Ancientsteals - 1054 Late Autumn by SL

Map Description:

Added a dwarven-like tower-cap farm in case of invasion... but we'll never be invaded, I expect, owing to a mistake I made in setting up pets for goblins. (See comments on the first map in this series)

There are 4 comments for this map series, last post 2007-08-22

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Comments

Submitted by: Turgid Bolk - 2007-08-21 to 1052 Early Summer

Oh man, that would be awesome if you got the dwarves to seige you. Cool fortress idea.

Submitted by: Markavian - 2007-08-22 to 1052 Early Summer

You're too organised ; )! The goblin fort needs labyrinth style passage ways and pitfalls and ugly gargoyles... ? Towers perhaps?

Ok in the next version maybe. Lookin good! Got very confused when I first saw your second map.

Submitted by: SL - 2007-08-22 to 1052 Early Summer

Unfortunately, it seems that when I fixed what pets goblins could bring, I broke trade entirely (no civs have any pack animals or caravan pulling animals), which is why I haven't gotten any immigrants, caravans, or invasions.

I've fixed it (I think), but will have to make a new fort in a new world.

Anyone got any suggestions for more goblin-ey architecture? I find myself thinking too much like a dwarf architect. :P

In the meantime, I think I'll get these goblins to dig to the pits, and if they somehow survive that, to dig to the adamantine!
[Message edited on 2007/08/22 at 08:08 by SL]

Submitted by: matryx - 2007-08-22 to 1052 Early Summer

Goblins tend to either live in burrows and dens or towers, depending on the mythos, so either a rough shod cave structure with a few large rooms connected by snaking corridors, or vertical towers would suit.

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