:D
[ October 29, 2007: Message edited by: Deto ]
Very clever.
Personally, I've gone for a brook perched between two massive crags. I have so many ideas for making it into a fortress, its just going to take forever and a day!
Future: Press printscreen in your keyboard, then paste image to some imageediting software, even paintbrush will do :D
I have seriously got to stop jumping from one location to the next. I'm going to run out of room. Then I will have to make a new map or a reclaim. Also you can start in an elven town or a goblin town.
If only I could get the FPS over 25. I don't know what else to do, temp and weather are off. I'm using the smallest maps but even the larger ones don't seem to change it much.
I can see into the chasm because there's an opening to it somewhere. It's neat looking at all the antmen clustered together in groups on the little ledges, with batmen and giant bats flitting around between them.
quote:
Originally posted by Deto:
<STRONG>Or if I ran out of beds, I can always put dwarves to sleep in human beds... Infact, I just noticed I can just designate human beds as dwarven barracks :D Or better yet! I can just remove them from their rooms and put them in my fortress! Free defence! Free stuff! Dwarven heaven! :D</STRONG>
LMAO... Dwarf Gypsy invasion.
i made a fort in the suggested area, but decided to move way away from where the wagon started. now my dogs want to hang out over there and won't come into the 'real' fort. is there a way to change the lounging spot?
O.M.F.G. I just noticed it's also Terrifying!
The gods have given us a sign! Strike the earth!
[ October 30, 2007: Message edited by: Earthquake Damage ]
[ October 30, 2007: Message edited by: Markham ]
(http://i24.tinypic.com/2lasjzs.png)
(http://i23.tinypic.com/dmxrau.png)
And then...
(http://i24.tinypic.com/149no79.png)
(http://i21.tinypic.com/5v15ki.png)
Now, I view the area not as a town, but as a wood mine.
On a side note, there's a gem called "bloodstone" which I don't recognize about halfway up a sheer cliff. That name bodes if you ask me.
quote:
Originally posted by Earthquake Damage:
<STRONG>Hmm. That building collapse brings up a good question: What are the new cave-in rules?</STRONG>
Things only collapse if they're completely disconnected (no floating masses of rock). Other than that, anything's good.
quote:
Things only collapse if they're completely disconnected (no floating masses of rock). Other than that, anything's good.
Are you sure? In that case either I'm incompetent or diagonals don't count as connected for cave-in purposes. I had a small yet tall chunk of cliff across the brook from me that I decided to strip mine for material. I lost one miner when white sand collapsed on his head (was going to leave a pillar then remove the floor it's supporting later) and another is now severely wounded after a 4-5 story fall when the top floor (which he was removing) fell out from beneath him.
quote:
Originally posted by Earthquake Damage:
<STRONG>Are you sure? In that case either I'm incompetent or diagonals don't count as connected for cave-in purposes. I had a small yet tall chunk of cliff across the brook from me that I decided to strip mine for material. I lost one miner when white sand collapsed on his head (was going to leave a pillar then remove the floor it's supporting later) and another is now severely wounded after a 4-5 story fall when the top floor (which he was removing) fell out from beneath him.</STRONG>
Toady mentioned something in the dev notes about sand collapsing, so sand may operate on different rules.
In any case I'd bet on diagonals not counting for connection.
By the same logic, the cave in code won't count a diagonal as a support.
It's a struggle, but at least my hollowed out red sand dune allows for plentiful farming whilst I brainstorm and test solutions.
Edit: Aha! By building channels to destroy the floor above the aquifer, I've created a pond that I'm fairly certain people can drink from. So there is a nigh unlimited source of drinkable water deep inside the dune, I just have to find stone now.
[ October 30, 2007: Message edited by: Azeral ]
quote:
Originally posted by THLawrence:
<STRONG>Open up the hotkeys menu, i , Then go to where you want to place the new location and press the corresponding Fx button where x is a number. Then after you leave the menu whenever you press that button it will jump to that location, very useful for big forts.</STRONG>
I think I'm misunderstanding this, I can't get it to re-bind the F1 point, I think i'm doing it wrong. :) any tips?
Unfortunately, this map has raccoons, hippos, AND elephants! Plus the fish in the river seem to be exceptionally deadly. A stingray already got my farmer when he tried to drink...
I think I'm gonna drain that damn river.
Generating a world as we speak.
However my fort is named "Doompit"
Toady programmed the RNG with telepathic knowledge. Beyond Quality!
Unfortunately, there doesn't seem to be any rock here, everything's made out of silt and sand, right down to the water table.
Ah well, at least there's plenty of trees.
It's also annoying that the plants/trees that grow on site are determined by the biome, which is determined by the most common terrain on your chosen site. So you can't choose a mountain map and stretch the site into the forest to get some wood, because you loose all the trees and shrubs when most of your site is mountains.
Also, since I've had a few failed forts thus far, here's some advice:
Don't start in moist broadleaf anything. The rivers are full of crocodiles and hippos. Seriously, the creature list was 9-10 pages long (mostly fish, but tons of damned hippos and crocs). Damned crocs ate my dogs and suspended construction repeatedly.
I recommend starting in a mountain with a brook/river and some forest. You don't really need a ton of forest, just a bit. My current site has plenty of trees in a corner (and elephants, which I didn't expect -- score!), plenty of water, more stone than I know what to do with, and very little hostile wildlife near me. Unfortunately, there're no fish, but I'll make do.
I picked an area of forested hills. What I got was low hills, wall to wall trees, groundhogs and reeses for animals, and a Y-shaped river full of trout and salmon. I put my fort in a hill in the southeast, that is protected on two sides by the river. And there was a very nice narrow gap in the hill, that goes back in a few squares, and that is where I put my entrance. A very defensible spot! And theres a nice cherry on top. Where the streams meet, there is a good size lake that sits down in a canyon. And where the north stream meets the lake, there is a 6 or 7 story waterfall into the lake.
I saw some nice ore deposits in the canyon walls. So once my basic fort is squared away, I'll be tunneling over to the lake. I'm thinking mine out the ore, then build a great retirement home where the ore was, then grab a fishing pole and retire!
They're no match for doors, however. I also managed to make a quantum ramp matrix that connects to the top of the mountain where I started and the bottom of the cliff. Building my fortress proper in the z-center of this dwarven portal machination, I feel pretty set in this fortress.
Instead, I did a complete 180 and found myslef on top of a hill overlooking a freezing landscape with (surprisingly) many trees. There is also a river which is frozen ATM, some sand on the first 2 levels, then comes rocks and on the lowest level of my narrow shaft mine I found some microcline(?)and other expensive and exotic ores. Not many critters below ground, but above there is an abundance of deer and, unfortunately, wolf. Luckily the first thing I did was to build straight down and then cover the entrance with walls and a drawbridge. On this complex I also have 2 stone towers, all 4 levels high from where my lone marksdwarf takes pot-shots at anyone crazy enough to come close to my mighty fort.
Only casualty so far has been a foolish hunter who decided to go hunting wolves... good news was that my marksdwarf took him out from his tower about 5 minutes later, and i butchered and served the wolf with plump helmets. Now my dwarves have been partying for the last week, and I can't make them stop. Guess you have to take the good with the bad...
quote:
Originally posted by darknight:
<STRONG>Compared to what some are saying, I struck it lucky with my first fort.I picked an area of forested hills. What I got was low hills, wall to wall trees, groundhogs and reeses for animals, and a Y-shaped river full of trout and salmon. I put my fort in a hill in the southeast, that is protected on two sides by the river. And there was a very nice narrow gap in the hill, that goes back in a few squares, and that is where I put my entrance. A very defensible spot! And theres a nice cherry on top. Where the streams meet, there is a good size lake that sits down in a canyon. And where the north stream meets the lake, there is a 6 or 7 story waterfall into the lake.
I saw some nice ore deposits in the canyon walls. So once my basic fort is squared away, I'll be tunneling over to the lake. I'm thinking mine out the ore, then build a great retirement home where the ore was, then grab a fishing pole and retire!</STRONG>
Got some pictures of the main levels (and the waterfall!!!) ?? I'd love to see 'em. Sounds very nice.
My new fortress is such a peaceful location. A temperate coniferious forest, bordering a cold badland. I found a huge reserve of microcline deep below so now I can make things and pass them off as adamantine :P\
Lots of red sand too. Shame red sand doesn't make different colored glass or something, if that's possible in real life. I want red glass. :P
The nearby brook is frozen during the wiinter... and it has no evil fish in it whatsoever. The most dangerous creature I've seen so far is a leopard and that got taken out by a brand new hunter. Bunch of camels here too. I might start a camel ranch or something.
Sadly ore isn't as prevalent. Only stuff I've found is magnetite.
quote:
I found a huge reserve of microcline deep below so now I can make things and pass them off as adamantine :P\
I too found a gigantic (at least 15x15 big) microcline collection on the second lowest level of my mine shaft. Still got digging to do and it seeems to pop up more and more the further in I dig and I already have 78 units of it. Now to start making stuff out of it. Too bad that I've almost finished my above gorund fortress out of ordinary dull stone, I would've prefered a cyan coloured castle instead of a gray and boring one.
quote:
Originally posted by Lightning4:
<STRONG>
Sadly ore isn't as prevalent. Only stuff I've found is magnetite.</STRONG>
Magnetite is good. It may be very common and appear in massive chunks but it makes iron. The equivalent of what you just said is:
Sadly ore isn't as prevalent. Only stuff I've found is hematite.
Given the large number of new flux reagents (Limestone alternative) there is a very good chance that you will have your steel fortress back. You may have to import the charcoal but thats it.
quote:
Originally posted by Sean Mirrsen:
<STRONG>About that last map I mentioned. A thought struck me - is a fortress REALLY limited to the 31 levels as we know? Because my map is like 131 levels. If it's ever possible, I'm building a stair to the topmost plateau, and then I'll take an adventurer for a dive. Seeing as a jump from 5 levels is fatal.... from 102 levels, the maximum distance straight down, the adventurer will be pulverized with utmost brutality.</STRONG>
Above a certain height, it shouldn't do anything more spectacular by increasing it any more: there's this thing called terminal velocity, which is, despite the name, far greater than the speed at which you will die if you hit something.
I could make a clear glass palace with a single dwarf, or an iron one with two. The obvious course of action of course is to use both and make a modern-style skyscraper... in the middle of an untamed jungle...