Bay 12 Games Forum

Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Itnetlolor on June 09, 2009, 12:11:54 am

Title: The New Flagship of the Dwarven Empire: (Re: if you have something to add)
Post by: Itnetlolor on June 09, 2009, 12:11:54 am
Gentledwarves, behold...
(http://lh6.ggpht.com/_P8YAWtpSSf8/S7bPj9BgW8I/AAAAAAAAAvk/BQ2qo1FTbTI/Bloodfist-Update-Avatar.png)ARMOK'S GAUNTLET!!!(http://lh6.ggpht.com/_P8YAWtpSSf8/S7bPj9BgW8I/AAAAAAAAAvk/BQ2qo1FTbTI/Bloodfist-Update-Avatar.png)

AKA (due to the vocabulary of DF)

Nazushdur Anrizgeshud Nòm

Bloodfist the Sky-Fortress of God


The ultimate in Dwarven Technology
Completed: April 4, 2010 (8:43 PM -5 GMT)



NOTICE TO ANY OTHER POSTERS, NEW AND OLD
(click here) (http://www.bay12forums.com/smf/index.php?topic=36955.msg2804622#msg2804622)



(http://lh5.ggpht.com/_P8YAWtpSSf8/S7lgllQ9boI/AAAAAAAAAv0/B4IpQwMuJI0/s1280/TITLE.png)

Hand Drawn Plans:
Spoiler: Page 1 (click to show/hide)
Spoiler: Page 2 (click to show/hide)

Spoiler: Features: (click to show/hide)


Megaproject Progress: 8) (Done)
 8) Planning (Done)
 8) Development (Done)
 8) Construction (Done)
 8) Deployment (Done)

Refined Blueprints (Lego Digital Designer): (Added 6-26-09) (Updated 6-29-09)
Spoiler: Bottom Deck (Docking) (click to show/hide)
Spoiler: 2nd Deck (Trade Depot) (click to show/hide)
Spoiler: Top (6th) Deck (click to show/hide)

Spoiler: Whole Ship (click to show/hide)
LEGO Price: 793.89 USD


Spoiler: Special Features (click to show/hide)

Vector LOGO (added to front; sorta overdue: 7-13-09)
Refined (Photoshopped) LOGO (4-4-10):
I finally got the plans of the mighty dwarven airship developed.

10000 Views:
OP cleaned up more (reorganized and optimized; easier to navigate. Continuing megaproject.)

15000 Views:
(Added 12/28/09)
Spoiler: VisFort pics (click to show/hide)
Spoiler: Stonesense (click to show/hide)

20000 views:
Sorry, but to make up for a lack of promise, I have decided to post a more recent update of my progress via VisFort.

25000 views (Another delay. Sorry.):
I'll maybe just post some update pictures to make up for previous. And since DF2010 is releasing soon enough anyway, how about I try to upload my saves when that comes across. In the meantime, I'll keep you busy with a constant stream of Visfort (and maybe Stonesense) updates; and I will do what I can to triple- or Double-update until I finish in the next couple days.


Anyone else is free to replicate my work, or improve upon it. Hell, I could even upload it for anyone to do a succession fort on, or to see how it feels to rule the skies, and scare the ever-loving crap out of the elves, seeing as it's nearly self-sufficient as well as a titanic "carp" in the sky.

Maps are updated at the beginning of the next season(s)/year(s).

The messages will be records for the whole year(s)/season(s) prior (IE, 1=4, 2=1 etc.). I'll try to keep the records updated as often as possible, and fill in the blanks if there any.


Message Carrier-Pipes archive (Now divided into chapters/years):
Construction Log (By map): Project Year (#) Season (1= Sp, 2= Su, 3= Au, 4= Wi)

(http://tf-2.fr/ach.php?a=Alotta%20Free%20Time&b=Complete%20a%20megaproject&c=u&e=508&f=1) (http://teamfortress2.fr/achievements.php)



Spoiler: NOTES: (click to show/hide)


Thank you for your patience and interest in my megaproject.

Special Thanks to my fans and whoever Troped my ship as a Military Mashup Machine (http://tvtropes.org/pmwiki/pmwiki.php/Community/DwarfFortress). If not for that, I probably wouldn't have been getting so many hits. Further credits to any other obscure sites I may have come across that has made mention of my megaproject as well. Knowing that it has caught the interest of people I didn't even expect to see take interest has further motivated me to continue my project as to not disappoint. And of course, everyone here at Bay 12 for keeping interest in this project and being patient with me producing this flying artifact menacing with spikes of awesomeness.

Of course, most special thanks goes to Tarn Adams (The Almighty Toady One) for producing such an awesome game for allowing me to complete a year-long fey mood.


Saves Collection (DFFD):
(NOTE: You must shut off [CAVE-INS] and have DFG22 (Mayday graphics) installed for this to work correctly.
I am puzzled why this may be the case.
Assistance in figuring this out is welcomed. In any other case, Here's the link to the RAWS (http://dffd.wimbli.com/file.php?id=3367) to render the saves playable now.)
Part 1 (http://dffd.wimbli.com/file.php?id=1987)
Part 2 (http://dffd.wimbli.com/file.php?id=1988)
Part 3 (http://dffd.wimbli.com/file.php?id=1989)
Part 4 (http://dffd.wimbli.com/file.php?id=1990)
Part 5 (http://dffd.wimbli.com/file.php?id=1991)
Now you can relive the experience yourself.

Links:
Want a Grand Tour of this thing in Minecraft? Check it out. (http://www.bay12forums.com/smf/index.php?topic=35804.msg1735545#msg1735545)
Now you can import it to your maps too (40k reward, as well as it took me long enough  :P (link is in my sig as well))
Bloodfist Schematics (http://www.mediafire.com/file/3u01yikj3kwe2p6/Bloodfist%20Schematics.rar)
(MCEdit schematics: variable states from all closed to all open, plus one with an extended bridge; also included are schematics for the props, bridges and planks free to use.)
Mine-craft (http://www.mediafire.com/?3u01yikj3kwe2p6) +2750 served

Future Succession or Community Game (No link yet, but will soon enough; not for Bloodfist, but it's potential successor) (http://)

EDIT: Concerning troubles with my saves. (11-7-10)
I've been notified plenty of times that the Bloodfist saves have had RAW incompatibilities. As far as I can determine, all I really did was install a Mayday pack and shut off cave-ins. Looking back, you may need to get a really old version of mayday's graphics pack. DFG22 if I recall correctly was what I used. Hopefully this should mend the issue. I apologize for the inconvenience, and not figuring this out sooner. RAWS Folder has been added.

EDIT EDIT: (2-19-11)
It seems A successor may be in the works... (http://www.bay12forums.com/smf/index.php?topic=77705.msg1994278#msg1994278)

EDIT EDIT EDIT: (3-26-13)
Pardon the vast delay, but I am finally working on the ship. For real, this time. Planning phase is a go.

EDIT EDIT EDIT EDIT: (1-23-2016)
Links are updated. Now they should work. Sorry about that.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Opirian on June 09, 2009, 12:16:01 am
ah the references. Looks pretty cool, I may take up your offer on replicating it.

As for the name Armok's Gauntlet it pretty good, or maybe Armok's Hammer.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Foa on June 09, 2009, 12:24:37 am
This iis going to be a great big build, and I foresee people talking about making it a magma, or subterranean boat.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: McSmaster on June 09, 2009, 12:33:50 am
It definitely needs a bomb bay, so you can rain single 7/7 blocks of magma down on your enemies.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 09, 2009, 12:35:49 am
What can I say? I'm the dwarven Jules Verne. BTW, I'd like to see anyone develop a weapon capable of reaching this HFS (Huge F***ing Ship).

It definitely needs a bomb bay, so you can rain single 7/7 blocks of magma down on your enemies.
That might weigh down the ship considerably, let's not forget, it would be pretty difficult to add it in without igniting the ship renaming it the "Phoenix".
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Mraedis on June 09, 2009, 12:41:36 am
Build in a magma-filled secondary wall for extra fun, use it to fuel the cannons.  :D
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 09, 2009, 12:45:39 am
This iis going to be a great big build, and I foresee people talking about making it a magma, or subterranean boat.
Took me half a moment to catch that.

That gives me an idea. I should probably add a giant drill to the head,  and make sure one of my dwarves are armed to the teeth with explosives. You know, to cave in the tunnel it gets out of. But at the same time, I'll keep weary of a couple young troublemakers thinking of taking over the ship and piercing the heavens with it's drill. Just who the hell do they think I am?
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: DennyTom on June 09, 2009, 12:48:59 am
Have you considered building also a zepelin-like baloon on top? In case that rotors would not be enough?
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: ein on June 09, 2009, 12:52:32 am
A balloon is a good idea.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 09, 2009, 12:52:58 am
That would mean trading with the elves for a TO-ON of rope reed cloth and rope. Let's not forget, much precious booze would be wasted to produce adequate gas to lift this sucker.

Even though it's mostly wooden, it's still damn heavy.

For one, the balloon would have to be utterly massive, close to 1.5x size of the boat alone. Let's not forget, the props could endanger the support ropes that hold the balloon. And furthermore, the engines are designed to last.

Why else would I mount 6 per side, 3 per block? Backups like mad.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: ein on June 09, 2009, 12:54:02 am
It will defy physics.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Virroken on June 09, 2009, 12:55:41 am
You should name it Various Nonsense Mobile Battle Fortress.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 09, 2009, 01:11:11 am
If you wanted additional nonsense to this monster; I previously intended the engine blocks to be able to slightly change pitch. Almost like a V-22 Osprey.

So it could also function as a speed-cruiser. Why else would it also possess a boat-like shape?

In case engines crap-out, it can still land in water as well as a desert, provided the sand is a fine-enough grain and soft enough. Basically crash-landing/sliding up/down a giant sand dune or something. Let's just hope sandworms wouldn't be nearby. I don't think dwarves know much about using thumpers.

Then again, if they can mine through adamantine, then they could probably pierce the carapace of Shai-Hulud.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Shaostoul on June 09, 2009, 01:15:44 am
Hahahahaha, oooohhhh mmmmyyyyy arrrrmmookkk... That is amazing...

I wish... and I mean I WISH!!! That such a machine could be implemented and used for wide scale conquering and weight isn't an issue! Move from HFS to HFS stealing all the adamantines >.<

Hey, who wants to make a digger to go to the center of the earth?
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: twwolfe on June 09, 2009, 01:16:32 am
and they walk with loud stomping sounds at well.

as a contingency plan for this, you should keep some kobold thieves prisoner on the ship. when they run away, the worms will(hopefully) follow them. if not..'

i hope you land near rocks
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 09, 2009, 01:48:59 am
I just noticed a mundane, yet dangerous, error on my part.

I forgot to add some carping rudders to it! :smacks forehead:

I wouldn't be able to navigate it without those in either air, sea, sand, or (for a moment) magma. I could also possibly include elevators and ailerons to the engine-mount wings for additional maneuverability. All, of course, independently lever operated by either cabin.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: dragon0421 on June 09, 2009, 02:39:21 am
Quote
P.S.- Do waterwheels move even without water beneath them? Provided of course, they are powered by other sources. Otherwise, I better find out how to further modify the steam power to make it further operational. I already have the data I need to to make the modification. I just need to know this tidbit in case I need to modify or not.

How does steam power work in DF?
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Hawkfrost on June 09, 2009, 03:10:18 am
Quote
P.S.- Do waterwheels move even without water beneath them? Provided of course, they are powered by other sources. Otherwise, I better find out how to further modify the steam power to make it further operational. I already have the data I need to to make the modification. I just need to know this tidbit in case I need to modify or not.

How does steam power work in DF?

As well as elf power.


This looks sweet.
Needs magma cannons, cooled with water though.
How else can we machinegun blast the elves with fiery death?
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Jong on June 09, 2009, 05:20:44 am
If you were really OCD, you could make it entirely out of feather wood...
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Aldaris on June 09, 2009, 12:01:46 pm
Have you thought about turning cave-ins off and building this monster 10 Zs into the sky from a construction tower that can be collapsed from the ship? leaving you isolated in the sky...
CHALLANGE COMMUNITY FORT!
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Leafsnail on June 09, 2009, 12:33:28 pm
It needs something that blows up kittens on board.  Or maybe you could just dump them overboard.

And how about "The revenge of Boatmurdered" as a name?
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Elliott_Thinas on June 09, 2009, 01:13:52 pm
So does this badboy fly in the sky,or are you going to make a dry dock near the ocean and build it in there, a few Z levels above the ground with only a thin column of wood holding it up?
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: The Mad Engineer on June 09, 2009, 02:31:33 pm
Build four columns at the edges of the map, and pave the sky with clear glass.  Then hang the fortress by ropes.


"You can barely see the strings!"
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Twiggie on June 09, 2009, 02:42:29 pm
steel plate the bottom so you can sail in magma!
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 09, 2009, 02:51:02 pm
You should name it Various Nonsense Mobile Battle Fortress.
Bad idea.  Terribly bad luck to give a ship the same name as another.  The VNMBF fell apart quickly, too.  Naming something after it, even with a "II" at the end, would surely be a bad omen.

Armok's Gauntlet sounds like the best option.

For weapons, I recommend a renewable source of animals for food and bones to feed soldiers and produce bolts.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Shad0wyone on June 09, 2009, 03:08:53 pm
I suggest that you name it something with "boat" in it.
Then whenever you kill something you can say it got boatmurdered. ;D
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Untelligent on June 09, 2009, 03:14:57 pm
Dammit, I was going to do this as soon as I was done with my current fort.

Now I have to think of some other idea.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Leafsnail on June 09, 2009, 03:39:37 pm
I think the only solution to this is a (modded) fight to the death between your airships.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Gculk on June 09, 2009, 04:36:46 pm
Dude, what the flaming jesus tits?  You're taking Dwarves to the air?  Dwarven boats should travel underground like worms, not in the air.  What do you want, to try and match the elf fairies?  Curse you Urist McAirship!
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 09, 2009, 04:42:56 pm
Have you thought about turning cave-ins off and building this monster 10 Zs into the sky from a construction tower that can be collapsed from the ship? leaving you isolated in the sky...
CHALLANGE COMMUNITY FORT!
Actually, I had a less costly idea, which can be recycled in case I want to start a community fortress (however, I'm new to the community thing).

I would have cave-ins off, naturally (see facepalm moment and cause of the facepalm), and furthermore I would construct a bridge from a docking station, build a small pathway of floor tiles until I reach my desired range from the platform, and start working on the bottom deck and retractable doorway/bridge from the ship, and construct upwards while forming a stockpile in the cargo bay for shorter trips. After the doorway and bottom deck are formed, the starter bridge would be dismantled; but the bridge and doorway into the ship must remain down lest it drop from the sky as we disconnect the starter bridge. Before disembarking, would cave-ins be turned off.

Both towers to be used for community games would be at a good enough distance to not be visible when taking screenshots of the whole ship alone (centered). There should also not be any building "residue" left behind as you go up Z levels either because of the bridges being retracted (both ship and dry docks), leaving a nice clear sky with open space; bottom deck and up. This would leave it rather aesthetically pleasing and simpler for screenshots.

I read my share of communes (including the boat one... Dread Ship Bellsmaw within the Fondled Waters... "Pirates of the Fondled Waters"), and figure I want the environment to be storytelling potential as well as calm enough for me to get the project done; but I don't want the player to have difficulty with taking screenshots (modding them to look like somewhere else, or erasing sky tiles with constructions beneath them.), and furthermore, I want the ship to look sweet when recording movies or taking screenshots as well. The engine block alone will have all sorts of moving parts all over it. Screw pumps, millstones, mechanisms, wooden axles, etc. anything that moves when affected by powered mechanisms will be used for aesthetic effect (however a free millstone will be available as a "bright idea" for dwarves that want to MacGuyver a milling station out of the engine block.) I could probably try to make a mist machine to simulate steam power as well, plus use pressure switches to add more moving parts.

Oh, and in case anyone forgot, the well is perfectly functional no matter the Z-level. However, I may need water beneath the craft to serve multiple purposes. But primarily so water can always be lifted sans effort. It would still take time depending on the altitude, and because it's within the mess hall. It would make sense parties would be thrown like mad in there.

Dude, what the flaming jesus tits?  You're taking Dwarves to the air?  Dwarven boats should travel underground like worms, not in the air.  What do you want, to try and match the elf fairies?  Curse you Urist McAirship!
Match the Elf faeries? This thing's mostly made of wood; armed to the teeth, and has grappling ballistae to feed dwarves pegusai rotisserie style.

Match the Elven in the sky? No, no, no, no, no, nnn-O.

OBLITERATE THEM FROM THE SKY WITH THE FIST OF AN ANGRY GOD!!! IN THE NAME OF ARMOK, FOR THIS SHIP IS CHRISTENED HIS ALMIGHTY GAUNTLET!!!!
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 09, 2009, 08:18:07 pm
Dude, what the flaming jesus tits?  You're taking Dwarves to the air?  Dwarven boats should travel underground like worms, not in the air.  What do you want, to try and match the elf fairies?  Curse you Urist McAirship!
Raining death on the elves from the sky, something they previously relied on for rain?   That's dwarfy, dude!

Make the elves fear the open sky, and force them into the ground so that they may embark on the long, long, long path towards being almost as good as dwarves.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Wild Goose on June 09, 2009, 10:28:03 pm
Uristson Airship?
Which you can eventually upgrade to Armokson Starship.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: DanielLC on June 09, 2009, 11:43:08 pm
That might weigh down the ship considerably, let's not forget, it would be pretty difficult to add it in without igniting the ship renaming it the "Phoenix".

Constructions don't burn. Are you referring to flavor-wise?

As for the name, I'd suggest something Dwarven. That is, in the Dwarven language. They don't have a word for gauntlet, and the word for hammer is nil, so how about Armok's Otad? (Armok's Hand). Does anyone know how the articles translate? Some other ideas:

Alnis Lorsãth (War Eagle)
Anriz Geshud (Sky Fortress)
Udar of Terstum (Rain of Destruction)
Nïm of the Umid-ing Anriz (God of the Falling Sky)
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: ein on June 10, 2009, 12:09:09 am
Why limit ourself to what exists?
We can make up a dwarven word for gauntlet and mod it in!

Meanwhile:
Nist Nil Armok. It is Or.

On a related note, we need smaller words like it's, negative (as in not), etc.
Then we can craft dwarven sentences!
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 10, 2009, 11:05:46 pm
UPDATE:
I'm kicking off the project...

I decided to borrow Yuhhaur's everything 6x6 spot (modified a bit to supply more wood. 8x10 or something, more woodland included. I'll try again tomorrow if it doesn't work. Sacrifices... But I'm sure my computer can handle it.)

In other news:

Due to the vocabulary of DF I semi-renamed my ship.

Nazushdur Anrizgeshud Nom

Bloodfist the Sky-Fortress of God



As well, I now have a construction team.  The name of the team comes with their own self-titled theme song, composed by a 4 bug team of beetles. The team (and their theme song) is called Ekirstetnin Anriz Doren (IE- "Lucidinn the Sky of Diamonds").

(Okay, I couldn't resist.)


I made sure to bring with me enough copper (and seek out ores; there seems to be plenty) for the steam-powered machinery.

Unfortunately, this area lacks bauxite. So I'll have to keep the smelting and glass operations local via fortification canal. I'm more comfortable with that setup anyway. Easier to plan; plus, not my top priority to manipulate magma anyway.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Atlas on June 11, 2009, 03:27:07 am
Hehe

Nom Nom Nom
God of god of god.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Scruga on June 11, 2009, 03:35:02 am
lol shouldn't it be Nazushdur Anrizgeshud Armok? xD
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: ein on June 11, 2009, 03:41:04 am
lol shouldn't it be Nazushdur Anrizgeshud Armok? xD

I concur.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Scruga on June 11, 2009, 04:07:33 am
Lol english isn't my 1st language. What is concur? :3
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Atlas on June 11, 2009, 04:54:41 am
Lol english isn't my 1st language. What is concur? :3
It means the same as "agree"
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Scruga on June 11, 2009, 04:56:54 am
haha thanks =)
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: DanielLC on June 11, 2009, 10:52:21 am
Then we can craft dwarven sentences!
Engraved on the wall is a superiorly designed sentence containing an adverb and a verb by Urist McWriter. The adverb is modifying the verb.

By the way, god is nïm, not nom.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 11, 2009, 12:17:32 pm
lol shouldn't it be Nazushdur Anrizgeshud Armok? xD

I concur.
Unfortunately Armok isn't in the vocabulary (for some reason); so this is the next best thing.

But you have to admit; for being mostly made of wood, this thing's got a pretty metal name.

Hell, I've even decided to design it's emblem and craft it on the topside; provided I build the open space wide enough. Blood aside, what red materials (besides bauxite, since it doesn't exist where I embarked) can I use? I may have to get some red rope-reed or something and make a banner and hang it off the side. I may need a light and dark shade red to make it look right.



Update for the project so far: I have my construction yard underway, as well as farms and such to make the colony survive, and I'm beginning crafting some mechanisms and such so I can trade for some anvils for more stuff later on. And fortunately, my embark location has quite a bit of copper; so I'm skilling up my miner so I can have plenty of steam-engine parts made. I've got an adequate wood supply thus far, and have crafted some beds tables and chairs for the colony, soon to be transported onto the ship.

Before I build it though, I'll be running some experiments to make sure things will look/function correctly. I don't want this thing to drop from the sky once finished because I botched my own blueprints you know. This isn't a megaproject to humiliate myself. BTW, despite the location and embark size, everything's running at a smooth 50 FPS pace thus far; and I'm purposely keeping value relatively low until I have everything setup (however, I lack an appraiser so, not yet knowing tha total value of my ship; but it'll be nice, got a proficient architect to work on this.). I don't want any unnecessary raids and migrants to arrive... Not yet, at least. I'll probably cap it for the time being.

Seeing as this is my first megaproject; how does everyone manage their constructions to be as efficient as possible? Because I'm utilizing my colony to have floodgates at key points so it's plenty efficient access to the construction site; yet secure enough in case there are any raids. BTW, the mountainside I have setup camp in is a little oddball in setup, and pretty large, so... Less travel, quicker building.

I'll post my project site, thus far, soon; Link will be on front page. Fortunately, the guy that told us of the location granted my leader with a messenger falcon; the map will arrive soon. Give him time.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 11, 2009, 12:29:39 pm
Here are some red stones, with shades:
Cinnabar (light), Kaolinite (dark), petrified wood (light), realgar (light), and hematite (dark)
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Porpoisepower on June 11, 2009, 01:24:01 pm
Now somebody needs to make a landing pad for the thing on the back of giant turtle.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 11, 2009, 01:37:55 pm
Okay, my leader has gotten his first letter sent to the king; and it has arrived. The project has broken ground!!!

We have our first of many message pipes (It has also been posted on the front page, and will be archived within).


Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 11, 2009, 01:58:31 pm
Nice little intro there.

If not having magma-safe stones becomes a problem, there is a mod that adds in realistic temperature values for all stones, making some more magma-safe ones (not all of them are, though).  Stuff that's supposed to be in the game eventually, pretty much.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Sensei on June 11, 2009, 03:45:12 pm
Iron is magma safe too. And you can totally get away with modding in metal mechanisms, since that just makes sense.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 11, 2009, 05:57:00 pm
Okay, I did an initial no-mod experiment. (Before I begin my project; I want to enjoy this, not have FUN before construction commences. No muss, no fuss.)

Will a bridge (retracting in a direction) be capable of supporting a structure without collapsing? Well, no. But by miracle, the bridge itself, and the floor it was on remained aloft. That is, until I retracted the grounded bridge; that then made the unsupported bridge collapse.

If anything, I at least have an idea of how to setup the docking system now. Of course, cave-in will be shut off when construction commences. I was hoping I would only need to turn it off before disembarking. Well that idea flew like pegasus crap. Dropped from the sky, and hit the ground hard. :P

Though rather blasphemous to megaprojects; I had to savescum. Consider it a bad dream a designer had. Next experiment is waterwheel propulsion via windmills. Mostly for aesthetic effect. Hopefully it will work. To save time from experimenting it myself, has anyone tried this out before? Additionally, I'm going to experiment a multi-link with trigger systems for pilots.

Modifying the engine room, there will be 5 primary levers to toggle the primary engine blocks. In the cabins, there will be levers to toggle each of the individual propellers per wing.

There could also be additional levers for the elevators and ailerons. It's gonna be pretty complex, but the overall effect will be awesome ;D.

Seeing as real life tends to get in the way, I'll try to get this done by any means necessary. This is too good a project to let up on.

EDIT:
Did further experimentation. Apparently, windmills cannot shut off, even if I disengage the gear mechanisms that it's linked to :(. So, it looks like I can't shut off individual propellers. However, waterwheels ARE affected by windmills, and can function without water being underneath it. HUZZAH! The illusion WILL work!!!

I can setup a total shut off switch as well.

However, I stumbled across something a tad interesting. Apparently gear/lever assemblies can be linked up to do binary operations. As well, if you want it to operate in boolean fashion, be sure to have an additional gear/lever for the desired area, or as a master control switch before the additional gears to be affected. One can make some interesting setups or puzzle games with this knowledge.

For example, in order to operate certain machines, a series of levers must be active; but to open the main passageway, sans active deathtraps, you must input the right number in binary.

How I came across this was by accident with my experiment, it was structured that I have 1 lever to toggle both gears (main axle, and windmill axle), and an additional lever linked only to the primary gear (linked to windmill).

Binary coded switches operated like this: 1st switch = Main axle, 2nd switch = Both axles
00 = Off
01 = On
10 = Off (though main axle is online)
11 = Off (WW axle online, though lacking power due to main being disengaged)

Expand the code, expand the possibilities, expand the megaproject ideas. Overly complex labyrinth anyone? Fun for adventurers; especially the programmable puzzles involving levers, and (if possible) pressure switches.

I'm sure the binary code thing works even better with floodgates and pressure switches. Plus, it should be cheaper to construct and easier to calculate.

EDIT 2:
Okay, it turns out floodgates can't be built in mid-air. So much for THAT rudder idea. Now I ask a question:

What furniture (that can be affected by a lever) can be built/suspended in mid-air? I want to be able to make a functional rudder. And regarding the binary operation I stated previously, you see where I'm coming from with this, right?

The elevators and ailerons are simple enough to make. The rudder is the primary issue at hand.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 11, 2009, 10:44:03 pm
I have an urge to build this with LEGO digital designer.  It'd be an expensive model to buy, but it'd be cool.

Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: ein on June 11, 2009, 11:31:04 pm
I have an urge to build this with LEGO digital designer.  It'd be an expensive model to buy, but it'd be cool.



Do it.
I'd buy it if I had the money.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 12, 2009, 12:13:16 am
I have an urge to build this with LEGO digital designer.  It'd be an expensive model to buy, but it'd be cool.
You know? That might actually help me out a bit. Don't forget to make improvements to the design wherever necessary (provided you see any flaws), and disregard some of the initial blueprints. I noticed the bottom deck is rather thin for what it's worth. Then again, it may be the right scale. but the rest of the ship is rather non-scaled. However, the dimensions shouldn't be too hard to analyze.

Send me the blueprint if you do get it done. I have the lego designer program myself too.

Oh, and don't forget, the engine room is 2Z tall. The mess hall kinda overlooks it. The reason is also the fact that the steam canisters are contained within. BTW, I figured I might as well make them tall cylinders. If we're doing the steam thing, I need to contemplate some containment ideas.

Initial ideas:

Z-0 and 1 (recycler)
O==*=O
| %% | (0 has gear mech.
O====O Toggle to start/stop steam engine.)

Z- -1
   O=O
   |7| filler/catch pool
   O=O
   


Setup (side view):
O===#O   # = refill hatch from upper floor (Just in case)
| %% |
| %% |  All made of copper, of course
   |7|
Water from bottom goes up 1 level, then up another,
falls for steam effect, then lather, rinse, repeat.

It can be enclosed, refilled, and steam effect is visible; provided the hatch is open.

PS- Don't forget about the rudders like I did.

PPS- This can lead to some interesting steampunk future projects. Mostly for aesthetic effect.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 12, 2009, 08:58:01 am
I have an urge to build this with LEGO digital designer.  It'd be an expensive model to buy, but it'd be cool.
You know? That might actually help me out a bit. Don't forget to make improvements to the design wherever necessary (provided you see any flaws), and disregard some of the initial blueprints. I noticed the bottom deck is rather thin for what it's worth. Then again, it may be the right scale. but the rest of the ship is rather non-scaled. However, the dimensions shouldn't be too hard to analyze.
Aye, aye, captain! 

I'll start out with making the bottom deck just to see how well it works out.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: shadow_archmagi on June 12, 2009, 09:43:17 am
Good lord, I didn't even know flight was a possibility.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: cerapa on June 12, 2009, 10:07:21 am
Good lord, I didn't even know flight was a possibility.
It isnt, unless you are a bird or turn off cave ins, though thats more like hovering.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 12, 2009, 12:17:27 pm
Whoo, boy, 1 DF tile to each 4x4 dot area of LEGOs is a rather large scale.  Just having built the lowest deck's walls and ramps and the second deck's floors alone puts the price up to $175ish.

I'm going to keep building that version, but I think I'll also build a small version.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 12, 2009, 12:31:33 pm
Yeah, I tried building it myself. I got the bottom floors done + docking ramps from the ship (open of course), but working with an odd-number of tiles from DF blueprint with nothing but even numbered tiles is a bitch-and-a-half to work with.

Let's not forget, to retain dwarviness, I also used the flat bricks (dimpled) to make the floors. I finished the bottom 2 decks exactly as I designed it on paper at a 1:1 scale. Ugh... I gave up just trying to keep it consistent. I do know, at least, that the bottom floors can work; provided I keep things lined up well.

I may need to expand the cargo spaces a little more so I can support more cargo and trade goods (with the depot on 2nd deck), as well as fitting the steam canisters across all 3-Zs (water catch at the far edge of 2nd deck). It does help to color-code everything in that program, but the cel-shading makes it a little tough to measure correctly. Especially working top-down for most of it.

EDIT:
Why don't we go 1:2 scale instead (1 DFT = 2x2)? More tiles to choose from (making it easier to work with), and not as pricey. Furthermore, any details to add are simple enough to work with. Even the small cylinder pieces or turntables can double as chairs and color-coded 2x2s can be furniture. :shrugs: It could work. Flats can be floor tiles and 2 standard bricks = 1Z, allowing single standards = furniture.

I'm gonna try that out.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 12, 2009, 01:16:10 pm
Yeah, that sounds like a plan. Probably easier to manage, too.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 12, 2009, 01:35:14 pm
Yeah, so far, I have the first 2 decks mapped out, plus trade depot.

It's a helluva-lot easier. Plus, I have more stuff to use to keep it pretty. Plus, dividing it by floors is much more manageable too. I get clear glass to work with as well, and the logistics of some parts are easier to work with.

I even figured out some scaffolding methods to use to make floor plans easier to make. Sort of like putting little foam sponges inside and outside the structure until everything's in place, then remove the parts and you're set. However, only in the CG verse is it possible to do that in.

I can imagine how difficult it would be to pull off in RL with real legos.

Price so far: $86.19 USD


EDIT: Fix'd I hope.

I saw it just fine previously.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Scruga on June 12, 2009, 02:16:46 pm
I can't see all 3 of the pictures.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 12, 2009, 05:02:18 pm
I thought I'd go ahead and continue with the large version, based on developments in your small version:
Spoiler (click to show/hide)
Unfortunately those bricks don't come in brown.  Those panels on the side are the ones that actually open; the rest are just walls.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 12, 2009, 08:46:45 pm
I see. Not bad so far. We can consider that a hi-res version. I'll keep working on mine to give further blueprints.

I chose the colors I'm using to make it easier to tell apart. I might paint it when I finish. I like the doorways, though I didn't intend to have windows there, but cool nonetheless.

Considering the scaling I'm using, I think the dwarven icons seem rather appropriate, being just the head.

Speaking of which, awesome lego dwarf.

PS- I noticed there are mindstorm items in the collection, allowing me to setup mechanisms. This lego-template is going to be riddled with detail. ;D Plus, I can plan how it'll all go down.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Sensei on June 13, 2009, 12:02:52 am
You know, I swear to god it'd be 1/4 as cheap if you were to print out the instructions, and then go buy the parts you need at the lego store. I'm pretty sure they're ripping you off with the designer program's pricing, macintosh style.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: ein on June 13, 2009, 12:14:48 am
You know, I swear to god it'd be 1/4 as cheap if you were to print out the instructions, and then go buy the parts you need at the lego store. I'm pretty sure they're ripping you off with the designer program's pricing, macintosh style.

This is true.
Not to mention all the pieces somebody might already have in their collection.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Akhier the Dragon hearted on June 13, 2009, 12:26:09 am
they are not just selling you pieces they are selling you convenience of not having to get all of the piece separately and maybe not being able to find certain required pieces.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: ein on June 13, 2009, 12:27:32 am
It's like paying over 100 dollars for 1 gig of ram.
You aren't paying for the ram itself, you're paying them to install it.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Opirian on June 13, 2009, 12:29:37 am
It's like paying over 100 dollars for 1 gig of ram.
You aren't paying for the ram itself, you're paying them to install it.
gah, I work at a computer store and that made me cringe at the thought... then again I remember when ram was that much... and for apple its always that much XD
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: ein on June 13, 2009, 12:43:24 am
It's like paying over 100 dollars for 1 gig of ram.
You aren't paying for the ram itself, you're paying them to install it.
gah, I work at a computer store and that made me cringe at the thought... then again I remember when ram was that much... and for apple its always that much XD
Apple charges extortionate rates for everything.
It's really annoying.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Sensei on June 13, 2009, 01:02:26 am
Interesting note: A 2X4 brick costs 39 cents, standalone. It seems the less common pieces cost more, even.

Anyway, yeah, Mac store is extortionate upon idiots. Dell store is pretty badly overpriced too- building your own computer is the way to go, IMO, even if you choose a vanilla set of parts, you can probably no-brainer in some more power with the saved money.

Of course, IRL there are people who simply can't be bothered to make their computers work, even if it's costing them hundreds of dollars. Building legos, on the other hand... I think most people can be bothered to hunt down their own parts.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Jim Groovester on June 13, 2009, 01:27:50 am
I must say, I approve of this idea for a megaproject. On the condition that it has cannons that fire Bullet Bills. Or just cannons in general.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Sensei on June 13, 2009, 01:34:48 am
It has ballistae, doesn't it?

Not that there's anything to shoot at, but... you know.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 13, 2009, 01:44:04 am
I must say, I approve of this idea for a megaproject. On the condition that it has cannons that fire Bullet Bills. Or just cannons in general.
Well, if anything, the ballistae can fire; and probably knock out any aerial beast in the sky. And for added effect, I might include retractable bridges (toggles by a lever next to ballista) to illustrate the anchor being launched/attached.

As a bit of an update on the Lego project: It's valued at 130.19 so far; and I have much of the 3rd deck setup, including mechanisms. Most of the boilers are built and it looks nifty. I even tossed in the screw pumps (and have them linked with the rest of the gearing (along with props)) and did some detail work on the ballistae. Not to forget, I'm tossing in as much gearing as possible, axles, levers, the works.

Sorry, no pic. I'll add it when I finish. BTW the windows are re-worked, and I have the bottom (2nd deck) propellers built.

It's looking good so far. Seeing as the machinery is rather complex, and it's a royal pain to reveal all once it's all finished; I'll update by the floor. It'll be put in the front page.

Don't worry, I'm going to get work done with the site as well. But the Lego are helping me plan this thing out. BTW, It may take me until Autumn or Winter for me to have the construction site ready according to my estimates.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Akhier the Dragon hearted on June 13, 2009, 01:47:50 am
people should make mini versions of this as fighter plane type things.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 13, 2009, 01:54:16 am
Okay, but we must be sure that there isn't a little red plumber dude plucking these guys from the sky just by jumping on them.

We must steal all the scepters of kings from all 8 kingdoms; and to prevent them from mandating a rescue, we'll turn them into animals.

I'll have some hammerdwarves in turtle armor set near those castles to stand guard just in case. Backup will be in those mini-airships armed with the scepters to further safeguard them.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Leafsnail on June 13, 2009, 05:30:47 am
Damn, now we're gonna need to start making a Mario game in DF.  I think you've made quite a good start on Bowser's epic ship.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 13, 2009, 08:54:45 am
No, what we really need is to keep the foxes(it is a fox right? always thought it was a fox) out of those planes.  Then they'll go off with some little blue hedgehog fighting robots.

Spoiler: Sensei (click to show/hide)
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 13, 2009, 10:02:52 am
In case we get any dire hedgehogs teamed up with genius mutant foxes; we gotta forge dozens of vehicles that are multi-purpose. We'll need some that can withstand and launch magma, of course. Tunnel boring machines, hammer-armed floaters, electric gravity-defiers... The list goes on.

And, of course, the obligatory airship.

Maybe with a tall enough embark site, we can construct a Death Egg. But to power it, we may need some lignite bins, magma, and plenty of water; and lots, and I mean LOTS of mills and wheels and mechanisms.

That spiny hedgehog will NOT defeat me. You know why? Because...

I am the Eggman *woo*,
they are the Eggmen *woo*;
I am the walrus, koo koo ka-chu!
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Sensei on June 13, 2009, 12:48:31 pm
This is quickly turning into a Nintendo mod...

Mario should be a megabeast. Too bad we can't give him the ability to climb 1 Z-level cliffs like when you climb out of a pool in adventure mode.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 13, 2009, 05:45:40 pm
But Mario can fly.  Oh, and don't forget the fire flower breath.  That's important.

Anyway, here's the high-res version with second deck, ready for approval, captain:
Spoiler (click to show/hide)
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 13, 2009, 09:27:38 pm
I like. Carry on.

Another message has been sent by the foreman of the project. About time it arrived. Let's see...

:opens carrier pipe:

Spoiler: Y1S2: Project Delays (click to show/hide)

...And that's the news.

Well, that explains the delay. Poor bird hasn't been properly fed. I guess they have been working their butts off. At least you should be getting your money's-worth soon enough, Woodstock. They may even feed you their local vermin by the time you return.

:Let's the yellow cave falcon return with confirmation message:
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Nilus on June 14, 2009, 03:25:42 am
You MUST have magma cannons in this thing.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 16, 2009, 06:23:40 pm
What dimensions should the third deck be, roughly, in comparison to the two lower floors?
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 16, 2009, 09:15:16 pm
Slightly more further back to retain both boat-like form, as well as housing many mechs.

There should be a thin channel (wall/floor/wall 1-tile wide passage) around the rear perimeter of the deck (as illustrated) to house the axles with 1 or 2 windows (inner/outer) for both maintainence and/or being able to look outside/get a good shot. And the front extends the most. Basically, it needs to be pretty rear-heavy in form in order to help balance out from the weight of the engine blocks focused near-front.

I think the dimensions go by ratio (from Depot Rear:Front):

I guess a 1:3 ratio (backside extended about 2-4 tiles further post-ratio measure), more or less closer to 3.5. And compared to the lower deck, about 1-2 tiles-worth wider (probably excluding maintainence pipeline). I haven't been working on it lately.

Speaking of which. Sorry for a lack of updates. Really busy work week, plus a few unexpected visitors. I'll try to make up for it this weekend, when everything's settled down.

:Itnetlolor cancels posting. Sleeping.:
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 20, 2009, 12:30:58 am
What's this? An update?  :o

Yes it is! I apologize for not updating; I had a busy week. Family visited, work was hell (a re-opening celebration; *ugh*, and recovery for maybe a day). I have taken some time to get everything setup for an update. Enjoy the latest one, and once more, sorry for the delay.


Nice title huh?

I'll try to follow it up tomorrow with another, hopefully in the afternoon; if not, then maybe tomorrow-night.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Efun on June 20, 2009, 01:12:59 am
With the Magma furnaces, I usually dig out a grid below where i want them to be then channel the last square to break into the magma and cover it with a floor. Then when you wanna open up a square for the furnace, just channel it out....
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 20, 2009, 01:18:34 am
What, you mean is something like this?

Side:
_  ________
|\_________|


Top: -1Z
O==========O
|          |
|\         |
|          |
O==========O


For security measure, I'm using fortifications instead to fill 'er up.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Efun on June 20, 2009, 01:40:55 am
yes that is the idea... turn temp off unless you want crispy dorfs when you breach the chamber and arnt channeling it.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 20, 2009, 01:43:02 am
I dunno, I've had dwarves outrun magma flow before, trying this method. Plus, the stats of my miner is pretty good in swiftness.

Hopefully, I shouldn't encounter problems.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Efun on June 20, 2009, 01:45:46 am
Think bout it

~~|☺________|

Hes ONE!!! tile away from the magma

Expect him to be !!dead!! very soon after, trust me, many-a-dorf have died in my first forts due to  heat blasts

Urist McMiner has burned to death in the heat!
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 20, 2009, 01:48:27 am
You know what? I succeed, I'll have a video ready. Proof it's possible sans-modding to outrun magma after engraving a faucet. And not !!death!!.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Xether on June 20, 2009, 01:06:04 pm
Should name it 'The Skybreaker' because well.. http://static.mmo-champion.com/mmoc/images/wotlk/zones/icecrown_61.jpg
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 20, 2009, 02:52:38 pm
Should name it 'The Skybreaker' because well.. http://static.mmo-champion.com/mmoc/images/wotlk/zones/icecrown_61.jpg
The mighty gauntlet of Armok laughs at that twig in the sky; for we have maneuverability to be matched by even the greatest of creatures and elementals in the sky.

Our warriors will plunge the mighty ballista-grapples and overtake that ship and use it's parts to further improve upon our own battleship. It'll glow crimson from our victims blood. There's a reason it is called the Bloodfist, The Sky-Fortress of God. The might of Armok will plunge through any opposition with his fist.

Take that junk elsewhere. It is unworthy of our concern.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 20, 2009, 10:54:52 pm
BTW, that ship also looks rather mass-produced. A lack of passion and pain put into it.

Check this out, 2 updates in the same day! Huzzah! (Okay, so technically, in the same day.)

Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 21, 2009, 08:39:20 pm
Cool.  Sorry I haven't been working on the lego version, I was out of town for 4 days, and hadn't been sure about when I was leaving before hand.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 21, 2009, 09:35:36 pm
Cool.  Sorry I haven't been working on the lego version, I was out of town for 4 days, and hadn't been sure about when I was leaving before hand.
Understood. I've been rather distracted all last week; plus, my work schedule this week is going to be rather punishing.

Hopefully, I'll be able to keep up with updates. I've just been scatterbrained the whole time, so some of my plans might not go exactly as I planned previously; dwarven behaviors not included.

I might take a short break from the game and work on the blueprint a little more after my next update.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 22, 2009, 12:39:00 am
I believe I've caught up for now. I'm going to take a minor break and finish up on the Lego blueprint for the next few days. I'll try to update during the weekend again (Lego, otherwise will be ASAP per deck). Until things calm down again, it might have to be that way for awhile.

Got another report up:


Here it is:
Spoiler (click to show/hide)

BTW, Olin Authorbridged is not one that exists within my fort.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Bloogonis on June 22, 2009, 01:52:05 am
how about a snap shot of the description or just the description, also this needs to be the hatch to the lower decks from the main deck!

This needs many artifacts to adorn this thing. lets hope they all are buildable, or at least be part of buildings like buckets.

I need to stop messing around and get down to doing my ultra-project.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Opirian on June 22, 2009, 01:02:27 pm
I believe I've caught up for now. I'm going to take a minor break and finish up on the Lego blueprint for the next few days. I'll try to update during the weekend again (Lego, otherwise will be ASAP per deck). Until things calm down again, it might have to be that way for awhile.

Got another report up:


Here it is:
Spoiler (click to show/hide)

BTW, Olin Authorbridged is not one that exists within my fort.
(http://i696.photobucket.com/albums/vv329/Opirian/Olin.jpg)

Olin?
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 23, 2009, 11:15:07 pm
Another experiment is made; and kinda prototype for the time being.

Boiler Concept (http://mkv25.net/dfma/movie-1432-boilerconcept)

I'll see what I can do to further improve on the model tomorrow.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: kilakan on June 25, 2009, 10:20:45 pm
Ok I have a great idea for more lift/weaponry.  what you need to do is build some sort of cage fireing trap then proceed to capture dragons/Giant eagles/elementals then tame them using magic dwarf powers of the kennel then using chain for fire based beasts and rope for the rest attach them to the ship and using thier traning to fly though the skies and when you enemies think the are just flight support engage the windmills and release the beasts on the pitiful elves and human.  Plus it removes the whole fire canon concept because you will have living dragon canons. OR you could just hang tamed imps below you and watch as they scorch the earth.  ;D
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 25, 2009, 10:31:57 pm
Ok I have a great idea for more lift/weaponry.  what you need to do is build some sort of cage fireing trap then proceed to capture dragons/Giant eagles/elementals then tame them using magic dwarf powers of the kennel then using chain for fire based beasts and rope for the rest attach them to the ship and using their training to fly though the skies and when you enemies think the are just flight support engage the windmills and release the beasts on the pitiful elves and human.  Plus it removes the whole fire canon concept because you will have living dragon canons. OR you could just hang tamed imps below you and watch as they scorch the earth.  ;D
Minor issue: I'm not sure whether or not my ship will be fireproof; then again, blood will be it's varnish after it's first battle.

I'm curious how to lure some dragons into my possession. However, I do have access to some fire imps.

As for the firing trap, why else the planks? I can setup two different types. Those that retract, and those that slide in/out. You know, the drop-bridge for executions, and the retractable bridgeapults.

NOTE: I finally have some free time tomorrow; I'll try to get some work done.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: kilakan on June 25, 2009, 10:58:54 pm
well if you want fireproofing on the outside give it some obsidian armor plating obsidian doesn't weigh much, you can make it and it also makes for great short swords so have some on hand for emergency air to air raids might not be a bad idea.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Sensei on June 25, 2009, 11:22:07 pm
As you might know, I've begun to rob this forum of all its valuable literature for my Morrowind mod (http://www.bay12games.com/forum/index.php?topic=37804.0). Would it be okay with you if I copied the journal you have here (and of more relevance, a rendition of the airship itself) into the game in some form?
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 25, 2009, 11:48:15 pm
By all means, go ahead. Heck, if you can re-render my pictures to something a little more fitting of a journal or map/blueprint to be hung on a wall or something, go ahead.

Send pics of the airship as well. I'll toss in some more notes/info (although it may be spoilers to what I'm working for) if/when necessary. This thing will be a legend, no doubt.

I'll see what I can do to render a logo for it as well. (and try to implement it into the DF version as well.)

Spoiler: For Sensei (click to show/hide)

Hell, seeing as this is inspired for a mod; myself being reminded of an Unreal Tournament level (DM-Galleon, UT99 for the curious), this sucker's gotta be built AS a UT level. (Any version if anyone's willing; classic is even acceptable.) I wanna fight on it.

MORE BLOOD FOR THE BLOOD GOD!!!


I'm adding this to the front page.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 26, 2009, 12:01:32 pm
Here's what I've rendered of the third deck so far:
Spoiler (click to show/hide)
The program seems a bit laggy from the size.  I went ahead and built the top of the boiler, even though it looks like that'll be on the next deck up, so I'll have to separate that.  Took me a bit of time to work out how to make a still out of LEGOs.  I need to build the forward end of that deck, too.  And obviously, the walls aren't done.

Edit:  US $845.44 at this point.  Good thing the next few floors will be relatively small, piecewise.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 26, 2009, 12:37:07 pm
Not bad. Not bad at all.

I'm going to see what I can do to finish up on the lego-version right now.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Sensei on June 26, 2009, 12:40:13 pm
That logo can be put on tapestries without difficulty. If I greyscale the existing temperatures on some of the dwemer machines, that should be plenty steampunk. And it's just as easy for me to make this thing flying as it is to make it on the ground docked/crashed.

Don't worry about rushing to finish it; I'm not to the point where I'll be building that just yet. That said, building an airship in the game should be fun.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 26, 2009, 02:05:53 pm
Well, I tried expanding the boilers to make a more convincing and visible effect, but it just distributes the water so much; only 1 cycle can be done and that's that. It wouldn't be worth having them around.

They're not disappearing though. I at least have a functional design that works as planned.

Side:
O#===O Refill Hatch     
| %% |
| %% |
|4| (or 6/7)
O=O
Top:
O====O
| %% |
O====O

And Just below:
O=O
|4| or 6/7
O=O

Sure, there will only be 1(2) visible "steam" cells, but it's enough to look like it's working.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: kilakan on June 26, 2009, 06:11:59 pm
That logo can be put on tapestries without difficulty. If I greyscale the existing temperatures on some of the dwemer machines, that should be plenty steampunk. And it's just as easy for me to make this thing flying as it is to make it on the ground docked/crashed.

Don't worry about rushing to finish it; I'm not to the point where I'll be building that just yet. That said, building an airship in the game should be fun.
If you make it a living creature like some of the steam dwemer guards then you can tag it with permanent levitation and also make it kill able for some sort of screwed quest.  Oh and how dare you crash Armoks fist that's dwarven blasphemy.  :o
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 26, 2009, 10:13:19 pm
I finally got around to updating my LEGO creation.

It's also posted on the front page.

Refined Blueprints:
Spoiler: Bottom Deck (click to show/hide)
Spoiler: 2nd Deck (click to show/hide)
Spoiler: 3rd (Primary) Deck (click to show/hide)

Spoiler: Whole Ship so far (click to show/hide)

Spoiler: Special Features (click to show/hide)

I didn't toss in windows on the 3rd deck, where the crew resides (aside from the cabin) just yet.

EDIT:
I edited the bottom floor of the boiler, it seemed to be a bit awkward and a bit of a flaw/hazard in design, so now it extends as part of the rear of the ship. Consider it as a sort of heat-sink.

I'll update that when I get the next deck done.

EDIT 2:
In case you're wondering, I do get full power from each "windmill", so everything will be operational.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Tenth Speed Writer on June 27, 2009, 12:25:39 am
This iis going to be a great big build, and I foresee people talking about making it a magma, or subterranean boat.
Took me half a moment to catch that.

That gives me an idea. I should probably add a giant drill to the head,  and make sure one of my dwarves are armed to the teeth with explosives. You know, to cave in the tunnel it gets out of. But at the same time, I'll keep weary of a couple young troublemakers thinking of taking over the ship and piercing the heavens with it's drill. Just who the hell do they think I am?

I'm sorry for necroquoting, but I had to stop and applaud.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: LegoLord on June 27, 2009, 04:19:20 pm
Somehow I missed that.  *clap*
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: kilakan on June 27, 2009, 06:37:57 pm
I say you use the dwarfs women's tactics of armor for the ship STRAP BABIES TO THE OUTSIDE AND USE THEM AS COMBAT ARMOR!!!!
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Shaostoul on June 27, 2009, 06:46:30 pm
By all means, go ahead. Heck, if you can re-render my pictures to something a little more fitting of a journal or map/blueprint to be hung on a wall or something, go ahead.

Send pics of the airship as well. I'll toss in some more notes/info (although it may be spoilers to what I'm working for) if/when necessary. This thing will be a legend, no doubt.

I'll see what I can do to render a logo for it as well. (and try to implement it into the DF version as well.)

Spoiler: For Sensei (click to show/hide)

Hell, seeing as this is inspired for a mod; myself being reminded of an Unreal Tournament level (DM-Galleon, UT99 for the curious), this sucker's gotta be built AS a UT level. (Any version if anyone's willing; classic is even acceptable.) I wanna fight on it.

MORE BLOOD FOR THE BLOOD GOD!!!


I'm adding this to the front page.

Not to reign on potential artistic ability but that looks suspiciously like a Battletech (or Mechwarrior for those who don't know the board game, tv series, etc.) symbol for House Steiner of the Innersphere...
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 27, 2009, 08:44:05 pm
Hmm... I haven't played Mechwarrior games in a long time. Never realized it.

I just made a quick sketch and refined it as much as I could (quickly, might I add), and dealing with the quirkiness of Illustrator (after using Flash, habits change) at the same time.

I'm open to ideas making it more unique, but still somewhat renderable in game.

EDIT: I mean of course renderable in DF.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Sensei on June 27, 2009, 11:55:16 pm
FYI, anything I can photoshop out can be put on a texture in the game. They're just DDSs and TGAs, so I can convert them to BMPs with a special tool and play with them however I want. In other words, make it as elaborate as you want as long as there's a single-color background I can pull it out of (no translucencies against the background). All else goes.

I might add, the ship will NOT be made a killable creature. If you've played Morrowind thoroughly, you should know the engine would go to hell over that. I'll probably, for the most part, put it together out of existing static objects anyway. Making new ones is pain (I suck at making entirely new textures).
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 28, 2009, 02:22:21 pm
I recently learned that I have another annoying work-week setup (Thanks to good ol' 4th of July), so I'll try to see what I can get done tonight, and possibly later this week.

Hopefully, things will slow down afterward; and I can continue on with the project.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 29, 2009, 12:13:48 am
UPDATE TIME!!!

Okay, so it's not much, but I at least got something done today.

Here you go, the 4th deck of the Bloodfist AKA Armok's Gauntlet.

Spoiler: Progress So Far (click to show/hide)

Spoiler: Top-Down (click to show/hide)



BTW, black doors are floodgates valve-operated, other than lever operated (still levers, however, in-game). The thinner walls with "gold" trim are fortifications



I was thinking... We already have a logo to represent the ship well, but what about a pin-up?

Every great ship requires a pin-up; it's like a law of shipwright. "For every epic ship, there must be, as a form of representation of the vessel, a pin-up. AKA- "Betty Law", named after the pin-up model"

Remember, keep it dwarven. Because, you know, that is the crew of the ship after all.

EDIT:
Lego price, for the curious, so far: 643.31 USD

So, anyone willing to reproduce this thing and take a photo? ;D
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Itnetlolor on June 29, 2009, 11:43:39 am
I know, triple-post bump; but this qualifies as another update. And I might even make it a double-update, it's so damn simple. I'll need an additional moment... However;

Deck 5 is now designed.

Here it is:
New Total Price: 729.20 USD
Spoiler: Top (6th) Deck (click to show/hide)

Spoiler: And the whole thing (click to show/hide)

LEGO Price: 793.89 USD


Almost There... BTW, I did some minor mods while building up. So gem windows will have ramp supports, or re-rendered as spikes. Either way, it looks cool.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: Itnetlolor on July 02, 2009, 11:03:38 pm
Just a reminder

Job Isn't Cancelled: RL Job Obstructed Project Path

So, in order to make up for lost time, I'm going to try and do another double-update, but on the actual project site this time.

BTW, I already finished my Lego blueprint, so... yeah, not much else left to do really.

Until then, goodnight and good morning.


PS- Here's an idea of a pinup I developed for the Bloodfist:

Spoiler: NSFW (click to show/hide)

Isn't she sexy? And how hot is that pose, and how well it works for the ship? Definitely worthy of being added.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: Opirian on July 02, 2009, 11:35:47 pm
Just a reminder

Job Isn't Cancelled: RL Job Obstructed Project Path

So, in order to make up for lost time, I'm going to try and do another double-update, but on the actual project site this time.

BTW, I already finished my Lego blueprint, so... yeah, not much else left to do really.

Until then, goodnight and good morning.


PS- Here's an idea of a pinup I developed for the Bloodfist:

Spoiler: NSFW (click to show/hide)

Isn't she sexy? And how hot is that pose, and how well it works for the ship? Definitely worthy of being added.

I was about to say hot damn... but the beard threw me off XD

How bout that being the figurehead instead?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: Itnetlolor on July 02, 2009, 11:41:15 pm
I was about to say hot damn... but the beard through me off XD

How bout that being the figurehead instead?
Not a bad idea. She'll point the way towards victory. With a fist of cinnabar (so that there will be blood that doesn't wash off). So, what material should she be made of?

I was thinking copper or bronze, so the age of the ship can really be seen as it still soars the sky, and she would gain a more interesting patina over time to keep everyone interested.

Think of a Dwarven Statue of Liberty, except instead of a torch, it's a (still pulsing) heart. My craftdwarf must be in a macabre mood.

BTW, the heart will probably hold an exhaust pipe for the steam chambers, that way it's still warm and pulsing, even in the coldest of climates. Hell, it might even have cooler imagery in the cold. ;D
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: zchris13 on July 03, 2009, 12:02:01 am
Watch out for ice buildup.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refi
Post by: Firnagzen on July 03, 2009, 02:36:32 am
Yes, it should, instead of having steam coming out, have an ever-circulating loop of magma. You do hvae magma, aye?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refi
Post by: Itnetlolor on July 03, 2009, 11:16:50 am
Yes, it should, instead of having steam coming out, have an ever-circulating loop of magma. You do hvae magma, aye?
Yes, but sadly, no bauxite.

BTW, I don't know exactly how to deliver magma into a different spot (sorta like pit/pond style) other than manufacturing a pump (which I lack the primary fire-proof material for).

BTW, the stray magma could ignite the entire ship.

As for ice buildup, why else do you think I'd have the heart pumping as steam bellows out? Plus, consider most of the parts mostly indoors where maintainence could be constant. I engineered this thing to be as easy-going as possible. Easy to maintain, easy to fly, easy to keep in the sky.

Being a sort of warship in the sky, after all, military would be a top priority, so this thing would be constantly worked on to remain aloft during combat. Also why military and crew would be separate guilds within the ship.

BTW, the pumping heart, think of it as a sort of excess steam-pressure-powered device that sort of acts as a de-icer for the water-based exhaust. Plus, I think I'd have more than enough arrows on board the ship to break off any hard-to-reach ice blocks. Plus, much of the traveling would be at lower altitudes anyway to prevent ice-buildup. It's not like this thing can go orbital. ::)

Just as well, the low-altitude flying would also be to prevent other military from spotting the ship as it soars the sky for a nice surprise attack. After all, eyes are a good rudimentary radar system. Plus, think of signal fires as well; for a good image of what I mean, watch that one scene in LOTR:ROTK when Gondor signals for Rohan's help. This thing flying under the radar, especially if outposts are unaware of such technology, would wipe them out and prevent an advance guard from interfering when the primary assault on a kingdom is due.

I'm beginning to feel a little like Captain Nemo with this thing now. And come to think of it; it seems the primary deck of the ship is double-hulled, I just noticed, which is where most of the equipment is. Oh yes, this thing will work ju-ust fine. 8)
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: Itnetlolor on July 03, 2009, 03:48:53 pm
An update is in order!

Not really too much as been done however. I'm going to take a short break before I try to make the next update today. This time, I'll devote more of my time into actually building the S-beam. I don't want civil unrest after an incident occurred. Read the info tube for more information.


BTW, if you understand what I'm going for midway into the document; yes... I am going for it, and finding a way to implement it.

For those of you too confused or lazy, here you go...

Spoiler: My Crazy Idea (click to show/hide)
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: Opirian on July 03, 2009, 03:57:07 pm
Spoiler: My Crazy Idea (click to show/hide)

But but but, there's no spoiler there @.@ is that your crazy idea? tormenting us?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: Itnetlolor on July 03, 2009, 04:00:32 pm
I have an idea; it's just a little bit WIP on how I'll tell it or implement it into construction.

Why not try and figure out what I'm up to?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: Opirian on July 03, 2009, 04:05:30 pm
I have an idea; it's just a little bit WIP on how I'll tell it or implement it into construction.

Why not try and figure out what I'm up to?

You figured out that walls and floors constructed out of wood wont burn when in contact with magma? (its true >.>)
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: Itnetlolor on July 04, 2009, 01:20:09 am
Oh man, this is getting rough, and we haven't even begun building yet. :'(


If I fail, anyone can feel free to continue this where I left off.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: jaked122 on July 13, 2009, 09:40:59 am
this should be built for real :D I'd pay for it, I mean a full scale working ship. I'd get every person I know to pay for it, the funds should come out to about 60 Mil
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: Mr Doctor on July 13, 2009, 10:36:36 am
Oh god.
Imagine this ship filled to the brim with cave-adapted dwarves.

THE MOUNTAINS SHALL GLOW GREEN WITH VOMIT.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress, Plans Refined)
Post by: Itnetlolor on July 14, 2009, 11:11:45 pm
It's been a bit of a stretch, but I finally found some time to work on this. And considering it's been rather tame lately, I might be able to get another update done probably tomorrow. Give me a moment to add the POIs. Go nuts ;).

BTW, if you want to be involved in the project (as a cameo, so far), chime in, contribute, be entertaining, be dwarven.

Spoiler: Y2S4: Mopping Up (click to show/hide)

Until then, goodnight.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION?)
Post by: Itnetlolor on July 16, 2009, 12:36:10 am
Okay, I'm having a little trouble editing the front page. Is there possibly a way to insert a new post after my initial post and before everyone else's?

Anyhow, here's the latest update.

Spoiler: Y3S1: Breaking Wind (click to show/hide)

I'll be taking a bit of a break for a while. In the meantime, feel free to discuss the latest developments.

I took a gander at it in 3Dwarf, it looks pretty frickin' sweet, despite not being finished yet. ;D

I'll maybe toss in some screens tomorrow.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: kilakan on July 18, 2009, 01:49:05 pm
Hey i just had a good idea for something else the heart could pump. You mentioned de-icer well liquor never freezes so you could have it pump booze as a sort of tribute to your wealth  gained through battle. and if you want you could rig a system to test the booze bomb concept by igniting the liquor and see what happens.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: ChazzyBurger on July 18, 2009, 04:49:41 pm
Wow

This is so many types of awesome...

If you pull this off, and you MUST pull it off, you'll probably go down in Dwarf History

In an engraving

Talking to Armok
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on July 18, 2009, 09:40:15 pm
Hey i just had a good idea for something else the heart could pump. You mentioned de-icer well liquor never freezes so you could have it pump booze as a sort of tribute to your wealth  gained through battle. and if you want you could rig a system to test the booze bomb concept by igniting the liquor and see what happens.
Why not modify it to also serve as a flamethrower while I'm at it? Just use the excess pressure valves the boilers use to build up pressure, set alight the heart valves, and let loose with a big ol' *vamoosh*. Put a ballista bolt in there, and now we have flaming missiles, and a flamethrower. This is the burning passion of Dwarfkind after all, along with the fury of Armok himself. 8)

I guess we can also link up a sort of system that allows that. But first, let me finish the basic (original) version first. When I lend everyone the ship to mess around with, go nuts with modifying it (I designed it with that in mind). Just remember to shut off cave-ins; otherwise it'll begin to look like the Hindwarfberg.

The Hindwarfberg, that's what happens when you use pig-tail cloth, booze, and magma to propel a massive gas (vaporbooze, or sublime booze) balloon-class airship. You'll never see anything else disappear that fast. It disintegrates before it makes contact with the ground.



EDIT:
A funny thought occurred. If/when crap eventually gets included in the game... :Evil grin: I'm gonna need more barrels, a way to ignite them, and some targets. ;D

Other alternative bombs are also packing barrels with war rhesus macques; or dumping bins full of pig tail cloth waterskins or watermelons. Sheep wearing pigtail cloth capes, iron donkey statues, banana bombs?

Hell, at a signifigant height, anything would do. Any more ideas?

SUB-EDIT:
Ooh, bacterial virus bombs. Biological warfare, good idea.

EDIT:
Further thought. with a bit of chemistry, wouldn't those crap barrels, after a bit of work being done to them, make much more effective bombs? Not to forget, set some proper fuse and piping for the ballistae, and we have frickin' rocket launchers!!!! (and with the space allowed with the ship, you can annihilate cities with this monster. :evil...er grin: )
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: kilakan on July 19, 2009, 07:55:01 pm
If/when dwarves actually need to use the bathroom you could use the waste to make methane or contaminate the enemies water supply. Talk about fighting dirty. 
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: LegoLord on July 19, 2009, 10:33:39 pm
Hey, nice job so far.  Shame about the ambushes.  Those have a tendency to set things back.

I will continue work on the high-res version in a few days; I need to get back into the swing of things as I just got back home today (I was in Europe).  Sorry I didn't mention anything earlier.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on July 23, 2009, 11:35:31 pm
Please excuse my lack of response. I have hell to deal with connecting online.

Updating intermittently to stay on. For no reason, I keep losing all connection everytime I try to update. Trying to solve.

Tried everything I could think of, not much luck.

Restarts are required to revive connections. Need help! Excuse my request.


--------------------

Aftermath:
Okay, I think I finally fixed it. After running every spyware/antivirus/antitrojan on my system (that I could think of and etc.), I finally eliminated all that can be spotted; took ages to nab them all. With all that I had, I'm surprised this didn't occur earlier, or that my compy overloaded with viruses to the point of affecting reality. Ironically, I run a weekly scan. :-\

Viruses = very yes, indeed.

Seeing how ridiculously late it is, I'll FINALLY update tomorrow night after whenever possible (grr). But now, I can finally continue, everything's good now. Thank you for your patience. Uh, how are you?


BTW: The ship is beginning to look awesome; even though it's still only framework.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on July 27, 2009, 10:14:43 pm
Final-carping-ly!!!! I got it setup now.

Spoiler: Y3S2: Erector Set (click to show/hide)

Spoiler (click to show/hide)
Excuse my serious delay, previous post explains quite well what happened. Let's not forget, because of it, I didn't get much rest.


EDIT:
Depending on if I get anything done or not, I'll be taking my hiatus on this project next week. So, if I don't update, sorry, if I do, sorry still. I'll be unavailable for a while.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: Rowanas on July 27, 2009, 10:22:16 pm
This iis going to be a great big build, and I foresee people talking about making it a magma, or subterranean boat.
Took me half a moment to catch that.

That gives me an idea. I should probably add a giant drill to the head,  and make sure one of my dwarves are armed to the teeth with explosives. You know, to cave in the tunnel it gets out of. But at the same time, I'll keep weary of a couple young troublemakers thinking of taking over the ship and piercing the heavens with it's drill. Just who the hell do they think I am?

Oh dear. References. wonderful, wonderful references
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on July 28, 2009, 08:50:37 pm
Heh, I appreciate the amount of attention this is getting; I just visited right now and noticed this has just hit the 5000 mark (by my experience so far, that's pretty nice) think I should do something as a tribute to it? Sort of like a benchmark thing? Or is it an overplayed trope? 'Cause, I don't really have any ideas right now to celebrate, aside from maybe putting in one more update before my hiatus next week.

For anyone curious, I just need a break from everything for awhile, don't worry, I'll continue after it passes. Plus, who knows? Maybe I'll think up something interesting to do with that glorious glowing rock. ;D
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: LegoLord on July 28, 2009, 09:00:37 pm
For anyone curious, I just need a break from everything for awhile, don't worry, I'll continue after it passes. Plus, who knows? Maybe I'll think up something interesting to do with that glorious glowing rock. ;D
Nuke, nuke, nuke . . .
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on July 28, 2009, 09:10:55 pm
For anyone curious, I just need a break from everything for awhile, don't worry, I'll continue after it passes. Plus, who knows? Maybe I'll think up something interesting to do with that glorious glowing rock. ;D
Nuke, nuke, nuke . . .
I was thinking, having refined and placed in a proper detonation chamber, fused with the crystals in a unique setup could geometrically improve the explosive mass to guarantee that nothing of even adamantium standards could survive. It could either wipe out the world, or even a ship made of even adamantium. But such a ship would be of precursor standards that would be difficult to find, and even so, just merely having that standing alone could win a war. That is, at least, if you have an obsidian shield with magma orbs keeping it united together around it; or at least, keeping an impenetrable shield to access it together. For protection standards of course.

But then again, obliterating such a thing of beauty would be of the foolish mind of a mere human and several other races banded together out of tyranny. But let's think back to now, and forever. We have no need to worry about silly hunams.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Sensei on July 29, 2009, 02:15:47 am
Aha, another Crimson Skies fan. I might have guessed. I'd like to see a new one if MW5 succeeds (and I sure hope they don't go overboard in making it accessible).
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 01, 2009, 02:07:27 pm
I figure... oh, what the hell!

I have something to celebrate the 5000+ benchmark.

How do you feel about a 3D representation of the WIP so far? No, no 3Dwarf here;
something a tad better (to many various degrees): Visual Fortress: another 3D visualization app (http://www.bay12games.com/forum/index.php?topic=39541.0)

I like it. You can easily tell wood and copper apart (relevant to my project).



Consider this my review of the program as well.

Bridges need to be renderable soon.

EDIT:
I just realized, you can really easily tell where my dwarves have been by looking through this. The dense forest has a massive bald spot on it, dedicated to the megaproject.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: piecewise on August 12, 2009, 09:27:27 pm
Few questions here.

What do you mean Nuclear? Like that glich to make (I forget the kind of stone) burn for a year by hucking it in a bin and washing it with lava?

Also, its too bad this won't actually fly. If we could actually make flying steam machines I'd have a freaking armada. And I'd have robots that pilot robots that pilot bigger robots that pilot robots that pilot robots the size of a galaxy.

And I'd have funky orange glasses for all my dwarves.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 12, 2009, 09:49:29 pm
Few questions here.

What do you mean Nuclear? Like that glich to make (I forget the kind of stone) burn for a year by hucking it in a bin and washing it with lava?

Also, its too bad this won't actually fly. If we could actually make flying steam machines I'd have a freaking armada. And I'd have robots that pilot robots that pilot bigger robots that pilot robots that pilot robots the size of a galaxy.

And I'd have funky orange glasses for all my dwarves.
I think it was lignite, if I'm not mistaken. How I remember it, lignite = ignites.

As for nuclear, I'm not sure how we will refine it (the pitchblende), or properly implement it into our ship.

As for flight, I have a handful of ideas on how to illustrate it, but it may prove to be a bit of a challenge, but damn worth it if I can get it to look right. I'm split between using mist tiles to simulate clouds in the sky implying movement, or instead using a shrunken embark location map (stitched together aesthetically appealing, much similar to how the primary world generators look after generating a world) gradually moving the background in sequence with the foreground tiles  to imply movement; also gif-worthy.

As for the journey, well... that should be fun to illustrate overall. Of course the actual experience will be simulated in-game, but the story will be illustrated otherwise. Hell, I might even photoshop everything together making everything rather consistent in form.

There IS another reason I constructed it a little higher than usual. Plus, I'll even setup a base-coat (all primary decks and etc. ala spritesheet style). Hell, why not develop a spritesheet if need be? Just UD it alongside your own quest.


And finally, an unavoidable question I know will be asked. When will I update? Hopefully by the end of this week; if not, then check back by hopefully Monday at the latest. I just needed a bit of a break for a while. Until then, enjoy my comments on other threads while we wait.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Sensei on August 12, 2009, 10:00:01 pm
Lignite and coal are both flammable, and they'll burn for eternity if... you do something glitchy. Don't remember what.

Also, Pitchblende is radioactive in real life. It's the common name for Uraninite (ore of uranium, whoopee!) and the name Pitchblende was given in 1727 because it was dark as pitch, and it probably had minerals in (because it was so dense) but no-one knew how to get them out.

So in other words, Pitchblende is made up mostly of Uranium in various radioactive states, plus some radium as a result of the decay. Altogether not something that you should be handling without protection.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 12, 2009, 10:09:04 pm
I guess I should be hunting for some lead and some other materials to harness this bastard then, huh?

This'll be fun. But priority above all else, the ship must finish before modifying it. Oh well. :-\


Wait;

I just realized, if I find some lead or smelt some cages, if I have any lead ones, I can make myself a lead box and contain it. HUZZAH! ;D



EDIT:
Not really much to note, but it was nifty now that I noticed it. The upper portion of my front page now looks like a pretty badass-looking Rook chess piece. Would be awesome to see a tower built in this form. Hell, consider it an airship rally point. Megaproject idea is up for grabs.

Speaking of which, before I finish, I'd like some places to visit with this monster when it's done. Be sure it's airship-accessible. With my method if illustration, I hopefully shouldn't have a problem super-imposing it into other fortresses and locations. Especially if LPs are bound to be done with it.

BTW, I added the pics from my Visual Fortress Screenshots to the front page.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Sensei on August 12, 2009, 10:47:43 pm
You have to regen the world to make a new metal entry, don't you?

If so, I say remove Rose Gold and its reaction in favor of making Uranium from Pitchblende (dwarves are awesome, they can pull it off). Then you can put uranium bars in a lead bin.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Eagle on August 13, 2009, 11:13:09 am
You have to regen the world to make a new metal entry, don't you?

If so, I say remove Rose Gold and its reaction in favor of making Uranium from Pitchblende (dwarves are awesome, they can pull it off). Then you can put uranium bars in a lead bin.

Bonus: set the uranium to ignite at the same temp as lignite. Put in bin. pour magma on it. Awesome.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Vieto on August 13, 2009, 08:09:44 pm
I figured out how to allow for Armok as an official Dwarf word:

in Language_word in the raws:

[WORD:ARMOK]
   [NOUN:Armok:Armok's]
      [FRONT_COMPOUND_NOUN_SING]
      [REAR_COMPOUND_NOUN_SING]
      [THE_NOUN_SING]
      [FRONT_COMPOUND_NOUN_PLUR]
      [REAR_COMPOUND_NOUN_PLUR]
      [THE_NOUN_PLUR]
      [OF_NOUN_PLUR]

in Language_DWARF:

[T_WORD:ARMOK:ARMOK]
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 14, 2009, 11:59:54 pm
UPDATE!!!!!

Thanks to a little program called Rename-It! (http://sourceforge.net/projects/renameit/); I can update my maps faster, now that the renaming process has been reduced to .1% the amount it usually takes for me to process (rename) it; Thanks to the fact that it can do a find/replace on the names. Now I don't have to rename each map file individually (Seeing as DFMA acts up with it's original name; if I were to upload the map, you'd see what I mean).

Anyway, without further ado, here's the UD.

Spoiler: Y3S3: Blazing Copper (click to show/hide)

I'm sure having fun.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Sensei on August 15, 2009, 12:34:48 am
Sorry if I should know, but those pumps that pump into 1x1 chambers... what's going to go in those?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 15, 2009, 12:40:35 am
Sorry if I should know, but those pumps that pump into 1x1 chambers... what's going to go in those?
4/7 - 6/7 water in the bottom cell. For steam effect.

I even have an example (http://mkv25.net/dfma/movie-1432-boilerconcept), that made me come to the conclusion of the design.

I think with 4/7 water set, it would provide the most "steam" effect. Any more than that, well, the effect just won't work.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTI
Post by: Arathanar on August 18, 2009, 09:53:57 pm
Doink.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Bloogonis on August 20, 2009, 12:07:22 pm
looks good, have you thought about an arsenal sub-deck? The ballista would be only really usable for airship to airship combat, how about going down one more level giving a firmer support to the ballista and have 6 catapults down there? also what about the Siege ammo where is that stored?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 20, 2009, 02:00:59 pm
looks good, have you thought about an arsenal sub-deck? The ballista would be only really usable for airship to airship combat, how about going down one more level giving a firmer support to the ballista and have 6 catapults down there? also what about the Siege ammo where is that stored?
Well, you have to consider that this ship is modular. You can add stuff to it, and modify it to your liking.

It's base form has two (2) anchor ballistae that can double as temporary defense, but considering they're anchors that are launched, they can be used for boarding parties. Same applies to ammo. If need be, there will be modification for a storage unit for the ammo, or use the excess space leftover. Simple, yet effective.

BTW, I have it designed as such so anyone can modify it to their liking and show off their changes/mods of it. But only when I finish it will the full behemoth be released. So, be patient.

Furthermore, the ship is being made right now so that it will be a fulfilled project for the Dwarven Empire, it'll then be ferried to the capitol a reviewed/used by the king. But with things developing as they are, things may go fairly differently. Stay tuned to find out more.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: kilakan on August 21, 2009, 09:49:03 pm
I think the king should get full use of the business end of the ballistae if you know what I mean.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 26, 2009, 05:52:13 am
I am up for a challenge. Want a Docking Fortress for your Airship???
Tell me what you want in it (weapons, goods, food, etc) and I will find a site that will suit them, I was thinking of finding a Major River that was tall enough and wide enough for some grand effect, so if you know of any better still...

The things I would like to know. How wide is her berth. Her length from Bow to Stern, and how far along the Port/Starboard is the Gangplanks to the Trade Depo???
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 26, 2009, 06:34:05 pm
I am up for a challenge. Want a Docking Fortress for your Airship???
Tell me what you want in it (weapons, goods, food, etc) and I will find a site that will suit them, I was thinking of finding a Major River that was tall enough and wide enough for some grand effect, so if you know of any better still...

The things I would like to know. How wide is her berth. Her length from Bow to Stern, and how far along the Port/Starboard is the Gangplanks to the Trade Depo???
It can be just about any kind of site. Hell, a marketplace would be an interesting site. It could allow for merchant quests.

I never really calculated the dimensions of the ship itself, but I do know that the docking bridges on both ends must be up to 10 tiles long, if it's a retractable bridge. One set of that 10 is already provided by the ship itself; meaning the drawbridge from the dock has to be 10 (max-length).

I already have the width of the base done, but I haven't tossed in the engines yet into the mix.



Here's a rough estimate I got based on both my progress and LEGO creation:
Height= 6 Z-levels
*Length= 16 (rear cabin + props) + 20 (open space) + 15 (front cabin) + 11 (Nose) = 52 tiles

*Figures based on Deck 4's figures.

Width= 19 tiles
Wingspan= (Width + 16) = 35 tiles

Summary:
H= 6
L= 52
W= 19
Ws= 35
DB= 10x3 (extends 9 tiles outward, drawbridge/floodgate/wall)

EDIT:
Thanks for the reminder. It is 9 tiles, at least for the ship.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 26, 2009, 06:44:14 pm
Just making sure...
The Bridges that act as the only way onto the craft extend out 10 tiles or do they extend 9 due to one of the 10 is needed to be attached to the craft itself...

For site I am thinking of one of those Cities in the SIDE of a mountain, that's open to the sky. A dock yard located running down the length of the Cities boundaries where not only small Craft dock but ones such as the Flagship. Might even include something like a DryDock if I can work out how to make it all work...

But first I am gonna need a map that has a Tall Mountain that runs its width. And I think I have on...

Oh and yeah, I would really like to know what wears you will be needing to 'resupply' your craft with...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 26, 2009, 07:22:43 pm
Booz'

Lot's of it.

Actually, the ship and it's extensions work just fine with raw material, but refined goods would suit us very well. Be sure to have some sort of forge. Hell, we can even go resource hunting, and make all sorts of modifications to our ship with what materials we gather. We'll have massive furnaces, hellbore cannons, and a ridiculous fuel supply, ready to take on battlestations so powerful, it would take crystal modifications to be sure the sheer devastation of such a behemoth.

Next thing you know, the sheer awesomeness will make everything go quasi and a journey that'll normally take a month would take mere days tops. Let's just hope my crew are a bunch of happy campers. We don't want to attract some frumple attention. We don't need silly cows.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Vieto on August 26, 2009, 07:28:13 pm
Booz'

Lot's of it.

Actually, the ship and it's extensions work just fine with raw material, but refined goods would suit us very well. Be sure to have some sort of forge. Hell, we can even go resource hunting, and make all sorts of modifications to our ship with what materials we gather. We'll have massive furnaces, hellbore cannons, and a ridiculous fuel supply, ready to take on battlestations so powerful, it would take crystal modifications to be sure the sheer devastation of such a behemoth.

Next thing you know, the sheer awesomeness will make everything go quasi and a journey that'll normally take a month would take mere days tops. Let's just hope my crew are a bunch of happy campers. We don't want to attract some frumple attention. We don't need silly cows.

Looks like you'll need a rival enemy ship just to keep you guys from rampaging the countryside.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 26, 2009, 07:36:21 pm
So here's the plan...
Large City that over looks a floating dock that spreads outwards away from it, the only way into this said city is though the Docks themselves or another secret way...
The City itself will produce the following...

Foodstuffs -
Food - Lavish and So on, multiple foodtypes.
Booze - High Quality or better, Above and Below Ground Plants (vanilla based)

Weapons/Armour -
Large amounts of Iron and Steel Bars- to be used to repair Ship's Hull.
Shipbound Weaponry - Such as Balista and Catapult Parts.
Shipbound Ammo - Balista Ammo, Steel Heads.
Personal Armour - For the men that work aboard the Craft.
Personal Weapons - Swords, Axe, Crossbow, etc.
Personal Ammo - Steel and Iron Bolts, Training Bolts are for the Young.

Furniture -
Chairs, Doors, Tables - Surely some will be damaged during Midair assaults.
Barrels aplenty - Never can store enough.
Chests and Coffers - For the Booty lads.
Computer Component - Repairs to Chenjesu. (Cut Gems)

Other Goods -
Clothing - Assorted clothes for those boring days.
Odds and Ends - Every Man has his needs. Mine just happens to be Cloaks.

Personal -
Fresh Blood - Marksmen and Assault Crew trained here.
Arm the Cannons - Siege operators taught not to fire till you see the whites of their eyes.
In the Sun - No one will Puke...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 26, 2009, 07:51:37 pm
Edit: Found my site...
Needs a Name...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 26, 2009, 09:29:30 pm
If possible, harness the powers of both magma and waterfall/water source, and make a bathhouse. Seeing as we airdwarves have naught much access to hot clean water, aside what our boiler can filter (so much can be siphoned), and what our well can gather; though bathing is not much a requirement amongst us; some of us captains must retain as much decorum as possible if we are to make fair trade with other nations and merchants.

Let's not forget, it does help intimidation to at least feign that we can keep to ourselves in the sky, and still appear healthy and well groomed.

They no need to know an airbuccaneer has places that act as sanctuary after months of drifting the skies.

I found some plans amongst the belongings of one of my lost dwarves.

Bath House Plans:

O\333 water 333/O
|7777 magma 77777


EDIT:
What kind of name do you need? Pick a theme, I can think up one.


FURTHER EDIT:
Pardon my lack of updates again. Too many distractions, and my job wearing down on me, as per life. Kinda tends to make me lose interest in getting to work on this. Any tips to help alleviate this is welcomed.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Sensei on August 26, 2009, 09:38:54 pm
Any sailing ship has to dock eventually, I'm sure they'd assume.

In fact, any land dwarf would tell you you have an unhealthy lack of dirt.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Vieto on August 26, 2009, 09:43:33 pm
I think you won't even need to fight the elves; they will explode when they see all the cut wood used to make your ship :D
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 26, 2009, 09:51:33 pm
Any sailing ship has to dock eventually, I'm sure they'd assume.

In fact, any land dwarf would tell you you have an unhealthy lack of dirt.
Why else a bathhouse/spa? Mud baths of course. We need the dirt. Obsidian mud of course. And to trick more OCD places about cleanliness, also reason for blazing hot water. Plus, the combination of the two can help remedy any airsick dwarves. BTW, BO can wear on one in due time. It's especially bad when you start hearing machines complain from corrosion.

And in case any non-dwarf sky-captains dare take on the "Land of Tomorrow" (possible name?), we can lure them with these high-society things, as we "restock" our goods. ;D

We should also be able to have a high-yield of pegasus meat to trade as well. I mean, with exploding elves at the sight of our immense fleet of flying wooden monoliths; pegasai should be easy pickings. And we should have a breeding pair in case we run low. It's funny when you watch one with trimmed wings attempt to fly off a steep, tall plateau.

We can always take bets to see if it bounces.

I think you won't even need to fight the elves; they will explode when they see all the cut wood used to make your ship :D
Speaking of which, I haven't taken the time to appraise the total cost of materials, IE- just how many logs were used and etc.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Sensei on August 26, 2009, 09:54:05 pm
I think Obsidian Mud is wishful thinking, physically, because Obsidian is crystalline by nature. But we'll roll with it.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 26, 2009, 09:54:33 pm
Theme is simple...
Its a Harbor where your Craft (and your Opponent, she is a neutral City) Dock to resupply... Think about that Pirate Harbor, um.. What was it called again???

Give me ideas, the Bath House is included now, I will be using the UG river nearby. The thing is that the Chasm cut a couple of peaks in half and in bits due to the fingers, so they will be flattened or something, haven't decided, but the part that extends along the length of the Chasm itself will be flattened so that the Dock overlooks everything...

Add anything you want to see into this Habour, its up to you guys, I will be going to work shortly and I am planing to take part in DF Masters 2. So I will be working on this every now and then. But she shall be finished but names and buildings of this Fair city shall be added on suggestions...

Perhaps I should make another Thread for this alone. ke ke ke...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 26, 2009, 10:00:13 pm
Heres the Map of the area...
I am thinking to tweak in some Sand just to make Glass and the like.

(http://img.photobucket.com/albums/v630/LeonNeco/Embarkmap.jpg)
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 26, 2009, 10:00:34 pm
I think Obsidian Mud is wishful thinking, physically, because Obsidian is crystalline by nature. But we'll roll with it.
I think I've actually heard of spas that use volcanic ash due to it's properties.


...Okay, I feel less like a man right now.

I really hope I'm becoming more dwarf, instead of the more popular belief.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 26, 2009, 10:08:37 pm
Theme is simple...
Its a Harbor where your Craft (and your Opponent, she is a neutral City) Dock to resupply... Think about that Pirate Harbor, um.. What was it called again???

Give me ideas, the Bath House is included now, I will be using the UG river nearby. The thing is that the Chasm cut a couple of peaks in half and in bits due to the fingers, so they will be flattened or something, haven't decided, but the part that extends along the length of the Chasm itself will be flattened so that the Dock overlooks everything...

Add anything you want to see into this Habour, its up to you guys, I will be going to work shortly and I am planing to take part in DF Masters 2. So I will be working on this every now and then. But she shall be finished but names and buildings of this Fair city shall be added on suggestions...

Perhaps I should make another Thread for this alone. ke ke ke...
This is starting to feel alot like the Airbuccaneers mod for UT2k4. Except we don't have killer plump helmets that 1-shot-kills you when you're out of bounds.

What would also be an interesting idea to try out is making a similar sky-fortress thing, except it's more a sky-city, completely detatched from land. Well, sorta. It would require anchors and sails to keep horizontal, and also to navigate. The anchors would especially help with guidance. It can also have all sorts of similar extensions that make it function like a city, though mostly dependent on what the sky, and the advantage of death from above can allow.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 26, 2009, 10:13:03 pm
Too tell the truth I was thinking that, but the City in the side of a Mountain is More 'Steampunk Airship World' you have started up here. Floating Cities are more Dues Ex machina ending things...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Sensei on August 26, 2009, 10:14:26 pm
Ash is not obsidian. Obsidian is lava that cools at an extremely fast rate. Ash is burnt dirt and stuff.

Again: Obsidian (http://en.wikipedia.org/wiki/Obsidian) is not Ash (http://en.wikipedia.org/wiki/Volcanic_Ash).
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 26, 2009, 10:19:15 pm
Ash is not obsidian. Obsidian is lava that cools at an extremely fast rate. Ash is burnt dirt and stuff.

Again: Obsidian (http://en.wikipedia.org/wiki/Obsidian) is not Ash (http://en.wikipedia.org/wiki/Volcanic_Ash).
Now that you think of it, an obsidian bath would hurt like hell. Screw it, it's definitely more dwarfy than a volcanic ash bath.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 27, 2009, 02:33:09 pm
The Port Harbor now has a name..
Datananriz Tâmolzafal Custith...
Ironsky, The Savior-air of Passages...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 27, 2009, 02:49:27 pm
I like it.

I'm going to try and reserve some time tonight to continue my project.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Opirian on August 27, 2009, 11:06:00 pm
Hmmm I bet you wouldn't have a problem if I carved/built a city out of a mountain just to serve as a stop for your Airship.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 27, 2009, 11:43:56 pm
Hmmm I bet you wouldn't have a problem if I carved/built a city out of a mountain just to serve as a stop for your Airship.
I am doing that too, so more the merrier...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Opirian on August 27, 2009, 11:53:27 pm
The almighty dwarven alliance! The mighty Air Corridor (name pending) that spans between the mighty dwarven cities giving safe berth to Bloodfist, The Sky-Fortress of God
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 28, 2009, 12:08:19 am
first post this page is my Ports name, what will yours be called???
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Sensei on August 28, 2009, 12:20:59 am
CloudShaft.

Edit: I can't believe I mis-spelled the word 'cloud'. Maybe that's just fromt oo much of typing tx_ex_strong_corr3_02.
Alas, everything takes its toll, does it not?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 28, 2009, 12:40:33 am
ARRGGGHHH...
Wasn't watching and half my starters got wiped out by a Trog Migration...
Oh yeah, do Hostiles Jump through Sky roofs???
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Vieto on August 28, 2009, 12:51:44 am
They don't jump, per say, if they dodge, they might fall in...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 28, 2009, 12:57:14 am
They don't jump, per say, if they dodge, they might fall in...
As long as they don't dodge into the gap and into my Farms below...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Sensei on August 28, 2009, 01:41:42 am
They won't do that deliberately. They can dodge down or get knocked down, however. The solution to this is crossbows in the farms, methinks. Either that, or perimeter walls (which are generally just good building etiquette).
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Neyvn on August 28, 2009, 01:47:28 am
They won't do that deliberately. They can dodge down or get knocked down, however. The solution to this is crossbows in the farms, methinks. Either that, or perimeter walls (which are generally just good building etiquette).
Was thinking that...
Was just trying to keep them inside after I finished the digging of the Skyroof...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Sensei on August 28, 2009, 01:55:44 am
Oh, the other option is to make a rake weapon that uses the farming skill. Yeah, that would be effective too.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Opirian on August 28, 2009, 03:26:28 am
Well I founded my fort, the Cloister of Stone, for the building of my dock/fort/city... and ran into a couple complications, just south of my fort is a chasm filled with 3 pages of batmen, 2 pages of trogs and 1 page of antmen. Oh and the magma is on the other side of that + the river is down the mountain.

oh and 4 gremlins
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on August 28, 2009, 11:24:09 am
Okay, okay, before this thread completely derails, somebody start a new topic regarding this. And I apologize for this, but I didn't have time to work on the project. My internet died and I was trying to fix it. I just got it back up today.

I WILL get something done. BTW, I also have a bit of a distraction with Planepacked, and keeping tabs on that (forum) megaproject.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: PotatoMuncher on August 30, 2009, 02:22:12 pm
You should've gone to a map with no trees  ;D. That way you would have to farm trees, as an extra challenge.

PS. Have you tried making it out of feather trees?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Killas[SiN] on September 11, 2009, 03:34:41 am
...

My god,

That, good sir, is awesome!
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on September 11, 2009, 11:43:32 am
Why thank you. Hopefully, this weekend I should be able to work on it again. Finally.






I hate my job. I'm currently asking whoever's playing to reassign me to a better one.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: roger123275 on September 12, 2009, 03:27:49 am
Hang on... I just realised that everything killed by this thing wil have been...

Boatmurdered  ;D
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Sensei on September 12, 2009, 12:22:19 pm
*gasp*

He's right!
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on September 12, 2009, 12:42:27 pm
I didn't even notice that easter egg. On my own work if anything. Good job Roger!

I really gotta get back to work on this.

I'll see what I can do, expect something to come up tonight.

EDIT:
BTW, I think a true boatmurder would be if you get crushed and rubbed into the ground by the bottomside, while getting dragged by a grapple-ballista for miles. And be used as bait while everyone's fishing inside/above a magma pipe.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject In Progress: CONSTRUCTION!)
Post by: Itnetlolor on September 12, 2009, 08:56:50 pm
Speaking of Boatmurdered....

Spoiler: Y3S4: High Ate Us (click to show/hide)

What in the name of-- How? *whimper* And how did he live?!?!!

Spoiler: ...Wow (click to show/hide)

I might render ol' Cid soon enough.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Vieto on September 13, 2009, 12:18:27 am
wow. actually, that would be an interesting starting 7, what with the child and all.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Itnetlolor on September 13, 2009, 12:30:52 am
wow. actually, that would be an interesting starting 7, what with the child and all.
Good point. I have just about everything to "Start anew".

And wouldn't you know, the leader since the beginning is still alive, and the ship is still afloat.

The original of originals is still around. Big problem though. We still have some KO's tantrumming in their sleep, just as well, the caverns are filled with miasma, and we lack a farmer/cook/brewer.

We can only hope reinforcements arrive soon. (Or a reclaim to suit such)

Should I reclaim if my 7 survive it?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Vieto on September 13, 2009, 12:47:19 am
wow. actually, that would be an interesting starting 7, what with the child and all.
Good point. I have just about everything to "Start anew".

And wouldn't you know, the leader since the beginning is still alive, and the ship is still afloat.

The original of originals is still around. Big problem though. We still have some KO's tantrumming in their sleep, just as well, the caverns are filled with miasma, and we lack a farmer/cook/brewer.

We can only hope reinforcements arrive soon. (Or a reclaim to suit such)

Should I reclaim if my 7 survive it?

If your Surviving 7 survive, you should continue. Albiet, you likely will have problems with migrants for a year or 2, but you can use that time to clean up.

Also, you should set up some traps for the goblins.

edit: also, reclaimers are all friends, which might become a problem later on.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Itnetlolor on September 13, 2009, 03:01:28 am
wow. actually, that would be an interesting starting 7, what with the child and all.
Good point. I have just about everything to "Start anew".

And wouldn't you know, the leader since the beginning is still alive, and the ship is still afloat.

The original of originals is still around. Big problem though. We still have some KO's tantrumming in their sleep, just as well, the caverns are filled with miasma, and we lack a farmer/cook/brewer.

We can only hope reinforcements arrive soon. (Or a reclaim to suit such)

Should I reclaim if my 7 survive it?

If your Surviving 7 survive, you should continue. Albiet, you likely will have problems with migrants for a year or 2, but you can use that time to clean up.

Also, you should set up some traps for the goblins.

edit: also, reclaimers are all friends, which might become a problem later on.
Right. Don't want to replicate Boatmurdered unless I feel like draining the magma pipe next time.

>:)
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Rozenbuddy on October 17, 2009, 02:29:11 pm
I've been reading this for a while and i have some questions (sorry if they've been answered!)
1. Will it fly?
2. If so, will it land?
3. If not, how will it get food/water?
4. What happens if you crash?
5. What will you do with it?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Sensei on October 17, 2009, 04:17:39 pm
No, no structure can fly or land or move, only pancake- and caveins are turned off to prevent that, so it's totally static. There's drawbridges connecting it to the nearby land, to simulate landing. When he's done, he will pretend it can fly (and post awesome pics). It's basically a big model though.

Also, why haven't you simply set up a total quarantine? In a year you could have done enough landscaping and wall building to never have to worry about goblins again. And yeah, I still think this warrants doing- abandon and reclaim to get more guys if you have to.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Servant Corps on October 17, 2009, 06:55:06 pm
No, no structure can fly or land or move, only pancake- and caveins are turned off to prevent that, so it's totally static. There's drawbridges connecting it to the nearby land, to simulate landing. When he's done, he will pretend it can fly (and post awesome pics). It's basically a big model though.

But then anybody can go and pretend that they're doing cool stuff, even when they actually aren't doing so at all. That could lead to a lot of...rather strange stuff to occur...gameplay/story segregation FTL.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: eerr on October 17, 2009, 07:59:09 pm
duuude....
make a large statue of bowser on the top deck.

also, make some obsidian-cast cannons.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Sensei on October 17, 2009, 08:30:25 pm
No, no structure can fly or land or move, only pancake- and caveins are turned off to prevent that, so it's totally static. There's drawbridges connecting it to the nearby land, to simulate landing. When he's done, he will pretend it can fly (and post awesome pics). It's basically a big model though.

But then anybody can go and pretend that they're doing cool stuff, even when they actually aren't doing so at all. That could lead to a lot of...rather strange stuff to occur...gameplay/story segregation FTL.

Well, the point of this is the awesome ship itself, as an object. There's even a thread with a "boat" in the hall of legends, so it's not like you can't make a good story out of it.


duuude....
make a large statue of bowser on the top deck.

also, make some obsidian-cast cannons.
Dude?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Itnetlolor on October 17, 2009, 10:48:39 pm
Also, why haven't you simply set up a total quarantine? In a year you could have done enough landscaping and wall building to never have to worry about goblins again. And yeah, I still think this warrants doing- abandon and reclaim to get more guys if you have to.
Well, if anything, I was trying to keep up a sort of story with the builders; or in this case "Cid" alone, and his story of this behemoth.

Basically, none of the original 7 thought of doing such things (as you could read from the earlier notes), they were simply engineers for the project. And to make matters worse, none of the "immigrants" sent to the site had any military experience, so the idea never came up. So yeah. They brought it on themselves.

Let's not forget the location itself. I was surprised it didn't get worse earlier; but the recent catastrophe hit me hard enough it made me stop playing for some time (not even working on another fort).
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Sensei on October 17, 2009, 11:13:25 pm
You should probably create a seal-able bunker and maybe some pillboxes for defense. You obviously need a way to turtle down for these sieges.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Itnetlolor on October 18, 2009, 12:42:02 am
Ironically, Those implements were being worked on, and nearing a good enough level of completeness to be functional. That is, until I was triple-ambushed.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Goinstadi on October 19, 2009, 08:58:02 pm
Well whenever you get back to it, I'll go ahead and build a Dock for the Bloodfist.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Neyvn on October 19, 2009, 09:56:05 pm
Hopefully I will be able to Build my Harbor soon...

Even thinking of having it build a sister ship if I get it up safely...

Epic location, all that is missing is Flux and Pitchblend I believe. That and a GCS...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Itnetlolor on October 19, 2009, 11:55:20 pm
I appreciate that there's still interest in this project.

I'm going to be somewhat busy this week, but I'll see if I can find the time to do something with it.

I'll test what would work better. Hopefully, if I do get a reclaiming party in, the survivors will still be alive. Especially "Cid". He's our protagonist. We can't lose him.

Plus, it would also count as the latest arrival of backup that "Cid"'s been asking for for the past 2 years. I'll see how I can weave that into the story as well. What will be nice about it would be that I'll have a competent military that can build/rebuild the fort and it's defenses that were cancelled, and serve as a defense.

It's still my intention to keep the fort small and relatively unguarded (aside the mandatory tower or 2). You gotta remember, this is a project site. It's still up to "Cid" what to do with it. It's not a fortress, it's a building site (according to where it is on the map) at least a week away from the mountainhome of origin. Chosen because of the resources, and distance from home. Once finished, it can easily fly home in less than 1/8th of a day.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Neyvn on October 20, 2009, 04:15:52 am
Create it on Cid's arrival to the fact that some defense is needed in the construction of such a ship. You have had sieges and ambushes, so that means the Gobbos have discovered the construction site. It comes to Cid's attention that he will need to order some defense from the Mountain Home for help to finish the project...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Goinstadi on October 20, 2009, 06:40:04 pm
Walls in wild areas are common.  Don't be fooled, today's world would not have been possible without walls against the marauding animals and barbarian hordes.

You don't have to wall in the entire site, just your living area.  Leaving the Bloodfist "open" could make for epic boarding attempts by the goblins later.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Quantum Toast on November 03, 2009, 02:42:05 pm
It's a shame you can't make metal fences, they're more the sort of thing you'd expect around a shipyard.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: INCAPACITATED?!?)
Post by: Itnetlolor on November 03, 2009, 05:51:02 pm
Well, I took a crack at reclaiming, and everyone died upon reclaim (the original dwarves). Basically, no storyteller, and a bunch of newbies at their crafts (and no appraisal), outside of military skill; and clothing and such all over the place, yet the structure is still intact.

I did gain 70 dwarfs besides that, and all of them are alive and well, despite some batmen and such possessing the outpost.

I still have the original save with the last of the 7 though. I'll see if they can recover regardless.

From the looks of it, I'll probably keep both as parallel realities.
Title: Re: The new flagship of the Dwarven Empire: (Megaproject In Progress)
Post by: shadowform on November 05, 2009, 07:17:39 am
What can I say? I'm the dwarven Jules Verne. BTW, I'd like to see anyone develop a weapon capable of reaching this HFS (Huge F***ing Ship).

Oh, that's easy.  Create another, similar ship with a series of open bomb bays on the bottom.  Have them, say, 3x5 with a bridge built partway through to make them 2x5, then order construction of floors in the 1x3 center part of the bay.  I'm pretty sure that floors won't 'attach' to bridges, so it should cause an immediate collapse that sends a unit of stone hurtling downward, and if their ship happens to be above yours at the time, that would punch a hole in you.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: SALVAGE OP??????)
Post by: Itnetlolor on December 02, 2009, 01:54:27 pm
As a 10000+ view benchmark reward, I just refined the OP to make it a hell of alot easier to navigate and read through.

Didn't take too much effort, aside from the linking.

As further reward for the popularity of this megaproject, I've been motivated to attempt to continue this from Cid, and the remaining team.

Unfortunately, I might have to use DF Companion to at least keep our storyteller alive and sane enugh to keep up with the updates; or at least, not die yet.

EDIT:
TOO MANY DISTRACTIONS!!!!

I'll see what I can do to get something done either tonight or tomorrow.

I always have this crap happen at the worst times (or best times for me to work on it).
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: SALVAGE OP!!!)
Post by: Itnetlolor on December 04, 2009, 10:59:24 pm

Spoiler: Post message report (click to show/hide)

PS- 1100th post!!!
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: SALVAGE OP!!!!!!)
Post by: Neyvn on December 19, 2009, 11:17:18 pm
Can I get a copy of your Blueprints???
I will be building one myself in My harbour. With a few differences...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: SALVAGE OP!!!!!!)
Post by: Itnetlolor on December 20, 2009, 08:44:41 pm
Can I get a copy of your Blueprints???
I will be building one myself in My harbour. With a few differences...
Blueprints are in the OP, in Lego form. 2x2 = 1 tile.

You can go ahead and modify all you want. It's modeled for that purpose, especially after it's finished.

Since I have work tomorrow, I won't be able to get to it, but I'll send some reclaimers over soon enough.

Don't forget to give credit where credit is due. And if it's going to be independent from your fort at all (at a distance, or dockable), I advise either making supports and hiding them, or shut off cave-ins.

EDIT:
I also need the extra time to come up with an idea to secure the area after reclaiming, and get some serious work done. Considering I'll have more than enough axedwarves around, getting wood will be no problem; I mean, they'll be traveling in squads anyway, and they'll already have military experience. And considering the numbers I'll have (considering how freaking dangerous the 'scape is), construction, and fort modding should be no hassle. Mourning the original 7 is still a challenge though.

DF Therapist will be a blessing to behold, since assigning jobs to that many dwarves will already be annoying enough as it is. This would cut the time immensely.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: SALVAGE OP!!!!!!)
Post by: Neyvn on December 21, 2009, 01:02:37 am
Thanks with the Lego Idea but the problem is I can never understand how it works, will ask though for something like Screenshots of the Actual built from In game. I can work from there...

Natrually I will give Credit mate, she was your ship to begin with. This will just be another Cid from another World. Hmm that does sound familiar. Yours is the FF2, mine FF3, or something like that...

Cave ins is disabled. Would have been a bitch to carve out the area needed for my Fort with it on with all the muck ups. Also took off Invasions while I am building the fort itself. I left the Orc Mod in and don't want to regen/restart. Gonna put it back on during ship construction though...

I will be looking for smaller designs too. This is gonna be a port City, naturally there will 'Dry'docks and ships hovering outside the Harbour itself...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: RECOVERED!!!)
Post by: Itnetlolor on December 23, 2009, 01:45:04 am
Well, it seems Cid has died in my universe, and our hero Setzer has taken over; as intended. One hell of an overhaul has been made. Be sure to check out the maps I upload. It may be a skeleton, but the perimeters are mostly set.  Just compare Lego with that, and you should have a way of measurement.


POIs are updated. Enjoy!
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Recovered)
Post by: Neyvn on December 23, 2009, 03:03:15 am
I just noticed that I only need its Berth and Length...

I count it 48 Long from Bow to stern from what has been constructed so far, and 17 from port to starboard at its widest. Is this the right number or is this incorrect...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Recovered)
Post by: Itnetlolor on December 23, 2009, 03:11:30 am
I just noticed that I only need its Berth and Length...

I count it 48 Long from Bow to stern from what has been constructed so far, and 17 from port to starboard at its widest. Is this the right number or is this incorrect...
Going with the boat part itself, those seem correct.

Including engines, those add 6 berth per side with 9 length per engine block.

The propelling engines add 2 to the length, 3-wide per prop (being waterwheels, and all).
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Recovered)
Post by: Neyvn on December 23, 2009, 03:34:25 am
So lets see...
Length from Bow to Stern including Props and stuff...
~= 50

The Berth from Port to Starboard, including props and stuff...
~= 20

Oh what about the Height???

Once again I noticed that I will be building a Drydock INSIDE of the Cavern I dug out. It will be large enough to have a Skeleton of one while outside I will have another, Including smaller Patrol ships and stuff...

The one outside will be a Trader's Ship so that means a bigger Hull for storage and less Weaponry/Quarters...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Recovered)
Post by: Itnetlolor on December 23, 2009, 03:43:56 am
If I'm not mistaken by the OP, I stated that the ship stands 6 decks tall. (6-Z, primarily fortification defense perimeter)

It's pretty late where I am, but if you want better pictures of the finished product that isn't in Lego form; I'll post my Minecraft render of the ship.

I took many; but I intend to save them until I reach my next benchmark.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Recovered)
Post by: Neyvn on December 23, 2009, 03:48:13 am
PM it, but I will use that number for now...
Cheers for helping me 'Steal' your megaproject mate...
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Recovered)
Post by: Goinstadi on December 23, 2009, 06:07:17 pm
How much clearance would you want for the ship for Docking Purposes?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Recovered)
Post by: Itnetlolor on December 23, 2009, 07:45:20 pm
How much clearance would you want for the ship for Docking Purposes?
Maximum drawbridge length, 2 of them. Of course, the ship one being turned into a wall upon retracting.

So, about 9 for the ship and 10 or 9 for the dock, depending on retraction style. That totals to about 18(19)-wide clearance on 1 side. Double that for both sides if access is on both ends, so to say.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Up)
Post by: Itnetlolor on December 30, 2009, 01:12:52 am
It was actually a "meh" season this time around. More digging, smoothing, and monitoring the perimeter developments, as well as debugging portions of the fort after reclaim (some stubborn items lying around; including possibly a thing of copper bars on the airship).

No ambushes, merchants or anything because I've been struggling to get a proper Trade Depot setup somewhere in the fortress. And before you call me out on the airship one, I forbade it (which is interesting; I didn't know you can forbid workshops and such). I didn't want to trade with those who lack wagons. Oddly enough, I had a friendly human keeping watch on the lower right corner of the map. It would've been an awesome caravan I bet.

Anyway, here's the update:

Spoiler: Y5S2: Sitting Duck (click to show/hide)
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: DwarfOfDefeat on January 09, 2010, 12:53:23 pm
my gawd... how does this move? will it actually move?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: Itnetlolor on January 09, 2010, 01:11:51 pm
When it's finished. It'll be implied to move (meaning it doesn't actually move in-game). It would be more for any LPs regarding living on a ship, but unlike the other boat ones, this one takes place in the skies.

I'm still a good distance from finished however.

Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: Itnetlolor on January 19, 2010, 07:11:36 pm
It's about gorram time I got an update in.

I was planning on racing the new release of DF by trying to finish this project; but I've been hit with more distractions than a procrastinator would allow.

My plans will still follow trying to update as many times in a day as possible (2 if I'm really lucky); of course, all new updates will be in new posts.

This one won't count as a second update for the day since I finished it last night. I get another done, it'll count for today.


Anyway, here's the update:


Excuse the botched grammar or wording of this update. It was late, and consider this guy tracking the fort the whole time. I think it's somewhat justified.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: Itnetlolor on January 20, 2010, 12:16:13 am
Another update is underway. Just give me a little more time, and it will be up.

Spoiler: Y5S4: Free Bird (click to show/hide)

I have a special surprise for everyone when the viewings reach 20k. It won't be much, but it'll be a good starter until I finish the project itself. I'm sure anyone would enjoy the gift.

NOTE:
I already noticed this for a bit, but thanks to not being able to choose the gender of your dwarves before embark, thanks to DF Therapist, I noticed quicker that Setzer is not a man, but a lady. But still, she's quite the gambler herself.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: Itnetlolor on January 20, 2010, 07:28:30 pm
Well, I have a surprise in store for everyone when I get my post up.

I didn't see this coming at all.

Spoiler: Y6S1: Turkey Shoot (click to show/hide)

That really sucked.

Spoiler: ACHIEVEMENTS UNLOCKED! (click to show/hide)
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: GrafZeppelin on January 20, 2010, 09:50:27 pm
 :o

This seems like the inevitable ending to such a task, if you think about it.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: Itnetlolor on January 20, 2010, 10:52:27 pm
Well, on a bright note, this epidemic ought to make my next updates quicker and simpler.

I'm going for another update tonight, fulfilling the double-post for today, hopefully.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: Itnetlolor on January 21, 2010, 12:07:51 am
Okay, here's the second update.

Spoiler: Y6S2: Ashes to Ashes (click to show/hide)

Note: the population started at 80, then 78 after the cave swallow, then 1 more loss during the zerg rush, it went from 77 to 23 by the end of the first season of fun; then that to nothing moments before the next season benchmark.

Yeah, the fort crumbled before I could take a screenshot. Sorry.

Oh, I'm still pushing on. I still have Balthier, Belthasar, Lucca, Selphie, Mustadio, and Sir Highwind (The other Cid) on call to take over the project. I run out of them, then I truly give up.

Deceased: (in order of lead)
"Cid" -Oringinal Embarker. Fell to Goblins (Y1S1 - Y4S1)
"Setzer Gabbro" -1st Reclaimer, Fell to tantrum spiral caused by a named Giant Cave Swallow (Y5S1 - Y6S2)
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: Cheddarius on January 21, 2010, 12:51:09 am
Er, how is the ship floating?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: Itnetlolor on January 21, 2010, 12:55:21 am
Er, how is the ship floating?
Tantrumer broke the bridge for a second time. Fortunately, I already replaced the ships DB previously, and the shmuck farmer on board died aboard the ship in rage. After re-establishing the link once more, the DB got broked again.

I'm just marking it off as a curse upon the ship and the land by the observation of an adventurer. When I said the ship is bathed with the blood of the dwarves who build it, I was not kidding. They're possessing it. It'll fly no matter what now.

Bob assumes it's a Giant Skeletal Zombie Boat. Doesn't want to fight it.
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: Cheddarius on January 21, 2010, 01:18:36 am
So you have collapse or whatever it's called disabled?
Title: Re: The New Flagship of the Dwarven Empire: (Megaproject Progress: Another Update)
Post by: Itnetlolor on January 21, 2010, 02:32:25 am
So you have collapse or whatever it's called disabled?
Just about.

It's for the future when I actually do get the project done. I want it to genuinely fly.

Think of it like any successions that took place on the high seas; but it the sky.
Title: The New Flagship of the Dwarven Empire: (An idea after 20k views: Succession?)
Post by: Itnetlolor on January 23, 2010, 05:59:31 pm
That statement just gave me an idea.

The New Flagship of the Dwarven Empire: REDUX (A succession fort)

It can be the same location, but a total alternate history of it. A very twisted one while at it.

CONCEPT:
Consider it a fan re-enaction of the Bloodfist project, except there are no plans to go by. It follows standard succession fort rules, but it must take place in the same exact conditions the project started in (which, I fortunately already have the save from frame 1 of. Same original cast/professions, no digging or building has been done yet). The overall goal of the succession fort is to successfully construct an airship flagship worthy of a dwarven empire, one that'll make Armok proud. Kinda like civil war re-enactments, history may be altered a bit one way or another, some dwarves may have watches or cell phnes on them or something, it's been ages since the last re-enactment and historians, as well as citizens from "The Oily Keys", have a fuzzy idea about the history of the almighty Bloodfist. The true symbol of the empire.

MAIN IDEA RULES:
Of course, [CAVE-INS: OFF] will be applied, but any other constructions and mining must remain within the bounds of plausibility.In short, though Cave-ins are off, you cannot break the rules of gravity otherwise. The anti-gravity is for the ship exclusively for when it takes off. Alternatively, you can turn cave-ins back on (provided the ship is supported somehow), and reserve the disablement for when you actually take off.



You know what? Consider that one of my gifts for the 20k mark (sorta was the surprise, but I think this idea is better); I'm going to restart this project, but instead, as a team-effort megaproject in the style of a succession fort. Forget the original plans I'm using however, you come up with something, discuss what to do, what not to do, modify the ship, maim it, whatever. As long as we get something that looks like it can fly in the end, we'll count it as a success.

How's that sound? Fun?

Like I said, in order to give me a bit more time to finish the project before the next release, and to give me time to make time, I'll wait until the 20k view mark before I begin the succession fort. And to add a bit of fun to it, the rules I'll let it go by, at least some prototype rules (also reason for the additional time) are...

SUCCESSION RULES:
-I'm not going to be the one to begin the project redux (also because it's supposed to be someone elses' interpretation), However, I'll take the second slot by default; you know, being the guy that corrects the assumption with what they know better about it. Consider it like a fun idea, and a this is the one guy that takes it really seriously.
-Updates will be seasonal (Follow the Y#S# format of marking)
-If possible, upload a map. I'll provide instructions on how to properly do it how I did. (Maps will be renamed "Bloodfist Redux", to minimize confusion.)
-Control over the project will be decided between full reign until death (but some may be too skilled, so I'll stick to the average 1-year reign)
-Control over the foreman position will change per-player (since the whole foreman idea is a toss up upon re-interpretation; they supposedly worked at the same time, or within the same eras)
-Logging must follow a similar style to what I used with presentation (actors playing the role, so to put it).
-It doesn't need to be a carbon-copy of my project. Go nuts. The story is being re-interpreted eons since the creation of the ship by dwarves with a fantasy idea of what went on.
-Learn from my mistakes wherever possible.
-When working on the ship, skeleton first, then fill it in. The skeleton will allow for messing around and make modifying the project easier/harder for others.
-If you have an idea to add magma cannons, have fun. No bauxite on the map.


I'm open to ideas refining the rules to make it work better (for me, and those who are up to the task).

Alternatively, I can also do a succession of sailing the skies on board the ship as well.

I'm not going to be around for a few days, so don't worry if I don't respond immediately. This is just a toss-up idea.

Change of plans, turns out what I was going to do that would occupy my time will be delayed for the better (both my time on project, and what I was going to do ^_^).

Gonna need a moment to upload. I already gathered a semi-accurate recreation of what happened, to make up for the lack of a map before. Note: it's not entirely accurate. Much less gruesome, and it lived another season with 2 dwarves left that time around.
Title: Re: The New Flagship of the Dwarven Empire: (An idea after 20k views: Succession?)
Post by: GrafZeppelin on January 23, 2010, 06:08:23 pm
Could you upload what you have right now so we can get a better idea of the original, or perhaps try to strike it on our own?

Also, that is a great idea, and what we get in the end (with the ideas of the community floating about) may be less a ship than a floating shape of some sort, with all sorts of crazy devices of death and destruction jutting out from its core.
Title: Re: The New Flagship of the Dwarven Empire: (An idea after 20k views: Succession?)
Post by: Itnetlolor on January 23, 2010, 11:57:28 pm
Okay, here's the map of the ruins as I promised.

Project Ruins

 (http://mkv25.net/dfma/map-7854-bloodfist)And I tried visiting in Adventure Mode. Holy hell, beyond freaking dangerous. I saw a local goblin get mauled by rat and batmen, dozens of them at the entrance. I took the back door, and I was chased by a human lasher (apparently these guys were from the first embark raid); lasher didn't last long against my mighty hammer; however, once I reached the airship skeleton (with a makeshift bridge actually built this time after the devastation of both, and only 1 fully recovered), I got pushed off by batmen. Retry later, I stood ground, and got surrounded by a couple bat and ratmen. That is damn hostile territory.

From what I can measure, I might have another 70 dwarves come in to recover it once more. 'The Oily Key's' population is dwindling on this project.

Nice to know I remember exactly where these important locations are for adventure mode. The globe itself is pretty damn hostile. You need one heck of an adventurer to even reach the front door of Bloodfist's project site; moreso to actually reach the ship itself.

I can see why Bob the Adventurer didn't want to venture inside. Some other brave (foolish) soul had to recover the smudged map instead. And there it is.

YAY! New page (I'm viewing 50 posts per page here). That's alot of posts. And also 18k views already. Impressive rate. Thanks for the support.
Title: Re: The New Flagship of the Dwarven Empire: (An idea after 20k views: Succession?)
Post by: Itnetlolor on January 25, 2010, 04:35:09 pm
Okay, bad news race-wise. Toady had reached the final segment of the next release, and I still only have a skeleton left for a ship.

Ideas aside from committing time towards the project and nerfing the storytelling will be accepted. The story and map uploads are mandatory for my project updates (which take time on their own as it is).

I'll try to make an update ASAP today, and hopefully another tonight. I already quarantined most of the fort as it is (trees and security-wise), all that's really left is to commit the rest of the teams towards building (meaning, many a carpenter will be assigned, as well as some mech and metalsmiths to get the devices contructed and placed, etc. I will have many dwarves, and I thought the 2nd reclaim party through. THIS TIME it will be finished.)
Title: Re: The New Flagship of the Dwarven Empire: (An idea after 20k views: Succession?)
Post by: GrafZeppelin on January 25, 2010, 06:31:00 pm
Quote
In any case, the underground is complete. There's still a lot left to do, and I'll be all over the place fixing this and that, but I shouldn't be adding anything else giant and new that will further slow things down. There are a ton of "test this!" and "do this for this person" notes lying around, and I've got to go through all of that and plan my route to a release.

Relax.
Title: Re: The New Flagship of the Dwarven Empire: (An idea after 20k views: Succession?)
Post by: Itnetlolor on January 25, 2010, 08:42:53 pm
Quote
In any case, the underground is complete. There's still a lot left to do, and I'll be all over the place fixing this and that, but I shouldn't be adding anything else giant and new that will further slow things down. There are a ton of "test this!" and "do this for this person" notes lying around, and I've got to go through all of that and plan my route to a release.

Relax.
I know, I know. I've taken a good look at everything in the area and have thought through the pathfinding and everything else. I'm making sure that all I need to focus on in the future is exclusively collecting wood, and building the ship. I'll need to take a look at the wiki to find out what are the best minerals to get copper (outside of ore), I seem to be short on supply of that at the moment.

Oh, and I'm in the process of making my update. Balthier has taken lead now.
Title: Re: The New Flagship of the Dwarven Empire: (An idea after 20k views: Succession?)
Post by: Itnetlolor on January 25, 2010, 09:03:35 pm
And here's the update. Give me 5 more minutes, and I should have the landmarks updated. okay, updated landmarks. If possible, I should have the next update ready (though not uploadable) tonight.

Spoiler: Y7S1: Big Damn Heroes (click to show/hide)


Oh, I have decided to upload some visfort pics showing my latest progress on the ship. It's not much unfortunately.

link (http://www.bay12games.com/forum/index.php?topic=48566.msg994182#msg994182)
Title: Re:The New Flagship of the Dwarven Empire: (PROGRESS: Hell of alot of progress!)
Post by: Itnetlolor on January 26, 2010, 03:04:44 am
HUZZAH! More progress. Got my second update for the day, amazingly enough.

Here it is

Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: Hell of alot of progress!)
Post by: Itnetlolor on January 26, 2010, 07:16:11 pm
Well, this calls for a real facepalm on my part. Read below, and you'll see what I mean. I should've done that remedy since the first signs of problems. It hung up my project for the season. At least I settled some issues, and got the engine block positions known. Next step, Building/placing.


Ugh. At least we should still have momentum. Once things calm down, we should be able to continue at a decent pace.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: Hell of alot of progress!)
Post by: Itnetlolor on January 27, 2010, 01:11:59 am
Well then, another tantrum spiral took out another leader. He retired for his own sanity instead. Actually I wanted to abandon 1 day before the next year for 2 reasons: 1- minimize scatter for new year reclaim, and 2- I don't want to lose aentire year for logging which would further scatter things to the ass-end of the site. He might live, but I'll maybe install a quarantine zone for all the previous crew.

Here's "Balthier's" last entry.

Spoiler: Y7S4: Fit Shan (click to show/hide)

Next up to bat is Mustadio. An engineer. Handy with a crossbow, and reviver of relics. He has a passion for unusual machines, such as this artifact airship, for example. Talk of being powered by stones concern him however.

We'll see how he handles it now.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: Last guy said "F*** it".)
Post by: Jacob/Lee on January 27, 2010, 09:22:28 am
Make sure the space pirates goblins don't fuck the miners and builders
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: Alright, moving on.)
Post by: Itnetlolor on January 28, 2010, 12:13:46 am
Well, this caught me by surprise. It turns out that abandoning by the end of Winter still makes it progress by a year. :-\

Oh well, I made decent progress nonetheless. Re-training my miners so they can collect material, yay. I don't feel like training them, but I have no choice, I still need at least 20 more light red tiles.


I won't be able to double-update tomorrow, but still, I'm plowing through.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: Alright, Moving On.)
Post by: Itnetlolor on January 29, 2010, 11:32:40 pm
Much development still. Nice.

Spoiler: Y9S2: Monkey Business (click to show/hide)

Mulling over to myself, I might make a very minor modification to the engine setup, since I didn't foresee a couple other nagging issues with building the engine parts. Instead of constructing the engine parts towards the dining area of the ship, instead I'll build it in the other direction, mounted between them would also be an alternator mechanism in case a couple engines cut out.

Thanks to the mechanics of the game, I might be able to re-route the mechanical parts in a way that'll be more economic in construction. Overall, I think the setup would make more sense.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: That's it... bye bye.)
Post by: Itnetlolor on January 31, 2010, 03:48:12 pm
I'm not kidding, this has become a running gag now. What the hell? My average reclaim lifespan is roughly a year now (abandon before EVERYONE is lost). The cause? Those damn birds and starvation, and a bunch of impatient starving dwarves that can't take one moment to wait for a trade to happen so that tons of food can be gathered thanks to one hell of a sale of scrap armor and cloth from past reclaimers.

We're running out of space, and I'm running out of patience myself with each team bum rushing the wagons. Ugh.

Spoiler: Y9S3: Eating My Words (click to show/hide)

No, the project isn't cancelled. I'm just sick of the constant fate, and ending it before the year ends, hoping I can continue the year immediately after, not a year after.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: That's it, bye bye.)
Post by: GrafZeppelin on January 31, 2010, 04:00:58 pm
Let's hope the next one goes better. (Who are we kidding)
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: That's it, bye bye.)
Post by: Cheddarius on January 31, 2010, 04:33:32 pm
How about bringing a party with only food, dumping it in a pit, abandoning, reclaiming, etc. a few times? Then you can get in with enough food for several years already in a pit, and then work on building farms to sustain your population.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: That's it, bye bye.)
Post by: GrafZeppelin on January 31, 2010, 04:49:11 pm
Problem: then he'll have "a few times" as many enemies from the pit.

This means "a few times" as many cave swallows.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: That's it, bye bye.)
Post by: Itnetlolor on January 31, 2010, 04:58:32 pm
Let us not forget, I'm getting close to the end point soon.

Food will be exclusive pretty much, but the project is still the main priority from now on. All the past expeditions were focused on the base, making it safe, easy wood collecting, learning from past mistakes, etc..

So yeah, by now, I should be able to bring mostly foodstuff with me the next reclaim, and not worry about being under-armed or uner-stocked with equipment. Enough crap from the last guys to last the remaining reclaims. Essentially, it has gotten much easier each reclaim, at the expense of hundreds of lives.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: That's it, bye bye.)
Post by: Cheddarius on January 31, 2010, 05:16:25 pm
at the expense of hundreds of lives.
BLOODFIST HUNGERS
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: Taking a break.)
Post by: Itnetlolor on January 31, 2010, 09:46:14 pm
Well, I should have more than enough red stone to finish the emblem, and the ship-side bridge got destroyed, so the work has been done for me to lock it out.

For additional security, the back door bridges have been closed to prevent them from being destroyed by any tantrums. It shouldn't take long to recover upon next reclaim.

*Whew*

After all that, I'm going to take a short break from working on the project all of tomorrow, and get to sleep at a decent hour tonight. I've been at this all week. So, I'm just going to take a bit of a breather.

I'm going to make my updates the day after however. Aiming for a double- or if possible, triple-update to make up for lost time.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: Taking a break.)
Post by: Cheddarius on January 31, 2010, 10:00:52 pm
You have to ask yourselves why all these dwarves leap straight into their deaths again and again.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: Taking a break.)
Post by: GrafZeppelin on January 31, 2010, 10:53:22 pm
Quote
May Armok guide the rest into salvation, be it the fate of being one with the ship or not.

D:
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: Taking a break.)
Post by: Itnetlolor on January 31, 2010, 10:58:24 pm
You have to ask yourselves why all these dwarves leap straight into their deaths again and again.
Because it's the will of the ship.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: Taking a break.)
Post by: GrafZeppelin on January 31, 2010, 11:21:32 pm
That makes sense: the possessions that occur all the time? That's the ship trying to communicate.

EDIT:
I sort of want to know what the artifacts are now, so we can try to piece together what the ship wants.

EDIT: This is just a theory, but perhaps whatever the Bloodfist will become, or turn dwarves into, will be so powerful that nature itself is conspiring against it. The Caveswallows, the goblins, the earth not yielding her bounty...

Perhaps it is defending itself, or...

Perhaps it is defending dwarf kind. Or maybe it is like a clingy mother, wanting to keep her children from the skies.

It is time for the dwarves to grow up and leave home. It's like they try to pack their bags but Earth unpacks them.

We cannot give up. We have to show the Earth that we don't need her.

EDIT AGAIN: Also, I think it'd be badass to have a "living" energy source, maybe a bunch of cats or something, because biological energy sources make something that much creepier
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: And back in motion.)
Post by: Itnetlolor on February 04, 2010, 12:45:01 am
HUZZAH! Because I left early enough in the previous season, I only had to "wait" a short time before the next reclaimers arrived. Sweet! ;D

Anyway, I seriously reconsidered what I was bringing with me, and holy crap, did I reconsider. I seriously limited what I was bringing with me, and followed my own advice, and it worked like a charm.

Of course, I was naturally going to clean out the chasm and bottomless pits first thing, but I always ended up either losing 1 or 2 dwarves which would then put a stranglehold on my reclaiming party just as it arrived. And yes, I considered both options; same result. Alternative solution? For one, keep attention inside the fort, only clean it and several meters away from it, no further; restock the seeds the hard way instead of foraging the outlands where the giants are many. Plus, with armies of novices, no wonder I lost the few. Basically, getting seeds the hard way means eat and brew, eat and brew, and repeat until I have thousands of my own. Of course, to get an adequate supply in short time, I would have to hire half my team with remotely any skill to farm, and rely on my hungry-ass dwarves to eat damn-near everything in the fort, and choose to eat in the dining room on the ass end of it if they want something more snazzy than a dirt wall. The results were surprising.

And as if the titles aren't enough, just guess who I have on the task of engineering the remainder of the ship and it's engines and working on the computer.

Spoiler: Y10S1: Chronic Trigger (click to show/hide)

I'm actually confident that she might actually finish this damned ship once and for all.



Oh, and sorry about the delay and a lack of rapid-fire updates. I was pretty busy yesterday, today, and might be busy tomorrow; plus, I tried opening up in a few different ways (savescumming to find an ideal beginning, who'd think that weapon trap cave-sealant would be of so much use? That rocked. ;D

I'm going to have to remember to do that any other times bottomless pits and magma pools/enclosed pipes are involved. Especially if a project site is going to be reclaimed many more times than this sucker. Reclaiming was actually many times easier, and it was rather shocking to see that those millions of rats and bats stayed where they spawned from.

I might have to have another go at this fort in Adventure Mode if I can, provided traps still work against creatures, but not on the adventurer. Otherwise, I'll just have to hire some fools to check out the ship with me, or at least, make sure I have plenty of happy, healthy, godly-skilled dwarves at the site when I abandon it to check it out later.

EDIT:
Considering success regarding fixing the food issue, I can't help but to think this theme as I play this leader now: link (http://www.youtube.com/watch?v=ogUsABZ2_TE&feature=PlayList&p=F4A962609426A93B&index=19)
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: And back in motion.)
Post by: Itnetlolor on February 05, 2010, 12:52:08 am
I am rather amazed at how well this is going. I didn't expect that plan to hit it off so easily and so effectively. It's gotten so bad, I'm actually running out of space to keep fresh stuff. To be safe, it's now time for my chefs to show their stuff, and process it along with the brewers (since they should have enough seeds extracted by now. Which reminds me, I forgot to add the essence extraction to their tasks.

Spoiler: Y10S2: Green Dream (click to show/hide)

I'm confident these guys may actually last longer than a year now, provided they don't get depressed (with half the fort ecstatic? Really?) or decide to go exploring (which I'll have an eagle-eye on, thank you.). One thing's for certain: Nobody's going to raid the merchants' wagons anymore, and maybe I can finally clean up on the sales for some materials for once in ages.

Lucca is, by far, my favorite reclaimer so far. She's just plain epic at this rate. She built the engines, finished the emblem, is nearly done with the bridge of the ship, and prevented fort hunger/sobriety.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: And back in motion.)
Post by: Cheddarius on February 05, 2010, 01:15:13 am
Sounds excellent. I sure hope it doesn't fail. Stock up on food (just in case it does, you'll need plenty of good food to keep the reclaimers happy), and
TRAP EVERYTHING.

EDIT: Actually that seems a bit presumptuous. Obviously you are much better than I, a mere newbie with only one or two successful forts. These are merely things that would be really cool to have; of course, I cannot presume to give you advice.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on February 06, 2010, 03:33:37 pm
Here's last night's update. Sorry about the delay. I finished late, and today was a bit rough. Here it is. And hopefully, I should get today's done as well.


Oh, and thanks for the support. 20,000 views! Woo!
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: SkyRender on February 06, 2010, 04:36:07 pm
Methinks our noble designer likes Chrono Trigger and possibly Chrono Cross as well.  Just a hunch.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on February 06, 2010, 04:41:13 pm
Just working with a theme per leader. I figured the engineering parts would be most fitting for the last reclaiming parties.

EDIT:
I'm probably going to take a short hiatus for tonight and tomorrow. I'm just not in the mood right now to handle the situation. RL crap. Maybe the day after as well due to celebrating my birthday.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Vieto on February 07, 2010, 03:18:18 pm
This ship has inspired me to make a dwarf-ship of my own :D

also, I see why the imp escaped: you have a ramp leading from the pit to the outside world, which is unguarded. it is on the left side of the pit. Put some cage traps there for the future, or at least a locked door.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: kilakan on February 07, 2010, 08:23:12 pm
imps can actually open locked doors, they are glitched like that
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on February 07, 2010, 11:01:54 pm
Can't imps fly?

It'd be pointless. Plus, making a rock dome/mausoleum/sacrificial pit is more dwarfy.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: kilakan on February 08, 2010, 06:28:25 pm
Imps cannot fly,  they should be able to, but they can't
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on February 10, 2010, 11:28:57 pm
Well, that sucked. Define hubris for me please? Oh wait, let my report tell you instead.

Spoiler: Y10S4: The Fated Hour (click to show/hide)

I mean really. What the hell?! I thought you told me these things don't fly! I capped off the only entrance it could've come from, and I got ambushed by 2 more of them after the slaughter of their friend near the end of the season.

Really, this sucks big time.

EDIT:
Copy-pasting from HAPPY thread (since it's more relevant here).
Finally found the time to get an update done with the Bloodifst (and discovered a disturbing truth while at it). My project is possessed.

I noticed that everytime I either work on it for a dwarven year, or make plans to work on it, it doesn't want me to finish it. My freaking project is yandere towards me (It's clinging to me, and wants to last as long as possible). The good? Why I'm happy? I managed to take notice of it. Hopefully I can now plan accordingly so I can finish the damn thing once and for all.

Oh, and I might finally have a way to at least prevent everything from being destroyed (bridges and such) during the obligatory tantrum spiral in my project. I have all my drafted troops (every resident inflicted with raeg) gathered in the grand dining hall where it's stocked with food, and above the living quarters. If I'm lucky, I should be able to continue the project with 25% of my reclaiming team still intact.

As added security, I'll have my only sane residents work on sealing all entries into the fort (including the trapways), so I won't have to go cross-country to gather lost goods. Why not?
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Cheddarius on February 10, 2010, 11:35:19 pm
Dang. You have a wave of crazy-free migrants, though, right? Even if all the first waves die they won't be affected.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on March 01, 2010, 06:41:29 pm
Okay, I finally found time to work on this beast. Personally, I'm surprised with the turnout.

Spoiler: Y11S1: Frozen Flame (click to show/hide)

Now let's hope she can keep her head on for another year.

I'm open to mural ideas for the cap/tomb.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on March 02, 2010, 03:17:23 pm
More progress!


I only have the 1 POI made. I have to get to work. I'll finish tagging it when I return.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: SkyRender on March 02, 2010, 03:35:12 pm
You really should post more 3D shots too.  The last time you posted any, the ship was just a wireframe and the fort had barely suffered any casualties (comparatively speaking).
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on March 02, 2010, 11:52:50 pm
I posted a few more recent shots in the vis-fort thread. I'll add more tomorrow, maybe. But I'll link to the posts.

Nevermind, enjoy a quote instead:
Woah, nice. But can it fly?

Plus, take a gander at my sig to see how many lives my ship has taken just to build it.

I'll maybe upload my pics later. It's actually taking form quite well.


I already got the bottom props installed, but this version of Visfort doesn't seem to have the models for waterwheels included yet. I can maybe photoshop some proper props and such when I finalize the ship.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Cheddarius on March 03, 2010, 01:00:59 am
Epic fist design.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on March 03, 2010, 10:38:37 pm
Another update.

Spoiler: Y11S3: Wings of Time (click to show/hide)

Well, according to Dwarf Therapist, it's all green and yellow again. And because they're all migrants now, and a few original-ish; another TS is not as easy to get next time until next reclaim.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on March 04, 2010, 02:51:23 am
Unfortunately, I couldn't finish in the time I quoted. My actual update will be up tomorrow.

Here's a VisFort teaser to tie you over. It'll also be posted in DFMA.

Spoiler: Sample (click to show/hide)
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: The Dog Delusion on March 04, 2010, 02:59:48 am
That's really quite epic.

After it's done, lock your "crew" inside and only let them out for the occasional "away mission" to perhaps trade or chop wood or something. That's what I'd do, at least. Or flood the world after they're all inside :D
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on March 04, 2010, 11:39:42 am
That's really quite epic.

After it's done, lock your "crew" inside and only let them out for the occasional "away mission" to perhaps trade or chop wood or something. That's what I'd do, at least. Or flood the world after they're all inside :D
Actually, that's what I intended for a community fortress once I finish. It continues the quest. The "delivery" back to the home of the original 7 where they came from. Of course, it won't be without it's fair share of wackiness on the way, as well as out of the way.

Of course, some obligatory "cheating" will be required in order to get certain events to happen.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on March 04, 2010, 12:33:54 pm
And here's last night's update. Enjoy.


A shame I couldn't finish at the time I quoted. However, at least it was a supply problem and not a crew problem.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on March 05, 2010, 02:26:17 am
I'm like butter baby, I'm on a roll!!!

Another freaking update.


I'm being cautiously optimistic here. But it's so nice to be close to the finish now.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 20,000 VIEWS!!!!)
Post by: Itnetlolor on March 29, 2010, 02:09:24 pm
Spoiler: Y12S2: Green Nightmare (click to show/hide)

Okay, progress. This may be a bit of a challenge trying to beat Toady's update of DF.

I wish I could get more info put on the map, but DFMA is going nutty. So enjoy the default POI for now.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Itnetlolor on March 29, 2010, 07:02:46 pm
Spoiler: Y12S3: Proto Dome (click to show/hide)

And that's my second one for the night. I don't know if it's my computer, Flash, or the sites themselves, but I can't seem to stably update my project. Ironically enough, I'm putting out updates at a crazy pace. I mean, I'm rolling at a smooth 25fps per season.

So yeah. Something else must be chewing away at resources somehow, and it's only when I update on DFMA.

I might go for a triple-update tonight. Wish me luck. I estimate that I update at an average rate of 1 update/3 hours; and add a necessary break between 30-60 mins. in between.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Cheddarius on March 29, 2010, 07:41:35 pm
beyond quality
i c wut u did there
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Itnetlolor on March 30, 2010, 12:53:35 am
And the last update for tonight. I almost didn't make my deadline. Had a couple distractions too while at it. HUZZAH!

Of course, there's a bit of a problem...

Spoiler: Y12S4: Red Pin (click to show/hide)

Why did that have to happen? :(

And I just noticed. I just finished another year of the project in a day. I'm impressed with myself on achieving a triple-update. Now, to repeat that tomorrow as well.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: immibis on March 30, 2010, 01:29:10 am
Can you please post VF screenshots of the ship in its current state? (If I try to view that DFMA map it freezes Firefox)
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Itnetlolor on March 30, 2010, 02:04:54 am
Can you please post VF screenshots of the ship in its current state? (If I try to view that DFMA map it freezes Firefox)
I've been having problems as well, I can only really get the starting POI in, and then things go haywire.

I'll post VF screens tomorrow.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Repulsion on March 30, 2010, 08:05:12 am
How exactly DOES this thing fly?
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Cheddarius on March 30, 2010, 08:52:35 am
It doesn't fly, actually. It "hovers". When he wants to take off, he breaks the bridge leading to it, and cave-ins are turned off, so it doesn't fall down.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Retro on March 30, 2010, 08:58:30 am
It doesn't fly, actually. It "hovers". When he wants to take off, he breaks the bridge leading to it, and cave-ins are turned off, so it doesn't fall down.

I believe cave-ins are always off - bridges don't transfer support, so it's been unsupported essentially the entire construction period. Helps to make it look cool in screenshots, too (though I recall seeing something about building an 'anchor' that would provide support in an aesthetic way and thus make turning cave-ins back on possible)
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Itnetlolor on March 30, 2010, 12:39:46 pm
And here they are... Kinda cut into my production time, but here ya go just because I love ya'all.

Spoiler: Doorway (click to show/hide)
Spoiler: Front (click to show/hide)
Spoiler: Back (click to show/hide)
Spoiler: Tomb (click to show/hide)

I'm open to designs I can make for the tomb/cap floor. It must fit within 31x31, 29x29 preferably. And I can work with circular designs as well if need be.

EDIT:
I almost forgot, here's a panoramic picture of the finished bridge, all tables and chair and Chenjesu Computer installed.
Spoiler: Completed Bridge (click to show/hide)
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Itnetlolor on March 30, 2010, 03:55:02 pm
Producing next update. In the meantime, check out these pictures of the first update of the day:

Spoiler: Sneak Peek (click to show/hide)
Nice huh?

Update sneak peek:
Holy coincidence batman!!!!
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: LegoLord on March 30, 2010, 04:00:36 pm
Red is the default color in DF for a tile with no material.  My guess is that until it's finished, it recognizes that spot as having a statue with no material, sort of.  Or at least visualizers will read it that way.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Itnetlolor on March 30, 2010, 04:32:40 pm
UPDATE TIME!!!

Spoiler: Y13S1: Miles High Club (click to show/hide)

Yes, you read correctly.

Going for another update in due time. Taking a 30 min. break. Some minor difficulties, my break became something else, and took way longer than I thought. I'd be lucky to repeat the triple update tonight.

Another update is imminent. But I have a small matter to face before I can do so. Excuse the inconvenience. After that, possibly one more to go, and we're final.

Hint: Will need some more time to furnish it.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Itnetlolor on March 30, 2010, 09:40:48 pm
And here's update 2:


Yes, I can finally call it now.


Spoiler: Images (click to show/hide)


EDIT:
Oh, I just realized something. Just how much wood did it cost to build this sucker? Well, I don't have exact numbers yet, but I do have an idea looking at this image. Reminder, this region is a heavily forested biome.


BTW, that's my ..|.. ;D ..|.. to the elves of the region.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Itnetlolor on March 31, 2010, 12:53:42 am
(http://www.futurama-madhouse.com.ar/bios/bioFarnsworth.jpg)
Bad news everyone...

I won't make tonight's (3rd) deadline. DF decided to crap out on me in the last moments. However, I do know where I got a few things wrong the first time so I can make the update more efficient next time around. The only good news is, with improvements the next time around, it will be 100% done at the rate I went earlier.

Add to it, at least I still have another day to get this done. Huzzahs all around.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Cheddarius on March 31, 2010, 01:44:30 am
Wooo! One more day isn't that long, and this is going to be awesome.
By the way, what are the Chenjesu computers? Do they actually work? Are they connected to fluid logic tanks or something?
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Opirian on March 31, 2010, 12:37:50 pm
If everything goes to plan and we aren't just having our chains yanked it'll be just in time for df 2010 =D
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Quantum Toast on March 31, 2010, 12:42:32 pm
Wooo! One more day isn't that long, and this is going to be awesome.
By the way, what are the Chenjesu computers? Do they actually work? Are they connected to fluid logic tanks or something?
Multicoloured gem windows, I believe.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: ToonyMan on March 31, 2010, 12:48:08 pm
Nice boat ship.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: 25,000 VIEWS!!!!)
Post by: Life Swordsman on March 31, 2010, 03:24:08 pm
Aw man, this is gonna be epic. wish i was this good at DF   :(
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: FINALLY COMPLETE!!! WOO!)
Post by: Itnetlolor on April 01, 2010, 02:24:30 am
Alright, I finally got the ship absolutely finished. About friggin' time too. WOO!

Spoiler: Y13S3: The Lights in the Sky Are Dwarves (click to show/hide)

I guess it means I can finally put this thing here.

(http://tf-2.fr/ach.php?a=Alotta%20Free%20Time&b=Complete%20a%20megaproject&c=l&e=508&f=0) (http://teamfortress2.fr/achievements.php)

And here are all the screenshots I have collected as well:

Spoiler: Front (click to show/hide)
Spoiler: Back (click to show/hide)
Spoiler: Doorway (click to show/hide)
Spoiler: Captain's Quarters (click to show/hide)
Spoiler: Crew Quarters (click to show/hide)
Spoiler: Bridge A (click to show/hide)
Spoiler: Bridge B (click to show/hide)
Spoiler: Topside (click to show/hide)
Spoiler: Bottomside (click to show/hide)

Pretty awesome huh? Definitely worth burning the midnight oil on.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: FINALLY COMPLETE!!! WOO!)
Post by: immibis on April 01, 2010, 02:30:19 am
Spoiler: How to keep an idiot amused
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: FINALLY COMPLETE!!! WOO!)
Post by: Life Swordsman on April 01, 2010, 03:56:47 pm
:click:
...
:click:
...
:click::click:
...
:click::click::click:
...no update...
...i feel so...violated...
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: FINALLY COMPLETE!!! WOO!)
Post by: Vieto on April 01, 2010, 04:23:02 pm
APRIL FOOLS!!!
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: FINALLY COMPLETE!!! WOO!)
Post by: Cheddarius on April 01, 2010, 05:47:33 pm
The "spoilers" are not, in fact, spoilers. They use this tag:
color=#e0d960 Spoiler: Topside /color
To simulate the color.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: FINALLY COMPLETE!!! WOO!)
Post by: immibis on April 01, 2010, 06:42:36 pm
The "spoilers" are not, in fact, spoilers. They use this tag:
color=#e0d960 Spoiler: Topside /color
To simulate the color.
I think that was obvious by clicking on them.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: FINALLY COMPLETE!!! WOO!)
Post by: Cheddarius on April 01, 2010, 06:53:29 pm
Just in case someone thinks schler computer is broken and tries to click them for three hours or something.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: FINALLY COMPLETE!!! WOO!)
Post by: ungulateman on April 01, 2010, 07:48:47 pm
...BITCH!
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: FINALLY COMPLETE!!! WOO!)
Post by: twwolfe on April 01, 2010, 07:53:13 pm
thank you for making an already bad day go down hill even faster
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: FINALLY COMPLETE!!! WOO!)
Post by: Itnetlolor on April 01, 2010, 11:07:44 pm
Holy crap, that view-counter jumped.

April Fools.

In all seriousness, I still wasn't able to finish in the time I quoted, so I humbly accept my defeat.

Toady Won.

I'll try and get last night's update ready tomorrow; really bummed out today. Short story, day was bad enough, I'm waiting for someone or something to say "April Fools" to explain it was all a setup.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: APRIL FOOLED YA)
Post by: Cheddarius on April 01, 2010, 11:20:30 pm
April Fools! Your entire life has been a lie. You've been put into a simulated universe, similar to the "Matrix" fictional universe of your world, for a government-funded study on how different psyches function in the face of adversity. Anyway, since the study is over, you can return to your life of owning several planets, being friends with everyone, and being ecstatic with 1573 happiness all the time because you have 300 masterwork engravings.
Title: Re: The New Flagship of the Dwarven Empire: (PROGRESS: APRIL FOOLED YA)
Post by: Itnetlolor on April 02, 2010, 10:30:46 pm
Okay, here's the honest update. I didn't finish yet, and I found a flaw with my pump system, I'll make a bit of a temp-fix at least, unless it turns out to be a viable solution. We'll see later, I just need this week to end before I can get to the final details. My mind is just not into it right now. I'll maybe post an update tomorrow if I can. Anyway, here it is. Sorry about the delay and the joke earlier.


Nice to see how many fans I really have just by seeing the difference yesterday. Wish I could've tracked it more accurately seeing as the servers got seriously bogged down when the new release came. Anyway, thanks for the support. I figured my joke should've been rather obvious considering the name, and that I didn't make a bigger ceremony of it and that I also didn't provide the saves.

BTW, this update was supposed to be posted last night by the end of the day, but yeah, work had other plans and I was in absolutely no mood to update or anything. I'm barely holding up tonight as well. However, I feel tomorrow might be better. As Lucca stated, not much time left, and only minor details remain, including a simple re-route of the boiler's gearbox.



EDIT:
Here's a little something I did with some free time. It was a bastard to find the right photos that mix together right to make this.

I decided to update the Bloodfist logo into a more realistic form based on the vectored line art. I might say, it looks pretty badass.


And here it is 1/2 scale, 1/4 scale and 15% scale respectively, and the avatar (100x100) at the bottom:
Spoiler (click to show/hide)

Please excuse some of the artifacts. They're only more visible in the larger images and appeared after coloring the image.
Title: Re: The New Flagship of the Dwarven Empire: (MEGAPROJECT COMPLETE)
Post by: Itnetlolor on April 05, 2010, 01:25:19 am
And we are finally done. I have gone through a whole lot to finish this and get everything final. And to be certain it is done. I have done a bit of tinkering with the OP to be more suitable. And I have also provided all the saves I have used as I produced this object of glory.

And in honor of the original 7 that started the project, here is the climax to the megaproject.


Check out the OP for the saves. I apologize in advance for locking up the servers.

View counter as of this post (For record-sake): 26850 views

EDIT:
It's been ages since I last visited, but this finally updated (and reloacted) and I've been meaning to place it back here once it came back up. So here it is. My medal of honor (which I also made for an achievements thread some time ago which needs a major necro-update):

ACHIEVEMENT UNLOCKED:
(http://tf-2.fr/ach.php?a=Alotta Free Time&b=Complete a megaproject&c=u&e=508&f=1) (http://teamfortress2.fr/achievements.php)

EDIT NOTE:
As you would see in the Achievement Unlocked thread, the site 404'd so the achievement once again faded into the mists.
Title: Re: The New Flagship of the Dwarven Empire: (MEGAPROJECT COMPLETE)
Post by: Rumrusher on April 05, 2010, 02:02:39 am
so any new mega projects or are you going to rest for now?
Title: Re: The New Flagship of the Dwarven Empire: (MEGAPROJECT COMPLETE)
Post by: Itnetlolor on April 05, 2010, 02:54:05 am
I'm going to take a bit of rest for the time being and get my head wrapped around v0.31. I have a special plan set for that in the future. Maybe not as epic as this beast, but still a nifty idea that makes alot of use of it's location and abuses drop-bridges.

Of course, burrows will worry about cleanup and salvage from the impact craters. Provided cliffs make/made a comeback. Otherwise, I'll just play it by ear like I usually do with my ideas.

Just as well, I have a Carippo hybrid monster I've been working on and taming, as well as building a lab for such tests, and I also feel like seeing how Arena mode will assist in my testing of these critters. If I only had them as my guards this entire time, this whole project could've taken half the time. Food becoming the next issue.

Thanks again to everyone who has helped keep me interested in finishing what I have started. Feel free to screw around with the ship or reproduce your very own. Of course, I've been working on my project in a semi-more-realistic manner. Having a skeleton does help reduce the time by spreading out the tasks so more dwarves can work on it all at once.

After I take my break, I might continue the legacy of Bloodfist, and start a community game with delivering it home and whatever else. I could use a little bit more creative freedom in storytelling. It could possibly become the next Pirates of the Fondled Waters. Actually, that community game inspired me to make a ship of my own.

I forgot to include some BG music that the Chenjesu computers also provide for the pilots. Programmed by a mysterious force.


Great, found a different distraction to tie me over for a good while.
Title: Re: The New Flagship of the Dwarven Empire: (MEGAPROJECT COMPLETE)
Post by: Cheddarius on April 05, 2010, 05:59:11 pm
Does Bloodfist actually move around? How is that possible?

(Wait, did you just scroll down to make those movies?)
Title: Re: The New Flagship of the Dwarven Empire: (MEGAPROJECT COMPLETE)
Post by: Itnetlolor on April 05, 2010, 08:14:30 pm
Yep. (Just scrolled down)

Simple solution to a complex problem. I figure that can be a sort of a time-lapse clip to use if it's a short flight or something in the community or succession flight (I guess it can begin as a community fort for my delivery and succession if I decide to use it "For Hire". Depending on if there's any mutiny on board.

I just realized something: I think it's possible to take advantage of the boilers as a "waterfall source" or "sauna". Although I advise against doing so with a real one.
Title: Re: The New Flagship of the Dwarven Empire: (MEGAPROJECT COMPLETE)
Post by: Cheddarius on April 05, 2010, 10:08:23 pm
I just realized something: I think it's possible to take advantage of the boilers as a "waterfall source" or "sauna". Although I advise against doing so with a real one.
Heh heh, putting that in my sig thread.
Title: Re: The New Flagship of the Dwarven Empire: (MEGAPROJECT COMPLETE)
Post by: immibis on April 17, 2010, 01:26:10 am
Sorry for reviving this two-week-old thread, but has anyone managed to open the save without getting "missing reaction definition"?
Title: Re: The New Flagship of the Dwarven Empire: (MEGAPROJECT COMPLETE)
Post by: Itnetlolor on April 17, 2010, 02:14:53 am
As far back as I can recall, the only things I have adjusted was turning off cave-ins and also using the Mayday graphics.

I don't know what else could've gone wrong? I'll look through my raws files and see if I can find it.
Title: Re: The New Flagship of the Dwarven Empire: (MEGAPROJECT COMPLETE)
Post by: Odd!x on April 29, 2010, 02:42:17 am
have you considered turning the cave ins on to see it crash?
Title: Re: The New Flagship of the Dwarven Empire: (MEGAPROJECT COMPLETE)
Post by: Djohaal on May 25, 2010, 07:31:43 pm
Keep that fort's save. I wanna render it with my rendering mojo once we get a universal exporter from obsidian. I can't guarantee it'll look half decent though. (I suck at architectural renders  :P)

PS: Loved the chrono trigger references there. I'm thinking about doing a DF chrono trigger re-creation now... :P
Title: Re: The New Flagship of the Dwarven Empire: (MEGAPROJECT COMPLETE)
Post by: nbonaparte on November 05, 2010, 07:54:01 pm
Reviving this to ask, Itnetlolor, can you upload your raws folder for this?
Title: Re: The New Flagship of the Dwarven Empire: (RAWS UPLOADED!!!)
Post by: Itnetlolor on November 07, 2010, 12:14:41 am
Reviving this to ask, Itnetlolor, can you upload your raws folder for this?
Done and done (http://dffd.wimbli.com/file.php?id=3367).

Again, for the N-th time to everyone struggling, I have uploaded the RAWS folder; and I apologize that I haven't done this sooner. Let's hope this is all that needs to be done. Have fun.

Regarding having a community game involving this, I've had some free time made available; however, you may have to mind the quality of the community fort I might run, however, seeing as it would be my first. Also, I've taken a rather lengthy hiatus from playing DF, so I should have some interest returning in due time.

I might at least mock something up for next week or something, however, don't expect a preset update schedule or anything. It'll be more of an 'on a whim' or 'when I feel like it' kind of production schedule.

EDIT:
Seeing as the thread has been necro'd anyway, feel free to post if it works properly now or not.
Title: Re: The New Flagship of the Dwarven Empire: (MCEdit SCHEMATICS UPLOADED!!!)
Post by: Itnetlolor on December 13, 2010, 03:35:49 pm
Bumping to say that I have finally got my MCEdit schematics uploaded (http://www.mediafire.com/file/3u01yikj3kwe2p6/Bloodfist%20Schematics.rar). Feel free to fly around in Minecraft with this beauty. Use it in Skylands (http://skylands.goonygoon.com/), add it to your server. Just go nuts with it.

OP is updated along with sig. Enjoy!

Plus, just got 40,000 hits.

EDIT: (4-22-11)
If you're reading this since the date noted, then I might have an updated schematic set ready when the view counter breaches the 50k mark.

Essentially, I'll be updating everything to look more consistent with what it actually looks like, than the raw conversion format the converter did. That means that beds will actually be beds (like the release crafting has, and not big fluffy blocks), boilers will look more like boilers (golden, more like), and the props will even look sharper (kudos half-blocks of other types). I say it'll be a good project to take on until I see a fitting release of DF to get started on the successor (Bloodaxe). I'll do what I can to make it how I saw the Bloodfist. I can maybe make it 3 releases. 1 is the classic edition (IE- won't be deleting the old file), 2 is going to be the Minecraft 1_5 (or later, depending on when I work on it) refinement and cleanup, and 3 will be a smoother version overall (resembling the little sprite in the sig more, as well as one of my illustrations).

I don't know when I'll exactly be working on that project, but I'll try to get version 2 ready before the ticker passes 50,000. Thanks for the support.

EDIT EDIT: (5-27-11)
Recently got a new exterior sketch made to get a general idea of what I want for the ship. It will definitely be bigger, but I don't have a clear idea of what I want for the interior of the ship. Nonetheless, where the Bloodfist was 5 decks tall, Bloodaxe will be 7. It will also be essentially wider by a few tiles, have a more stylized/curved backside, and an interesting twist to make use of more engines to propel and lift the craft. Naturally, I have installed more hardpoints to mount weapons onto the ship, as well as designated a plan to be able to mount the axeblade onto the front of the ship, also doubling as a way to reinforce the structure. Unlike Bloodfists's old side-loading methods, Bloodaxe will now be a wider-mouthed rear-loading design; more suitable for larger loads. The Bloodaxe's design will be more based on the classic galleon design, rather than sloop design the Bloodfist had. In other words, this thing is even bigger, and badder than it's predecessor.

Now all I really need next is a way to compose the inside to make it ergonomic, feasible, and plausible mechanically and weight-distribution-wise; but still with enough similarity with Bloodfist's design to stay related in design style. Oh yeah, and we may need more boilers to power this behemoth. I'm thinking maybe 4 with a central hub diff.

I might consider (if it's not too much trouble) to see if I can possibly mount a magma pump system that can load Bloodaxe with magma for a molten bombarding system without burning down the entire ship, and also not interfering too much with the overall process and design of the ship. I will need to develop some prototype designs for a loading and drop system. A loading system that is detatchable, yet pluggable, and a container that can be loaded and placed in the center of the ship (magma is heavy), and deposited on the ground without frying the gunners below deck.

Considering I might allow a water containment system, I can maybe make a dual pump system that can allow flooding a loading system/container, both water and magma, and to their dedicated containment systems.. I guess I can install some screw pump systems on-board the ship and a series of floodgates and fluid catch systems at the dry-dock so I can lead what needs to be filled, and easily retract/dismantle the pipeline in an equally safe catch zone. I suppose a sort of obsidian factory can be made to supply the catch and disconnect/dismantle system (cave-ins; unless I can setup drawbridges as temp. walls).

EDIT EDIT EDIT: (6-14-11)
During my time off and visiting the folks, I got around to working on some concept art of what I will be working with. It's a familiar setup, but it shows most of what I have intended for the future of the project.


Mind the art quality. I was doing this to pass time while on the plane ride home, so I wasn't worrying too much about details, so the foreshortening is a tad off, as are several other details. Give me a few hours and the right mindset, I can make it look many times better. Due to the foreshortening and etc. the blades would be too hard to spot anyway; plus, I'm still debating over their design and how to apply it in-game. Don't worry, I'm still waiting until the next version of DF before I commence production. It will be a community effort this time around, I didn't forget.

EDIT EDIT EDIT EDIT: (6-22-11)
50k benchmark reached. Thanks for the support. I'm still taking my time designing the Bloodaxe (focusing on the interior this time). I've been a bit busy with other IRL things, but I'll see what I can do about getting something setup at a later date.

In the meantime, I might take up another moment and finish the Mine-Craft version2 of the Bloodfist, as well as maybe make a 3D model (low-res likely) with better details (at least externally). I dunno, but I will try to get around to finishing V2 of the Bloodfist Minecraft schematic.
Title: Re: The New Flagship of the Dwarven Empire: (MCEdit SCHEMATICS UPLOADED!!!)
Post by: dwarfhoplite on November 02, 2011, 03:05:24 pm
damn. you built dorf airship out of legos. i applaud your dorfiness!
Title: Re: The New Flagship of the Dwarven Empire: (MCEdit SCHEMATICS UPLOADED!!!)
Post by: Itnetlolor on November 02, 2011, 08:39:35 pm
Holy necro, Batman (no magma please). Nearly a year since last post in this thread (excluding secret Bloodaxe plans edits).

And thanks, I worked on 2x2-per DF tile so I could accurately map the whole thing layer-by-layer, and improvise where needed. I would recommend this method for any other project if you're designing in 3D. But there could be better options out there for modeling with (like even the SimCity3 building editor or ASCII Paint). I figured Lego would be the best medium to work with at the moment due to the variety of pieces I could use.

Oh, and if you intend to build it IRL, you may need to cough up some serious cash to do so. LDD claimed it to be nearly $700 if I recall correctly. (Fuzzy memory, I was off by nearly 10x)

Funny enough, the Minecraft schematic from the converter was mostly accurate to how the LDD render turned out. I've been meaning to finish up updating the schematic to the most recent Minecraft version relevances. Even with being able to abuse Creative Mode too. I keep putting it off.
Title: Re: The New Flagship of the Dwarven Empire: (MCEdit SCHEMATICS UPLOADED!!!)
Post by: Necro910 on November 02, 2011, 08:55:26 pm
Holy necro, Batman (no magma please)
(http://a.deviantart.net/avatars/w/t/wthplz.png)
Title: Re: The New Flagship of the Dwarven Empire: (MCEdit SCHEMATICS UPLOADED!!!)
Post by: Itnetlolor on November 02, 2011, 10:01:41 pm
Holy necro, Batman (no magma please)
(http://a.deviantart.net/avatars/w/t/wthplz.png)
I CAN FORESEE YOUR MEME!!! I CAN OUT-PACE YOU!!! MWUAHAHAHAHAHA!!!!!
Title: Re: The New Flagship of the Dwarven Empire: (MCEdit SCHEMATICS UPLOADED!!!)
Post by: Necro910 on November 02, 2011, 10:05:01 pm
Holy necro, Batman (no magma please)
(http://a.deviantart.net/avatars/w/t/wthplz.png)
I CAN FORESEE YOUR MEME!!! I CAN OUT-PACE YOU!!! MWUAHAHAHAHAHA!!!!!
Spoiler (click to show/hide)
Title: Re: The New Flagship of the Dwarven Empire: (MCEdit SCHEMATICS UPLOADED!!!)
Post by: Drago55577 on December 02, 2011, 11:35:10 am
Can it fly/move?
Title: Re: The New Flagship of the Dwarven Empire: (MCEdit SCHEMATICS UPLOADED!!!)
Post by: Kepplerr on December 02, 2011, 12:38:46 pm
Necro much?...
Title: Re: The New Flagship of the Dwarven Empire: (Re: if you have something to add)
Post by: Itnetlolor on December 02, 2011, 02:54:58 pm
I agree.

The question has been answered in the thread earlier (17 posts (http://www.bay12forums.com/smf/index.php?topic=36955.msg1138309#msg1138309) and 46 posts ago (http://www.bay12forums.com/smf/index.php?topic=36955.msg1118925#msg1118925)). As much as I have advertised my project, I don't like when it gets needlessly necro'd. Unless you have more to contribute that's relevant (ideas for it's next incarnation planned), or modifications you have made with the original (open invite), or anything else that adds to it aside another crap post, then I'm okay with it. In any other case, crap-posting to necro this thread is not a form of advertising it I appreciate.

Read before you post, or at least learn to use the search function (CTRL+F or COMMAND+F or the forum's search function; it does work for individual topics as well, you know).



NOTICE TO ANY OTHER POSTERS, NEW AND OLD



Not to be too rude (I consider it necessarily rude), but: TL;DR's, use the damn search function, page up/down buttons, or the little scroll bar wherever you have it placed, to cut to the chase or look for a gorram summary or an answer to a question you have, or don't bother responding to the thread/post at all because you lack the patience to do little reading. This not only applies to my thread, but anywhere else. They're usually provided in long-ass posts or big threads, out of courtesy from those aware of doing so. I am guilty of making long posts myself, or making threads go on for a good while, and I do summarize things because of such. In any other case, learn to read, or gain some more patience, because you know what? There are many words to absorb no matter what, learn to take the hit. If you can read through TVTropes, Cracked.com, and numerous other sites, including Wikipedia (any have 10+ tabs open almost all the time, usually of them, or various other places, regardless of nature of content); I think you can read through something like an essay or a long thread without much problem. You have no other excuse for not making the effort.

If you have nothing (productive) to add with your response, then don't respond at all; you'll only look dumb(er).

Simple enough rule to follow. I've noticed there's been a lack of following it lately. If it's to cut off your 'Escaped Lunatic' status, then that's stupid.

I don't want to lock this thread to prevent any more crap-posting; I left it unlocked so that anyone willing to contribute anything to it still can. But if this keeps up, I may as well deny anyone else the opportunity to show their work (fan work and whatnot; provided any) because nobody knows how to read or has the patience to sit through a few more posts/pages/paragraphs.

A good rule of thumb for everyone; if you're burdened by having so many pages to read through (which also causes TL;DR to occur often), just increase the posts per-page count in your account settings. It makes going through these forums a hell of alot easier. I only see 7 pages in this thread because I set mine to maximum settings (50 posts per-page). More content, fewer pages (usually 1/5 the amount from default), easier reading, believe it or not.


TL;DR: Read the damn post/thread before responding or asking questions.