Also don't try too hard on those first branching levels, since you might still be above the cavern layer. After all it's not the end of the world if you breach a cavern layer below its highest point. Since the caverns are often reasonably tall I would, with the stock 5 z-levels above layer 1, dig down at least 7 or 8 z-levels before expanding sideways. I myself usually set the z-levels above the first cavern layer to a larger number like 12 (I like lots of room), and will often have to dig down 14 or 15 levels before I find the cavern. Also this "ground level" can change over various parts of a fortress map. I don't believe that there is a guarantee that the lowest actual ground level will be the lowest possible one, and caverns have funky organic shapes so this is merely the minimum distance between the surface and the cavern. As I understand it this is the distance between the top of the possible cavern and the lowest possible part of the ground in that area. This video will show you how to do just that. This doesn't necessarily mean that the cavern is located 5 z-levels below the ground everywhere. How To Defeat demons with a cave-in on their pit in Dwarf Fortress By Nicholas H Battjes 9/15/10 4:50 PM The best way to deal with demons in Dwarf Fortress in to seal them in their peculiar chamber by creating a cave-in above it. Assuming that you haven't changed any of them (if you have use your values), the default is 5 z-levels above "Layer 1" which (according to the wiki) is the first cavern layer. Only rock floors need to be irrigated.The advanced world gen parameters include some information on the number of z-levels between various underground features. Tawarochir: you don't need to irrigate soil (includind sand/clay floors). Roc/Giant Eagle/insert flying creature here rookeries too, and a temple and/or watchpost at the mountaintop. The entrance is into a cliff face, with fortifications and military rooms, some archer towers etc. But also regular (3-wide) streets with houses and crafters' workshops dug into the side walls shophouse-style (bottom floor for workshop/store space, maybe cellar for storage, 1-3 floor above the shop for the family's living quarters). It would have walkways over vast chasms, large open spaces hewn out of the rock itself with the floors smoothed and engraved pillars, magma forges, maybe an artificial river or lake in one part, magma smelters. Moria (as depicted in Fellowship of the Ring) was pretty spot on to how I imagine practical dwarf fortresses to look like.įor more high-fantasy/awe-inspiring versions it would have more of not just Moria but also Ironforge from WoW and Erebor (the Lonely Mountain, also known as "that dwarven city in The Hobbit where the dragon lives"). An open pit (starting at surface level), with wooden wall around it and watchtowers dwarves living in abandoned mining shafts.Īnd where does your dwarves live? What is your source of inspiration? All buildings in one layer, sort of reminescence of 2d version/or vice versa "vertical shaft" with 1-2 workshops at each layer. I'm doing this by diverting a river to my fortress. Optimally, I'd like to build a misting waterfall that falls down my entire fortress. Occupied cave, respecting the layout of cavern with only few artifical walls and ceilings, mostly from wood. 16 I want to build a deep fortress downwards multiple levels and I want to have water accessible on almost all levels. Underground dens and workshops encompassing a large pit with magma sea at the bottom (something like Orzammar in Dragon Age) Underground city: dug with streets & "houses" and channeled stream, in a large artificial cavern (Moria style) I have several favorite designs and I would love to know more about other people's ideas. How does your ideal the dwarf fortress look like - I mean the one in your fantasy, the place that you imagine your dwarfs would live in - not the one that is a result of optimized contruction given the game mechanics?
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