designs in general, and I find that a lot of my work is reminiscent of those designs.

I'm a big planner. I love planning in advance, and I love starting new fortresses. This one is going to be a bit of a chore, as my Dwarves are going to have to make the most of too much space at first, and work continually until my first wave of migrants arrive.

I will be incorporating choke points into the design, and setting up temporary workshops and stockpiles until I can get more dwarfpower.

Farms are going to be tough to get started, as there is NO water until I tap the underground river and pump it into the fortress, which involves a massive water tower, and hundreds of tiles of constructions to build the suspended aqueduct.

I'm still planning this fortress, I've only got 145/200 dwarves occupied right now, and only three more craft districts to make. I have the feeling that I went overkill on my glassworks, but it's okay, as I can throw jewelers in with the glassblowers. I still have to plan my armoury and military quarters, but I think they will both be under my main entryway, so it should be pretty easy to accommodate them.

The design itself is more fun for me than watching the dwarves do the work, but seeing something completed is really cool. One thing I'd like to do once I have 200 dwarves, is dig out everything, and flood it with Magma, and then flood it with water. It'd be nice to have an entirely obsidian fortress.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Heron TSG on March 14, 2009, 12:56:35 am
even better! encase the fortress in a glass bubble, flood the world with magma, and then run bauxite pump towers up to turn it all into obsidian with water. BOOM! instant excavation site for a buried civilization.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 14, 2009, 06:22:48 pm
how goes construction? can you post screen shots as you progress?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: tsen on March 15, 2009, 12:44:05 am
Wow. I mean, I've only played maybe 20 forts now but that design leaves me in shock. It's effing amazing.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Loki on March 15, 2009, 12:34:59 pm
how goes construction? can you post screen shots as you progress?

Yeah man give us an update
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 15, 2009, 09:56:18 pm
how goes construction? can you post screen shots as you progress?

I'm still getting the planning set up. I have a few minor problems now that I know where my magma pipe and underground river are, so I haven't even unpaused since the first screenshots were taken.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Pruvan on March 15, 2009, 09:59:37 pm
Dwarf Fortress: The only game you can play without even unpausing.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 16, 2009, 10:05:54 pm
Original post has been edited to show my progress. There isn't a lot in the gameplay aspect, but the plan has become infinitely more complex. Read the description of how the water works... It'll blow your mind.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Heron TSG on March 16, 2009, 10:28:18 pm
holy nuggets.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 16, 2009, 10:36:56 pm
every time i see this it gets more and more epic.. is there any way we mere mortals can get saved files or zips of this? that we may experiment wiht such epicness?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Loki on March 17, 2009, 11:15:43 am
Dwarf Fortress: The only game you can play without even unpausing.

Well I've finally found a signature
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 17, 2009, 11:25:52 am
ok, HERES a question...since it may take several Dwarf YEARS to dig this mostrousiuty out.. what do you plan to do in the mean time? You will have to have, food production, beds, craftshhops,. a source of income, minning and metalworking in at least a small fort LONG before youll get to finish your true fortress... DO you have like a mini fortress planned untill your real one is finished?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 17, 2009, 11:44:19 am
I'll make do. I since the design is rather efficient, I can dig out small bits, and leave the decadent bits to the dwarves to do later, I can probably just dig out individual portions, and leave stuff for later. Dwarves aren't bothered by sleeping on rocks for the first two or three years, so no big deal.

(sorry if the post doesn't make sense, I'm a little drunkish...)
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: short_dwarf on March 17, 2009, 12:00:22 pm
*Mind explodes from shear insanity of fortress*  :o

Is it me or does that design of the metal/glass industry level look like a giant ballista O.o
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 17, 2009, 12:45:39 pm
just a thought... what does the rest of your map look like, as in, how much forrests do you have, because im thinking your going to need a LOT of wood for his thing :D
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: sonerohi on March 17, 2009, 05:10:59 pm
just a thought... what does the rest of your map look like, as in, how much forrests do you have, because im thinking your going to need a LOT of wood for his thing :D

Magma allows for a much lesser use of wood, because with magma, you can freely melt down ores and shitty goblin stuff, and make the pump components out of metal. He also has that huge ass tower cap farm, I mean damn.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 17, 2009, 05:35:07 pm
Acxtually I was thinking of the Three "Bs" 

Beds
Bins
Barrels

All mostly wood items
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: sonerohi on March 17, 2009, 06:34:17 pm
Bins and barrels are a great use for lesser metals (if you have iron or have struck the fourth iron ore) such as copper and tin. And lead.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: LegoLord on March 17, 2009, 06:54:06 pm
So Ter, do you like writing?  'Cause this could make an awesome story setting.  Not saying you need to or anything, but just thought I'd ask if the idea seemed appealing to you.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 17, 2009, 08:46:22 pm
So Ter, do you like writing?  'Cause this could make an awesome story setting.  Not saying you need to or anything, but just thought I'd ask if the idea seemed appealing to you.

Already one step ahead of you. I'll be writing this from the perspective of a few dwarves while I play.

As for the wood question, I've got plenty. The south third of my map is heavily forested. I can clearcut that, and by the time I'm done clearcutting the map, I ought to have tower caps growing inside of the fortress.

The only thing I'm worried about, is that a friend told me that tower caps don't like to grow unless there is water constantly flowing over a patch of muddied stone... I don't know how true this is, and I gather that it's very wrong, seeing as that friend doesn't look at DF from the perspective of TIME.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: LegoLord on March 17, 2009, 08:51:34 pm
So Ter, do you like writing?  'Cause this could make an awesome story setting.  Not saying you need to or anything, but just thought I'd ask if the idea seemed appealing to you.

Already one step ahead of you. I'll be writing this from the perspective of a few dwarves while I play.

[. . .]

The only thing I'm worried about, is that a friend told me that tower caps don't like to grow unless there is water constantly flowing over a patch of muddied stone... I don't know how true this is, and I gather that it's very wrong, seeing as that friend doesn't look at DF from the perspective of TIME.
Woot!

As for the tower caps, no worries.  It starts out slow, but after a few years the tower caps start popping up as regularly as above ground trees, and don't require constant water flow.  They'll even grow in subterranean soil layers, assuming you have the river (which you do in this case).
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Bluerobin on March 19, 2009, 01:41:14 pm
First of all, freaking wow.  I haven't read the water details in depth yet, but the pictures are more than enough to be awe-inspiring. 

Second, no worries on having to constantly flood the tower cap farm.  Once you tap the underground river they start popping up anywhere there's exposed subterranean soil (or mud as your case will probably be).  They take a few years to grow to full once they pop up (2 or 3 years, I don't remember) but once they start going, you'll have more than enough.  The only worry I get with trees growing is that they'll grow in your water trafficking systems if they aren't full enough of water (4 or greater I think?) and once they're fully grown they block the water.  I had issues like that where I had tunnels that I only flooded now and then... one day I went to use the tunnel and no water came out.  Like I said, though I haven't really looked that close at your water systems, so if you have access to them you can always just cut the trees down.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Jurph on March 19, 2009, 01:47:32 pm
Is this uploaded to the Dwarf Fortress Map Archive?  I'd love to be able to navigate around the maps and get good closeup looks at some of the more detailed features. 
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Therosfire on March 19, 2009, 03:13:13 pm
I agree with Jurph, if you could upload this to the Map Archive to view closer that would be awesome. Also, could you maybe post your seed? That looks like a beautiful mountain to carve things into and I would love to have it available to use occasionally.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: LegoLord on March 19, 2009, 04:42:50 pm
Bluerobbin brings up an good point;  but don't worry, that problem can be solved using either "empty" stockpiles or roads.  They both count as buildings and therefore block tower-cap growth.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: CptFastbreak on March 22, 2009, 10:21:28 pm
I think smoothed floor also blocks tower cap growth.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Micro102 on March 22, 2009, 10:36:35 pm
make several save scums and do amazing and horrifying things. magma, tantrum spiral, flood, carve all the stone from around it, and other things


carve the stone and take a 3Dwarf picture....i demand it
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 24, 2009, 11:11:19 am
Updates, I demand updates!!!
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Martin on March 24, 2009, 12:43:41 pm
I think smoothed floor also blocks tower cap growth.

It does not. Constructed floors and roads do, however.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 25, 2009, 05:32:06 am
Well, I haven't the time, or the progress to show my updates with screenshots.

Right now, I'm busy devising some way to deal with a massive number of goblins who seem to eye my dwarves as some twisted method of entertainment. I got lucky for the first three ambushes. I was busily laying out cage traps for my underground river pests friends, when a goblin ambush decided to run down into my fort, scaring the living hell out of my workers building the traps. Luckily, I had built them back-to-front in case any river nasties popped up, and the goblins were easily taken care of with no bloodshed... Just as our friends the frog men jumped out of the river, attracted by my scattering dwarves. The dwarves scattered back across the trap line, and drew the frog men into them as well... Except for one. Apparently non-military dwarves can fight back. I had a legendary miner (one of my original seven) decapitate one of the frog men...

The next two ambushes were slightly less lucky. The mother of AbyssDepths' first child, also the love interest of my founding seven (and Mayor), had her arm broken by a goblin wrestler. Her child was dropped carelessly due to the wound, and made off with by a coincidental baby snatcher. I'm going to make an example out of the goblin squad that comes back with the child. I will be adding an arena to my plans, and this arena will have a bloodworks beneath it, so that I may allow my Mayor to be bathed in the blood of those who corrupted his child. I'll also be creating a masterwork coffin specifically for him, and another for his son, both will be soaked in the blood of those goblins.

The third ambush occurred during the arrival of our liason from the mountainhomes. They slaughtered a few horses and a single merchant. We buried the merchant as one of our own, and the goblins were slain by the caravan guards before we could properly respond. One goblin was cut in half, his torso flung into a murky pool, and his legs left to rot on the bank.


I've been quite lucky so far. I've only lost about three Dwarves, one worthless migrant Armorer due to a mood (begging for leather and thread...). One competent migrant mechanic, who was cut down by goblins in his valiant attempts to arm the very cage traps that caught his attackers, and a completely worthless migrant Pump Operator. He fell asleep on the floodgates to my fortress, and nearly got half a dozen other dwarves killed. We've carved "Twat" into his gravestone for his sloth and stupidity, and posthumously given him a bed next to his coffin... Just to prove a point. To this day, he is the only dwarf in Abyssdepths with a bed.


Right now, the excavation stands at about 20% completion. Stone relocation stands at 10%, and my dwarf headcount is now at 50. Fortress value is around 300000, and my workforce is 25% assembled.

As for artifacts, we have had four. Two Perfect Purple Spinels from the same dwarf (one posession and one fey), one detailing the crowning of the King of the "heavenly arches", my civilization, just 7 years earlier, and one detailing the creation of an artifact crown just one year earlier. We had a crown created, made from ash, which detailed the creation of an artifact mug the year before.

The spinels are worth 48000, and the crown and mug are borderline worthless as far as artifacts go.

My aqueduct is approximately 70% complete. I have yet to build the pump towers or power systems it so desperately requires, but that will come in time. The magma pipe has not yet been opened, but I'll get to it. I know exactly where it is.

I opened up the river today, as you already know by the fiasco with my new beastman pets.

The wood and stone quarters are 100% dug, the farming floor is completely opened up, but has not yet been cleared of stone, and still needs to be flooded before I can start working on it properly.

The Dining hall has had some serious revisions done to it due to failure on my part to designate it properly, destroying the initial plan.

We had a few near-miss disasters digging the stone quarter. One of our dwarves caused two small cave-ins, pretty well annihilating his kidney. He miraculously recovered.

The Mayor has been throwing tantrums left and right since the loss of his son, so we've locked him up by the meeting hall next to a food and booze stockpile, a bed, a chair, and a table. He's pretty pissed off right now, but he'll get over it... Or kill himself... I'm hoping for the former, but our tomb does need some furnishing...

I'll be starting a fanfic thread tonight or tomorrow detailing this from the perspective of some of my dwarves. Boatmurdered style.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: betamax on March 25, 2009, 05:50:06 am
Two Perfect Purple Spinels from the same dwarf (one posession and one fey)...
Hmm, I was sure it was impossible for any dwarf to have more than one strange mood, even if they were of different types.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 25, 2009, 08:38:16 am
I've only got one gemcutter. I could always be mistaken.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 25, 2009, 09:42:29 am
Screencaps, oh PLEASE send us screen caps of progress!
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: kotekzot on March 25, 2009, 10:40:37 am
an artifact descriptions tells you who created it.

i admire your artistic talent and your endurance in sticking with such a complicated design. do want screenshots.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Jurph on March 25, 2009, 10:46:02 am
I've only got one gemcutter. I could always be mistaken.

The possession could have been an unskilled dwarf who randomly chose gem-cutting and got no XP.  The artifact description is the place to check.  Any chance of seeing this fort on the DFMA?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 25, 2009, 11:14:34 am
I have to ask, in the NEW dinning hall, will there still be Waterfalls over the entrances so Dwarf msut get "washed" before eating?

EDIT: on keeping yourself safe... As far as I could tell from your plans, you should have only one entrance into the base.. I sugfgest a maze  directly outside and then LOST of stone and weapon traps :P
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Maltay on March 25, 2009, 12:07:21 pm
Hmm, I was sure it was impossible for any dwarf to have more than one strange mood, even if they were of different types.

I have had dwarves with multiple possessions.  However, I have only ever had dwarves with one strange mood other than possession, and no possessions after that one strange mood other than possession.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 26, 2009, 07:18:21 am
I've only got one gemcutter. I could always be mistaken.

The possession could have been an unskilled dwarf who randomly chose gem-cutting and got no XP.  The artifact description is the place to check.  Any chance of seeing this fort on the DFMA?

Yes.

As for the posession, dwarves with NO noteworthy crafting skill will always select a craftdwarf variety. Otherwise, they select the crafting skill with the most experience.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 28, 2009, 02:58:44 pm
How goes the fortress?

Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Rutilant on March 28, 2009, 03:08:30 pm
Speaking as good friend of Ter's, I can say fort progress is involving a lot of Garry's Mod, Tobacco, and cheap korean food. Oh, and immensely inflated fortress value due to the scads of excavated stone.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 30, 2009, 12:12:42 am
Don't forget to mention the severely horrid global political environment that has been surrounding North Korea as of late... Watch the news... Work is a nightmare right now, being in the military in South Korea. -_-

I've actually recently save-scummed, seeing as I was ignoring bedrooms for as long as possible, but I lost three of my original seven to melancholy. I went back two seasons to correct my reckless abandon.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Jurph on March 30, 2009, 06:58:00 am
Ter13, best of luck!  Don't succumb to melancholy just because the local megabeast is trying to launch a satellite; he's not all that "mega" if you don't measure his perm.  I have it on good authority that the only thing he wants a satellite for is so Ahmedinejad will stop gloating during their Evil Leaders weekly teleconference.  Also, I'll lay you dollars to donuts that the thing fails during stage separation.  If you'd rather, we can do the over/under for seconds of successful flight.  ;D

Love the fort!  Keep your head down, and thanks for serving.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on March 30, 2009, 11:17:37 am
Holy crap Ter!!! I dint know oyu where from Korea, let alone the military!

Please let us know if we can do ANYthing to help you out right now!

My facilites are at your mighty disposal!
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Ter13 on March 31, 2009, 02:03:08 pm
I'm not From Korea, I'm just stationed here. US Forces.

Please, Jurph, could you do me a massive favor, and put the word satellite in quotations?

As for me, I'm betting it falls on Japan just after Stage 1 ends, and then I'm hoping Japan sends Gundams in to slaughter the Jonger.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Omnidum on March 31, 2009, 03:12:07 pm
I'm not From Korea, I'm just stationed here. US Forces.

Please, Jurph, could you do me a massive favor, and put the word satellite in quotations?

As for me, I'm betting it falls on Japan just after Stage 1 ends, and then I'm hoping Japan sends Gundams in to slaughter the Jonger.

I'm sure Japan unleashes their death rays when they have solved the power consumage.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on April 08, 2009, 11:49:14 pm
Any word of updates?/
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Vicid on April 10, 2009, 04:40:20 pm
That looks like a cool map.  Could you worldgen it?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Vicid on April 10, 2009, 04:47:16 pm
Also you probably don't want to mine that obsidian if dwarves are sleeping.  Mining causes lots of noise.

Hmmm..... I should build one of those. 
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on April 28, 2009, 11:06:12 am
bumped because id hate to see this marvel vanish from view
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: nirodragon on April 28, 2009, 12:05:44 pm
I now consider myself inspired.

Also, a thought that I won't be playing with - what if someone were to use your entire OP as a sig?

I think everyone on the forums would find and execute that person in a truly dwarven manner.

On the upside, that person would get to see Hawaii while being hauled over to the volcano.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Smew on April 28, 2009, 01:23:52 pm
Also, a thought that I won't be playing with - what if someone were to use your entire OP as a sig?
I've seen bigger and much worse sigs, truly, it was a nightmare beyond belief, but filled with Kiwi's and Mango's.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Tael on April 28, 2009, 09:03:06 pm
Quite inspirational of a design. Kudos and best of luck to you, and your house. . .

I will admit, the cistern/obsidian farm/run off made my laugh though -- looks like a guy freaking out and holding his HUGE head, with equally monstrous eyes, and has inspired me to begin an obsessive hunt for a very elaborate fortress requirement for MASSIVE fortress. . .
Megaprojects for it: divide the sea, harvest/breed mermaids, and establish glass underwater dining hall of legendary quality, complete with auto-misters made from glass.
Might take a bit of modding to be able to build purely glass pumps. . . But hey, thats half the FUN.

First things first figure out what I need to mod to build the glass pumps, then get to genning a location next to the sea, with rather large cliffs.

. . . If that is even possible. . .
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: ousire on April 28, 2009, 09:51:28 pm
this is the awsomest thing i have ever seen for DF!  :o :o :o
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Name Lips on April 28, 2009, 10:58:58 pm
The fortress I'm building right now is my most planned and designed fortress ever. I put a lot of thought and effort into it.

After seeing this monstrosity, mine is best described as "cute" or "quaint." Perhaps a small outpost on the edge of the great dwarven empire, where nobles hope they're not sent because of the rustic atmosphere.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: zchris13 on April 29, 2009, 06:10:41 pm
Do you really need that much of a cistern?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: LegoLord on April 29, 2009, 06:27:48 pm
Do you really need that much of a cistern?
Let's put it this way; do you really need that much for a fully functioning, surviving fort?

Need is not the point here.  The point here is awesomeness.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: zchris13 on April 29, 2009, 06:29:12 pm
Do you really need that much win?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: LegoLord on April 29, 2009, 06:45:13 pm
You can never have too much win.

Edit: unless you're a criminal.  Then any amount is too much.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: zchris13 on April 29, 2009, 08:02:19 pm
So who's hating on criminals?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: LegoLord on April 29, 2009, 08:18:37 pm
People who like not having their stuff stolen or their friends and family hurt or killed.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: PTTG?? on May 28, 2009, 12:46:52 pm
You have to put this up on the DFMA. It's really very easy.
Can't wait to see this dug out!
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: loopoo on May 28, 2009, 02:03:07 pm
Wow...

Why do you have so much plumbing though, what is it for? Jesus though. I don't know how you did that. I'd have made shit square, but you put the extra ton of effort into making circular rooms. How did you make them like that? Time and effort or using the mouse?

Please explain what the plumbing is for, and is this a New Fortress with 7 dwarves or is it a Fort you're going to build away from your old one?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Crossroads Inc. on June 02, 2009, 04:05:47 pm
OI stiill hunger for an update, Even if its not finished, I want to see this place in the process of being built.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Cogsmith on June 02, 2009, 04:24:22 pm
You've inspired me.
I'm trying to do something like this myself now. If not so...beauteous(damn your competence and all the beautiful beautiful curves everywhere!) then at least similar in scale.

It's hard. The only place I've found with the correct features is ALSO covered in undead. I had to seal my dorfs into a temporary farm just to survive.
On that note, for various reasons reveal isn't working for me. Can I assume that's how you found your cave river and my search team(made 2 copies of the file. First copy is just to find all the hidden crap on the map so I can actually PLAN the fortress) is just SoL or do you have some other method?

(If it matters I'm using the 40d11 accelerated-thing)
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: zchris13 on June 02, 2009, 04:31:40 pm
I don't think utilities work on .40d11.  The memory gets scrambled or something that doesn't quite make sense to me.

Try grabbing the save folder and dragging it into the corresponding place in a regular .40d
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: LegoLord on June 02, 2009, 05:41:39 pm
Some guys are working on reveal for 40d# in the Modding section.  Thread title is a little dated (40d9).  Of course, you can always download non-open GL 40d and run reveal with that.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: CptFastbreak on June 03, 2009, 07:21:25 am
There's a version of reveal for d11 on DFFD.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Elswyyr on June 13, 2009, 03:26:41 pm
I'd like a save for this world, The site looks very interesting. Could you please upload one?
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Mraedis on June 13, 2009, 03:34:59 pm
Do want updates.
Title: Re: The new, and properly planned fortress: AbyssDepths
Post by: Wblueskylives on July 18, 2009, 03:30:42 pm
I want to ask you for a save of this, but at the same time I'd hate to play a game in a fortress I didn't make, even if it's the most awe-inspiring fortress I've ever seen.

Definitely needs updates and/or screens of the completed fortress.