Browse Comments - DF Map Archive

Browse map comments by...

Displaying results 1 to 15 of 16 (Page 1)

« Prev | 1 | 2 | Next »

Sort by: Author, Date Submitted (Clear Search)
Map: Wealthscastle - 215 timmeh

View / Reply

Submitted by: Maisoul - 2008-12-10

Could be, yeah.
All in all, they're a bit easy to get 'legendary', but it helps stave off rioting and general mayhem.

Map: Wealthscastle - 215 timmeh

View / Reply

Submitted by: Maisoul - 2008-12-09

Have you considered making a decent-sized (6 by 6?) dining room in rock? Regardless of the quality of tables and chairs, wallpapering the room with engravings tends to send it close to legendary, which helps avoid terminal cases of depression a little.

View / Reply

Submitted by: Maisoul - 2008-12-08

Afraid of goblins, the local wildlife, or what? Unprovoked dragon attacks? Mass cave-ins? Starvation?

Hm. you have a good point. This game rivals NetHack for the number of causes of death you can carve on headstones.

Map: Trutharch - 152 Maisoul

View / Reply

Submitted by: Maisoul - 2008-12-04

Generally, a castle is a tower with a couple of walls around it anyway.
I think the main difference is that I'm looking to expand horizontally, if I must, rather than too far vertically. I picked this level because there was a fair amount of room to the north for further structures - I'd have gone for the next Z-level down for laziness if I just wanted to go up.

Map: Gearspots - 52 Maisoul

View / Reply

Submitted by: Maisoul - 2008-11-22

I didn't choose to. I just seem to have gotten a competent hunter for once, and I tend to completely forget about butchering in that case unless it's automatic.
But. Yes. Bad idea. Burning fire imp fat is enough to make Dwarves think there's lava on the other side of clay. Fire Imp fat DOES burn away eventually, though... as you can see from the lack of smoke and fire in the current food stockpile. After it finished baking peat, I shifted all the remaining food left.

It's pretty steep, yeah. I think the area is right on top of a mountain, mostly; a particularly giant altar-like mountain, in retrospect.
I'm tempted to build out a floor and fortress over the side of the gap, with only a few tiles and pillars for support, but I've already got the start of the outpost elsewhere.

View / Reply

Submitted by: Maisoul - 2008-11-21

Ah... that would explain it. Didn't know that. Thanks.

Bah. There's no way to designate specific creatures as do-not-butcher automatically. Still, livened up the end of an otherwise-uneventful year, I suppose.

Map: Doorswallow - 306 Maisoul

View / Reply

Submitted by: Maisoul - 2008-07-18

Uhh... no.
Not intentionally, anyway. I only noticed it was formed in that pattern after it was dug out. It's not actually oriented in the same direction as that symbol, making it something sorta-different... but that was just luck, really.

The Nazi movement stole their symbol from Sanskrit. Also, did you know there's a place in Ontario named 'Swastika'? Hei- uh... yay, Wikipedia.

Map: Letterirons - 1087 Maisoul

View / Reply

Submitted by: Maisoul - 2007-10-15

Lessee. I know it wasn't the carpenter - when the siege happened, he flat out refused to leave the wells just left of the bridge for a while, so when the goblins got close I just... uh... locked the doors of that room and forgot about him. He starved. Oops.
Some of the goblins who hit the traps may have survived? I'm not really sure what the blood outside is, as none of the soldiers went into battle.

Edit: Oh, that one? Hmm.
Oh. Yeah. That was before the siege - I send out the military dwarves when elephants or leopards lurk too close to the road.
Alternatively, caravan guards making a last stand. I think they all died on the road, though.
[Message edited on 2007/10/15 at 06:16 by Maisoul]

Map: Letterirons - 1086 Maisoul

View / Reply

Submitted by: Maisoul - 2007-10-12

Once the corridor is fully trapped, anything wanting to get through without destroying bridges or getting there fast enough that the lever hasn't been pulled yet would have to pass at least 13 squares to get to the next vertical stretch of the corridor - nine down, or up, against the wall, and four right to the next wall.
That's 143 squares, not counting a few at the start and end of the path. Probably a little overkill for invading armies. Not sure about any of the big monsters, though. Never had any visit.

View / Reply

Submitted by: Maisoul - 2007-10-12

So should something like a dragon come wandering down the corridor 'o doom, the bridges are safe so long as there aren't any dwarves nearby or beyond them for the dragon to target?

View / Reply

Submitted by: Maisoul - 2007-10-10

The couple 1x3 drawbridges I made to test wouldn't raise left or right. I presume they'd raise up or down, but that wouldn't really work.
Maybe I was doing something wrong, though. I definitely set the one-width three-height test bridges to raise right, and the lever for testing was connected.

Map: Letterirons - 1085 Maisoul

View / Reply

Submitted by: Maisoul - 2007-10-08

So, if I dug out the bottom... three squares of the walls that extend from the lower side, built a three-height one-width bridge in the gaps, set it to raise either to the left or right, would I end up with the effective wall in the space of the gap, or a tile left or right?

View / Reply

Submitted by: Maisoul - 2007-10-07

Hmm. Do empty channels count as smoothed floor?
The alternative is doors, but those can be destroyed, which would considerably shorten the path invaders have to take.

At any rate, I'll find out once the merchants get here. I'm not 100% sure they'll count this depot as accessible, even with a complete road.
[Message edited on 2007/10/07 at 06:40 by Maisoul]

Map: Ringdied - 1080 Maisoul

View / Reply

Submitted by: Maisoul - 2007-10-03

It's something I tend to go for anyway, regardless of whether or not there are trees outside - wood's the only thing you can make beds with, and it's tedious having to keep an eye on charcoal supplies. Eventually you end up clearing most of the easily-reachable trees overland, anyway.
Right. I'll set up another area for foresting, after the path leading to where the new trade depot is going to sit.

Map: Ringdied - 1079 Maisoul

View / Reply

Submitted by: Maisoul - 2007-10-03

Antmen do indeed have bones - a couple of the weapon traps at the entrance have antman bone crossbows, or bolts.

« Prev | 1 | 2 | Next »

Login: