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Messages - celem

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1156
heh sounds fun, i'd like to sign up for a turn.  Also a dwarf, woodcutter or carpenter preferred.


1157
DF Community Games & Stories / Re: Playfuloiled - A community penal colony
« on: November 25, 2010, 07:59:40 pm »
So.

WELCOME TO PLAYFULOILED

First things first.  This is a genesis mod game
Embark is a terrifying, scorching rocky wasteland, scarce trees and vegetation, river.

There are 0 supplies.  No food, no stones/ores, no pick/anvil, no booze.

The founding 7 are largely unskilled.  For reasons of backstory (and to give em some hope in terrifying biome) I have taken each of the starting 7 to adequate fighter/wrestler/dodger, all remaining points are in intimidation and lying.

I did include 1 male and 2 female mastiffs in the embark, these are representing pets of the initial 7, as such they can not be butchered. ( I liked genesis' mastiffs for my 'thug' colonists )

Dwarfing is available.  Skills can be requested and i'll endevour to make dwarves into what you ask though it may take time.

There is a fair chance of some carnage, so dont get upset if hes eaten by something angry 2 days in :)

Story is written in a novel format rather than the more usual journal.  This means it is gonna get pretty long, i'll probably create a pdf version or something once it gets to a length where reading it in its entirety in the thread becomes unwieldy


Current population: 20
Death Count:         0!
Year:                    2, Autumn

1158
DF Community Games & Stories / Playfuloiled - A community penal colony
« on: November 25, 2010, 07:59:22 pm »
Introduction

The cold grey dawn greeted the mountainhome and the first glimmers of light were beginning to play across the wide paved road that led towards the legendary doors of rose gold.

Other than the magnificent portal the area in general was less than inspiring; piles of refuse, plant and animal alike, lay
mouldering in the chill air and the ground, a soft peat, squelched underfoot as Lorbam Inethurol trudged towards the entrance  from the curtain wall which could just be seen still to his south in the tendrils of morning mist.

"What kind of general stands the graveyard watch?", he asked himself for what must have been the twentieth time since he had relieved that dumpy marksdwarf atop the gatehouse.
Stamping his steel-clad feet to ward off the cold he approached at last the glimering door and hammered upon it with the haft  of his axe.  The crashes echo'd back from the surrounding cliffs after a moment and something scurried unseen through the  garbage at his back.

"Well open the bloody door then!", he bellowed in poor temper.

At last there was a rumbling and the right-hand side of the great doors swung open just enough for him to slip back into the safety and warmth of the mountainhome.

"Her Majesty has summonned you some 2 hours past.", said the young dwarf who had opened the door.
"She's starting to get a little......", the youngster trailed off as he remembered who he was talking to and bit his lip.
Lorbam sighed and nodded curtly before striding off down the corridor towards the central stairwell which led to the
workshop floors, then the stockpiles, then by way of a deep stairwell to the residential levels. 

Urvad Abrasbomrek, queen of The Narrow Works, had her royal quarters deeper still, several floors below the lowest of
the residential section, rumour amongst her subjects said that this was due to the increased warmth so deep.
Lorbam knew better, he had still been a miner in the days when Urvad had risen to power and had helped to cut her chambers from the vein of raw adamantine they had found.  He reflected half-amused that dwarves bore a strong resemblance to many birds when it came to the 'shiny' department.

As he neared the chambers now however he heard raised voices coming from ahead, he picked up the pace, concerned.  As his worst fears realised themselves he arrived at the black bronze door to the royal apartments to hear his leige in full swing, some poor buggers were getting a real earfull in there.  The queen's voice, never exactly melodious, had risen to the point where Lorbam wouldnt have been surprised to see cracks forming in the walls.

With an inward sigh for whichever fools had managed to awaken her wrath before breakfast he knocked twice and announced himself, the door swung immediately open. 
(Oh how the queen loved intimidating peasants with that little trick, the door was linked to a concealed button in her throne's armrest)
He was greeted by the sight of seven dwarves kneeling before the ornate throne, heads bowed and silent.  The room was far from quiet however since Urvad herself was making more than enough noise.

"Fraud!, Imposters and charlatans!, Thieves and Scum!......Kobolds!", with this last vitriolic insult Urvad at last subsided into her throne and beckoned Lorbam forward with a spider-silk gloved hand.

"These.....", she paused, searching for an insult appropriate and as-yet unused.
"These...elf-lovers, these beardless children have broken the Guild charter", she sighed.
"Last night they were caught in the mason's guildhall playing dice", she elaborated.

Lorbam blinked a few times......nothing wrong with a spot of gaming he thought but kept his mouth shut and awaited further clarification.

"They're not even Masons, their guild-badges are counterfeit, they were cheating at the game and then they started a fight with several off-duty stonecutters over money", she continued.
Lorbam's eyes widened at this, whilst the queen was usually very fair in her dealings with her subjects, she did have a pathological hatred of liars and thieves, these guys were really up to their necks in Goblin shit.

"I have decided", she announced formally, "These ruffians will be banished, exiled from our lands to found their own dwelling as best they may".  "We are not completely without mercy, you shall thereafter be treated as any colony and the matter will be forgotten provided you do not attempt to return".

"Lorbam!, escort these....creatures..to the gates.", the queen waved a hand dismissively and Lorbam hurried to shepherd the targets of her wrath away.  "Oh and Lorbam, directly to the gate, no stop-off at the quartermaster, since they like to take by force and theft they shall have nothing from us". 
The queen turned and headed toward the door behind the throne which Lorbam knew to head to her bedchambers.

After hesitating a moment or two he decided against saying anything more.  To send out an expedition unequipped was unimaginable, yet this was an exile afterall. 
Besides, he had no wish to join them as an eigth member!

1159
DF Dwarf Mode Discussion / Re: Layouts/Designs
« on: November 25, 2010, 02:13:36 pm »
All of my recent forts have had 1 design theme in common.

The entrance is cut into a hillside, about 8 tiles wide, the roof above this is then channeled out to the same width and 6 tiles back into the hill.  In this openair entranceway i then build a room from constructed walls, this serves as the barracks, advantages are that the only entrance to my fort (flying or ground-based) is through said barracks (which of course contains a wall of dwarves).  In addition your military are proofed against cave adaptation, though they do grumble from being rained/snowed on

1160
DF Dwarf Mode Discussion / Re: Boxes everywhere!
« on: November 25, 2010, 10:21:01 am »
yeah thats a settlement.  as far as i understand you should be able to embark ontop of them.  apparently the natives become friendly but not part of your fort.  never tried and you said you couldnt......maybe you can embark partly on them but not fully?  (guessing a bit)

1161
^^
'n'obles, scroll down to bookkeeper, hit 's'ettings to enter accuracy

1162
DF Dwarf Mode Discussion / Re: How To Cheer Up My Dorf?
« on: November 25, 2010, 09:42:47 am »
First...i dont play 40d but 2010 so a few things may be subtley different with the way dwarf thoughts work

Theres a considerable amount of bad thoughts kicking about that dwarfs mind so its little surprise shes less than happy, in particular loss of a lover is a heavy blow.

having provided engravings/bed in the prison youve taken care of the first part

Assuming you are using a chain rather than a cage for justice it should be possible to put a 1-tile food stockpile and a 1-tile booze stockpile within reach of the chain.  This allows you to get more quality stamped goods into her which should help, the dwarf does mention she cant remember the last time she drank alcohol

Over time the negative thoughts about loss of friends/lovers should disappear and the good thoughts will be refreshed as she admires/eats/drinks and her mood will recover.

Removing her from the military is certainly an option to limit future tragedies, though leaving her in may lead to her 'not caring about anything much' which makes her almost impossible to upset. (not 100% certain this happens in 40d)

Overall I'm fairly sure that without the engravings/bed you added this dwarf would have gone melancholy long ago, ive had people tanrum after losing just a pet, shes down a lover, a friend, saw them die, was beaten, locked up, denied alcohol, left hungry and saw vermin she despises

1163
DF Dwarf Mode Discussion / Re: Boxes everywhere!
« on: November 25, 2010, 09:33:01 am »
You cant embark on a mountain, there needs to be at least 1 square of non-mountain in your embark window

The reason for this is that entities cannot cross mountains on the world map, this means that if you settle in a valley entirely surrounded by mountains then other races cant reach you (your own civ probably cant reach you either)

Not sure exactly what you mean by the boxes around the mountains, if in the local window of the embark a lot of the land is covered in some kind of large square/rectangle then thats likely another civilizations fort/foresthome/mountainhome.  I think it is possible to embark ontop of another settlement but it does some odd stuff

1164
DF Gameplay Questions / Re: animal people?
« on: November 25, 2010, 08:49:49 am »
the animalmen races dont do a great deal of seiging in general (at least in vanilla DF)

pressing 'c' to show civs will tell you 100% definately whether or not there are animalmen civs in your caverns.

said animalmen generally stand around in a little cluster and wait for you to 'wake them up'.  They will attack (and usually be wiped out by) FB's.  They dont seem to respawn, whats there would seem to be it (generally 10-15 guys in a couple of little groups)

Some animalmen roam the surface of the map, these function more like normal animals than other races, examples are slug/snailmen, tigermen etc.

1165
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 25, 2010, 08:46:45 am »
the red ---- means that civ is at war with your home civ.

Also to the guy above me mentioning designating with a mouse, for me the bottom 1/4 of the screen has always been unusuable when clicking to designate (played from .12 onwards).

If i want to designate tiles in the bottom 8-10 rows then i have to use the cursor or shift-scroll down a few times to bring the area into the 'clickable' part of the screen

1166
DF Gameplay Questions / Re: archery range troubles
« on: November 25, 2010, 08:39:31 am »
Also....I very rarely see complete crossbow beginners training at the range.  It seems much more effective to give them the hunting labour for a season or so and send em to the range at novice or better

1167
DF Gameplay Questions / Re: Psychic bookkeeper
« on: November 25, 2010, 08:36:50 am »
well, not a bug exactly, just how the stocks works.

Everything on your map with the exception of goods carried by a merchant is 'yours'

This includes threads/webs in the caverns along with food/weapon/leather belonging to cave civilizations

the totally black level you are zooming to is almost certainly part of a cavern floor

1168
DF Gameplay Questions / Re: Mountains of unusable "Partial Skeletons
« on: November 25, 2010, 08:35:16 am »
^^Butchers can only butcher a skeleton.  That is a fully formed skeleton, such as those left behind by animals when you abandon a fort.

A partial skeleton is still in the rotting process and cant yet be butchered

1169
DF Dwarf Mode Discussion / Re: Yay! new artifa- OH WHAT, COME ON!
« on: November 24, 2010, 07:00:47 pm »
I got an elephant bone pick, couldnt resist giving it to my legendary miner.  2 years later he got cornered by a goblin speardwarf and died despite whaling on him hard.  I always regret it :'(

1170
DF Dwarf Mode Discussion / Re: Legitimately Terrifying Forgotten Beasts
« on: November 24, 2010, 04:41:39 pm »
I had a chamelion pop up yesterday, kinda wished it would have used ambush as that woulda been neat but it did alright anyway, carved up 8 steel clad troops at around the adept mark before marksdwarves showed and managed to put it on the floor (where it took another 2 weeks of gametime for the dwarves to shoot to bits)

The genuinely terrifying ones are the ones made of a good material, metals i find best as your axe dwarves cant just limb them and it makes crossbow bolt/spear 1-shots a lot less likely

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