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Messages - Nilbert

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31

My players are also my friends. They don't squabble, one party member holds on to all the money, everyone gets their fair share of loot. It's lots of fun for all of us.


That's cool and the right way to go!

As for trade, I agree with pikachu17's breakdown.  For humans, one important aspect thing bring to the table may be non-disgusting, surface grown foodstuffs.  Having read through the choices of meats brought by traders (human and dwarf), I think vegetarian is a very sensible option in the DF world.  Once one goes that route, humans have a much better selection than their dwarf counterparts.  Another consideration are weapon types and armor sizes.  Dwarves tend to produce weapons and armor for dwarves, not humans.  This means they generally wouldn't make morning stars, scimitars, etc.  That said, a character could commission such weapons and armor to be made by dwarves, but that would have to be a special deal as opposed to a commodity item.

32
DF General Discussion / Re: Where on Earth would a fortress thrive?
« on: January 18, 2017, 12:21:00 pm »
Now to figure out where goblins would live.

A dark fortress ruled by a demon that nobody trades with?  Seems like there are a number of possibilities on that one.

33
My axelords have a tendency to always finish the job with a head cleave.  So... I'd say axes, lots of 'em.

34
DF General Discussion / Re: What Would Urist Do?
« on: January 18, 2017, 07:41:49 am »
Still get stuck in a tree and die from dehydration.

WWUD if there were no more elves, humans, goblins, animal people, or trees?

35
So...  I haven't DM'd in a lot of years, and in those days it was mostly a question of Basic or Advanced D&D rules until some 'other options' came along.  You know, like Traveler, Car Wars, Twilight 2000, Battle Tech...  Interesting to see your discussion as we use to try to modify the rules for better realism.  We didn't have DF (or any other computer game for that matter) to base it on but rather tended to try to merge rules from different games to try to make something better.

In reading your post, what seems to be missing is hit location.  DF seems to determine location of a strike prior to damage and damage is dependent on what is located there.  There is a REALLY old RPG called "Fantasy Wargaming" that was never really quite finished but had a good partially complete rule book (with a similar magic system you describe).  What was neat was a 'location' role on a percentile basis instead of a 'to hit' role on d20 basis.  The higher you rolled, the better the location.  You then had modifiers on experience (no levels in Fantasy Wargaming, like DF) so you could get in the above hundred area.  Shields, dodging, parrying, etc. gave a negative to the role.  We also played it with a cascade on 96 to 100 to add some randomness.  Once location is determined, you could then determine what armor was covering that location and determine a modifier (sounds like DF...).  At that point, I can't remember the original Fantasy Wargaming rules for damage (this was well over 20 years ago), but I think we did a dice role and added bonuses for the weapon and minuses for the armor.  Positive difference meant wounds, lost HPs, etc., zero or negative nothing.  Later we added in the Role Master critical charts for gore, but that was a good ten years later...

As stated earlier in a post, fun is the most important rule though.  Not only for players but especially for DM's!  What usually ended a good game in my days was the DM got sick of the players squabbling over gold pieces, the player who spent hours discussing if and how he can go about making bread or find a general store and talk pointlessly with the merchant while the other players wanted to kill monsters, and, of course, the power gamer.  Ugh... cheating on dice roles for attributes?  Why? 

I found when I explained from the beginning that (1) don't get attached to your character because they are going to DIE, (2) no battle will take over 2 hours or your character will DIE, and (3) if one character is being annoying, he/she will DIE, it remedied most of the problems.  I did have to make every character that was ever rolled up and ventured into the world a few examples though...  That said, I eventually burned out on it from those exact problems and haven't played (or wanted to play) a RPG for a couple of decades.  Lesson, important to have fun yourself as the DM.  DM's put in the work (as you seem to have done), players just roll some dice and paint a miniature or two...

36
DF General Discussion / Re: Where in the US would a fortress thrive?
« on: January 17, 2017, 09:21:25 pm »
Ozark Mountains.  Plenty of lead for barrels and mugs, caves galore, a thriving dwarf wine industry, and a history of mayhem!

37
I am super excited by this.

Me too.  Construction begins 6:00 am CST.

Aw! You really know what a woman who is also murderous goblin ruler wants!

Thank you Fleeting Frames!  I have been married to my murderous goblin ruler   sweet human wife for 13 years and have learned a few things!  Like she doesn't play DF...  I hope... or else Nilbert will be nil...




 

Got it!  Thanks!  I will put in post once murderous slaughter room with countless war dogs the happy fun chamber is added.

38
That, my friend, is a very interesting idea. 

It just so happens that I can channel right in front of the entrance to the Stabcaves castle, have two layers of z levels of fall, and have the visitors enter into Madam Mayor's condominium.  I can even build a special room for the visitors that doesn't even bother the remainder of her home...

39
DF General Discussion / Re: I Made a DF Language Translator
« on: January 17, 2017, 06:26:55 pm »
This is seriously cool and I have found myself translating my kids conversations into Dwarvish (elvish is not a language we speak at our house).

That said, I believe it only proper that you post on the "Signs that you play Dwarf fortress (way) too much" thread "2317: Develop an English to Dwarvish translator."  I will then post "2318: Use aforementioned English to Dwarvish translator in everyday conversations."


40
I believe that you can block out the sun if it becomes troublesome.

Hmmm... by pumping magma to the surface to resolve a river draining into your fort giant volcano explosion?   :)

41
Well, a dog has come along and I put it in the cell mayor's condominium and made it available as a pet.  Somehow, the Duke got word of it and adopted the dog.  Ugh.  No companion for the mayor and, worse yet, no way to make some dog soap with the Duke's new best friend (who doesn't need a new best friend, he's got two kids after all!  He needs to be a Dad and spend some quality time with them, like teaching them to not play by the moat, playing make believe instead of with toys located on the opposite side of the fort, and especially instructing them that they should not like cabinets and catapult parts once they inherit Stabcaves).

Madam Mayor seems happy though after being confined having her quiet time due mainly to her private statue garden.  When she gets cranky after training alone for months/years, she can be found staring at a masterpiece statue of her being elected mayor. So far, she has had only one demand, a gold cabinet in her bedroom, but it was already in her bedroom so all was well!  She has since forgotten the demand...

Any way to get the mayor to adopt a dog or two without letting anyone else beat her to the punch?

Also, I've never posted an image before and tried the magic button above.  Got two bracketed imgs... tried linking a .jpg dos style and cut and paste from a screen shot or .jpg, no dice.  How do you guys post an image?  I did a search as this is probably a redundant question but had no luck.

42
Display cabinets = awesome.

I think I read a while back that the Great Toady has worked on adding display cabinets for the next version.  Hope this is true as I'd love to have one with all the artifact toys in it and put it in the children's barracks.  You can look, but you can't constantly walk half away across the fortress to retrieve an artifact toy, walk to miscellaneous part of fort, play with it, return it, and repeat over and over again touch!

43
DF Dwarf Mode Discussion / Re: Help with Caged Enemies
« on: January 17, 2017, 05:37:49 pm »

Thanks for the help! By any chance, could you tell me how I could isolate my arena so nothing can escape?

In previous forts I built an archery range to train archers on the cannon fodder caged enemies.  Training archers takes forever and wastes a lot of bolts with archery targets.  Live targets work so much better!

What I did was to dig out a 10x10 room and build a wall of fortification 2 tiles in from the wall so that a hallway is made with fortifications on one side facing the larger portion of the room.  Also, I left one tile of the fortification wall not constructed so that there was an entrance for placing the cages and attaching to levers as Ironfang suggests.  Once all the cages and levers are hooked up, build the last fortification so that the room with the cages is sealed off. 

At this point the slaughter training with live targets begins!  Station your markdwarves in the hallway (it needs to be a one tile wide hallway so that they stand by the fortification and will see the enemy) and pull the lever.  The markdwarves will keep shooting until nothing moves.  At that point, you can remove one of the constructed fortifications and remove the gore.  Or leave it.  Up to you.

PS Extra fun if you some of the caged creatures are archers.  Great way to train your markdwarves in dodging and/or eliminate worthless dwarves who shouldn't be in the army anyway Urist McNoble.

44
The goal is not only vomit removal but also gore.  Cleaning seems to be only restricted to inside, dark underground locations, which means both vomit and gore are cleaned. 

In my fort the process was to not channel but rather dig a stairway and then mine the z level below my above ground castle and houses.  Only one spot has a 'channel' but this occurred after the mining a tree grew in the middle of the building.  It left a hole once cut down.

Interesting point on eliminating vomit in terms of channeling and rebuilding the floors.  I am a bit confused on the ratio of ticks of outside vs. dark.  If every part of the fort is "light," will cave adaption occur or would you still need dwarves to go "outside" now and then?   

I'm not sure what is better/worse, gore that never gets clean anywhere in the fort or no vomit ever...

45
Hello all!

So my fort is getting old and my old soldiers are going to meet Armok from old age.  Not really dwarfy, but they are too tough to get slaughtered by goblins perish in battle.  I also have been adding all my youngin' dwarves into preteens only different squads and have them continuously train.  What has happened is that everyone, 15 to 150 year olds, have named their weapons and shields (sad for the 15 year olds who haven't even seen a goblin, except for the mayor, but she is locked up and viewings are only through iron bars).  I now have countless masterpiece and high quality shields and weapons that are starting to accumulate in my artifacts stockpile.  So far I have not been assigning these weapons to new twelve year old recruits (they really don't deserve an artifact after they just finished playing with a mini-forge) and I have not placed weapon racks and armor stands in the tombs so that they reside with their original owners (not sure if that even works if the rack/stand is placed after burial).  But, so as to keep FPS down, I also work to eliminate needless junk always.  I am seeing the accumulation of artifact weapons as becoming a problem.

Any thoughts and suggestions?  What do you do in your fort or has this ever been a problem?

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