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Author Topic: The Island of Socks - My new Dwarfy fort (Temporary hiatus)  (Read 9936 times)

Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #15 on: January 13, 2012, 07:37:03 pm »

I'm thinking of making the entire entrance 8 Urists wide, though I'm not sure if I want it to be a super atom smasher, a pit trap, or the mighty serated disc and spiked ball traps. Maybe a FB / pit trap combination, or a pit trap -> barracks.

My metal industry is almost ready to begin! I have the tunnels dug out underneath it, three smelters and two forges built, the bridges set up for keeping out building destroyers and the Flood the World with Magma trap, and it's now steadily filling with magma. Hopefully it won't take too much longer to fill so I can actually start smelting all of these shinies.

In terms of my food production, I have three 3x3 plots set up, each growing sweet pods in the Spring and Summer, and plump helmets in the Autumn and Winter. That'll cover a lot of my food and booze needs for now. I also embarked with turkeys, so I'll have eggs as soon as I can dig out my workshops. One of my massive projects for food storage, a 31x31 room, is also complete. I'll post later with more details of what I've completed for the first year.
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FritzPL

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Re: The Island of Socks - My new Dwarfy fort
« Reply #16 on: January 14, 2012, 02:44:26 am »

I've yet tried FB or pit trap, mostly because I am not too dwarfy(I always depicted myself as a human, abducted by dorfs in childhood and been living with them since), but looking at rockyrockrock right to your entrance corridor, you could make a little flood trap. Put two floodgates in the corridor, link a pressure plate to them, as well as the floodgate stopping the water from flowing into your little blocked corridor. When the water is in place, manually close the water gate. Just saying, because I dont know if you know how to make those.

And if you are saying you are going to make 8 - wide corridor... there are pros and cons of big, wide corridors, and small, narrow passages. A wide corridor won't have any chokepoints unless you make some, so you won't be able to really predict where the U.G. are headed. Bigger corridor allows to put a clusterfuck of statues and engraved floors and walls there, so migrants should get a happy thought just from entering and that also increases your fortress' value. As I said before, it's not easy to defend a wide corridor unless you have few good squads, and I dont mean 1 - dorf squad. It also takes more work and time to put traps all over the place, so its pretty pointless dwarfy to make a wide corridor.
Well, there is always a labirynth emerging from floor out of nowhere... you see invaders coming to your corridor, you pull the lever just as they enter it and wablam- instead of a long, easy and decorated way in there is a hard labirynth now. I don't know how you could make the labirynth though, because building destroyers are going to destroy the floodgates.

Loud Whispers

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Re: The Island of Socks - My new Dwarfy fort
« Reply #17 on: January 14, 2012, 02:52:26 am »

And if you are saying you are going to make 8 - wide corridor... there are pros and cons of big, wide corridors, and small, narrow passages. A wide corridor won't have any chokepoints unless you make some, so you won't be able to really predict where the U.G. are headed. Bigger corridor allows to put a clusterfuck of statues and engraved floors and walls there, so migrants should get a happy thought just from entering and that also increases your fortress' value. As I said before, it's not easy to defend a wide corridor unless you have few good squads, and I dont mean 1 - dorf squad. It also takes more work and time to put traps all over the place, so its pretty pointless dwarfy to make a wide corridor.
Well, there is always a labirynth emerging from floor out of nowhere... you see invaders coming to your corridor, you pull the lever just as they enter it and wablam- instead of a long, easy and decorated way in there is a hard labirynth now. I don't know how you could make the labirynth though, because building destroyers are going to destroy the floodgates.

Pro 8 Urist hallway - Looks absolutely amazing
Con 8 Urist hallway - Takes 100 Dwarves or so to defend. But this is also a pro :P

Also, couldn't you make the labyrinth out of raisable bridges, that raise into each other? That should protect them from building destroyers (providing you don't end up closing them on the FB's). Maybe use masterwork mechanisms?
And truth be told, I don't like atom smashers, they're so over powered :L
(As opposed to God-Metal lolollololo)

Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #18 on: January 14, 2012, 04:27:57 am »

Pro 8 Urist hallway - Looks absolutely amazing
Con 8 Urist hallway - Takes 100 Dwarves or so to defend. But this is also a pro :P

Also, couldn't you make the labyrinth out of raisable bridges, that raise into each other? That should protect them from building destroyers (providing you don't end up closing them on the FB's). Maybe use masterwork mechanisms?
And truth be told, I don't like atom smashers, they're so over powered :L
(As opposed to God-Metal lolollololo)

I could just make it be two retracting bridges with traps in the middle to make a dodge-me pit trap that leads to a holding cell above my barracks. With an option for flooding it with magma. *Grin*.

I finally finished year one of my new fortress, and it's looking good so far. Here's what I've accomplished:

Food and booze production up and running, with massive stockpile room.
Metal industry 1/4 set up, with 3 smelters and 2 forges working now.
Sleeping quarters dug out, with 30 rooms and 20 more designated. 1x4 rooms with doors and beds so far.
Essential workshops completed, with plenty of room for other buildings.
Trade depot and trade stockpile completed. Main stockpile is lagging behind, but it should be finished soon.
Extra picks made for migrants (up to 38 dwarves now).
Small meeting area dug out for lazy dwarves and animals.
Entrance bridges completed, with plenty of room for traps.
Project: Flood the World with Magma is partially done, but not quite. It's not big enough until I can turn the whole volcano into a nature destroying monstrosity at will. :D
I have some nestboxes set up now, so my useless turkeys are slightly less so.

To do:

Complete previously mentioned projects.
Dig out a cistern for water.
Dig out a noble's quarter. (My expedition leader was rather embarrassed to hold a meeting without a room. ^^)
Find cassiterite and iron. Coal too if possible.
Avoid flooding the fortress by accidentally running into an aquifer. >.>
Mine out visible galena to get lead for bins.
Train useless migrants in mining so I can get some valuable workers that can also become a good military.
Random dorfy thing involving magma, socks, and !!SCIENCE!!.

I'll work on getting screenshots up tomorrow.
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Loud Whispers

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Re: The Island of Socks - My new Dwarfy fort
« Reply #19 on: January 14, 2012, 04:35:02 am »

Random dorfy thing involving magma, socks, and !!SCIENCE!!.

Sock trap that claims the lives of dorfs.

Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #20 on: January 14, 2012, 09:34:25 am »

Random dorfy thing involving magma, socks, and !!SCIENCE!!.

Sock trap that claims the lives of dorfs.

Sock trap that claims the lives of dorfs.

Hmm... not quite...

Sock trap with exploding booze landmine that claims the lives of dorfs.

Almost...

Sock trap with exploding booze landmine that claims the lives of noble dorfs.

Now we're getting somewhere! :D
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There is no problem that cannot be solved with the liberal application of magma.
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Loud Whispers

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Re: The Island of Socks - My new Dwarfy fort
« Reply #21 on: January 14, 2012, 09:35:30 am »

Won't explode in the way you think :p

More of a steam... Hell, the nobles would probably enjoy it :d

Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #22 on: January 14, 2012, 09:38:45 am »

It'll explode if I drop it in magma from a couple Urists up. Or at least cause magma mist, which is just as good. :P
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All hail the mighty Project A.R.M.O.K.!
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DEAR ARMOK THE TURKEYS ARE HATCHING!
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There is no problem that cannot be solved with the liberal application of magma.
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krenshala

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Re: The Island of Socks - My new Dwarfy fort
« Reply #23 on: January 14, 2012, 11:52:31 am »

The only flaw in your plan is that the socks have a better chance of selecting peasant dorfs than noble ones, there being fewer nobles and all.

Damn, this makes me very temped to build the Temple of Sockthulhu ...  :D
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Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #24 on: January 14, 2012, 11:57:37 am »

The only flaw in your plan is that the socks have a better chance of selecting peasant dorfs than noble ones, there being fewer nobles and all.

Damn, this makes me very temped to build the Temple of Sockthulhu ...  :D
I actually have a plan for that. If you have a lever that you make sure only a noble can pull, which raises a bridge behind said noble, then you can utilize an airlock system to keep out the useless peasant dwarves. There'd be another lever outside the system to reset it, which anyone could pull. As for the Temple of Sockthulhu, I may have to steal that for my turn in the adventurer world. ^^

Hooray for creative use of levers! Hooray for magma! Hooray for socks! :D
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All hail the mighty Project A.R.M.O.K.!
Applejack is the worst pony, Loud Whispers.
Quote from: Elifre
Fear the mighty lungfish!
Quote from: Elifre
DEAR ARMOK THE TURKEYS ARE HATCHING!
Quote from: Elifre
There is no problem that cannot be solved with the liberal application of magma.
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krenshala

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Re: The Island of Socks - My new Dwarfy fort
« Reply #25 on: January 14, 2012, 12:07:03 pm »

For those that hadn't seen it, here is the original thread on the Temple of Sockthulhu (ok, its really Girlinhat's Selective Smiting Sock thread, but I like the name Sockthulhu ;) ).
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Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

peregarrett

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Re: The Island of Socks - My new Dwarfy fort
« Reply #26 on: January 14, 2012, 12:19:51 pm »

For those that hadn't seen it, here is the original thread on the Temple of Sockthulhu (ok, its really Girlinhat's Selective Smiting Sock thread, but I like the name Sockthulhu ;) ).

OMG, that's brilliant!
Urist McBaggins, job: Dump Item (The One Sock)
and at the last step.. "No. It is MINE!"
Gorlum the kobold grabs Urist MsBagging the hauler with his right hand at hauler's The One Sock... 
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Did you know that the Russian word for "sock" is "no sock"?
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Loud Whispers

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Re: The Island of Socks - My new Dwarfy fort
« Reply #27 on: January 14, 2012, 02:27:37 pm »

For those that hadn't seen it, here is the original thread on the Temple of Sockthulhu (ok, its really Girlinhat's Selective Smiting Sock thread, but I like the name Sockthulhu ;) ).

OMG, that's brilliant!
Urist McBaggins, job: Dump Item (The One Sock)
and at the last step.. "No. It is MINE!"
Gorlum the kobold grabs Urist MsBagging the hauler with his right hand at hauler's The One Sock...

Told ya so. Don't mess with socks, potent magic !!SCIENCE!! right there.

Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #28 on: January 14, 2012, 08:50:39 pm »

Screenshots!

Entrance:
Spoiler (click to show/hide)

Metal industry:
Spoiler (click to show/hide)

Workshops:
Spoiler (click to show/hide)

Magma supply:
Spoiler (click to show/hide)

Kitchen / still / food storage:
Spoiler (click to show/hide)

Bed rooms:
Spoiler (click to show/hide)

That's most of what I've accomplished with year one. Due to the large map size, time passes a little slower in this game than it does in most, but I really don't mind. It gives me more time to think of ways to work on !!SCIENCE!! to prevent !!FUN!! overload. And more time to add in some !!FUN!! of my own design. ^^

Does anyone have any suggestions as to what I should work on for year two?
« Last Edit: January 18, 2012, 12:01:59 am by Elifre »
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All hail the mighty Project A.R.M.O.K.!
Applejack is the worst pony, Loud Whispers.
Quote from: Elifre
Fear the mighty lungfish!
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DEAR ARMOK THE TURKEYS ARE HATCHING!
Quote from: Elifre
There is no problem that cannot be solved with the liberal application of magma.
Quote from: Elifre
FOR !!SCIENCE!!

Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #29 on: January 15, 2012, 08:24:18 pm »

I've recently discovered the ability to assign jobs in Dwarf Therapist, and I must say, it's a wonderful feature.

Mining / Engraving jobs for my future military!

I particularly like having my melee dwarves equip pickaxes. Not only are they good weapons, but it's easy to train mining and it gives them a useful skill when off duty. Anyone have any thoughts on this?
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All hail the mighty Project A.R.M.O.K.!
Applejack is the worst pony, Loud Whispers.
Quote from: Elifre
Fear the mighty lungfish!
Quote from: Elifre
DEAR ARMOK THE TURKEYS ARE HATCHING!
Quote from: Elifre
There is no problem that cannot be solved with the liberal application of magma.
Quote from: Elifre
FOR !!SCIENCE!!
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