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Messages - Magua

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241
I think this is an awesome idea for a fort.  I'd hate to see it die.  Won't someone please think of the childrenraptors?

242
DF Dwarf Mode Discussion / An ambush! Curse them!
« on: October 13, 2009, 12:11:16 pm »
It just ticked over into winter.  Winter may not go that well.



Yes, that's right.  Eight ambushes.  In a row.

243
I'll take a dwarf.  Magua.  Gender doesn't matter.  Hammer would be the preferred weapon.

When not hammering, Engraver, as is my wont. 

Magua's tribeclan of dwarves was wiped out while fighting another tribeclan of dwarves who had decided to ally with the orcs to save their own skins.  Now he/she has been driven out from his/her homeland, seeking the means to get revenge on his/her family's enemies -- the orcs, and the traitor dwarves.

Magua's secondary objective is to keep the memory of his/her clan alive, and to continue the family line.  Hence, the engravings, and hopefully children.

244
DF Dwarf Mode Discussion / Re: Vault Challenge
« on: October 12, 2009, 06:24:04 pm »
After consideration, I believe I have an answer that is ultimately dwarf-burglar-proof.  It is exceedingly simple.  I shall test it out.

245
DF Dwarf Mode Discussion / Re: Pump stacking questions
« on: October 12, 2009, 06:18:44 pm »
I always connect power to my pump stacks by moving it over one of the open spaces:

Code: [Select]
#|#
#|#
#|#
#p#
#P#
#~#
###

Where 'p' is the 'input' or walkable tile of the pump, and P is the output or blocked tile.

246
DF Dwarf Mode Discussion / Re: Gameplay idea: service-based economy
« on: October 12, 2009, 03:05:10 pm »
I don't think it'd be difficult to survive.  I think it'd just be annoying.  I wouldn't do this on a frozen tundra map, and I wouldn't do it with orcs, but it should be eminently survivable.  I had an empty wagon/unskilled peasant challenge in Legendary Lands, and they managed to survive nearly two years before acquiring an axe or pick.  Granted, they had fishing, but...

What to bring:
1) Thread
2) Dye
3) Brewable plants, at least some plump helmets until cooking is started
4) Logs/stone for furniture, buildings.  Don't need much.  50?
5) Pick(s)
6) Barrels
7) Bucket, barrel, block for the dyer's workshop.

Dwarves would be:
1. Proficient dyer
2. Proficient weaver
3. Proficient clothier
4. Proficient brewer
5. Proficient cook
6. Appraiser/judge of intent
7. Whatever

1.  Embark somewhere with water.  Soil would be nice.
2.  Dig out rooms (preferably in soil), move stuff inside.
3.  Build a carpenter's workshop, still, kitchen, dyer's workshop, loom, clothier's workshop, optionally, mason's workshop if you brought stone
4.  Carpenter/mason builds beds, tables, chairs, etc.
5.  Dyer/weaver/clothier make your trade goods.
6.  Brewer brews all of your plants.  Cook then cooks, I dunno, 75% of your drinks.


Even a no-modifier thread, no-modifier cloth, non-finely dyed pig tail shirt is going to sell for 100 dwarfbucks or so; in comparison, a masterpiece stone craft sells for 50.  Get a masterpiece pig tail shirt out of masterpiece thread and finely dyed, and it'll sell for hundreds of dwarfbucks -- you can always sew on images to jack it up some more.

You can get reams of cloth and dye from the elves, and more cloth from the humans, whereas stone and wood are pretty limited.  So if you can get to Spring, you should be good. 

247
DF Dwarf Mode Discussion / Re: Gameplay idea: service-based economy
« on: October 12, 2009, 10:07:56 am »
The liaison on fire you say? Sounds like good news.

Not when you require bauxite from your civ, it isn't...

248
DF Gameplay Questions / Re: Lag in labor assignments
« on: October 12, 2009, 10:04:34 am »
After you've switched the dwarf's labors, you can always go to the 'j'ob list and cancel (with 'r') his current job.

249
DF Gameplay Questions / Re: Fortress/ Royal Guard
« on: October 12, 2009, 12:24:54 am »
The thing is, sure, you can afford to waste those 30 guards...but if you just put them into the military, they would do most of the same stuff, *and* you could actually direct them in a siege/ambush, have them patrol, etc, etc.

The only time I play with Guards is when I'm doing my "act dwarvenly" challenge conduct.

250
DF Gameplay Questions / Re: Work order and management question
« on: October 12, 2009, 12:22:25 am »
What Squirrelwizard said.  As long as your legendary armorer is the only person with Armorsmithing active, she's the only one who'll process armor jobs, regardless of which forge they go to.  So you don't have to mess with workshop profiles.

But in the longterm, yes, workshop profiles + job manager do not play together.  I tend to have one or two of each type of workshop setup for legendaries -- when I crank out beds, I don't really care who does it, but when I crank out a bed for a noble's room, I want my legendary carpenter to do it.  You can play around with forbidding the workshop (and remembering to unforbid it when you want to use it), but I find in those cases I just tend to assign jobs to the shops manually.

251
DF Gameplay Questions / Re: Rewarding a stone crafter?
« on: October 12, 2009, 12:18:44 am »
For dwarves that I develop a fondness for, I usually check their personalities for their likes, and try to design them a room based around that.  After taming a Hydra, my Dungeon Master, who liked copper, was gifted with a copper plated room, with everything, sans bed, made of copper.

Alternatively, put a statue in their room and designate it a statue garden for awhile.  Their room will be party central in no time.  Just be sure to undesignate it at some point.

Or assign two war dogs to be the dwarf's protectors.

252
DF Dwarf Mode Discussion / Re: Gameplay idea: service-based economy
« on: October 12, 2009, 12:13:46 am »
Seems that you would be awfully screwed simply by having dead trade liaisons.  I started a map recently where the dwarf trade liaison arrived in the first autumn...on fire.

So, to ensure I have this right, you'd be able to mine as much as you want, as long as you dumped/forbid all of the stone thereof?




253
Rereading, I see that I totally confused you and MastaODisasta.  Oops.

It goes like this:

The humans sieged during the summer.  The military was mobilized and just steamed right over them -- you killed half of them yourself.

Quote
12th Hematite: The humans arrive, laying siege to our towers with a force of two squads.  Our military is dispatched to deal with the menace.  Methane Dioxide takes out half of the humans singlehandedly, felling them left and right.  Samus, Inod Adilamost, and Thob Koganosram mop up the rest.  We suffer absolutely no injuries at all.

So that made me overconfident.  So when the orcs sieged (during autumn, btw, which sucked), again, the military was mobilized and sent out onto the killing fields.

You arrived first.  By yourself.  Against two squads of orcs that were there, and three more on their way.  You killed four of them, but were overwhelmed by sheer numbers.  Your bravery shall be remembered always...

Statswise: during 304, you killed...let's see....12 humans and 4 orcs.  29 notable kills overall.  Which, if it's any consolation, puts you in the lead, as Samus only has 23 notable kills...

254
That grotto is *awesome*!

I thought about trying to do something based off of the name, but it never occurred to me to make the fort into a real grotto.  It looks amazing.

255
DF Dwarf Mode Discussion / Re: The Underworld Challenge
« on: October 10, 2009, 02:47:04 pm »
How'd you do it then? bottom of those pipes are usually the smallest, so it's nearly impossible to do the ol' "Channel out a square" trick. I can figure out how to deconstruct it with the loss of -1- dwarf, but no fewer than that.

I routinely find that the bottommost z-level of the pipe is larger than the second bottommost.  The fort I'm working on right now, for instance, has this -- my forges are at the second bottom most level, and I lost no dwarves hooking them up because it was trivial to channel from the side.

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