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Messages - Rysith

Pages: 1 ... 76 77 [78] 79 80 ... 92
1156
Is it just me, or is Toonyman missing his section on likes and dislikes?

1157
DF Community Games & Stories / Re: Lanternwebs (The Plot Thickens!)
« on: February 01, 2009, 05:32:22 pm »
Eagle: You've now got a dwarf (he's a wrestler right now since I train all of the military in basic wrestling first, but he's got a crossbow and he's practicing), but I haven't quite figured out how to introduce him yet. Any requests there? Otherwise, he's probably going to end up distinguishing himself in the first combat I can get him into.
Spoiler (click to show/hide)

Gumball135: "Any profession" is a bit vague, can you be a bit more specific? Even a military/non-military choice or a general feel for what you want your character to be doing would be fine. There are plenty of dwarves right now, so finding you a match shouldn't be a problem.

1158
DF Community Games & Stories / Re: Lanternwebs (The Plot Thickens!)
« on: February 01, 2009, 05:25:05 pm »
Status report prepared by Olin Oltaros, Mayor and Armorsmith, Spring 112

Though this spring was marred by our first civilian death (covered the the attached combat report), overall things have bee quite good. We maintain good trade relations with the elves, and the interior of the fortress continues along. Tosid would probably say "ticking", but I'm not as obsessed with mechanics as he is.

Early slate marked the arrival of a mountainhomes-trained dungeon master along with some migrants, bringing our total population to 91. I talked with the dungeon master, Zon, and she has no interest in probing the depths of the chasm for exotic creatures, and I see no reason to push the issue. She has settled into the rooms that we had prepared, and seems more than happy to simply read, talk with our other citizens, and use the forges. Hopefully, all of the aristocracy sent by the mountainhomes will be this easy to please.

The migrants, as usual, were a mixed bunch. In addition to Zon, there were five peasants, a farmer, a woodworker, a metalsmith, a gem setter, a few fisherdwarves, a mechanic, and a scattering of other skills. Kib, as usual, has recommended that they all be drafted into the army, and I largely agree with him: we certainly don't need more peasants or bone carvers, and they can hold a blade as well as any other. This addition to our forces also means more time that I can spend shaping steel in the forges, which I've missed with all of the mayoral duties that I've taken on.

Tosid also proved himself useful again, telling me that as part of his excavations he had struck a vein of tetrahedrite. At the same time, he presented me with a finely-crafted rose gold goblet, saying that he knew of my appreciation for it and, with the tetrahedite and the veins of gold that we had previously discovered, producing more rose gold should pose no difficulty. He's got some kind of system that he's building beyond the millstones, but he seems like he's an actually okay sort of dwarf, once you get used to his quirks.

Spoiler (click to show/hide)

1159
DF Community Games & Stories / Re: Lanternwebs (The Plot Thickens!)
« on: February 01, 2009, 05:08:43 pm »
From the journal of Zon Kidetrith, Dungeon Master, Autumn 111

Why did I decide to become a Dungeon Master? Its times like these that make me wonder if I should have been a fisherdwarf instead. Back at the mountainhomes, of course, it meant studying books, relaxing by the fire, and a few courses in practical smithy work. A good path for an upper-class dwarf like myself who really wanted to just hang out and read, rather than getting all tied up in the paperwork of the dwarven aristocracy. Something that your parents could talk proudly about at parties, but not something where you had to show up and make life-or-death decisions. Sure, they said "If we ever find a giant cave spider, it'll be up to you and your classmates to deal with it", but we all knew that the spiders had been cleared out of our mountainhome decades ago, so I never expected to have to do anything more with them than read about them.

But now, now that there is a new settlement, they've sent word: They have a chasm, populated with strange and exotic creatures. So of course the Mountainhomes need to send off a Dungeon Master to help them deal with whatever is down there. And of course they say "Lets send Zon, she's the top of her class and could use some field work". And while I am at the top of my class, the last thing that I want to do is go off to some little outpost and maybe come face-to-face with a giant spider, scorpion, dragon, or hydra! I can't exactly refuse, though. Maybe I can tell them enough scary stories that they will just stay away from it, and I can keep reading in peace...

Spoiler (click to show/hide)

Spring 112
Perhaps... Perhaps I was overreacting. I've arrived at Udilorshar, and the first I saw of the dwarves were three soldiers, all clad in shining plate mail, who said that they had come as an honor guard to escort me in. I was quickly shown to my rooms, which were quite spacious, and my requests for furniture were quickly met. I talked with Olin, our mayor, and he said that he had no plans to venture into the chasm, and when I asked after books and forges, he was more than happy to provide me with both.

1160
DF Community Games & Stories / Re: Lanternwebs (The Plot Thickens!)
« on: February 01, 2009, 04:47:54 pm »
Combat report, early spring 112, prepared by Kib Amkolrigňth the Fields of Scalding, Champion of the Theater of Beards

It started, I suppose, with the babysnatcher in the brook. One of the engravers, sent out to help construct a wall for the latest of Tosid's schemes, reported that on his way back from placing a block, he had discovered a snatcher and quickly overpowered him. As per standard procedure, I ordered some of our civilians out to collect the remains. While another babysnatcher was discovered during the retrieval operation, it to was quickly taken down. Both of these were discovered close enough to our main gates that I did not think it necessary to dispatch a guard, preferring instead that everyone continue sparring.

However, on the 15th of Granite, the call went out that goblins had ambushed one of our haulers directly in front of our gates. I immediately gave the order for the marksdwarves to position themselves behind our fortifications as the military rushed to the aid of črith Medtobmĺmgoz, our jeweler. The human crossbowman leading the goblins quickly forced her into the moat, and while none of the goblins were armed with particularly deadly weapons, črith was still cruelly struck down just as our marksdwarves arrived and filled the ambushers with a hail of bolts.
Spoiler (click to show/hide)

We have learned, though, that there is rarely a single squad of goblins lurking, and so the champions, swordmasters, and axe lords were ordered on-duty to guard the civilians as they cleared the battlefield. It was lucky that we did: it was not long after that a goblin sniper loosed a bolt at Monom, one of my cats, from the field in front of our drawbridge. After easily blocking the bolt on my shield, we charged the goblins and made short work of them.
Spoiler (click to show/hide)

Though we continued to stand guard over the battlefield until everything had been gathered, we encountered no further goblins. We lost only the jeweler, and count 12 goblin kills.  Because of this incident, I have requested that an alternate entrance, closer to the main bridge, be dug out to allow us to respond faster in the future. I've also mandated that no civilian dwarf be allowed outside without an escort. We have begun training war dogs to serve as guards to the woodcutters and fisherdwarves, who must spend time outside constantly, since we cannot spare a soldier to watch over them at all times.

1161
DF Dwarf Mode Discussion / Re: It seems to be cursed
« on: February 01, 2009, 04:13:46 pm »
Relationships seem to only develop during idle time, so you might try giving any couples that you have fewer labors to encourage them to spend time together.

1162
DF Dwarf Mode Discussion / Re: Rate my living space?
« on: February 01, 2009, 02:07:30 pm »
Mine are fractal!
Spoiler (click to show/hide)
Magma and partially-excavated lignite veins optional

1163
DF General Discussion / Re: Cooking with Dwarf Fortress
« on: February 01, 2009, 06:16:43 am »
Oh God, what is it?!

Portabello mushrooms stuffed with mushrooms with a cream-mushroom sauce. It was extremely tasty.

1164
DF General Discussion / Re: Your Most Insane Deities
« on: February 01, 2009, 01:43:13 am »
Enir the Dark Guilt was a deity that occurs in the myths of The Gear of Heroes. Enir was most often depicted as a male dwarf and was associated with music, dance, and misery.

1165
DF General Discussion / Re: Cooking with Dwarf Fortress
« on: February 01, 2009, 01:15:48 am »
Thread necro powers, engage!

Spoiler (click to show/hide)
This is a stack of 5 exceptional plump helmet roasts. Its ingredients are plump helmets, finely minced plump helmets, exceptionally minced plump helmets, and exceptionally minced cow's milk.

I made this for dinner tonight, and I couldn't help but think of dwarf fortress when I did...

Edit: spoiler'd for size.

1166
DF Gameplay Questions / Re: wounded and insane dwarf
« on: January 30, 2009, 07:18:28 pm »
once they go insane (melancholy, babbling, or berserk) no, there is nothing that you can do for them.

Where are the buckets? Are they all in use (marked 'TSK') or forbidden? Do you have a bunch of other wounded dwarves that could also require water (and thus buckets)?

1167
DF Gameplay Questions / Re: Wheels and Lakes..?
« on: January 30, 2009, 07:13:51 pm »
7/7 water in large bodies (lakes, brooks, rivers, etc.) will provide power, I think. You should be able to just dip your waterwheels in the lake and be fine.

That won't work for murky pools, though.

1168
Check your rejection settings. In particular, if you set volcanism above 20-100, you will never have enough low volcanism tiles, ever, since low volcanism is 0-20 (I think).

For that kind of map, you want high volcanism, volcanism rejection turned off, minimum river start locations up, temp up a bit, low rainfall variance (will give you large areas of low rainfall), decent drainage (maybe 25-100?) with the drainage rejections turned off, and as many subregions as you can get.

1169
DF General Discussion / Re: THE ULTIMATE SHOWDOWN
« on: January 30, 2009, 04:21:07 pm »
Link to Sankis, please?

Go look up Boatmurdered.

1170
DF Gameplay Questions / Re: A few questions for the Veterans.
« on: January 30, 2009, 04:11:37 pm »
In the 3D version, the penalty is -1000 points of happiness for all masterpieces the guy has created (possibly only all engravings, or all beds, etc), so if he's carved a couple hundred masterpieces around your fort, digging through ten is a serious blow to happiness, but a previously ecstatic dwarf won't tantrum.

I think you got it backwards. An engraver gets LESS pissed off about vandalism if he's created a LOT of masterpieces and you're only destroying one. It wouldn't make sense for him to get more pissed off about art vandalism if he's made ten thousand other ones.

No, Savok got it correct: there is a thousand-point "masterpiece" pool, so if you have a dwarf that has made 100 masterpieces and you destroy one, he loses 10 happiness (noticeable, but not too much). If you destroyed 10, he would lose 100 happiness, and unless he was previously ecstatic might well tantrum. This is in contrast to the 2d version, where it was 1000 points per masterpiece, so destroying even one would basically always cause a tantrum. I think that the highest happiness that I've ever seen on a dwarf (using dwarf companion) was around 1120. My "normal" dwarves live in the 300-400 range for a stable, safe fort with all kinds of good things lying around.

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