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Difference between revisions of "User:Karpatius"

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(Idea 26)
 
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An eager finnish Dwarf Fortress fan.
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"No Plan is Perfect"
  
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'''Plan 371: Entrychamber of Final Disappointment'''<br />Dig a tall, narrow chamber into the fortress. Fill the chamber with a vertical stair maze, going up and down randomly and taking a path towards the entrance when space allows, as the only means of entering your actual fortress gate.<br />An assigned Gatekeeper or a pressure plate near the end of the maze will ensure safety of the fort and keep the masons busy.<br /><br />Difficulty: slight; with security moderate<br />Usefulness: usable, so a bad dwarf trick<br /><br />Flaw: flying enemies<br />Correction: fortification corridors along the chamber walls, train only archers in the fort<br /><br />Bonus: lava moat<br />Bonus: have a giant gate at the end of the chamber<br /><br />Bonus: lock the doors just before invaders reach your fort and flood the chamber<br />Mega Bonus: make it magma instead<br />Mega Mega Bonus: mix water and magma, mine out he valuable obsidian, rebuild, rinse and repeat<br /><br />
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'''Plan 27: The Vault'''<br />Dig a complex big enough for several rooms and create a farm, some workshops and haul in a few animals. Make sure you have as many crops available inside the vault. Next, dig a chamber around the complex and create a watertight, collapsible ( either destruction or otherwise ) corridor from one of the walls into the complex with a gate at the complex end. Flood the chamber with water and in case of trouble run into the complex and seal yourself in.<br /><br />Difficulty: moderate. The entry corridor and safe flooding might take some thingking.<br />Usefulness: possibly save a few dwarfs or the entire fortress by locking them in a pressure chamber. Since this is pretty much long-term suicidal, a decent dwarf trick<br /><br />Flaw: tantrum spiral if relatives didn't make it in<br />Solution: fancy and artifact furniture<br /><br />Bonus: water tank below the complex to ensure lastability<br />Bonus: instead of water, create lava<br />Bonus: if you used lava, make underground aqueducts for plumbing<br /><br />
  
Comes along very well with all kinds of dwarven people, even though his refusal to drink any alcohol baffles all dwarfs.
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Slorga Rustbeard, Part-time Evil Genius<br /><br />
Starts the game with Competent Fortress Design, Accomplished Empathy and Dabbling Paranoid skills.
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Competent Fortress Designer<br />Accomplished Paranoid<br />Dabbling Comedian<br />Consoler<br />Novice Conversationalist<br />Novice Flatterer<br />Accomplished Game Tester<br />

Latest revision as of 09:11, 19 March 2011

"No Plan is Perfect"

Plan 371: Entrychamber of Final Disappointment
Dig a tall, narrow chamber into the fortress. Fill the chamber with a vertical stair maze, going up and down randomly and taking a path towards the entrance when space allows, as the only means of entering your actual fortress gate.
An assigned Gatekeeper or a pressure plate near the end of the maze will ensure safety of the fort and keep the masons busy.

Difficulty: slight; with security moderate
Usefulness: usable, so a bad dwarf trick

Flaw: flying enemies
Correction: fortification corridors along the chamber walls, train only archers in the fort

Bonus: lava moat
Bonus: have a giant gate at the end of the chamber

Bonus: lock the doors just before invaders reach your fort and flood the chamber
Mega Bonus: make it magma instead
Mega Mega Bonus: mix water and magma, mine out he valuable obsidian, rebuild, rinse and repeat

Plan 27: The Vault
Dig a complex big enough for several rooms and create a farm, some workshops and haul in a few animals. Make sure you have as many crops available inside the vault. Next, dig a chamber around the complex and create a watertight, collapsible ( either destruction or otherwise ) corridor from one of the walls into the complex with a gate at the complex end. Flood the chamber with water and in case of trouble run into the complex and seal yourself in.

Difficulty: moderate. The entry corridor and safe flooding might take some thingking.
Usefulness: possibly save a few dwarfs or the entire fortress by locking them in a pressure chamber. Since this is pretty much long-term suicidal, a decent dwarf trick

Flaw: tantrum spiral if relatives didn't make it in
Solution: fancy and artifact furniture

Bonus: water tank below the complex to ensure lastability
Bonus: instead of water, create lava
Bonus: if you used lava, make underground aqueducts for plumbing

Slorga Rustbeard, Part-time Evil Genius

Competent Fortress Designer
Accomplished Paranoid
Dabbling Comedian
Consoler
Novice Conversationalist
Novice Flatterer
Accomplished Game Tester