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Map: Roomcleansed - 38 Zruku

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Submitted by: Quietust - 2009-10-09

Looks nice so far.

For your next fort, make it from cast obsidian (i.e. pump magma into mold, pump water on top, repeat) so you can engrave the walls and floors. :)

Map: Bitepride - 151 Konig

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Submitted by: Quietust - 2009-10-08

Technically, there is a way to get to the "inner" chamber - just squeeze through the diagonal gap at the bottom right corner.

Map: First advanced - 6 Genkaz92

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Submitted by: Quietust - 2009-10-08

Actually, the path is only 1 tile wide, since the fort's entrance is a single door sandwiched between 2 smoothed (or constructed) walls.

Map: Drilledhammers - 241 silversoul4

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Submitted by: Quietust - 2009-10-04

Do any of the biomes in your embark location have sedimentary layers? If not, you're going to have to buy all of your bauxite from the Dwarven caravan (assuming they have any, of course).

Given that you appear to have felsite immediately below the grasslands, though, you might want to put bauxite stones (as opposed to blocks) on maximum priority when the dwarven caravan arrives in autumn...

Map: Gearedsaviors - 329 mrb

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Submitted by: Quietust - 2009-10-03

Do the actual wagons reach the depot, or just the donkeys, mules, and camels?

If you aren't getting any actual wagons, you'll need to widen the entrance so they can fit through. Widening the corner on the left side should be enough for them to fit through (the tiles west and south of X:1648 Y:1824), though Shift+D should also show you what is and isn't accessible.

Map: Sparkgear 6 - The Doom of Friends - 303 _nil_

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Submitted by: Quietust - 2009-10-02

Death road drainage should be an interesting task when using magma, what with magma not flowing off the edge of the map. If the magma tank above was smaller (or stopped 1 Z-level higher), it might've been feasible to put in some screw pumps to suck the magma out through the ceiling.

Map: Muckgrotto (DFM2) - 108 Magua

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Submitted by: Quietust - 2009-10-02

Regarding your duke consort, there's actually a rather convenient bug in 40d that you can use to circumvent export bans on goods that get placed in bins - if you manually select every item in the bin for trade but don't trade the bin itself, it won't count as a crime and nobody will get punished, presumably because it can't figure out who brought the individual items to the depot (as the entire bin was brought as a single unit). I've done this repeatedly in my own fortress to get rid of my duchess consort's precious amulets.

Unfortunately, I'm still stuck with a massive anvil stockpile in my duke's throne room...

Map: Gearedsaviors - 329 mrb

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Submitted by: Quietust - 2009-10-02

How exactly do wagons manage to get onto your trade depot? A gap that small shouldn't allow them to get through...

Map: Wasprag - 59 Quietust

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Submitted by: Quietust - 2009-09-28

Absolutely - in fact, that's exactly why I built them.

Map: Sparklewheel - 212 Demonic Spoon

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Submitted by: Quietust - 2009-09-24

I guess, then, that I don't get the point of bloodline/succession games (and it's probably good that I don't participate in them, since I'd be pissed off if another participant deliberately destroyed most of the fortress)...

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Submitted by: Quietust - 2009-09-22

Looks like a bit of careless digging pierced the aquifer from underneath - cleaning that one up should be a lot of Fun, provided there's still anybody left alive...

[Message edited on 2009/09/22 at 11:27 by Quietust]

Map: Wasprag - 46 Quietust

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Submitted by: Quietust - 2009-09-15

I'll build a pump tower extending all the way to the top of the map, then direct its output into a tube that goes down to ground level, through a short tunnel, and into an opening at the bottom of the pyramid. Pump pressure should allow it to fill all the way to the top.

Map: Complextheater - 210 opSneakie

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Submitted by: Quietust - 2009-09-13

Elves only whine about tree cutting once you get a Baron (if I recall), at which point they start sending a diplomat to place logging quotas (which, if you violate, will get them angry at you, potentially to the point of war).

Map: Complextheater - 208 opSneakie

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Submitted by: Quietust - 2009-09-11

I hope you've assigned war dogs to your woodcutters, considering they'll prefer to chop down the trees in the northwest corner of the map rather than the ones right by your entrance.

Map: Fellsalves - 57 GauHelldragon

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Submitted by: Quietust - 2009-09-09

That's a lot of gear assemblies.

Another design (over here) used raising bridges and floodgates in order to decode the various bit combinations and allow pressurized water to flow on pressure plates linked to each display segment, though it seemed to have some synchronization issues. Your design takes up a more space and requires significant machine power, though it has the potential to be more responsive and accurate.

For avoiding water drying up, you might try dropping an additional tile of 7/7 water into each pump/trigger loop from above (using a pair of floor hatches over each pump) - filling the bottom channels and having 3/4 water floating on the trigger and grate would pretty much stop any evaporation from taking place.

Also, you could have avoided using those inverters - since gear assemblies always toggle when triggered (rather than switching to a predictable "on" or "off" state), you can link one gear, pull the lever, then link another, and the two gears will become mutually exclusive.

[Message edited on 2009/09/09 at 01:52 by Quietust]

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