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Author Topic: The Industrial Age... A Community Fortress  (Read 10809 times)

RavingManiac

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Re: The Industrial Age... A Community Fortress
« Reply #15 on: August 27, 2008, 05:55:46 am »

Stone simulates concrete. Use steel as a frame, glass as an exterior and stone for all other walls and floors.

You might want to turn sieges off, too. Those aren't very modern, and defending against them requires structural features very out of place in a city.
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Thief:"Quiet kitty, Qui-"
Cat:"THIEF! Protect the hoard from the skulking filth!"
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.

NTheGreat

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Re: The Industrial Age... A Community Fortress
« Reply #16 on: August 27, 2008, 01:33:14 pm »

This seems very interesting. Give me a year/dwarf when you get around to allocating them.


As for suggestions, all I can think of at the moment is the need for proper foundations if you're building onto sand/soil, and perhaps having roads of a different color either side of the main road to act as sidewalks.
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TheSpaceMan

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Re: The Industrial Age... A Community Fortress
« Reply #17 on: August 27, 2008, 01:36:58 pm »

This seems very interesting. Give me a year/dwarf when you get around to allocating them.


As for suggestions, all I can think of at the moment is the need for proper foundations if you're building onto sand/soil, and perhaps having roads of a different color either side of the main road to act as sidewalks.

And add zebra crossings where the road itself is forbiden or expensive to walk on and the zebra crossing/sidewalks are recomended /low cost. :D
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Ryo

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Re: The Industrial Age... A Community Fortress
« Reply #18 on: August 27, 2008, 02:23:13 pm »

GAH - I just typed out my post, then sky broadband disconnected me when I hit 'Post' - well, here I go again...

I tried something similar to this once, you might find it easier to construct large apartment buildings rather than single houses to begin with. I'm not sure what kine of roads you'll want, but this is what I used:
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White = limestone blocks
Dark grey = diorite blocks
Light grey = granite blocks

They were made out of roads, but floor tiles should also work just fine.

If you wanted it to be REALLY modern, you could change the raws for various things, eg add concrete/tarmac, change wagons to lorries/trucks, update the weapons (battle axes are very rare in most cities, as far as I know).

Er, what else did I say...oh yes, I agree with RavingManiac about turning invaders off, will help a lot. And decreasing the pop cap might be useful, though that would mean less builders - it's up to you. Umm...I'm sure therre was something else.........ah - humans. You might want to play as humans instead of dwarves, but again - your choice.

I might join this later, but I can't be bothered right now...
I hate you, sky broadband...
« Last Edit: August 27, 2008, 02:34:06 pm by Ryo »
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magikarcher

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Re: The Industrial Age... A Community Fortress
« Reply #19 on: August 27, 2008, 02:50:07 pm »

Having roads would be pointless, wouldn't it? I mean you cannot construct wagons, so the only time they MIGHT get use is when the traders come.
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Ryo

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Re: The Industrial Age... A Community Fortress
« Reply #20 on: August 27, 2008, 02:56:21 pm »

Yes, but they look purdy.
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Marineking

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Re: The Industrial Age... A Community Fortress
« Reply #21 on: August 27, 2008, 03:13:33 pm »

Okay, "final" opinion gathering post before we begin (scarequotes because I might make a few responses first).

First of all, thanks everyone for the great suggestions. I'd started out with more or less a vague idea of what I've wanted to do, but it's a lot clearer now, and it's going to be cool.
I've noted everything you guys have suggested, and I'll probably be using them all to some extent or another. Specifically, I've got a lot better idea of how I'm going to build these things. Those particular suggestions were really helpful.

Just a couple other things to think about.

For one, I think I'm going to have to zero out the modding suggestion, though it's a good one. I'd like this to not be really modern, but dwarf fortress modern. So I still want dwarves, axes, wagons, etc. But in office buildings. Decorated in blood and bone and engraved with insanity.

I probably will get rid of sieges, though, at least at first. I think I've got a couple good ideas to deal with those, but none of them will be operable until we've got at least a few of the sky-scrapers finished.

So, if no one as any more things to add, we'll begin in a couple of hours.
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magikarcher

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Re: The Industrial Age... A Community Fortress
« Reply #22 on: August 27, 2008, 03:19:38 pm »

A few more suggestions...
1. A fountain, connected directly to CLEAN water.
2. A water purification area, involving multiple grates to separate good water from bad.
3. Every 10 floors there should be a metal connection between each of the supports, except for diagonal.
4. Jail cells should be, at minimum, the level of which migrant quarters are.
5. A trained military should be in 'reserves' and only activated upon crisis.
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Ryo

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Re: The Industrial Age... A Community Fortress
« Reply #23 on: August 27, 2008, 03:27:40 pm »

I think I've said all i WANTED IN MY PREVIOUS POST I wanted in my previous post (Gah, caps lock). But I'll try and think of something to say anyway...ummmmm...there should be vertical steel bars in the prison, for a nice effect. You could build a swimming pool, with a 'diving board' (aka retracting bridge above the pool, possibly connected to a pressure plate so it retracts just after the dwarf steps on it)

But now, it's join time!
Ryo
Male (If possible)
Architect/Mechanic
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Marineking

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Re: The Industrial Age... A Community Fortress
« Reply #24 on: August 27, 2008, 03:31:02 pm »

Those are good. I was planning on having something in the Town Square, so a fountain will work as good as anything else.

As for clean water, I've been drawing up some pretty intricate plans for the city sewer-system...

Every ten floors? I was planning five... but I don't really know a lot about modern architecture, so whatever works.

I planned on having a separate building for my Police HQ/Jail (Though mostly jail). But I might nix that particular idea, depending on how things go in-game.

The reserves idea is actually one that I use myself, a lot. I can never stand watching soldiers marching around, not working. I let them train for 1 or 2 seasons a year, and then it's back to to salt-mines.

-------

That's an awesome idea, Ryo. On top of every skyscraper will be a designated Statue Garden with a pool. I'll see if I can get the whole diving board bit to work, as well.
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Boksi

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Re: The Industrial Age... A Community Fortress
« Reply #25 on: August 27, 2008, 03:38:22 pm »

I'd like to request a metalsmith/furnace operator.

Named Afi if male, Amma if female.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

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magikarcher

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Re: The Industrial Age... A Community Fortress
« Reply #26 on: August 27, 2008, 03:41:34 pm »

There should also be an anti-siege chamber. It would have enough food, booze, a well, etc. to survive 2 seasons of siege. Preferably, there would be farms and breweries down in the anti-siege chamber.

Also...
I would like to be
'Piledriver'
Preferably a Miner/Mason.
Personality: (ignore if you aren't gonna do story) Tough and harsh, seemingly unfriendly, but is very loyal.
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Marineking

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Re: The Industrial Age... A Community Fortress
« Reply #27 on: August 27, 2008, 04:49:48 pm »

Just one last question - is it possible to custom edit a dwarfs personality so that everyone gets the one they want? I'm thinking it might be possible with one of the utilities, but I've never used them before.
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Mohreb el Yasim

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Re: The Industrial Age... A Community Fortress
« Reply #28 on: August 27, 2008, 04:50:56 pm »

Just one last question - is it possible to custom edit a dwarfs personality so that everyone gets the one they want? I'm thinking it might be possible with one of the utilities, but I've never used them before.
no
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Mohreb el Yasim


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magikarcher

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Re: The Industrial Age... A Community Fortress
« Reply #29 on: August 27, 2008, 04:59:52 pm »

@ Marineking: I meant if you write any narrative of the fortress, that is what I want my characters personality to be like.
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