Bay 12 Games Forum

Please login or register.

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

Author Topic: 2010 - Fortress Design  (Read 4306 times)

Yolan

  • Bay Watcher
  • There's no such thing as too greedy or too deep!
    • View Profile
2010 - Fortress Design
« on: April 07, 2010, 12:48:53 am »

So, I don't really have time to play the new version atm, (quite happy to wait a few months for a bit of the spit 'n polish), but that sure doesn't stop me from fantasizing about fort designs!

My question: Are people rethinking their standard fortress designs much now that we have more z-levels, caverns, etc? What kind of ideas have you come up with/already tried out?

My idea: Digging a ramp down to cavern level, and have my fortress entrance on the other side of the cavern, accessible by a big long stone bridge, ala Moria. Line the opposite wall with fortifications for archers, etc.
Logged
I'm making a game called "Innkeep!", where you run an inn set in a low-fantasy world and try to lighten your guests pockets. Forum topic here.

Twitch

  • Bay Watcher
  • [NO_SLEEP]
    • View Profile
Re: 2010 - Fortress Design
« Reply #1 on: April 07, 2010, 12:51:12 am »

I now have massive, heavily guarded airlocks to the entrances to my mine that can be flooded with controlled magma and then water with the pull of a lever, sufficient to keep any HFS out of the fortress.
Logged
,.nn,.n.,UM.,n.,.,nn
N,,.U|++u|

jplur

  • Bay Watcher
    • View Profile
    • http://www.parker-portfolio.com
Re: 2010 - Fortress Design
« Reply #2 on: April 07, 2010, 12:53:50 am »

My forts now have no defenses, In hopes that I can put the new healthcare to the test.
Logged
I ended up finding out you can speed up pregnancies by changing the mother to a cat to knock them up and changing back before labor

SIGVARDR

  • Bay Watcher
    • View Profile
Re: 2010 - Fortress Design
« Reply #3 on: April 07, 2010, 12:58:04 am »

I'm trying to design a fortress based off the new burrows system,essentially 4-5 mini fortresses each capable of sustaining themselves but interconnected and they all meet up at the central trade depot.Also hoping to build a castle type fortress entirely "above-ground" in a cavern that's big enough.
Logged

Osmosis Jones

  • Bay Watcher
  • Now with 100% more rotation!
    • View Profile
Re: 2010 - Fortress Design
« Reply #4 on: April 07, 2010, 12:59:58 am »

I currently have everyone living in a few small buildings while I build up enough blocks for my surface fortifications; 3 tile thick walls, spanning between hexagonal towers with a 6 tile radius. When complete they will be 4 tiles tall at the wall, and 7 tall for the towers (not counting banner poles).  Also, I'm in the process of scouting out a suitable pumping route to bring magma up 80 odd z-levels to fill the walls with.

It's going to take a long time, but it will be worth it.
Logged
The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Smitehappy

  • Bay Watcher
    • View Profile
Re: 2010 - Fortress Design
« Reply #5 on: April 07, 2010, 01:07:23 am »

Separate "Thaigs" specializing in a certain industry. All connected through the Deep Roads! Burrows are amazing!
Logged
Interestingly, Armok's name actually originates from arm_ok, a variable in one of Toady's earlier games that kept track of how many of your arms weren't missing.

SkyRender

  • Bay Watcher
    • View Profile
    • Sky Render's Domain
Re: 2010 - Fortress Design
« Reply #6 on: April 07, 2010, 01:27:09 am »

 Being rather the clever sort, I've started designing my fort in such a way that my Dwarves will never have to go outside again or worry about the denizens of the deep.  This is done through a combination of a Dwarf-made near-surface cavern that gets flooded, unearthing and promptly blocking off the first underground cavern to force growth in the artificial and now mud-filled cavern, and locating the magma sea so I can start making metal right away combined with my age-old technique of blocking the magma-dwelling nasties with a single Bauxite wall grate.

 Other than that, it's pretty much the standard tactics of a trap-lined entryway and lots of peaceful coexistence and trading with neighbors (made all the easier with the absurdly common rare earths all over the place).
« Last Edit: April 07, 2010, 01:30:19 am by SkyRender »
Logged
Sanity is for the weak.

tompliss

  • Bay Watcher
  • Goodbye ?
    • View Profile
Re: 2010 - Fortress Design
« Reply #7 on: April 07, 2010, 02:28:52 am »

hexagonal towers with a 6 tile radius.
... ??
How do you make Hexa towers ?
Screenshot ?
« Last Edit: April 07, 2010, 02:30:25 am by tompliss »
Logged

Vicomt

  • Bay Watcher
  • Just call me Vic.
    • View Profile
    • Steam Profile
Re: 2010 - Fortress Design
« Reply #8 on: April 07, 2010, 02:35:32 am »

... combined with my age-old technique of blocking the magma-dwelling nasties with a single Bauxite wall grate.

Errrrm.. I think you might have a little trouble with strategy...

Spoiler (click to show/hide)

Nikov

  • Bay Watcher
  • Riverend's Flame-beater of Earth-Wounders
    • View Profile
Re: 2010 - Fortress Design
« Reply #9 on: April 07, 2010, 02:39:17 am »

I have sort of a Rohan-esque walled courtyard with a little tower overlooking for the surface, just innocently appearing to be a cattle-grazing community. One side the the courtyard has an underground dining hall with little private rooms for esteemed dwarves. The other side has the mining shaft.

Thirty Z levels of over over turn down over over turn down over over turn down spiraling around a 2x2 central column with side passages branching off into the ore veins. Halfway down are the worker's dorms and training hall. Dig deeper, and we breach the cavern. Across a drawbridge to a central stone pillar is to be a multi -z- level greathall with NATIVE GOLD WALLS lovingly engraved right out of the virgin stone. Then the surface becomes my farmer's burrow and the depths... oh the depths...
Logged
I should probably have my head checked, because I find myself in complete agreement with Nikov.

dennislp3

  • Bay Watcher
    • View Profile
Re: 2010 - Fortress Design
« Reply #10 on: April 07, 2010, 02:43:25 am »

With the extra room to work I decided to try this (http://www.bay12games.com/forum/index.php?topic=53214.0)

With more than enough z-levels I decided to help alleviate certain design constraints and to help make the entire fortress have access to water by creating "service duct" levels
Logged

ByDurinsBeard

  • Bay Watcher
    • View Profile
Re: 2010 - Fortress Design
« Reply #11 on: April 07, 2010, 04:24:28 am »

My forts have all been central-shaft based: a pile of 20x20 (or so) open halls connected by 3x3 stairwells in each corner and halls stretching out into cardinal directions, with each level having a strictly defined purpose. Now that we have warrens to play around with, I am going for a slightly modular design (although the "take from stockpile" bug pretty much destroys the idea of warrens re-supplying from central depots and need to be supplied by hauling lottery).

Warrens though don't mean that I should separate my areas from each other with vast distances even if I could, so the modules are still pretty much next to each other on a central shaft - a fort with short travel times is much more effective. The only big departure is the separation of military: now my Grand Entrance Hall leads to separate civvie and militia warrens that only connect via the hall. The plan is that when an attack comes, up go the drawbridges, soldiers gather up in the Mustering Hall, then bridges connecting to their warren are lowered and bloodshed can begin. Another plan is to add some ballista positions across a wide moat so I can fire down the hall at tougher opponents (I'm assuming siege engineers are still considered civvies and flee if enemies come too close).
Logged

Craftling

  • Bay Watcher
    • View Profile
Re: 2010 - Fortress Design
« Reply #12 on: April 07, 2010, 05:26:56 am »

Just keep diggin until you reach an underground cavern. Build your fort there but watch out for the ogres. Only really need to come up when the traders arrive (if you want to). Under attack? Destroy one of your stairs down, then you have unlimited time to prepare...
Logged

Garrie

  • Bay Watcher
    • View Profile
    • http://Facebook.com
Re: 2010 - Fortress Design
« Reply #13 on: April 07, 2010, 05:27:20 am »

(I'm assuming siege engineers are still considered civvies and flee if enemies come too close).
Dwarven Science is needed to identify:
Will a dwarf flee if it means leaving their designated warren?
Logged
Is there any way to remove mud outdoors?
Yea, use dirt roads to clear off the mud.
Garrie.

Azkanan

  • Bay Watcher
    • View Profile
Re: 2010 - Fortress Design
« Reply #14 on: April 07, 2010, 05:36:45 am »

Fortress *design*? There is no design! I can't even hold onto my food processing layout due to my new favourite challenge. :D

The Challenge:
Clicky!

The Log:
Clicky!
Logged
A pool of Dwarven Ale.
WHO IS RESPONSIBLE FOR THIS ?
Pages: [1] 2