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Messages - Azkanan

Pages: 1 ... 40 41 [42] 43 44 ... 171
616
Almost everything mentioned here does work after world gen.
Awesome.

Here's a picture of a dwarf-werebeing in a fort.


Edit;
Wildlife in my fort has been at a halt for years because of Kea-people's stuck in midflight. Going to turn Flier off.

Will post result.

617
I will be modding more frequently in the future, now that I've found this thread.

+1. I wish these had an effect after world gen.

PTW.

618
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 19, 2014, 02:56:40 pm »
1. I've just had my first bit of outside-of-fort gossip come through!
Spoiler (click to show/hide)

2. My defences are nearly ready...
Spoiler (click to show/hide)

3. My military training is going well.
Spoiler (click to show/hide)

4. My metalworks are starting to come along, too.
Spoiler (click to show/hide)

Any tips how to urge on an invasion/siege? My marksdwarves could do with the practice.

Edit;
Spoiler (click to show/hide)
What  tileset is that? D:

619
Forum Games and Roleplaying / Re: Conquest: Westeros
« on: August 19, 2014, 02:16:48 pm »
May I move to a different area. If I can, I'd like to be at 288. Sons of Giants. I feel that A1s is a bit lonely, and you're kinda crowded
Welcome to the frozen shitholetm.

Also, I can't help but wonder how I have contact with Craster's Keep, but not Salsa, who is closer...

Well, I guess it should say neutral... but the player-to-player part of the relations is for when people agree to NAPs, MDPs, Alliances, etc.

I'd like to take this opportunity to mildly intimidate anybody who is thinking of "Offering Vassalisation" to every kingdom, causing me to need to input them into the relations.
King Beyond The Wall doing it is because there was probable cause.

620
Ah... Anybody else crashing when RandCreatures makes a civ?

621
DF Dwarf Mode Discussion / Re: Mother Murders Own Baby
« on: August 19, 2014, 01:42:05 pm »
You know, if you posted this anywhere else on the internet, people would be horrified...

622
DF Dwarf Mode Discussion / Help, Versatile Scheduling?
« on: August 19, 2014, 01:40:48 pm »
I'm not sure what keywords to use to search for this, so here's my question;

How can I set, say, any two of my squad to Defend a Burrow (My Walls), whilst the other eight must train? And furthermore, would they rotate?

Edit;
Fell upon it by accident.

To anybody else who has this problem in the future, it's in the schedule list. Hit Tab to change to the List, then hit 'o' to add a secondary command.


623
Forum Games and Roleplaying / Re: Conquest: Westeros
« on: August 19, 2014, 12:55:35 pm »
So this is currently how the turns stand;



Waiting on Elfeater, Objective and Pewdsrock.

In other news, I've spent the last four hours or so retro-fitting and optimizing the spreadsheet. I think you'll find the new one very... exciting. A lot of the changes are behind the scene, like reducing how much input I have to put in (ie, the individual player sheets update info now by reading it from the Full Data).

There's a new Relationships Chart and a Battle Feed.

I've also added the new players and moved Salsa. I won't be moving anyone else.

Spoiler: Sneak Peeks (click to show/hide)

624
DF Dwarf Mode Discussion / Re: The Forest Strikes Back
« on: August 18, 2014, 09:40:11 am »
Wish you would have included the combat logs, they're always my favourite part.

Unless they're removed each season or something, there aren't any. :(

625
Forum Games and Roleplaying / Re: Conquest: Westeros
« on: August 18, 2014, 07:49:08 am »
I don't mind it not being rich the main issue is the wall itself. Why am I paying to maintain a defense that does not require any form of maintenance? It's a giant wall of ice in a place that never goes above -5 degrees, the wall will stand whether somebody is manning it or not.

Plus how are any of you going to support it lol? You don't even have enough money to expand yourselves let alone support me.

But if you have enough men to defend the wall, you have a solid army which outbalances you from everyone else...

Alright, I'm going to split the wall into three slots rather than ten.





Is this better? Apologies again for the mess, I expected it would need tweaking, heh.

626
DF Dwarf Mode Discussion / The Forest Strikes Back
« on: August 18, 2014, 07:32:37 am »
So I'm sitting here building my wooden fortress, an elven caravan pulls up into my depot, and bam, a tree collapses - on it's own - destroying my depot and killing a few elves in the process. YES.


627
Forum Games and Roleplaying / Re: Conquest: Westeros
« on: August 18, 2014, 07:03:21 am »
How far can an army travel in 1 turn?

Send spies to 230, 231 and 232.
Train 3 armies, 1 in the 239, 1 in 241 and 1 in 237.
Move 1 army from 240 to 237.

Keep all the wall defenses at 5.

You will have an income of 13 gold next turn once I fix the wall - this leaves you with an excess of 2 gold/turn, if you were to put one defence point in each wall section.

5 defence on each wall, plus another three units in addition to your existing two would put you in arrears of -37 gold.

House Blackwood 106?

or are they 107? or 138? because 139 is definitly House Bracken

I'd say 106... But could you move further away from me..? I'm feeling very claustrophobic. D:

628
Forum Games and Roleplaying / Re: Conquest: Westeros
« on: August 18, 2014, 05:58:20 am »
ah goddamnit am i too late to join as Blackwood?

Nah, go for it. The more the merrier.

629
Forum Games and Roleplaying / Re: Conquest: Westeros
« on: August 18, 2014, 05:52:18 am »
I dont understand the sheet....
I got a 4 2 1 1 economy which should give me 24 gold but you say i have 16 income.
I got  4 3 2 2 2 which is 7 gold and 4 unit and two docked boat. that 15 so is my income wrong or i just misunderstand how economy work?

Well for a start, my sheet calc was only summing 4,2,1 (Missing the last 1).
But it was also missing the last expenditure, too, so it still turns out to be a gold per turn of 1.

Secondly,
- You get a base income of 2 gold as a nation.
- You get *2 of the economy level (4,2,1,1... 8+4+2+2=16)
- So you get 18 gold per turn.
- Defences cost 1 gold per defence level. I just noticed that the table wasn't updated in the OP, sorry about that.
- Units cost 1 gold per unit to support.
- Ships only cost the 1 gold per ship, when at sea.

630
Forum Games and Roleplaying / Re: Conquest: Westeros
« on: August 18, 2014, 03:20:05 am »
Huh? I'm confused as to how that works. Does the wall fall down or something in sections I don't put enough money into?

You can have 0 gold in it for all it matters. It just means if you're attacked, you'll have +0 defence from your defences. That said if you had 5 gold in a segment, it'd get the full +5 defence bonus.

According to the map, Territory 41 has 1 defense, but according to the spreadsheet, it has none. Which is correct?
Can units be used on the same turn they are trained?

Ah, sorry.  That'll be a spreadsheet error. Go by the map.

And no, they have to be trained first, then used.

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