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DF Dwarf Mode Discussion / Re: I've Just Started Out...
« on: June 21, 2007, 08:20:00 am »You may learn best by trying to solve each problem you face on your own, then try the wiki for possible solutions. You can then get back to being creative once you've figured out the technicalities.
As said before, what exactly makes you think your fortresses aren't "working"?
DF Dwarf Mode Discussion / Re: Dwarves and Artifacts
« on: June 24, 2007, 10:52:00 am »DF Dwarf Mode Discussion / Re: Installing tilesets for dummies?
« on: June 19, 2007, 12:54:00 am »What about the wiki Easypack.rar tileset? The one with the new creature tilesets, etc??
DF Dwarf Mode Discussion / Re: Tileset preview
« on: June 19, 2007, 09:08:00 am »DF Dwarf Mode Discussion / Re: How big should bedrooms be?
« on: October 19, 2007, 07:18:00 am »quote:
Originally posted by Jonathan S. Fox: <STRONG>
you won't be able to tile that design while eliminating disturbing noise unless you place the bed in the exact center of the top floor (you have a window there now), or if you use additional buffer floors like you mentioned
</STRONG>
Yeah, I probably would use the floor buffer for channels and perhaps even as THE access hallways (i.e., rooms are never connected by hallways on the same level but by hallways above and below rooms, perhaps with hatches, kinda like a space shuttle, really). Don't exactly know what all the benefits and curses of such a design might be except I could accomodate depth expansions better and create my own piping as necessary (as well as having the noise dispersion advantage).
In the above diagram, the hallway level that could be placed between the bedroom and storage would perhaps open onto a small balcony with the up/down stairs, or even separate up and down stairs (dunno what the difference would be as there would still be only 1-2 dwarves ever going up to the bedroom, so there's not really a traffic issue). Perhaps then the bedroom might be 2x3 along the northern wall so that the level is divided down the centre with windows, and the bottom half is void space and the rest is bedroom/dining.
If we ever get water barges/conveyor belts, the channel/access levels would also be used to dump stone, wood and ore in their respective storage spaces. This is might be done using water flows and the recently created grate buildings. Haulers could place stone/wood in a specially designed hallway above, the doors could be closed by lever, a floodgate is opened and water washes down the hallway and pushes the stone/wood along until it pops out in the storage area. The stone/wood lands on the grate while the water flows through and into the channels between the storage and workshop levels.
quote:
Originally posted by Turgid Bolk: <STRONG>
That's over at the Noise article (and mentioned elsewhere, too).
</STRONG>
Yes, you're right (probably where I saw it first time) and the noise article is linked from the bedrooms article. It's obviously a work in progress, but the designs page isn't linked back to the bedrooms article.
The noise diagram is a bit strange in that it suggests noise occurs in that diamond shape, but extending four squares out from the centre tile would mean that it would occur in four layers or rings around the centre tile (a square or cube), don't you think (e.g, noise travels only two squares along diagonals away from the centre in that diagram, and only one square away from the outer edge)?
The initial plan I drew for the workshop loft was that the workshop was on Lvl 0, and storage was below and the bedroom over looked the workshop. Then I realised that the workshop was only useful when a dwarf (the inhabitant/designated dwarf) was actually in it, whereas many dwarves would access the storage for deposits and collection and hence would need it to be closer to the surface. Therefore the lower level workshops would only be accessed intermittently by the dwarves living 4 squares above, whereas the storage areas would be closer to all levels when they're on the middle level. I currently don't have an efficient way of balancing material storage over finished good storage (i.e., what ratio of stone stockpiles to product stockpiles to have near masons workshops: More stone than storage, or more storage than stone?), so I don't really have a good model that tells me where to put the products amongst these levels and where to put the raw goods.
I AM excited to learn however!
DF Dwarf Mode Discussion / Re: How big should bedrooms be?
« on: October 16, 2007, 05:59:00 am »quote:
Originally posted by Eagle of Fire:
<STRONG>I added a bedroom design page on the wiki, taking much information from this thread.</STRONG>
Hi Eagle,
Thanks for the wiki update. Could you include the info about noise and bedrooms? Toady posted here that dwarves don't sleep well within, 4 squares of a workshop. I don't know if that workshop had to actually be in use for it to disturb dwarves, but I think this info will be crucial when people design bedrooms in 3D (as I would like to have dwarves sleep above their workshops, and a sweet design would be to have a mezzanine level or loft in the workshop!).
Gonna give this loft design a go. This is the plan if workshops only disturb sleep when in use and I've designated this workshop to it's inhabitant.
code:Lvl -1 Lvl 0 Lvl +1
####### ###+### #######
#....># #====^# # <#
#.xxx.# #=====# # $+#
#.xxx.# #=====# #$S$$.#
#.xxx.# #=====# #D.TC.#
#.....# #=====# #D...B#
####### ####### #######
# wall
. floor
+ door
x workshop
= stockpile/storage
> stairs up
< stairs down
^ Stairs up/down
$ glass window
B bed
T table
C chair
D dresser/drawers
I am thinking my common plan is to have workshops on one level, material and goods storage directly above that level, and bedrooms above that. Food Prep workshops will be on the middle level, their bedrooms on Lvl -1, and storage on Lvl +1 so ppl can take food back to their rooms (likely some interconnecting passages on Lvl 0 AND -1).
I'm also thinking that it would be wise if I put one complete floor between floors so that if I need to make channels for any reason I can.
I'm still not sure what the best order is for anything, but the 3D version will certainly mean dwarves will be spending far less travel time to get anywhere!
EDIT: added link and loft design, and corrected info.
[ October 16, 2007: Message edited by: Faces of Mu ]
[ October 16, 2007: Message edited by: Faces of Mu ]
DF Dwarf Mode Discussion / Re: How big should bedrooms be?
« on: June 17, 2007, 10:02:00 pm »quote:
Originally posted by Keilden:
<STRONG>Why do I feel like a room noob after reading this. My design is basicly a row of 3x3 rooms conected trough a long corridor.</STRONG>
I agree Keilden! These are so fantastic I can't believe I've been so lame with my 3x3 schwastika design!
Actually, my current fortress is a little something like this:
______________________
######+##__######+##__
#___#___#__#___#___#__
+_B_#_B_#__+_B_#_B_#__
#___#___#__#___#___#__
#########__#########__
#___#___#__#___#___#__
#_B_#_B_+__#_B_#_B_+__
#___#___#__#___#___#__
##+######__##+######__
______________________
______________________
####+####__####+####__
##=====##__##=====##__
#=======#__#=======#__
#==OOO==#__#==OOO==#__
+==OW0==+__+==OW0==+__
#==OOO==#__#==OOO==#__
#=======#__#=======#__
##=====##__##=====##__
####+####__####+####__
______________________
_MAIN HALL__MAIN HALL_
______________________
_ = floor
W = Workshop
= = Output stockpile
It's not genius, but this way I assign one worker to the work shop and they get the bedroom with the south facing door. It's entirely within the river-chasm quarter, and (for the sake of symmetry, which from this thread I can see almost everyone appreciates!) well trapped well rooms and dining halls fit in the odd 6 square wide hall up the middle. It repeats horizontally and vertically.
I think after this thread I'm going to branch out in my designs (no pun intended!).
Loving this.
[ June 17, 2007: Message edited by: Faces of Mu ]
EDIT: Well obviously I can't draw for @, but if you squint your eyes a little and have a glass of wine, I'm sure you'll see what I meant.
[ June 17, 2007: Message edited by: Faces of Mu ]
DF Dwarf Mode Discussion / Re: Tell them that here, on this battlefield, 7 stood agains
« on: July 02, 2007, 05:44:00 pm »quote:
Originally posted by Markavian:
<STRONG>I can just imagine that... In your hand you hold a thin solid slither of an adamantium bolt, gleaming in smoothness and sharpness. Up ahead, a troll is smashing doors and dwarves around like trash in the wind... you slot the bolt into your rough wooden crossbow, the bolt making it look a thousand times more powerful. You raise the crossbow to your eyeline, steady and take aim at the brute before flicking the release mechanism. Time slows down. The spring on the crossbow releases, ahead the troll smashes another dwarf out the way... the bolt leaves the bow meter by meter gliding through the dusty air ... time speeds up. The bolt slams into the troll's chest with such force that it knocks a gaping hole where it's heart used to be, blood splatters up into the troll's eyes, which roll upwards as the troll collapses backwards to the ground.... what a bolt.
::distracted::</STRONG>
Huh. I was more thinking: "In your hand you hold a thin solid slither of an adamantium bolt, gleaming in smoothness and sharpness. Up ahead, a troll is smashing doors and dwarves around like trash in the wind... you slot the bolt into your rough wooden crossbow, the bolt making it look a thousand times more powerful. You raise the crossbow to your eyeline, steady and take aim at the brute before flicking the release mechanism. Time slows down. The spring on the crossbow releases, ahead the troll smashes another dwarf out the way...
your focus sharpens quick enough to see the crossbow cord split in two lengthwise, slide around the bolt, and the entire crossbow launch itself out of your hands. Time speeds up. The crossbow slams into the troll's chest with such force that it severs the shoulders and neck from the abdomen. The troll folds over neatly and you catch the bolt swiftly from the air in front of you.
You reach around to your back and grab another crossbow...

[ July 02, 2007: Message edited by: Faces of Mu ]
DF Dwarf Mode Discussion / Re: Training Appraiser skill?
« on: June 12, 2008, 08:58:00 pm »quote:
Originally posted by Sappho:
<STRONG>I absolutely love that someone can write a sentence like that, and everyone in the forum nods knowingly to themselves.
This game is so awesome I can't even comprehend it.</STRONG>
HA!
I totally agree!
DF Dwarf Mode Discussion / Re: Alternator using water and pressure plates, no need for
« on: June 12, 2008, 08:49:00 pm »What one trap can kill all, or nearly all, types of invaders - water breathers, fliers, and magma creatures included?
DF Dwarf Mode Discussion / Re: Alternator using water and pressure plates, no need for
« on: June 12, 2008, 08:40:00 pm »Although in typing this I can see how it could be perfected if the ONLY space the water had to go in was the pressure pad and no where else, so that the water quantity on the pressure pad was absolute...
DF Dwarf Mode Discussion / Re: Take a tour, make your own interstate!
« on: June 13, 2008, 05:21:00 am »
Though I didn't think so when I took my adventurer there, I think I stuffed up the road between Lulledsword and Bridgedabblers. Anywho, onto the next one!
DF Dwarf Mode Discussion / Re: Take a tour, make your own interstate!
« on: June 12, 2008, 08:29:00 pm »quote:
Originally posted by Quiller:
<STRONG>Fun idea. I might try it myself, though if I do it will probably be with the idea of setting up temporary work camps, as opposed to trying to make full fledged fortresses.</STRONG>
Yes, you are right! I don't persist with the fort after the road is built. The only exception is to engrave the main hallway of whatever fort is there (so a prgressive story may unfold down the road), and to bring everyone to that hall before abandoning. Also, I put my weapons and armor in a stockpile near the entrance so adventurers can equip themselves before continuing or exploring further in.
quote:
Originally posted by Dadamh:
<STRONG>This is an interesting idea and would make for a neat adventure mode. Just make sure you have some way of knowing where your road from the previous area was. Count tiles from the edge or something. Otherwise your road will be slightly misaligned and look goofy.</STRONG>
I try to avoid the weirdly connected roads by loading up an adventurer at the end of the fort and seeing where the last road will connect to the next. Then I just need to remember the position, like you said.
quote:
Originally posted by Wild Goose:
<STRONG>Oh, oh, or in the same vein as before, something like the Seven Mile bridge down in the Florida Keys.
Even though real Dwarven roads are underground...are your surface roads going to be elevated? With on and off ramps?</STRONG>
I did consider the crazy notion of building a highway in the sky at some point. Something like in that book, Golden Witchbreed. That would be tremendously fun to travel in adventure mode! I think this will coincide with the work camp that will be made from towers. I also think the underground highway will be fun as the work camp will be built around the tunnel and hence there will be some risk for the adventurers in having to go 'through' the ruins. But at least on that occassion I'll be able to make the engravings along the walls of the road. THe other idea is to make the road out of floor tiles rather than the paved road function.
quote:
Originally posted by sneakey pete:
<STRONG>If i could suggest it, you might want to make some of your forts 3*6 or more.</STRONG>
Yup! I concede! It's going to need longer fortresses. Particularly as there are so many areas I will need to traverse to get to the human town, and I think some I won't even be able to embark on because that 3x3 doesn't have proper access. At least there'll be more consistency in styles between forts as the road for each fort will be longer.
The final fun thing that excites me about this is that I can then build roads and properly, fully-fledged fortresses, off the main highway. Maybe even dwindle the roads from paved to dirt to patchy floor tiles, the further off the beaten path they are.
DF Dwarf Mode Discussion / Re: Take a tour, make your own interstate!
« on: June 11, 2008, 03:30:00 am »
]The dwarven kingdom, The Plaited Mirrors, is seated in the mountains near the south-western borders, just north-west of the sinister peaks. While it's ambitious, I'm looking to blaze my trail from The Plaited Mirrors up across two rivers to the human township sitting inland directly east of the volcano out at sea to the north. At a 3x3 pace things will go very slow, so to break the pace I'm considering taking the road across to the ocean so it's not all cross-country. I'm probably more likely to end the road there, particularly if I find some new town there.
When I'm done with my current fortress, I'll post a pic of it and the previous fort that have been settled in the region directly east of The Plaited Mirrors (they abut each other).
Cheers!
[ June 11, 2008: Message edited by: Faces of Mu ]
</STRONG>