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DF Community Games & Stories / Re: Blood Castle - A succession fort
« on: June 15, 2009, 04:51:56 am »
Probably so, unless more players sign up.
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1 very important note: move lever to main inside meeting area ;POr just make a roof-covered path from the meeting area to the lever, lever included.
I understand the concern, but what that also does, is makes it more possible to 'sneak' motions in and pass on only two votes more easily. It decreases the time to vote on a motion to a possible minimum of 24 hours, rather than 48.Understood. In this case, perhaps the motions suggested in the second 24-hour period should be not only seconded but also thirded?
That was my original intention. One-year term, seasonal updates. Community may choose to replace the director before the expiration of his term if he's doing a bad job or if his turn is taking too much time.Additional motion. It has been suggested before that the director works a one-year term instead of one-season term, for the sake of continuity. Since that was not yet reflected in the current list of motions, I hereby officially motion this idea.Do you mean a year of uninterrupted direction, or they take four seasons in succession with our current system? If the former, then I might conditionally vote for it if regular, at least seasonal updates are provided, so the community can still react to events.
"We shouldn't make statues until they're dead." Did we really think this one through? I mean how are dwarves going to make statues of people who are dead? They don't have cameras.They have memory.
I can see the rationale for not allowing leaders to commission statues unto their own egos, but forbidding the people from making statues, period?We cannot forbid some dwarf to make a statue of another dwarf and put it somewhere in his room. But I strongly object to building statues of chairmen and directors as a community project while they are still alive. Because just forbidding leaders to commission statues unto their own egos is not enough - sooner than later we will have leader A requesting statues of leader B and leader B requesting statues of whom? Right, of leader A. Doesn't work.
...There aren't any brook tiles (white/cyan ~/≈) on your map.Yup. But there is a brook. It was just generated like it was a stream which I think is the effect of a stream being in the same map area. I was quite surprised at first. I mean, you don't frequently see hordes of carps inside a brook. :-)
Conclusion: If it says 'Stream: Poodlewhatevers', all the sourced water in that region will be a stream. If it says 'Brook:Bottomslash', the sourced water will be brook.Exactly. Which is why I still hope it's just a game bug because honestly I have not the slightest idea what modifications are causing this (among all modifications that I made).
I'm surprised. The land generates tile by tile, so I was expecting water to be the same.
I see a number of corpses outside. Are these not being taken in for butchering? The current ones should be immediately processed, if this is possible, and if the current system does not account for them being taken to be butchered then this needs to be rectified. Hunting is a good source of food, especially for a fortress this size.Actually you reminded me about one important problem which I completely forgot when exporting maps and saves and all all all.
There are no trees and boulders between the depot and map edge. This is the problem. There's only a bridge, a few ramps and a piece of road. :-(They appeared somewhere on the western edge of the map, not on the eastern as they supposedly should.Right, they're always going to appear in random places. It's important to make sure all edges of the map have access to your depot. Go to the spot where they entered and check depot access. See if there are lots of obstructions (trees, boulders, etc.) between that edge of the map and your depot.