Those channels are so fucking art. <3
Dwarf Fortress - Addiction in ASCII - Page 70
Forum Index > General Games |
r.Evo
Germany14055 Posts
Those channels are so fucking art. <3 | ||
Aylear
Norway3988 Posts
Since this is a new page I'll repost the image for reference: 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. | ||
ComaDose
Canada10349 Posts
| ||
Aylear
Norway3988 Posts
| ||
]343[
United States10328 Posts
| ||
-Dustin-
United States717 Posts
On July 15 2014 06:51 Aylear wrote: What the ACTUAL FUCK Holy. That is fucking crazy. | ||
arb
Noobville17919 Posts
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) | ||
Aylear
Norway3988 Posts
| ||
batsnacks
United States4466 Posts
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 + Cross pattern storage (this can be used for store rooms, workshops, dining halls, farms, and more) + Show Spoiler + Hex pattern storage (this can be used for store rooms, workshops, dining halls, farms, and more) + Show Spoiler + Enclosed workshops (workshops1) (if you are worried about strange moods causing tantrums) + Show Spoiler + Open workshops (workshops2) (if you are not worried about strange moods causing tantrums) + Show Spoiler + Windmill bedrooms (easily the most useful blueprint in this pack) (position central staircase on any 3x3 stairs) + Show Spoiler + Noble bedrooms (position central staircase on any 3x3 stairs) + Show Spoiler + 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
Jollibee19343 Posts
Seeing Aylear's fort made me fucking impressed. Seriously. Kudos man. | ||
batsnacks
United States4466 Posts
| ||
batsnacks
United States4466 Posts
On July 15 2014 06:51 Aylear wrote: What the ACTUAL FUCK | ||
]343[
United States10328 Posts
| ||
Logo
United States7542 Posts
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. | ||
kushm4sta
United States8878 Posts
less efficient, aka dwarves spend more time walking (which isn't a bad thing) better frame rate. | ||
Logo
United States7542 Posts
| ||
kushm4sta
United States8878 Posts
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? | ||
r.Evo
Germany14055 Posts
On July 16 2014 05:43 kushm4sta wrote: # 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. | ||
Aylear
Norway3988 Posts
| ||
Mysticesper
United States1183 Posts
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. | ||
| ||