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Map: Guardedroad - 251 Zaltanek

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Submitted by: Zaltanek - 2009-07-17

A BBCode picture

Map: Guardedroad - 250 Zaltanek

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Submitted by: Zaltanek - 2009-07-14

The 250 Late Spring link has the river flowing. There are a few pressure plates that control the flow. The first is on the dining level. It controls the floodgate around the ring. It is in the small alcove on the west side. It triggers on water depths 6-7. The problem is sometimes it fails to trigger and the fortress begins to flood. To combat that I have emergency drain to the north, and a lever tied to the east west floodgates that I can open manually. Due to two or three floods i gave up and just keep it open all the time.

The second set is on the 2nd to lowest level. It controls the flow to the chasm. It allowed me to flood the housing level.

Map: Guardedroad - 247 Zaltanek

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Submitted by: Zaltanek - 2009-07-14

The river is mainly because i thought it would be nifty. I like the way it turned out, the only issues are buggy pressure plates and death of FPS. That is why it isn't full. When it is river runs at 7/7 except where it drops a Z level. The bottom housing area around the islands was wallled off and flooded. The walls were then deconstructed. I was hoping to turn it into a garden, unfortunately for some reason tower caps aren't growing.

Map: Ironlabors - 203 Agnostic Paladin

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Submitted by: Zaltanek - 2009-06-09

If you find a way to 7/7 the water from the waterfall your frame rate should improve. How you have it setup may be difficult to do that though. It is still pretty impresive. I have had to give up on a few forts due to frame rate loss due to waterfalls.

Map: Inkyconstructs - 209 Zaltanek

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Submitted by: Zaltanek - 2009-05-01

While not exactly 178 waterfalls, it does provide a waterfall to 178 rooms.

Map: The Citadel of Artifice - 156 Teeto_K

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Submitted by: Zaltanek - 2008-12-10

I do not think that is the case, but I could be wrong if its in the new version. In previous versions I was able to have ramps side by side with nothing in between and it worked out fine for caravans. This may nor work if the caravan has to do any turns though.

Map: Minedtame - 1055 Zaltanek

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Submitted by: Zaltanek - 2008-12-09

Hrm, I just ran into an issue with collapsing structures. I thought i knew how it worked when digging (within 7 spaces of a wall. I thought up/down stairs also acted as a solid wall, but apparently they don't. My central staircase started collapsing. I have a central 4b4 block of up/down stairs which reach out 3 spaces to the outer wall. I did plan to have a hollow area around that section, but it should be supported by the 2b2 paths at each N,S,E,W direction.

I was also attemping to use a bridge as scaffolding. however when I built floor tiles off the side of the bridge they collapsed killing on of the miners. The wierd thing is it allows me to build ramps off the side of bridges for the roof of the barracks.

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Submitted by: Zaltanek - 2008-12-08

The tree farm is filling much faster than I expected. From early summer to late summer it has filled 2 z levels.

Once flooded I will begin removing excess stone. Unfortunately I am running an older version so i have to select each piece to dump.

Map: Tomeholes - 1060 Zaltanek

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Submitted by: Zaltanek - 2008-11-12

Thanks, will try that on another map. I opened the levers to the pressure reservoir and it worked like I had hoped. There was enough water in the reservoir to flood 1 zlevel of the plain. Unfortunately the FPS dropped to 2 so I think I may abandon this fortress. In order to finish the flooding I would need to refill the pressure reservoir which will take days at 2 fps. It took around 8+ hours at 6 fps.

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