Following the untimely abandonment of Swordblowing due to framerate and bug problems, this fortress is an evolved design. Corridor width has been minimised, stockpile sizes greatly reduced, workshops packed into a small space, and the layout should hopefully be much better for pathfinding. I've also shifted the design so that instead of a single central stairwell with one set of defences, there is an "up" stairwell above the fortress and a "down" into the caves below it, both heavily trapped.
Here one whole level has been extensively mined, and the next level's mining has opened out onto the first tier of caves. Framerate is holding steady at 100fps, which is very encouraging.
Similar to the Swordblowing mining pattern, only with wider squares. It still picks up all the major veins, or at least it appears to have done so.
The bar stockpile is now full of coke, but there's so much metal on the level below (and no more coal or lignite) that it may run out and we'll be reduced to mass deforestation. Not that that's such a bad thing.
I know it's hardly a revolutionary pattern, but I'm trying to find a good balance for this new, vein- and gem- filled 0.31 world. :) This gets all the veins, following the veins gets a lot of gems, and there's very little excess stone to dispose of. - Ambivalence
There are 1 comments for this map series, last post 2010-04-25
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