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Messages - jplur

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106
Creative Projects / Re: Dwarf genisis project stage one...
« on: May 13, 2009, 10:41:42 am »
There are few things on this earth I love as much as DF and Blender.

I.e. count me in.

I'll post some screens of my work when I get to my home computer.  I would be cool to see some planning too. (script/storyboard/asset list/project wiki)

107
I never got traders for a dwarf fort, but i did get migrants (it didn't happen in one fort, but another it worked)

I was curious if a dwarf fort struck adamantium, would it get a king?  And would that king found a new dwarven civ and reinstate the traders?

108
Creative Projects / Re: CG Art
« on: April 20, 2009, 01:55:05 pm »
@Davion: Beautifull stuff man!
@SolarShado: Great for only working with blender for a week, it's taken me 3 years to start to feel comfortable with it.

I'm a big blender fan, here is a dog:



109
My bad, peeps. It was an oversight on my part.

Anyway, I think the next one should have the civ control tag added to every race.

Well when I took my turn I did a little secondary site using civ controllable goblins, and I assume that humans will work as well.

Spoiler (click to show/hide)

But yes, I agree that after the new version we should choose the world very carefully.  It's not that hard to find a world where civs are at war with each other.  A world where there are several of these wars are going on at the same time would be awesome.

Plus the new underground features should spice things up, I just hope that adventurer traps are being reinstated as well.

110
Sorry guys, couldn't devote time to this :(

Here is the latest save, maybe someone could take the reigns or start a succession:

http://www.parker-portfolio.com/df/region1-sum-453-win--spr-459.rar

Once again, sorry.  I got caught up in making this videogame.

111
Sounds good, I'll let you know when your dorf shows up

112
The earthshapers guild is half mining duty.  Maybe something else?

Still no migrants, hope I haven't broke the pop cap by changing it so much.

113
Any chance of that new wing for the fisher's guild being built anytime soon? I guarantee the guild who builds it for me will feast like kings.

I've given your guild a second story for the bedrooms.  You guys do catch a lot of fish, helps keep the 5 legendary bone carvers busy..

114
Dead? No.  I've been a little busy though and can't post updates every day.  I'm also waiting for migrants to come before I write the next update.

115
Creative Projects / Re: DF MUD Development Thread
« on: March 06, 2009, 03:38:03 pm »
Hey, I love the concept of the fortress as more of a social game.  I imagine when you start a character you have no skills and try to get by on hauling tasks bringing materials to players who are skilled crafters.

Also I wanted to mention that a couple of years ago there was an LPmud based on Angband.  (website used to be www.pitsofangband.org) Somehow they managed to convert the room structure into an accurate ascii town/random dungeon system.  I'm assuming the rooms were in an array and when you 'looked' you were fed a representation of the local grid.  Just a thought, but I bet it would work with the z-level.

116
DF Community Games & Stories / Re: Nilarzes, The Dwarven Insane Asylum
« on: March 06, 2009, 03:27:39 pm »
Your writing is great, especially the latest siege.  Don't worry about how quickly the fortress matures.  These early quiet times are just setting the stage for the howling insanity which is to follow.

117
By the way Org, you got a Cougar now.  Closest thing to a Jaguar they had.

The double waterfall in the metalsmiths guild is quite impressive.  I tested an open air design for the water pump tower, which works in that it only leaks a trickle to the outside.  The waterfalls currently bring mist to 4 levels, but it could be expanded to 6 if you count the mist that forms on the top level.  Only problem is that the drainage system for the town relies on a dorf pulling a lever at all times to atom smash water.  If that fails water would flood the Metalsmiths Guild.  Maybe there should be a pressure plate in the sewers to turn off the waterfall.

118
Latest map: http://www.mkv25.net/dfma/map-4921-staticbasements-sum-453

The town is blessed with a quiet summer, and several projects get completed.

Spoiler (click to show/hide)

Now that the plumbing is repaired Boksi sets up some tower cap farms.


Spoiler (click to show/hide)

Vieto Lilumolin has set up more of the Metalsmiths Guild, somewhat according to Rusty's original plans.


Spoiler (click to show/hide)

A crude gate keeps invaders out, but only delays the inevitable. As the traders are let out an ambush springs from hiding, killing a young Trapper.  Other civilians manage to escape.


@Org: Defenses are the military dwarves, a gate, and a couple of weapon traps outside.

@Katsuun: Maybe you could join one of the current guilds for now?  I'm sure the Fighters need meat shields recruits.

119
I can confirm you get immigrants if there is no dwarf civ.  You will not get their caravans though.

Good stuff, keep it up!

120
@Vieto:  I forgot to post your dwarf's profile:

Spoiler (click to show/hide)

Lackluster little guy, but then again there is little ore on the map so I guess his ambitions are fitting.  He has been making iron and copper bolts non stop though.

The Nobles are not up for grabs, they will serve a very important purpose in Staticbasements.

As noticed, the defenses are a little thin.  The Tacticians downsized their marksdwarf force to 2.  Of the 8 Fighters, Lorbam was killed, and Reg is hospitalized.  In addition, Reg's first recruit Dabar is practically useless.  She stands over food or booze piles for hours in confusion, or wanders the streets with a blank look on her face.  Though she is a legendary wrestler, she hasn't shown up at her post in two years.

@short_dwarf: I can switch a couple of your guys to marksdwarf if you want. 

A drawbridge is in the works for the gate but not much I can do about our understaffed military.

About the labors/micromanaging:  Guilds only haul what pertains to them, i.e. farmers haul food.  Haulers have all hauling and a monopoly on burial.  Mining is shared between Tacticians and Earthshapers, though Vucar is kept on it because he got rather good in the first year.  The construction guild has a couple masons with engraving, the Earthshapers 3 members are still very untrained when it comes to mining or smoothing.

Regarding the various industries, I try to keep all the guilds busy and honor your request, i.e. the short lived cheese fiasco.  The Traders guild has been working with cloth and leather rather than making stone mugs, but they have been working non stop.  Glassmakers make raw glass for their jewlers and specialty items.  Boksi is well on his way to legendary cook.  We have 4 legendary bone carvers, if you count the boy, who are always busy making bone bolts and decorating with shell.


List of Legendary Guildmasters:

Nutsy Stibmermelbil - Legendary Miner
Vucar Vodlolor - Legendary Pump Operator
Tradebeard Bothonmorul - Legendary Appraiser
Reg Anuzoltar - Legendary Wrestler
Fortis Melbilgeb - Legendary Bone Carver



And finally, which one of you ate the purring maggots? We had 3 at one point and now they are gone.

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