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Messages - Cheddarius

Pages: 1 ... 15 16 [17] 18 19 ... 530
241
Forum Games and Roleplaying / Re: Fortress Mode: the RPG (come play!)
« on: October 19, 2010, 06:37:36 pm »
I think fishing and carpentry. If I remember correctly, strength and intelligence are called "attributes."

242
Forum Games and Roleplaying / Re: Fortress Mode: the RPG (come play!)
« on: October 18, 2010, 10:00:51 pm »
If nobody else wants it, I'd like to take the unclaimed bedroom.
I recommend that we move the four beds in the entrance hallway (what are they doing there?!) to the hospital.
If anyone wants anything (statues for the bedrooms, specific armor/weaponry, bolts, stone crafts, etc.), please feel free to ask.

243
Forum Games and Roleplaying / Re: Fortress Mode: the RPG (come play!)
« on: October 18, 2010, 08:50:43 pm »
8 hours: Start building walls around the workshops
8 hours: Forge copper battle axes (taking time to burn wood and/or construct furnaces, etc. if necessary)
8 hours: Carve bone bolts

244
Forum Games and Roleplaying / Re: Fortress Mode: the RPG (come play!)
« on: October 18, 2010, 08:40:18 pm »
All right. So do I post my 3 shifts of 8 hours, or something?

245
Forum Games and Roleplaying / Re: Fortress Mode: the RPG (come play!)
« on: October 18, 2010, 08:16:50 pm »
What are the dwarves' inventories? Is everyone armed?

246
Forum Games and Roleplaying / Re: Fortress Mode: the RPG (come play!)
« on: October 18, 2010, 07:27:10 pm »
Okay, here's my character.

Cheddarius

5: Skilled Mason
2: Novice Weaponsmith
2: Novice Armorsmith
2: Novice Bone carver
2: Novice Stone crafter
2: Novice Carpenter

-1: Weak
+3: Incredibly Dextrous
+3: Astonishingly Nimble
+1: Thick-Skinned
+3: Astoundingly Energetic
+1: Healthy
+2: Quite Intelligent
+2: Fairly Resolute
-2: Oblivious
-2: Repellent

Unwanted kitten - Free!
30 bandages - 50
Commoner clothes - 120
Weaponsmithing Toolset - 500
Personal Basics - 5
4 12 hour candles - 20
3 torches - 9
Bottle of beer - 6
Large Shield - 90

247
Forum Games and Roleplaying / Re: Fortress Mode: the RPG (come play!)
« on: October 18, 2010, 07:04:47 pm »
I thought Nirur Torir dropped out?
Do I need an anvil for weapon/armorsmithing? How much does it cost?

248
Forum Games and Roleplaying / Re: Fortress Mode: the RPG (come play!)
« on: October 18, 2010, 06:55:54 pm »
Nirur Torir's character has disappeared, right? I'm planning to make a mason, but if Nirur Tirur is still alive, it'd be more useful to make someone else.
Do I get to choose a Perk?
Is the Unwanted Kitten still available?
What season is it?

Guys, do you need any specific supplies that you would like me to purchase before heading over?

249
Forum Games and Roleplaying / Re: Fortress Mode: the RPG (come play!)
« on: October 18, 2010, 06:20:16 pm »
I'll play if that's all right.
Do I start with the 800 money? Do I start with skills?

250
Ah, I see. I forgot about Shield Wall. Thanks!

251
I'm glad to see this come back to life. Again, I'm very sorry for leaving at such an inopportune time.

252
You should have both. You researched Horseback Riding in year 12, and Animal Taming in year 10.
Excellent! How fortuitous.

The defense still seems a little weird...
My Lactosian Infantry with iron shields have 5 defense. My Heavy Scouts with strong iron shields and tower shields have 8. So, it seems likely that strong iron gives +1 defense over iron, and that tower shields give +2 defense over normal shields, or strong iron gives +2 and tower shields give +1. Also, steel shields are presumably stronger than strong iron shields. Thus, my Heavy Hand Cannoneers should have at least 7 defense, I think... there are several explanations for this.
1. Steel shields are not stronger than strong iron shields in terms of pure defense (in this case tower shields give +2 to defense and strong iron gives +1).
2. Strong iron shields are not stronger than iron shields in terms of pure defense (in this case tower shields would give +3).
3. Strong iron shields give +0.5 defense, tower shields give +2.5 defense, and steel gives +0.5 defense over strong iron.
4. Cannoneer units have reduced effectiveness on shields (again, I'm not sure what the "won't be penalties" thing means specifically).
5. Defense is calculated holistically, not through pure buffs and debuffs alone, and by some other mechanism my cannoneers have been assigned 6 defense.
Knight, can you confirm which, if any, of these situations is correct, or is that against the rules/spirit of the game?

253
Doesn't Shield Wall only work with Tower Shields or something?
Oh wow, I guess not! I better train all my hand cannoneers to get shield wall... thanks!
I trained Heavy Hand Cannoneers up to Trained last year, but they aren't listed as Trained...

254
By Jove, you're right! Let me see...

Your spearmen have 4 defense, with iron shields.
My Lactosian Infantry have 5 defense, with iron shields. I'm not sure why that is. Maybe Eredor have a racial nerf or something?
My Heavy Scouts have 8 defense, with strong iron tower shields. I assume the tower shields help a bit, and the strong iron helps a bit as well.
My Hand Cannoneers have 5 defense, with steel shields. So yeah, there could be something wrong there... But:
There won't be penalties on combining non-tower shields with ranged weapons.
Maybe he meant no attack penalties, but there may be penalties to defense? Or, stronger metals don't give better defense (they might be more fire-resistant or break less or something like that)? Or strong iron is stronger than iron, but steel is actually weaker than strong iron (unlikely, I think)?

Oh, also, my Heavy Hand Cannoneers, 2nd Company, aren't listed, I think.

255
Oh, okay then.

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