Displaying results 1 to 15 of 22 (Page 1)
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Map: Darkhelm - 343 | Veryinky |
View / ReplySubmitted by: Veryinky - 2009-07-09The statue garden was removed a couple years ago, forgot to update the points of interest. |
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Map: Darkhelm - 317 | Veryinky |
View / ReplySubmitted by: Veryinky - 2009-06-27It's a giant eagle. Elves brought me a breeding pair and now I have hundreds. They make for great bone bolts. |
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Map: Darkhelm - 323 | Veryinky |
View / ReplySubmitted by: Veryinky - 2009-03-19It's 6x8 local area squares. I liked the layout because it's sort of a box canyon in a desert. I'm getting 20-50 fps depending on what my dwarves are doing, though typically 35fps most of the time. |
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Map: Darkhelm - 309 | Veryinky |
View / ReplySubmitted by: Veryinky - 2009-03-16Already thought of that. That sandblock is considered to be original rock, so everything under it is considered inside and underground. Only under that 27x27 area though, which is why the tree farm was placed there. I don't mind since it means my dwarves won't get cave adaptation easily. |
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Map: Darkhelm - 315 | Veryinky |
View / ReplySubmitted by: Veryinky - 2009-03-10For three reasons: |
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Map: Darkhelm - 309 | Veryinky |
View / ReplySubmitted by: Veryinky - 2009-03-05Fort Darkstone was my trial run at making a giant obsidian cube. To test the theory if it was possible. This one will eventually have a giant poured obsidian cube in the middle of the map. |
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Map: Tombsfind - 1058 | Veryinky |
View / ReplySubmitted by: Veryinky - 2007-10-27The value of the fort is at 15 million. Sadly this fort is now gone because my computer crashed taking this savegame with it. |
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View / ReplySubmitted by: Veryinky - 2007-10-26Ah. Brass block bridges for the yellow "warning, falling hazard" which would be around the chasm squares. |
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View / ReplySubmitted by: Veryinky - 2007-10-26The fort population as of the this screenshot is 201. Half the fort is in the military, about 40 are workers/haulers, 30 or so children, and remainder are useless nobles. |
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Map: Tombsfind - 1057 | Veryinky |
View / ReplySubmitted by: Veryinky - 2007-10-20Actually, I use a combination of DeepQuantas and Dystopian Rhetoric. DeepQuantas has has great dwarf/elf sprites while Dystopian Rhetoric is the most complete. |
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Map: Tombsfind - 1056 | Veryinky |
View / ReplySubmitted by: Veryinky - 2007-10-18Sort of, I've moved on to using non crafting skills to train, like herbalism, brewing, woodcutting, armor/shield user (but only proficient in every weapon skill, I call them "milita"), and training those dwarves up to regular in metalsmith through blocks and metal block bridges. This has resulted in 3 fey mood metalsmiths. I do have about 10 or so legendary engravers, but far more variety in legendary dwarves now. |
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Map: "Geargrip" - 1054 | KelFreecanyon |
View / ReplySubmitted by: Veryinky - 2007-10-14I've found that to survive a glacier fort, it's best to dig out a huge tree/herbalism area and to dig all the way to the magma fast. You need about 5 jumpstart the magma smelter/steel industry, 3 if you can find some coal (so save 5 logs from your initial wagons). Bring about 15-20 plump helmets and 1 of every meat (for the free barrels), cook the meat, then brew the plump helmets for alcohol. After butchering the mules, you should enough alcohol and prepared meals to last you until year 2. By then a large dug out area around the river should provide enough food with a proficient+ herbalist/plantgatherer. |
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Map: Daubsling - 1056 | GameHat |
View / ReplySubmitted by: Veryinky - 2007-10-14There's a utility on the wiki called "mud", it removes mud from a square, turning it back into a rock square. Very useful. (it also turns whitestone/darkstone squares into grey stone squares, so be careful) |
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Map: Fort Failure - 1058 | Madcows |
View / ReplySubmitted by: Veryinky - 2007-10-13Personally, I'd say a skilled herbalist is more important. You have plenty of space to gather plants with which means plenty of plants to brew then cook. Cooking and brewing can be done by unskilled, in fact, cooking is best done by the unskilled since masterpiece meals are a source of tantrums. |
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Map: Steeltomb - 1075 | Veryinky |
View / ReplySubmitted by: Veryinky - 2007-09-24This is 5-6 years in, started in 1071. The key to the speed in construction of my forts is specialization and training of dwarves. Miners only have the miner job, herbalism, wood cutting, stone crafting, stone detailing... dwarves become legendary in something before being put into the pool of haulers. I also put every dwarf into the military for about a year or two until they become at least proficient wrestlers, axedwarves, and hammerers (and legendary armor/shield users). Makes them a lot tougher, faster, and stronger than the average dwarf. I also make every dwarf produce at least one weapon or shield. So if they fey, there's always a chance they'll become a legendary armor/weapon smith. This fort has 2 legendary weaponsmiths, one legendary armorsmiths, and two legendary bowyer. I'm rather happy with that, even though they made stupid named artifacts... "the clear shy spy", a kopak blowgun. Ugh. |
Peaceful "Friendly" Goblin spends time walking on water, listening to odd noisies coming from hole in river-chasm rock-face. - hjd_uk