Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

What do? (Only vote for each separate category once.)

Dwarf
Human
Elf

Pages: 1 2 [3]

Author Topic: Miscellaneous invention guide for wonderful and mundane above ground fortresses!  (Read 17196 times)

Kofthefens

  • Bay Watcher
  • Keep calm and OH GOD CAPYBARAS
    • View Profile
    • Marshland Games

Hah! I tied it up (nearly)
Logged
I don't care about your indigestion-- How are you is a greeting, not a question.

The epic of Îton Sákrith
The Chronicles of HammerBlaze
My website - Free games

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH

~UPDATE TIME~

Invention 2: Teh Great Landscaping Project PT II

Before:
Spoiler (click to show/hide)
After:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

LUSH FIELDS OF GREEN!!

Up to 18 Miners, 6 of them Legendary, and they would've finished digging the top layer if I didn't feel like extending my quarry a *tad* bit.

Oh, and a perfect time to showcase...

________________________________________________________________________________________________________________________________________

Invention 8: The humble quarry!

Picture this: You're an unfortunate human, or maybe even a Dwarf forced to live above ground. But you still want to fight nasty and scary cavern critters.

So here's for step 1:

DIG A REALLY BIG HOLE IN THE GROUND.

Spoiler (click to show/hide)

Step 2: DIG DEEPER


Step 3: Random loops look really cool. Dig some.

Spoiler (click to show/hide)

Step 4: Continue digging until you reach the caverns.
At this point, attach it to the surface via a central spiral rampway.

FB's can now reach the surface!

Spoiler (click to show/hide)

In hind sight putting my stockpiles in my cavern rampway wasn't too smart of an idea :P

________________________________________________________________________________________________________________________________________

And that's all! Poll's going to continue because it's a bit tied. Plus how many megaprojects can you spot being done in the screen caps? :P
Also the quarry is being used to ferry my citizens down into the caverns. Moving my legendary soldiers down before my defences are up is a bit risky, but the Goblins haven't shown up at all in the past 2-3? years. Kobolds have though :3
What could go wrong? :D
  • Defense-wise there are 6 pathways that lead directly into my fortress, all without traps.
Spoiler (click to show/hide)

Also, should I seal off the caverns, or allow spawning points which lead to walkways that reach my fortress?
Keep in mind I'm now intending to mine everything.

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH



First blood goes to a wrestler with a morningstar. Poor troll didn't even get a single hit down. I think taking the caverns with 12 Dwarves in a day is a good target :P

SRD

  • Bay Watcher
  • Who the hell do you think I think you are?
    • View Profile

How long did it take to landscape that whole area? (Including quarry)
Logged
Quote from: LoneTophat
EDIT: HOW DO I STOP THE BLEEDING!
SUPEREDIT: Nevermind. Bled to death ._.

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH

How long did it take to landscape that whole area? (Including quarry)

Total : 2 1/2 Dwarf years (rougly) of constant digging and ramp removal. I'd say it took so long because of the lack of skilled miners and picks in the early months. I'd say I only had about 6 useful miners in the first year alone. Right now though half of the 18 miners are legendary, and the least skilled miner is a migrant ex fisherdwarf with no skill :P
It's picking up a lot of speed though, I reckon I'd be able to clear the next 4-5 or maybe even 10 layers in a year if I focused on it alone. Problem comes from the cavern just 5 z lvls below, I have to secure it first and that pretty much stopped all mining (the surface is finished. Yay!*
*Also breached the river by accident. Luckily it was low pressure water and my masons did some pretty awesome submarine repair work.)

Spoiler (click to show/hide)
The lake is a pain to secure.
Figured I'd turn it into a large aquarium, and just have it suspended in mid air :P

With any luck some FB's will show up...

Spoiler (click to show/hide)

Current above ground layout:
Spoiler (click to show/hide)

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH

Last update before I take the poll results:

Dwarves are so damn colourful :3

Doesn't look like much, but when they're swarming around...

Also a miner just died from a cave in. Luckily it was the newest miner conscripted from the latest migrant wave, and the pick was recovered, but still, it's the second death. And his name was Pan.
I shall build a labyrinth in his name, and it shall be Pan's Labyrinth.

SRD

  • Bay Watcher
  • Who the hell do you think I think you are?
    • View Profile

'Nothing to see here'?? Don't tell me you're hiding WMDs (Weapons of Mass Dwarfiness) from us!
Logged
Quote from: LoneTophat
EDIT: HOW DO I STOP THE BLEEDING!
SUPEREDIT: Nevermind. Bled to death ._.

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH

'Nothing to see here'?? Don't tell me you're hiding WMDs (Weapons of Mass Dwarfiness) from us!

Nope, nothing to see here ;D

Also the poll is really confusing now. Generally the opinion is to keep digging this save, but starting a map in .34 is tied. Repoll I guess  ::)

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH

ARCHITECTURE INVENTIONS ARC! (II)


Invention 9+1: This road makes no sense! and the EZ barricade!

Hello overseers! It's been a while!

...

What's that, you've dug it all?

...

But you MUST simply have goblins, they're as much part of a fort as Dwarfs!

...

Why would you do that?!

...

Well then you need a way to get your armies ready in time!

...

Now that's just nasty.

...

Well then I have a compromise!


The EZ barricade!

Step 1: Require a quick and efficient barricade to protect against the evil surface dwelling creatures.
Wanting a wall of barricades without needing them causes workshops to warp into capybara's, luckily !!SCIENTISTS!! have proven the very act of building workshop barricades forces you to automatically need them. It's an addiction.

Step 2: Siege workshops, Jewelers workshops and Bowyers (along with a few more specialist workshops) all come with unpassable tiles. Learn that the dark green crosses (or whatever equivalent with any chosen tileset) represent the impassable tiles contained in workshops.

Step 3: Place said workshops with the impassable tiles whereupon you want to construct your EZ wall.

Step 4: Laugh at Goblins as your Dwarfs cut precious gems in front of their red eyes!

(not nearly as strong against the undead, spiders, megabeasts, trolls, building destroyers... Does not block line of sight. Use with caution.)

This road makes no sense!

Step 1: Dig/Build hanging pillars

Step 2: Build bridges over each one, until they are all connected. Should be at least 3x3 in length to allow caravan wagons to pass through. Make the path as long as possible to allow your Dwarfs as much time to put on gear as possible!

Step 3: Build walls/floors to support each pillar against each other.

Step 4: Remove the pillars. Or keep them. They'll look pretty cool.

Pretty simple huh?
________________________________________________________________________________________________________________________________________

DFVD FORTRESS:



ASSAULTTHRALLS, STRIKE THE EARTH!

Three evil biomes, I think they're all haunted, one evil rain found, no other observed oddities, safe house constructed, items being moved inside.
« Last Edit: March 11, 2012, 10:24:23 am by Loud Whispers »
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH

ARCHITECTURE INVENTIONS ARC! (III)
(Bridge Science edition.)

Sorry for the lack of updates

I've been a bit busy.

Not the usual update either, today, whilst building bridges across pylons I was constructing everywhere, I found out you could set bridges to be built next to other bridges. This, I already knew, but I'd never had reason to build bridges to open space. So I decided to try some science.


Retractable bridge being built next to retractable bridges.

SUCCESS! Retractable bridges can be built supported by other retractable bridges. The implications are great! Instant road ways across oceans and chasms! BRILLIANT!

So I then went on to test some other things, but first, an interlude;


________________________________________________________________________________________________________________________________________

Invention 11: Gargoyles ♥

Spoiler: Step 1: (click to show/hide)
The easiest way is to simply place floor tiles, place the statues on them...
Spoiler: Step 2: (click to show/hide)
Hey presto, cool hanging gargoyles.

Now, you can also try the other way, which requires a bit more effort, but it does end in an explosion, so that's excusable.

Spoiler: Step 1: (click to show/hide)

Build scaffolding towards the place where you want to place your gargoyles. Build floor grates towards the wall, and plonk your statues down.
Easy.
Then remove the floor grates.
Then remove the scaffolding, how you do this, is up to you.

Spoiler: Step 2: (click to show/hide)

Sometimes a controlled explosion is safer than sending migrants to deconstruct each tile... In this case, that support being linked to the lever is holding up a roof which will smash into the floors, safely destroying the scaffolding without my attention being spent deconstructing each individual floor.

Results:
  • Awesome hanging statues
  • Displayed wealth is lovely
  • Distracts flying building destroyers
Spoiler (click to show/hide)
  • Makes you weep seeing the history amongst ruins


Now during this time, I had the bridge science idea, so I also decided to see how the bridge support system appeared to work, and if I would be able to make magical floating disembodied bridges.





Turns out, you may be able to connect retractable bridges to retractable bridges,



but at least one of them has to be connected to some supporting tile. Will begin testing with raisable bridges, and how the connected bridges react if one of the bridges is opened/closed.

________________________________________________________________________________________________________________________________________

ADVENTURE MODE WOES

Started as a human demigod, went around killing bandits and night creatures whilst gathering an army of peasants. Got killed by a Titan with a poisonous bite on the way to the Universe of Forever. Tried again, this time making it half way before realizing there's a mountain range blocking the path - and spending an hour travelling there. Looks like the best route there would be starting as a Dwarf (who have a town nearby) ^-^

Anyhow, started exploring my fortress.

Invention 12: We need more
Spoiler (click to show/hide)
This is what invaders see when they first walk into my fort.
After optimizations, it now looks like this;
Spoiler (click to show/hide)
The fortifications by the stairs have been removed so that civilians cannot be shot at when entering, more catapults added and generally everything made more secure.
The hatches allow me to lock siege engineers in, and in the event of a flying building destroyer making it onto the landing pad-sized roof (which I plan to put very shooty-things on), this configuration will allow me to lock whatever nasties outside of the main fort. This works because buildings cannot be destroyed on different z lvls, making the hatches on the west side safe from destruction. I don't see this being implemented in many forts, due to the general strength of catapults, but with one decent siege engineer (blindness optional), I can fire the front row of catapults (with enough distance to not get spooked), then work around to the catapults on the back. Softens up sieges and megabeasts if done correctly ^-^

________________________________________________________________________________________________________________________________________

Crap I noticed
Spoiler (click to show/hide)
The walkways are confirmed for defensive qualities. Poor Troglodytes couldn't escape my wrath.
Spoiler (click to show/hide)
Oh, and despite the caverns being completely sealed, cavern creatures still spawned in the caverns. Slightly scary stuff for any possible future reclaim parties.
Spoiler (click to show/hide)
Climate change? My river never froze in fortress mode.
Spoiler (click to show/hide)
Did I mention The Universe of Forever is located in a desert?
Spoiler (click to show/hide)
SUDDENLY
Spoiler (click to show/hide)
STATUES, EVERYWHERE
(Where my adventurer is standing is the only sliver of light that reaches the bottom of the quarry. Pretty kewl).
Spoiler (click to show/hide)
I managed to create an adventurer so fast, that... I don't know. He was suspended in mid air, probably noticing his plight before...
Spoiler (click to show/hide)

________________________________________________________________________________________________________________________________________

Invention 13 : Maya Dwarfs

Step 1 : Dig, build or do whatever to create icons in the ground,

That upon being viewed from the sky...
The eyes were made from the only gold in my fortress. Lovely. Pretty self explanatory. ICONS EVERYWHERE!!!

As for the 2012 embark, nothing exciting's happened, and the rain is really limiting what I can do - without even killing anyone or being mildly useful. Considering abandoning and moving to a new world.

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH



Bloody hell that took a while to designate.

Quick question;
Does someone know how I could get a shot of the fort in 3D? It's using version .31. 2D shots don't quite capture the full scale ^-^

And wow, 4 posts in a row... I'm starting to think there's no interest in this. Considering abandoning this altogether  :'(

Kofthefens

  • Bay Watcher
  • Keep calm and OH GOD CAPYBARAS
    • View Profile
    • Marshland Games

And wow, 4 posts in a row... I'm starting to think there's no interest in this. Considering abandoning this altogether  :'(

NOOO! I have been reading this, I've just not had anything to say.
Logged
I don't care about your indigestion-- How are you is a greeting, not a question.

The epic of Îton Sákrith
The Chronicles of HammerBlaze
My website - Free games

wanzerm23

  • Bay Watcher
    • View Profile
    • 6 plus - I play too many video games

Oh my... yes a 3D shot of that would be magnificent!
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile

I think you can either use Stonesense or wait for Fortress Overseer to be released which sounds like it's going to be soon.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands
Pages: 1 2 [3]