Displaying results 1 to 15 of 23 (Page 1)
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Map: Nilorshar "Hammerweb" - 356 | zong |
Map: Blackjack - 307 | Ambivalence |
View / ReplySubmitted by: Erathoniel - 2010-02-26You could make a new switch in a secure location, and deconstruct the old one. Or, alternatively, you could dig a ditch around it with a bridge going for it, like |
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View / ReplySubmitted by: Erathoniel - 2010-02-25A small warning: If the crusher goes of while the dwarves are in there, they will all instantly die. You may want to keep a chained animal or two near the lever, so that a kobold doesn't sneak in and smash the crap out of everyone. Also, dwarves gone mad may flip levers (I think, but I'm not sure), so you may want security on the lever. |
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Map: Cudgelwatches - 302 | Erathoniel |
View / ReplySubmitted by: Erathoniel - 2009-07-13I'm using 7z for the saves because it's convenient. Get 7-Zip here if you don't have it and you wanna use the save: http://www.7-zip.org/ |
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Map: Crushworks - 319 | Vactor |
View / ReplySubmitted by: Erathoniel - 2009-05-12Those siege defenses are epic. Those ballistas are kinda hazardous, though. |
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Map: Gorgerags - 62 | db48x |
View / ReplySubmitted by: Erathoniel - 2009-04-17I had a volcano/chasm combo recently. It was a lot like this one. I like it a lot. |
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Map: Gatewheel - 202 | Emperor_Jonathan |
View / ReplySubmitted by: Erathoniel - 2009-04-09The animal hole's been blowing up? Are you sure there ain't hostiles in there killing the non hostiles? |
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Map: Udirurdim - 203 | runcible spoon |
View / ReplySubmitted by: Erathoniel - 2009-04-09For some reason, this isn't working for me. |
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Map: Wetlash - 304 | Clockwork Beast! |
View / ReplySubmitted by: Erathoniel - 2009-03-26I've had goblins survive 5-Z's. If you put weapon traps below the fall, or if they have a while to go, they won't do much harm afterward. If you don't, be prepared to have panicking peasants running from unconscious goblins. One of my forts had this all screwed up, and near-dead gobbos would terrorize the peasants. Until they were killed by dogs. |
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Map: Tombtrade - 221 | Lord Toast |
View / ReplySubmitted by: Erathoniel - 2009-02-27I added it. At least, If I"m correct. I'm pretty much 100% sure. |
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Map: Steelfortress - 50 | Sphr |
View / ReplySubmitted by: Erathoniel - 2008-12-04Skynet will take over the world! You've given me an idea... |
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Map: Coloredtraded - 202 | Hieda no Akyu |
View / ReplySubmitted by: Erathoniel - 2008-12-01Why not? Free siege protection. I'm gonna try it if I get a good chance. |
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Map: Shiptongue - 52 | Erathoniel |
View / ReplySubmitted by: Erathoniel - 2008-11-17I modded out their alcohol dependence, and increased their speed. Then I used Tweak to lower the cap on starting population. I followed it up with Dwarf Companion for skills. |
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Map: Ancienttraded - 206 | Erathoniel |
View / ReplySubmitted by: Erathoniel - 2008-10-23One thing Ancienttraded has: Secure water supply. Food? Who needs food? We fish (often too much), and farm, but I doubt it'll be enough at this level for the entire end-game. I'm digging out the entire level just beneath the surface. Why? |
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Map: Ancienttraded - 204 | Erathoniel |
View / ReplySubmitted by: Erathoniel - 2008-10-09Huge excavated areas, no supports, buildings above the ground. I think that if you turned cave-ins on, you'd wind up with a watery, bloody puddle about 30 feet underground or so, with wreckage piling up to just about surface level in some spots. |
The main food source of the fortress in its early days. Plump helmets firmly remained on the diet of Keshaninod's dwarves for several years, before the overabundance of prepared meals and both local and imported meat led to the discontinuation of plant farming.
The irrigation system was designed to wet the floor for planting every few years. The room would be partly flooded, and the water then drained to the lower floor, to spread and eventually evaporate. -
Greenbane