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Maps submitted by apparentbliss. (Clear)

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Fortress: Depressedtins apparentbliss

Slow Farms

Farming is pretty neutered in Masterwork, so it may not be worth it to cart along a proficient cook in the starting seven; that being said, it's nice to have the variety of crops around for the variety of new/extra uses (making oil, or hay, or what have you).

Submitted by: apparentbliss - 2014-02-12

Quantum Production

Quantum minecart stockpiles help keep the production centralized. Stone to the west, with mason mechanic and crafts; wood to the north with a carpenter, bowyer, and wood splitting block; cloth to the south; food to the east.

I hear food is less conducive to quantum stockpiling due to the lack of barrels, but maybe I should try it out with vermin-hunting oversight.

Submitted by: apparentbliss - 2014-02-12

Meatworks

After the first rhesus macaque raid caused a backlog and miasma fest, I expanded to double butchers to make sure I was not missing out on any delicious meat.

The Crematorium provides a delightful amount of ash out of the otherwise useless byproducts, allowing my lye production to provide for both clean dwarves and an abundance of building materials after combination with slag.

And then, of course, the leather and the bones and food and what have you.

Submitted by: apparentbliss - 2014-02-12

Metalworks

Powered by coke-via-wood, this none the less provided a pair of iron outfits for the "initial" militia (which was subsequently slaughtered, after I spent too much time letting them mine).

My first two moods were Armor and Weapon, so that certainly helps.

My main mistake was probably putting off "full-scale" metal production until magma.

Submitted by: apparentbliss - 2014-02-12

Masterwork Religion (?)

I still haven't quite got the hang of the religion / Praying system in Masterwork. Very often, the praying labor isn't displaying in the unit list, and the long durations (six months?) make it hard to tell what's going on. I have yet to find its output very useful, either, but then, I don't think I've gotten more than two years into any Masterwork game, so I'm probably overlooking the usefulness of identifying various baddies.

Submitted by: apparentbliss - 2014-02-12

Fortress: Weedoil apparentbliss

Embark

Always nice when your dwarves et al are not adjacent to your wagon at embark. A sign of fun to come, perhaps?

Submitted by: apparentbliss - 2014-02-13

Fortress: Weedoil apparentbliss

A Hole in the Ground

Put some crops into the soil and move everything inside ... then we can focus on digging warrens to be proud of.

Submitted by: apparentbliss - 2014-02-14

Fortress: Weedoil apparentbliss

Gargoyles on the Prowl

Not really knowing much if anything about gargoyles, I was woefully underprepared for what was about to happen.

Three gargoyles showed up ... guess how many dwarves they took down before they left?

Submitted by: apparentbliss - 2014-02-14

Fortress: Weedoil apparentbliss

Stonecrafter Duzlokum, Last to Fall

Since there was only one full set of iron armor and weaponry at the time of the attack, the battle against the gargoyles devolved into assigning dwarves one at a time to take up arms in the valiant struggle. This dwarf died before he could see his foe succumb to death, but not before slicing and scattering wings, feet, and thighs in all directions. By the time Clerk Ermiszaneg arrived to pick up the iron and continue the fight, the gargoyle was gone.

Submitted by: apparentbliss - 2014-02-14

Hero Steppe Auroch Bull

Though this bull did not do much damage, it served as a punching bag for much of the gargoyle tribulation, allowing the succession of recruits time to pick up the cast off armor and weaponry of their slain brethren.

Submitted by: apparentbliss - 2014-02-14

Rockforge Not So Useful?

The two soldiers that were sparring outside when the gargoyles showed up were outfitted in armor and warhammers made at the Rockforge. They fell quickly.

Submitted by: apparentbliss - 2014-02-14

Fortress: Sackvirtue apparentbliss

Meatpile

This (general stores for non-plant food materials, a.k.a. the meatpile) has ended up being the central room in this fort thus far. The fort cannot grow to the east, however (map edge), so over time, the Dining Hall will be closer to the center than anything else.

Submitted by: apparentbliss - 2015-06-18

Farm Plots

The farm plots are the biggest thing not on the "primary" z-level of this fort. I could bucket-brigade in water for some plots on the main level, but I am not quite that committed to this concept. If I really am enjoying how this fort is functioning, I may relocate down to a cavern level with the ground already irrigated.

Submitted by: apparentbliss - 2015-06-18

Hematite Pocket Eyesore

I couldn't help myself, and mined all the hematite out of this ore pocket. Now, however, I have a giant blemish that I have to constantly look at. The regret is real.

I will probably just continue to build up walls around bedroom blocks, sadly.

Submitted by: apparentbliss - 2015-06-18

Enter Through Barracks

I intend the barracks to be the only entry point into this fort, whether from above or below - excursions deeper into the earth will go through this room as well.

Submitted by: apparentbliss - 2015-06-18

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