Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 2984 2985 [2986] 2987 2988 ... 3706
44776
DF Suggestions / Re: The Edification of a Dwarven Language
« on: October 21, 2012, 11:35:45 am »
How about nonstandard genders like mentioned a while back? A gender each for "he/she" ing sentients, another pair of genders for animals, a gender for inanimate objects...something like that.

44777
DF Community Games & Stories / Re: The Goblin Age
« on: October 21, 2012, 11:32:17 am »
Well, I lost the original detailed post, but I'll post a truncated version here. There is one kobold settlement in existence, Jlildis, holding 50 kobold citizens, 40 kobold outcasts, and 130 goblin citizens. There's a couple kobold necromancers, two bandit camps of kobolds (one of 20, the other 3 kobolds and a goblin), and there's a few kobold" outcasts" living in lairs, presumably werebeasts. Maybe one of the werelizards. Notably, kobold zombies outnumber live ones.
There are 16,134 civilized people in the world, over 12K of whom are goblins. Many of them are living in non-goblin settlements--1,781 as citizens (1,012 in a dwarven Mountainhome!), several others as criminals. Most goblins (over 10,000!) live in a single dark fortress, Weaknessterrors, alongside 601 dwarves, 235 humans, 5 elves, and 42 human and dwarven prisoners.
Dwarves are the next most numerous race, at 2,145. Most live in dwarven Mountainhomes.
After dwarves are the 1,218 humans, which include 235 goblin citizens and 23 goblin prisoners.
Last but, with 534 citizens, 416 away from being last, are the elves. Many forest retreats are populated entirely by animals...

And now, for the first time in a long time, seven of those 118 kobolds will make a camp. I found a cave near some evil mountains, I've got seven 'bolds nicknamed, and I'm embarking as I post.

44778
What are the estimated costs of labor? For things like clearing farmland, I mean.
Labor is 2sp/ea person - 1 person can claim one field per year. Anytime you hire labor, you must have one of your dynasty to work alongside/supervise otherwise they will basically goof off the whole time.
Hm, okay, here's my tun:

Spoiler (click to show/hide)

Everything OK?

44779
Roll To Dodge / Re: Roll to Kobold 2: Slow and Unsteady
« on: October 21, 2012, 11:03:31 am »
Why not ride the wolf to camp? Aside from the insanity, of course.

44780
Forum Games and Roleplaying / Re: the Alchemists journey
« on: October 21, 2012, 11:02:43 am »
Or maybe the amulet is making our brains fuzz up.

..., let's chat with the villagers.

44781
Could you include allusions to these tests in the fluff? That would be cool.

44782
The Outcasts of the Wyrm:
One Warrior
One Troll
One Mage
One Necromancer
Two Clerics


A few fluff notes: The warrior is the same as from the first test, and the necromancer has a rivalry with the mage. Oh, and the troll respects only the warrior. Good, no?

P.S. Do you imagine ever publishing this game and a default setting and such?

44783
Looks good.

I'll make an army: Outcasts of the Wyrm.
Warrior
One troll
Two necromancers
Two clerics

Also, can I suggest some sort of terrain? Cliffs or walls which can't be crossed, dense vegetation that slows movement and blocks attacks, stuff like that.

44784
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 21, 2012, 09:49:40 am »
I do try to be accommodating.

Tack, you now have enough fishermen to feed 2,200 people, plus enough farmers for 200, leaving...wait, were you counting the farmers' wives as farmers? That's okay, it just needs clarification.

44785
Appoint a sufficiently apathetic meatball as puppet!

44786
Roll To Dodge / Re: Roll to Kobold 2: Slow and Unsteady
« on: October 21, 2012, 09:31:34 am »
Thank the hunter for the food.
Scratch out a map showing cave, elven retreat, and anywhere else mentioned by the others in the cave.

44787
We'll need a bigger meatball army to do anything.

44788
Whoops, switched 1 and 2. I meant 1.

44789
DF Suggestions / Re: Nature Destroying Constructions & Repair
« on: October 21, 2012, 08:32:36 am »
Sounds good.

Of course, some savage biomes and/or sabotage would make walls deteriorate faster...

44790
DF Suggestions / Re: Reminder: Gates!
« on: October 21, 2012, 08:31:16 am »
I'm not saying they shouldn't be in the game, I'm saying other things have priority.
It was explicitly mentioned by others that there would be no practical benefit and some downsides to having huge door.

Pages: 1 ... 2984 2985 [2986] 2987 2988 ... 3706