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Author Topic: Modular fortress [pics][updated]  (Read 8319 times)

Di

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Re: Modular fortress [pics][updated]
« Reply #30 on: October 13, 2011, 11:35:24 am »

REQUEST: someone can make quickfort sheets for these?
I don't understand why can't you do that yourself, I don't know how horrible would these be to pathing, I don't know what prevents why one would need 4-wide fluid transition tunnels and what would prevent cave-in in the vertical fluid transition module, I even don't know why I'm doing this but here you go:
Copypaste these in separate .txt files, save, then replace .txt with .csv
Spoiler: simple hallway (click to show/hide)
Spoiler: modified hallway (click to show/hide)
Spoiler: hub (click to show/hide)
Spoiler: utility module (click to show/hide)
Spoiler: utility cluster (click to show/hide)
Spoiler: upgraded cluster (click to show/hide)
Spoiler: storage cluster (click to show/hide)
Spoiler: Housing Phase 1 (click to show/hide)
I've took some liberties and added one cabinet and chest in each room, be aware.
Spoiler: housing phase 2 (click to show/hide)
Spoiler: Room Designation (click to show/hide)
Spoiler: screwstack (click to show/hide)
Designation starts from the bottom and covers two levels every iteration, you may use alt+r menu to set number of iterations (u4 u9001 for example), also, it has been slightly modified to be dug without micromanagement, there are only two gear assemblies per level.
Spoiler: Screwstack2 (click to show/hide)
Spoiler: Screwstack3 (click to show/hide)
Spoiler: Screwstack4 (click to show/hide)
« Last Edit: October 13, 2011, 01:21:40 pm by Di »
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Itnetlolor

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Re: Modular fortress [pics][updated]
« Reply #31 on: October 13, 2011, 11:48:08 am »

When I hear of modular fortress design, the first idea that comes to mind is something similar to how X-Com has things setup (geoscape and combat mode difference).

If you want to build an X-Com style base, you can always refer to the UFOPaedia

For more relevance:
http://ufopaedia.org/index.php?title=Base_Facilities_%28EU%29
http://ufopaedia.org/index.php?title=Base_Facilities_%28TFTD%29
http://ufopaedia.org/index.php?title=Facilities_%28Apocalypse%29
http://ufopaedia.org/index.php?title=UFOs
http://ufopaedia.org/index.php?title=USOs

If anyone wants to make a project at all, replicate at least the starting base layout in UFO.

You may need to build Skyrangers and Interceptors out of the proper materials though if you want to be complete about it.

If you want, you can try to "hide" the base easier by building another base on top of it (classic military base style).

Which reminds me, has anyone ever thought of making a UFO/XCOM mod for DF? I could imagine that it plays out like the later part of the game where the world is swarming with UFOs, and your base (or XCOM-offshoot base (like a radar base or manufacturing plant base, or even a standard military base/boot camp)) is constantly being raided by alien supply vessels or something, and the occasional skittering Chryssalid.

Maybe this idea could be fleshed out more when the next version of DF comes out.

EDIT:
Bonus challenge:
Build a floating base (TFTD), and their counterparts. You may need excessive screw pump force/abuse to build these however; that is, unless a more efficient submersible/water-based construction method has been discovered. I would suggest doing the ‼SCIENCE‼ in a freshwater lake to start. Clean water source everywhere, as to not hinder progress.

I would imagine being able to get this task done would require making a platform and a small grid of screw pumps to start), and slowly construct a solid structure (double-walled so you can setup bilge-pumps on lower levels (while the above screw-pump matrix is still pumping above it). When done building the perimeter, you can gradually dismantle the matrix (keep the framework/infrastructure if you want), and focus your efforts on the interior of the newly established perimeter). If the structure was made completely solid to start, then from the assigned center of it, hollow it out in order to keep it dry, and activate the bilge pumps (just in case) to keep it dry as you build further downward.

That's one solution I can think up. We can start a new topic on this so to not derail this one. I would advise early experimentation should be done with [CAVE-INS:OFF] to save on materials if building bridges to extend range cheaply (1x10 or 2x10 being cheaper than 10 or 20 blocks of material) before working on the project.
« Last Edit: October 13, 2011, 12:45:59 pm by Itnetlolor »
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rosareven

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Re: Modular fortress [pics][updated]
« Reply #32 on: October 15, 2011, 07:07:22 am »

Thanks for sharing these designs. While I like to mess with the fancy fractuals using QuickFort, I always start with modular designs similar to these ones to get things started quicker right after embark. I tried digging out a fractual right after embark once and there was just too much time wasted, since the area was really big.
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zehive

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Re: Modular fortress [pics]
« Reply #33 on: October 15, 2011, 11:07:11 am »

then a giant robot dragon fortress with ai from its in-game water-powered computer, that can get up, move about and spew magma at invaders


Suggestion: Fortress that reconfigures itself
First comment: Weaponize it and make it shoot magma.

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