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Difference between revisions of "User:Kidinnu"
m (Adding notes about my current construction philosophy & designs I want to try more of.) |
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=Scouting reports:= | =Scouting reports:= | ||
− | + | In brief: | |
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+ | * Slozgo Udo (1066): 285 rejects! Southern hemisphere, seas peripheral, deserts mostly good. | ||
+ | * Thadar Kajeth (20130): Southern hemisphere, mid-sized seas central and south/east. | ||
+ | * Mon Ebno (50105): Northern hemisphere, dominated by an evil desert in the east, small seas in the west. | ||
=Active Fortresses= | =Active Fortresses= | ||
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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 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. |
==To try more of== | ==To try more of== |
Revision as of 22:16, 23 May 2008
Scouting reports:
In brief:
- Slozgo Udo (1066): 285 rejects! Southern hemisphere, seas peripheral, deserts mostly good.
- Thadar Kajeth (20130): Southern hemisphere, mid-sized seas central and south/east.
- Mon Ebno (50105): Northern hemisphere, dominated by an evil desert in the east, small seas in the west.
Active Fortresses
Using version 27.176.38c. These are all parked as of 23 May 2008 because they were eating into work time way too much.
Region | Seed | Fortess Name | Location | Game Date | Last Played | Concept |
---|---|---|---|---|---|---|
w3 | Mon Ebno (50105) | Koladiger (Ghoulriver); 7x5 | 256, 108: Near the northmost point of the Crest of Sadness (haunted warm mountain; shale/quartzite/gabbro), where it ends in the Dune of Mesh (warm sand desert wilderness; yellow sand aquifer/...). Just within the malign influence of Amxueb. | Autumn 1052 | 21 May 2008 | Storytelling: desert dwarves digging in to find long underground river, clear it out, & establish large farms off of it |
Current State: 56 dwarves, thriving w. uppermost (longest) segment of river clear; there's a Giant cave on site, and one of the Trolls just wandered out to chase my haulers. Next digging task: canal south of upper river, with closeable drain to lower river, and treefarm chambers off of it. Bethabara is well-established, but main fortress is really completely unplanned. | ||||||
w4 | Thadar Kajeth (20130) | Zikeldolek (Fiercecomet); 6x4 | 80, 40: Along the Guardedstruck in the Mire of Sun (warm/hot temperate freswater swamp; silty clay loam/basalt/marble/gabbro, clay loam/chalk/phyllite/gabbro) at the base of the Fingers of Clasping (rhyolite/gneiss/granite). Signs of lava nearby. | Summer 1053 | 22 May 2008 | Educational: get steel industry going, learn to exploit magma |
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. |
Fortress Ideas and Philosophy
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 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.
To try more of
- Underwater river/chasm-centric construction. Dwarven Venice? Seems tougher in 3D, where both terrains are infested with creatures.