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Topics - Kuria

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DF Dwarf Mode Discussion / Your common area layouts
« on: December 01, 2022, 03:40:36 pm »
With the steam release upon us, I thought maybe people might like to post your standard designs for your most used buildings or activities, like temples, libraries, kitchens, etc. A little knowledge sharing, a little showing off if you like. I'll get things started out with my usual hospital layout.

Zone: Rectangular selection because of doors - Hospital & Meeting Area -> Location: Doctor's Guildhall
Well: Meeting Area 1x1, Location: Doctor's Guildhall (prevents outsiders from lingering by the well)

Space to lock/wall in dangerous patients as needed. Central stair. Bucket stockpile. It's small if you get hit with more than 16 wounded at a time and/or have violent patients taking up beds, but by then you usually have much bigger problems!

Spoiler (click to show/hide)

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DF Dwarf Mode Discussion / Fortress design and story time
« on: November 28, 2018, 08:05:02 pm »
When I started playing DF, centuries ago, the thing I hated MOST about the experience was how LONNGG it took from feeling the urge to actually getting into gameplay. I'm always starting fresh every six months to a year, so I download the binaries (OKAY the lazy newb pack), roll a new world, search for the perfect location, painstakingly craft my expedition party, and before I can hit unpause I've spent as much as an hour or more, and that's all before untangling the military interface enough to keep me alive.

Well I guess it's true what they say, all things change. With my rising interest in an iterative fortress design that newly incorporates a temple, library, museum, and tavern housing - trying to balance efficiency and my own personal aesthetic moods - I just spent the better part of a day NOT JUST designing the core of a new fortress, but marking the third fortress in the same world, something I haven't really done at all before. (I blame Kruggsmash, honestly.)

After unparalleled economic success in the temperate northern reaches of the continent, around their Mountainhomes, the growing empire Arbostvirzulgar ("The Deified Humble Ship") has launched an ambitious expedition to the heart of the snow-wreathed south. After months of travel, and led by a youthful and brazen woodcutter named Mafol Borushfeb, The Persuasive Claws took refuge in a glade that felt both wild and joyous just in time for a mid-autumn blizzard. When the weather passed, a banner (bearing an image of seven giant bobcats - the expedition members - and a corpse - any opposition. The seven giant bobcats are devouring the corpse. The corpse is unnaturally contorted) had been planted, and the outpost Gast Ushilvumshar ("Cleaves the Icy Gloom") was founded in the year 258 where Elves and Humans dare not tread. Strike the earth!

Well wait, don't strike the earth yet, Madame Expedition Leader, because the architects want to discuss some "ideas" they have. I don't know, Lolor and Dodok have been talking to Alath, and I guess he just finished an annex course in creative design, and, well... take a look at this.

Spoiler (click to show/hide)

And here's what they're thinking for the workshops, up one level. They swear it's an ancient symbol of healing, before you get the wrong idea.

Spoiler (click to show/hide)

Does anyone else enjoy fussing over their forts this much now and then? I feel like if I can nerd out about DF RP and fort design anywhere in this terrible backwater timeline it might be here. Anyone else tinkering with the developing (new, to me) Location and memory (mood) mechanics that feels like sharing? Or just feeling goofy? Questions, comments, or(/and) snide remarks? Bring it!

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