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Author Topic: Your little fortress oddities  (Read 5032 times)

CriticallyAshamed

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Re: Your little fortress oddities
« Reply #15 on: June 22, 2011, 01:08:39 am »

Fire clay chicken pen spanning multiple upward z levels and one below ground z level. I like eggs. All Roosters (except the most fat, muscular and large) are killed and undersize chickens die also. Puppy farm nearby to this as well. I like butchery a lot.

Once my dwarves make regular masterpiece furniture I start disassembling all the crappy old stuff and installing masterpieces whilst selling the old unwanted stuff to the home-city. Bit of a perfectionist.

All fortresses are near a volcano and most have glass or sand.
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Eric Blank

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Re: Your little fortress oddities
« Reply #16 on: June 22, 2011, 01:46:16 am »

I MUST arrange my farming-labor workshops a certain way, in a 7x11 space, according to the location of the impassable tiles. The still must go in the upper left corner, the kitchen in the upper right, fishery must be in the lower left corner and butchery in the lower right. The farming workshop must go opposite the two standard entryways. there must be a 1x space between shops and doorways, screwpresses, querns, and millstones must go in these 1x spaces. the 3x3 space left opposite the farmers workshop is usually left empty or occupied by levers to control the irrigation system.

I usually divide my food stockpiles into food and drinks sections, and always do in prison cells to ensure a dwarf has both available while incarcerated.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Jake

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Re: Your little fortress oddities
« Reply #17 on: June 22, 2011, 01:55:12 am »

No gaps between rooms. If there's a gap I'll fill it with a furniture storeroom or a statue or something.

All mined-out veins are smoothed and engraved, and usually become sculpture gardens.

Every militia squad that's expected to stand sentry duty rather than just turn out in an emergency gets a proper duty uniform, with tunic and trousers and everything.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

thegoatgod_pan

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Re: Your little fortress oddities
« Reply #18 on: June 22, 2011, 01:58:53 am »

Always have a little settlement in the caverns; the surface isn't good enough for the nobility and there are so many interesting things down there.  :P
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Farmerbob

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Re: Your little fortress oddities
« Reply #19 on: June 22, 2011, 01:59:21 am »

No military.  All defenses are traps.
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Carnes

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Re: Your little fortress oddities
« Reply #20 on: June 22, 2011, 02:05:53 am »

I always embark with at least one soldier, usually an axe-dwarf with copper helm, mail, and boots.  The first thing after getting a farm & still up is a dodge-trap-pit.  Usually 10z deep with easy access at the bottom to scoop up loot.  But i rarely cage or use lethal weapon traps.  I'd rather the gobbos have a good chance to get inside and do some stabbing.

Just did my first embark with the Fortress Defense mod (so many people talking about it today).. the dodge pit is 4z deep and growing.  Hopefully it'll get done before the first siege!
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KtosoX

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Re: Your little fortress oddities
« Reply #21 on: June 22, 2011, 02:24:31 am »

I often make big green glass towers filled with 3x3 rooms with glass furniture. I'll probably mode in green glass beds later on. And I always build my marskdwarve sniper positions with a nice bridge to block out sight when not needed.
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Build a grid of floor grates above the entire city. Draft a squadron of masons and bomb the crap out of the city with falling constructed walls.
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Tharwen

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Re: Your little fortress oddities
« Reply #22 on: June 22, 2011, 05:31:52 am »

I always designate two massive storerooms - one for food and one for everything else.

Beyond that... I sort of don't really have any rules, except that I try to fit all of the rooms really close together for some reason.
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gentgeen

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Re: Your little fortress oddities
« Reply #23 on: June 22, 2011, 05:40:59 am »

The doors to the main stairway from the surface/trade depot are always platinum. Even if I have to import it.
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Alloran

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Re: Your little fortress oddities
« Reply #24 on: June 22, 2011, 06:39:08 am »

My manager/bookkeeper's office always goes on the first level I mine out right next to the trade depot, even if I'm not using my bookkeeper as the trader.
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dwarfhoplite

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Re: Your little fortress oddities
« Reply #25 on: June 22, 2011, 10:41:38 am »

No military.  All defenses are traps.
I have the opposite. No traps. Only military
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Jake

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Re: Your little fortress oddities
« Reply #26 on: June 23, 2011, 12:34:21 am »

I always designate two massive storerooms - one for food and one for everything else.
That's an oddity? I've been doing that for ages; finished goods, cloth and leather, precious metals and gems all go in one central warehouse just inside the main gates.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

shadowclasper

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Re: Your little fortress oddities
« Reply #27 on: June 23, 2011, 01:12:22 am »

First tower is ALWAYS raised above the entrance. No exceptions >> even if they'd be tactically sound. Also I always build roads to every edge of the map. They have to be stone roads, but don't have to be bricks. I try to keep them as level as possible, so if I have to mine through some place to do it, I do it.
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Koronii

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Re: Your little fortress oddities
« Reply #28 on: June 23, 2011, 01:35:11 am »

I like to do hallways in multiples of three, so if it's going to be 4 tiles wide it'll be 12 long.
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warwizard

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Re: Your little fortress oddities
« Reply #29 on: June 23, 2011, 01:37:05 am »

  I never take any skills on the embark, assigning all skills to all dwarves except for the mutually exclusive ones. Once a Dwarf becomes legandry he or she gets their own workshop that only they can use right in their bedroom along with a stockpile for raw materials and outputs. Once legandry skill is obtained the dwarf in question is releaved from the hauling labors or any outside labors not related to the legendary skill.
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