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Dwarf Fortress - Addiction in ASCII - Page 70

Forum Index > General Games
Post a Reply
Prev 1 68 69 70 71 72 75 Next
r.Evo
Profile Joined August 2006
Germany14080 Posts
July 14 2014 18:48 GMT
#1381
Should also post this over at /r/dwarffortress - people are going to love it. Really, really well done. Did you "just design it that way" or how did you end up with those shapes exactly? :3

Those channels are so fucking art. <3
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
Last Edited: 2014-07-14 20:37:16
July 14 2014 20:24 GMT
#1382
Thank you! Submitted, hope it gets spotted in-between all of the update threads in there.

Since this is a new page I'll repost the image for reference:

[image loading]

There's definitely a process at work here, with all kinds of considerations to keep in mind while also designing for aesthetics. If you inadvertently dig into a wall, the fog of war gets lifted for all nearby squares. You also can't "build" natural stone, so you need to get it right first try.

Blueprints help a lot with this. If you look at the blueprints for Riverhold you can see that it's all pretty much planned out from the start. Projects like Riverhold usually come together as I work on it.

Generally I have an idea in mind before I start "painting". In this case the caverns came first, and the original cast is actually pretty close to how it ended up, with only minor tweaks to the cavern blueprints as necessary once the rooms started coming in. The intent was always to "build around" the caverns to make it seem like the dorfs were working with the natural features of the mountain when designing their home.

There's a lot of nice things you can do for aesthetic purposes. One is to set up loose "districts", each with a central fixture or centerpiece.

For instance, if I have early access to magma, I will always design an obsidian farm/generator. This happens to be a very cool multi-level feature which I can surround with industry -- the magma will supply my magma forges, and the workshops will make use of the very obsidian I'll be generating. Think Ironforge from World of Warcraft if you want a visual image.

Other distinct features like arenas (you could make a Colosseum if you wanted-- a big and cool multi z-level structure), spider silk farmers, caverns or pits that smash monsters to bits at the bottom, lavish dining halls, and throne rooms are great centerpieces of any district, and I usually plan those and then build around them as best I can.

I do spend a lot of time making sure everything is efficient by adding nearby stockpiles for most types of industry, and keeping everything as close as possible to both a dining hall and personal quarters in order to cut down on pathing and downtime, but I've found that dwarves are generally efficient little buggers so I don't fret it too much.

It helps that I'm a Minecraft nerd - this isn't my first outing - but Dwarf Fortress is definitely a lot more finicky and requires a lot more forethought.

Um. Sorry. This got a lot longer than I expected, and I didn't even touch on worldgen.

Edit: Yeah, I'd say r/dwarffortress noticed it.
TL+ Member
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
July 14 2014 20:44 GMT
#1383
wow that is nice, and grats on top of the first page in <1hr
BW pros training sc2 is like kiss making a dub step album.
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
July 14 2014 21:51 GMT
#1384
What the ACTUAL FUCK
TL+ Member
]343[
Profile Blog Joined May 2008
United States10328 Posts
July 14 2014 22:45 GMT
#1385
LOOOOOL
Writer
-Dustin-
Profile Blog Joined July 2011
United States718 Posts
July 14 2014 23:11 GMT
#1386
On July 15 2014 06:51 Aylear wrote:
What the ACTUAL FUCK

Holy.
That is fucking crazy.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 14 2014 23:32 GMT
#1387
Is this the game that spawned that picture where its like

The goblin hits the axe dwarf in the head with his huge axe cracking the axe dwarfs skull
the axe dwarf stands up

shit just got real
?(sorry totally unrelated but still curious LOL)
Artillery spawned from the forges of Hell
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
July 14 2014 23:36 GMT
#1388
Yes it is!
TL+ Member
batsnacks
Profile Blog Joined April 2014
United States4466 Posts
Last Edited: 2014-07-15 03:13:31
July 15 2014 02:54 GMT
#1389
I've been playing around with picturefort and quickfort and I finally understand how to make my own quickfort blueprints.

If anyone is interested I have bundled some designs together in a zip file. All of these designs are modular and can be repeated in any direction, as needed. They are all designed around the same staircase, so they all fit together.

Here are some pictures. Red=dig ; black=up/down staircase:


Staircase (all blueprints use this staircase)
+ Show Spoiler +
[image loading]


Cross pattern storage (this can be used for store rooms, workshops, dining halls, farms, and more)
+ Show Spoiler +
[image loading]


Hex pattern storage (this can be used for store rooms, workshops, dining halls, farms, and more)
+ Show Spoiler +
[image loading]


Enclosed workshops (workshops1) (if you are worried about strange moods causing tantrums)
+ Show Spoiler +
[image loading]


Open workshops (workshops2) (if you are not worried about strange moods causing tantrums)
+ Show Spoiler +
[image loading]


Windmill bedrooms (easily the most useful blueprint in this pack) (position central staircase on any 3x3 stairs)
+ Show Spoiler +
[image loading]


Noble bedrooms (position central staircase on any 3x3 stairs)
+ Show Spoiler +
[image loading]


And here is the zip file:
https://www.mediafire.com/?yqppe7ffw2k1abt


Typically, a fort using these designs will go something like this

SURFACE
farm
finished products storage
workshops
raw materials storage
bedrooms
dining hall
repeat all
icystorage
Profile Blog Joined November 2008
Jollibee19346 Posts
July 15 2014 03:42 GMT
#1390
i played with DF before but just for dicking around and curious.

Seeing Aylear's fort made me fucking impressed. Seriously. Kudos man.
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
batsnacks
Profile Blog Joined April 2014
United States4466 Posts
July 15 2014 03:47 GMT
#1391
His minecraft village is pretty sick too.
batsnacks
Profile Blog Joined April 2014
United States4466 Posts
July 15 2014 03:56 GMT
#1392
On July 15 2014 06:51 Aylear wrote:
What the ACTUAL FUCK


[image loading]
]343[
Profile Blog Joined May 2008
United States10328 Posts
July 15 2014 16:54 GMT
#1393
All hail our Ur'Quan Masters
Writer
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2014-07-15 19:55:49
July 15 2014 19:46 GMT
#1394
I always liked using 3 z-levels for dwarven housing blocks. (Which I probably already expressed in this thread because it's my goto Dwarf Fortress comment whenever anyone brings up housing).

On Z+1 and Z-1 draw the same grid of 2x2 (or 1x4 if you prefer) houses for the dwarves with staircases in the same tiles for Z+1 and Z-1. Put the staircases so that each block of 4 rooms have the stair cases close together then you have room on the mid level for additional rooms. Overall it's incredibly compact. You could probably also make wings of 4 2x2 rooms with a central staircase and doors diagonally to the staircase (so each room is still 3 tiles).

In either case if you're going for pure efficiency in your fort you'll usually find it in vertical building rather than building out horizontally. You expose more tiles with less travel distance by using the 3 dimensions given to you.

Making and aesthetically pleasing fort that's still capable of functioning is what's much harder.

http://mkv25.net/dfma/map-7184-logo-muckgrotto
has an example of what I mean with the 2 housing blocks in the middle of the watery area on level 1, 2 and 3.
Logo
kushm4sta
Profile Blog Joined July 2011
United States8878 Posts
July 15 2014 19:59 GMT
#1395
why don't people make their fortress all on 1 level?
less efficient, aka dwarves spend more time walking (which isn't a bad thing)
better frame rate.
OMGUS.net, kush sex blogs every friday night
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 15 2014 20:03 GMT
#1396
The # of z-levels mined doesn't make an impact so unless you want to gen a world with like 1 z-level (which seems impossible because of caverns) it wouldn't matter.
Logo
kushm4sta
Profile Blog Joined July 2011
United States8878 Posts
July 15 2014 20:43 GMT
#1397
On July 16 2014 05:03 Logo wrote:
The # of z-levels mined doesn't make an impact so unless you want to gen a world with like 1 z-level (which seems impossible because of caverns) it wouldn't matter.


# of z levels mined makes a big difference in frame rate. where did you hear otherwise?
OMGUS.net, kush sex blogs every friday night
r.Evo
Profile Joined August 2006
Germany14080 Posts
July 15 2014 20:46 GMT
#1398
On July 16 2014 05:43 kushm4sta wrote:
Show nested quote +
On July 16 2014 05:03 Logo wrote:
The # of z-levels mined doesn't make an impact so unless you want to gen a world with like 1 z-level (which seems impossible because of caverns) it wouldn't matter.


# of z levels mined makes a big difference in frame rate. where did you hear otherwise?

That's not exactly correct. Mining an area affects frame rate if pathing has to be calculated for it. That's why e.g. the number of cavern layers generated has a much larger effect than mining a decent sized chunk and then setting it to low pathing priority.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
July 21 2014 09:46 GMT
#1399
New hotfix version of DF came out today. Most of the crashes have been fixed, and Toady will start working on performance enhancements next. In particular, the starter pack has been updated accordingly, and it now includes a working Dwarf Therapist as well as updated tilesets. (Changelog notice here, or go straight to the download page).
TL+ Member
Mysticesper
Profile Joined January 2011
United States1183 Posts
Last Edited: 2014-07-21 18:54:25
July 21 2014 18:47 GMT
#1400
[image loading]
Time to see what happens when I chop the tree they embarked on top of.

[edit]
nothing, lame I have a suspended wagon now. 4/9 on land, 5/9 on air.
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