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Editing User:Kidinnu
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| colspan="6" | '''Current State''': 76 dwarves, my first Dungeon Master. Core industry - food, metal - is thriving, but need to get secondaries (clothing) going. Cleared imps out of the magma pool, once apprentice miners finish digging upper bedrooms should be cutting channels to place magma smelters & forges on. Immigrant armorer stepped on the map, immediately had successful mood, so high-quality steel chainmail is easy to get. Fort was built into mountains, while all the iron & flux are across the river under the hills, so mining has come relatively late to my fortress. | | colspan="6" | '''Current State''': 76 dwarves, my first Dungeon Master. Core industry - food, metal - is thriving, but need to get secondaries (clothing) going. Cleared imps out of the magma pool, once apprentice miners finish digging upper bedrooms should be cutting channels to place magma smelters & forges on. Immigrant armorer stepped on the map, immediately had successful mood, so high-quality steel chainmail is easy to get. Fort was built into mountains, while all the iron & flux are across the river under the hills, so mining has come relatively late to my fortress. | ||
|- valign="top" | |- valign="top" | ||
− | | | + | | w5 |
− | | | + | | (1066) |
− | | | + | | Tobullilar (Canyonpattern); 7x8. An outpost of Goden Bokbon (the Ropes of Heather), monitoring and containing the Blind Hills; founded by Ritholonshen (the Noble Chant). |
− | | | + | | 236, 71: Where Dikechirped the Wretch of Corruption spills out of the Common Fingers (warm-hot untamed mountain; limestone/schist/granite) into the Blind Hills (terrifying tropical shrubland; sandy clay/limestone/schist/granite). |
− | | | + | | Spring 1054 |
− | | | + | | 29 May 2008 |
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− | | colspan="6" | '''Current State''': | + | | colspan="6" | '''Current State''': 44 dwarves (after heavy immigration control). Food, metal, cloth are thriving, despite loss of our legendary grower to a goblin ambush, and bedrooms are adequately established. Continuous slow drain of troops injured or killed either by zombie elephants or goblin ambushes. Defenses are coming together, limiting access to the fort, but there's too much uncontrolled space on the eastern plateau where we've lumbered and keep sending haulers to get the wood. Legendaries: 3 miners, 1 engraver, 1 woodcutter/record keeper, 1 stonecarver, 2 bonecarvers. Tried for a vertical design, with bedrooms at + elevations (in limestone), storerooms at -2/-3, and workshops at -4, but then started building fort in too tight a peninsula of land, so bedrooms are still significantly offset horizontally from the rest of the infrastructure. |
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=Fortress Ideas and Philosophy= | =Fortress Ideas and Philosophy= | ||
− | I wrote the first versions of [[ | + | I wrote the first versions of [[Challenge_Builds#Hunting_Party]] and [[Challenge_Builds#Immigration_and_Customs_Enforcement]], and still find myself drawn to variants on those for my roleplay attempts (i.e. just about all my forts). |
I've historically taken a "Bethabara" (18th century Moravian German term for "House of Passage" - they literally built a small village where they lived comunally in order to have a place to live while they were building a well-organized city) approach since DF moved to 3d: build a tiny fort of 6-8 6x6 rooms, get food, masonry, carpentry, and crafting going there, and then dig the "main fort". However, I tend to find that (1) I end up with main fort layouts that I don't like or that have something ill-considered/rushed about them, and (2) moving from the Bethabara to the main fort is often awkward. | I've historically taken a "Bethabara" (18th century Moravian German term for "House of Passage" - they literally built a small village where they lived comunally in order to have a place to live while they were building a well-organized city) approach since DF moved to 3d: build a tiny fort of 6-8 6x6 rooms, get food, masonry, carpentry, and crafting going there, and then dig the "main fort". However, I tend to find that (1) I end up with main fort layouts that I don't like or that have something ill-considered/rushed about them, and (2) moving from the Bethabara to the main fort is often awkward. | ||
I avoid traps, and rely on marksdwarves behind fortifications. I start slow. I get frustrated by the (high) rate of immigration. I take extensive notes as I play, but haven't yet written them up in story form. | I avoid traps, and rely on marksdwarves behind fortifications. I start slow. I get frustrated by the (high) rate of immigration. I take extensive notes as I play, but haven't yet written them up in story form. | ||
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==To try more of== | ==To try more of== |