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Author Topic: Fort design, how do YOU roll?  (Read 10151 times)

schismatise

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Re: Fort design, how do YOU roll?
« Reply #60 on: January 26, 2012, 12:02:42 pm »

Entrance: huge square yard surrounded by a wall. Idk why I even built a door there. I never trade or go outside.
Subterranean levels: Clover design. 4 rooms per z-level, stacked on top of each other. Stairway at the center. Quick access to everywhere. Tapping the benefits of 3d.

Maysomething tileset. The three long grey wavelines along the north wall are slabs. In memory of the fallen ones. Or squashed ones, rather. Plenty of elf, dwarf and goblin parts to go around outside the walls. Note that each room can be expanded. I prefer 6x6 - two workshops per wall. The 9 tiny circles in a straight line at the entrance are cage traps.

Spoiler (click to show/hide)

I like your 3d clover design, bear in mind that dwarves will bump into each other on those skinny little 1x1 staircases - try 2x2 or 3x3 for high traffic areas.
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Urist McGyver

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Re: Fort design, how do YOU roll?
« Reply #61 on: January 26, 2012, 12:30:10 pm »

Since I cheat smelt adamantine from nothingness and my dorfs are robots that recharge in their beds recharging chambers, I like to make some sort of Babel Towers that connects a bunch of forts through Skyroads, then burrow the craftsdwarves on different sections. Usually there's one fort for weapons and armor, one where the military rests and trains and one where artist dwarves carve awesome artificial caves (usually resultig in dead artists from GCS stings).

Then I wage war against everyone. Its awesome.
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It's treated as completely normal because this is Dwarf Fortress.  There's absolutely nothing wrong with surrounding yourself with a wall of flames, only to later realize that you're surrounded by a wall of flames.
There's nothing that can't be solved by hurling fifteen roc birds at it.

Urist McScoopbeard

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Re: Fort design, how do YOU roll?
« Reply #62 on: January 26, 2012, 02:30:10 pm »

Well recently I've started trying to make awesome forts instead of the average, shitty, build-it-as-you-go fort.

My current fort consists of a long entrance into the mountain (with draw bridge), an 3 z-level tall, circular ante chamber (1st floor: mine entrance, barracks, entrance to second chamber; 2nd floor: dorms, small stock room, dining hall, other cool stuff; 3rd level: hospital, entrance to nobles' offices) then off to the left is a second 3 z-level tall chamber which gets entered at the top (3rd floor {top where entrance is}: entrance to ante-chamber; 2nd floor: nothing right now, maybe stuff later; 1st floor: entrance to forges, incomplete well, armoury), I also have a long mine into the caverns, and an exterior bit, only other thing is that some areas are getting turned in storage because im under massive siege.
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This conversation is getting disturbing fast, disturbingly erotic.

Doughnut189

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Re: Fort design, how do YOU roll?
« Reply #63 on: January 26, 2012, 04:42:12 pm »

My entrance is a hole in the ground that connects to a 3x3 wide hallway that slowly descends using ramps.

This is my fortress body:
Spoiler (click to show/hide)

Underneath my fortress I have some sewers being built that will run underneath the bedrooms and a hole will be knocked in each room's floor as a restroom.

Underneath that are the tombs:
Spoiler (click to show/hide)

That's just how I build my modern fortresses, though. I've learned to love wall inlets and trade nexuses- for comparison here is my first fortress:
Spoiler (click to show/hide)
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Imagine you're driving a car. Push the gas pedal to the floor. Close your eyes. Remain this way for ten minutes while turning the wheel at whim. This is Dwarf Fortress.
I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

Cabbagetroll

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Re: Fort design, how do YOU roll?
« Reply #64 on: January 26, 2012, 10:41:37 pm »

Central staircase straight down. I dig out all the layers, then channel them so that my fortress is essentially one giant pillar from the surface to the first cavern. I do this EVERY TIME.
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wierd

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Re: Fort design, how do YOU roll?
« Reply #65 on: January 27, 2012, 12:59:39 am »

My fortresses often lack any aesthetic quality.

They are usually quite blockish and square, and "castle like".

(Eg, walls are also used to contain rooms, turrets, and corridors. These usually get used for barraks rooms to suppliment living quarters for migrant waves until I can properly designate or construct proper housing.)

I usually build living spaces in close proximity to a commons area, which I usually built 1 zlevel up from the kitchens/food/booze stockpile, and that is directly above the food growing room.

Industrial farm plots (pigtails, dimple cup, etc) are usually built beneath a special purpose utilitarian food stockpile (which forbids all other plant products and booze), which is in turn beneath the actual industrial zone. These are accessed via a centrally located set of 5 staggered up/down stair stacks in the shape of the purina logo. The output of the industrial zone is 1 zlevel above, which is where finished products go.

Related industries share an industrial level. (Eg, farmers workshop->loom->dyer->clothier->craftsdwarf shop) this allows assembly-lined processing.

Specialized industrial zones are harder to situate, but if I can squeeze it, I will build glassworks, smelters, kilns, and blacksmith shops in the same industrial zone, put metal bar and sandbag storage on that level with them, then put output in the level above. Gemcutters go in the level above that. (So raw glass goes into storage upstairs, (special designation), and the cutters grab it, cut it, and then take it above their work area for storage.) Raw gem storage forbids raw green and clear glass. That is a specially enabled option in the finished goods storage above the glassworks.

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