why are there 3 wagons?
Because I'm a nitpicky bastard who likes his walls to all be the same color, and putting embarks up to 10k and embarking with a ton of granite is a lot easier and prettier than digging out entire z-levels for building material. Embark with enough items, and you'll have multiple wagons.
How did you get the magma to the workshops? What are the fortification/engraved wall thingers in the oval hall? I'm guessing the small office/lever room is where the vampires are locked up...
Pretty nifty--I love screenshot threads--but notes would've helped... if I haven't built it in my fort, I usually have no idea what it is. =P
1. In this case, because I'm a
lazy bastard, and the inefficiency of having magma workshops a hundred z-levels or so away from my stockpiles is equally as annoying as the FPS loss caused by setting up a pumpstack, so when I don't do a volcano embark or have a handy magma pipe, I tend to play until I hit the magma sea normally, then deconstruct the workshops, channel the appropriate tiles, and use dfhack to drop magma in. I should really cut that out.
2. That is what engravings look like when you turn off the 'unique' option in the init files, if you're tired of a ton of annoying shapes all over the place. Unless you're talking about the marksdwarf training box in the old mine that's full of dead daemons and goblins.
3. Yep, vampire lever/bookkeeper chamber. I'd have made extensive notes, but I was rather sick of this fortress when I decided to end it. Also, see 1.