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Messages - lordgeryon

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DF Dwarf Mode Discussion / Re: A Spire of Fun
« on: February 23, 2011, 02:02:38 am »
Woo! Nice.
Pheobus... is it .19 or .18?

This is .19

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DF Dwarf Mode Discussion / Re: A Spire of Fun
« on: February 22, 2011, 08:13:00 pm »
Oh, I'm gonna mine it and use it. Armok would be displeased if I did not use his gift properly.

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DF Dwarf Mode Discussion / A Spire of Fun
« on: February 22, 2011, 07:52:19 pm »
So, I hadn't played DF in a several months, and decided to download the newest version and give it a shot.

First world I genned, didn't find any sites I liked the look of. Second world, I found a decent site. Got my embark all prepared and hit the embark key, and DF crashed. I grumbled a bit, reloaded, and went to try to find that site again. Got to where I thought it was, set up my embark again, and hey, it worked.

And then I saw it.

An above-ground spire of bluemetal.

Unlike the massive one elsewhere, this one is only 12 zlevels high, and goes down 156 or so zlevels to the Fun Place. It is a tube, btw. Breaching it doesn't trigger the fun until you breach a good deal below the magma sea. Site has clay, brook, shallow and deep metal, flux, and plenty of trees and vegetation. Not sure of the surrounding civs, though.

And it is completely minable. No bugs in the game that I can see.

I offer up the save here. It has my dwarfs, no fort, and iirc, one tile of the spire mined out to show it can be mined.

EDIT: Forgot to mention, I used the Phoebus download instead of the standard game. This may or may not be relevant.

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Ah well.

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So, is this tournament still open for new people to join?

If so, I shall choose to enter as the Gremlin, Dees.

360 points, spent as follows:
Skills; Competent Lasher(30 points), Competent Dodger(Tiny)(24 points), Novice Striker(4 points)
Weapons; Slade Whip(300 points)


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DF Suggestions / Re: Improved Farming
« on: March 13, 2010, 05:08:25 am »
I have a suggestion about farming. It's of the 'reworking the mechanics' type of suggestion.

Primarily, I think that there should be a step introduced that requires plants to be processed prior to cooking or brewing - all plants, not just cave wheat, quarry bushes, etc which already have their own food prep.

The way it would work would be like this; Urist McFarmer plants and grows a stack of plump helmets. Urist McPreparer comes along, grabs that stack of shrooms and carts it off to the food prep workshop. There, he prepares the food by removing the seeds, and other more general food prep(dicing, chopping, skinning, etc). Then, Urist McHauler comes along, grabs the pile of prepared plump helmets, and takes it to be stored until needed by Urist McBrewer or Urist McCook.

This, in effect, makes it so that producing food requires a bit more labor from the minions. In exchange for requiring more labor, the seeds are not lost when plants are cooked. Also, if I understand reactions correctly, the food prep workshop could consolidate all those stacks of plants into one universal unit of measure(like melting objects adds up partial bars of metal until a whole bar is produced). One that produces the full 25 alcohol per unit, or produces 5 food per unit. Of course, with unskilled growers, it means that the food preparers have to make more trips to get that one unit. It would also require more haulers. I believe a workshop like that could be designed along the lines of a loom, butcher's shop, tannery, etc. in that as crops are harvested, the workshop generates its own order to process the stack of produce.

While it's true this suggestion does nothing for the amount produced(that's roughly the same, just tends to be neater). One could even make it so that no plants may be eaten raw, only cooked. Which adds yet another required step to get food.

Planting, waiting til harvest, preparation, cooking & brewing. Allowing for time off and hauling, that's roughly a minimum of 6 dwarves to generate food and alcohol. And starting out, that's probably all that your initial 7 would be doing unless they brought plenty of food and booze with them. Also, at higher populations, it would require more food preparers to keep up with demand for food and booze, plus keeping up with more farmers, thus scaling the labor required with your fortress population.

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