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Messages - WoobMonkey

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556
I would in fact like to have both a dwarf and a turn. If possible, could it be a mechanic with a brewing hobby? His dream is to create the first mechanically powered still.
How about a dorf for now, with the option of a turn later?

Done and done.  A couple more sign-ups, and I'll start poking around for embark zones.  Please make your requests known, before I just pick a handful out of a hat. 

puutuulion, I'll be sure to add a taiga or cold forest into the mix somewhere. 

Also: would you guys prefer a pre-embark prospect, or to be surprised?  Either way, there probably won't be much to find...

Also also: would any of you like a pet, or any particular piece of (non-military) equipment?  Maybe you want some tiger iron, or a pet billy goat, or a nice rutile block?

557
Are you sure about ony ever having one pick?  It can be nice to have more than one miner fo populations larger than seven.

It would also be nice to have a squad of Hammerlords in full candy chainmail.  Sadly, it's not to happen.  That's the nature of the challenge.

You didn't mention: would you like a turn, a dorf, or both?
I am interested but can basically only play early Saturday or Sunday.  I could play the opening round and get it done Saturday morning.

if that won't work, just dorf me as a metalsmith.

That's fine by me; consider yourself dwarfed.  If we're started by the weekend, I'll give you my opener slot.  If not, we'll find a way to work ya in!

Btw recommend freezing temperature for fun with ice.

I'll make sure to add a freezing locale to the embark voting options.

558
OP updated.  Hopefully, we'll get a few more (I'd like to at least see the starting 7 dorf spots filled), and can start on choosing our embark.

559
No weapons = no weapons for weapons traps.  Besides, gravity and successive layers of pressure-plates-and-bridges work much better.  (As do hollow walls filled with water via pumps and channels leading to FB pits.)

That's true, which is why I added the qualifying adjective 'usable' to the noun 'weapons.'  As in, nothing we can wield - not even x-bows for hunting.

And yes, the more Rube Goldberg the trap system, the better - we are, after all, a group of gifted artists.  No way we're gonna be satisfied with something as banal as a line of cages!

BTW, you didn't mention: do you want a turn, a dorf, or both?

I'm in. Make me a mechanic.

'Mechanic' is pretty much a given; any back-up profession you prefer?

560
Boy, dem Bay12ers love 'em some military.

Well, too bad.  This fort is a chance for the pacifists to shine.


The Challenge: prove that a group of unarmed, unaided, and mineral-starved dwarves can not only survive a harsh environment, but thrive.

The Restrictions: only two usable weapons are allowed in the fortress - a wooden axe for logging, and a copper pick.  NO military allowed; no squads, no training, not even emergency conscription to move idiots dwarves away from/towards danger.  We are artists, architects, and mechanics - there will be no vulgar displays of military might; not in OUR home.

The World: generated with mineral scarcity of 25000.  Yes, that's right - a full order of magnitude less metal than even a 'scarce' basic world generation.  We're not likely to find any metals at all.  Not that it matters; we won't need armor, shields, or tools of war.  No vampires will be coming to defend us; we must rely on our wits, careful planning, and mechanisms.  Lots of mechanisms.

The Loadout: we will not be bringing much; a group of masons, mechanics, and peaceful farmers.  A copper pick, and a wooden axe.  Some basic supplies, like seeds, beer, and plump helmets.

Are you brave, bold, and dwarfy?  Will you eschew tools of combat, in exchange for the more subtle implements of defense?  Do you enjoy the sweet, satisfying 'crunch' you hear when a bridge drops on an enemy's dome?  The whirr and hum of a well-oiled weapons trap?

If so, this is the fort for you.

Now accepting applications for dwarves and overseers.  Once we have enough players, I'll post a few potential embark sites, and we'll get going on the most interesting one.

--------------


Let's go!

EDIT:

Due to my long absence, I can no longer make any claim to be the one running this fortress.  Therefore, all control of this fortress is relinquished to the incredibly capable hands of Larix.  Please go to this post for the current state of affairs.

561
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 21, 2013, 05:56:09 pm »
Well, crew, for what it's worth, I vote we allow 4maskwolf to scum his turn over again, should he wish.

562
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 21, 2013, 05:41:52 pm »
Alright, I'll upload the save that was destroyed by demons.  One moment.

You might want to bundle both saves, new and old, into the same .rar - just in case the situation is unsalvageable.  Do you have a save from anytime after you started, but before you breached the HFS?

563
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 21, 2013, 05:27:19 pm »
Screw that.  RECLAIM, with MOAR WEAPONS!

564
DF Gameplay Questions / Re: Armor, weapons and demonstrations
« on: November 21, 2013, 04:39:34 pm »
What you're looking for is "startdwarf <number>".

oops, ninja'd

565
Carpenter's log, 18 Moonstone:

     It's winter, log. <hahah>  There's so much going on these days, here in Torchbridge!

     First, and most important: we're finally supplied with wood.  Not enough for comfort, but some at least.  Well done, brethren!

     However, we must not get too cozy with the situation.  There are rumours that Grevenis (swell chap; did I mention he loves to party?) is talking about <gasp> burning our precious wood?  Let the smiths use coal, I say!  That wood is for the glorious arts of our carpentry crew!

     Oh, I heard something about goblins coming to visit.  Never got to meet any; pity that.  Maybe next time I'll invite a few in for a pint o' the best.

     Mechanism after mechanism, I've been busy; however, all I can think about is the beautiful piccolos, drums, and figurines I could be a-whittlin' out of all those ready stacks of lumber.  But NO, says Grevenis.  Only for BEDS, says Grevenis.

     The boys are starting to say he's... sober, or something.  This will not do.  Come spring, the whispers in the halls tell me, there's gonna be some kind of changes in the upper muckety-mucks.  I hope they're not too hard on ol' Grev - unless what I hear about burning our precious wood turns out to be true, that is.

     For now, though, log, things are peaceful.  Oops, this knife is dulling, and I need a beer.  'Til next time!

-WM

566
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 21, 2013, 03:23:04 pm »
How did you manage that?

Sheesh.  Smooth and fortify candy walls BEFORE digging, man!

567
DF Dwarf Mode Discussion / Re: Minecarts and stuff
« on: November 21, 2013, 10:18:21 am »
QSP FTW!

I don't remember the last time I put a minecart on a track more than 3 tiles long. 

568
DF Community Games & Stories / Re: IronFist
« on: November 21, 2013, 01:20:44 am »
When's Thanksgiving?  We (Canadians) celebrated it last month...

569
DF Dwarf Mode Discussion / Re: Dwarven Linguistics: Community Project
« on: November 21, 2013, 01:18:50 am »
PTW, with great interest.

I've just read the entire thread, and am surprised that nobody has mentioned a simple workaround for all questions of pronouns, verb suffixes, and the like:  what if dwarf society, and therefore linguistic structure, were built around the passive voice?

After all, there are a few constants to dwarf lifestyles:

i) All dwarves (the cursed being a notable exception) are described as 'Slaves to Armok.'  What slave does anyone know of who was a master of hir own destiny?;

ii) The scientific method is based on the passive voice, drawing attention to the verb and its object, rather than to the subject.  Why should the !!SCIENCEY!! method be any different?;

iii) Lives are cheap, and given names are commonly shared.  This seems to point to a lack of concern over specific actors in dwarven society.  It's not important that Urist built the dam; what matters is that the dam was built - this also meshes well with how (correct me if I'm wrong) most players approach DF;

iv) Last, and perhaps most important: Dorfs be different from Humes.

     Examples:

Human English:  'Urist was in the kitchen, cooking a plump helmet roast.'
Dorf:  Plump helmet roast cooked in kitchen; was there: Urist.'

H.E.: 'Somebody had better link up that blasted lever.'
D: 'Lever get linked; anydorf?'

H.E.:  'I'm too sober for work.'
D: 'Work undone; sober me.'


--------

Just thought I'd throw that idea to the crowd, here.  It somehow seems more... dwarfy to me, to try to model Armokian to the way DF plays, rather than trying to model it after our own common usage of language.

OR

Idea was thrown to crowd.  Seems (seen to be) dwarf.  Is made model of game; is not made of us.  By humans heard weird(ly); sense to dwarf.

The second way of putting forth the concept sounds, to me, more likely to come from a bearded, drunken, quarry-bush stinking, dwarven mouth.

Anyways, gonna follow this thread keenly.

570
You will get cancellation spam.  Lots of it.

Just watch the pump-1 dig level; be ready for a lot of hitting q-s, over and over again.  If a dorf even touches the wall-to-be for a second, it counts towards finishing the construction. 

But yeah, they're gonna cancel.  And cancel again.  Especially when you have to dig out 2 tiles at once, to get into the corners.

Persevere, and you'll be rewarded with nice, solid rock.

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