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DF Dwarf Mode Discussion / Dwarven reactors and Fortress Design.
« on: January 14, 2012, 09:37:33 am »
I come here from the Boot of the land of Europe to ask you for your wisdom, oh wise ones!
My fortress just recently crumbled and i want to get it just right this time!
1- i'm fond of desert biomes with aquifiers, one of the reasons for this is that i like plumbing and huge thermal facilities and fresh water into each person of renown's house and in the hospitals. For this you need energy, and infinite energy is best energy! so i went to the wiki searching for a little help but couldn't wrap my head around the methods of construction i'd need to implement.
So please oh sages explain me how exactly you build a perpetual motion machine, of the kind that regulary produces thousands of uristwatts upon activation. pretend i'm an idiot.
Actually you probably won't need to pretend.
2- i'm designing blueprints for my aboveground fortress. the basic building plant will be something like this:
then the interior would change based on the building's raison d'ettre: for istance an appartment complex of this size can feasibly contain 40 2X2 rooms: most of my population could be housed in just a few stories.
Problem with this: suppose i'm building one of those appartament complexes, and i want to devote some of it's z levels to ends other than housing (like a beautifull sculpture garden,a meeting area or a public bath for the needs of the populace etc), and then ABOVE those roofs stard building houses again; Must i mantain the same room layout as the "hab" floors in the "utility" floors too?beacouse the game flatly refuses to let me build a Wall square (ie) in a Pavement square and i'm at loss on how to build different rooms in different floors and then revert to the old planimetry when needed again. I suppose if it isn't possible i could just build appartments up to 10-15 Zs and place utilityes just in the underground floor underneath and in the last zs...
Also how exactly can use plumbing to bring water this high? can i feasibly build TUUUUBES for this many z levels? does it flatly depend on energy or am i miscalculating things? i want to build this fortress this way just to learn how to use machines so help would be really appreciated.
3-a couple structures i'm experimenting with (also called: RAMPS&TIBETANBRIDGES)

in here 1 and 2 are the towers to be linked 4 is the space i then created building walls all around the bridge and 3 is the desired archway effect (as in: there's NOTHING in the zone indicated with 3). NOTE the urists pass Inside it, using the ramps, they don't walk on top of the structure how you'd think if you had a mind more pratical than mine.
The second is the Ring: basically imagine picture 1 tower surronded by a rock ring: there's a space of 1 square between the tower's actual walls. i start near the tower's entrance and build a ramp and then a wall immediatelly behind (so the ramp is fuctional) i continue like this every Z level building ramps on top of the inferio level's wall and then a wall behind it. This way i have a ramp that slowly surrounds the tower and feasibly i can just build a floor once or twice to build an exit (basically the starting point of a bridge).
I don't know if this has been understandable at all, either way i'd like a little help and feedback, oh kind and wise masters!
My fortress just recently crumbled and i want to get it just right this time!
1- i'm fond of desert biomes with aquifiers, one of the reasons for this is that i like plumbing and huge thermal facilities and fresh water into each person of renown's house and in the hospitals. For this you need energy, and infinite energy is best energy! so i went to the wiki searching for a little help but couldn't wrap my head around the methods of construction i'd need to implement.
So please oh sages explain me how exactly you build a perpetual motion machine, of the kind that regulary produces thousands of uristwatts upon activation. pretend i'm an idiot.
Actually you probably won't need to pretend.
2- i'm designing blueprints for my aboveground fortress. the basic building plant will be something like this:
then the interior would change based on the building's raison d'ettre: for istance an appartment complex of this size can feasibly contain 40 2X2 rooms: most of my population could be housed in just a few stories.
Problem with this: suppose i'm building one of those appartament complexes, and i want to devote some of it's z levels to ends other than housing (like a beautifull sculpture garden,a meeting area or a public bath for the needs of the populace etc), and then ABOVE those roofs stard building houses again; Must i mantain the same room layout as the "hab" floors in the "utility" floors too?beacouse the game flatly refuses to let me build a Wall square (ie) in a Pavement square and i'm at loss on how to build different rooms in different floors and then revert to the old planimetry when needed again. I suppose if it isn't possible i could just build appartments up to 10-15 Zs and place utilityes just in the underground floor underneath and in the last zs...
Also how exactly can use plumbing to bring water this high? can i feasibly build TUUUUBES for this many z levels? does it flatly depend on energy or am i miscalculating things? i want to build this fortress this way just to learn how to use machines so help would be really appreciated.
3-a couple structures i'm experimenting with (also called: RAMPS&TIBETANBRIDGES)

in here 1 and 2 are the towers to be linked 4 is the space i then created building walls all around the bridge and 3 is the desired archway effect (as in: there's NOTHING in the zone indicated with 3). NOTE the urists pass Inside it, using the ramps, they don't walk on top of the structure how you'd think if you had a mind more pratical than mine.
The second is the Ring: basically imagine picture 1 tower surronded by a rock ring: there's a space of 1 square between the tower's actual walls. i start near the tower's entrance and build a ramp and then a wall immediatelly behind (so the ramp is fuctional) i continue like this every Z level building ramps on top of the inferio level's wall and then a wall behind it. This way i have a ramp that slowly surrounds the tower and feasibly i can just build a floor once or twice to build an exit (basically the starting point of a bridge).
I don't know if this has been understandable at all, either way i'd like a little help and feedback, oh kind and wise masters!