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Messages - AngleWyrm

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61
DF Dwarf Mode Discussion / Re: Safe Outdoor Farms?
« on: January 11, 2011, 12:19:15 am »
You can build a floor over the top of a farm plot, and it will still grow surface crops. I generally build an area that's four 5x5 plots of underground farming, and then channel the roof off of any plots that I want to be surface plants, and then pave over them afterward. They grow surface plants, and are safe from surface beasties.

62
DF Community Games & Stories / Re: Letterhide -- succession fort
« on: January 10, 2011, 07:51:04 pm »
Dr. Ninja, you've had a week to complete your turn. As of tomorrow, it will be the next player's turn.
You have until midnight PST tonight to upload, before your turn turns into a pumpkin.

63
DF Dwarf Mode Discussion / Re: Conditioning for fell moods
« on: January 10, 2011, 02:49:05 am »
The purple & green text was nearly impossible to read. The yellow text was alright though.

64
DF Dwarf Mode Discussion / Re: Weirdest food you've been offered?
« on: January 09, 2011, 11:29:55 pm »
Just sell them back to the caravans, if you wind up with any. Barrels of blood/ichor don't have a use, except to clog up the inventory screen during caravan purchases.

65
DF Dwarf Mode Discussion / Re: So, vegetable oils will be in the game...
« on: January 09, 2011, 11:24:27 pm »
Isn't Hydrogenation a really complex process?
From what I know, it's not exactly fitting to the 14th century style DF is aiming for.

..Besides, everyone knows if you put something in a barrel it's shelflife becomes infinite.

Hydrogenation is just bubbling hydrogen through it. It's not complex, but getting a hold of hydrogen usually involves separating water with electricity.

Also, Dwarven oil wrestling.

66
I don't believe you -- no one else in the ten years this game has been around could have possibly thought of it. I think I'm the sole inventor of the Speed Succession game, and anyone who uses my idea for their own forts should pay me a dollar. Matter of fact, I'm going to take a patent out on all games that last 24-hours or less, and start charging licensing fees.

67
DF Community Games & Stories / Re: Foothold -- A Succession Fortress!
« on: January 08, 2011, 01:58:02 am »
I think you'll have luck revealing the conditions first; that way people who want to play in those conditions will join. It's good advertising.

That is, unless you're planning to ram a cast iron prick wrapped in razor wire up the rear end of your captive players and pump hard until the blood flows. Then I could see the need for secrecy. And hormone therapy.

68
DF Dwarf Mode Discussion / Re: I can't go back to the slammer!
« on: January 07, 2011, 11:08:17 pm »
Go to the (z)->Justice screen and see if there are dwarves who have committed crimes, that haven't been arrested. If that is the case, then add a new squad, commanded by your Captain of the Guard. These will become police, that do the arresting.

If that is not the case, then there aren't any crimes to be punished.

69
DF Gameplay Questions / Re: How do you designate a zone for charcoal?
« on: January 07, 2011, 02:15:32 am »
It's there. Just bars\"coal". Coal cover both charcoal and coke.

Ok, thanks

70
DF Gameplay Questions / How do you designate a zone for charcoal?
« on: January 07, 2011, 01:37:54 am »
I don't see charcoal anywhere in the Bars/Blocks entry; how/where is it?

71
DF Dwarf Mode Discussion / Re: How do you melt stuff?
« on: January 06, 2011, 10:38:11 pm »
Yeah, have fuel, finally one guy is doing it. I think it was a combination of 'F'orbidden and not having enough guys on the job.

72
DF Dwarf Mode Discussion / Re: How do you melt stuff?
« on: January 06, 2011, 10:31:55 pm »
I've turned off the "F"orbidden setting so that there is only an 'M' next to the metal items I want to melt.

Might be I don't have enough smelters working, so I'll set up a bunch and see how that goes.

73
DF Dwarf Mode Discussion / How do you melt stuff?
« on: January 06, 2011, 09:19:00 pm »
I went into the (z)stocks menu, and went to weapons and toggled M on for a bunch of stuff I couldn't use and wanted to melt down. Then I (q)querried a smelter and queued up a Melt Object order on repeat.

But within seconds, Urist cancels melt item, needs melt-designated item !?

What am I doing wrong/how do I do it right/is it bugged?

74
Mid Spring of 504 in the Town of Earthencastle

Our food reserves are packed wall-to-wall, and the food in the fields is rotting on the vine. I've set all fields to lay fallow for now, and ordered our reserves to be converted into lavish meals to make a little room.

Spoiler: Rotting on the vine (click to show/hide)

Beds and doors have been installed on the peasant quarters, and work has commenced on cabinets and coffers for them.

An ambush! Apparently the fishermen have been lax, and have begun fishing outside instead of in their safe little indoor fishing hole. So we've lost a fisherman. I've re-ordered fishing and water to be collected only at the designated indoor pond from now on.

Spoiler: Ambush (click to show/hide)

18 migrants have arrived this spring, among them three miners, three doctors, and five new able bodies for the military. 1st squad gets beefed up, and starts training in the danger room.

The elven caravan arrived, but the forest is thick with goblins. The goblins ambushed the elves, and the defenseless elves lost their caravan, being reduced to just a few scattered elves, running for their life in the woods just beyond the fort. The forest has become the goblin's hunting grounds. About half a dozen of them are hanging around the forest's borders.

Spoiler: Caravan (click to show/hide)

Created a new uniform, Heavy Metal, that incorporates the leather, iron caps, shields, and breastplates that are currently available, and plans on gauntlets, mail, and high boots, as well as individual choice melee weapons. The Wilted Syrups are the first squad to wear this new uniform, and as we get more metal, gauntlets and high boots will be added.

Also, I've set up a patrol route "Perimeter", and on the third month of every season, the Wilted Syrups will patrol the perimeter in an effort to kill off the goblin menace before they become a serious threat. With our military on duty, we can finally go off alert status and collect the remains of the elven caravan, and goblinite laying about the woods.


Summer brought 7 migrants, bringing our population to 109; doctors and a clothier, and recruits to fill out the first squad. Bass the Fisherdwarf was taken by a mood, but can't seem to get what he needs. So I've assigned two war dogs to escourt him to the hereafter.

The human caravan came, and we traded off a bunch of instruments and puzzleboxes and arrows -- assorted useless loot from the elven caravan that died in the woods. Also offloaded a bunch of syrup for any trinkets of iron, so that they might be later melted down and re-forged into something useful.

The moody fisherdwarf finally got whatever it was he needed, and made a rhesus macque bone chain. So now he's got a couple pet war dogs as company on his fishing trips. Also, I realized too late that one of our mechanics was on auto-repeat mechanisms, so we have a stupid large collection of mechanisms, just looking for a home.

We got our first macelord. So far he's only killed a groundhog, but he's itchin' for some real combat, to test his skills.

The newly renovated Goblinite Processing Plant. In with the old and out with the new!

The autumn caravan arrived with a wealth of stuff, and we traded much of our abundant lavish meals for it. I've ordered lignite, bituminous coal, limonite, and other iron ores, as well as loading up on our wants for next year.

Overlooking the main entrance, we now have an archery tower, for The Gloved Spears to stare down from, and pace about in, and occasionally, well you know, shoot stuff.

The City of Earthencastle has been promoted to a barony! Baron von AngleWyrm. Likes platinum and slabs.

A Vile force of darkness has arrived! In the heat of battle, one of our soldiers dodged into a lake and drowned. But another of our team took them down and became a spear lord in the process. 7 kills.
Spoiler: Aftermath (click to show/hide)

And so spring of 505 arrives, with our fort in good shape :)

75
Spring of the second year is when your population will suddenly start jumping up, and you'll enlist gobs of immigrants into the masonry guild. It's the start of the lifelong project of building bedrooms for your ever-increasing population. Also, it's the start of when dwarves go moody and claim/demand workshops and stuff, and have personal implosions if they don't get their way.

It won't be too long after that the mayor will start demanding things be made for him, and he'll start arresting/killing dwarves for non-compliance.

Then real soon after that the invasions will start appearing, and seiges that block the caravans and kill the immigrants.

Yes, fun awaits you.

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