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Topics - TimeOut

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DF Gameplay Questions / No sieges or ambushes for 5 years
« on: August 24, 2008, 08:53:28 am »
Okay, in my current IRC succession game we are at the sixth year mark. We have a count, strong economy and about 650k fortress value.

The goblins were one region map tile away from us on embark. All civs are listed in the civilization screen, we even get kobold thieves occasionally. No snatcher, ambush or siege yet.

Our init options are turned on (we checked that), and we are using 40c. The world was generated in 39-something, and has been upgraded with every new DF version.

Any idea what we are doing wrong? :/

Edit: 140 dwarves, only 2 deaths over the years.

2
DF Bug Reports / [40c] More 'forbid x on death' strangeness
« on: August 22, 2008, 05:57:22 am »
My settings are:

Forbid used ammunition
Claim your dead
Forbid your death items
Forbid other non-hunted dead
Forbid other death items

Bugs / Problems:

a) Chunks from combat are not forbidden. They won't chase after lopped off legs now, but a chunk of the same leg is still as alluring as it ever was

b) Vermin killed by cats is marked as forbidden and produces a LOT of miasma, because no one bothers to clear it away. Maybe include killed vermin in the "hunted" category?

3
My current fort (at work) is a nano fort in a otherwise completely unmodded game of 40a.

I have the new options turned on in the general orders and so far they are working fairly well. I usually play with "Dwarves gather refuse from outside", to get bones and skulls of decayed corpses.

Since I am constantly under attack by zombie deer, zombie foxes or zombie wolves, there are a lot of bodies and bones around. Usually I wait for a clear moment, gather all the bones and prepare for the next wave.

I tried the new feature and it worked. The deer died and its corpse (and later the bones and skull) was forbidden. Next a wolf was cloven asunder, paws and its tail flying into different directions. All lopped off body parts remained unforbidden after the wolf died, although the corpse had been correctly marked as forbidden.

I have no idea how this affects clothing or sieges, because I don't get goblins yet, and have no other forts here to test it.

4
Hello everyone, I'm newly registered but have lurked a rather long time (before the start of Nist Akath) and I wanted to try my hands on a community fortress.

The idea popped into my head while reading the viking challenge (Linky).

Since I was unable to find a suitable ocean site in over 30 generated worlds, I thought of my own rules to make a interesting challenge.

[Game Rules]
This is an above-ground challenge, so underground areas are limited to cellars, mines, and mausoleums.

Outdoor farming and meat production with cattle is required.

Standard armor will be limited to Leather armor. Elite troops may be equipped with better equipment, including chainmail but no plate. Weapon choices are simple: Spears for guards and expendable troops, Swords for the rich and Axes for the elite.

No impenetrable defenses, drawbridges and no moat. Traps are allowed as long as they are not used for general defense (for building defense / tombs only).

Buildings should be constructed out of wood, high quality buildings can have the  ground level constructed out of stone blocks.

Immigration is not limited and it will be my first game with the economy turned on.

[Community]

I don't want to play this alone with named dwarfs, so each of you can give ideas and suggest constructions and stuff. If a suggestion recieves 2 additional recommendations it will become a binding mandate and I must fulfill it.

[Story]

Once upon a time in the Plane of Dragons, there was a dwarven kingdom located in the Land of Excavation. It was named "The Gloves of Defending", after their most holy relic...

This pair of ☼Gloves☼ was given from ruler to ruler and was their symbol of the true capability of Leather Armor in combat.

In early 1050 a rather famous trader was summoned to the current ruler of "The Gloves of Defending" for urgent business, as the king's messenger told him.

The king praised his great trade abilities and gave him the direct order to establish a new trade outpost in the south. Before he could answer, guards led him out of the throne room and a clerk handed him a scroll.

"Here are your instructions, follow them to the letter. Personally I doubt His Majesty's sincerity but...", hushed he disappeared behind a corner.

The scroll contained a map and direct instructions... His order was not only to found a new trade outpost, but a new settlement. Amazing!

Wait... What was this? No mountainhome? A human settlement? Wooden barricades? Aboveground housing and farming... And the name, oh Armok, the name!

The place should better worth the hassle...

   

Oh no!

And so starts the Story of Ingtaktogal Akamgeshuddumed Akam, "Twilightstorm the Fortunate Fortress-Fortification of Fortune". Founded by "Rethal Nish", The Society Of Trade.

Currently looking for 6 Dwarves. Please name your Dwarf (and if you wish a profession name), give him professions and stuff.

Also here is the first question for you: Drop the anvil to make room for more stuff or keep it?

Edit: Backstories are welcome. I will give no limit of stuff for each of the starting dwarves, but please be reasonable.

[ February 29, 2008: Message edited by: TimeOut ]


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