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Editing User:Dwarvenjames

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'''Thoughts on Design'''<br />
 
'''Thoughts on Design'''<br />
I think I make my fortresses too horizontal, but I realized I like to see what's going on as much as possible in one view. I think paths would be shorter with a more vertical approach, perhaps a column or an ovoid(?). I have been trying to make a sphere around the trade depot, for short paths when goods need to be moved, which is good for moving goods from storage to the trade depot but not always so good for moving goods to storage in the first place. I like how there are design decisions to be made, but the game isn't forcing you to make them, it's just part of the game. In Fallout: New Vegas, there were times when the writers force you to make a choice, and there is always a negative outcome (like in one vault, save the people below by venting the nuclear waste out the top which kills the farmland, or save the farmland and kill the people). This can be done realistically, but it often felt forced and unnatural in F:NV. In DF, there are always decisions to be made, but there are no narrative points where the game stops and forces you to make a decision. Yes you will have to carve a fortress out of the rock, and there are decisions to be made about that, but the game will just keep on running (unless you pause it) while you sit there trying to decide between a nice pre-planned design and how organic you want to go by chasing that vein of ore.
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I think I make my fortresses too horizontal, but I realized I like to see what's going on as much as possible in one view. I think paths would be shorter with a more vertical approach, perhaps a column or an ovoid(?). I have been trying to make a sphere around the trade depot, for short paths when goods need to be moved, which is good for moving goods from storage to the trade depot but not always so good for moving goods to storage in the first place. i like how there are design decisions to be made, but the game isn't forcing you to make them, it's just part of the game. In Fallout: New Vegas, there were times when the writers force you to make a choice, and there is always a negative outcome (like in one vault, save the people below by venting the nuclear waste out the top which kills the farmland, or save the farmland and kill the people). This can be done realistically, but it often felt forced and unnatural in F:NV. In DF, there are always decisions to be made, but there are no narrative points where the game stops and forces you to make a decision. Yes you will have to carve a fortress out of the rock, and there are decisions to be made about that, but the game will just keep on running (unless you pause it) while you sit there trying to decide between a nice pre-planned design and how organic you want to go by chasing that vein of ore.
  
 
I try to keep some parts of the fortress separated from others (entrance, caverns) via choke points. I like the idea of the archers' tower, but have yet to implement one well.  
 
I try to keep some parts of the fortress separated from others (entrance, caverns) via choke points. I like the idea of the archers' tower, but have yet to implement one well.  

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