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Author Topic: Skyscrapes, the Tower-Fortress (Succession) IS COMPLETE!  (Read 156083 times)

Sizik

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Re: Skyscrapes, the Tower-Fortress! (Succession) 21 z-levels!
« Reply #330 on: July 05, 2010, 01:13:43 am »

Actually, the pressure caused by the pump is canceled out by the obsidian wall in the channel, since it creates a diagonal.
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Microcline

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Re: Skyscrapes, the Tower-Fortress! (Succession) 21 z-levels!
« Reply #331 on: July 05, 2010, 02:38:16 pm »

16 Moonstone 1062

'Sizik II' Kegethzulban gave birth to a boy, her sixth child.


30 Opal 1062


As this beast may have the ability to fly, and I am suspicious that we are vulnerable to flying cavern-dwellers, I will have to monitor this one.

1 Obsidian 1062

'Joshua' Amugsakzul died today.  While removing the wall used to cast the new floors, a jet of water propelled both him and the guard dog I had assigned to protect him off the edge of the tower.  His body was interred in his gold sarcophagus in his suspended tomb.

1 Granite 1063

Yesterday was my last day in charge of the fortress.  The king, displeased with my lack of progress and weary of the constant accidents, chose not to renew my position.

The fortress is now 21 levels from the ground.

Tired of constant flooding, I put a partial roof over the magmaworks.  The project was stopped when we ran out of marble and all of the miners were busy working on the upper floors.


The first of the new floors is a furniture stockpile to store the products of the mason's and mechanic's workshops below.


The floor above has farms and a plant processing area.  The farms are currently being irrigated.


Above that is the food storage/processing area.


Above that is the new dining hall.

The levers control sealing the tomb with magma, (the left controls the floodgates and the right controls the magma) but because only three of the five required floodgates have been connected, it is not currently not functional (so I would advise against pulling the lever on the right).

We also began removing the mold that the floors were cast in.

Map: http://mkv25.net/dfma/map-9093-skyscrapesthetower-fortress

Save: http://dffd.wimbli.com/file.php?id=2625
« Last Edit: July 05, 2010, 07:51:03 pm by Microcline »
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Microcline

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Re: Skyscrapes, the Tower-Fortress! (Succession) 21 z-levels!
« Reply #332 on: July 05, 2010, 02:43:53 pm »

Actually, the pressure caused by the pump is canceled out by the obsidian wall in the channel, since it creates a diagonal.

The flooding started when I cleared out the obsidian in the channel.

I just realized that there is a child outside of the dining hall.

Also, I would like to sign up for another turn.
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Shaostoul

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Re: Skyscrapes, the Tower-Fortress! (Succession) 21 z-levels!
« Reply #333 on: July 05, 2010, 02:44:39 pm »

I wouldn't mind giving this a go, it might a bunch of fun!

I would like to request to be PM'd when it comes around to my turn.
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Sizik

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Re: Skyscrapes, the Tower-Fortress! (Succession) 21 z-levels!
« Reply #334 on: July 05, 2010, 05:21:55 pm »

Next is Cheddarius.
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Cheddarius

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #335 on: July 05, 2010, 08:05:43 pm »

Maaaaan I spent too much time working on my own fortress. I had to fend off a goblin invasion and it got pretty hairy. I'll work on this now, though.

What immediate goals do we have?
Do I just build upward if there are no pressing issues?
« Last Edit: July 05, 2010, 08:25:07 pm by Cheddarius »
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Shaostoul

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #336 on: July 05, 2010, 08:31:21 pm »

Rules:
 1. Each player has 1 in-game year to add another level to the tower.
 2. Each player can add 1-5 floors to the tower (since I don't think we'll reach 100 turns).
 3. All parts of the fort MUST be contained within the tower, above ground. The only exceptions are farms, mining for stone/ore, and stockpiles.
 4. The levels of the tower can be designed in any way you desire, as long as it won't easily collapse (e.g. with the pull of a lever). Be sure to roof over any sections of the tower you want to be considered "inside", as there might not be a floor directly above it.
 5. Try to use up any stone you mine out; we don't want too much clutter.
 6. Modifying previous players' levels is allowed, to a certain extent. Try not to mess with the outer walls, or anything that looks like it would've taken a while to design/make.

My guess... Build up 1 - 5 floors... size width wise doesn't seem to matter... Make it AWESOME!
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Cheddarius

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #337 on: July 05, 2010, 09:11:15 pm »

Wow. 168 dwarves. Never played a fortress with so many.
Going to use Dwarf Therapist to try and organize labor first.
I've disabled hauling, cleaning, recovering wounded, and feed patients/prisoners on everybody except haulers. I've assigned a huge quantity of people to the Hauler profession - we don't need four animal caretakers (it's not implemented, so they don't actually do anything), four cheese makers (none of whom were actually making cheese), or three fish dissectors and one "fish discector", or six furnace operators (six!), or four farmers when two are legendary (kept them) and the other two neither have any farming skill nor actually have farming enabled, or two gem cutters (I find one is plenty)

I also removed a lot of job overlap. For example, there was one guy with blacksmithing/metalcrafting, one guy with metalcrafting, two guys with blacksmithing, and the cook had blacksmithing too. I made the b/m guy be our blacksmith (he was legendary) and the metalcrafter our metalcrafter (he was the best). I made the impostor "blacksmiths" haulers and removed the cook's blacksmithing labor. We have a legendary clothier, and all the other dwarves have poor clothesmaking, so I disabled it on them. There was a bone carver, but he was only level 1, and one of our craftsman has level 3 bone carving, so I made him a hauler. Etc.

There are some more people I would like to haulerize. They do not do their jobs, so I doubt that they are needed; I would rather make them haulers and enable their jobs (and disable hauling) temporarily when they need doing. Do we need these consistently (enough to keep them labeled as their respective professions instead of just labeling them as haulers)?
1 Animal Trainer
1 Animal Dissector
1 Architect
1 Armorer
1 Blacksmith
1 Bowyer
2 Brewers (perhaps just one, and let him train to legendary?)
1 Clothier
2 Cooks (same as brewers)
2 Craftsmen (stonecrafting, bonecarving, glassmaking, weaving)
5 Doctors (One surgeon, one bonesetter, three suturers; all have wound dressing. Maybe haulerize two suterers, or even all of them and just rename when necessary)
1 Engraver (after all you can't smooth or engrave built walls)
2 Fish Cleaners
1 Fish Dissector
2 Fishermen
1 Glassmaker
1 Herbalist
2 Hunters
2 Leatherworkers
2 Lumberjacks
1 Metalcrafter
1 Metalsmith
1 Militia (?! Why just one?)
2 Millers
1 Tanner
1 Thresher
2 Trappers
1 Weaponsmith
1 Woodcrafter

I have also surmised that masonry is the main occupation of the fortress for the idlers. There are 18 masons, and originally almost everyone had masonry enabled. I will divide the masons into elite masons, the ones that are legendary, and normal masons. Normal masons will crank out blocks and build upwards; haulers will be assigned to store these blocks, perhaps underground or on the new floors.

Are these changes acceptable?
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Cheddarius

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #338 on: July 05, 2010, 10:32:55 pm »

Levels
Level -7: Some gold here.
Level -3: Stockpiles. Leather, ammo, finished goods, many furniture stockpiles. I'll move the FG stockpile to near the depot, the ammo to the barracks and the leather to near the leather workshops (as they are fairly small), and make a very large furniture stockpile instead of a few smaller ones to make things neater.
Level -2: Same issue with wood stockpiles.
Level -1: Mud, and a farm.
Level 0: Small wood stockpiles and a horrific collection of blood. A magma pool. Removed stockpiles, to be send to level -2. A moat.
Level 1: Entrance to the fortress. Five magma smelters, two jeweler's workshops (neither in use so I removed one), a magma glass furnace, a mechanic's workshop, a wood furnace, a magma kiln, a magma forge, an ashery, four mason's workshops, two carpenter's workshops (neither in use so I removed one). Replaced with mason's workshops, ordered blocks.
Level 2: Bedrooms. Not nearly enough. I'll need to make more.
Level 3: Kitchen, filled to the brim with animals. Some workshops.
Level 4: Barracks and dormitory. More workshops.
Level 5: Many coffins, leather stockpile, soap stockpile.
Level 6: Some levers, more animals, cloth stockpile, energy generators.
Level 7: Bedrooms, food stockpile.
Level 8: Magma labyrinth.
Level 9: Magma works. Furnaces, etc.
Level 10: Some stuff. Levers. Cage traps, for some reason.
Level 11: Also stuff and levers.
Level 12: More stuff.
Level 13: Basically empty.
Level 14: Empty.
Level 15: Some workshops, obsidian.
Level 16: More obsidian. Lashings of blood.
Level 17: Stockpiles. Furniture and nonmetal blocks.
Level 18: Obsidian, workshops, a flood.
Level 19: Obsidian, refuse stockpile. Mold being removed - how do I do this?
Level 20: Obsidian, tomb of Microcline II, a small dining room with a viewing port made of glass.
Level 21: Obsidian.


As we have 62 haulers, I think we can spare a few and am making a militia. The previous militia had four crews of a few dwarves each - two squads had only one dwarf in them. I may be making a major mistake here; I realize the importance of having many squads to do many jobs. That being said, this fortress seems to only have one point to defend, the entrance, so I am making one large squad instead... we have many legendary fighters. Led by Legendary Axedwarf Terminator Onul Catteninal, five Legendary Fighters will defend the fortress.

We don't have enough metal armor. I'll have to get on that.

I'll also have to slaughter all these cats. And some animals too. So many animals.
We need more drink.
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Cheddarius

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #339 on: July 05, 2010, 10:37:09 pm »

Two questions about building up:
1. Do I have to encase my workshops or whatnot in a wall, to prevent them from being flooded by magma when the obsidian generator runs?
2. How do I deal with the generator tower on the top right? Do I just build around it? Do I have to add to it or take any precautions or something?

Also. Does anyone mind if I cordon off almost the whole map so that it can only be accessed by going through the gate, so that we can chop wood without risking ambushes?
« Last Edit: July 05, 2010, 10:42:38 pm by Cheddarius »
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Shaostoul

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #340 on: July 05, 2010, 10:45:18 pm »

I would say, don't worry about rooms, I'll get those in my turn, but that's an awfully long ways away.
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Cheddarius

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #341 on: July 05, 2010, 11:02:30 pm »

I want to make some workshops and such, though.
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Sizik

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #342 on: July 05, 2010, 11:15:57 pm »

Also. Does anyone mind if I cordon off almost the whole map so that it can only be accessed by going through the gate, so that we can chop wood without risking ambushes?

The only ambushes we risk are from kobolds; there are no goblins.
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Microcline

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #343 on: July 05, 2010, 11:26:33 pm »

Level 1: The first floor is centered around processing things that can't be obtained in the tower.  Thus it workshops for jewelry, woodworking, glassblowing, and metalworking.  As we now have a large supply of obsidian higher up in the tower, the masons workshops have fallen into disuse.
Level 2: You're completely right.
Level 3: The levers to operate the drawbridges are here.
Level 4: The levers to operate the obsidian generator are here.
Level 6: The levers here control the pump tower.
Levels 10-12: Arena
The upper half of levels 15-17: Obsidian generator (the switch to close the doors so that it doesn't flood the fortress is on level 15, by the mechanics workshop)
Level 18: Farm plots can be build once the flooded area drains to produce food from the tower.
Level 20: This is the new dining room, although I forgot to designate it.

Misc:
You do not need to encase your workshops unless you build them inside of the generator.
We have six furnace operators because we have had six magma smelters operating constantly smelting gold for some time now.  We have about 1000 bars.  It is up to you whether you want to continue at this rate.

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Cheddarius

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #344 on: July 06, 2010, 12:02:34 am »

So the generator won't melt/burn the workers with magma or whatnot?

We only have 127 gold nuggets left, so I guess maybe we could save them for gold blocks or whatnot.

Why are those level 21 doors locked? Can I unlock them?

How do I remove the obsidian mold?

Uh... I lost our legendary blacksmith. She died of blood loss, I don't know why. She was removing a construction, so maybe she removed the wrong construction and fell to her death or something... should I savescum?
« Last Edit: July 06, 2010, 12:29:39 am by Cheddarius »
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