Displaying results 1 to 15 of 52 (Page 1)
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Map: The Barricade of Horns - 1056 | schm0 |
View / ReplySubmitted by: schm0 - 2010-10-21Well, this was my most epic fortress to date, but I'm forced to abandon due to design flaws. I'll keep my saves just in case. |
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Map: Planning - 202 | schm0 |
View / ReplySubmitted by: schm0 - 2009-05-20Yes, but for some reason the "dust" isn't shaking off. It's been a while since I've come back to DF. :) I'm two years in and I keep on making silly mistakes... The outer wall should at least funnel the enemies in for a while until I can build the official entrance. Ramps on the cliffside are being removed and the walls will continue up to block off any attacks from behind. |
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Map: Torchgear - 116 | Depthseeker |
View / ReplySubmitted by: schm0 - 2009-04-13Those spiky towers in the northwest portion of your map are very peculiar. But, then again, I typically play on much less steep areas. I'm assuming you don't have giant cave spiders, and just the regular kind? |
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Map: Tomesheart - 1076 | Dark Sprite |
Map: River of Gold - 1051 | Captain Mayday |
Map: Zikeltarmid, "The Fierce Blade" - 1051 | schm0 |
View / ReplySubmitted by: schm0 - 2007-11-26An excellent suggestion. Sounds good to me... but I'm not sure what plans there are for my Z-Level +1 at the moment... Most likely such an idea would not interfere. |
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Map: Uristurrīth, "Daggerscar" - 1052 | schm0 |
View / ReplySubmitted by: schm0 - 2007-11-21As always, Markavian, you speak the truth. Their reconditioning is already underway. |
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Map: Uristurrīth, "Daggerscar" - 1051 | schm0 |
View / ReplySubmitted by: schm0 - 2007-11-20Thanks for the tip, but my fort is cruising along at 70 FPS and I plan on removing a lot of ramps to eliminate the possibility of any pathfinding on the higher Z-levels at the moment. |
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Map: Outpost Rerithurosh - 1051 | Pathos |
View / ReplySubmitted by: schm0 - 2007-11-18What kind of stone are you mining on your lower levels? |
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Map: Armorgleam - 1057 | RPB |
Map: Outpost Amkolkib, "Counselnets" - 1063 | KillerofLawyers |
Map: Odrozlokum, "Fatalspear" - 1053 | schm0 |
View / ReplySubmitted by: schm0 - 2007-11-13Ok, imagine something like this: X - Floor @ - Dwarf XXXXXX @XXXX@ XXXXXX They are about to collide, but: XXX@XX XX@XXX XXXXXX One moves out of the way XXXXXXX X@XX@X XXXXXXX And they continue on their path. Thus, diagonal routing calculations. I'm not sure if they have to recalculate the original route or not, but I'm pretty sure this gets a bit complex when you add 50 or more dwarves down a crowded hallway. [Message edited on 2007/11/13 at 01:06 by schm0] |
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Map: Mancanyons - 1051 | Agreschn |
View / ReplySubmitted by: schm0 - 2007-11-12What is your FPS on this map? Does the ocean (and it's animation) slow down DF for you? |
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Map: Odrozlokum, "Fatalspear" - 1053 | schm0 |
View / ReplySubmitted by: schm0 - 2007-11-12No, just want room to move around without lots of diagonal movement and pathfinding recalculations. |
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Map: Odrozlokum, "Fatalspear" (Gamma) - 1052 | schm0 |
View / ReplySubmitted by: schm0 - 2007-11-11Commenced. My current pattern for destroying most of the rock is: Dig more moat, re-wall and floor more moat. I've also started limited iron production, so that should be fun. The entire indoor sewers will be paved/walled so that should give me some cool stuff to work on. |
When last I noted our entry hall, I mentioned that it was woefully inefficient and potentially dangerous to us all. We fixed it.
I shall be sending along a zoetrope of it in action, but rest assured that it is far more efficient at keeping us secure, and with the addition of the two limestone doors, it is far easier to secure, even if one of us cannot reach the levers in time.
Zoetrope
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Cypress