Hey all,
Relatively new DF player, been through the usual learning curve and now successfully creating workable fortresses. I did find RuneSmith quite useful to get through the first few forts after some early failures, but I'm gradually learning to let go of it
I did find it particularly handy for killing off ghosts that couldn't be memorialised (eg. reclaim of a site, possible bug in a couple of cases), and also for bringing a critical dorf or two back from insanity (had both successes and failures with that).
I've had great times discovering much of the "fun" to be had... my most epic fort to date came to a sudden, unexpected end when I decided to just murder caravans. That was fine with the human and elf delegations. Then I killed the dorf traders ...
One epic tantrum spiral/civil war later, I started the current fort. I haven't yet had the chance to get a fort to adamantine levels, but wanted to play with cotton candy - so I modded the raws to enable the "free" adamantine wafers and thread options in my smelter. Armor, weapons, and of course insanely valuable craft items...
It has a multi-z level building above ground which serves as a bridge over the river (with airlock/bridge/pit to dump enemies into at both end), which delves into the earth down to the trade depot (also protected by a bridged pit at the entrance), and then to the workshop/furnace, store room, bedroom, and burial levels. The above ground building serves as meeting area (building over the river gives me an easy multi-story well), training room (with single spear/spike trap triggered by multiple pressure plates), barracks, and jail.
We've seen off a dragon (disappointingly, he killed all the livestock in the pasture, breached one door, and was killed by my militia commander in one hit - adamantine edged weapons obviously work well) and a titan which, admittedly, I gave my dorfs a helping hand with runesmith to defeat (more due to frustration at the slowness of training). I panicked at a forgotten beast made of steam, and designated it as dead with runesmith.
Various goblin sieges and ambushes are, relatively speaking, a doddle. If my airlocks don't get them, my militia certainly will. The only flaw there is that the pits aren't deep enough - they were an afterthought, and had to go only about 5 z-levels to avoid breaching my storage areas - but they're enough to cause some broken limbs and eventual death.
I've had a look with dfhack's reveal and there's no real reason to dig down below the 2 cavern layers I've already breached. Indeed, I needn't have bothered with them - not much of interest. Sadly the magma levels don't look worthwhile in this map, and the HFS is under several layers of pure molten rock (aside from the candy, which of course I don't really need). So there's not that much of the underground actually excavated.
Strangely, this fort is really quite mundane in contrast to others I've created, and has only 130 dorfs, but frame rate is a lousy 30 fps. There's not a lot to account for this - I've essentially murdered all visible creatures, I only have one windmill powering a mill (haven't got deeply into powered creations yet), I make a habit of dumping all stone into a Garbage room, and I've even run DFHack's clean all to eliminate any blood/etc from dorfs and surrounds. Perhaps the only real difference between this and other creations that have retained good fps is that each dorf has their own bedroom with door and cabinet. Previously I've only been bothered to create dormitories and barracks.
This map has a road running through it in addition to the river, though. Perhaps worldgen roads can have an impact on fps? It's a bit of a strange road that follows the terrain (mostly) - I built a bridge over the river to "complete" the road, and several z-levels above that is a partly finished wall+floor "bridge" from worldgen - it only goes half way across.
I was thinking that maybe there is some kind of pathing "bug" with the road and "bridge". Anyone encountered similar?
Apologies in advance for the long post