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Author Topic: I'm creating a "Venice in the Mountain".  (Read 8544 times)

TeDDD

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I'm creating a "Venice in the Mountain".
« on: December 06, 2007, 01:23:00 pm »

It's very much a work-in-progress at the moment, but you can see the shape of things to come.  Most construction will be on two levels, and there will be a level of water below.

The screenshots below are the same spot on the map but with increasing Z-levels.
   

The entrance is to the right, and the 6x6 spot will eventually be excavated and hold 4 ballistas.  Most hallways are 4 wide with a 2 space chasm in the middle. The exception is the rightmost north-south corrider, which is 4-wide/2-gap on the first floor, and 6-wide/4-gap on the second.

I'm sure this has been done before, but do you have any thoughts?

[ December 06, 2007: Message edited by: TeDDD ]

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Reynard

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Re: I'm creating a "Venice in the Mountain".
« Reply #1 on: December 06, 2007, 01:24:00 pm »

Careful if you use water pressure for anything. It tends to permaflood.
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TeDDD

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Re: I'm creating a "Venice in the Mountain".
« Reply #2 on: December 06, 2007, 01:29:00 pm »

I am intrigued by this "permaflood".  I get the feeling it is something I should know about.

As the the water flow, it is on the same z-level as a nearby brook.

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Werdnari

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Re: I'm creating a "Venice in the Mountain".
« Reply #3 on: December 06, 2007, 01:36:00 pm »

That is actually a nifty fortress idea. I really look forward to seeing how it turns out!
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Helmaroc

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Re: I'm creating a "Venice in the Mountain".
« Reply #4 on: December 06, 2007, 06:15:00 pm »

Question: I don't really understand pressure and pumps, and would like to have a flowing artificial 'river' in my fort. I have it planned, but is there any way to get rid of water, like sending it off the side of the map? For instance, I have a brook nearby, and I want to channel it to go through my fort. Pretty easy, but once water passes entirely through, It will build up at the end channel and overflow. Will channeling off map delete the water? Or is there a way I could do a loop shape or half circle so it leaves the brook and then comes back around into it?
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Reynard

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Re: I'm creating a "Venice in the Mountain".
« Reply #5 on: December 06, 2007, 06:36:00 pm »

Here's my bug report topic about how water pressure can result in infinite floods.
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=6&t=002144

And here's a DFMA movie of the same happening.
http://mkv25.net/dfma/movie-207-infinitewaternopumps

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MyBeardIsOnFire

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Re: I'm creating a "Venice in the Mountain".
« Reply #6 on: December 06, 2007, 06:43:00 pm »

Helmaroc, if your channel is completely closed, then it will overflow at the back end where the water enters it. If your pumps spit out water on the same level as your river - water will spread from the pumps but not overflow up Z-levels. It will only overflow up if the water is falling down into the channel in the first place.

You can simply seal off your pumps from the sides (no need to seal the top) and have the water pile up in that small room with no bad consequences. It's also possible to make clever pressure-plate systems that would turn pumps on and off depending on water levels in the channel, but simply isolating the system is easier.

Pressure in DF doesn't work as we'd expect it to  :(

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Shooer

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Re: I'm creating a "Venice in the Mountain".
« Reply #7 on: December 06, 2007, 08:53:00 pm »

I guess I am building a "Venice in the Sky", out of glass.

B3 and B2 both will handle water storage after it has been pumped from the surface, B3 will also hold some Magma (That's going to be the fun part).

Don't let the Basement levels fool you, B3 is 5 Z levels above the highest portion of land on the map.  They just represent the start of the 'Working' fort, Level 1 is the first floor of non-Magma workshops and Apartments.


But what you got to do is completely dig out under the fort, and fill that space with water, along with that build several supports and set them to levers so you can collapse portions in case of emergancy, or extreme boredom.

[ December 06, 2007: Message edited by: Shooer ]

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Red Jackard

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Re: I'm creating a "Venice in the Mountain".
« Reply #8 on: December 06, 2007, 08:58:00 pm »

Another way to do this is to use a higher level river: http://mkv25.net/dfma/map-1568-ikudadilreignwall

Unfortunately you cannot channel off the map, the edge tiles cannot be designated.

 :(

[ December 06, 2007: Message edited by: Red Jackard ]

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TeDDD

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Re: I'm creating a "Venice in the Mountain".
« Reply #9 on: December 06, 2007, 09:31:00 pm »

I... uh... wow.  This would be going faster were it not for the miners killing each other while digging channels.
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Red Jackard

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TeDDD

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Re: I'm creating a "Venice in the Mountain".
« Reply #11 on: December 07, 2007, 09:06:00 am »

Science!

Alternately, but a pain in the ass, you can do alternating tiles at a time.  In any row, take care of even tiles first, then mark the odd for channels afterwards.

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Red Jackard

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Re: I'm creating a "Venice in the Mountain".
« Reply #12 on: December 07, 2007, 01:41:00 pm »

Yeah I listed that one too but it is ultimately more trouble than its worth.

[ December 07, 2007: Message edited by: Red Jackard ]

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TeDDD

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Re: I'm creating a "Venice in the Mountain".
« Reply #13 on: December 07, 2007, 08:45:00 pm »

Update!

Below: Production facility in the North...

Below: The main area (note canals with bridges, and also the lake in West)...  

Water is yet to be introduced, as I am building a [to-be] underwater building out of glass in the "lake".

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Scorpios

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Re: I'm creating a "Venice in the Mountain".
« Reply #14 on: December 07, 2007, 08:49:00 pm »

This is awesome.

I like you're idea for an underwater building. Much better in my opinion, compared to the building-on-the-beach approach I've seen everyone else take.

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