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Author Topic: Beerbane - the experimental fortress  (Read 764 times)

peterix

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Beerbane - the experimental fortress
« on: May 03, 2009, 05:11:22 pm »

Hello, I'm going to do a (hopefully) quickly evolving fortress with some cheaty aspects. I also got this dfma thing working thanks to the old java version of the map compressor, so I figured I could share what I build :)

Right now, I embarked on a nice spot with 15z drop between two biomes - mountain and some greenery for gathering wood. There's plenty of resources (including magma right under the trade depot). Also, I brought along some friendly GCS to fend off invaders. They are trainable. Maybe I'll add [CAN_SPEAK] to give them names...

Dwarves are set to [SPEED:1]. Pop-cap is 7. I'll probably change this later when I have the biggest stuff built and ready for use.

The map:
http://www.mkv25.net/dfma/map-5715-beerbane

The current plan is to reroute the brook into an artificial cascade built over the magma pipe and dumping it in a reservoir on the east, which will overflow out of the map. Ability to switch the brook between the original waterfall and the new cascade is a plus I'm going to strive for.

Any questions, requests or ideas are welcome :)


Strike the earth!

peterix

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Re: Beerbane - the experimental fortress
« Reply #1 on: May 03, 2009, 06:46:34 pm »

So far so good.
I've got the basic needs of my dwarves covered and started building some pumps and stuff. My assumption that brook/river sources behave like normally spreading water was flawed and the de-pressurized pumping station didn't work.
This is how it looks right now.

I'll remove the filter walls.  :-\

peterix

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Re: Beerbane - the experimental fortress
« Reply #2 on: May 04, 2009, 09:11:38 am »

Some results:


When there's a waterfall in any part of a brook, the tiles on the bottom of it act as a water source... this didn't seem to be the case with an underground river in one of my older forts. Weird.

Brook tiles consist of two 'structures' - a natural 'wall' passable for liquids and a 'grate' over it. Both named 'brook'. It's possible to dig out the bottom wall layer and leave the 'grating'. Essentially, in a stone layer, you can mine brooks for stone.

Also, five pumps on one side are enough to drain a four tile brook.

It's a bit messy now... there's mud everywhere and the brook is interrupted by channels. I had pumps installed to get the water out of the construction site. I removed them after building floodgates for one branch and a bridge for the other, hooked up to a single lever.
It seems the cascade doesn't overflow.. it just doesn't go anywhere yet.

I'll need to get some 3d visualizer going before I start planning for the next stage.

Two migrants arrived, a peasant and some woodcrafter. One will be an animal trainer for the spiders and will be given a crossbow. The other will be a fine mason. I'll need lots of blocks for building.

There are more spiders than dwarves now. Terrifying.

Map as of now (late winter) : http://mkv25.net/dfma/map-5720-beerbane. Still can't get the .net thing to work, so there are no PoIs set. Is there a way to add them manually?

Edit: I had javascript turned off.
« Last Edit: May 04, 2009, 09:19:26 am by peterix »
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peterix

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Re: Beerbane - the experimental fortress
« Reply #3 on: May 07, 2009, 04:57:57 am »

I've some stuff planned now. Take a look :)

Bigger:
Spoiler (click to show/hide)

The dark grey rock should be solid obsidian. The rerouted brook will provide power and water for magma pumps. I'll need iron for the pump parts, so there's some exporatory mining ahead. I've found a lot of different ores, but no iron yet.