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Map: Crystalmaze - 257 Reth

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Submitted by: Manu - 2013-12-02

I have the feeling that your well is not connected to the water pool. the side view seems to confort me. forgot to channel ?

nice good looking fort. what is the deep chambers project about ?

Map: Fikodison Anam Bemong - 8 Reth

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Submitted by: Reth - 2013-11-28

Thanks for the comment! We are people playing a succession game, this is only part of the rules: uploading the entire map every year... Is it inappropiate?

Map: Fikodison Anam Bemong - 7 Khanser

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Submitted by: ajr_ - 2013-11-25

Usually I don't like starter forts but this is okay. Like the farms, like the blacksmithy, and the living quarters. Looks like you're master of the fortress, not the victim of it.

Map: Yormirrors-aut-203 - 203 Haeris

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Submitted by: Salmeuk - 2013-11-18

You should add some points of interest!

Map: Urgebolted - 129 Andyroo

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Submitted by: Salmeuk - 2013-11-18

I like your setup, it's nice and efficient.

A good idea for forts like this, where the early ambushes can slaughter just about all your dwarfs, is to create a sort of airlock system for dwarfs and traders. This involves an inner and an outer gate. You always close the inner one and leave the outer one open, building your trade depot in between. That way, traders can always path to the depot, and if they get there safely then you can close them in and open up your inner gate.

Map: Worksack - 21 Tharis

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Submitted by: Tharis - 2013-11-17

I'm glad someone noticed! Ha!

Yeah, and I'm sure this fortress could go on indefinitely, especially if I bothered to figure out how to put together a dwarven checkerboard, but really? It's all been done. I have another fortress that's looking similar (with two failures between, nobody warned me that tantrum spirals take so long to play out.) Current one is a simple walled-in affair on a desert beside a stream.

Poetry, yeah. That's what I need to learn.

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Submitted by: Salmeuk - 2013-11-14

ahaha that missile is epic. it's cool to see the fort last so long! I'll definitely check out your next one.

As for possible design inspiration, try building a fort specifically created to serve a small populations, around 30-50. It provides more freedom in designing around terrain and environment.

In fact, that's probably the best advice I could give you since it's what currently inspires me the most. Build your forts around the terrain that has been given you - sculpt your fortress to fit the sheer cliffs and winding rivers. Never have a room closer than three tiles to another (your dwarfs need soundproofing, right?). Build columns in large rooms as if you have to (you used to experience cave-ins if you didn't, a feature I hope is brought back). Make your fortress more poetry than industry.

Map: Whipthrone - 322 vjek

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Submitted by: LazyLoneLion - 2013-11-14

Can you explain it in words? Or give a link to the explanation on the forum?

As far as I understand mechanics is quite simple?

I'd make it this way:
Plate closes bridges (entrance and exit) and opens magma-shower hatches (or bridges again even better). Another plate at the edge of The Melter will open drainage bridges, closes magma-shower and opens entrance and exit.

But I'm not very good in mechanics and I'm sure you have some more complex timing mechanic.

Map: Blazesmines - 3 Salmeuk

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Submitted by: Salmeuk - 2013-11-14

This map fell to my own impatience and ignorance: The migrating dwarven trader kept blocking immigrants from entering the map since he just sat still as soon as he appeared. This was especially frustrating when I need my migrants alive, and not torn to shreds by roving goblin squads.

So I ordered my squad to kill him. They accomplished this fine, but then (I didn't know this part was going to happen) the dwarf that landed the killing blow upon the trader became an enemy of the civilization, and the civilization became an enemy to him. He proceeded to slaughter my entire fortress. I learned a hard lesson that day, since I desperately loved this fortress (JUST LOOK AT THOSE FARMS SO BEAUTIFUL) and keep no backups.

Map: Growldagger - 260 DrJonez

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Submitted by: Markavian - 2013-11-11

Very spacious, well organised for by the looks of things.

Map: Growldagger - 256 DrJonez

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Submitted by: Brewster - 2013-11-03

Looks good. Enjoyed what you did w/ the farms.

Map: Vinesalves - 255 August

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Submitted by: Al Bravo - 2013-10-26

What are all the H's?

Map: Copperhold - 266 Kazar

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Submitted by: skaltum - 2013-10-21

You won't get any wagons with your drawbridge trapped

Map: Heartmine - 852 itg

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Submitted by: Tharis - 2013-10-14

Daaaaaaaang.

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Submitted by: bankPanic - 2013-10-13

Amazing masterpiece!
Cheers!

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