Buriedevils - 245 Mid Summer by Ambivalence

Map Description:

The plumbing works have largely been a failure, though an informative one. An alternative method of watering indoors also failed. The "silver statue for every citizen" program is going alright though.

Point of Interest: Plumbing Control

I won't be doing that again. - Ambivalence

There are 11 comments for this map series, last post 2008-08-22

Add a Comment

Comments

Submitted by: Aristoi - 2008-08-11 to 237 Mid Autumn

Sure made for an exciting battle report! I've used carved fortifications to block Fire Imps from getting though my magma tunnels... perhaps something like that would work here? Or a grate?

Submitted by: metasynthetic - 2008-08-11 to 237 Mid Autumn

Yeah, nasties in the sewers suck. Like Aristoi said, I always use fortifications absolutely everywhere fluid channels expose the core of my fortress. Magma and fire men can still get through though.

Submitted by: Ambivalence - 2008-08-12 to 237 Mid Autumn

I'll do that! And it won't leave rocks I can't reach, bonus. :)

Submitted by: metasynthetic - 2008-08-12 to 241 Late Winter

Do you have an underground river or pool somewhere I missed? Tower caps only grow underground if you have discovered a native underground water source already.

Submitted by: Ambivalence - 2008-08-12 to 241 Late Winter

Yes, there's a teeny-tiny underground pool in the top right corner, only a few tiles. I've been getting tower-caps growing in the other water tunnels, so hopefully they will with these - I think they're in a different biome though, so maybe not, I don't know how it works.

Submitted by: metasynthetic - 2008-08-12 to 241 Late Winter

Oh wow, I didn't know they could spawn that tiny. I think you'll be fine, godspeed (you filthy commie).

Submitted by: Markavian - 2008-08-13 to 241 Late Winter

When do the nobles arrive?

Submitted by: Ambivalence - 2008-08-13 to 241 Late Winter

What, arrive as in "mysteriously find themselves locked in while inspecting the floodgates?" :) The ones I've got are reasonably happy at the moment - it's interesting that they don't choose by themselves any of the free rooms available even though those rooms are (very) good ones.

The whole plumbing thing isn't going to plan, I'll post an update in a bit but I've had to route the ponds into two groups of two instead of four individual ones - there just wasn't enough water pressure otherwise to fill the rooms quicker than the water evaporated. I was fooled by the earlier tunnel I dug - as that was a small tunnel the water was going along it quickly, but when the water is expanding three ways away from the floodgate it's much harder to maintain the level above 1/7. :(

Submitted by: metasynthetic - 2008-08-16 to 248 Early Summer

The conventional wisdom is that towercaps come from a) a native underground water source + b) muddied underground tiles. Looking at your map it looks like it may be more complicated than that. Maybe something like 'any eligible ground, be it natural underground soil or a muddied tile'. The spots where you have nothing growing aren't necessarily ungrowable, tower caps can grow in pretty spotty sometimes, and maybe they just haven't started in those spots yet.

At any rate, flood and empty those chambers and you will definitely see more.

Submitted by: Tiny Turtle - 2008-08-21 to 235 Late Summer

235 Late Summer, Level 11.

Haha, is that an accidental swastika? Nazi Dwarves! :]

Submitted by: Dorten - 2008-08-22 to 258 Mid Summer

About towercaps: They grow after cave river or pond found at tiles which are
1) Underground
2) Muddied OR Soil floor with a soil layer beneath.

Viewer Controls

g

SHIFT + Key doubles keyboard scroll rate.

Problems?

Do you only see a blank space?

Don't have Flash?
You can download the compressed map file: 2008-08/ambivalence-Buriedevils-region2-245-14530.fdf-map but you will need the .NET version of SL's DF Map Compressor to convert to the .PNG image format.

Login: