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Map: Severedcoils - 210 KenboCalrissian

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Submitted by: KenboCalrissian - 2010-08-24

"New" combat system doesn't cut it. This is 40d. You're probably right about falling into the chasm, though the goblin bones right next to where the path turns is throwing me off.

[Message edited on 2010/08/24 at 12:30 by KenboCalrissian]

Map: Arche-SGIX - 310 Demonic Spoon

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Submitted by: KenboCalrissian - 2010-02-28

The fluffy wamblers are still alive!! If I had a workable schedule I'd take another turn right now.

Map: Severedcoils - 209 KenboCalrissian

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Submitted by: KenboCalrissian - 2010-01-14

I gave up on the philosopher. Now it's a pending plot hook. Notice Zon hasn't said anything about it yet ;)

Map: Cavepulley - 208 starcannon

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Submitted by: KenboCalrissian - 2009-11-03

Interesting bridge concept! I approve. All it needs are some archery targets jutting out from the sides. But you've hardly explored at all underground! Do you know if you have a magma pipe or HFS?

Just curious, what's that pink sand? I've never seen it before.

Map: Lanternwebs - 113 Rysith

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Submitted by: KenboCalrissian - 2009-10-17

I like the overall fort design! It's neat and tidy, looks like you tried to stay symmetrical as much as was practical, and I'm envious of the fluid logic system because it's something I haven't yet attempted. Very cool!

Map: Spinsling - 211 Chicostick

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Submitted by: KenboCalrissian - 2009-09-23

I would recommend either digging a channel all around those fortifications, or rebuilding the towers with walls all the way around the first AND second floor and fortifications on the third.

When enemies stand next to fortifications, not only do they get the same defense bonuses as your dwarves, but they cancel out the bonuses of anybody standing on the other side. I'm not sure if this applies diagonally, which is why I suggest placing them three floors up (at two, the enemy can still stand against the wall and fire diagonally-up, right into the fortifications. I don't know whether this gives them the same bonus).

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