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Author Topic: above ground fortress  (Read 15699 times)

RAKninja

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Re: above ground fortress
« Reply #30 on: July 16, 2011, 03:12:00 am »



Sorry, I'm quite a newb, but the beard part (labeled as farms) is confusing me... how can you farm on constructed areas?
irrigation.  splashing water onto a tile leaves "a pile of mud" or a "dusting of mud" etc.  you can then mark a farm plot on the muddy tiles, and fungus will also grow on it, providing you have breached the caverns.
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flieroflight

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Re: above ground fortress
« Reply #31 on: July 16, 2011, 11:05:26 am »

im doing a fort similar to an above ground fort, but with some exeptions in he design. the bit of ground its above may just be in the ocean floor
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Kay12

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Re: above ground fortress
« Reply #32 on: July 16, 2011, 02:02:32 pm »



Sorry, I'm quite a newb, but the beard part (labeled as farms) is confusing me... how can you farm on constructed areas?
irrigation.  splashing water onto a tile leaves "a pile of mud" or a "dusting of mud" etc.  you can then mark a farm plot on the muddy tiles, and fungus will also grow on it, providing you have breached the caverns.

Ah! I knew about irrigation (when I started playing it was the only way to farm underground), but didn't know it worked on constructed floors.
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CriticallyAshamed

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Re: above ground fortress
« Reply #33 on: July 16, 2011, 07:06:24 pm »

Sounds like a good way to make a floating greenhouse for my dorfs.

On the note of workshops, I thought it was confirmed (damn you wiki and your "valid citations") that workshops didn't make sound only constructions and mining did?
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RAKninja

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Re: above ground fortress
« Reply #34 on: July 16, 2011, 08:15:48 pm »


Ah! I knew about irrigation (when I started playing it was the only way to farm underground), but didn't know it worked on constructed floors.
i kind of wish it didnt.  i get trees growing in my drains because of it.  at least my lumberjacks are starting to learn how to swim.
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C0NNULL

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Re: above ground fortress
« Reply #35 on: July 16, 2011, 09:36:50 pm »

To Bomepie:

Is that the likeness of somedwarf that just killed a noble mean person and is celebrating? "I've got your slade right here!"
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rutsber

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Re: above ground fortress
« Reply #36 on: July 17, 2011, 02:32:03 am »

I think I heard that paved roads stop things from growing but I'm probably mistaken.
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Demonic Spoon

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Re: above ground fortress
« Reply #37 on: July 17, 2011, 02:56:05 am »

You are correct rutsber, I often pave my waterways to prevent plant growth.
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mrchace

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Re: above ground fortress
« Reply #38 on: July 17, 2011, 03:36:35 pm »

ok. i've finally embarked. i found a good embark location on a mountain of obsidian... obsidian and silver castle with a gold walkway is gunna be super cool.

sealed off the mt at this point and have constructed living qrtrs for my poor overworked dwarfs. i have 5 miners. i need a few more. it's summer of the first year now. simple plans and layouts have been made for two checkpoints and the main entrance to the fort.

i decided i want my castle partway above ground and part way under with a crazy bridge system connecting land and tunnels to the different floors of the castle. what is the safest way of creating a "pitted" castle? i may need to elaborate on this question. its gunna be 3 Z levels above ground and 10 under.
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RAKninja

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Re: above ground fortress
« Reply #39 on: July 17, 2011, 06:53:29 pm »

ok. i've finally embarked. i found a good embark location on a mountain of obsidian... obsidian and silver castle with a gold walkway is gunna be super cool.

sealed off the mt at this point and have constructed living qrtrs for my poor overworked dwarfs. i have 5 miners. i need a few more. it's summer of the first year now. simple plans and layouts have been made for two checkpoints and the main entrance to the fort.

i decided i want my castle partway above ground and part way under with a crazy bridge system connecting land and tunnels to the different floors of the castle. what is the safest way of creating a "pitted" castle? i may need to elaborate on this question. its gunna be 3 Z levels above ground and 10 under.
pitted? as in you plan on moats?  i'm not really understanding the question, but 10z deep and 3z up sounds like combining my keep and main fort =D

are you using ramps instead of stairs or something?
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micha

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Re: above ground fortress
« Reply #40 on: July 17, 2011, 07:28:26 pm »

>You could also build the stairway OUTSIDE the building (adjacent to the outer wall), then deconstruct the stairs when you're done. 

or just make above-ground roof access a part of the design. i make a roof burrow which is usually disabled, including the stairs, to train marksmen on buzzards and geeze and stuff like that without having to have a fortifications or an entrance yet.

come to think of it i've gone for years without an entrance, removing walls as needed.

another thing.. just forget about ever building fortifications. they cause nothing but trouble since you cant build on top of them. use carved fortifications only and your designs will go up a lot quicker.

xooo
oo..
o...
o...

pulling in the corners when you make elevated edges ...  like in the above also works well for me. you can have the roof access where the 'x' is above

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darkflagrance

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Re: above ground fortress
« Reply #41 on: July 17, 2011, 10:27:42 pm »



Sorry, I'm quite a newb, but the beard part (labeled as farms) is confusing me... how can you farm on constructed areas?
irrigation.  splashing water onto a tile leaves "a pile of mud" or a "dusting of mud" etc.  you can then mark a farm plot on the muddy tiles, and fungus will also grow on it, providing you have breached the caverns.

Ah! I knew about irrigation (when I started playing it was the only way to farm underground), but didn't know it worked on constructed floors.

It actually doesn't. However, engraved floors still grow trees.

Also, obsidian formed by combining magma and water can also be used to grow crops if dampened.
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mrchace

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Re: above ground fortress
« Reply #42 on: July 18, 2011, 12:08:56 am »

Ok, this is kinda a crude drawing but I think it might shed some light on my question. I kinda made it look like a dwarf engraved it... a little too much time on my hands.

Spoiler (click to show/hide)

See the main fortress is above ground about 3 Z-levels and underground about 10 Z-levels with a 3-Z level throne room. The underground area should register as Outside, Light if I channel essentialially a giant 10 Z-level deep moat Around the Castle and continue to carve the castle and noble rooms out of the remaining hunk of carved out mountain, smoothing and engraving the obsidian as I go. I'll use bridges to allow travel between the fortress over the gap and into tunnels that'll lead to the surface. There will be a grand staircase system connecting all noble floors underground. You guys know what I mean by pitted now? Like imagine a 13 Z-level high castle carved out of a mountain that experiences a 10 Z-level cave in underneath it and somehow manages to remain completely intact.

All living quarters for Peon Dwarfs will remain on the upper 3 floors above ground, as well as all workshops.

All noble rooms will at some point be carved out to include glass/gem windows. Maybe I'll make it to waterfalls fall off the side of the fortress or something amazingly awesome like that. This'll make it a lot more like a Bastion/Stronghold.

Edit: Oh, the whole underground part of the fortress includes tunnels that link key intersections and again more cutoff points (hopefully to spare some dumb nobles who haven't fallen back to the throne room if an invasion gets that far), all the underground noble rooms are part of the Labyrinth as well... a 7 Z level deep Labyrinth should be really interesting. Also I am STRONGLY considering using DFHack to hack happiness of my Drawfs as I will be incredibly dissapointed to lose this fortress at some point to self destruction.
« Last Edit: July 18, 2011, 12:15:09 am by mrchace »
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RAKninja

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Re: above ground fortress
« Reply #43 on: July 18, 2011, 08:33:07 pm »

i went ahead and took screenshots, despite you having plans allready.... but i did promise screens.

http://s263.photobucket.com/albums/ii132/rakninja/DF/

far to many to post here.  this is my fortress 15 years after embark.  might help you plan, but considering how ineffeciant my fort is, i doubt it =D

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mrchace

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Re: above ground fortress
« Reply #44 on: July 20, 2011, 01:27:33 am »

Wow. Lotsa fun. I just lost the fortress.

So im building my gorgeous Obsidian 3 Story Apartment duplex while my lvl 5 (pretty much rounded over all combat skills) 5 - Dwarf squad is off dealing with the pesky fox population, after already making a Two Story Barracks, A wall surrounding the fort incorperating the mountain (!!And a Dwarf-Made Waterfall!!) with a 4 tile wide bridge (dont ask why I decided 4 tiles this time) that had a channel pre-dug for it (which would later expand into the moat). I see the message:

Quote
A Vile force of Darkness has Arrived

16 centaurs have just appeared in the top left corner of the screen (3 to 4 Sec away from entrance). I scoff at them. My Giant War Lions and 5 Man Squad should deal death to these filthy creatures, but I figure... "Shoot, why not hold them off for a minute and at least get some metal on my dwarfs" Time to pull the lever.

I can hear my Dwarfs now...

"Run Urist RUN!"

Urist McSprinty made it to the lever in time to raise the bridge effectively sealing of the Centaurs... but wait, how is my military dead... wait, whats that you say? Centaur Sponsored Brush Fire? Service with a smile huh?

Owned btw. Fire wipes out an entire above ground fortress in record speed. Centaurs and all.
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