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Messages - GreatWyrmGold

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45001
Forum Games and Roleplaying / Re: Feudalism Rules
« on: October 18, 2012, 09:32:37 pm »
Same as above.

45002
Forum Games and Roleplaying / Re: Feudalism Rules
« on: October 18, 2012, 09:32:18 pm »
Post reserved for the event of way too many rules.

45003
Forum Games and Roleplaying / Feudalism Rules
« on: October 18, 2012, 09:31:14 pm »
As you may know, I have attempted a Feudalism game, where several forumites pit their skills as strategic leaders against each other and the outside world, with the latter hopefully predominating. As you know if you know this, the game has gotten rather...complicated by this point. Therefore, I have decided to concentrate those rules I have decided on in one area.

-----

GENERAL

One turn equals one month; one month is exactly four weeks. More detailed time may or may not be used in cases of war.

INDUSTRY
Each mine will be given a richness rating, which will be multiplied by the number of miners working in that mine. Ores must be smelted, costing one unit of fuel and ten of ore per unit of metal. Refining 10 units of ore takes one smelter one week. Coal needs to be refined into coke before use; five units of coal become 15 of coke when worked on for a week by a smelter. Stone can be dug out and used, as well; a mine for plain stone can be set up in pretty much any rocky area and has a richness of 50.
A woodcutter generally can cut 10 trees per month; each tree is worth 10 units of wood. Wood can be burnt for charcoal at a 1:1 rate, taking one week per burner per 5 units of wood and charcoal. Charcoal is used as fuel. Wood also has other uses, such as shipbuilding and building...building.
Speaking of ships, it's not easy to make them. A ship that can transport five people or one ton of goods costs 250 wood and takes a minimum of 10 workers, working 6 months (60 worker/months), to build. Such a ship requires two crew members. This may be taken linearly, except for the minimum workers and time. For every "component," a ship needs five more workers, minimum, and 60 more worker/months to complete. For instance, a ship which holds 50 soldiers and 5 tons of food and gear would cost 3,750 wood, require a crew of 30, and take at least 80 workers, working 11 months and a week, to complete it. 150 workers could complete it in 6 months. Rules were made previously; these allowed you to make a functional warship from just a few trees. Hopefully, this will be more realistic. Further additions may be added for additional costs.

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This is a quick overview of the rules that come to mind. Please post if you can think of some I missed. Otherwise, only talk about rules themselves in this thread--talk about the game in general goes here.

45004
Dragon riders are cool and all, but the DF dragons don't fly and I doubt that dwarfs would want to leave solid ground anyway. Besides, there's a rather different creature I'd like to put my dwarf cavalry on.

CALLING ALL SPIDER RIDERS! (Bonus points to anyone that gets the reference)
A Saturday morning cartoon show called something clever like" Spider Riders," IIRC. Took place inside the hollow Earth, IIRC.

45005
DF Modding / Re: Dwarf Fortress: Modern
« on: October 18, 2012, 09:24:05 pm »
I think you can add reactions to millstones, so a couple kinds of power are easy.

Solar power plants would be hardest, but geothermal could be a magma-requiring workshop and water or wind would be simulated by a custom reaction in the millstone. Both of these would involve turning batteries into charged batteries, so making batteries would be vital.

45006
GreatWyrmHematite has mandated the appointment of certain nobles.

Anyone to the position of Hammerer: Incomplete

45007
Roll To Dodge / Re: Roll To Dodge (Now with Mountains)
« on: October 18, 2012, 09:16:31 pm »
If I had to guess, Robert Anson Heinlein's Stranger in a Strange Land.

45008
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 18, 2012, 09:14:40 pm »
He has...um...(edits posts) Galena Gorge, the only good source of lead! In a few hundred years, lead will become quite useful, but for now the small amount of silver is more valuable.

45009
DF Suggestions / Re: Map overhaul
« on: October 18, 2012, 09:01:49 pm »
The "Oh, have the game estimate how much crap you'd consume and make and everything will be hunky-dory" thing is crap. I can easily imagine issues where the game would feed dwarves stuck behind flooded chambers or misestimate how many cats you should butcher. To say nothing of the various crazy megaprojects people will make... basically the only way I can see a good and infallible way for multiple sites to run at once is to have each actively run at once.

45010
DF Dwarf Mode Discussion / Re: Tower Megaproject. Should I do it?
« on: October 18, 2012, 08:52:02 pm »
Should you do it? What a stupid question.
YES.
The question itself isn't stupid, it's just simply moot. The fact is that since he posted about it, he MUST do it. Or he risks being forever labeled an elf.
Is it stupid to ask a question you know what the answer will be? Seriously, how often have we looked at a megaproject and said, "No, this is wasteful and stupid."?

45011
Roll To Dodge / Re: Roll To Dodge (Now with Mountains)
« on: October 18, 2012, 08:48:06 pm »
Martian. Seriously, read the classics.
Names?

I'm currently in need of reading material in any case.
Slightly tongue-in-cheek, as I was referring to Stranger in a Strange Land. I suppose it is a classic, but it's less than a century old.

45012
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 18, 2012, 08:45:52 pm »
How many of the resource gatherers are cutting wood and how many are gathering plants?

The issues of supplies and demand is also important. Are you hoping to sell 5,000 craftsmens' goods to a bit over 150,000 people? Okay, that's one crafter for 30 customers, but most of those are mere peasants and can't afford paintings or fine pottery.

45013
DF Modding / Re: Heavy Worlder Colony
« on: October 18, 2012, 08:33:14 pm »
Just increase density, although it'll make everything slower and won't affect hard coded materials.

45014
DF Modding / Re: Dwarf Fortress: Modern
« on: October 18, 2012, 08:32:00 pm »
For armor: Kevlar clothes, and flak jackets. If you can figure out how, make them good against fast, piercing attacks like bullets.

For civilian stuff: It's a bit tougher here because of how much is hardcoded, but computers are a good idea. As are various other sciency things.
Make aluminum worth less and extractable from common rock, or at least bauxite.
Make steel easier to make. Somehow.
Electricity, somehow or another.

45015
No traps yet. Maybe later. I'll put the depot closer to the outside to give more room inside for traps.
They did eventually leave, about the time the elves were due.

Still can't figure out why half my livestock starves.
Try giving them larger pastures.

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