Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Fortress styles  (Read 2206 times)

Stromko

  • Bay Watcher
    • View Profile
Re: Fortress styles
« Reply #15 on: April 03, 2009, 01:10:03 am »

Mine are straight shaft down, right to the bottom
Third from bottom is bedrooms, second from bottom is food and dining rooms, bottom is tombs
First soil layer is workshops, all shops are in lines of 7 in a 11x4 room
farms are either on first or second soil, are farms are separate 5x5
all layers below are mines.
What Really sets mine apart from the forts I've seen is the layout.
All my levels are made of 4 3x3 tunnels going north,south, east, west. all straight.
most other people's forts are also more open inside, like greathalls and such. I NEVER do that.

My current fortress, Weaverwalls, is a lot like that. It's a big tower with eight 5x5 rooms each floor (plus a space in the middle for storage and stairs), not square since the diagonal rooms are closer to the center and the cardinal direction rooms are pushed further out so they all have their own doors facing the center. This basic design goes all the way to the bottom, including lava and water layers (with a protected inner core for the stairs of course), and it so happens the bottom floor is the main coffin complex.

Every major tunnel is at least 3 tiles wide, I find it easiest to design around and big enough to handle traffic. The main idea with Weaverwalls was it'd be this natural stone tower with sides exposed to the outside, with all the stone around it carved out wider and wider the farther you get from the tower. Or removed entirely to leave the tower the tallest thing on the map (I think the mountain ended up about 3 Z levels shorter, total). Since I wasn't sure how far I'd dig down, all the early mining was done from the bottom of the map, with tunnels in each cardinal direction traveling a bit out, then traveling up once they got far enough away from the tower.

This substantially increased the trip of course, since my smelters had to travel about 12 Z levels down, about 50 squares south, then 14 Z levels up -- before they were even on the same plane as the magnetite veins! this was an unusual fortress for me though. I would like to make more open great halls and courtyards, I just rarely do. The closest I get to that is outside defense-works or protected groves of trees / outside farm plots.

My normal designs have 3-wide or 5-wide hallways, that would surround a 11x11 square grid that could be either 4 5x5 rooms or two 5x11 or whatever suits the purpose of the rooms. Every workshop I make is in at least a 5x5 room, which gives space for clutter or stockpiles. Nearly everything is located on the same Z-level, which I feel makes pathing simpler and much less laggy, as well as making it simpler to watch my dwarves. Water, magma, mechanical systems, and other little details such as roads and defense towers have to be on different Z levels by necessity though.
« Last Edit: April 03, 2009, 01:23:12 am by Stromko »
Logged

Maggarg - Eater of chicke

  • Bay Watcher
  • His Maleficent Magnificence of Nur
    • View Profile
Re: Fortress styles
« Reply #16 on: April 03, 2009, 10:38:09 am »

Most of my fortresses go in for the Messfortress of confusion look.
Logged
...I keep searching for my family's raw files, for modding them.

Chromie

  • Bay Watcher
    • View Profile
Re: Fortress styles
« Reply #17 on: April 03, 2009, 04:39:41 pm »

Not very descriptive I know, but if i could post pics I would
Click

This made my week. :D :D :D
Logged

dornbeast

  • Bay Watcher
    • View Profile
Re: Fortress styles
« Reply #18 on: April 03, 2009, 04:45:20 pm »

My current fortress, Weaverwalls, is a lot like that. It's a big tower with eight 5x5 rooms each floor (plus a space in the middle for storage and stairs), not square since the diagonal rooms are closer to the center and the cardinal direction rooms are pushed further out so they all have their own doors facing the center. This basic design goes all the way to the bottom, including lava and water layers (with a protected inner core for the stairs of course), and it so happens the bottom floor is the main coffin complex.

Ooo.  You just gave me an idea.

There are churches in Ethiopia that are carved out of stone.  The top of the church is level with the surrounding rock.

Now, if I build a fortress like that, with a retractable bridge to the "roof" of the tower for the trade depot, so pulling the bridge means invaders have to go down the staircase, past the traps and crossbowdwarves, then fight their way back up from the bottom...

...heh.  This could be ridiculous.
Logged
Quote from: Dornbeast
Urist Austin, Axedwarf.  A dwarf barely alive.  Gentledwarves, we can rebuild him. We have the technology. We have the capability to build the world's first bionic dwarf. Urist Austin will be that dwarf. Better than he was before. Better, stronger, faster.

Shaostoul

  • Bay Watcher
  • Expanding your universe.
    • View Profile
    • Shaostoul Patreon
Re: Fortress styles
« Reply #19 on: November 28, 2009, 10:03:44 pm »

I know this is rezzing an old thread, but I didn't want to start a new topic with one that more or less has the same exact name...

Anywho...

So I decided to after a long while away from underground fortresses to start a new one! I've been implementing my "spiral stair(ramp)case design and various other above ground fort designs. It's been fun, but I noticed that having all that access to stone by just clearing rooms, makes things a million times easier. Not to mention making rooms and designing underground structures etc. So after I think 10 years now at my underground fort, it's time to throw in the towel, between the early ambush detection program and unlimited supply of stone and ease of access to said stone and easy to design entrance, that it's just too easy, back to "on the surface" forts for me.

Looking for inspiration for something to build. Ideas would be appreciated.

Also feel free to discuss fort designs that you've had fun building or using or whatever!
Logged
I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

Foa

  • Bay Watcher
  • And I thought foxfire was stylish in winter.
    • View Profile
Re: Fortress styles
« Reply #20 on: November 28, 2009, 10:13:04 pm »

I make my fort efficient in only one sense, food production, and food usage.

My fort structure is defined by the farms, then it's workshops as the second, and fun stuff as the third most important structural focal point.

So it's 7 large farms, and then the stockpiles surrounding the farms, and then the appropriate workshops for the appropriate workshops, same for the first, second, and third stage production workshops. After the workshops are built I finally go onto make the storage under the workshop/farm level. and have it surrounded by housing units, and dining halls. Fun stuuf are surrounded by their appropriate needs ( mechinations near the giant reactor, arena, executionary things near the noble housing, and the barracks are stationed near the entrance, and other entry points.
« Last Edit: November 28, 2009, 10:18:17 pm by Foa »
Logged

RedWick

  • Bay Watcher
    • View Profile
Re: Fortress styles
« Reply #21 on: November 28, 2009, 10:28:42 pm »

Looking for inspiration for something to build. Ideas would be appreciated.

Trading outpost, set up on a crossroads on the overland map. 
Logged

Shaostoul

  • Bay Watcher
  • Expanding your universe.
    • View Profile
    • Shaostoul Patreon
Re: Fortress styles
« Reply #22 on: November 28, 2009, 10:45:35 pm »

@Foa, I often make my forts efficient and utilizing all of the space possible, but it does seem to get dull after a while.

@RedWick, Would that serve any real purpose? Would anything be different from having a fort on a crossroad?
Logged
I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

Foa

  • Bay Watcher
  • And I thought foxfire was stylish in winter.
    • View Profile
Re: Fortress styles
« Reply #23 on: November 28, 2009, 10:51:11 pm »

@Foa, I often make my forts efficient and utilizing all of the space possible, but it does seem to get dull after a while.

@RedWick, Would that serve any real purpose? Would anything be different from having a fort on a crossroad?
Eh, the only thing that actually works is thet farms, and booze production, everything else... is counter balanced by the dining halls, even then I most of the time the fort only consists of 5 farmers, and 20 processors, and even worse, the mortality rates are high, I've been declined many immigrant waves, and even the nobles are too scared to even show up even with the prerequisites are fulfilled!

Oh and my military, they are really undermanned heh, I traded them out for engineers, I usually make one large machine a fort before it collapses.
« Last Edit: November 28, 2009, 11:03:27 pm by Foa »
Logged

Shaostoul

  • Bay Watcher
  • Expanding your universe.
    • View Profile
    • Shaostoul Patreon
Re: Fortress styles
« Reply #24 on: November 28, 2009, 11:11:14 pm »

So you just kinda go working on farms and booze until you lose? Do you just try to get by just barely? I suppose that could make it more fun than trying to be over prepared for everything.
Logged
I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

Foa

  • Bay Watcher
  • And I thought foxfire was stylish in winter.
    • View Profile
Re: Fortress styles
« Reply #25 on: November 29, 2009, 12:27:12 am »

So you just kinda go working on farms and booze until you lose? Do you just try to get by just barely? I suppose that could make it more fun than trying to be over prepared for everything.
Well, yes, my fort is too small to have a tantrum spiral, and there are decaying bodies everywhere, the only thing I do is set up good housing, farming, dining, trade is maximum ( I like my caravans big ) , everything else goes off the deep end.

It is fun to see my dwarves killed constantly, and still see them in glee, if a dwarf can't walk, I just activate a purge system, heh, I love that I place wells everywhere.
Logged

silhouette

  • Bay Watcher
    • View Profile
Re: Fortress styles
« Reply #26 on: November 29, 2009, 12:44:34 am »

Usually build along the Z axis with one central staircase.
1z Farms are either on the first level with the cave entrance or just below it.
 If i feel like doing something weird, ill irrigate another level and use that as a farm.
2zThen comes either the dining room or the MASSIVE military barracks.
3z/ if i didnt choose the military barracks then this floor is usually where all the water opperations come in (under the dining room for well access and water features)
4z/ since eating produces 1 square of noise this is where the housing department is, MASSIVE amounts of 3x3 houses in 4 per block.
5z/ usually empty, unless i feel like doing mama/water works (nobles beware...)
6z/7z/8z/9z same as 5z
10z/ here are where the workshops are at, why?, they produce noise and noise disturbs...
11z/ magma level to power magma furnaces and that
12z/ graves
13 onwards mining operations...

Thats it usually.
Logged
# PowerGoal49, SCREAM BALL, (Future): Trolls take the captives and see if they can throw them all the way over the chasm to each other.
---
SCREW EVERYTHING ELSE! I WANT THIS!
Pages: 1 [2]