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Author Topic: Goals of a Fortress  (Read 8167 times)

Dunamisdeos

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Re: Goals of a Fortress
« Reply #15 on: August 09, 2017, 03:46:13 pm »

I have a large megaproject planned now.

I sort of ran out of useful things to do a while back.
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LordBalkan

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Re: Goals of a Fortress
« Reply #16 on: August 09, 2017, 04:21:04 pm »

First of all

@Unhacker,

Have you already overcome your problems with military? I confess that everytime Im watching a live game (Nookrium, captn duck, whatever) i tend to use the chat to ask some tips about this "problem", I appreciate the help they try to give me, but everytime sounds like "oh, it is easy, just press "m" for military and [foreign language for 2~3 minutes trough menus] and its done!". Always end up saying "Oh, ty it helped a lot" but I just dont want to bore them with my non-understanding.

Well, that been said to the main topic

Last year I've found this tool that help to have a goal to the fortress. Actually it have a lot of other games.
Anyway there it is: http://www.scenariogenerator.net/generators/dwarffortress
Maybe some of you guys already use it, maybe not.
I couldnt dare to use, dont feel confident enough about my military.

Thats it, see ya!!
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mikekchar

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Re: Goals of a Fortress
« Reply #17 on: August 09, 2017, 06:58:13 pm »

My current fortress I want to see if I revive a mountain home for an almost dead civ if they will try to reclaim ruins of their old hamlets (which I will ruin again as an adventurer since they are all occupied by goblins now).  For the fortress, I reclaimed the old mountain home that was ruined by a forgotten beast.  Got a bit lucky because some helpful olm people killed the forgotten beast while I was walling up the caverns :-)  I just managed to verify that the civ is alive enough to send a caravan and outpost liason, so I just need to attract migrants/visitors.  Currently trying to refactor the worldgen fortress so that it is efficient (good luck!).  On the plus side, the fortress is sitting on top of a magma tube, so I have 20 or so magma smelters on level 25 :-)
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Unhacker

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Re: Goals of a Fortress
« Reply #18 on: August 10, 2017, 04:06:49 am »

Have you already overcome your problems with military? I confess that everytime Im watching a live game (Nookrium, captn duck, whatever) i tend to use the chat to ask some tips about this "problem", I appreciate the help they try to give me, but everytime sounds like "oh, it is easy, just press "m" for military and [foreign language for 2~3 minutes trough menus] and its done!". Always end up saying "Oh, ty it helped a lot" but I just dont want to bore them with my non-understanding.

Well... I'm sort of figuring it out, but I'm not really all that confident in its usage. In my other active fort "Riskytowers" I'm sort of experimenting with the military system, this is mostly due to the fact that I got lucky enough to get metric fucktons of various iron ores meaning that I can actually outfit a military.

Haven't overcome my problems with the military but I think I'm getting close, though that might be because I haven't tried messing around with marksdwarf squads.

In terms of Riskytower's goals, I think make a large tower spanning out of the fort, preferably from the staircase. And to have a functioning book binding industry.

In terms of how the fort is currently doing, I need to be able to fully outfit my military before I am able to start generating as much wealth as armoring (I've got the weapons made) my dwarves takes up the entirety of my metalworking industry (all two of the forges, I have three smelters, one makes coke from coal, one makes iron and the other makes platinum and gold)
« Last Edit: August 10, 2017, 05:15:57 am by Unhacker »
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Libash_Thunderhead

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Re: Goals of a Fortress
« Reply #19 on: August 10, 2017, 09:20:43 am »

Well, I just play until I'm bored.

Edit*
If play-as-long-as-you-can is a goal.
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Thorfinn

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Re: Goals of a Fortress
« Reply #20 on: August 10, 2017, 01:45:52 pm »

Hm. I'm curious. Can you show explain setup you had and the late-game issues with it?
Was planning to start a new game so I could just use screen shots, but I'm not going to get to it for a bit.
Spoiler (click to show/hide)
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Fleeting Frames

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Re: Goals of a Fortress
« Reply #21 on: August 10, 2017, 02:29:50 pm »

Okay, first, I'll note that butcher/tanner should be stacked in y, not x direction - x like you describe they're like this:

bbb ttt
bbb ttt
bbb tt


Good points I haven't considered, though. The later trouble with stockpile/stairs makes sense with central staircase, though it hadn't occurred to me - I've been putting off just watching my dwarves as they go on about things to see faults, and my test embarks for finding things out quickly always have low fps for high pop. If you don't mind some bucketing hassle, you could potentially dig downstairs in your farming area, build floors, wet, build farm, remove floors and then put seed stockpiles right underneath on upstairs so they don't go to main staircase and never have a reason to go there expect for seeds unless your stairs are congested.

I know about butcher's workshop ability to overwhelm haulers and because of this I've sometimes left some distance between, say, cages of livestock and butcher's workshop. Limiting the number of haulers accessing the shop directly with a small intermediate receiver stockpile link could help fps with that.

Though seriously, what is going on around those 3 workshop layouts that 2nd is better than first? If hauling straight butcher→tanner, then you should have the tanner's NW and SW corners already act as walls.

And yeah, never having mined is better.
« Last Edit: August 10, 2017, 02:37:34 pm by Fleeting Frames »
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Thorfinn

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Re: Goals of a Fortress
« Reply #22 on: August 10, 2017, 04:31:06 pm »

Okay, first, I'll note that butcher/tanner should be stacked in y, not x direction - x like you describe they're like this:

bbb ttt
bbb ttt
bbb tt
Sure. Looking at the farm setup graphic, the workshops are above one another rather than next to each other. Didn't even think about displaying them that way. But makes me wonder whether maybe some of my testing was done with them horizontally placed. Hmmm. Thought I would have noticed the traffic pattern, but maybe not. I wouldn't have been looking for it, for sure. All I was doing was timing how long it took a complete n00b to process 10 turkeys. And at that time, the seed SP was to the right and the finished food SP to the left, so going around may well have been the hauler route. Early testing had intermediate product SP built on down stairs between the two shops, down to a larger finished good stockpile adjacent to the dining hall, which turned out to be abysmal for FPS loss. I think it was that every time someone wanted a drink, he pathed through the crowded shops in addition to the central stairs. That's all I came up with, anyway. The next iteration with intermediate good SP built on floor rather than stairs was much better. But I wouldn't swear the orientation was the same...

Good points I haven't considered, though. The later trouble with stockpile/stairs makes sense with central staircase, though it hadn't occurred to me - I've been putting off just watching my dwarves as they go on about things to see faults, and my test embarks for finding things out quickly always have low fps for high pop. If you don't mind some bucketing hassle, you could potentially dig downstairs in your farming area, build floors, wet, build farm, remove floors and then put seed stockpiles right underneath on upstairs so they don't go to main staircase and never have a reason to go there expect for seeds unless your stairs are congested.
Done something similar. Had seedpiles on stairs down the right side of the 1x7s so there was easy access to bring seeds up from the dining hall. Works well, though I seem to rarely have enough levels before the aquifer, and isn't really applicable until you can afford the time for a second aquifer pierce.
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Fleeting Frames

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Re: Goals of a Fortress
« Reply #23 on: August 10, 2017, 05:08:44 pm »

Hm, timing a complete noob is a nice baseline always-doable idea.

Pathing through indeterminate SP-downstairs and workshop shouldn't be an issue for touching workshops, but I take it the touching tanner/butcher had both workshops used for north-south pathing too, not surrounded by walls on 3 sides?

For the iSP->, was that place a dead-end room for a drink or did it have an actual, alternate longer path for getting one?

(Just thinking what are non-workers doing pathing through workshops, though this makes a good argument for traffic restrictions - though they're probably no use when dwarves bounce into each other on the stairs.)

On multiple paths, central staircases and rampways, one thing I've had floating around in my head is rampways surrounding workshops/workshop support in center

I.e.
Code: [Select]
▒▒▲▼▒▲▼▒▲▼▒▒
▒▒▲▼▒▲▼▒▲▼▒▒
▼▼AAABBBCCC▲▲
▲▲AAABBBCCC▼▼
▒▒AAABBBCCC▒▒
▼▼DDDEEEFFF▲▲
▲▲DDDEEEFFF▼▼
▒▒DDDEEEFFF▒▒
▒▒▼▲▒▼▲▒▼▲▒▒
▒▒▼▲▒▼▲▒▼▲▒▒

Since the central rampways have annoying unused space. That said, while I haven't tested it (if combining workshops and ramps I tend towards slanted-stacked industries, which is unsuitable for place to go through) I wouldn't expect it to do well fps-wise with the above diagram having 10 alternate paths. If one culls 4 in above, there's always only one closest rampway to workshop, which would work out fine for workshop jobs, but pathing from bottom SE to top NE corner would have all rampways as possible paths if one uses it as central ramway that connects back together on top and bottom. (Perhaps a four-workshop 4-rampway variant would further isolate the paths.)

Though your main hall and stairs experiences suggests that one shouldn't have workshops and main arteries cross, and if that is done for above diagram there will be no communal area at the other end of those ramps.

That the downstairs into dining hall weren't used as pathway is heartening.
« Last Edit: August 10, 2017, 05:11:04 pm by Fleeting Frames »
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Thorfinn

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Re: Goals of a Fortress
« Reply #24 on: August 10, 2017, 09:13:03 pm »

Warning! Digression from OP.
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Thorfinn

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Re: Goals of a Fortress
« Reply #25 on: August 10, 2017, 11:59:32 pm »

More digression.
Spoiler (click to show/hide)
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Fleeting Frames

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Re: Goals of a Fortress
« Reply #26 on: August 11, 2017, 08:22:40 am »

Grand Sage

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Re: Goals of a Fortress
« Reply #27 on: August 13, 2017, 12:00:15 pm »

Bloodbaths usually go a long way in entertaining me (in DF). Therefor, I almost always try to include an arena in my fort. Other things I'd like to do:

- Lots of cage traps on surface and caverns. I need them for the arena and

- Execution chambers. haven't done one of these but there are several to choose from: drowning chamber, execution by axedwarf, execution by marksdwarf (in lack of rifles), execution by ballista (hehe), walk the plank (no need for water beneath...)

- money. lots of money and shiny gems. and bars of gold an platinium. and when I say money I mean coins. preferably made out of gold, platinium or adamantine.

- Throne room. At some point, I always want the monarch to come to my fort, and there is no cost to high when it comes to pleasing him/her. adamantine statues anyone?

- breeding grounds are also often on the list, right now for food and the arena.

- defence mechanisms are pretty awesome to construct to, especially if they include ballista, lots of traps and inginious fortifications. you cant overdo it

I usually dont complete this list before an update breaks my fort, but im sure i can find more projects if needed. like temples. or rooms for everyone. or an aboveground city filled with non-dwarves, while my dwarves dwell below ground.
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Quarque

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Re: Goals of a Fortress
« Reply #28 on: August 16, 2017, 01:39:49 pm »

With my current fort I'm mainly trying to learn how to get the basic industries functioning. For example, this is the first fortress where I managed to get my dwarves to use the pig tail for clothes instead of booze - that's a big step ahead!
It's also the first fortress where I managed to dig down to the magma sea and I built myself a very dwarven smithy deep within the bowels of the earth. My ultimate hope for this fortress is to set up a functioning automated wheelcart railroad to transport ore down and shiny metal objects back up. If I succeed, I will produce a metric fuckton of Brass and build some kind of monument out of it.. not sure yet what it will be.  Haven't found iron; I love brass for being so lucrative and shiny and for the cool name.

Maybe I will attempt to train my first military dwarf in the next fortress. I still fear the 'm' menu.  :P
« Last Edit: August 16, 2017, 01:41:40 pm by Quarque »
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Urist McVoyager

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Re: Goals of a Fortress
« Reply #29 on: August 16, 2017, 02:00:05 pm »

That military menu is definitely something to learn. Each page has its purpose and if you don't get them down you're going to have subpar units for sure. Not to mention there's all sorts of other requirements outside that screen, that you have to understand as well. Like barracks and supplies and locations for stations/patrolling. I understand it far enough I could probably teach bit by bit. Anyone wanna try learning again can just PM me for it.
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