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Author Topic: Ever get in a design rut?  (Read 2354 times)

Time Kitten

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Re: Ever get in a design rut?
« Reply #15 on: April 20, 2009, 12:19:58 pm »

REally?

REAlly?

REAL-

I kinda have trouble keeping from adding variation to all my Main living areas... I barely know where anythin is in any fort.
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Saer

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Re: Ever get in a design rut?
« Reply #16 on: April 20, 2009, 08:47:18 pm »

Although I just begun making my own fortress. I would recommend making large halls, with multiple rooms of many sort. Such as making on your production level rooms lined up, but down a long hall, and the level below have your rooms (along with staircases infront of the rooms). Above that have the supplies and piles above each room that demands those specific supplies.

I wanted to do that for my current fortress, but there was magma in the way, so I had to improvise.

I wish you good luck with getting new ideas, but that is the only one I got right now.
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Deracination

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Re: Ever get in a design rut?
« Reply #17 on: April 20, 2009, 09:21:42 pm »

I used to have this problem, and actually stopped playing for a while because of how boring it got. I would spend FOREVER finding the perfect site, setting up my embark, and setting up my actual starting area by ramp-carving the cliff face flat. At first, from there, I would proceed to build a terribly unorganized fortress which led to such disarray it was unplayable. Them, I began building better and better forts until I had it down to an art. Tunnel down to the farm, food stockpile right by it, dining room on the other side, and houses expending southward from the westward tunnel making it adjacent to the dining room. Workshops and stockpiles up north. It was efficient, easy to build and designate, and boring.

The only solution I've found for this is to find interesting starting areas. The best ones are always mountainous. Varied terrain with intermingled stone and soil tiles help. A chasm and river, preferably close to each other, are a must. This keeps the game interesting at least during the design and build stage, as well as prolonging the build stage. For instance, try getting an aqueduct across a chasm and down a few z-levels to your farm while simultaneously channeling it to a moat and avoiding dangerous situations.

Once you're done with the interior design, there's normally not much to do except micromanage dorfs. That's where intricate defense setups and megaprojects come in. Try building a defense setup that doesn't rely on a standard or exploit-like method of killing. Long hallways of stonefall or cage traps, atom smashers, and your standard ballista-marksdorf hall are some examples. Try building a defense system that traps the enemy and floods them, then pumps the water back out. Or drops them down to a pit filled with fifty of your hammerdwarfs, wardogs, cats, nobles, fire imps, and booze. The possibilities are limitless.

Once you've done this a bit though, I would suggest either declaring war on the Elves or downloading Orc mod. The challenge presented by Goblins isn't great enough to make building these feel justified, as it normally isn't.

Basically, with a sandbox game, the goal isn't quite to make it easier on yourself, it's to make it harder.
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I don't know what amazed me more, my first self-referencing artifact or an enraged groundhog tearing out my hunter's left eye after being stricken mace-style by a crossbow.

Heron TSG

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Re: Ever get in a design rut?
« Reply #18 on: April 20, 2009, 11:13:02 pm »

Try building a defense setup that doesn't rely on a standard or exploit-like method of killing.

Like building a giant microcline scorpion with laser (magma) pincers and a bunch of gates that simulate its claws, and it has a real working mouth!
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Neurovore

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Re: Ever get in a design rut?
« Reply #19 on: April 20, 2009, 11:25:39 pm »

I find myself getting into this same problem as well (the design rut, not microcline mega-scorpions with lava-spewing tails). Once I've infected enough of my friends with DF, I'm hoping succession games will break me out of it because I'll be forced to work with other design failures strategies.

Right now I've been working on numerous large-scale above-ground constructions based on real castle designs. My current one is at 16k claystone blocks in construction and counting.
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DF - because the only way to properly raise a dwarven infant is by carrying it into battle in lieu of a shield.

WhatDoesThisLeverDo

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Re: Ever get in a design rut?
« Reply #20 on: April 20, 2009, 11:40:25 pm »

I have to admit I just don't seem to have the patience for mega-projects. So essentially, I just stockpile goods forever, I do not use cheating defense, I just send out my army, and everything is fine.

I do not know enough about making things, so it seems like building something takes way too long to make sure no one builds themself in, etc.

I am pretty sure my next for will solely be created to build up a huge workforce, then put it to work on something.
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