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Messages - AlienChickenPie

Pages: 1 [2] 3 4 ... 47
16
My turn. Let's examine this thing.

17
The pathing is bad because there is very little planning. When people want a new building, they just stick it where there's some empty space. There are no attempts to create streets or decent hallways, it's just a bunch of buildings plastered together to fill space. Something as simple as a grid could eliminate many of the problems while still giving people creative freedom.

As for sabotage, I agree with Architect in the sense that I see these things as really frustrating. However, blaming someone for sabotage is hasty. People pathing through the mayor's office could just as easily be the result of the fact that a diagonal path through the office would be shorter than going along two of its sides, and things like smoothing orders for every available surface or a mess of production orders, can be the result of a player's weird preferences. Most of these issues can be eliminated by reuiring that players give their orders a little at a time, instead of clogging up the queue.

18
It's okay, start the turn. With the pillboxes and killing grounds done, my contribution is complete. The magma forges aren't operational yet, because the magma hasn't filled them high enough, so there'd be little for me to do but wait for more immigrants to get into the military or shuffle the nerve-damaged veterans back into the work force.

19
ACP... it's SUMMER, not AUTUMN...  :P

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!

Sorry if I was late turning in the save. The different calendar threw me off there.

As for the catapults near the fortifications, I know. I thought about it and expanded the room, but haven't had the time to move the catapults. It shouldn't be a problem, and it may be a good idea to replace them with newly constructed parts, as our siege engineer has been turning out some '-' quality parts.

20
Why do you need to close the fortress down? The military stays at the entrances to defend it, while the laborers clean stuff up.
If you feel like you absolutely must close down the fortress, then do it. There are two conditions though- There must be no trace of the closing (no treants queued up outside the still-closed gate or stuff like that) and there must be noticable improvements in the fort.

As for the channeling, I agree with you. It turned out worse than I hoped and ended up turning SGVII into a convoluted and chaotic behemoth.

21
Switchover's in 35 minutes or so. You are free to play until Friday, that is 24 hours and 35 minutes from now.

22
Cowards, the lot of you. If nobody picks this up, I'll play the end of Thursday's turn.

23
Thursday's turn starts in two and a half hours, and nobody signed up for it.
Any takers?

24
It's hard to talk about realistic or not when we don't even know what the innards of a treant are made of. Unless you imagine treants to be something like a bare skeleton or an articulated wooden doll, they're likely to have some manner of sensitive innards beneath the tough bark. A sword could cut through the bark and harm the muscle analogues inside, possibly even cutting up enough of the bark to cause the limb to detach.

Fantasy biology aside, would you like to play today, Architect? There are about 16 hours remaining in the turn.

25
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?

 ;D
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.
There should be a surface succession fortress with a stricter building code, though. I may start one after this SG is done.

26
Divide the labor force into groups of ten, possibly exempting laborers with precious skills (weapon and armorsmiths, for example) and obviously legendaries. Draft each group at a time, discharging cripples to make sure there isn't a shortage of labor. When the first guy of the group becomes a champion, immediately discharge the rest, draft another ten laborers and shift some assignments to make sure labor shortages are met. This would probably be easier if some effort is made to intelligently divide the labor force into squads, so a single formation of deactivated cripples can stand in for any squad of training reservists.

27
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.

28
If that's the case, they should be deactivated and considered emergency reserves. Draft some skilled laborers in their place, the attributes gained from their civilian careers would make them better warriors and less likely to get nerve damage from sparring. When a siege rolls by, draft all the reservists and put them in the barrakcs, where they would serve as decent cannon fodder and cause some damage to the dwarves.

29
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.

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.
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.
Unless my concept of American time zones is very wrong, Americans get to start, say, Tuesday's turn, on Monday afternoon to Mondey evening. That means they can play Monday afternoon, Monday evening, Monday night, Tuesday morning and Tuesday afternoon. That leaves all the options if you make sure to adjust for your timezone, and ask for Wednesday if you want to play Tuesday night.

30
Alright, I'm done. Changes:
-Bridge added to main entrance to block the caravan entrance and force entrants through underground killing zone.
-Underground killing zone contains a maze where enemies get shot at by markscats and siege engines at the same time.
-Siege engine room is extra-wide to allow uninterrupted operation, and has extra room for ammo stockpiles
-Markscat room has several firing ranges and plenty of room for ammo or other stuff.
-After the maze, entrants enter the barracks where they face dozens of soldiers in close quarters while the markscats keep firing at them.
-In the forested area, I've erected the Baker's Dozen. It's a system of thirteen pillboxes containing enough room for a siege engine. They should allow you to fire at sieging enemies who decide to camp outside instead of coming in.
-Pillboxes are connected to each other and to the siege engine room by a system of tunnels. Future impromevents could include secure gates to let soldiers storm out of the pillboxes or second floors to allow marksdwarves to fire from above the treetops.
-A siege engineer has been cranking out catapult parts for the Baker's Dozen and operating the engines for a while. The fact that cats are so fast means that he got to be an expert siege engineer even though he had to build lots of catapult parts and take care of other mechanical duties.
-The levers that send entrants to the maze and control the shortcut shortens the maze are located in the statue garden.

My recommendations for the next player:
-Keep cranking out blowdarts to allow the markscats to train. We can definitely spare the bone, the animal reactor (visible to the south of the barracks) could supply us with any amount of bones.
-As soon as the magma level at the magma smelters gets high enough, start smelting the ridiculous amounts of iron ore we've accumulated. Our warriors deserve chainmail.
-Since we can't designate siege operators, they have to immigrate with the skill. Make sure you don't draft them, because they are rare.
-Try to figure out why such a small fraction of the military bothers to spar.

Here's the save:
http://dffd.wimbli.com/file.php?id=1600

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