Here's my first serious attempt at a fort. I wanted to start small in the new version, and just see what was possible. Also wanted to check out an interesting location, and since I live in a desert, this one caught my eye. It's a beautiful place, if rather resource- and fuel-poor. As you can see, I tried to orient this fort on the diagonal to see what was possible.
The name was deliberate. :p
( 1052 Early Spring → 1100 Early Spring )
The dwarves drop bones from the dining room down the shafts at the north and south. These workshops deal with the bones. That's a tanner's, butcher's, craftsdwarves', and bowyer's. - Turgid Bolk
There are 6 comments for this map series, last post 2007-11-25
Father "Sackfat"
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SHIFT + Key doubles keyboard scroll rate.
Don't have Flash?
You can download the compressed map file:
Sackfat-region1-1052-8.fdf-map
but you will need the .NET version of
SL's DF Map Compressor
to convert to the .PNG image format.
Submitted by: Mechanoid - 2007-11-14 to 1052 Early Spring
Diagonal bedrooms? MADNESS!
But a FYI for the windows and lighting; currently, light only travels strait down. Basically, it's high noon all the time.
However, they do let your dwarves and adventurers see through them (where as constructed glass walls probably wouldn't) so your clerk might be able to spot bad guys from his office.
Submitted by: Turgid Bolk - 2007-11-14 to 1052 Early Spring
I kind of suspected it worked like that. Oh well, in my mind it's a nicely lit staircase and office. I considered making that little room a lookout bunker, but discovered I couldn't make fortifications into sand. I can pretend the clerk is watching out for gobbos instead of getting scared by camels.
Submitted by: Markavian - 2007-11-14 to 1052 Early Spring
I'm not so keen on long diagonal single tile tunnels, they don't look right. There's too much red, my eyes, MY EYES!. Unless you like reddy walls and sandy floors, I'm thinking its best to avoid building forts in sandy layers. In future I will learn my lesson.
Turgid, why the hell is it called 'Father' ... Sackfat? I only just noticed that. Actually, what I don't understand, (if the name selection was deliberate) is how you ended up with either Father or 'Sackfat', is that a direct translation?
[Message edited on 2007/11/14 at 10:13 by Markavian]
Submitted by: Turgid Bolk - 2007-11-18 to 1052 Early Spring
I think it was Fath = "sack" and er = "fat".
Thus, the dwarven name is Father, which means in English "Sackfat". You can construct all kinds of dwarven words this way, like "Ragingish rash" and "Gorer". (Though sometimes you have to make allowances for accented characters.)
Speaking of red, I've noticed the colors on the archive maps are not nearly as bright as in-game colors. The red is much more vibrant when I'm playing. Is this deliberate, or maybe a technical limitation?
Submitted by: Markavian - 2007-11-18 to 1052 Early Spring
Hey Turgid, the colours aren't quite as bright as ingame because of the transparency method I implemented on the map viewer for showing the layers through from beneath. Ideally the colours would be as bright and vibrant as in the game, but that requires a bit of fiddling with the layer orders. Thx for the info on dwarven names, I was just a bit suprised!
Submitted by: Mister Six - 2007-11-25 to 1052 Early Spring
Is it just me, or does the workshop area vaguely resemble a scorpion facing southwest? Fits the desert theme nicely, at least.