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Difference between revisions of "v0.31 Talk:Design strategies"
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Don't try to build big rooms. Most likely, there will be a metal ore vein in there that ruins everything. | Don't try to build big rooms. Most likely, there will be a metal ore vein in there that ruins everything. | ||
:Or accept the fact that ore veins will run through your rooms - its not like there's a shortage of ore anymore. --[[User:Squirrelloid|Squirrelloid]] 16:26, 3 April 2010 (UTC) | :Or accept the fact that ore veins will run through your rooms - its not like there's a shortage of ore anymore. --[[User:Squirrelloid|Squirrelloid]] 16:26, 3 April 2010 (UTC) | ||
+ | :I second Squirrelloid's opinion. Might as well dig through it, smooth&engrave it and enjoy the fact that your room is more valuable and probably, in "real" life has some pretty kick-ass looking veins in it.--[[User:Alkyon|Alkyon]] 18:32, 3 April 2010 (UTC) |
Latest revision as of 18:32, 3 April 2010
Maybe just have a selection of tips for this page, instead of detailed strategies, as the individual features of each map now renders a long-term design strategy ( that isn't modular, at the least ) useless.
A couple've tips could be: Don't plan too far ahead, design modularly if you want it to look nice, scout out map features before digging too far in etc etc. --Pathos 15:25, 3 April 2010 (UTC)
Don't try to build big rooms. Most likely, there will be a metal ore vein in there that ruins everything.
- Or accept the fact that ore veins will run through your rooms - its not like there's a shortage of ore anymore. --Squirrelloid 16:26, 3 April 2010 (UTC)
- I second Squirrelloid's opinion. Might as well dig through it, smooth&engrave it and enjoy the fact that your room is more valuable and probably, in "real" life has some pretty kick-ass looking veins in it.--Alkyon 18:32, 3 April 2010 (UTC)