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4.0 Dwarf Capital Planning/ideas ((Ooc))

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xSPULLERx

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I would have to disagree with you Spuller. Big trees would be nice, as Dun said "giving a sense of mystery." We should have a policy that whatever we're going to build will be developed in some way. Although I say this, one thing I've learned in all of the maps that as a new player it's really hard to find the Dwarves. Unless you already know where to find them. This time we need a really well defined path. But not boringly long, how about having some sort of underground railroad as we develop in the map?

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[i think we need our environment to have less of the large pretty trees that no one wants to mess with, and more of the minecraft generated ones. Not completely, just more.]

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How about along the path, we have a canopy of trees over the path, so if we do have snow, the path wont be covered

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We're Dwarves. Why not focus the lumber gathering on imports and rely on the king and Grand Merchant to set trade deals with humans & elves? Fancy trees for fancy Dwarves.

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We're Dwarves. Why not focus the lumber gathering on imports and rely on the king and Grand Merchant to set trade deals with humans & elves? Fancy trees for fancy Dwarves.

Yus.

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We're Dwarves. Why not focus the lumber gathering on imports and rely on the king and Grand Merchant to set trade deals with humans & elves? Fancy trees for fancy Dwarves.

 

Mountains dwarves are technically supposed to be skilled lumberjacks but I see your point. This could work perhaps, it's not like we can't just go into the unregioned wilds and cut wood there if we have to also. I've never liked the idea of cutting trees around the actual city, it tends to just look like land-scarring.

 

On another note, I really hope we're not relying on other nations to trade for food again. A lot of people kept on starving at the start of Anthos and we ended up having to rely on mooshrooms that kept disappearing.

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Mountains dwarves are technically supposed to be skilled lumberjacks but I see your point. This could work perhaps, it's not like we can't just go into the unregioned wilds and cut wood there if we have to also. I've never liked the idea of cutting trees around the actual city, it tends to just look like land-scarring.

 

On another note, I really hope we're not relying on other nations to trade for food again. A lot of people kept on starving at the start of Anthos and we ended up having to rely on mooshrooms that kept disappearing.

 

I agree on the food bit. We definitely need to have a few carrot and potato farmers around. I'm not so sure wheat would work RPly because of climate, terrain, etc? Any thoughts?

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Please no vassals. This is just not a good system for our player base. Our city is more than accommodating for other races. (Especially now that it will be mostly above ground.) There really is no reason why we need a vassel. If it is a matter of dwarven pride, the underground part of our city can be restricted to dwarves only or something like that. There is just not enough players to keep a vassal and have constant rp flowing through both cities.

 

I actually disagree as long as it's strictly limited. If Adunia was stationed in movable tents around the lower parts of the valley (but not clumped together and blocking trade for our city) I'd be completely cool with it. We just have to make sure we don't keep expanding with vassals, allow Dwarves to live out there, or let the area block trade with our city. All of this comes in to play when we build private shops and houses for sale though. 

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Well now we may not have any vassals.  Not quite sure.  However, I'd like to restate I'd like the combonation of stone and netherack.  I know it's hard to obtain but it looks awesome.

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Well now we may not have any vassals.  Not quite sure.  However, I'd like to restate I'd like the combonation of stone and netherack.  I know it's hard to obtain but it looks awesome.

 

Stone and Netherrack doesn't work for a design like this, it'd be better of with some Brick. It served to look far better in the construction of mount Ire. It also proved a lot more easier to obtain as well and will help with building future improvements.

 

When building we need to establish a material pallet to start from. An example of a pallet for my builds often consists of this:

Stone, Stone Brick (stairs and slabs), Stone Slab

Cobblestone, piston, furnace, item 62 lit furnace

spruce logs, wool, iron fence, iron door

brick (stairs and slabs)

coal blocks, iron blocks

obsidian

 

many key non-Dwarvern objects such as glowstone, and wood items are not mentioned above for obvious reasons.

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Well, with the recent introduction of the alchemy guild i think that we should include a small alchemy section to the dwarven city as prebuilt. Making alchemy labs look nice in survival is a pain. Also, as for the city, i really like the natural cave idea. It'd be nice if we could have something like Erebor, where its a big pit with bridges and platforms spanning over the abyss, and on every platform there s housing. On a central pillar spanning from the bottom of the crater to the roof of the cave we should have the king's palace. It makes the city unique and epic.

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Bumping this slightly so that newer Dwarves can see this and post their thoughts on it.

 

A quick idea how about we start hosting build competitions in roleplay? Annually, similar to the stone tree one we've had. W

 

You may be wondering how is this relevant? With the loss of Omithiel, Exodawn, Thoak as well as many other of our prime builders. We've kinda lost our ability to create great builds at the pace we did in the past. So this would enable us to find new Architects/Builders to lead the building in the new map when we get to  it. As well as promoting more builds of quality in our current map. It's a bit of fun anyway, and Spuller is I think we can all agree our greatest builder at the moment. But one guy can only do so much.

 

 

Moving on to the second point, I've noticed that our cities in a Snow Biome from the live-stream. Judging by the looks of things we're going off a Markarth design. Should we think of having some sort of redstone lamps under the water to keep them flowing? Or allow them to freeze over? Or even request for some of the biome to be changed to fit in with the build. Although saying that, we may change our minds as time goes on.

 

Also another idea how about we start thinking the locations of our farms. Tree Farms, food farms, ect. I mean we don't want them too far from the city. But to some degree we need to start thinking where we put things. Maybe the new generation of Dwarven Architects could be the ones who do this? At any rate thoughts? Good? Bad? Meh? Or just no... Plain no?

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Seeing all these people who posted that I dun see on their dwarves are here will ye be coming back after 4.0 or just here to help???

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like what Zezimus said Markoth but slightly smaller outside area and a bigger inner hall where hardcore dwarvees will live ((as in very active as well as lords and other nobles)) then the beardlings more outside or built into the mountain hopefully we get a north land claim cause snow where azgoth is makes no sense as it is far south so we should aim north :> i agree about no vassals and i hope that this will bring more dwarves to our cause, we should make the market and place at least look flourishing if we cant make it truly and that should attract more dwarfies

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I'm no Dwarf, but what if you used one of those MC giant ravine's for your entrance. It looks natural, still lets in a bit of light from the surface and still fits with your dirty "diggy hole" scheme.

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