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Map: Coldlake - 1058 tom

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Submitted by: FunkyWaltDogg - 2010-05-05

That sucks about the black voids. It looks like other players have experienced variations on this bug (see #1008, #1265, and #1671 on the bug tracker); posting a copy of your save (you can upload it to DFFD) could be helpful. This seems to be caused by water in a tile containing a ramp freezing, in case you want to start over and try again.

[Message edited on 2010/05/05 at 03:35 by FunkyWaltDogg]

Map: Coldlake - 1055 tom

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Submitted by: FunkyWaltDogg - 2010-05-04

I didn't expect more updates so soon! I am in tears here. "Oh God", indeed.

Map: Coldlake - 1052 tom (again)

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Submitted by: FunkyWaltDogg - 2010-05-04

This is a hilariously dwarven execution of that ancient human dream, life at the bottom of the sea. Half your minions died horribly and the other half have an even worse fate awaiting them, slowly starving to death as they idly wait, confined in a space so small they have to deconstruct their only workshop if they want to build a different one, but by Armok they're alive! Well done.

I suggest you create a Point of Interest in your "living area" and set it as default for your map, to make it easier to find and to help your accomplishment receive the recognition it so richly deserves.

Map: Redpages - 1053 FunkyWaltDogg

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Submitted by: FunkyWaltDogg - 2010-05-03

Thanks! Since these shots were taken, I've constructed a "dwarfduct" in close to the same position on the fortress levels so that I can go mining on the west side, and hopefully find a decent supply of an ore of something other than silver.

Map: Goatsea - 110 Kanddak

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Submitted by: FunkyWaltDogg - 2009-05-01

The "Magma" PoI in 110 is a really cool view.

Map: Workenjoyed - 102 db48x

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Submitted by: FunkyWaltDogg - 2009-05-01

I saw you have a couple of imps lurking in the bottom of your pipe. That's quite the bold move, using it for your entrance with live imps!

Map: Wadedcastles v2 - 209 FunkyWaltDogg

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Submitted by: FunkyWaltDogg - 2009-04-30

I didn't see the point in digging out a lot of area underground to pack stockpiles and workshops into since I'm ultimately going to be constructing buildings on the surface to house all that stuff. So for now, everything pretty much just gets plopped down wherever I've got a space.

Map: Toadgift - 301 Anticheese

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Submitted by: FunkyWaltDogg - 2009-04-26

What a cool idea! I guess progress is going to be pretty slow though...

Map: Wadedcastles v2 - 207 FunkyWaltDogg

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Submitted by: FunkyWaltDogg - 2009-04-25

Thanks! I am finally starting to make some real progress on the core projects.

Map: Wadedcastles - 205 FunkyWaltDogg

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Submitted by: FunkyWaltDogg - 2009-04-19

I tried it once when a satyr actually got in my fort, they won't touch them because that option only causes them to target dangerous wild animals, and satyrs are totally harmless.

Map: Wadedcastles - 203 FunkyWaltDogg

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Submitted by: FunkyWaltDogg - 2009-04-15

My objective when laying out the walls was to enclose the maximum amount of area in a square without overrunning either the brook or the entrance to my starter fort. So it was more or less inevitable that I'd go nearly to the edge on those two sides. I am planning to put towers in the inside corners but aside from that I don't foresee the need to expand my defenses outward (due to the moat) so I think it will work out okay.

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Submitted by: FunkyWaltDogg - 2009-04-15

I've thought about digging the outer moat one layer down after I was done but surprisingly it hadn't occurred to me to go ahead and do it so that I'm not totally defenseless in the meantime. Thanks for the suggestion!

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