The Citadel of Artifice - 155 Late Summer by Teeto_K

Map Description:

Only half of a year of progress, but fairly good progress despite that.

Dwarven nobility have taken an interest in our outpost, and the entrance has been moved to the top of an outdoor building.

Point of Interest: Bloody, Vomitous Mess

The site of a goblin incursion while the human caravan was here. The "ambush" they tried to spring from within our own walls was quickly quelled by the soldiers and guards who were sparring. This particular place was chosen as a training ground specifically because any sneaky invaders would have to get by heavily armed and armored warriors before they could cause havok with the civillian populace.

The vomit stains are the result of the many civillian dwarves who are suffering from having spent too long in the dark of the caves, and become sick at exposure to the sun, which, naturally was a result of the cleanup effort after the battle. Our soldiers are quickly becoming used to it however, due to the open-air roof on this, the trading and training level of the fortress.

Growth in the gardens is slow, and we hope it picks up the pace so that the dwarves can have an outdoor meeting area soon. - Teeto_K

There are 8 comments for this map series, last post 2008-12-10

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Comments

Submitted by: Salmeuk - 2008-11-08 to 154 Early Spring

Like the gardens, and the butchers area. Nice fortress.

Submitted by: sneakeypete - 2008-11-15 to 155 Early Spring

Just a heads up, you'll need to remolded your above ground ramp, it won't work as it is. you need to have at least 2 tiles of flat space on each level between the ramps Wider steps basically. Its because the entire caravan has to be on the current z level before it can go up another.

Disregard this if your not planning on letting caravans up it though.

Submitted by: Dakira - 2008-11-15 to 155 Early Spring

hahah! I should use a "fireball dodging dog" to catch imps on my next fort.

Submitted by: Teeto_K - 2008-11-15 to 154 Early Spring

OOh, thanks for the tip on the ramp. Yeah, the plan is to floor over and wall off the old entry in favor of the new one.

Submitted by: Dorten - 2008-12-07 to 155 Early Spring

"Its because the entire caravan has to be on the current z level before it can go up another."

Err... where did you get this noncense?

Cool fort, btw.

Submitted by: Teeto_K - 2008-12-10 to 156 Early Summer

He means the entire wagon, not the whole caravan. So you need enough room for a wagon to rest on flat ground: 2 ground tiles, and 1 ramp tile. I went with 3 and 1 just for fun.

Submitted by: Zaltanek - 2008-12-10 to 156 Early Summer

I do not think that is the case, but I could be wrong if its in the new version. In previous versions I was able to have ramps side by side with nothing in between and it worked out fine for caravans. This may nor work if the caravan has to do any turns though.

Submitted by: Teeto_K - 2008-12-10 to 156 Early Summer

I could test it. Fairly easily. The catch is, I think this siege prevented my human caravan this year. I could set up the ramp for the dorfs, save, then see, then savescum.

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