Displaying results 1 to 15 of 33 (Page 1)
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Map: Crestshot - 4x3 Vaults - 38 | Rolan7 |
View / ReplySubmitted by: Mzbundifund - 2010-06-03How dwarfy! |
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Map: Blackjack - 307 | Ambivalence |
View / ReplySubmitted by: Mzbundifund - 2010-02-27You could also have the barracks be on a retractable bridge that would drop the clothes into a magma pit or other crushing chamber. The magma pit is just for style points, but the secondary crushing chamber would allow you the safety to pull the lever and not accidentally kill somebody or their pet who wandered into the barracks at the wrong time. You could have the exit from the crushing chamber be a one-way so nobody accidentally wanders in there. |
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Map: Craftpicks - 209 | sirbobsalot |
View / ReplySubmitted by: Mzbundifund - 2010-01-12Nice to see some fine use of POIs. I think I can explain your jailed dwarfs refusing to sleep on their prison beds, they are probably trying to get to their old bedrooms. If you unassign their old rooms for the duration of their imprisonment, and designate their jail beds as a little 2x2 bedroom assigned to them, they might then decide to use them. |
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Map: Birdkey - 212 | Dood |
View / ReplySubmitted by: Mzbundifund - 2009-12-27Not 100% sure, but I think it might be Turnip. |
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Map: Hearth of Healing - 1062 | Mzbundifund |
View / ReplySubmitted by: Mzbundifund - 2009-07-12Yes that is the tileset. The towers will probably not get much higher, as many of the materials are not local, and importing the kimberlite and cobaltite needed for the tower of water, or the rose gold/black bronze materials for the tower of magic will take about 7 years just to add a single extra level to each. I don't like altering reactions to cheat up free materials. If I think of something new to add to this fort I might change it, but for now it's on to new prospects. |
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Map: Guildlashed - 255 | Tiogshi |
View / ReplySubmitted by: Mzbundifund - 2009-07-10Yes yes I see. If you aren't above quantum dumping, you could always dump diagonally down a 1 z-level pit zoned for waste disposal and keep all your bones/shells/skulls there. |
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View / ReplySubmitted by: Mzbundifund - 2009-07-10These nanoforts are always so CUTE. |
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Map: Bridgedhalls - 3005 | Daryan |
View / ReplySubmitted by: Mzbundifund - 2009-06-21I love your giant hall, but it looks rather bland rectangular. My suggestion is to try rounding the corners or adding half-pillars jutting out from the walls to break up the flat walls somewhat. |
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Map: Fleshchamber - 52 | Soralin |
View / ReplySubmitted by: Mzbundifund - 2009-06-20Neat! I would like to know what you changed to get the superhot surface. Have you considered a long tunnel to the edge of the map, ending in ramps to let the caravan get underground instantly? That might let them get to your depot without everyone dying. |
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Map: Fortresstomb - 307 | anon |
View / ReplySubmitted by: Mzbundifund - 2009-06-20Mass grave :( |
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Map: Chaoshammer - 225 | Elvang |
View / ReplySubmitted by: Mzbundifund - 2009-06-20You might still be able to salvage the booze trap if you add wood stockpiles adjacent to the booze ones. Maybe the burning wood will ignite the booze? |
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Map: Ivorylanced - 211 | phaerin |
Map: Powerwork - 1063 | ToonyMan |
View / ReplySubmitted by: Mzbundifund - 2009-06-04Man that takes me back. Two dimensions, three cave features, and one enormous uncleanable mess at the front gate. |
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Map: Alliedlabors - 272 | Conflict |
View / ReplySubmitted by: Mzbundifund - 2009-05-26Time for an emergency all-out fishing/butchering/plant gathering spree! |
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Map: Silverhall - 20 | Silfurdreki |
View / ReplySubmitted by: Mzbundifund - 2009-05-23I will be most interested to see how this works out. Post updates as they come! |