Ummm.... when you're done, can I have that for my LotR mod? Pretty please?Is it actually possible to take a finished fortress and put it into another world file???
Well, if I abandoned and uploaded the world save, people could reclaim.Ummm.... when you're done, can I have that for my LotR mod? Pretty please?Is it actually possible to take a finished fortress and put it into another world file???
Oh. I thought you meant, like, populating a meticulously-created Middle Earth map with accurate cities and then uploading THAT for people to build or adventure in.That would be awesome..... but impossible. Alas.
Oh. I thought you meant, like, populating a meticulously-created Middle Earth map with accurate cities and then uploading THAT for people to build or adventure in.That would be awesome..... but impossible. Alas.
Huh, I thought you can edit the map generation (define elevation, water leve and anything).Well, I'd someday like to take Perfect World and paint a map of Middle Earth, but a big-ass Minas Tirith savegame in there would be awesome too.
Of course, the detail won't be there.
I did a few google searches. Common opinion puts the diameter of the outer wall at around 3700 ft. The book tells us each level is 100 feet high (my scale makes this 5 z-levels). Most of my detail ideas are (will be) based on the movie version of the city, but not all.That's sort of what I thought. Fortunately, making a Helm's Deep will be easier, assuming I ever actually do it.
To make the circles I used the circle tool in photoshop, with antialiasing turned off. I zoomed way in so that each pixel was one tile. While working on this, designating areas to be dug out, walls to be built, etc, I have a blown-up printout of my pixel image for reference. Counting all the damn tiles by hand is very time-consuming.
... I'm not sure whether this looks more like a Ziggurat or Atlantis... Technically REAL Ziggurats were square, though, so I guess it's Atlantis.It's Gondor, dude. And the walls should be marble. But the spur thing should be all natural (and unsmoothed) stone, if we were to try for accuracy there.
Are you making the walls out of Orihalcum?
So, it doesn't look good in Stonesense AT ALL. I wish there was a zoom-out feature, 'cause you can't see enough of it at once. :(in before Japa pops in to say that you can take screenshots of the whole fortress. I don't know exactly how, though.
I gave DFize a try, but it, uh, needs some work to be usable.
The only problem with mazes in this game is that the only thing you're making work is the pathfinding algorithm, which is effectively omniscient. It's not like the invaders are going to go down the dead ends.No, you're missing the point, I think. Either that, or I am.
!So, it doesn't look good in Stonesense AT ALL. I wish there was a zoom-out feature, 'cause you can't see enough of it at once. :(in before Japa pops in to say that you can take screenshots of the whole fortress. I don't know exactly how, though.
I gave DFize a try, but it, uh, needs some work to be usable.
My embark point is 5x5: about 250 tiles square.Seeing as you have a 5 by 5, that'll give you roughly 20 tiles of space between rings assuming 10 tiles distance from map edges and 2 tile thick walls (which you'll have in certain areas). I'd have gone with a bigger embark for more space or just for the hell of it, but it's your project.
My embark point is 5x5: about 250 tiles square.Seeing as you have a 5 by 5, that'll give you roughly 20 tiles of space between rings assuming 10 tiles distance from map edges and 2 tile thick walls (which you'll have in certain areas). I'd have gone with a bigger embark for more space or just for the hell of it, but it's your project.
Good luck.
The only problem with mazes in this game is that the only thing you're making work is the pathfinding algorithm, which is effectively omniscient. It's not like the invaders are going to go down the dead ends.
ctrl+f5!So, it doesn't look good in Stonesense AT ALL. I wish there was a zoom-out feature, 'cause you can't see enough of it at once. :(in before Japa pops in to say that you can take screenshots of the whole fortress. I don't know exactly how, though.
I gave DFize a try, but it, uh, needs some work to be usable.
I would very much like to know how this is done.
The only problem with mazes in this game is that the only thing you're making work is the pathfinding algorithm, which is effectively omniscient. It's not like the invaders are going to go down the dead ends.No, you're missing the point, I think. Either that, or I am.
What I understood was that you grid it, and then ONLY dig the path along the red line. You get this cool winding passage. At least, that's what I thought he meant. Digging out the whole thing does, indeed, seem pointless.
Ok, I'm curious, how did you find a 30z cliff face without using a volcano? My tallest embarkable mountains only go up to 8 or 9. If I'm lucky.I'd rather have a cliff without ramps. The normal DF mountains look like friggin hills.
To get a nice high cliff, I played with the world gen settings. Lowlands 50, midlands 0, highlands 50, super highlands 50. Made plains and mountains more common, and swamps and seas less common.
I'm pretty sure growing a real white tree at the top of the fort is impossible. It's technically part of the mountain biome, so no plants grow there. I'm going to pave the top with olivine to look like grass and just put a statue up there. If I'm lucky, they'll carve a statue of a tree.
I could just put a pile of logs there. ;D
So this is being mined out rather than built? Are you using any kind of automation? Or just mass designating channels?
SpuneDagr, did you check that link I posted? It has a fairly impressive model of the city done in matchsticks of all things.Indeed. Google image search has been my friend when looking for references.
Are you going to mine out all of the rocks around it and have it stand alone? I think you already answered this, but to make sure.