Steeltomb - 1075 Early Spring by Veryinky

Map Description:

Expansion continues, lost a legendary mechanic to the wildlife while he was trying to reload one of the traps. Definitively going to get rid of the cage traps and replace them with weapon traps now. Overall the enclosed pastures seem to be working fine, allows the dwarves to harvest the wood and do herbalism without fear of elephants.

There are 11 comments for this map series, last post 2007-10-03

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Comments

Submitted by: schm0 - 2007-09-11 to 1071 Early Spring

I like your dual entrances. I was actually thinking of implementing multiple entrances at north, south, and center of my map in future forts, but that will most likely change with the next version as the walls won't be quite so straight. However, I can see a nice living area developing nicely in the front of your fortress, which no doubt will be converted to a barracks once digging deeper has commenced.

Submitted by: frostedfire - 2007-09-16 to 1074 Early Spring

hmm why is the farmer loitering around in the bars and blocks stockpile outside the magma industry? is farming season off or something?

Submitted by: Veryinky - 2007-09-16 to 1074 Early Spring

Farmers in my fort double as metalsmith/armor/weapon/metalcrafters. They also do hauling, herbalism, brewing, cooking, butchering, tanning. This is maximize the number of metal/armor/weaponsmith fey moods. The fort is living off of food/drink made in the previous year to speed up hauling, no farming this year just some herbalism to brew alcohol.

Submitted by: Markavian - 2007-09-17 to 1074 Early Spring

Is the front entrance design geared at capturing all goblin seigers? Is there a specific reason for this? I can see some benefit to doing this, but wanted to know your thinking behind the fortress defences.

Submitted by: Veryinky - 2007-09-18 to 1074 Early Spring

The front of the fort serves two purposes, to catch animals and to shoot catapults at the siegers and through the corridors that go north and south of the main bunker. Once I've captured a cougar, lion, and tiger for the zoo, I'll convert all but the first line of cage traps to weapon traps. I do like capturing goblins and having them fight in an arena against dwarves. Haven't decided what this fort's arena will look like though. Maybe an oval so the dwarves can play "bloodbowl" with captured goblins.

Submitted by: Bingbing - 2007-09-20 to 1075 Early Spring

Very nice to see the maker of Copperblazes still playing. Do you think this fortress might get as large as the former?

Submitted by: Savok - 2007-09-20 to 1075 Early Spring

Where can I obtain that tileset? Unexpectedly, it looks very nice.

Submitted by: Veryinky - 2007-09-21 to 1075 Early Spring

I doubt this fort will be as big as copperblazes, next version is coming out any day now. Just bored and playing with plumbing and testing out new ideas in fort design.

As for the tileset, the map tileset is the one that comes with deepquantas object tileset on the wiki. The object tileset though is a combination I made of the deepquantas (for the dwarves and elves) and dystopian rhetoric (for animals, goblins and humans), which I call dystopian quantas.

Submitted by: Armok - 2007-09-23 to 1075 Early Spring

First copperblazes and now this! you are truly a master of this game, veryinky!

At what year did you start, how long does it take to make one of these things?

Submitted by: Veryinky - 2007-09-24 to 1075 Early Spring

This is 5-6 years in, started in 1071. The key to the speed in construction of my forts is specialization and training of dwarves. Miners only have the miner job, herbalism, wood cutting, stone crafting, stone detailing... dwarves become legendary in something before being put into the pool of haulers. I also put every dwarf into the military for about a year or two until they become at least proficient wrestlers, axedwarves, and hammerers (and legendary armor/shield users). Makes them a lot tougher, faster, and stronger than the average dwarf. I also make every dwarf produce at least one weapon or shield. So if they fey, there's always a chance they'll become a legendary armor/weapon smith. This fort has 2 legendary weaponsmiths, one legendary armorsmiths, and two legendary bowyer. I'm rather happy with that, even though they made stupid named artifacts... "the clear shy spy", a kopak blowgun. Ugh.
[Message edited on 2007/09/24 at 02:48 by Veryinky]

Submitted by: Gaulgath - 2007-10-03 to 1076 Late Winter

Pretty nice. I think that having all those doors outside is a little silly (really silly, actually) but the indoor plumbing idea sounds interesting.

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