Displaying results 16 to 30 of 32542 (Page 2)
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Fortress: Frozenstone | nil | |
When the towers first went up, I didn't realize how few advantages height gave to crossbowdwarves, so one of the my main projects since I picked Frozenstone up again was to build more effective defences. Almost nothing gets past now. Submitted by: _nil_ - 2008-10-27 |
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This is one of four outer watch towers. Two watch over the road to the fortress, while the other two cover the east side and most of the north. Each is stocked with food and ammo and houses a high attribute champion markdwarf. I wasn't sure they'd be good for much more than flavor, but they're great for taking care of ambushes and thieves. A sentry can usually even rout siege squads, although I try to avoid that--I'd rather they carry their belongings to my doorstep before they die. Submitted by: _nil_ - 2008-10-27 |
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The throne, the grate, and the three doors (set as internal to add to the value of the throne room, which actually goes all the way to the dining hall) are all artifacts. The forge in the corner is made out of a 500,000☼ golden anvil, "Anananam"--it is probably the single most valuable thing in the entire fortress. The stockpile is for artifacts, while the other rooms hold all of the dining rooms and offices my other nobles need (except for the Dungeon Master, who lives in the towers). Submitted by: _nil_ - 2008-10-27 |
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Was hoping to run into something interesting down here, but I didn't find anything other than a gold seam and some gems. Submitted by: _nil_ - 2008-10-27 |
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The wings hold Frozenstone's armor and weapons. Through different stockpiles, the items are sorted by quality, with the most valuable closest to the hallway. It mostly works. The furniture stockpiles here and most of those throughout Frozenstone were cleared of stone by using it to build rough stone floors under the stockpiles. Works faster for me than any other method (in this fort at least). Submitted by: _nil_ - 2008-10-27 |
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This gives the fishers a safe place to fish from, and serves as a water source when I turn off the intra-fortress river. Submitted by: _nil_ - 2008-10-27 |
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Fortress: Fenceskull | _nil_ | |
This road will be the main entrance to the fort when completed; visitors will travel up a long ramp to enter the dome near the top, then will spiral down to the ground. This will hopefully achieve three things. First, it'll create a number of well-defended fortifications that fire fully horizontally (I learned from my last big fort!). Second, it'll help with equipment processing; by opening the retractable drawbridges, most gear from defeated enemies should fall to the bottom, right next to the depot. Finally, I'll be able to draw enemies deep into the fort then release my melee champions behind them--no more chasing routing goblins to the edge of the map. Submitted by: _nil_ - 2009-02-10 |
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Here is the magma pool that runs my heavy industry. I eventually plan to pave the whole thing; hopefully this will prevent fire snakes from getting into the fort (they've already started one fire). Above it are my metal stockpiles, to the left is a brand new 'tree farm.' I'm not sure how these create sand, but they do, and once this one starts doing so my glassworking industry will become much more efficient. Submitted by: _nil_ - 2009-02-10 |
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Here my dwarves sleep. In the center are personal palaces for my founders and other important legendaries, to the north and south are apartment building with more affordable rooms. The Countess's estate is to the northeast. Submitted by: _nil_ - 2009-02-10 |
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Until the road down is completed, this is my primary entrance. For major invasions (and with this mod, I get plenty), I hide my melee champs behind the doors, then have them pop out once my marksdwarves take the edge off the enemy. Submitted by: _nil_ - 2009-02-10 |
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My dining hall and throne room. It just so happened that I discovered a cluster of aluminum ore in the exact center of the throne room I'd already designated. Submitted by: _nil_ - 2009-02-10 |
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