Whiteoak - 205 Early Autumn by Jurph

Map Description:

The dwarves of Whiteoak, led by Geshud the Good, have discovered magma and begun planning to melt down the misshapen iron armor that the goblins have left behind. With ample food and drink, fine carved furniture, and a team of veteran marksdwarves on the fortifications, the mood has improved considerably.

Point of Interest: The four forms of iron ore (2)

( 205 Early Autumn → 205 Early Autumn )

Armok rewards his most persistent miners with iron ore. In this case, limonite. - Jurph

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maps/2009-04/jurph-Whiteoak-205-22036.fdf-map The dwarves of Whiteoak, led by Geshud the Good, have discovered magma and begun planning to melt down the misshapen iron armor that the goblins have left behind. With ample food and drink, fine carved furniture, and a team of veteran marksdwarves on the fortifications, the mood has improved considerably. 12 3089 3257 0.00 top Armok rewards his most persistent miners with iron ore. In this case, limonite. Jurph

Comments

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]

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