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Messages - Lav

Pages: 1 ... 18 19 [20] 21 22 ... 31
286
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.

287
DF Community Games & Stories / Re: Dwarven Democracy (community game)
« on: June 15, 2009, 04:00:52 am »
Aaaah, that's too complex for my sleepy brain, but on the first glance I like it. :-)

Also I support Yaddy for the Director position and Hilscher to remain Chairdwarf for another term.

It's also a great pity we lost some of our members.

Technical question: should we build a dwarf-incinerator machine to imitate the dwarf emigration from the community?

288
DF Community Games & Stories / Re: Blood Castle - A succession fort
« on: June 15, 2009, 03:40:35 am »
1 very important note: move lever to main inside meeting area ;P
Or just make a roof-covered path from the meeting area to the lever, lever included.

289
DF Community Games & Stories / Re: Dwarven Democracy (community game)
« on: June 11, 2009, 06:09:30 pm »
Wow. Just wow.

Well guys, it's a bit late here (in fact it's long past midnight) so I'll be brief and to the point.

First, I have no damn idea what the entire conflict is about. True, I seen Grail's criticism of Goron's work as a chairdwarf but I didn't expect to see such an escalation. Probably I will have to re-read the thread to understand what the hell happened.

Second, regarding Grail's (and Hilscher's) arguments. It seems to me that Grail has forgotten what kind of government we have here. And by this I mean democracy. And democracy doesn't mean that the community will immediately recognize and embrace the wisdom of your ideas. In fact, most of the time it's exactly the opposite.

By the way, there couldn't be any attempts to revise the voting system for the simple reason that we never had any official voting system in the first place. This system is still being discussed.

Third, regarding Goron's suggestion to remove Grail from the game. I strongly recommend to avoid making such motions in the future. If this is a kind of democracy which kicks out anyone who disagrees then I'd rather be a totalitarist. Personally, I feel the only reason for player removal from the game should be continued non-participation and inactivity, or resignation by the player himself. Which obviously does not apply to Hilscher who is very much active.

Anyway, if some dwarves decide to settle somewhere else - that's their right I guess. But that's equivalent to emigration in my book, even if the distance is short, which means that emigrating dwarves will lose their right to vote on the community issues.

Last in my list is Emmanovi's suggestion to write a Charter, or a Constitution, or whatever. But my brain is already turning off from lack of sleep so my opinion on this will have to wait until tomorrow.

290
DF Community Games & Stories / Re: Dwarven Democracy (community game)
« on: June 11, 2009, 11:12:10 am »
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?

And anyway, usually there will be some extra time between the end of voting period and actual beginning of the turn by the director. This time may be used to voting as well (dwarves cannot change their votes if they already voted, but they can vote on issues they didn't vote during the official period).

291
DF Community Games & Stories / Re: Dwarven Democracy (community game)
« on: June 11, 2009, 09:29:43 am »
I'd suggest to extend the motioning period for another 24 hours. Otherwise just a single day absence from the forum for whatever RL reasons may cost a player his ability to present his ideas to the community.

Thus:

T+00 .. T+24: new motions can be made and seconded.
T+24 .. T+48: motions can be made, seconded and voted on.
T+48 .. T+72: only voting is allowed.

292
DF Community Games & Stories / Re: Dwarven Democracy (community game)
« on: June 11, 2009, 09:22:34 am »
Motion

As a further step to improving fortress security, I suggest building ballista towers which will flank our fortress perimeter, approximately along the following lines:

           #~
           #~
           #~
 (fort)    #~
           #~~~~~~
           #~~~~~~
           #~~~~~~
############~~~~~~
~~~~~~~~~~~~~~~~~~
        ~~~~~##=##
        ~~~~~#O\O#
        ~~~~~=<-)###
        ~~~~~#O/O  #
        ~~~~~### > #
               #   #
               #####


Legend:
# - wall.
= - fortifications.
~ - water.
> - staircase down for access and ammo storage.
Everything else - ballista.

A total of four ballista towers at every corner.

293
DF Community Games & Stories / Re: Dwarven Democracy (community game)
« on: June 11, 2009, 06:30:02 am »
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.
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.

294
Dwarven drinking priority is:

1. Alcohol or just nearly any other liquid inside a barrel.
2. Wells.
3. Streaming water (rivers, brooks).
4. Murky pools.

These priorities seem to override drinking zone preferences. That is, if all you have is murky pools, designating one of them as drinking zone will do the trick. Similarly, with a stream you can designate a certain section of stream's shore as a drinking zone and the dwarves will go there. But you cannot make murky pools more attractive to dwarves than a stream.

295
DF Community Games & Stories / Re: Dwarven Democracy (community game)
« on: June 11, 2009, 03:33:36 am »
"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.

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.

296
DF Community Games & Stories / Re: Blood Castle - A succession fort
« on: June 11, 2009, 03:26:13 am »
Actually if the fortress gets slaughtered I think we should shift the turn to the next player and reclaim instead of just replaying the turn.

297
...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.

I'm surprised. The land generates tile by tile, so I was expecting water to be the same.
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).

298
DF Community Games & Stories / Re: Dwarven Democracy (community game)
« on: June 10, 2009, 04:22:38 pm »
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.

Underground refuse pile is not enough. It is completely filled with bones and there's not enough space to haul dead vermin or rotting chunks from the butchery. The halls are filled with miasma again. Because of this, I re-motion the construction of the outside refuse pile.

299
DF Community Games & Stories / Re: Dwarven Democracy (community game)
« on: June 10, 2009, 04:16:59 pm »
Exploratory mining should be done on the entire map (at least one drill per region, preferably more) - it's my motion so Yes.
The defense of Equalvoice is the honorable duty of every citizen, so every dwarf in the fortress should spend one season per year training in (martial arts and weapon use) - it's my motion so Yes.
Non-player dwarves are not citizens - it's my motion so Yes.
Vountary military service.[Grail][Goron] - Yes.
NO WRESTLERS[Grail] - if it means "no wrestling training" then No.
No wrestlers by profession[Emmanovi] - Yes.
Establish a militia program. Initial 5 dwarves activated but standing down in training - No. I suggested that each dwarf is training only one season per year because this rule will strip us with no more than 25% of total workforce and no more than 2 initial dwarves (most skilled of all) at a time. Activating 5 initial dwarves will slow down our expansion progress to a crawl.
Designate a bookkeeper, at least part time. [Goron] - if I'm continuing as the Director for a year, then No, I don't need a bookkeeper, I'd rather have an extra couple of working hands. We can assign one in early Winter so the next director will have complete accounts by the beginning of his term. If we switch the position of Director, then I'll support the vote of the new Director.
No mandatory training. Citizens must opt in for training[Goron] - No.
Institute an emergency draft option for crowd control purposes.[Goron] - Yes.
Sheriff/Captain of the Guard is an elected position.[Lav] - It was not me who suggested this IIRC, but Yes.
Sheriff/Captain of the Guard position is held until replaced by a standard motion and vote.[Lav] - Again not me, but Yes.
Sheriff/Captain of the Guard position is held for a term[Grail] - No, for the reasons already outlined by others.
The Sheiff/Captain of the Guard should have some degree of control over military matters and justice (discussion needed)[Lav] - It was my motion so Yes.
Construct a War Room[Goron] - Abstain.
Build a Session Hall. Large enough for the entire population, with podiums for the chair and director[Goron] - Abstain.
Craft instruments to be used in the session hall during the pomp and fanfare of the start and end of sessions[Goron] - Abstain.
Commission statues of each new chair and director[Goron] - No. This reeks of personality cult. I am firmly opposed to building monuments to people who are still very much alive.
Build a Chair's Hall and Director's Hall to be lined with statues of Chairdwarfs and Directors[Goron] - No, for the same reasons. Only statues of those who died should be there. If you want your statue  in the Halls - you know what to do, right?
Complete the perimeter by digging the moat through rock in the north-east and south-west sections.[Lav] - It was my motion so Yes.

300
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.
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. :-(

Personally, I have a nagging suspicion that it's the brook that is at fault. I mean, brooks are normally passable, so the area my megabridge connects to should have been passable from the very beginning, if it was not the map where brook joins the stream and is rendered as an actual mini-stream instead of brook. If my guess is correct, then replaying the map with vanilla raws should yield the same result. If it doesn't, however, then I only have my own modding to blame.

Sutremaine, thanks for the tip. I never made raw clear glass before, and raw green glass that I made was perfectly accessible from jeweler's workshop menu so I naturally assumed clear and crystal raw glass to be the same.

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