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Map: Galleymaster - 105 Salmeuk

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Submitted by: Salmeuk - 2008-11-27

I might add a bridge later on, with the nobles situated in the middle. The tunnel works out nicely for now, though the whole fortress is quite inefficient.

Map: Channelteaches - 302 primethian

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Submitted by: primethian - 2008-11-26

DFMC didn't seem to like the DFG tileset there. But a meat wall would be awesome !!

Map: Treatychances - 202 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-21

Well, dwarves are quite short. It will look like a tall tower to them :)

Map: lolokkokeb - 1055 osdeath

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Submitted by: Salmeuk - 2008-11-17

Points of interest always make a map more interesting to look at.

Map: Whipclutch - 312 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-17

Seriously! You don't know what these camels are like.
The king and a load of migrants arrived, so I sent out my entire military to take care of a herd of camels that were loitering with intent near the fort entrance. Some of the dwarves, obviously under some kind of camel-based spell, wandered the wilderness aimlessly, completely oblivious to the two champion marksdwarves that were being pummeled into the ground by the herd of camels. (The champions, although they managed to find the herd of camels, were obviously under some kind of spell as well since they only seemed to have brought one crossbow bolt between them both)
Eventually help arrived and the hell-camels were destroyed, but it was too late for the two champions.
Now I've got one marksdwarf in jail after he tantrumed and destroyed a cage trap, and another marksdwarf splattered across the dining room floor after he went berserk and tore the lungs out of a war dog.
The camels, man... they're the ones that should be trapped at the bottom of this mountain!

Map: Blockaderhyming - 220 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-16

> I'm pretty sure that as soon as any salt water touches any freshwater it is all turned to salt water D:
Well if I try placing an activity zone over it it no longer shows as a water source - but at the same time, the well is shown as being active. Guess I'll just wait and see!

> I noticed a lot of traffic on the bridges, has anyone fallen off yet?
Not yet, no. I'm just waiting for the day when I can lead a goblin seige across the bridges and then chuck them all into the water...

Map: Blockaderhyming - 219 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-15

Only a couple of floors above ground level. The height doesn't affect how big a cave-in will be. Collapsing ground simply travels down until it reaches a wall (natural or man-made).

Map: The Citadel of Artifice - 154 Teeto_K

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Submitted by: Salmeuk - 2008-11-08

Like the gardens, and the butchers area. Nice fortress.

Map: Ironguard - 301 Gaulgath

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Submitted by: Salmeuk - 2008-11-08

Any plans for the fort?

Map: Staffrare - 105 Dakira

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Submitted by: Salmeuk - 2008-11-08

I like the premise, add more maps!

Map: Blockaderhyming - 218 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-08

Yeah, the inside of the dam is still filling up.

When the magma mould fell, the sea level actually dropped by 1 floor across the entire map, due to all the underground tunnels that are now flooded (and the inside of the dam).

I'm thinking that for my next attempt, I'll try picking a map with a chasm/bottomless pit and see if I can drain enough of the ocean into it to reveal the sea bed.

Map: Wetbolt - 198 Caranha

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Submitted by: Salmeuk - 2008-11-05

Love the fortress, specially the treasure room and the wall of history.

Noice work :-D

Map: Whipclutch - 308 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-05

Yeah, at some point I think I'll be adding windows to the bedrooms. It's just a shame I didn't put any of the nobles quarters along the chasm edge so they could have windows too. I could always move them onto another floor, but I like how everything is layed out on one layer in this fort.

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Submitted by: Phlamethrower - 2008-11-04

I'm getting about 18FPS at the moment - although it did worryingly drop down to 6-7 when the cave river was being diverted. For reference, I was getting about 50FPS when I started the fort.

I'm playing on a quad-core Intel Q9450 @ 2.66GHz, with 2GB of RAM. I wasn't exactly intending to use this computer just to play dwarf fortress, but it seems to work quite well. Of course 18FPS is still a bit slow, which is why I've started playing two forts at once (yay! quad-core).

You may have spotted that the yearly Blockaderhyiming updates come at around the same time as the bi-yearly Whipclutch updates - so you can guess how much slower Blockaderhyming is running, despite being a much smaller map. Between the two of them there's usually something that needs attending to at any point in time, so I haven't been stricken by melancholy just yet.

Map: Blockaderhyming - 217 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-04

At the moment they can't get to it, because I made a mistake when digging out what was meant to be the connecting passage :(

However once the dam collapses it should rest in the right place for me to connect the two sides again (although not in the way I initially planned)

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