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Author Topic: Community Tower...  (Read 2960 times)

Exiledhero99

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Community Tower...
« on: December 13, 2009, 08:59:07 pm »

As the title implies. Instead of going in and down, we go UP. I only need to know if this has been done before and if so where? (I want to do some research on what to bring and other whosawhats)
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If you hit a dwarf with moving water with sufficient strength it will knock the baby out of the mother's arms.  The water can then be used to sweep the baby into a well or cistern for drowning.  The device which does this can also double as a mist generator.

Flying Carcass

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Re: Community Tower...
« Reply #1 on: December 13, 2009, 10:03:11 pm »

What will you be using for building material? Rocks? If so, then will you allow yourself a quarry? Wood? Soap?
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Sphalerite

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Re: Community Tower...
« Reply #2 on: December 13, 2009, 10:25:26 pm »

This is something that will be much more interesting when the new release comes out, with configurable Z-level limits.  In the current version you're limited to 15 levels over the tallest natural terrain, which isn't all that high.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Exiledhero99

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Re: Community Tower...
« Reply #3 on: December 14, 2009, 06:34:20 am »

A)Rock. Preferably obsidian (I have a mental image of a giant,black,shiny tower from which goblin screams omit) ;D

B)Digging underground isn't forbidden, living there is. SO DEEMS URIST McKRAZYPANTS!

C) the mountain about 5 feet away fixes that. I think i ended up having somewhere around 30-40 z levels to work with (aboveground)

Regardless I probably won't be getting started until this weekend(midterm testing :()
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If you hit a dwarf with moving water with sufficient strength it will knock the baby out of the mother's arms.  The water can then be used to sweep the baby into a well or cistern for drowning.  The device which does this can also double as a mist generator.

Amalgam

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Re: Community Tower...
« Reply #4 on: December 14, 2009, 09:49:01 pm »

Yes, there's a z-level limit, and yes you can get more levels in your map if you're near extreme cliffs.  Be carfeful with that though, if your dwarves are pathing all over a 30-level mountain it can create framerate issues.

I suggest you embark near the highest mountains you can find and have a team of miners completely mine it away until the map is flat, and then build your tower where the mountain was. This is not only incredibly dwarven, but it should supply you with all the stone (and z-levels!) you need and hopefully eliminate some of the lag. I don't recommend buying stone from the caravans since it's ridiculously heavy, thus the caravans won't be able to bring much of it. Now, there's other materials which may be slightly lighter that you might be able to buy and use for construction, glass and wood in particular come to mind. Whatever you use, you're going to need a *lot* of it, the tower is going to have to be reasonably wide to support an entire fortress. Maybe not as wide as a gobbo tower if you have enough z-levels, but you don't want to run out of space. There should always be room for expansion. Then again, I suppose you don't have to be limited to one tower...

As for arbitrary challenge rules, I suggest you don't build anything underground. By this, I mean that if it requires you to press 'b' it should not be in a subterranean area. Stockpiles, on the other hand, might be allowed.
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Exiledhero99

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Re: Community Tower...
« Reply #5 on: December 15, 2009, 06:34:32 am »

Thanks Amalgam,You've basically hit the nail on the head and as soon as midterms are done I should be getting started. Before I start however I need people to grab dwarves, this community fort's story is going to be told from the perspective of several of it's occupants(with luck),sort of like a collection of journal entries, and I'd like to have everyone else (you all) write based on the events. It's not a requirement for people who claim a dwarf, just something I think would turn out some interesting results.
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If you hit a dwarf with moving water with sufficient strength it will knock the baby out of the mother's arms.  The water can then be used to sweep the baby into a well or cistern for drowning.  The device which does this can also double as a mist generator.

Amalgam

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Re: Community Tower...
« Reply #6 on: December 15, 2009, 08:20:34 am »

Heh, no problem. Also, you're aware of the ramp trick right? It's essential when hollowing out large areas because ramps are basically like reverse channels and you don't have to specially designate anything to keep your dwarves from stranding themselves or cutting off access to other tiles. Just designate a large swathe of ramps and your dwarves will do the rest. Just be careful when doing this around unsupported floors, it's surprisingly easy to disconnect them and cause a cave-in since they're not easily noticed above the level you're working on.
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Zironic

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Re: Community Tower...
« Reply #7 on: December 15, 2009, 04:49:10 pm »

Can I have a dwarf nicknamed Senior Manos De Piedras.... a miner/mason?
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Untelligent

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Re: Community Tower...
« Reply #8 on: December 15, 2009, 08:23:08 pm »

I can get a spot with about 100 (give or take twenty or thirty) z-levels in it, if the community is so inclined.

For FPS comparison: in a similar location, on a laptop computer, in the 32nd year of my fort, I'm getting about 15-20 FPS. Mind you, I have a lot of bears running around and I don't use any tricks to get rid of excess stone, so this fort might be a little faster.
« Last Edit: December 15, 2009, 08:26:48 pm by Untelligent »
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Untelligent

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Re: Community Tower...
« Reply #9 on: December 15, 2009, 09:05:06 pm »

Found one. How does 84 z-levels, flux, sand, magma pipe, chasm, HFS, and underground lake, in a 3x7 (total 21 map squares) area sound? Plenty of room for a tower, and plenty of resources to have fun with. No elves, though.
« Last Edit: December 15, 2009, 09:06:37 pm by Untelligent »
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Zironic

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Re: Community Tower...
« Reply #10 on: December 15, 2009, 11:46:04 pm »

Found one. How does 84 z-levels, flux, sand, magma pipe, chasm, HFS, and underground lake, in a 3x7 (total 21 map squares) area sound? Plenty of room for a tower, and plenty of resources to have fun with. No elves, though.

Should we wait for the update?
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Exiledhero99

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Re: Community Tower...
« Reply #11 on: December 16, 2009, 10:57:48 pm »

Sincere apology. My internet's been off since my last update, so here goes.

A) 1 miner/mason: no problem that leaves 5 starters (I'm using the broker to tell the story of the fort)

B) thats 84 ABOVE ground or 84 total? (also: any magma, underground rivers, or even better, Adamantine I should know of?)
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If you hit a dwarf with moving water with sufficient strength it will knock the baby out of the mother's arms.  The water can then be used to sweep the baby into a well or cistern for drowning.  The device which does this can also double as a mist generator.

Untelligent

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Re: Community Tower...
« Reply #12 on: December 16, 2009, 11:10:20 pm »

Here's the worldgen if you decide to use it.

Spoiler: Worldgen (click to show/hide)

Spoiler: Location (click to show/hide)

I've found that if you set the history seed to Random in the worldgen menu, you can get elves in the world without mucking up the other features.

The mountain is 84 levels high, so that's 114-ish counting the extra sky and underground space. I've already mentioned it has magma and HFS, and you can see exactly where in the above location. You can shift it the the left to get the underground river at a cost of less flux (unless you stretch the embark region, which I wouldn't recommend).
« Last Edit: December 16, 2009, 11:11:54 pm by Untelligent »
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Exiledhero99

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Re: Community Tower...
« Reply #13 on: December 17, 2009, 06:08:46 am »

Doh! sorry can't believe I missed that, but yeah I'll run it this evening and look at it if I get a chance. who knows, may even get started.
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If you hit a dwarf with moving water with sufficient strength it will knock the baby out of the mother's arms.  The water can then be used to sweep the baby into a well or cistern for drowning.  The device which does this can also double as a mist generator.

Shades

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Re: Community Tower...
« Reply #14 on: December 17, 2009, 06:14:38 am »

You should limit everyone to one floor a year and see how high you can go. Also you'll have random floor structures as each person moves things around as they get more space.

Might be hard for the first few people so maybe start with up to X floors and each person can go one higher or something.


Edit: thought this was progression not community, fail.
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