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Map: Theaterclutched of Deviance - 202 Gretyl

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Submitted by: Mechanoid - 2009-03-20

As long as there is "empty space" between the well and the water source, creatures will not crawl up through it. If the well was on level 13, then there would be problems.

Map: Fireytrades - 29 Guldane

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Submitted by: Salmeuk - 2009-03-16

What makes the table so expensive?

Map: The Black Cloister - 105 Salmeuk

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Submitted by: Salmeuk - 2009-03-15

:P Yeah Duke, get with the program.

I just recently discovered the mouse thing, and it doesn't help too much except for designating mining areas and specific trees.

Map: Whiteoak - 201 Jurph

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Submitted by: Salmeuk - 2009-03-15

This should look like a pretty fortress. . . Continue with the circular designs.

Map: Ultragear - 306 Markavian

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Submitted by: Salmeuk - 2009-03-08

I lurve me some awesome stylistic forts.

You are a simply amazing designer, in the poetic sense.

Map: Razorspark - 206 starcannon

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Submitted by: Salmeuk - 2009-03-08

You should experiment with other designs besides squares.

Map: Couragesword - 202 Lorondo

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Submitted by: Salmeuk - 2009-03-08

Pffft. . . You dant need no frunt dur, jus trun up a cupla wreslers foya dee fence.

3 Champion wrestlers is quite an amazing military, at least until you get sieges.

Map: Gearmanors the City of Stone - 113 xpCynic

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Submitted by: Salmeuk - 2009-03-08

I enjoy the idea of guilds.

Map: Logemked ("Paintfeed") - 202 Jaap Schouwenburg (JaaSwb)

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Submitted by: Salmeuk - 2009-03-08

Nice setup.

Map: Gullyrag - 206 Clouddark

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Submitted by: Salmeuk - 2009-03-08

Add POI's!

I like your village, it adds character to the fortress.

Map: The Bulwark of Waves - 204 Pseudo

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Submitted by: Mechanoid - 2009-03-08

Goblin Hammerers
In ur tunnels
Killin ur dorfs

Map: The Black Cloister - 104 Salmeuk

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Submitted by: Salmeuk - 2009-03-01

About 60 FPS right now, FYI.

Thanks, I kinda see how the sheer workforce needed is going to be a problem.

Map: Waningstake - 207 Limez

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Submitted by: Limez - 2009-02-28

I didn't know I could even do that! Thank you for mentioning it!

Map: Killerlobsters - 318 chuzzum

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Submitted by: Salmeuk - 2009-02-17

You should mine out around the adamantine, just to get an idea about the layout.

Map: Syrupdwellings - 214 NEO|Phyte

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Submitted by: Mechanoid - 2009-02-17

Suggestion:
Make a dungeon for holding captured goblins. As well, start a fight with the humans and elves, then do the same.

Then, see if the captives make more dungeon dwellers.
After enough bodies exist inside, link the caves together to see if fights break out. Use mechanical and water-based timing mechanisms to limit the interaction.

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