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Map: Bronzelung - 6 Tharis

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Submitted by: Tharis - 2014-05-13

I think that I've been taking my time a bit more than usual on account of the lack of goblins. I've actually dug out considerably more since this image was taken. Once I got the the forges working (finally!) then I made a few more picks. I think I'm up to five diggers now, which seems a good number. Also, there's a lot of dirt in that first layer or two, which speeds things up.

Ironically, considering your comment, one of the next things I completed was the clothing manufacturing center. I think I'm aiming to make workshop areas built around a common type or resources (wood and stone, cloth and leather, metal and clay and glass, etc.)

I find myself using common themes across forts, like those little circular workshops and the fractal bedroom layout. Hope this doesn't get too monotonous.

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Submitted by: ajr_ - 2014-05-13

You've put your dwarves to the test. Did you have six picks or something? I usually take as many picks with me as possible...

I so often hope to get a great jeweler in the immigrants. They can elevate the fortress wealth so greatly even with encrusted stone crafts. Next best thing to me are metalsmiths, then clothiers. You just want to finish as many clothes as possible in a short time later on when the dwarves start to get unhappy thoughts of rotting clothes. I also don't like to set up many clothier's shops.

Map: Metalhomes - 69 ajr_

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Submitted by: Tharis - 2014-05-11

That's a neat crypt. Aesthetically, it's kind of busy. Admittedly, the slightly different tileset makes it a little hard to understand. Still, very impressive. Gold chests! Gold everything! Ha!

(ever read Terry Pratchett? I now imagine the way these dwarves would sing.)

Map: Bronzelung - 6 Tharis

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Submitted by: Tharis - 2014-05-11

I've already hit tetrahedrite going straight down the central staircase, and there's hematite visible on the hillside to the NE, and galena directly below the tetrahedrite, so I'll probably start there. Often, with mining, I'll start at one point and then use stairs and ramps to get to everything else from that entrance point.

I could also try to incorporate the mining into the fortress somehow. Haven't really done that. Hmm...

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Submitted by: ajr_ - 2014-05-11

Have you done any explatory mining yet? It's pretty important to know where the gold or iron is, I mean which layer, so you can harmonize the fortress.

[Message edited on 2014/05/11 at 04:55 by ajr_]

Map: Bronzelung - 6 Tharis

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Submitted by: Tharis - 2014-05-09

I know! I'm terrified to start building.

Map: Kegpraises - 201 Callidus

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Submitted by: ajr_ - 2014-05-09

Yes, a coolest location as well.

Map: Bronzelung - 6 Tharis

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Submitted by: ajr_ - 2014-05-09

Wow, what a coolest location!

Map: Kegpraises - 201 Callidus

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Submitted by: Tharis - 2014-05-09

Funny, I picked my current map for more or less the same reason.

Map: KeyWork - 95 Nooooooo

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Submitted by: DogsRNice - 2014-05-07

wow this is cool and whats with that spammer lol

Map: Craftcastle - 143 Master of Stars

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Submitted by: ajr_ - 2014-05-07

Fuck the goblins.

Map: Silverdestined - 14 Tharis

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Submitted by: Tharis - 2014-05-04

I also don't like leaving heaps of crap outside. I think ideally I'd position a particular stockpile to collect all of it and then drop it all down the volcano.

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Submitted by: ajr_ - 2014-05-04

You could just throw the garbage down to forgotten beasts eh?

use d(esignations) [b] menu to mass forbid and check your [o]rders so that dwarves don't gather



[Message edited on 2014/05/04 at 04:38 by [b]ajr_
]

[Message edited on 2014/05/04 at 04:38 by ajr_]

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Submitted by: Tharis - 2014-05-02

True. I think it's partly that the stockpiles annoy me, especially the clothing stockpiles. I've noticed that I get swamped with clothes, then build out to accommodate the goblin garbage, and then suddenly the bins kick in and the whole room is empty. I should probably figure out that trick for separating the goblin garb from the manufactured garb.

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Submitted by: ajr_ - 2014-05-02

There's something symphatetic about the archery range, but I don't like your low ceiling wide stockpile halls. It's crafting in progress I know, but still... quickfort has been invented.

Edit: some spelling and addition

The important parts, quarters and work places are magnificently designed. Like how the dining hall is constructed in two layers and the quarters are in symmetric patterns. Their small size can be compensated by crafting gem encrusted furniture like beds and cabinets.

[Message edited on 2014/05/02 at 11:29 by ajr_]

[Message edited on 2014/05/02 at 11:29 by ajr_]

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