Displaying results 136 to 150 of 288 (Page 10)
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Map: Rivercross-Rivercross-spr-1005 - 1005 | martin |
Map: AFD's Rivercross entry - 1005 | A_Fey_Dwarf |
View / ReplySubmitted by: Meta - 2009-07-14The tower is really great and the steamer is a good idea. |
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Map: DF Masters - Rivercross - 1005 | crash2455 |
View / ReplySubmitted by: Meta - 2009-07-14What a really large bridge! :) |
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Map: Rivercross - 1005 | Grimlocke |
View / ReplySubmitted by: Meta - 2009-07-14The central tower is impressive and I greatly appreciate the red & yellow bridge. You should add POIs |
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Map: RivercrossMeta - 1001 | Meta |
View / ReplySubmitted by: Meta - 2009-07-08It's the Ranting Rodent's Graphical set. You can find it here or here. |
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Map: Tizotkogan, "Shankboat" - 303 | PenguinsScareMe |
View / ReplySubmitted by: PenguinsScareMe - 2009-07-07Wow, I didn't think anyone would actually be looking at this map. To answer the horizontal expansion question, the horizontal footprint of this map is repeatable, so you could conceivably just repeat it in whichever direction you wanted. Also, I've actually improved on the fort design, and am now building the same fort, but with a waterfall-based defensive system and a way to completely seal off access from one topside shaft when/if it gets compromised. |
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Map: Chucktrade - 203 | YF-23 |
View / ReplySubmitted by: Mechanoid - 2009-07-02Making your channel wider will only cause it to fail harder. |
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Map: Syrupdwellings - 216 | NEO|Phyte |
View / ReplySubmitted by: Mechanoid - 2009-06-21Staircase designations should speed up the excavation of the pillar area, namely, everything gets dug out at once. That way when it's time to channel away the stairs, there is barely any risk of cave in and they can do it without player intervention to save a stupi-dorf. |
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Map: Tradeclashed - 121 | w4ldf33 |
Map: Ceilingact - 304 | Phlamethrower |
View / ReplySubmitted by: Phlamethrower - 2009-06-08Operation GET WELL SOON was a complete success! |
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Map: Standardwild - 1066 | Zaltanek |
View / ReplySubmitted by: Doomender - 2009-06-06Hey, nice fountain. I try to do the same basic theme, but my dwarves keep drowning. Maybe I should go for your method.... |
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Map: Silverhall - 28 | Silfurdreki |
View / ReplySubmitted by: Phlamethrower - 2009-06-03That's a lot of bridges! |
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Map: Silverhall - 20 | Silfurdreki |
View / ReplySubmitted by: Phlamethrower - 2009-05-24As long as the wall is on flat ground, it should be possible to use the technique I attempted - dig a hole underneath the wall and then trigger a cave-in to cause the wall to fall down into the hole. If it's planned right you could make the wall sit flush with the ocean floor once it's been sunken - e.g. dig a hole in a T-shape underneath the wall, then drop two rings of obsidian. The obisidian rings will punch through the floor sections that are attaching the wall to the ocean floor, causing the wall to collapse into the hole. Although it's probably worth testing this out on dry land somewhere since I have a feeling the obisidian rings will support the wall and stop it falling. In which case you'd have to use two cave-ins instead of one - first drop a constructed floor to trigger the wall to collapse, then drop two obsidian rings to fill in the remaining holes. Unless you don't mind having a slightly uneven seabed afterwards! |
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View / ReplySubmitted by: Phlamethrower - 2009-05-23This may or may not help, but here's a link to my almost-successful underwater fortress. |
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Map: Deathquest - 217 | ToonyMan |
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Made three of them. I've got plenty of seeds to mill. - ajr_