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Messages - Immortal-D

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1606
It occurs to me in my admittedly rather sluggish champagne-induced state that this is actually New Years eve.  Still, I tihink that 2 additional Oversers is a good start.  I will ssartart cooking a worldd, pu t up th e thread tomorrow.  Now the most imporrtant consideration; Do we want to use Masterwork or Vanlla?  The big difference as I see it; Vanilla has climbing enemies, while Masterwork has digging & razing (building/wall destroyer) enemies.

i sooooooo hope you were drunk when typing this, i can remember making drunk posts similar to this (type every 10 words) when i was at university.

Can i dorf'd in the military? if i get attached to anything wooden, i will want a serious conversation with overseers involved :P
I haven't the faintest how the subject of Dwarf Fortress arose at the party, but I felt the need to write down the idea between champagne and rounds of CAH, lol.  You have been dorfed, please direct attention here; http://www.bay12forums.com/smf/index.php?topic=147150.0

1607
Important update; I got started, and we're not dead yet.  That's actually a big deal when dealing with Evil lands, lol.  Found a good-looking enclosure on the Joyous side of the map, should be able to wall off and secure above ground space for future use.  I won't have much more time to play tonight, just wanted to make sure the Dwarves survived long enough to haul everything inside.  I will make a proper journal when I get home from work tomorrow night, probably finish Saturday afternoon.

dorf me please, male, some military guy, high willpower if possible, can be some kind of commander
You're in luck.  One of the melee-proficient Seven was gifted with precious Embark Points; Novice Speardwarf, Shield User, and Teacher, plus bronze spear & copper shield.
can i be dorfed as a legendary mechanic
We have 2 Engineer's Guild members amongst the Seven, so your Dorf will be put to good use once the Mechanisms and Siege equipment starts building.
Also note we have a veritable rogue's gallery of nearby civs ;D

Great! I love having a variety of civs as neighbors! (not sarcasm)
Ditto :)  Variety is the spice, as it were.  We have equal amounts of friendly traders and !FUN!, should be good times.

Lastly, here is a sample of our future Mountainhome-
Spoiler (click to show/hide)

1608
Chapters
1. Introduction, the fortress is founded amongst bunnies and dead trees
2. A year of infrastructure and Giant everythings
3. Good looking Fortress! *ignores all previous designs*
4. #$%*!! you Pencil_Art, and remember to have !FUN!
5. The best Guard Dog ever
5. Legendary Tanner, no biggie.  Did I mention the 60-strong invasion?
6. Massive Tiger invasion, Skaia being lazy, business as usual
7. I have no clue what's going on, and we're sober

Turn List (In progress, pending, completed)
1. Immortal-D
2. SkaiaMechanic
3. Pencil_Art
4. maxcat61
5. mate888
6.

A few guidelines
1. Avoid exploit-trading; primarily Prepared Meals & Wooden Trap components.  A few of these are ok at the begining, but we shouldn't make a habit of it.
2. A few clusters of Traps are an important defense, adding flavor.  Lengthy Trap-hallway mazes should be a weapon of last resort.  We are Dwarves, we can do better.
3. We should strive to keep as many Overseers alive as possible, but not at the expense of the Fortress.  If a few past rulers get eaten, no biggie.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
With a bit of WorldGen trickery, I have a world where Terrifying (maximum Evil) and Joyous (maximum Good) exist side by side.  For some reason, zombifying Giant Eagles seems like a brililiant idea 8)  We'll be using standard Succession rules; 1 year of game time, try to get it knocked out in one or two weeks.  Obviously pictures are welcome, but don't feel you have to document every little thing or write a novel :P  Here is the future Mountainhome of The Trim Planks;
Spoiler (click to show/hide)
Spoiler (click to show/hide)
We have Shallows, Deeps, and a little Soil, but no Flux.  Had to make the embark 3x4 to claim that river tile.  Also note we have a veritable rogue's gallery of nearby civs ;D

Lastly, the world was genned with several of Masterwork's addons-
Harder Smithing; some items may require more than 1 bar
Harder Mining; Adds Coaldust and Warpstone, can be dangerous to the Miners
Harder Learning; Learning is half as fast, makes Guilds more important (but not essential)
Secret !FUN!; :-X

Assuming that our Dwarves are not instantly melted upon setting foot in this tropical forest (which is a very real possibility, Evil Clouds for the win), I'm hoping to get Year 1 completed before the week is out.  A new world may be required if I get destroyed in the first few minutes, but I wanted to get the thread started, this is definitely happening :)  Turns and Dorfing available upon request.

1609
The sheer variety of equipment and siege races available in Masterwork is what keeps me using it for my normal games.  On the other hand; without climbing, a simple 1-Urist high wall can stop an army.  Hmm.  I like to think that a community Fort should not have its' Overseers completely comfortable :P  If Pencil is ok with using Masterwork, I will make the World using it.  I have most of the parameters set, just toying with elevations.  Here are the vital stats (for now, open to suggestions);

Embark Points: 2500
Ending Year: 120
Mineral Scarcity: 500 (medium-high frequency)
Megabeasts: 25
Semi-Megas: 40
Titans: 5
Clown Types: 6
Werebeast Types: 10
Evil Cloud Types: 3
Evil Rain Types: 3

1610
Masterwork DF / Has anyone actually seen digging / razing invaders?
« on: January 01, 2015, 01:06:41 pm »
Just realized that although I always have this addon enabled, I have yet to encounter it.  Is it limited to Beasts, or can siege races like Raptormen and Succubi use it?  Any info is appreciated :)

1611
Masterwork DF / Re: I'm out.
« on: January 01, 2015, 01:03:57 pm »

1612
Wow, my spelling while champagne'd is actually pretty good.  After all the guests & champagne were accounted for, I started cooking a few worlds and tweaking them (props to user 'vjek' for the original seed).  Just need to decide if this is going to be 40.19 (last version I know to have Therapist and tile sets) or Masterwork.
can i be dorfed as a legendary mechanic
The first available Mechanic is all yours.

1613
Year 2 comparison?  Also we must have pics of the Orcs, as I have a rather vested interest in their success :p

1614
It occurs to me in my admittedly rather sluggish champagne-induced state that this is actually New Years eve.  Still, I tihink that 2 additional Oversers is a good start.  I will ssartart cooking a worldd, pu t up th e thread tomorrow.  Now the most imporrtant consideration; Do we want to use Masterwork or Vanlla?  The big difference as I see it; Vanilla has climbing enemies, while Masterwork has digging & razing (building/wall destroyer) enemies.

1615
DF Community Games & Stories / Re: Tombhour
« on: December 31, 2014, 09:42:22 pm »
That battlements area on the far-right seems to be a communal 'after party' room :P  Still, props on your ocean front Fortress :)  I'm curious, what is your deceased list looking like?  Have you had much trouble with necromancers and/or zombies?

1616
Edit; http://www.bay12forums.com/smf/index.php?topic=147150.0

I've been derping around with WorldGen a fair bit lately.  I got the idea in my head to see what happens when 'Giant' animals of the Joyous Wilds become zombified or otherwise afflicted by Evil Syndromes.  Is there any interest in such a community Fortress?  Would probably try for a 1-week turn time, only need a Saturday to play through a year (though obviously flexibility allowed as needed).  Also this could be either 40.xx or Masterwork.  Thoughts?

1617
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: December 31, 2014, 07:39:36 pm »
Edit; Nevermind, found it on page 2 ::)

I've been slowly learning the WorldGen parameters; mostly dealing with direct number like population/civ caps, Clown variety, Megabeasts, etc.  I'm still a little fuzzy on terrain modifiers though.  So, would it be possible to cook me a world that has Joyous & Evil adjacent?  I got an idea in my head to have 1/2 the Embark be zombie-filled resurrection nightmare, while the other half is Fluffy Wamblers & Giant Eagles.  Then I could have zombie Giant Eagles for some reason (I'll figure that out later).

1618
I know that, but other jobs like Rock Blocks and Mechanisms will automatically resume, even without a Range.  Since kitchen jobs do not share that feature, I would have to set a Range, but can't figure the correct outputs (especially for shearing, which I use a lot).

1619
DF Dwarf Mode Discussion / Re: Has anyone paved the entire Circus?
« on: December 30, 2014, 09:17:37 pm »
That is simply brilliant :)  Something to aspire towards.  I wonder if a community fortress would be capable of such a Dwarvenly feat of engineering.

1620
DF Dwarf Mode Discussion / Has anyone paved the entire Circus?
« on: December 30, 2014, 08:26:10 pm »
WARNING; This thread contains discussion of the end game, turn back now.



I know a handful of Forts have successfully colonized Hell to varying degrees; building obsidian cubes and the like.  However, I am unable to find any instances of a Fortress actually defeating the entirety of Hell.  Based on my admittedly limited incursions, seems that Demons can spawn both from Pits and the map edge.  Would it be possible to Floor the entire layer and construct Walls at the furthest edges?

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