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Messages - billybobfred

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766
7th Limestone

What? ... Look, I've had no me-time for six months. I deserve it, all right?

19th Limestone
More migrants! More hands! Yay!

16th Timber
Finally something happens! This autumn has been dull dull dull up until now, but merchants are here!

22nd Timber

Yeah, these are gneiss mugs, aren't they? ... Oh, fine.

27th Timber
So, I had a nice little chat with the outpost liaison about how next year, the merchants should bring metal bars, booze, and coal. In return, they requested that we produce powder, earrings, and cheese, among other things. =/


Winter has arrived on the calendar.
End-of-season report
Wealth: 14068☼ created, 18209☼ imported
Siege: No
Orders: 0 out of 0 mandates unmet
Population: 20 (up from 14)
Death: 0
Borders: 0 caravans turned away of 1 arrival, Trade Depot accessible


Economic rule updated:  "If fortress wealth is unavailabe after first year because of lack of broker, it is assumed that fortress wealth is 0 and level 4 restrictions will be imposed."
Yeah, that seemed like the obvious solution and what I would have totally done if I hadn't had my traditional broker-appointment thingy at the first caravan.

767
17th Hematite
A honey badger showed up and flipped the spore out. It killed one two of our turkeys. And then it died somehow. I dunno, I was all ready to get some hammer practice in, but I hadn't even grabbed the thing.

22nd Hematite
Migrants! We definitely needed some extra hands around here.

13th Malachite
It occurs to me that...


my planned dining room may be more lavish than necessary. This is gonna take for-sporing-ever.

19th Malachite
Ah, crud. It's soil. No smoothing or engraving or any of that good stuff to make it fancier.

Well, it's not all soil. But it's looking to be mostly soil.


New plan.

1st Limestone
Busy, busy, busy. We've done nothing but try to provide for ourselves all summer.

Autumn has arrived on the calendar.
End-of-season report
Wealth: Unknown (no broker)
Siege: No
Orders: 0 out of 0 mandates unmet
Population: 14 (up from 7)
Deaths: 0
Borders: 0 caravans turned away of 0 arrivals, Trade Depot accessible

768
Seasonal report of Alath Etesdumat:

17th Limestone, 200
The Beer of Legends has decided to join the Dwarven Free Trade Alliance.

Unfortunately, the rest of the Mountainhome thinks this is a stupid idea. So we have to set out and make our own fort to do it.

As is tradition, we began the embark planning meeting by throwing a dart at the world map. Unusually, the dart landed in a favorable position, so the normal next step of saying "Armok does that location suck, just cross-reference the prospector data already" was skipped. Deep and shallow metals, many trees to slay, and flux stone were all present. Good enough for us!

As is tradition, we chose seven dwarves to lead the way and get something set up for those who would follow.

As is also tradition, we requested a guiding spirit from Armok, who would choose what we would take on our journey and what we would research in the few months' travel time.


It is well within the guiding spirit's right to give us nicknames and titles so that it may more easily remember us, and they are known for choosing them to fit a theme, but... this is not a theme I understand. Oh well. (I have been dubbed the "Heir of Breath", as it happens. I don't know what that means.)

1st Granite, 201
We have arrived.


First thoughts: that is a LOT of galena. (not shown: a lot of galena)

"Serket", "Maryam" and I have begun digging out the fort entrance. "Vantas" is waging noble war against the foul trees that infest this landscape, "Leijon" is hunting, and "Makara" and "Harley" are setting up temporary workshops. "Harley" gets straight to work on beds for us, while "Makara" prepares to butcher anything "Leijon" brings back. While he waits, he sets up a temporary pasture for the turkeys we brought with us; with any luck, their eggs will provide enough food for quite some time.

Where does the guiding spirit get these names?

15th Granite
We've started digging out a bedroom area.


I've been in a few forts, and this is the least sucky bedroom design I've seen. It's still kind of awful, though.

26th Granite
With that done, we've laid down plans for a farm. They're a bit vague at the moment, since we don't know where the boundary is between the soil and the stone, but we'll find it soon enough.

15th Slate
So, apparently, "Leijon" isn't actually any good at hunting, as she's used up all her ammo and brought back nothing. So "Vantas" takes some of the logs he created in his holy war and makes bolts out of them. lrn2aim, honestly.

And while he's there he can make pots for storage and mugs for trading. yay

4th Felsite
In addition to all this galena, there is also tetrahedrite. double silver all the way cross the sky


Also the farms are dug out and "Harley" is getting to work on, uh, farming.

27th Felsite
"Leijon" has finally brought back a kill, and


spore we're falling down all these eggs

i warned you about birdsplosions, Urist
i TOLD you dog!!!!


Summer has arrived on the calendar.
End-of-season report
Wealth: Unknown (no broker)
Siege: No
Orders: 0 out of 0 mandates unmet
Population: 7 (no change from 7)
Deaths: 0
Borders: 0 caravans turned away this season of 0 arrivals, Trade Depot accessible

769
Eh. It's easier to just gen vanilla than decide what gives an unfair advantage and what doesn't.

And pretty much all of my mods made playing the game easier in some way, even if the point was flavor, realism, or just plain not being annoyed. (Cats without [ADOPTS_OWNER], anyone?)

770
All right, genning a vanilla world now... The only thing I'll really miss is the display case mod. Useless-ass artifact cups... (useless ass-artifact cups?)

771
DF Dwarf Mode Discussion / Re: Where's the iron?
« on: March 28, 2011, 11:52:00 am »
Iron's in blood. Mod in a brewing reaction that leaves iron ore as a waste product.
http://df.magmawiki.com/index.php/Hematite
Code: [Select]
    Found in sedimentary layers as veins
    Found in igneous extrusive layers as veins
    Found in living creatures as veins and arteries
Eh? Eh?

772
I'll try this. Are mods allowed? (if they aren't I'll change my restriction to not be meaningless)

Main:
Booze
Weapons

Types:
Bins
Alloy metal bars
Stone blocks
Stone crafts
Coffins

Specific items:
Dimple cups
Adamantine breastplate
Nether-cap barrels
Ice walls (Constructions count as items, right?)
Tower-cap training spears
Bauxite mechanisms
Iron buckets
Tin bins
Gold statues
Steel battle axes

Restriction:
Moody dwarves must not be aided


eta: And how do we decide which restrictions to use on waves 1-3?

773
DF Dwarf Mode Discussion / Re: Kill orders
« on: March 28, 2011, 11:26:23 am »
They won't attack non-aggressive targets if simply given move orders

There's a setting for that... or there was, I can't find it anymore.

774
We're on .25 now.

Is he going to release a new version every day now or what?

775
Well, antymattar seems to have assumed I wouldn't go crazy and promote him to the top of the list.

so i guess you can go? i dunno.

776
DF Gameplay Questions / Re: Unable to cut gems?
« on: March 26, 2011, 03:41:07 pm »
I got this today too with the new version.

Mining out more gems fixed it, sorta. It seems it doesn't start keeping track of your gems until you build the workshop. (dunno how a second one would handle it yet)

777
Since everyone else seems to have died, I'm just gonna let you go right now and see if that revives the thread.

778
DF Gameplay Questions / Re: Crippled dwarves...
« on: March 25, 2011, 11:41:48 pm »
Crutches got fixed yesterday, man.

779
DF Gameplay Questions / Re: A Peculiar Mood
« on: March 25, 2011, 11:38:39 pm »
Display cases, man.

Every artifact is useful now!

780
DF Dwarf Mode Discussion / Re: Hammers or Axes?
« on: March 25, 2011, 11:35:27 pm »
Both, once dual-wielding gets fixed.

Never mind that dual-wielding is completely impractical.

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