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Map: Ceilingact - 311 Phlamethrower

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Submitted by: Phlamethrower - 2009-09-19

Well, it keeps the orcs out.

Everyone died, BTW. A goblin seige turned up just as the last baby died, so the goblins ended up claiming victory.

Map: Ceilingact - 304 Phlamethrower

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Submitted by: Phlamethrower - 2009-06-08

Operation GET WELL SOON was a complete success!

By which I mean it failed.

Although it succeeded in generating lots of water and killing a kitten, the water then promptly ran straight down the funnel and out a hole in the bottom of the map.

Well, you learn something new every day.

Map: Silverhall - 28 Silfurdreki

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Submitted by: Phlamethrower - 2009-06-03

That's a lot of bridges!

I hope you remembered to check the mechanisms all worked before you started filling the channel - it would be a pain to have to go back afterwards and try to fill in/repair any gaps in the obsidian.

Map: Silverhall - 20 Silfurdreki

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Submitted by: Phlamethrower - 2009-05-24

As long as the wall is on flat ground, it should be possible to use the technique I attempted - dig a hole underneath the wall and then trigger a cave-in to cause the wall to fall down into the hole. If it's planned right you could make the wall sit flush with the ocean floor once it's been sunken - e.g. dig a hole in a T-shape underneath the wall, then drop two rings of obsidian. The obisidian rings will punch through the floor sections that are attaching the wall to the ocean floor, causing the wall to collapse into the hole. Although it's probably worth testing this out on dry land somewhere since I have a feeling the obisidian rings will support the wall and stop it falling. In which case you'd have to use two cave-ins instead of one - first drop a constructed floor to trigger the wall to collapse, then drop two obsidian rings to fill in the remaining holes. Unless you don't mind having a slightly uneven seabed afterwards!

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Submitted by: Phlamethrower - 2009-05-23

This may or may not help, but here's a link to my almost-successful underwater fortress.

If you're sticking with your plan of dropping a wall of obsidian into the ocean, my only real advice is to make sure that you keep it all on flat ground, otherwise getting rid of the wall afterwards is a real pain, as can be seen with what happened to Blockaderhyming.

While building Blockaderhyming I performed various experiments to determine how cave-ins work; if you look through the different maps you should hopefully find some notes about each one, which might help you a bit.

If only I'd thought to check whether constructed walls were cave-in proof :(

Good luck!

[Message edited on 2009/05/23 at 09:37 by Phlamethrower]

Map: Treatychances - 202 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-21

Well, dwarves are quite short. It will look like a tall tower to them :)

Map: Whipclutch - 312 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-17

Seriously! You don't know what these camels are like.
The king and a load of migrants arrived, so I sent out my entire military to take care of a herd of camels that were loitering with intent near the fort entrance. Some of the dwarves, obviously under some kind of camel-based spell, wandered the wilderness aimlessly, completely oblivious to the two champion marksdwarves that were being pummeled into the ground by the herd of camels. (The champions, although they managed to find the herd of camels, were obviously under some kind of spell as well since they only seemed to have brought one crossbow bolt between them both)
Eventually help arrived and the hell-camels were destroyed, but it was too late for the two champions.
Now I've got one marksdwarf in jail after he tantrumed and destroyed a cage trap, and another marksdwarf splattered across the dining room floor after he went berserk and tore the lungs out of a war dog.
The camels, man... they're the ones that should be trapped at the bottom of this mountain!

Map: Blockaderhyming - 220 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-16

> I'm pretty sure that as soon as any salt water touches any freshwater it is all turned to salt water D:
Well if I try placing an activity zone over it it no longer shows as a water source - but at the same time, the well is shown as being active. Guess I'll just wait and see!

> I noticed a lot of traffic on the bridges, has anyone fallen off yet?
Not yet, no. I'm just waiting for the day when I can lead a goblin seige across the bridges and then chuck them all into the water...

Map: Blockaderhyming - 219 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-15

Only a couple of floors above ground level. The height doesn't affect how big a cave-in will be. Collapsing ground simply travels down until it reaches a wall (natural or man-made).

Map: Blockaderhyming - 218 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-08

Yeah, the inside of the dam is still filling up.

When the magma mould fell, the sea level actually dropped by 1 floor across the entire map, due to all the underground tunnels that are now flooded (and the inside of the dam).

I'm thinking that for my next attempt, I'll try picking a map with a chasm/bottomless pit and see if I can drain enough of the ocean into it to reveal the sea bed.

Map: Whipclutch - 308 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-05

Yeah, at some point I think I'll be adding windows to the bedrooms. It's just a shame I didn't put any of the nobles quarters along the chasm edge so they could have windows too. I could always move them onto another floor, but I like how everything is layed out on one layer in this fort.

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Submitted by: Phlamethrower - 2008-11-04

I'm getting about 18FPS at the moment - although it did worryingly drop down to 6-7 when the cave river was being diverted. For reference, I was getting about 50FPS when I started the fort.

I'm playing on a quad-core Intel Q9450 @ 2.66GHz, with 2GB of RAM. I wasn't exactly intending to use this computer just to play dwarf fortress, but it seems to work quite well. Of course 18FPS is still a bit slow, which is why I've started playing two forts at once (yay! quad-core).

You may have spotted that the yearly Blockaderhyiming updates come at around the same time as the bi-yearly Whipclutch updates - so you can guess how much slower Blockaderhyming is running, despite being a much smaller map. Between the two of them there's usually something that needs attending to at any point in time, so I haven't been stricken by melancholy just yet.

Map: Blockaderhyming - 217 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-04

At the moment they can't get to it, because I made a mistake when digging out what was meant to be the connecting passage :(

However once the dam collapses it should rest in the right place for me to connect the two sides again (although not in the way I initially planned)

Map: Whipclutch - 306 Phlamethrower

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Submitted by: Phlamethrower - 2008-11-02

Bah!

Oh well, good job I'm not looking around the edge of the map anymore :)

Map: Whipclutch - 304 Phlamethrower

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Submitted by: Phlamethrower - 2008-10-29

Yeah, I think the pool isn't in the original area that the site finder found for me (I searched for the features I wanted, then made the map a bit bigger to encompass some more interesting terrain). So there should be a magma pipe hidden around somewhere.

As to finding the river, none of the bones or corpses from the dead animals ever showed up in the stocks screen, so I haven't been able to find it that way. It looks like all the named creatures are in the bottomless pit, so it may simply be that all the corpses have fallen into the pit and been destroyed.

In any case I should soon have the main mine shaft sorted out, so I'll be able to start doing some exploratory mining to look for the missing features.

However... I have just used the stocks screen to locate a load of hidden cave spider webs. Guess I'll be starting off by sending my miners in that direction.

[Message edited on 2008/10/29 at 07:09 by Phlamethrower]

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