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DF Community Games & Stories / Re: Sparkgear Seven - Retarded but Optimistic
« on: November 20, 2009, 06:41:53 am »
My turn. Let's examine this thing.
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ACP... it's SUMMER, not AUTUMN...
Also, if the catapults are that close to the fortifications, I think the operators will be scared off by enemies marching through the Hallway of Death. Moving them back ten squares or so should work.
Also, to any current and future players, remember that not only can you only use siege engineers that immigrate, but the same goes for siege operators! If you want to use siege, spare your mechanics!
To be perfectly honest, this has been an exercise in putting up rules to a degree where people are still capable of following them and still want to play. If you overengineer Sparkgear, it loses the point.It's not hard to keep a surface fortress safe, it just requires a degree of planning and competence that's problematic for a succession fort. Traps that are undocumented can end up letting people in, and so can unfinished areas. The state of the water factory is probably a major oversight that went unnoticed. Building it without a wall and a gate (or no gate and entry only through the main compound) was a disaster waiting to happen.
If I were to start the fort again, I'd require more planning and make sure the fortress has a proper city wall enclosing the current buildings as well as some empty land.
Wait, what is this? Who suggested we demand a standard format and clear planning? Weren't you the one who shot that idea down? I can't believe my eyes. Are you recanting? Do I get to say I told you so?
Sorry, I wasn't able to play a significant amount of my turn. Like I said, the time is extremely awkward for north america. Especially if you have responsibilities, like college. I might be able to do better on a weekend.The turn is a 24 hour period, padded by an automatic 3 hour extension. You may play any portion of that period and receive another extension if necessary.
No point in even considering my turn, just move on. I'm sure the next person is eager to get going and I won't even be home again for another 2-3 hours (physics lab).Hm, does it really matter what damage type you use against the ents? If they don't have stuckins, damage is damage, right? And they're so huge you probably won't be seeing a lot of knockbacks.
Bludgeon criticals break bones, and happen frequently. Spears, for instance, would be a terrible weapon to use against them because they happen to have no internal organs. However every bludgeon critical will result in a severed body part when fighting treants, as they have a tag that makes their limbs fall off when broken. Swords and axes will work decently well for the same purpose, though a sword will yield its usual advantage (quick limb severing) to bludgeons.
So that's why it matters.