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Map: The Barricade of Horns - 1056 schm0

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Submitted by: schm0 - 2010-10-21

Well, 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.

Lessons learned:

* Large, external constructions are difficult to manage with my limited experience. Need to focus smaller, then expand outwards. Maybe a long external wall with to a tower for external defense.
* Balancing external construction efforts with fortress defense needs.
* Farming is mildly important, but little more than a single plot is needed for an early fortress. Food and meat can be plentiful through trade. Plan for below ground irrigation and place priority on getting underground farming up and running over the outdoors.
* Forges for metal crafting need to begin ASAP.
* Mining and masonry need to begin ASAP.
* Military training should begin as soon as the first migrant waves arrive.
* Get a road up ASAP.

Map: Planning - 202 schm0

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Submitted by: schm0 - 2009-05-20

Yes, 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.

[Message edited on 2009/05/20 at 01:48 by schm0]

Map: Torchgear - 116 Depthseeker

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Submitted by: schm0 - 2009-04-13

Those 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?

Map: Tomesheart - 1076 Dark Sprite

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Submitted by: schm0 - 2007-11-28

Blasphemy!

Map: River of Gold - 1051 Captain Mayday

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Submitted by: schm0 - 2007-11-27

What biome is this?

Map: Zikeltarmid, "The Fierce Blade" - 1051 schm0

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Submitted by: schm0 - 2007-11-26

An 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.

Map: Uristurrīth, "Daggerscar" - 1052 schm0

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Submitted by: schm0 - 2007-11-21

As always, Markavian, you speak the truth. Their reconditioning is already underway.

Map: Uristurrīth, "Daggerscar" - 1051 schm0

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Submitted by: schm0 - 2007-11-20

Thanks 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.

Also, I utilize traffic zones which aids in the pathfinding process... whether or not it speeds anything up I have yet to find out.

Map: Outpost Rerithurosh - 1051 Pathos

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Submitted by: schm0 - 2007-11-18

What kind of stone are you mining on your lower levels?

Map: Armorgleam - 1057 RPB

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Submitted by: schm0 - 2007-11-15

How many dwarves did you have at the end?

Map: Outpost Amkolkib, "Counselnets" - 1063 KillerofLawyers

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Submitted by: schm0 - 2007-11-14

How big is your regional map? 6x6? 7x7?

Map: Odrozlokum, "Fatalspear" - 1053 schm0

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Submitted by: schm0 - 2007-11-13

Ok, 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]

Map: Mancanyons - 1051 Agreschn

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Submitted by: schm0 - 2007-11-12

What is your FPS on this map? Does the ocean (and it's animation) slow down DF for you?

Map: Odrozlokum, "Fatalspear" - 1053 schm0

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Submitted by: schm0 - 2007-11-12

No, just want room to move around without lots of diagonal movement and pathfinding recalculations.

Map: Odrozlokum, "Fatalspear" (Gamma) - 1052 schm0

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Submitted by: schm0 - 2007-11-11

Commenced. 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.

I'm a bit concerned with the sedimentary rock that I've found on the map, as I haven't met a single jewel. Hopefully further down will be some different rock types. The good news is I have plenty of platinum and magnetite so far.

But yes, Markavian, you're right. I have all sorts of fun projects in my head for the next couple of game years. I can't wait to implement them. I'll write more about them in my next update.

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