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Author Topic: Hanging Gardens of Babylon MEGAPROJECT  (Read 4656 times)

wierd

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Re: Hanging Gardens of Babylon MEGAPROJECT
« Reply #15 on: February 03, 2012, 12:57:00 pm »

The dwarven equivalent can be made underground on muddied stone tiles after breaching the caverns.

Does surface grass and trees grow on mud in "outside" areas?
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SirFellfire

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Re: Hanging Gardens of Babylon MEGAPROJECT
« Reply #16 on: February 03, 2012, 01:17:20 pm »

1. Embark in evil biome.
2. Build gardens.
3. Breach into the caverns.
4. Fill it with spiders.
5. Undead and webs everywhere
6. ????
7. PROFIT!

where i put profit you must read True Hanging Gardens of Armok xD
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Qwernt

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Re: Hanging Gardens of Babylon MEGAPROJECT
« Reply #17 on: February 03, 2012, 01:24:07 pm »

There are mods that signficantly increase the plant variations. You might try with one of them, that way you don't end up with only 5 different "exotic" plants.
That said, I think just having the grass grow on the different "garden tiers" would work from a 'looks like a garden' point of view.
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Loud Whispers

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Re: Hanging Gardens of Babylon MEGAPROJECT
« Reply #18 on: February 03, 2012, 02:04:12 pm »

The dwarven equivalent can be made underground on muddied stone tiles after breaching the caverns.

Does surface grass and trees grow on mud in "outside" areas?

Surface plants only grow on light tiles, Subterranean plants only grow on dark :(

Now that I've thought about it, you could use a mod, or put some effort into creating a world where you have a much larger variety of plants, and can process them into buildable plant pots e.t.c. :P

Deadmeat1471

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Re: Hanging Gardens of Babylon MEGAPROJECT
« Reply #19 on: February 03, 2012, 03:05:22 pm »

There are mods that signficantly increase the plant variations. You might try with one of them, that way you don't end up with only 5 different "exotic" plants.
That said, I think just having the grass grow on the different "garden tiers" would work from a 'looks like a garden' point of view.

Agree, I don't really want to use a mod, but I'm sure theres enough I can use to make a few gardeny quarters.
Hm, I'm currently testing the embarks to see a suitable place.
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orius

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Re: Hanging Gardens of Babylon MEGAPROJECT
« Reply #20 on: February 03, 2012, 06:10:52 pm »

You should do it in a desert biome with the gardens sorrounded by rocks and dead sand etc, which will cause a problem since you want plants from all kinds of biomes growing on your gardens, maybe some modding or DF hack might help getting things right.

Pick an embark site that overlaps desert and a more fertile region, especially flat desert and something hilly to make lots of terraces.
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dennislp3

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Re: Hanging Gardens of Babylon MEGAPROJECT
« Reply #21 on: February 03, 2012, 06:18:30 pm »

if only moving dirt was possible =(
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smakemupagus

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Re: Hanging Gardens of Babylon MEGAPROJECT
« Reply #22 on: February 03, 2012, 07:06:49 pm »

I assume the Dwarven Hanging gardens are built in a ziggarat literally hanging from a single pillar?

Deadmeat1471

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Re: Hanging Gardens of Babylon MEGAPROJECT
« Reply #23 on: February 04, 2012, 07:55:07 am »

You should do it in a desert biome with the gardens sorrounded by rocks and dead sand etc, which will cause a problem since you want plants from all kinds of biomes growing on your gardens, maybe some modding or DF hack might help getting things right.

Pick an embark site that overlaps desert and a more fertile region, especially flat desert and something hilly to make lots of terraces.

Yeah I'm worried about desert. I need lots of stone, and if the desert has none its screwed  :-\

I'm thinking a temperate zone, but hilly with a river to use for irrigation.
The temperate ensures native plants, rock and the hills.

I assume the Dwarven Hanging gardens are built in a ziggarat literally hanging from a single pillar?

Tempting  :P
« Last Edit: February 04, 2012, 10:06:36 am by Deadmeat1471 »
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