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Comments: 12

Submitted: 2009-09-11 (View map)

The caravan guard eventually moved around the pool once water level reached 6 to 7 out of 7. He eventually left when he spotted a kobold thief when my defences were inactive, as he left the pool and killed him.

Submitted: 2009-09-04 (View map)

You may want to turn off births at some point if you are past the 200 dwarf limit, and butcher animal offspring once you get to a number you want so as to limit framerate loss.

Otherwise, this could probably be solved in this fort by recruiting a bunch of dwarves and sending them off to fight off a siege without any previous fighting experience.

And oh god bedrooms without doors, you are cruel.

Submitted: 2009-09-02 (View map)

I'm fairly certain that caravan guards don't die of thirst or hunger or anything like that.

Actually, I had a dwarf drop in there at some point and built a stairway for him to get out. The hammerdwarf didn't even move from his position. And now after a few rains, the water level has risen to 5/6 out of 7, and he still doesn't move; or drown.

Submitted: 2009-07-07 (View map)

I know of how large maps are hugely affected the more you play, FPS wise. I too learned so the hard way, but fortunately, it was while I was still new to the game.

However, I seem to have fixed this, mostly, by switching to full screen; with full screen, I got 90+ FPS, which later dropped to a modest 40+-50+ when I dug deeper (which may or may not have to do with me digging or not, though I do think it's probably due to all the stone).
I'll probably disable some things though, weather for sure, and temperature, at least until I hit magma.

Submitted: 2009-07-03 (View map)

Hmm, are you sure about that? I checked the brook tiles next to the tunnel opening while the water filled, and they were all 7/7. It seemed as if the brook wasn't losing any water. Besides, when I do the 4-tile wide opening I'll let it fill first and then open the floodgates.

Still, if that doesn't work in the end, I'll try doing that. It's just I'm really not all that good at drying the river up and damming it up, so I'm kinda reluctant to try it.

Submitted: 2009-06-25 (View map)

Hmm, good idea. I hadn't really thought of that. The art museum is a bit far away though, I have just designated it and nothing else. I want to concentrate a bit on exploratory mining first, see if I can find coal. Burning wood to charcoal isn't easy, especially considering how any and all wood isn't particularly close to the entrance of the fort.

Submitted: 2009-05-31 (View map)

You may want to make your stockpiles on a soil layer instead of a rock one. If there are stones in your stockpiles they will get in the way and have to be removed, but since soil layers produce clean floors, they are very hand for making stockpile space.

Submitted: 2009-05-30 (View map)

You may want to channel an (empty) moat around the magma to avoid future fires. And if you want to access it later for whatever reason, or if a miner blocks himself during channeling to the side of the magma, you can just build a bridge and have it raised/retracted most of the time.

Submitted: 2009-05-29 (View map)

Uhh, there's a brook passing through level 20.

Submitted: 2009-04-15 (View map)

That's... Incredible. Kinda expected the towers to be, you know, higher. Like, you know. Towers.

But even as it is right now it is incredible.

Submitted: 2009-04-09 (View map)

Hmm, I was thinking like that, but I'd rather keep it in a gardenish state so I can have a safe woodproducing area. See, if a siege happens, I want my dwarves to get inside the wall ASAP so I can pull the main entrance lever.

Hmm, I might put some floor on the area around the trade depot though- scratch the might, will do right now.

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