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Author Topic: Non-centralized fortress designs  (Read 3287 times)

Triaxx2

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Re: Non-centralized fortress designs
« Reply #15 on: March 14, 2011, 01:53:43 pm »

Ooh. Free loot. Best way to look at it really.
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Hyndis

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Re: Non-centralized fortress designs
« Reply #16 on: March 14, 2011, 02:22:49 pm »

Ooh. Free loot. Best way to look at it really.

Its all garbage though, garbage which takes up a massive number of hauling jobs and also exposes all of my dwarves to ambushes.
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Altaree

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Re: Non-centralized fortress designs
« Reply #17 on: March 14, 2011, 02:23:47 pm »

Ooh. Free loot. Best way to look at it really.

Its all garbage though, garbage which takes up a massive number of hauling jobs and also exposes all of my dwarves to ambushes.
That is not an accident...
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

Dorf3000

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Re: Non-centralized fortress designs
« Reply #18 on: March 14, 2011, 02:55:23 pm »

This is why people build huge pump stacks reaching to the lowest levels, so they can flood the crap out of the surface with magma.  Alternatively, sieze the good stuff from the elves and encourage them to leave well before the human caravan gets there.
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I had a tigerman get elected mayor and he promptly mandated 3 bowls of cereal.

Hyndis

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Re: Non-centralized fortress designs
« Reply #19 on: March 14, 2011, 03:00:47 pm »

I'll probably just disable caravans. I don't really like caravans to begin with, I generally don't find them useful for trade since the trade agreements are meaningless. If I request only steel and they bring just 4 bars of steel per year, that is not useful.
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Naryar

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Re: Non-centralized fortress designs
« Reply #20 on: March 14, 2011, 03:21:56 pm »

Request iron bars, steel bars, wood, coal, pig iron, flux and iron ore. So you will probably have more steel if you get a steelmaking industry.

Valrandir

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Re: Non-centralized fortress designs
« Reply #21 on: March 14, 2011, 03:48:53 pm »

This is why people build huge pump stacks reaching to the lowest levels, so they can flood the crap out of the surface with magma.  Alternatively, sieze the good stuff from the elves and encourage them to leave well before the human caravan gets there.

How do you disable caravans?
Does it also stop migrants?

Hyndis

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Re: Non-centralized fortress designs
« Reply #22 on: March 14, 2011, 03:50:19 pm »

Its easy to disable caravans but it does require a new world to be generated. You can either outright delete a civilization, or give it the [BABYSNATCHER] tag so it becomes hostile. While a hostile civilization won't send caravans after you, it will still visit from time to time... :D
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Aramco

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Re: Non-centralized fortress designs
« Reply #23 on: March 14, 2011, 03:51:23 pm »

Or you could remove the [ACTIVE_SEASON:X] tag.
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

Triaxx2

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Re: Non-centralized fortress designs
« Reply #24 on: March 15, 2011, 04:44:14 pm »

Think more dwarfish. Design an inward flushing system, using pumps to draw the junk down onto a grate, then you can forbid everything there, and pick through the good stuff. Now, pull a lever to open a bridge a level beneath, then open the grate. Close grate, lower bridge. All junk gone.
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Hyndis

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Re: Non-centralized fortress designs
« Reply #25 on: March 15, 2011, 06:24:34 pm »

I've tried out those bridge of doom systems, and I prefer not using them just because of how incredibly efficient they are.

There is much more honor to be gained by vanquishing an enemy in glorious hand to hand combat rather than by slaughtering them with ginormous machines that they have no hope of defeating.

Honor and glory are very important!
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slink

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Re: Non-centralized fortress designs
« Reply #26 on: March 15, 2011, 06:39:45 pm »

Or you could remove the [ACTIVE_SEASON:X] tag.

This is the way I have done it.  You can change it back and forth at will in your world as you play.  No need to re-generate.
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Almost losing is sometimes fun.

Hyndis

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Re: Non-centralized fortress designs
« Reply #27 on: March 15, 2011, 06:57:24 pm »

Or you could remove the [ACTIVE_SEASON:X] tag.

This is the way I have done it.  You can change it back and forth at will in your world as you play.  No need to re-generate.

Hmm, interesting. Good to know. I thought any changes made to the entities file required a regen.
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Triaxx2

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Re: Non-centralized fortress designs
« Reply #28 on: March 15, 2011, 08:36:19 pm »

I only meant to use it to smash the excess junk. Dwarfineering FTW.
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parlor_tricks

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Re: Non-centralized fortress designs
« Reply #29 on: March 16, 2011, 03:07:05 am »

I think using the underground cavern pillars to build your burrows would be great fun. An outer Fort on the surface, and an awesome inner path to connect to your dwarf metropolis built within the stalactites and stalagmites.
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