Displaying results 286 to 300 of 7710 (Page 20)
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Map: Floodedsky - 103 | ajr_ |
View / ReplySubmitted by: Tharis - 2014-08-05That's interesting. Kind of hard to figure out. I'm guessing the huge room is a future dining hall? |
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Map: Thiefbane - 252 | ClsfdKidd |
Map: Rhymedmansion - 257 | mounf |
View / ReplySubmitted by: mounf - 2014-08-05I think "channeling attackers" is causing some confusion.. By this I mean forcing them to attack an easily defensible position. Not attackers digging their way into my fort! |
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Map: Sensedmirror - 147 | osldgoth |
View / ReplySubmitted by: osldgoth - 2014-08-02z-level numbers ingame are different than shown here. the waterfall starts at 116 down to 114 (dining hall floor), 113 (water exit) |
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Map: Grindbroken - 591 | Sorg |
View / ReplySubmitted by: ClsfdKidd - 2014-08-01Chaos aside, this is a fantastic looking fortress. I love the "office" in the moat. |
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Map: Towerunion - 129 | durbuhuru |
Map: Pearlgates - 103 | Jimmy |
Map: Scribedmetal - 551 | db48x |
Map: Rhymedmansion - 256 | mounf |
View / ReplySubmitted by: Sorg - 2014-07-29There's dfhack plugin, "digging invaders". But without it invaders can't dig yet. |
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Map: Radianthalls the Ageless Imperial Gold-Tower of Dragons - 125 | Whitecold |
View / ReplySubmitted by: Whitecold - 2014-07-29The name is just a coincidence. The name was just the most grandiose thing I could put together, and the inspiration for the design came from how pretty things with the DFhack circle tool look. |
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Map: Armtorch - 181 | martinuzz |
View / ReplySubmitted by: ajr_ - 2014-07-28A great functionalistic look. Can't wait to see some magma casting. |
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Map: Rhymedmansion - 255 | mounf |
View / ReplySubmitted by: ClsfdKidd - 2014-07-25Can invaders dig now? I know that it was in development, but I haven't seen them do this, yet. |
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Map: Submergeroom - 152 | ajr_ |
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Bedrooms are finally dug out, just have to clear some rocks and build tons of doors and beds. I'm going to try making the hallway walls to be smoothed and keep the insides of their quarters rough, but I know I'll eventually dislike that and end up having to make the nobles rooms uber-expensive so they don't bitch up a storm.
Also, the two areas in between the forks on the eastern side of the river will most likely be more control rooms for the doors and bridges (so I can lock them or retract them.) I still haven't figured out where to put the switch for the main bridge, but most likely I'll end up carving out a small area in the Ring and have a single switch there. -
schm0