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Messages - Faces of Mu

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271
DF Dwarf Mode Discussion / Take a tour, make your own interstate!
« on: June 11, 2008, 01:26:00 am »
Heyas,

I'm currently playing my own scenario that others might like to try, too!

I've decided to create fortresses one by one from the dwarf capital near the southern border through to one of the coastal towns to the north.

Each fortress area is 3x3 and directly adjacent to the last fortress. Each will connect to, extend, and direct the road from the previous map through to the next fortress. This is so that
- it will be very easy to find my ruins in adventure mode with dwarves,
- my dwarf adventurers will have a nearly continous road from capital to coast,
- I will have neat string of ruins to search through and plunder on my journeys (all dwarven gear, mind you!). Some ruins will be off-road, some will have the road going straight through it.
- I can try to make as many unique and interesting mini-fortresses as possible in the short time span it takes to build the road.

I will also often be making my mini-forts in areas that I wouldn't normally be choosing. I don't tend to go for those dreaded maps with aquifiers, or those without vegetation, or those overlapping towers and dark fortresses, or maps without rivers, or with settling dwarf teams made using the Play Now feature. This will really test my skills.

And best of all: I'm playing each mini-fort only just enough to continue that railroad through the mountains to the shoreline!

I'll post a pic of the world map tonight, and the two gateway forts I've made so far.    :)

[ June 11, 2008: Message edited by: Faces of Mu ]


272
DF Dwarf Mode Discussion / Re: Next Release, lets start planning :D
« on: October 29, 2007, 03:44:00 am »
I'll probably throw myself in the way of a few challenges just to get learning fast. I'll pick a frigid map because I never have before and I don't want to get comfy with my usual leafy/calm maps that I play on.

Tower design:
Next, I'm going to pick a 8x8 area and dig a moat around. I'll use the dirt to build a wall right around it so I have a sealed off 6x6 area. Then I'll floor it (give it a ceiling) and do it again. I'm dig down into the tower for more dirt and slowly expand in both directions.

Doing this, I'll find out how computer-resource demanding it is to build over several levels, and I'll find out some of the other challenges such a siphoning water where I need it, and just how unlucky I can be not starting near to magma. I'll also be testing the workshop>storage>bedrooms plan all in the one neat building, as well as building a trap bridge across the empty moat. When the bridge disappears, the creatures fall down and my dwarves can use the door on the lowest level to collect their booty (probably a door on every level due to the mining down of the moat, all of them except the lowest opening onto air) .


273
DF Dwarf Mode Discussion / Re: I feel silly =[ (destroying bridges)
« on: October 27, 2007, 03:00:00 pm »
Use the stockpile menu and select X. It's like creating anti-stockpiles.

274
DF Dwarf Mode Discussion / Re: A huge Lava Moat and no Front Door
« on: October 27, 2007, 09:31:00 am »
Hmmm, yr right, so it may need a little corner nicked off the fort near the moat entry so the brdiges can begin "underground". Might also need to take the moat in at the front-centre to do the same.

Thanks for the reminder!


275
DF Dwarf Mode Discussion / A huge Lava Moat and no Front Door
« on: October 27, 2007, 01:14:00 am »
I got a craving to see a fort with a HUGE 13 tile wide lava moat completely suurounding the fort along the absolute edge of the map, so I started one.

The reason I wanted this was so that if I were standing looking at the fort, I could assume that the moat had been dug like a cleft in the mountain and the fort stood separate from it as if you could 'see' the ramparts and towers of the fort (not as if the moat was just two connected caves a good deal apart and you could see nothing but their openings). I think it was Copperblazes that inspired me to make this one.

I also thought that I would like my front door to be at the back, so all travellers must be approved before the steal path is lowered over the magma moat and they can enter the building. They would have a bit of a hike, and merchants may never get to the depot in time so I MAY make a shortcut across the river, if not for the merchants to get IN but for dwarves to carry goods out to the depot outside.

Besides the Copperblazes moat idea, has anyone gone against the tide an made either side or back doors only?

It's been interesting so far in that my settlers are all in one long cave at the very bottom of the map, currently stretching from the opening to the magma and about 1/3 of the way up the back.
It's being designed so that there is a land walkway up along the far side of the magma, so that I have a straight line up the back.
Thanks to two abandonments and reclaims to being able to see the entire length of all 3 features! NO thanks goes to the nasty unni-corns plaguing my lands! I spent the second settlement reclaim crew trying to exterminate them, but no luck given they just respawn.


276
DF Dwarf Mode Discussion / Re: I like jaqie's tileset
« on: October 25, 2007, 09:17:00 am »
I didn't like the earlier version you had, but this one is pretty spectacular! It really makes rock look like a solid object, and smoothed walls look like properly constructed rooms. I also like the shape of the stones and the distinctiveness of the barrels, though the barrels could possible survive having a layer of pixels being shaved off the top (there's about 6 pixels along the top that look like excess background or something).

I find the stockpiles and the X-like floor tiles uncomfortable to see. I think in other tilesets I've edited I've also made the doors, chairs, and tables look more furniture-like, and I really like what you've done with chests, dressers, armour and weapon stands!

If I were to use it, whichever tile is used for natural/unsmoothed ground could perhaps have it's dot frequency reduced a little just to make the ground look less noisy.

All-in-all: pretty schmick!   :p


277
DF Dwarf Mode Discussion / Re: My dwarves are eating spiders!?
« on: October 26, 2007, 10:22:00 am »
quote:
Originally posted by Gakidou:
<STRONG>Dwarves should really only eat vermin from cages if they don't have anything else to eat, or at the very least there should be a "don't eat this" tag for cages. (I can't remember if that is something being implemented for the next release or not.)</STRONG>


Hmmm...Sounds a bit Elfy to me!!

On another derail: Why DO ppl hate elves so much? Is it just because they attacked the elves and were very very sorry they did? It seems like those people who really hate unmarked police cars/ppl: if you didn't do bad things, then the authorities wouldn't have a problem with you, and everyone's happy!
 :D


278
DF Dwarf Mode Discussion / Re: Efficient Internal 3D designs
« on: October 28, 2007, 02:20:00 am »
quote:
Originally posted by Leerok the Lacerta:
<STRONG>One may not have noticed, but we seem to be discussing arcology designs. Besides that, there've been discussions about water and magma computers, complete with logic gates and gears.

I think we're seeing emergent edutainment that includes such subjects as computer architecture, military tactics, economics, government, sociology, geology, and probably others.</STRONG>


Great article, Leerok, and a perfect word for what I'm looking for here. I'm really trying to emphasise the models or design principles people will likely carry from one fortress to the next, regardless of what the outside of it looks like (or the outer shell, given some people's plans to create underground "eggs").

I've just remembered the diamond shaped bedrooms Tamren suggested in another thread, and I'm thinking if there's any benefit to changing the cube-shaped designs we're considering into alternative shapes, such as the diamond that accommodates the bedroom diamond perfectly. Workshops could be the same size and shape, with the 3x3 workshop taking up the centre and the rest of the room forming a perfect kite. For a workshop that might have more than one dwarf using it (such as four masons using the one mason's workshop, amongst stone detailing and architecture tasks), the above/below bedroom could then be evenly divided into four, with each bedroom having stairs down into the workshop.

code:

   ###
  ##>##
 ##...##
##<...<##
##..XXX..##
#>..XXX..>#
##..XXX..##
##<...<##
 ##...##
  ##>##
   ###

   ╔═╗
  ╔╝<║
 ╔╝D.╠═╗
 ║D.Θ║D╚╗
╔═╩═╦░╣.D╚╗
║<.Θ░ ░Θ.<║
╚╗D.╠░╩═╦═╝
╚╗D║Θ.D║
 ╚═╣.D╔╝
   ║<╔╝
   ╚═╝

X workshop
< down
> up
Θ bed
D dresser/drawers
░ glass window (next to void)


This doesn't add much to the ideas of how workshops all interconnect, but it renews an old but good bedroom design.


279
DF Dwarf Mode Discussion / Re: Efficient Internal 3D designs
« on: October 27, 2007, 01:08:00 pm »
I've seen a lot of people posting the idea of the central shaft idea (seems to be replacing the central hallway model!).

I question the logistics of this. Consider, for example, the spokes on a wheel. In the shaft idea, to get from any point on any spoke a dwarf must travel along the spoke to the centre and back out again, even if it's just to get to one 'spot' lower on the wheel. This is great for making every 'spoke' roughly the same distance from any other (like being able to fold the fortress around one critical corner).

However, having regular stair wells down and spaced out evenly (or as needed) would then turn the wheel into more like a spider web model, where dwarves can move not only towards the centre and back, but simply up and down and around the fortress much faster.

This of course raises questions of defence and security, that is, sectioning off tantrumming dwarves easily, and deciding on where the fortress actually exits the ground (only at the centre or from most of the stairwells?). But as always, to each their own on those notes.


280
DF Dwarf Mode Discussion / Re: Efficient Internal 3D designs
« on: October 27, 2007, 12:56:00 pm »
Great elaborations, Goran. I really like the detail you're working into it (i.e., dining sandwiches, number of bedrooms, etc) and how it all fits into a residential "module".

What is it exactly that generates mist? We know steam, but just water alone? I'm thinking the water actually has to hit a surface on that level for that level to experience the mist. Dunno how far up it might spread, if it all. If that's the case, then a simple back and forthing cascade could be achieved down levels, but dunno about how to contain the water on that level without blocking off the mist, too. Maybe the water can just hit any water surface and hence each catching pond can be built into the floor, but IIRC the grate movie didn't seem to show mist.

Am thinking now of having regular shafts down throughout the fort that exploit the exact radius a waterfall covers with mist, so that most of the fort could be exposed. It'd be a lot of work though...!


281
DF Dwarf Mode Discussion / Re: Efficient Internal 3D designs
« on: October 27, 2007, 09:37:00 am »
That's an awesome idea, Goran! It reminds me of whirring but circular nature of electrons on an atom.

282
DF Dwarf Mode Discussion / Re: Efficient Internal 3D designs
« on: October 27, 2007, 02:35:00 am »
quote:
Originally posted by herrbdog:
<STRONG>

Greek
oikos nemein (to manage the house) = english economy

related:
oikos logos (to study the house) = english ecology

Edit: Greek spelling (it's been years since my classical Greek and Latin classes...)

[ October 19, 2007: Message edited by: herrbdog ]</STRONG>


PRODUCTION LOGISTICS!   :D

Unless someone else out there has the know-how, I would like to learn how to design a program to work out the most efficient fortress model based on production logistics AND the products/workshops I choose. It would be even better if I could save that model and then ask it to find the best way to add a new product/workshop if I changed my mind later and needed to find the best place to make an addition considering the current configuration.


283
DF Dwarf Mode Discussion / Re: Efficient Internal 3D designs
« on: October 25, 2007, 08:10:00 am »
I can see this foe cleaner being really useful for cleaning up all the armour and weapons that get left around after sieges!!

284
DF Dwarf Mode Discussion / Re: Efficient Internal 3D designs
« on: October 25, 2007, 04:57:00 am »
Still interested to see what other efficient internal 3d designs peeps have!

C'mon people, what's YOUR plan gonna be?

</bump>


285
DF Dwarf Mode Discussion / Re: Efficient Internal 3D designs
« on: October 20, 2007, 01:28:00 am »
quote:
Originally posted by Mechanoid:
<STRONG>What THLawrence suggested is known as a "Quantum stockpile" where you can fit an entire mountain of dug stone into a single stone stockpile square, as long as you're able to chasm the stone directly above the stockpile so that all the stone lands into the stockpile.</STRONG>


Ah! Yup yup, I remember this. So in my plans above, I would still need the storage room on Lvl 0 to store all the products made in the workshop below and carried up. Otherwise, the workshop could be on Lvl 0, and the raw materials still get dumped there, but products are dropped to the level below for even more quantum stockpiling. This would be really useful in the workshop scheme above if you could get, say, butcher over the tanners and the tanners over the leatherworker's shop so that skins fall to become leather which fall to become shoes.

I guess these conveyor plans are all invalidated if Toady makes items get damaged by falls.

[ October 20, 2007: Message edited by: Faces of Mu ]


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