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Author Topic: Your fortress design  (Read 3687 times)

Jackrabbit

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Re: Your fortress design
« Reply #15 on: November 23, 2008, 01:35:05 am »

Jesus where do you get the patience to do that?
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Yuu_Inohara

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Re: Your fortress design
« Reply #16 on: November 23, 2008, 01:53:15 am »

for me its-

Z 1 Noble rooms with various trap doors I can throw if they begin to irritate me.

Ground floor- Military (with a ballista battery line up behind a shield wall (with a fortification at the nose of each) and a moat of whatever liquid I can come across in large quantities, though sometimes I just go with a pit that drops into a maze of traps cut off from the craft shop area.

Z -1 Craft shops

Z -2 storage

Z -3 Housing

then I try to find a flowing watersource like a river and set up channels and pumps so I can have a well on each floor besides the noble foor because they are asses and should be punished.
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Divide by zero and sacrifice some of the players to Armok probably. Though this would be somewhat cool to have around.
Oh, Toady already does such things on a regular basis. I think he calls it 'Tuesday'.

QuantumSawdust

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Re: Your fortress design
« Reply #17 on: November 23, 2008, 02:40:20 am »

Spoiler (click to show/hide)

There are a few things on different Z-levels that aren't shown, but as you can see there is basically no thought given to making dwarves move efficiently between jobs.
I also stupidly saved it using MSPaint, so my apologies for the lost colors
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Mohreb el Yasim

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Re: Your fortress design
« Reply #18 on: November 23, 2008, 05:54:03 am »


 Constrain yourself to a 20x20 vertical shaft. That should make things more organized. For bonus points, have the main vertical method of travel use ramps. For even more of a bonus, have those ramps allow wagons to the bottom of your fortress.

 Trying this now with a vertical superstructure.
i do almost the same but with a 37*37 (because it fits on my screen and also on a nano fortress) soil layers are the food processing and related, first stone is where magma workshops are, firs air layers will be all the workshops+trade, then i want to make a vault for the upper levels,
in stone there will be all the living quarters, dining and so
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Mohreb el Yasim


GENERATION 24:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experime

NTheGreat

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Re: Your fortress design
« Reply #19 on: November 23, 2008, 08:03:29 am »

My fortress designs normally consist of a long corridor, regularly punctuated by stairwells. This cuts my fortress into two sections, which I call the quiet and busy sections.

The quiet section contains, from top to bottom, the noble bedrooms and dining rooms, down through high quality rented rooms to lower quality ones into several levels of stockpiles. The busy section is topped by the main meeting hall and barracks, and sinks through community dining halls, important offices, jail and well pit into several levels of workshops.

The second lowest floor is reserved for the community burial chamber, and the lowest consists of tombs for legendary or otherwise important dwarfs. Farms go wherever there is soil, or near the workshops if none is nearby.
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Impaler[WrG]

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Re: Your fortress design
« Reply #20 on: November 23, 2008, 10:04:43 am »

I usually mine into the side of a large rock promontory or hill with the goal of eventually fortifying it into a roughly conical shaped multi level castle a bit like Minas Tirith.  Inside and underneath I tend to have an unplanned (or more accurately planned and built bit by bit) swiss cheese of linear hallways 2-3 tiles wide interspersed with workshops and storage areas of various sizes.  Housing is built inside high value rock inclusions to maximize value and rooms vary from 2x3 too 4x5 with up to 4 beds in some rooms (a bedrooms originating from each bed is allocated over the whole room area to create dormitory like conditions).  Levels are interconnected by stairwells on the edges of corridors which are almost always connect only two levels.
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kurisukun

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Re: Your fortress design
« Reply #21 on: November 23, 2008, 11:18:29 am »

First, I start with a 3x3 Vertical stairway, streatching from the bottomn of the map to the surface.    It will, later, be surrounded by a wall (usually a quite large wall)  To prevent access from seiges, while allowing for a safe tree-gathering area (or an area to create my mega-construct, depending.)

Each level has a differnt thing on it.  Workshops which churn out furniture or Finished goods (things that will be mass-produced and then have to go on a long journy) Are as close to the stairway as possible (Without blocking traffic)  Whereas other, in-house projects (Smelting) Are typically further away.  There is no "stockpile floor"  Each workshop having the relevant stockpiles nearby.  If neccessary, I will include extra up/down staircases so that goods can go directly from a workshop to the neccessary stockpile, or vice-versa.  (My stills sit next to the drink stockpile, and directly above them are my plant stockpile, while below is my barrel stockpile.  Least number of steps for the brewer.)

Most of my places are as efficient as possible without actually counting steps and other insanely dwarven calculations.

mythmonster2

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Re: Your fortress design
« Reply #22 on: November 23, 2008, 12:26:07 pm »

I usually have a meeting hall as the central point for my fortress, with three branches going out from it, plus one to get back to the entrance. One leads to the food stockpile and then the dining room, one leads to the barracks, which in turn has 3 more branches leading to the jail (which, more often that not, is in the barracks), the grand workshop hall, and the commoners houses. The last main branch leads to the nobles offices.
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Personally, I can't wait for doctors to get possessed and start surgically attaching axes to champion soldier's arms.
And neither can I...

roundedge

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Re: Your fortress design
« Reply #23 on: November 23, 2008, 08:24:39 pm »

for me it always depends on the landscape. I embark, see what the landscape looks like, try to picture it in my minds eye, and then determine what would look epic if peter jackson were to film a scene in it.
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Marlowe

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Re: Your fortress design
« Reply #24 on: November 23, 2008, 08:38:04 pm »

for me it always depends on the landscape. I embark, see what the landscape looks like, try to picture it in my minds eye, and then determine what would look epic if peter jackson were to film a scene in it.

What, you mean with people wearing home-moded masks and die-cast guns, and lots of butcher's shop offal lying everywhere?

I love the way nobody outside New Zealand ever remembers Jackson's early films. In their own way, they were even more impressive than Lord of the Rings, because he did them with almost no money and on the weekends.
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Himmelhand

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Re: Your fortress design
« Reply #25 on: November 23, 2008, 09:41:13 pm »

Does 3Dwarf work with 40d?  I'd like to show off my WIP fort that is also a bridge over a strait in the ocean.
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Marlowe

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Re: Your fortress design
« Reply #26 on: November 24, 2008, 12:00:22 am »

3Dwarf works with 40d.
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Turnip

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Re: Your fortress design
« Reply #27 on: November 24, 2008, 06:36:29 am »

11x11 blocks seperated by 4 wide pathways.
11x11 can easily be cut into four 5x5 blocks for workshops.
Workshops always have a stairway directly below them leading to their respective stockpiles.
Farms get 11x11.
So do furniture and refuse.
As do barracks, although barracks are now getting cut about in half so they have an archery range nearby.
I try to put the munitions manufacturing (Special materials processing (Meltables)) near the barracks.
Woodworking industries go in between furniture and munitions, seeing as carpentry has bowyers.
Animal processing goes in between too as they make bags but they also make armor, but I also try to put them near the food stockpiles.
Stoneworking industries go by furniture stockpiles.
Special materials processing (Meltables) goes near barracks as I told.
Oh yeah, and I forgot plant processing.
That goes near the clothes stockpiles and the farm plots.

STONEWORKING:
Masons workshop
Jewelers workshop
Mechanics
Craftsdwarves workshop (Set for stonecrafter)

WOODWORKING
Carpenters workshop
Bowyers workshop
Wood furnace (If there is no magma. If there is magma I leave this space empty or put a second woodworking shop here)
Craftsdwarves workshop (Set for woodcrafter)

ANIMAL PROCESSING
Buchers
Tanners
Leatherworks
Kitchen

SPECIAL MATERIALS PROCESSING
Smelter
Glass furnace
Kiln
Forge

PLANT PROCESSING
Still
Loom
Farmers workshop
Clothiers workshop

And I still think I'm pretty unplanned :(
Its mostly I think I am unplanned with bedrooms because the 11x11 thing wont work with residential areas
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And (because of various programming quirks) dwarves are kinda stupid. Granted, so are the other races. But still.
And yet these stupid dwarves are going to eventually make a nuclear weapon out of cheese and basalt.

Mashirafen

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Re: Your fortress design
« Reply #28 on: November 24, 2008, 03:31:57 pm »

I tend to start out with an idea of what where and what from I'm going to make but eventually it turns into a disorganised mess with endless corridors and stairs between rooms in a desperate attempt to improve efficiency.
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Tcei

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Re: Your fortress design
« Reply #29 on: November 24, 2008, 05:30:02 pm »

I tend to keep things somewhat modular, most of my workshops end up together in a couple of blocks, normaly there's 10 workshops per block.I try to place them near the magma pipe if I have one Food workshops tend to end up near my dining room. Stock piles are normaly above my work area in 11x11 or 11x22 for the large quantity needs. Peasant housing comes in blocks of 12 bedrooms, noble rooms are kinda where ever, most end up near the peasants. Baracks are near the front gate with its own food/booze piles to ensure I have someone around for the seiges/ambushes. The level below all this is normaly dedicated to water/magma.
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....They just refuse to stay down unless butchered, in which case their skins will haunt you until you subdue and tan them. Never has legendary butcher and legendary tanner seemed so valueable as in this release.
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