I always thought the dwarves in HOMM5 lived pretty well. I would link a pic but my post count is too low…
Find the underground caverns, and build houses on the surface as you did before, just… underground?
Then pump magma up from the mantle to make some nice magma rivers and stuff.
Build a tower starting from the base level of a chasm. It can only be connected to the world from there.
Build it up to the top sky level.
Load up with supplies, pile in the dwarves, and chip away the supports.
Dwarven rocketship.
Apparently the underground is quite a bit more insane in this game (full of monsters). My new game has 150(!) underground levels. I say the fortress must establish a bulkhead on a successively lower level each year.
I like dwarven rocketship idea.
LOL - yeah that would be a laugh. But we’d need someone to design it on paper first or no one would know how to build it.hmmm… cool idea though :)
Perhaps we should have exiled dwarfs - all expert comforters and consollers and other sorts of hippy trades ;)
I’d be happy to start it.
Though I don’t remember seeing a search for chasms on the embark this version …
All it needs is the requirement that it’s built up from as far down as possible, is only attached to the rest of the world at the bottom, and must reach the top of the sky.
Let people design the bits they build however they like. That’s what succession games are about.
Edit: Yeah, you can’t search for magma or chasms any more. I suspect that bottomless chasms might be gone now, and all you’ll find at the bottom of the world is magma.
Good point. Someone could construct three rocket legs and then a platform connecting and then everyone can build up, up, up!
We’d have to build out of some good rockety materials though!
Aw, well, I guess that makes sense …
I kind of have a sentimental spot for the chasms. Though I guess more detailed and deeper underworlds make up for that.
I guess the rocket will have to be entirely adamantine. Any open ports will have to include blast windows which can be shut from the mission control lever.
Tried to use world generation to make a quite evil and volcanic location and while I think vulcanism was up (couple or four open volcanoes) I had “mirthful” locations in my world. WTF? … we don’t want mirth! We want skeletal attack groundhogs!
The reason I like this idea: Even if we’re successful, the game will end in the horrific death of everyone involved. It’s very Dwarf Fortress.
Food is a lot harder to get now. You need mud to build a farm underground. I’m taking >100 food and only embarking next to an open river until I get the hang of building off underground rivers without getting invaded by frogmen.
Wolff
1954
according to the official forums (hear-say on them) the having to irrigate everything is a bug.
Also check your fortress wealth - you are getting credit for the underground networks.
Given the new map design I think a quakebells game were each player is forced to explore one Z level lower every year would be pretty neat.
Also I don’t know what they’ve done about traps and death machines but I would vote to keep from using anything that negates invading forces.
I don’t understand - how did it work before? I recall having to flood in pretty much every game I’ve played.
Underground you should be able to grow stuff in normal soil without first muddying it.
Also if you’re brave it always seems that a few of those underground levels are muddy, so you could grow crops there.
Oh, I get it. If you ran across existing clay or the like already underground you could still plant a less efficient farm. But now you must irrigate to plant at all.
Rockfall traps are effective but boring. However, elaborate death machines are part of the fun.
Job enabling and disabling is broken up by category now! Woohoo!
From what I’ve been reading on the forums, traps aren’t nearly as effective with all the combat changes. You might break a leg or two, but the critters just keep coming!