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Map: Gloombound - 84 Aristoi

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Submitted by: Aristoi - 2009-09-11

@ajr_: It really does seem to. They move very quickly and seem to favor the diagonals. Right now there are only 7 of them, though, so I've not worked too hard to maximize production.

If you're interested in the design I found it on the bedroom designs wiki page, called Noble Hive Pods. I have a Quickfort .csv for it if you're looking to save some time.

One added advantage is that all the outer "slots" where I have workshops are just beyond the noise range, too, so no one is disturbed. Now personally I'd be annoyed by all the people cutting through my bedroom, but they don't seem to mind!

[Message edited on 2009/09/11 at 09:44 by Aristoi]

Map: Gloombound - 83 Aristoi

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Submitted by: Aristoi - 2009-09-10

@NevrGivUp: I didn't mean anything grand by "fortress". I'd just be interested in seeing what you do with the same island I'm on is all....

Map: Gloombound - 82 Aristoi

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Submitted by: Aristoi - 2009-09-10

@NevrGivUp: If I build a bridge to the edge will they start to visit? Or do I have to do the abandon/reclaim thing until I build the bridge to land?

Re the worldgen params:
http://www.bay12games.com/forum/index.php?topic=39264.msg749901#msg749901

Let me know if you put a fortress up, I'd love to see it.

Map: Razorlength - 1001 Jong89

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Submitted by: Aristoi - 2009-06-11

Best of luck on your plans.

Map: Windcourage - 36 AttorneyAtLawl

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Submitted by: Aristoi - 2009-05-29

I had always heard they would always use the wagon's location (deconstructed or not) as a meeting area unless you designate another.

Map: Whippedworkers - 519 Hagh

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Submitted by: Aristoi - 2009-05-28

Looks good, nice integration with the chasm.

Map: Foresthall - 205 Aristoi

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Submitted by: Aristoi - 2009-05-27

@P-Luke: Thanks! I really had no idea quite how much micromanagement it would take to build the towers. Not being able to build walls on floors means a lot of pre-planning. I basically have to decide what the next level up will be in order to put the roof on the current level!

Map: Foresthall - 204 Aristoi

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Submitted by: Aristoi - 2009-05-26

@sneakeypete: You might be right on that. I have read that they grow back even if there are no trees left. It would be nice to know for sure what was more efficient for tree creation.

Map: Lanternattacks - 307 sneakeypete

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Submitted by: Aristoi - 2009-05-25

Nicely done. I like the natural cave entrance look. Very dwarf-like.

Map: Foresthall - 204 Aristoi

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Submitted by: Aristoi - 2009-05-25

@sneakeypete: I've been only trimming trees, not clear cutting whole swaths. I was hoping that would help them grow saplings. I actually have no idea if that's how it works!

Regarding invaders, there appear to be no goblins, though that was unintentional. I guess they were wiped out during map generation and I didn't notice. I am getting 2-3 kobold thieves with each caravan, but with about 40 war dogs now they are not too dangerous. Maybe a war with the elves once the towers are done....

Map: Foresthall - 203 Aristoi

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Submitted by: Aristoi - 2009-05-24

@P-Luke: Thank you! I appreciate the compliment!

Map: Whitesands - 206 P-Luke

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Submitted by: Aristoi - 2009-05-24

That's a very neat looking layout. I like it.

Map: Tongsjade - 155 Loki

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Submitted by: Aristoi - 2009-05-19

Bravo! Very impressive.

Map: Gravebound - 207 Aristoi

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Submitted by: Aristoi - 2009-01-16

@Markavian: Thank you! Regarding the hollowing out, it was originally to maintain the "circular" theme I was going with in the fort. After doing the first one, it became a bit less interesting and I wasn't sure it was worth it either. Then I thought I might put in some glass windows and fill it up with water from the brook. So that's my current long term plan. A 4 part waterfall along the stairwell area and filling the tubes with water.

[Message edited on 2009/01/16 at 09:46 by Aristoi]

Map: Tactictorches - 107 magic dwarf

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Submitted by: Aristoi - 2009-01-04

Now that's a lot of digging! Nice fortress and good luck with that tower. Coming along nicely.

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