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Messages - Othob Rithol

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391
DF Dwarf Mode Discussion / a dedicated dwarf child
« on: March 06, 2008, 11:08:00 am »
Well one winter the Baron suggested we might want to go ahead and carve out the rooms for the King ahead of time (instead of making him sleep in the barracks for two years like the Baron did.) Upon carving out the rooms one tiny corner overlapped a gem pocket that we just HAD to mine out,

But now the king's throne room would have one little corner of non-engraved, rebuilt wall. The fashion police (aka the OCD patrol, a very strong guild in this fortress) insisted it be fixed.

A slim section of stone was going to be dropped into place from above using a controlled cave-in. The problem was, this required a hole in the floor of one of the booze piles near the main dining hall. Everything was moved out of the way (or so it was thought).

<Crash> and the stone slid into place...even the same type of stone... <crash> 150 units of beer and young Feb Tosidevost followed it down. Little Feb (a member of a sizeable family headed by our legendary smelter) had broken an arm, a few ribs, his lower spine, and mangled his leg.

Instead of dragging young, poor Feb back to the family domicile, his mother (yes, his mother) brought him to the main barracks and propped Feb next to the wounded soldiers.

No sooner did she leave then Feb suddenly felt odd, and started dragging himself towards the nearest workshop. Several weeks later he was able to evade his caregivers long enough to claim it. He then dragged his mangled broken body across the fortress (did I mention it is a BIG fortress?) and collected various odds and ends to make:

My 29th artifact
Muzkes (Fungusscratches), a Tower Cap ring
decorated with Tower Cap
encircled with bands of Larch
menaces with spikes of Tower Cap
Image of a Felsite Earing (We have 6) in Turtle Shell

edit: And in recognition of his great endurance and dedication he has been sentenced to 117 days in prison for failing to complete a work order.

I LOVE this game.

[ March 06, 2008: Message edited by: Othob Rithol ]


392
DF Dwarf Mode Discussion / Re: Artifacts
« on: March 04, 2008, 12:03:00 pm »
Now that the nifty artifacts are dropped I have carved out a "museum" of sorts with little 1x1 stalls for each artifact.

When a new one is made, I just make a custom stockpile for it (type, material, artifact quality - make sure to set bins to 0). When it is placed, I forbid it and remove the stockpile.

With 15 or so artifacts, 2 former bronze colossi <sp>, and a few misc decorations the room is quite impressive. I set it as a statue garden so my dwarves often stroll through "The Hall of Treasures".

Some key items:
A Rose Gold Statue
A Microline Mechanism
A half dozen or more rock jewelry items (Ihave 9 legendary stonecrafters from moods)
A Cat leather shield
A Brass pick
A copper coffer
An empty stall b/c my #$%@# Elite Wrestler took the shell guantlet before I could forbid it. He won't be alive much longer.


393
DF Dwarf Mode Discussion / Re: Settlement Questions...
« on: April 13, 2008, 02:44:00 am »
I heard they taste like chicken, whatever chicken is...

Hey Urist you ever eaten a chicken?

Urist : Nope, but I 'erd thems tastes like humans.


394
DF Dwarf Mode Discussion / Re: Workshop Arrangement. Opinions?
« on: April 10, 2008, 04:29:00 am »
I have two good layouts I use for workshops, depending on what needs to be done.

code:

The Over and Under Shops

Hall Level
==========================
==#D#===#D#===#D#===#D#===
###X#####X#####X#####X####
 #D#   #D#   #D#   #D#
.
.
.
.
.
 #D#   #D#   #D#   #D#
###X#####X#####X#####X####
==#D#===#D#===#D#===#D#===
==========================

Workshops above and/or below

 ###   ###   ###   ###
 #X#   #X#   #X#   #X#
###D#####D#####D#####D###
#     #     #     #     #
# WWW # WWW # WWW # WWW #
# WWW # WWW # WWW # WWW #
# WWW # WWW # WWW # WWW #
#     #     #     #     #
###D#####D#####D#####D###
 #X#   #X#   #X#   #X#
 ###   ###   ###   ###

# Wall
D Door
W Workshop
= Stockpile
X Stairs


This configuration has good access for hauling and decent access for workers. Every workshop can be isolated. Similar workshops can be clustered and/or production chains linked. And since the stockpiles move out from the hall, you can just expand them as you need. One side is for input, the other for output. Works great for the kitchens/farmers workshop/brewery. The little rooms around the stairs on the hall level looks really good IMO when smoothed.

code:

Work Columns

Top or Bottom (or any level really) has workshops  
####D####
#WWW WWW#
#WWW WWW#
#WWW WWW#
D   X   D
#WWW WWW#
#WWW WWW#
#WWW WWW#
####D####

The level connected to the main hall has a small rec area (optional)
#########
#==   ==#
#TC   CT#
#       #
#   X   #
#B     B#
#B     B#
#       #
##DD#DD##

The remainder of the levels are input or output stockpiles
#########
#=======#
#=======#
#=======#
#===X===#
#=======#
#=======#
#=======#
#########

# Wall
D Door
W Workshop
= Stockpile
X Stairs
T Table
C Chair/Throne
B Bed


This one works really well for mason/mechanic/stonecraft combos for individual rock types or colors. Since the distance up or down to the stockpiles is so low, the dwarf will almost always use the right stone color. Whenever I am mining a particular type of stone a lot, I just turn the shops on repeat. The little rec area has a 1x2 stockpile for food,, and another for booze. The beds will rarely get used, but help a little (especially if you can assign them). I often dig out and rewall/refloor the entire workshop level in the appropriate color so I know which column is which at a glance. As long as you have space above or below, you can just keep adding stockrooms.


395
DF Dwarf Mode Discussion / Re: Eeeeewwww
« on: April 08, 2008, 06:58:00 pm »
Sounds like the kid spends way to much time hanging out by the chasm, in my opinion.

396
DF Dwarf Mode Discussion / Re: Zaneg Thazor, Armok in dwarf form
« on: April 06, 2008, 10:39:00 am »
Truly a dwarven legend.

On a side note, Toady was nice enough to make a separate forum for stories. This belongs there. Short, to the point, and worth reading.


397
DF Dwarf Mode Discussion / Re: Ultimate Castle Challenge
« on: April 07, 2008, 01:48:00 pm »
quote:
Originally posted by Kagus:
<STRONG>That looks very complex...   Certainly a contender for those who are more insane than most.  You wouldn't happen to know where to get the layout of it, would you?  It might be a bit difficult to build from that picture alone.</STRONG>

I have a small figurine of the castle that I could use, but I will do some digging for the lay out. Google Earth would give an accurate representation, since the castle does not have extensive works underground/there is not a lot of the castle that overlaps. However, there is a rather extreme change in elevation which would be mostly lost.

Here are some more resources:

here

and here

The second has a copy of the actual tour pamphlet, with a really good side view. From that you can see that the castle is large enough to be a complete fortress, with no real underground areas other than mines/quarries.

Several other Scottish castles might be of interest as well.

The Rhine Valley is of course synonymous with castles. You can find a short list  here.

I have tried several times to make my entrance/trade area like Die Pfalz but usually abandon due to the river flow lag.

The castles of spain offer some really good examples of both Spanish and Moorish architecture. The Spanish styles are particularly good for DF as right angles are common.

Another good challenge might be to use a map that like 2x10 or more and build a Great Wall.

Failed to mention: English Castles (Leeds, St Michael's)Japanese Castles (but the embellishment is impossible to recreate), Russian, Korean, French, Templar, Arabian etc etc etc.

[ April 07, 2008: Message edited by: Othob Rithol ]


398
DF Dwarf Mode Discussion / Re: Ultimate Castle Challenge
« on: April 05, 2008, 09:06:00 am »
Castle Edinburgh

What the image does not clearly show (or might for those with an eye for such things) is that the castle grounds are larger than most villages, and that the defenses roll around the crag (to the right back side of the image) all the way down to the ground level.

From my visit, I recall no less than 3 large platforms on the way up, and at least a half dozen gates. Defense in Depth at its finest.


399
DF Dwarf Mode Discussion / Re: What would every fortress want?
« on: April 05, 2008, 08:56:00 am »
quote:
Originally posted by Spike GT:
<STRONG>... I built my jail next to the cave river, and every time it would flood, it would soak all the prisoners...
</STRONG>

Glad I'm not the only one.

Things I always end up making:

Universal Drainage: (Assuming you have a chasm) Every level has a link somewhere to a main central 5x5 or large shaft that leads to the chasm. If there is an accidental flood, the water has a place to go.

A museum: Nicely decorated statue garden with individual niches for each artifact/uber weapon/rare item you come across or make. Just set up specific stockpiles (Artifact Quality Rock Crafts for instance), turn off bins, and when it arrives forbid it.

Euthanasia Center: I run pet free forts, so near the main meeting area is a long corridor leading to a small room. Pet owners are drafted and assigned to the room. The corridor is lined with alternating non-pet passable doors and spikes linked to a lever. One of the doors WILL catch that pesky kitten.

Arena: So much fun to drop five gobbos in to meet my pet hydra.

Public Baths: Large pond filled with 3/7 water and set as a meeting place. Dwarves come, chit-chat and get cleaned (except for hands and head sadly). To gain swimming skill, you have to set up a system to keep a small 4/7 wave moving around.

Three Dwarves Dam: Did you know you can build a waterwheel on the end of a water wheel? That really changes just how much power you can generate from a given channel width. My current fort generates just under 320,000 power. That should be enough to run axles/gears to any point on the map and run a few score pumps. If I could, I'd run an axle to the Mountainhome and export mechanical energy.


400
DF Dwarf Mode Discussion / Re: Pillar Design?
« on: April 07, 2008, 03:03:00 pm »
quote:
Originally posted by roundedge:
<STRONG>Besides congestion concerns, as long as the stairs are symmetric, there's no beneficial stair placement, that is, having stairs on all the tiles is basically the same as having only stairs on the central tiles.</STRONG>

That only holds true if a given path is the maximum possible distance withing the fort. The majority of paths are in fact not from edge to edge, and therefore the ideal stair placement will vary by internal layout.

I really would never consider making a perfect octahedral fortress, but the design premise does hold well. Most of tmy forts are based on a central stair shaft, with the larger levels (housing, messhall etc) located roughly in the middle.

Defensively, you do have a big weakness: if the enemy accesses the the shaft, they have freedom of movement. One solution to heavily trap the central shaft like so:

code:
  
### ###
#U^ ^D#
#^^ ^^#

#^^ ^^#
#D^ ^U#
### ###



(U up stair, D down stair, # wall, ^ trap)

This sadly cuts down the efficiency of the central stair considerably.

The better idea is just to identify the likely avenues of attack (from the surface, HFS, the chasm or cave river) and build mini-forts at these entrances. The ease at which this can be done is one reason I want more diversity underground (eg more threats) in this [Top3 suggestions thread
I have found that linking areas with high workshop/labor site/stockpile density to the levels above and below, does provide immense benefit. In particular, connecting an area that is, say 20 tiles from the central stair, with a five level staircase to the corner of the mess hall and/or housing levels can cut the trip in half easily.


401
DF Dwarf Mode Discussion / Re: Don't you hate it when... (Spoilers)
« on: April 02, 2008, 11:24:00 am »
You realize that as survivability increases, enjoyment decreases exponentially.

402
quote:
Wolf cancels Breathe: Interrupted by =Ash Bolt=.

Somebody with a registered wiki account needs to add that to the quotes list.


403
DF Dwarf Mode Discussion / Re: Tree Farming
« on: March 24, 2008, 12:01:00 am »
quote:
Originally posted by Sukasa:
<STRONG>

I don't think that's an issue for me, I'm very good with using Screw Pumps as pressure regulators.  After all, I filled the waterfall reservoir for my great hall with water from a brook 6 or 7 floors up from the reservoir, and it's an open-topped reservoir too :P</STRONG>


I use the same system. In my fort there is usually a central water column (a 5x5 open topped reservoir) that feeds individual levels via a screw pump.


404
DF Dwarf Mode Discussion / Re: So what's its name then?
« on: March 25, 2008, 06:13:00 am »
Engraved in this post is a Othob Rithol rendition of a superior Wolfius rendition of a finely-designed image of The Witty Reply by Javis.

This is an image of a dwarf. The dwarf is plagiarizing.


405
DF Dwarf Mode Discussion / Wow the new story forum looks good!
« on: March 20, 2008, 03:59:00 am »
I just glanced over at the new section and it is like a table of contents!

I thought about posting this there, but I didn't want to trample the fresh-fallen snow.

edit: and I go and select the wrong bookmark and post without looking: was meant to be in the gen discussion. Sorry!

[ March 20, 2008: Message edited by: Othob Rithol ]


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