The Citadel of Artifice - 155 Early Spring by Teeto_K

Map Description:

A year has passed. Much is the same, some is different. Indecision about the nature of our main entrance runs rampant. The army has changed their duds, and the immigrants are soon to be coming and we're out of wood to make them beds with.

Here's hoping the Elves bring logs instead of cloth. Or at least a giant desert scorpion.

Point of Interest: The Tombs Expand

The fallen of our fort now includes one of our soldiers' pet mules. The animal fell in battle, in a show of bravery befitting and appropriate to the dutifulness displayed by its owner. It spooked 2 goblin ambush squads from hiding, buying a nearby craftsdwarf an opportunity to flee while distracting the goblins long enough for the millitary proper to arrive and dispose of the threat.

This unusual distinction in combat prompted us to change our burial policies, now permitting our pets to be buried along side us, in our eternal rest. It is not on our backs or with our blood alone that these halls are borne, and it is with that fact in mind that we solemnly acknowledge the contribution of our fuzzy friends, may they find peace in the after. - 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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