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Difference between revisions of "User:Karpatius"

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Karpatius, The Otherwordly Hitchikers
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"No Plan is Perfect"
  
Competent Fortress Design<br />Accomplished<br />Empathy
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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 />
Dabbling Paranoia<br /><br />Karpatius has been happy lately. He read a fine book lately. He dined in a meager restaurant lately. He dined in a fine restaurant lately. He has had mixed feelings at work lately. He has grumbled at the good weather lately. He is eagerly anticipating a new game. He has had a fine round of Magic the Gathering lately. He has been very stressed about finding a job a while ago.<br /><br />Karpatius likes granite, marble, palm, oak and cocoa trees, rain, cool, steaks in a bun, dogs and the colors blue and black. He absolutely detests alcohol.<br /><br />He is satisfied with the simple things in life. He prefers stability and security to ambiguity and disorder. He can be a worrywart. He doesn't stress easily. He appreciates arts and crafts and nature in general. He likes to try new things. He is slightly paranoid. He is somewhat impatient. He does not like to work too late into the evening. He is honest and empathic in dealings with others. He finds helping others rewarding.
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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 />
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Slorga Rustbeard, Part-time Evil Genius<br /><br />
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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