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DF Dwarf Mode Discussion / Panic room design
« on: February 21, 2013, 11:37:29 am »
While losing is fun, I like to wrestle with defeat for prolonged times until succumbing to it.
This is especially true for really good embarking locations, e.g. a location that provides iron, bituminous coal, flux, sand and clay all at once. Depending on the ultimate demise of a fortress, I often found it near to impossible to reclaim a once prosperous fortress.
They main reasons for this are stray insane former inhabitants, settled uninvited guests or violent ghosts that strangle your stone crafter before he even has a chance to memorialize them.
So i'm currently thinking about a design for a safe/panic room that aims to provide the following goals:
-provide safety for up to,say, 10 dwarves from tantrum spirals (together with all other possible dangers)
-keep them alive and happy for prolonged periods of time
-provide them with the means necesarry to memorialize those poor souls outside of the fortress
-help them deal with remaining invaders or berserk dwarves once the slaughter is over
secondary goals:
-double as a forward base for a reclaim in case of defeat in spite of the saferoom
-maybe provide the means to clean up the main fortress prior to leaving the shelter (with magma, if possible)
-if purging the outer fortress should be impossible, psychologically prepare them for the mess outside
I would like if anyone of you ever tried this approach to tantrum-spiral-countermeasure before and can give me some hints to come up with an efficient design. I don't want a secondary fortress, I want a saferoom with restricted dimensions. (say 15*15)
My current thoughts about the contents of the room include:
-A stockpile with enough high quality food and drink to feed 10 dwarves for 5 years.
-a stockpile of clothing
-minimalist legendary dining and bedrooms (maybe out of platinum, if available
-a good amount of slabs for memorializing and a craftdwarf's workshop
-a small dangerroom and some sets of steel armor and weapons
-a back entrance sealed by a wall for easy access after a reclaim
-maybe a dwarf-powered waterfall
-a long corridor to a room full of workshops. A wall of the corridor is a raiser drawbridige to atom smash moody dwarves on the way to their doomed workshop claim
I also would like to hear your estimations of the success chances of the concept. The crucial moments will be the moment a tantrum spiral is about to form, and the moment the dwarves leave the shelter and see the carnage outside. Is there a realistic chance to lock a score of dwarves in the underground Ark before the spiral of madness reaches them?
This is especially true for really good embarking locations, e.g. a location that provides iron, bituminous coal, flux, sand and clay all at once. Depending on the ultimate demise of a fortress, I often found it near to impossible to reclaim a once prosperous fortress.
They main reasons for this are stray insane former inhabitants, settled uninvited guests or violent ghosts that strangle your stone crafter before he even has a chance to memorialize them.
So i'm currently thinking about a design for a safe/panic room that aims to provide the following goals:
-provide safety for up to,say, 10 dwarves from tantrum spirals (together with all other possible dangers)
-keep them alive and happy for prolonged periods of time
-provide them with the means necesarry to memorialize those poor souls outside of the fortress
-help them deal with remaining invaders or berserk dwarves once the slaughter is over
secondary goals:
-double as a forward base for a reclaim in case of defeat in spite of the saferoom
-maybe provide the means to clean up the main fortress prior to leaving the shelter (with magma, if possible)
-if purging the outer fortress should be impossible, psychologically prepare them for the mess outside
I would like if anyone of you ever tried this approach to tantrum-spiral-countermeasure before and can give me some hints to come up with an efficient design. I don't want a secondary fortress, I want a saferoom with restricted dimensions. (say 15*15)
My current thoughts about the contents of the room include:
-A stockpile with enough high quality food and drink to feed 10 dwarves for 5 years.
-a stockpile of clothing
-minimalist legendary dining and bedrooms (maybe out of platinum, if available
-a good amount of slabs for memorializing and a craftdwarf's workshop
-a small dangerroom and some sets of steel armor and weapons
-a back entrance sealed by a wall for easy access after a reclaim
-maybe a dwarf-powered waterfall
-a long corridor to a room full of workshops. A wall of the corridor is a raiser drawbridige to atom smash moody dwarves on the way to their doomed workshop claim
I also would like to hear your estimations of the success chances of the concept. The crucial moments will be the moment a tantrum spiral is about to form, and the moment the dwarves leave the shelter and see the carnage outside. Is there a realistic chance to lock a score of dwarves in the underground Ark before the spiral of madness reaches them?