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Messages - celem

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1141
DF Community Games & Stories / Re: Playfuloiled - A community penal colony
« on: November 26, 2010, 08:12:14 pm »
heh i do actually have half a novel somewhere that i started almost a decade ago.  Ive always liked creative writing and its easy with as rich a world as DF.  You might become Grue, its a little easier:)

1142
DF Community Games & Stories / Re: Playfuloiled - A community penal colony
« on: November 26, 2010, 07:49:33 pm »
Dawn


It was bad.......

But not hopeless.....

"Alright lads", began Rith.  "Step one, we need food.  This means all of us scanning the entire area for plants growing wild."
"How will we know which are edible?", asked MetalMilitia.
"Dont matter, pick anything and everything", he replied.  "Bring it all back and pile it by the wagon, we'll be eating berries for now but once we got some seeds we can start a little farm."
"But.......booze would be good", this was MetalMilitia again which surprised Rith not one bit, he had always wanted to be a brewer.....or had slurred something to that effect once.
"Booze is great, dont get me wrong.  But we can survive on water if we have food, no-one can live on just booze, mores the pity."  "Booze later lads, once we're planting seed.  For now just pick plants, if you need a drink head to the bend in the river there.......Now I think about it more....OmnipotentGrue, work out some kind of rod and bait, see if theres anything worth catching in that river."

There were general nods of assent from the gathered dwarves but little movement.
"Now!", Rith barked.  "We gotta get moving here!".
OmnipotentGrue headed toward the river at a brisk jog while Knarfle, MetalMilitia, Kol and Morul scattered across the plain in search of plants.  Mosus was still sitting there with a frown on his face, obviously still trying to work it all out.
"Go with Kol", said Rith not unkindly.  Mosus' face brightened and he lumbered off.

With a sigh Rith picked up a jagged piece of wood and began to hack at the earth beside the wagon. 
"Must get a little plot ready", he thought.  Hopefully this would all work out, he was out of his depth here but well-used to not letting his crew catch on.

As the morning wore a little pile of plants began to form beside the cart, they stopped just before mid-day to sort through them and identify the edible varieties.  A couple of bitter wild grapes, some kind of berry in a little clump and a half dozen stalks of some kind of wheaty grass....hardly a feast but at least they staved off the hunger as they sheltered from the blazing sun under the wrecked cart and ate.

1143
DF Community Games & Stories / Re: Playfuloiled - A community penal colony
« on: November 26, 2010, 07:46:07 pm »
Embark

The wagon jolted across the rocky plain and Rith Atisrath cursed as someone bumped into him from behind.  He half turned in his seat to let out yet another curse at the huddled shape in the gloom, he couldnt see which of them it was.  As his eyes returned to the route ahead he caught a glint of light from his right, was that a river in the moonlight?  He dismissed this half-formed thought impatiently, there was no way they would be stopping here at any rate, even by moonlight the plain radiated heat, Rith almost expected the ground to glow a sullen red.

A howl echoed from the darkness to his right and the horse pulling the wagon snickered softly and increased speed. 
"Across the river at least", thought Rith with some relief.  The sound had not been welcoming.

"Rith, what was that?", asked Mosus from behind him, a note of panic in his voice.
"How the hell am I supposed to know?", he snapped back.  "Quit asking stupid questions and just....keep your eyes open."
"For what Rith?", came the morons voice again.  A muffled thud and a yelp of hurt outrage indicated that Knarfle had saved him the trouble of answering this particular idiotic question with application of his fist.  Mosus was a fool, none of the small band really liked him, but he had been a part of their crew ever since Rith had met him as a young teen.  The guy had surely never been born, such a man must have been hewn from living rock, he stood a clear 2 heads taller than most dwarves Rith had met and was about as wide across the shoulders as he was tall.  A mountain of muscle that the crew had put to good use on countless occassions down the years, shield, seige engine, beast of burden, a key to open any door.

Another howl in the darkness brought Rith's attention back to the now.  This one had been from the darkness to his left......he flicked the reins and the horse stepped up another gear.  A chorus of soft growls behind him indicated that the dogs were not happy either, they didnt really belong to anyone...unless the gang could be said to own them.  Rith was glad of their prescence right now.

"Eyes up lads", he growled.
A glance over his shoulder once more and he saw movement from the boys, shapes crowded the rim of the wagon and 6 pairs of eyes scanned the darkness.  Five, he corrected himself, Mosus appeared to have dropped off to sleep.

"We really ought to have stopped in that forest Rith", it sounded like OmnipotentGrue, none of his other lads would use the word 'ought' in the right context.  He was ofcourse right, but Rith had spotted groundhog tracks in the undergrowth and over-ruled the rest.....he detested groundhogs.

"Well, as soon as we're off this plain", he replied.  "I want to make those hills we saw at last light, cant be much....ugh!"
Rith broke off as the wagon gave a violent lurch and a heavy body slammed into him for the second time that night, a nasty splintering noise, unnaturally loud in the dead night echoed out from below him and the floor of the wagon dropped to the ground, throwing Rith into a sprawling heap.  As he groaned and rolled onto his back another howl sounded from the dark and every hair in his beard stiffened.

"Rith!", a call from the darkness.  That was MetalMilitia for sure, the accent of the northern mountainhomes unmistakable.  More voices now, to his left, he scrambled to his feet and shuffled towards the noise, stubbing his toe on what on close inspection proved to be the wreckage of a wheel from the wagon.  A moment later shapes loomed ahead of him and his outstretched arm brushed cloth.
"What the hell happened..""What are we gonna do...""Where'd the horse go?", everyone spoke at once and Rith growled in exasperation eliciting silence from his small band. 

"Shut your traps, the lot of you.  I dont want to draw anymore attention to us, I dont trust this place", he muttered.
"We've got no options, zero, the cart is fucked and we're goin no further.  We're gonna make the best of it and setup shop right here."

"But Rith, you said we needed a rich site, this was our chance you said", sounded like Kol, might have been Morul, didnt much matter.

"I know what I said", he snapped into the dark.  "But like I said, no options.  Could be worse, it's flat and theres a river.  It's hot as a bitch but we'll crack it, we always manage.  Real riches are underground anyway and we got no access till the next passing caravan that has a pickaxe for trade.  We're here lads, and this is us, as soon as the sun rises we'll get to work."

General muttering followed this speech but he could tell by the tone that they had accepted their joint lot, now all that remained was to wait for the dawn and see how fucked they really were..

1144
DF Gameplay Questions / Re: Corpse/Refuse Decay Rate
« on: November 26, 2010, 01:40:55 pm »
As I understand it:

A proper skeleton CAN be butchered into bones and skull.

Most invaders wont ever form a skeleton, but instead a partial skeleton which CANT be butchered....this may or may not decay further over years, lot of people claiming evidence for both sides

Another thread I read fairly recently suggested victims of drop related deaths may rot faster (or the bits may rot)

In my current genesis mod fort I killed a number of gargoyles before I had a butchers shop, by the time the shop was built (same year, maybe 3-4 months) several gargoyle skeletons were in my pile and were then butchered to bone/skull.
Im uncertain if this is something Deon has changed for that mod

1145
DF Dwarf Mode Discussion / Re: The Dwarfin Awards
« on: November 26, 2010, 01:36:35 pm »
hehehe, at least the dwarf masons have the sense to remove the wall they put up to lock emselves in rather than trying to 'mine' their way out.

Bet while that guy repairs the damage he did to his neighbours wall he pulls the same stunt again

1146
good advice in here.  generally forbid soap in all bar piles, forbid anything sitting unhauled in the soap makers shop, forbid any that your idiot dwarves move about (they will) and anything that a doctor leaves on a bed after washing a patient.

Once you got some soap designated containers in hospital zones you can do a mass unforbid

Every time you get a 'cancel clean' message 'z'oom to the spot and forbid that bar, it destroys your efficiency as they dont cancel till they reach the bar

1147
ofcourse ghosts also only appear if you have an evil square in your biome somewhere

1148
No axe?  ouch thats a blow.  You may want to consider going down to the magma sea to setup a smelter, melt one of the picks in favor of an axe and deforest a cavern, you can then ofcourse make wooden training axes if you so wish.

With wood you can make buckets, with the buckets you can irrigate from the cavern that does contain water

You may get lucky with repopulating, one of your females may be pregnant.  However it wont go very far since I dont think they do incestuous relationships.

If you plan to clear the gobbos at the surface sometime then dont take too long about it, every immigrant wave/caravan they butcher is training them up.  Perhaps dig back to your base and leave a thin wall, wait till they are busy killing some tree-hugger merchants and quickly break back into your base for supplies before resealing yourself.  If the gobbos are far enough away you could wall off a fair chunk of your old fort

1149
DF Dwarf Mode Discussion / Re: The Dwarfin Awards
« on: November 26, 2010, 12:19:36 pm »
heh I love the Darwin Awards, Dwarfin Awards however may be a little tricky.  Just because every dwarf qualifies like all the time.

Miners who dont know how to channel without dropping themselves in
Engravers who run the wrong way (or not at all) from the lava they just tapped

and so on :)

1150
DF Dwarf Mode Discussion / Re: Building projects
« on: November 26, 2010, 09:18:01 am »
You will need some kind of scaffolding yes.

In your 2x2 example yer probably best running the stair up the outside and then stripping it back once its done.  Due to the slowness with which civilians remove constructions plus the fact that you'll have to dismantle the stair 1 level at a time.....yes its gonna take ages.

An example of how I build
Spoiler (click to show/hide)


1151
DF Community Games & Stories / Re: Playfuloiled - A community penal colony
« on: November 26, 2010, 09:07:10 am »
Hehe, Genesis mod has provided me with a lot of surprise laughs starting this fort, update tonight hopefully.

1152
DF Dwarf Mode Discussion / Re: Magma troubles...
« on: November 26, 2010, 06:16:22 am »
I usually weaken and use reveal to plan my stack.  As you said its a nightmare threading the cavern layers, the only thing worse is doing it 'on the fly'

1153
DF Dwarf Mode Discussion / Re: Im smelling DOOM!
« on: November 26, 2010, 06:10:19 am »
Always fun thinking up uses for the army of idlers.

Under Genesis mod the combat/seige side of the game is slightly tougher than vanilla, therefore i'd say you want to up your defenses.

If your military is light on numbers then thats an obvious destination for your fail immigrants, if you are already somewhat happy with the military then consider a small project.

Perhaps a series of walls outside your fort, the idea being that invaders must follow a long snaking path to get in.  You either cover this path in traps, design something evil to drop on them, or just use it along with a tethered guard animal to give you more warning on ambushes.

As for actually getting the idlers working.  All my 'useless' immigrants get the following jobs: Masonry, Carpentry, Mechanics.  I then restrict through 'workshop profile' the appropriate workshops so that the hoard of dabblers cant build items there.  The upshot of this is that any walls/floors you build will go fast as your dwarves swarm the site, the mechanics is useful as it allows you to link levers to traps/bridges etc with an increased speed.  ( while 1 skilled mechanic links faster than 1 unskilled, 10 unskilled is faster than 1 skilled if there are 10 seperate jobs)

Another common job for idlers is stone detailing (smoothing not engraving, you want masters/legends to do that part).  smooth every square of exposed rock.  Be aware this increases created wealth and may trigger DOOM! :P

1154
DF Dwarf Mode Discussion / Re: Reclaim Scatter
« on: November 26, 2010, 06:03:01 am »
For your consideration:

Scattering of items seems to be very closely tied to weight.  I've not done much testing on differant weighted items sitting outside bins, however I have tested (and confirmed) that lead and copper bins/barrels have a tendancy to move no more than 2-5 tiles on re-embark.  This vs dozens or even hundreds on a wooden bin

1155
DF Gameplay Questions / Re: Question: One dwarf owns all my food
« on: November 26, 2010, 06:00:43 am »
that could certainly be a contributing factor.  As the guy above you mentioned you need enough backpacks to go around, and ofcourse neither miner nor woodcutter uniforms come with a pack

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