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Messages - Foa

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871
DF Dwarf Mode Discussion / Re: The invasion
« on: November 20, 2008, 12:27:25 am »
I'm going to do some Ascii art, if it succeeds...
Guess what it is. ☺

████████████████████████████
         ☼☼☼
          ☼
          ☼    █████████████
          ☼    █╔═╡╔═╗╔═╗█╥█
          ☼    █║╞╗╠╦╝╠╦╝█╨█
          ☼    █╚═╝╨╨█╨╨██O█
          ☼    █████████████
         ╥╥╥   ██
        ╥║║║╥  █
       ╥╠╩╩╩╣╥
       ╠╝╔═╡╚╣
 ╞╦╗ ╔╗║O╚═╗O║╔╗ ╔╦╡
  ╚╬╗╬╣╚╗╞═╝╔╝╠╬╔╬╝
   ╚╬╗╚╗╚═══╝╔╝╔╬╝
   ╠╚╩╗O╔╦╦╦╗O╔╩╝╣
   ╨╔╗O╔╩╩╬╩╩╗O╔╗╨
   ╔╬O╞█☼█║█☼█╡O╬╗
  ╔╬╝╔O███╨███O╗╚╬╗
  ╠╝ ╠╣╞╔O═O╗╡╠╣ ╚╣
  ╨  ╠╣ ╠╣ ╠╣ ╠╣  ╨
     ╠╣ ╚╝ ╚╝ ╠╣
     ╚╝       ╚╝

         -Foaboegik

872
DF Dwarf Mode Discussion / Re: The invasion
« on: November 19, 2008, 11:54:32 pm »
Lyric Poems are the NUM NUM!

≤≡▐╞═══════╡▌≡≥

I really like the spiders,
Their suites are shared with nobles,
Lets see how they do-
Thank you Giant Spiders!

Your silk is mighty fine
So are the nobles
We need more purples
They are starving now!

*Chorus*
OMG!!!
OMG!!!
*End Chorus*

I hate you disclaimers!
You culled the giant spiders!
Now we need to kill the champs
Then laugh at their ass'...

≤≡▐╞═══════╡▌≡≥

873
Magma bakeries, anyone?
Now I want to taste pizza made in that, brick oven advantage over electrical x1000.

The suggestions here are all very good BTW.
Lava smoked preserves are of high quality, they are just, so damn good! Therefore are treated like an easy meal to a lavish meal, depending on skill level.

Dwarves pay so much for lava-smoked preserves it is made for kings only, the downside is a metalworker bundled with cooking ( or brewing * wink * ) is the only crafter of lava-[|Name] foodstuffs!
Same for lava-roasts/stir fried/fried/grilled... foods, and is always piping hot, thanks to the magic of the forges, made by metalworkers, good for life!

874
DF Dwarf Mode Discussion / Re: Best trap hall ever?
« on: November 19, 2008, 09:09:19 pm »
Actually, that was not my intention. I wanted them to get flushed out of the tunnel wich ended 10z above ground...
Damned teleporting water.
Make a water wall?

Just add some pumps, some grates to go on top of your channels.

╔═══╗###╔═══╗
%%╬+++╬%%
╚═══╝
###╚═══╝

875
DF Dwarf Mode Discussion / Re: Best trap hall ever?
« on: November 19, 2008, 08:36:08 pm »
My High pressure trap was so pressureized that they did not even get pushed, the tunnel was instantainiously filled.

Trapped Spiral corridor next to the main entrance, main entrance gets inaccecible by bridge.
Spiral ramp circling a tower filled with Xbow dwarves.
Heh, a drownery, classic.

876
I'd like to have sieges as common as the constant caravan visits.

877
DF Dwarf Mode Discussion / Re: Best trap hall ever?
« on: November 19, 2008, 06:48:42 pm »
My hall was decked out with Isolated Barracks ( Isolated from the hall ) , each barrack is 3z tall ( hall level to top ) in the top two z each had 5 marks-dwarves, the hall level is filled with bridges to unless my wrestler and war dog army, it is completely fool-proof.

878
DF Modding / Re: Boksi's plant mod
« on: November 19, 2008, 11:05:24 am »
But I waaaannnnntttt tooooo...

Anyway, remember I intend to use this as a total conversion mod that will make farming harder.
I just noticed that happy sponges needs a happy biome, good work!

Make more exotic, and exclusive produce.

879
DF Suggestions / Re: Free market economics
« on: November 19, 2008, 10:59:12 am »
All I just want are the nobles to stop embargoing my merchants!

880
DF Suggestions / Re: No more invincible forts
« on: November 19, 2008, 01:45:38 am »
I agree about iron though.  Most sites should have enough iron to make a go of it...  OTOH, the goblin traders certainly bring more than enough.

i c wut u did thar...


The ball thing is your brain Random832


881
i'm sorry Benoit, your caravans must be different from MY caravans cause when i go to buy, i don't buy a measly 2000 dwarfins worth of things, i buy every type of meat, plant, and drink, valuable metal bars of every variety, metal ores of every variety, wood of every variety, barrels, pets, small gems of every variety, CRAPLOADS of leather (easily over 20+ pages of leather bins for BOTH human and dwarven caravans, more than enough to last me for the whole year) and NOW i'm going to be buying cloths/threads, spider silk/threads, and GCS silk/threads. maybe even from the damn Elves.

the cost of all this for both human and dwarven caravans easily equates into over 30,000 dwarfins worth of things, goblin ambushes ain't gonna pay for that.

and foa, stop worrying about leather and metal-decorating and whatnot, i'm worrying about Cloth right now and how to produce craploads of it.
Keep us in tune with you economic progress!
I'm seriously thinking of joining the industry!

882
With one farmer and one thresher/miller/hauler, and one dyer/weaver/clothier, you should be buying every caravan out fairly soon.  A basic cloth can fetch 60 from a bag or a rope.  Dye adds 20.  With quality mods, let's call it 100 on average at the first caravan.  You only need 20 bags to buy basically everything of interest (anvil and food).  With a better-than-novice grower and no fertilizer, a 3x3 plot should do: dye in the spring, pig tails in summer while you mill, and you have time to dye and sew in early fall.  If you find rope reed, you can grow that in spring to get a head start.  Maybe make it 3x4 to be sure.
What about the leather, and metal decoration industry?

883
No bundling, it slows things down in the beginning, and isn't as fast as a group in the higher skill range.

You just need millers, threshers, farmers, potash makers, wood burners, tanners, butchers, leather workers, dyers, weavers, clothiers, and workshop farmers...
Potash makes the produce stacks alot bigger, like up to 11, rope reed, which is an all year plant produce, pig tails ( for a boost in production in some seasons ) , wood for ash ( potash needs ash ) , leather, dye, silk if you can obtain some for profit ( if bought off of merchant then enhanced by your workers, then buy, buy, buy, sell, sell, sell ) ...

My map doesn't have a chasm or any spiders, so no on-site silk production for me! i can still import some though.

you'll notice i colored some of the jobs in your list, the red ones are somewhat extraneous and trivial, in either they're so easy to not be a concern, not truly necessary, or they are necessary, but the jobs can be outsourced via trading. the green ones are necessary, but are a given considering what i'm talking about. the whole industry seems like a big project, which sounds fun.
Here's a note, how are you going to get leather ( import is not enough ) .

So animal ranching is a go, and it also provides food, just make sure to kill the elders first!
Then there is fishing, for shells, and bones, so no cooky the the turtles.

And if I'm not mistaken I think you can adorn cloth/clothes with bones.

Also, melting down metal to stud things, or mint coins ( use the bling stack multiplier ) is profitable.

884
What you need is:
  • Dimple cups, etc ( Don't use hide roots , just make sure to stack you dyes if you're going to use hide root dye )
  • Pig Tail, Cave Spider silk... ( Giant Spider Silk are the win )
  • Animals for leather ( Leather Workeries > Sew Image ) Idk?

Here is a fact, you can dye and decorate cloths as much as you want, just use different, decorators.
Fact, two, the better their skill the happier you'll be, high grade cloth adorned with high grade decorators is the gold ticket.

So, i can dye and decorate as much as i want you said? i just need two separate dwarfs doing the decorating? i was wondering what the heck was up with this article when it said that i could, but my leatherworker would only sew single images onto things despite having a wide range of leathers to use.

So, i can dye the same cloth multiple different colors? seems like that would require an incredible increase to dye-producing crops, and thus necessary number of farmers. still not sure of the planting/harvesting speed of legendary farmers though.

So, an ideal setup for a cloth industry would be 1 legendary weaver, 2 legendary dyers, and 2 legendary clothiers? think i could bundle dyers and clothiers into the same dwarf?
No bundling, it slows things down in the beginning, and isn't as fast as a group in the higher skill range.

You just need millers, threshers, farmers, potash makers, wood burners, tanners, butchers, leather workers, dyers, weavers, clothiers, and workshop farmers...

Potash makes the produce stacks alot bigger, like up to 11, rope reed, which is an all year plant produce, pig tails ( for a boost in production in some seasons ) , wood for ash ( potash needs ash ) , leather, dye, silk if you can obtain some for profit ( if bought off of merchant then enhanced by your workers, then buy, buy, buy, sell, sell, sell ) ...

885
DF Suggestions / Re: Nobels, Popcap and the Init File
« on: November 18, 2008, 10:47:25 pm »
Its more or less a two part suggestion:

at first more options for the nobels

currently you can only turn of economics, thus it will only effect the tax collector noble

add a [NOBILITY:x] tag for the options
and therefore x can be "NO", "HAMMERER", "BARON", "COUNT", "DUKE" and "KING"
default will be the king, and this gives what nobles will show up, the higher ranks will involve the lower, a hammerer can be turned off, but a baron or higher demands him (to make sure his not made mandates get serious punisment)
also a a tag for [DUNGEONMASTER:YES] (and no ^^) and also the PHILOSOPHER
i am not sure if the economic:off will acutally turn the tax collector off

and for the second:
make this init to be saved in games, and can be changed ingame, with the popcap. so you can raise the pop limit to your needs, also for the nobles. so you can run multiple fortresses with individuell popcaps without changing init everytime (for example a huge city, a hermit and a lowpopulated outpostlike fort)

nobles which are turned off they wont show up, if they are already in the fortress, they all will act like a philosopher (does nothing, need nothing, mandate nothing... except some pricechanges and easy tasks like remove construction).
I seriously say you deserve a pet giant cave spider, wearing adamantine armor, and 5000 gold ☼.

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