The second dwarven caravan arrived to find a cluttered Great Hall and immigrants wandering around carrying quarried stone everywhere. Olin was waiting for them with a few bales of Elvish clothing.
"Take these to the Mountainhome and tell them to send a blacksmith instead of fishermen. We have decided to put the brook here to better use."
The human caravan, neutral in such matters, had also come to trade. Olin sold nothing but dwarf-made goods to them, but at the last moment decided to slip in a finely-decorated larch bow. Let them make of it what they would, so long as they brought beer, meat, leather and gold.
The four dwarves of the Tiredness of Mirroring fire elf-bone bolts at four alunite targets day in and day out, listening for the approach of more elvish raiders. Dipane Iroromimi -- formerly of the 3rd Elvish Reconnaissance Regiment -- stoops in a copper cage that stinks of musk oxen, weeping at the thought of what they have planned for him.
There are 10 comments for this map series, last post 2009-03-30
( 202 Late Autumn to onwards )
Used the same hex-of-squares layout from the (failed) Tower Cap Farm here. Crops grow in the middle and get processed outward. Eventually the outer ring will be a booze cellar or pantry, and the inner boxes will only store the interim products of processing.
( 202 Late Autumn to 202 Late Autumn )
The seven inner chambers will be flooded and then drained down into two identical floors below for a total of about 2500 tiles of growing area. The circular area surrounding the chambers will be allocated for wood storage.
I'm still looking at the right way to do pressure plates to fill-then-empty this tree farm. I'm pretty sure I can set up pressure logic so that I throw a single lever ("Water the Trees") and the pressure plate system will handle the sealing and draining.
(Edited to add: this map has no underground river, and so will never grow tower caps. *sob*) - Jurph
( 202 Early Spring to onwards )
Saw this somewhere and have been dying for an excuse to implement it. In high-traffic hallways that are at least 5 tiles wide, you can designate the left and right edges "high traffic" areas, and use these little diagonals at both ends of the raceway to force traffic to the right. Better lane discipline leads to fewer collisions, shorter trips, and better pathfinding.
I'll take another screenshot when I have enough population to gauge its effectiveness. - Jurph
( 202 Early Spring to onwards )
Each of the four wings provides 16 large rooms and 28 smaller rooms, as well as ample space for mausoleums. Total accommodations provide room for 176 dwarves. Engraving some rooms and not others provides tiers of luxury, so each dwarf can move into a room befitting his status in the community.
Under the leadership of Geshud (204 onwards), migrants who arrive exhausted and ragged from their journey are sent to the dorms to smooth out stone during the quiet winter months. They eat well and work hard, building muscle and growing out new bushy beards. The strongest of them are recruited into the military each spring to help repel the elves. - Jurph
( 202 Late Autumn to 202 Late Autumn )
Atir looked over the plans for the pump tower and pressed his hand against the rock face to feel which direction the mountain seams ran. It ought to be solid obsidian throughout, but while he was cutting the main feeder pipe he had noticed seams of copper in the walls. He touched the ceiling, tugged on his beard, and swung his pick at the dimly gleaming rock.
"Bauxite. And Rubies!" he told Zefon and Olin. "Right where we need a watertight seal for the pumps. Armok is having a laugh with us."
Olin looked serious for a moment, and turned to Zefon Stonefingers: "Can rubies hold back that high-pressure water?"
"It's possible, but I wouldn't bet our safety on it. Can we move the pumping chamber?"
"No, they've already dug the upper levels. What would it take for you to build a new watertight wall down there?"
"Oh, not much. It will slow my work on the surface keep, but I could expedite it..."
"...for a ruby." - Jurph
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Submitted by: Razin - 2009-03-15 to 201 Early Summer
That is an dwarfy entrance hall if I ever saw one.
Submitted by: Salmeuk - 2009-03-15 to 201 Early Summer
This should look like a pretty fortress. . . Continue with the circular designs.
Submitted by: Markavian - 2009-03-16 to 201 Late Autumn
I'd be tempted to wall in around the weapon traps to bottle neck invades into trampling over the spinning short-sword traps.
Submitted by: Jurph - 2009-03-16 to 201 Late Autumn
I've got more swords and mechanisms in production, but I wanted to make sure to place them in the middle first.
Submitted by: magic dwarf - 2009-03-18 to 202 Early Spring
wow, looks like your off to a nice start
Submitted by: Sinergistic - 2009-03-19 to 202 Early Spring
Fav'd your traffic control devices thingy, I'm interested in trying it myself now and seeing how well it works, if at all.
I imagine that once all your dwarves get to legendary (one way or the other) and get perfectly agile, the system would really shine (assuming it works at all) because no dwarf would ever overtake another dwarf.
Submitted by: stoned funeral - 2009-03-21 to 202 Early Spring
Seems like the traffic control needs to be improved. Right now they're just extra one tile wide chokepoints, and depending on where the dwarf enters the level, it's faster for him to go the "wrong" way. I just don't think there's any way to force a dwarf to leave one way and not have others arriving prefer to pathfind that same way. Dwarfs don't collide anyway as long as there's room for them to maneuver, the only time they lose is in moving aside. I'd guess that making hallways wider and spacing the stairs between levels further apart will be much more effective.
Submitted by: Jurph - 2009-03-21 to 202 Late Autumn
stoned funeral, I think you must be right - if a route is fastest from A to B, then it's also fastest from B to A. If a Dwarf comes up through either of the leftmost stairwells he'll probably choose to go left rather than right.
We'll see how it works. I can always dig them out!
Submitted by: Markavian - 2009-03-30 to 205 Mid Spring
What did I say about those weapon traps?
Favourited the main poi for its epic story telling.
[Message edited on 2009/03/30 at 04:52 by Markavian]
Submitted by: Jurph - 2009-03-30 to 205 Mid Spring
The floodgates are controlled from a lever that I placed in the communal bedroom in the hallway above the dorms. I used the last masterwork mechanism that Olin made... luckily during the last caravan visit I had put a bunch of steel trap components on my Narrow GCS Credit Card. The trap jammed about halfway through the invasion, but up until that point it was like an episode of "WILL IT BLEND?" with elves.
[Message edited on 2009/03/30 at 07:45 by Jurph]