Tombsfind - 1058 Early Spring by Veryinky

Map Description:

An other year. But I'm feeling rather unmotivated to continue and finish this fort.

I put up a bunch of points of interest highlighting stuff I learned in it's construction.

There are 20 comments for this map series, last post 2007-10-27

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Comments

Submitted by: Gaulgath - 2007-10-14 to 1054 Late Autumn

Looking good so far. Dwarfspeed to ye!

Submitted by: Savok - 2007-10-14 to 1054 Late Autumn

When I looked over this, I thought, "This fortress looks very impressive, just like the style of Veryinky. How did you do it?"

Then, I realized that the author was Veryinky.

Submitted by: Markavian - 2007-10-14 to 1054 Late Autumn

As I said on IRC; I think we should all be worried by the enormity of the front entrance... the channel system around the edge of the map boggles my mind as well.

Submitted by: vaevictus - 2007-10-15 to 1054 Late Autumn

well... truly, his entrance is a mere 5 squares wide. As all the creatures spawn on the far west, they'll all happily, (and quickly) march down towards the traps. I lost several dwarves implementing these defenses for Laurion... but i believe it's well worth it :)

[Message edited on 2007/10/15 at 07:47 by vaevictus]

Submitted by: Markavian` - 2007-10-18 to 1056 Mid Autumn

Err, very pretty. Are you still training up everyone as engravers before assigning them to menial tasks?

Submitted by: Veryinky - 2007-10-18 to 1056 Mid Autumn

Sort of, I've moved on to using non crafting skills to train, like herbalism, brewing, woodcutting, armor/shield user (but only proficient in every weapon skill, I call them "milita"), and training those dwarves up to regular in metalsmith through blocks and metal block bridges. This has resulted in 3 fey mood metalsmiths. I do have about 10 or so legendary engravers, but far more variety in legendary dwarves now.

Submitted by: Wampie - 2007-10-20 to 1057 Mid Summer

Your fort looks awesome, but I have a few questions if you dont mind. What tileset do you use, and how can you get all the walls look so smooth, since as far as i know, you cant detail wall with gem/ore in it?

Submitted by: Gaulgath - 2007-10-20 to 1057 Mid Summer

I like how you'll be having "stained glass" windows in the Temple of the Forge. Just needs a platinum altar at the front... :P

Submitted by: Savok - 2007-10-20 to 1057 Mid Summer

He uses the tileset that comes with the DeepQuantas pack on the wiki. See the object tilesets page.
Note that it is an especially ugly tileset in regards to the text and anything that isn't visible on the main map.

He uses granite.exe and hide.exe. He mines out the ore/gems in the walls, waits till the haulers haul the ore/gems away (critical step), uses granite.exe on those wall tiles, and hide.exe's the tiles that shouldn't be visible.

Submitted by: Fedor - 2007-10-20 to 1057 Mid Summer

An alternative is simply to get the utilities ore.exe, granite.exe, and mud.exe, and then write the following batch file:

ore -c
granite
mud -o

This will remove any ore or gemstone, change the grid to its natural color, and add its base rock.

Submitted by: Savok - 2007-10-20 to 1057 Mid Summer

Yes, but it can destroy precious materials.

Submitted by: Veryinky - 2007-10-20 to 1057 Mid Summer

Actually, I use a combination of DeepQuantas and Dystopian Rhetoric. DeepQuantas has has great dwarf/elf sprites while Dystopian Rhetoric is the most complete.

I use granite.exe pretty much exclusively, a smoothed out gem/ore square will be a funny colour, but that colour will go away after you double detail it. mud.exe is for when I don't want an area to look like a clown exploded onto the walls. Digging walls out to get one or two gems would be far more effort than it's worth. I'm way too lazy at this point (I tried it in the last fort, results in revealed map squares, meh, just smooth and forget now)

Submitted by: Savok - 2007-10-20 to 1057 Mid Summer

I use hide.exe for the revealed map squares problem.

Also, I said "tileset" not "object tileset."

Submitted by: Markavian - 2007-10-23 to 1056 Mid Autumn

A cathederal in honour of which deity? Stunning idea.

Submitted by: Fedor - 2007-10-26 to 1058 Early Spring

What's the dwarven population of your fortress?


Question: Why do you feel that workshops and stockpiles should be arranged in such a way that the worker can be isolated? I can only think of two possible reasons for doing this: 1) decoration, and 2) strange moods. The first doesn't really apply with wood and the second ... I can see the usefulness, sure, but I've never really had a problem with an open design. Must be different ways of playing.

Submitted by: Veryinky - 2007-10-26 to 1058 Early Spring

The fort population as of the this screenshot is 201. Half the fort is in the military, about 40 are workers/haulers, 30 or so children, and remainder are useless nobles.

Oh, there are 3 major reasons actually. Strange mood isolation and decoration that you mentioned, and specific material selection.

1) Strange mood isolation, since I train every dwarf to talented axe/wrestling and they're all carrying axes because the woodcutter duty is activated on everyone, it makes berserk dwarves very dangerous. This is why every workshop is usually placed in a 3x3 room that can be locked. I also feel it looks nicer if the shops are treated as real "shops".

2) Decoration, keeping the workshop and dwarf away from other materials and items than the ones to be decorated. Unfortunately I didn't plan ahead enough, there's not enough stockpiles in the fort proper to do this. Consider the massive bone stockpile in the north tree farm. About half the suits of armor in the fort are decorated with bone (plus bronze and silver).

3) The one I consider sort of important when it's rock and wood related, all the forts barrels are made out of mahogany, the beds are also mahogany, while the bins are all cedar. The statues, tables, and chairs are all marble, while the coffins are all obsidian. Just personal preference really, but I like the uniformity.

Submitted by: Markavian - 2007-10-26 to 1058 Early Spring

Unmotivated? I was going to say the cathederal doesn't look as good now that its hollowed out but I saw you were adding windows which seems a sensible touch.
What's with the golden lined chasm tiles?

Submitted by: Veryinky - 2007-10-26 to 1058 Early Spring

Ah. Brass block bridges for the yellow "warning, falling hazard" which would be around the chasm squares.

Submitted by: Fedor - 2007-10-26 to 1058 Early Spring

All that decorating must be doing wonders for your fortress Wealth! What's your wealth (if you have access to it)?

Submitted by: Veryinky - 2007-10-27 to 1058 Early Spring

The value of the fort is at 15 million. Sadly this fort is now gone because my computer crashed taking this savegame with it.

I think one of the more interesting features of the fort was that every table, chair, door, window, whatever had an iron decoration and 3-4 bone decorations. Made for rather interesting furniture.

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