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1
DF General Discussion / Re: Help me name my dwarves.
« on: September 16, 2010, 06:29:29 pm »

2
DF General Discussion / Re: Help me name my dwarves.
« on: September 14, 2010, 04:49:23 pm »
Name them all after people who post on this thread.

Just for kicks.

Done and done.  Gearheart is now a mechanic's name.  Eugenitor gets to be a peasant unless someone can argue for a better fit.  Creamcorn is clearly a miller. Chewie is in the miilitary.  And Dr. Johbson is a doctor, of course.

3
DF General Discussion / Re: Help me name my dwarves.
« on: September 14, 2010, 11:16:00 am »
Considering my militia commander's name is "Axey" I think your names are better. :)

4
DF General Discussion / Help me name my dwarves.
« on: September 14, 2010, 10:43:10 am »
I'm really bad at naming my dwarves. I mean, really bad.  However, I use the custom profession field to give each of my dwarves a caste (peasant, workdwarf, craftdwarf, military, noble), so without a custom name, it's hard for me to tell if this particular dwarf is "Urist the legendary axedwarf" or "Urist the farmer".  Obviously, I want to not send the latter into battle.

So, what I need help with is how to name my dwarves something logical based on their profession.  To this effect, I created a poll:

The Poll

Any help would be appreciated - I'll post the results when complete.

5
So did any of the dwarves training for the Colosseum get any kills?

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DF Gameplay Questions / Re: Crossbow dwarves won't train
« on: November 19, 2008, 04:52:57 pm »
Did you make a room from the archery targets?  I forgot to do this yesterday and wasted a whole season trying to figure out why my dwarves wouldn't use the targets.

7
DF Community Games & Stories / Re: Painteddelight - A Diarchy
« on: November 18, 2008, 10:58:35 pm »
1st Granite, 202, Early Spring
I have ordered the plotting of two new farms.  As soon as they are done, I intend to order the planting of quarry bushes and, when they come into season, pig tails.

I also intend to send Dusty and Greasy to the lowest levels of our fortress to explore the mining potential below the aquifer.

Hopefully Greasy will not find some way to botch this task.

2nd Granite, 202, Early Spring
Excellent news!  Dusty's efforts in the lower levels quickly revealed a vein of malachite.  This source of metal will certainly prove to be invaluable.  I have already issued orders for the construction of a wood furnace, smelter and a metalsmith's forge.  I have also ordered the fish cleaner and the dyer to take up the jobs relevant to those workshops, so as to give them something more productive to do than sit around and watch each other's beards grow.

Greasy, true to form, has discovered nothing of value, though she was very excited to tell me when he struck mica.

Unfortunately, these exploratory efforts have also revealed the presence of some damp stone in that level.  I will have to take care to keep Greasy away from them.

6th Granite, 202, Early Spring
More good news!  We have recently had litters a war dog and a camel.  These extra beasts will serve well as companions and, if a hunter cannot be spared, meat.

4th Slate, 202, Mid-Spring
A new wave of migrants just arrived...  Worthless!  Half of them were bloody peasants!

At least I have someone to draft as soon as I have the equipment ready to start building our military.

17th Slate, 202, Mid-Spring
Blast!  One of the jewelers that moved here from the mountainhomes has gone crazed with some damnable fey mood.  Now I have to devote resources to finding rough gems for the loon.

I'm considering culling the jeweler herd.  There are more than enough of them.

2nd Felsite, 202, Late Spring
We managed to get the jeweler some rough melanite and he created... a smooth melanite.

Id's beard, I hate jewelers.

16th Malachite, 202, Mid-Summer
Much progress has been made.  A sizeable suite of living quarters has been carved out and furnished. (Though some efforts in that area have been frustrated by the presence of underground water above the aquifer.  At some future date, I will have to commission a large scale project to locate and drain these sources.)

Also, an agreeable trade arrangement has been made with the humans.  They will bring us meat of varying sorts in exchange for an assortment of goods.

In other news, Greasy has found some poor soul to be her husband.  I would pity him, but he's a gem cutter, so I'm willing to call it a perfect match.

21st Galena, 202, Late Summer
Another jeweler has made a big fuss about smoothing out another gem.

I'm drafting them all.

4th Limestone, 202, Early Autumn
Fall has come and the year thus far is progressing quite nicely.  We have a healthy supply of stone and metal from below the aquifer.  We have made significant progress toward building apartments for each dwarf in the settlement, which is a big task, given how many migrants we've attracted this year!  We even have a fledgling military which has begun diligent weapons training.  To celebrate the good times, I've allowed a party in the newly constructed dining room.


1st Sandstone, 202, Mid-Autumn
The dwarven caravan has come.  In addition to making a spectacular trade for valuable steel and iron ore, we negotiated an agreement for them to bring us more of the same in exchange for other goods.


19th Moonstone, 202, Early Winter
The reasonably uneventful year has taken an eventful turn.  Goblins have found our little hamlet.  We were able to kill nine of the goblins and repel the rest.  We did lose one cat and one axedwarf sustained major injuries to his pancreas and spine.  Only time will tell if he pulls through.

19th Opal, 202, Mid-Winter
It appears Stakud will survive his injuries, though he remains bed-ridden at this time.

1st Obsidian, 202, Late Winter
Our wood burner has been taken by a strange mood.  I wonder what he will create.

5th Obsidian, 202, Late Winter
He created a marble crown.  It's better than a smooth rock, I suppose...

Save: http://plusplusungood.com/painteddelight/spring203.zip

8
Sam Vimes was a human, you dolt!

Carrot now, he was a dwarf.

Who says this isn't just a dwarf that really wants to imitate his literary hero?!

Someone needs to lay claim to Carrot though.

9
I would like a Peasant, named "Sam Vimes."  Trained with bookkeeping and pumping.  Wields a sword.

Bring them on!

10
DF Community Games & Stories / Re: Idea for a succession fort - Assassin!
« on: November 12, 2008, 04:54:57 pm »
Add a requirement that there must exist some dwarf equipped with a pick during changeover.

That should prevent any death traps (if it takes 10 days, you should be able to prevent it), and prison traps (they can either be mined out of, or deconstructed.

Ah, you beat me to it.  I'm now trying to think up dwarven death traps that couldn't be gotten out of with a pick.

11
DF Community Games & Stories / Re: Idea for a succession fort - Assassin!
« on: November 12, 2008, 04:52:27 pm »
Deaths within 10 days after the changeover count against both players.

It wouldn't be too hard to figure something out that would take longer than 10 days to activate.  Like... build a floor supported by a single support over a small pit; dump/forbid all picks; activate all the dwarves and order them on top of the floor; pull level connected to a support.

All the dwarves fall into a pit which they can't escape because they have no picks... and so they die of thirst on someone else's turn.  I guess an immigration wave could save the trapped dwarves, but it would have to be well timed.

One of my ideas is to set up a special execution chamber that is the only valid way to get points.  Accusing a dwarf is a matter of sending them to go pull the special lever.  If you're right, you get points.  If you're wrong, you lose points.  Dwarves that die by any other means don't count.

To prevent people from just killing all the competition - if your dwarf dies by means other than the lever, you GAIN points.

12
DF Community Games & Stories / Re: Idea for a succession fort - Assassin!
« on: November 12, 2008, 04:17:15 pm »
Yes well, granted Killing off the whole fort would earn one massive negative points, but then again, all my opposition would be dead.

But, lets just say I've narrow my target list down to the six dwarves working with stone early on.  Just how big of a penalty would killing them all be?  how many innocents is worth one target?

That's what I need to work on.  The penalty needs to be big enough that the expected return on just randomly killing dwarves would be less than 0.  So, for instance, if I've got my target narrowed down to 3 dwarves, then a random choice of dwarf to kill would be expected to net negative points.  Likewise, killing all 3 dwarves should net a negative score.  I need to do some math here.

On the other hand, the penalty shouldn't be so big that if a dwarf dies accidentally during your turn (which will happen a lot, I'm sure) then it shouldn't destroy your score too much.  Otherwise people will do what dresdor is suggesting - try to sabotage the system so that dwarves die on someone else's turn.  I could see someone set up a big, inescapable trap with a time factor built in...  I need to think of a way to prevent that.

13
DF Community Games & Stories / Idea for a succession fort - Assassin!
« on: November 11, 2008, 07:02:34 pm »
I've been thinking of an idea for a succession fort where each player is competing against each other.  Here's what I've come up with so far, let me know what you think:

The king beneath the mountain (me!) is in need of a new Master of Intelligence (the previous one having died suspiciously shortly after drinking a tankard of ale).  To find the best candidate, he sends several of his spies to a distant fort and tasks each one with an order to kill one of their competition.  Of course... none of them know which dwarf amongst them is a common peasant working to make ends meat, and which is there to stab them in the back.

  • I start a game and play it for the first year (or at least long enough to have the first wave of immigrants).
  • Game then proceeds with 4 players, each player plays a single season before passing it on.
  • Each player is represented by a single dwarf (selected by me), but only they know which dwarf that is.
  • Each player is tasked with eliminating a single other player's dwarf from the game... but they don't know which dwarf it is.
  • After each season played, the player must post a summary of that season and a hint of who his dwarf is - A gender, a personality trait, the dwarf's profession, or a skill that dwarf has above "Novice." (maybe some other things would qualify as hints?)
  • Eliminating a player is as simple as arranging for his dwarf to die during your turn.
  • Killing your target is worth some amount of points, killing an innocent dwarf is worth negative points, killing a player that is not your target is worth lots of negative points.
  • Eliminated players are replaced by the next person in line.
  • Game ends when one player gets some number of points.

Sound fun?

14
DF Community Games & Stories / Re: Painteddelight - A Diarchy - Year 201
« on: November 11, 2008, 11:34:20 am »
1st Granite, 201, Early Spring
I, Urist McDwarf, have arrived with 6 stout, trusty dwarves to future location of Logemanith.  Already I have my doubts about the dwarven-ness of this rock-less stretch of woodland, but my scout assures me that here be resources in abudence once our miners have pierced the aquifer that lies below the soil.  If he is proven wrong, may his beard fall off and his hammer arm wilt.

I have ordered the miners to strike the Earth near a small brook and begin some basic caves for us to take refuge in while the others set about stockpiling the food and protecting it from rot and thieves.

16th Granite, 201, Early Spring
One of the miners has foolishly dug into a murky pond and flooded the East wing... not to mention opening up a possible line of invasion until I get Dusty over there to put up a wall.  A shame to use what precious stone we have to fix this blunder; Greasy will have a stern talking to waiting for him... as soon as he completes his current tasks.

9th Slate, 201, Mid-Spring
Greasy the mechanic has managed to do it again.  Somehow he managed to lock the lever to an important draw bridge behind the drawbridge itself.  Now no one is able to reach the lever to pull it.  *sigh*

13th Slate, 201, Mid-Spring
Every last dwarf slept through today, myself included.  This warm weather surely does tire us out - hopefully we'll soon have everything moved into the cool refreshing Earth.

26th Hematite, 201, Early Summer
The farms are finished and the first crop of Plump Helmets are being planted.  We should have more than enough food to last us through the winter.  I do wish that one of us was a hunter or a fisher, as the scout was right about there being plenty of wildlife to sustain us.  A dwarf needs meat dammit.  I'm going to order the construction of the first set of workshops and then the production of pumps for the first attempt at breaching the aquifer.

24th Galena, 201, Late Summer
Bad luck again!  We have struck an aquifer while mining out the workshops and have flooded a portion of it.  Disaster was avoided by some quick-footed dwarves putting up sturdy doors to hold back the flood until I can figure a way to pump all the water out and reclaim that portion of the fort.  Luckily all the useful workshops were spared and no one was hurt.

23rd Limestone, 201, Early Autumn
The traders from Kogsak Estil have arrived and I traded all our prepared food for raw meat, plants, and an anvil.  I have made a note of the items the traders have requested from us for next year.  Also, work has begun on the multitude of pumps we are going to need to breach the aquifer.  I fear, however, that this project will not be completed this year.

Spoiler (click to show/hide)

21st Sandstone, 201, Mid-Autumn
Our first migrants have arrived.  Besides a very useful carpenter to help build all the pump components we need, the rest are rather useless.  Two gem cutters arrived for Armok's beard - and we don't have a single damn gem amongst us!  I'm sure they'll find some use in the military... once we can manufacture weapons that is.

13th Opal, 201, Mid-Winter
Much to my surprise the aquifer is breached!  My first attempt at powering the plethora of pumps with waterwheels in the aquifer itself failed miserably, so I took another tack - dwarf power.  Every dwarf in the fortress pitched in, myself supervising of course, and pumped for 2 and a half months straight while our masons selfishly braved the watery deeps to install walls.  This was truly a dwarvenly accomplishment and I am declaring the rest of the year to be spent in celebration.
We have the booze to do it.

Year 201 was busy, but mostly successful.  We have struck rock, and hopefully will find metal.  Our defenses are weak, and we have but a skeletal industry going.  The next year should strive to resolve this.

Save: http://plusplusungood.com/painteddelight/spring202.zip

15
DF Community Games & Stories / Painteddelight - A Diarchy
« on: November 11, 2008, 11:28:39 am »
A friend and myself decided to start a succession game, but with only the two of us taking turns each year.  Mostly, I wanted to see what it took to run a succession game and get some ideas for running my own full-fledged succession/community game.

The rules:
  • Each of gets to choose the name and starting skills of 3 dwarves.
  • The 7th dwarf will be given only social skills and made the leader.
  • Embark on the first 3x3 starting location found with a river and flux.
  • No trap can be built within 2 squares of another trap.  That would be too easy.
  • Military is limited to 50% marksdwarves.
  • No booze cooking.
[li]Every effort must be made to please nobles, immigrants, and traders.
[/li][/list]

The starting dwarves:
  • Urist McDwarf - General leadership skills.
  • Greasy - Miner/Mechanic
  • Dusty - Miner/Mason
  • Dirty - Planter/Stonecrafter
  • Hungry - Cook/Brewer
  • Woodsy - Woodcutter/Axedwarf
  • Crafty - Carpenter/Siege Engineer

Spoiler (click to show/hide)

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