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Author Topic: Building Habits  (Read 4348 times)

LeoLeonardoIII

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Re: Building Habits
« Reply #45 on: January 22, 2010, 08:06:32 pm »

I always have a twisting 3-wide exterior built hallway full of traps on the outer end so dwarves won't die entrance-dancing. I always have a huge shared dining room and a huge shared bedroom. I'm also pretty careful to keep workshops away from bedrooms but I don't stop miners from digging near them, so it ends up for nothing :/
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Itnetlolor

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Re: Building Habits
« Reply #46 on: January 23, 2010, 03:15:29 am »

Symmetry wherever possible. Conforming with the terrain without including the outer-most wall in the smoothing/engrave. With as many rooms as possible (especially noble), I double-wall for engraving purpose. The front door must be smoothed/engraved.

If possible, or will work best given the situation, sewer system of some sort. Defense-wise, network with mushroom-shaped towers. Farms will always be above-ground on top of underground crops wit farming-related stations nearby, sometimes including a livestock pen. Independant powersources wherever possible (Direct windmill contact with millstones, Aqueducts with individual pump stations per tier at different sections; more time consuming, but tends to look neat, engineering-wise).

Regarding travel and trade, 3-tile wide paths for most of the fort.

NEW:
Thanks to recent developments with my megaproject, I now will claim tree farms, plus, it'll make use of the excess stone.

Notes, they now serve a purpose to me. I'll need them for what does what on my ship.

Oh, and pathing is going into greater detail. Especially regarding tree farms and wood/plant collecting, and even some building projects. Let's keep some flora while building; plus, I'm fed up with some of the path choices made at times. Might as well re-route them.

Oh, and whenever I plan on making command centers and other floating/suspended structures, I'm going with a pretty reasonable/realistic structure method. I mean, bulkheads, doors with blast door floodgates and etc.

AtomicPaperclip

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Re: Building Habits
« Reply #47 on: January 23, 2010, 12:51:43 pm »

Goddam modular design. I always have to make more workshop space than I will ever need and make the spaces so efficient and modular. Sometimes I wish I could just not care any more.

Oh, and noise, always noise. Even though the wiki says that workshops no longer create noise, I cannot stand having workshops next to bedrooms because it would make noise and wake them up. I always put bedrooms far away from everything.

They don't? *headdesk*
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Eduren

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Re: Building Habits
« Reply #48 on: January 23, 2010, 08:00:01 pm »

Goddam modular design. I always have to make more workshop space than I will ever need and make the spaces so efficient and modular. Sometimes I wish I could just not care any more.

Oh, and noise, always noise. Even though the wiki says that workshops no longer create noise, I cannot stand having workshops next to bedrooms because it would make noise and wake them up. I always put bedrooms far away from everything.

They don't? *headdesk*
My reaction exactly.
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Danarca

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Re: Building Habits
« Reply #49 on: January 23, 2010, 10:12:48 pm »

Goddam modular design. I always have to make more workshop space than I will ever need and make the spaces so efficient and modular. Sometimes I wish I could just not care any more.

Oh, and noise, always noise. Even though the wiki says that workshops no longer create noise, I cannot stand having workshops next to bedrooms because it would make noise and wake them up. I always put bedrooms far away from everything.

They don't? *headdesk*
My reaction exactly.
Ditto, although I didn't try to space them out the suggested distance since it never seemed to be a problem.
Now I know why.
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Mechanoid

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Re: Building Habits
« Reply #50 on: January 23, 2010, 11:07:01 pm »

I like to stick to an 8x8 tile grid that's aligned to one corner of the map and then rubber-stamp the same hallway and room style everywhere. Every hallway is centered in the 8x8 block and are divisible by 2. (except for 1-tile tunnels, which are placed 1 diagonal tile away from the corner; so one 8x8 block might have four tunnels taking a corner in it, and where tunnels "meet" in the same block, i dig out a 4x4 in the center)

Every dwarf gets a 3x5 or 5x5/6x6. The entry of sub-rooms is aligned so that it's closer to it's "entry" corridors' entry and as far from the neighbor 8x8 as possible, BUT maintaining it's own 8x8 border. Connected by an upside-down U so rooms get a down-stair instead of a doorway (and are completely unreachable if both hatches are locked; also sealed with water/magma :D ) Any room-blocking furniture is placed in the center so it doesn't block the walls, which must be 2-thick in order to engrave without directional mess-ups. If a room ends up eating the border of the 8x8, the neighboring 8x8 will have a 4x4 room in the center.

        [ENTRANCE]
#.....## ##....## ########
#....<## #<....## #......#
#.....## ##....## #......#
######## ##...... .......#
######## ##...... .......#
#.....## ##....## #......#
#....<## #<....## #......#
#.....## ##....## ########

######## ##....##
######## ##....##
##...... ......##
##....## ##....##
##....## ##....##
##...... ......##
######## ##....##
######## ##....##


Ignore the spaces, they're just there so you can see each individual 8x8
Also, bottom 3 levels must be untouched so i can put in a map-spanning mega-sewer.

I'd post more OCD OCD SPERG'N OCD but eh, you get the idea. ::)
« Last Edit: January 23, 2010, 11:08:36 pm by Mechanoid »
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Craftling

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Re: Building Habits
« Reply #51 on: January 24, 2010, 01:28:18 am »

Every dwarf gets a 5x3 bedroom and it is smoothed as soon as possible.
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Hondo

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Re: Building Habits
« Reply #52 on: January 24, 2010, 11:00:43 am »

I play a couple seasons before I get planned works underway, so my early fort is always a haphazard mess dug out quickly in the top soil/sand layer. I like how that creates an "old town" part of the fort that's all ad-hoc and complex, in the middle of the more clean and functionally-separated areas.

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Errol

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Re: Building Habits
« Reply #53 on: January 24, 2010, 11:42:51 am »

I do many things, each fort is different. My last fort is aboveground, channel around a small area with wooden buildings. But yeah, I don't confine myself that much.

I also do very chaotic forts with a lot of weird things, half-abandoned stuff and whatnot. But usually, the first thing I dig is the trade depot room, with one path from there going to the meeting hall, where three pathes branch out to various stuff (workshops, stockpiles, bedrooms), and from there, it's freeform.
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Relyk

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Re: Building Habits
« Reply #54 on: January 24, 2010, 12:15:09 pm »

I usually have a top level with an above-ground section walled off, farming and whatnot, plus it's nice to have some space to work with out there, I have a food level, closer to the top, with farms and my food stockpile. I dig down and my next level(s) is my housing complex/dining area, then I have a workshop/stockpile level or two and then a mining level at the bottom, along with whatever death pits etc. I need.
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Funk

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Re: Building Habits
« Reply #55 on: January 24, 2010, 08:14:09 pm »

i put spikes in my dry moats
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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sonerohi

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Re: Building Habits
« Reply #56 on: January 24, 2010, 10:50:15 pm »

I make all hallways and such match their horizontal expanse with their vertical expanse. If I want a five wide entrance, it must be five stories tall. The only exception is half circle arches.
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Funk

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Re: Building Habits
« Reply #57 on: January 25, 2010, 03:12:57 pm »

i build a floor that is just a walk way/ammo store with Fortifications and a roof(i use floors)

i have been thinking of building this

FFFFFFFFFF
FXwwwwwF
FCCCCCCCF
FwwwwwwF
FwCCCCCCF
FwwwwwXF
FFFFFFFFFF

F=Fortifications
X=Stairs
w=Floor
C=channel with spikes/magma
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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RAM

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Re: Building Habits
« Reply #58 on: January 26, 2010, 04:04:09 am »

The [code ][/code ] commands are useful for that sort of thing, without the spaces they come out like this:

Code: [Select]
FFFFFFFF
FXwwwwwF
FCCCCCwF
FwwwwwwF
FwCCCCCF
FwwwwwXF
FFFFFFFF
(I added a w and removed some Cs and Fs)
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yuriatayde

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Re: Building Habits
« Reply #59 on: January 26, 2010, 05:17:21 am »

Code: [Select]
WWWWW      WWWWW      WW WW      WWWWW
W>W W      W<  W      W   W      W  >W
W W W      WWW        W W W        WWW
W   W      W>  W      W<W>W      W  <W
WW WW      WWWWW      WWWWW      WWWWW     (key: W = wall, > = down ramp, < = up ramp)

Behold my circular staircase! Whenever I want a shaft covering many levels at once, I use this design. Also, I used the greaterthen/lessthen signs out of convinience, but in practice I NEVER EVER use "stairs", only ramps! Ramps and nothing else! I especially never touch the staircases that are both up and down. Blech! They look terrible.

Typically, early fort, I just lump all my workshops around, usually on the surface or wherever is convenient. I move them later, but don't mind the mess they leave (the junk that was stored in them gets scattered about) because it's all cleaned up as I use it anyway. If it's indoors, it's typically 7x7 rooms with 2 workshops in the corners, and the unused 4x7 space is a stockpile for supplies that workshop will need. I've also learned the virtue of placing Mini-Stockpiles for booze and food randomly around the fortress, just wherever I think one is needed I'll drop a closet against the hallway and fill it with foodstuffs. This lets me build as massively as I want to, and item haulers will automatically keep everyone fed and happy.

I got a few good ideas from this thread that I'm going to wind up trying eventually.
« Last Edit: January 26, 2010, 05:18:59 am by yuriatayde »
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