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Messages - GreatWyrmGold

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53206
Timber 17, 31
I did some trading. First some cloth and an earring for some plump helmets. Next I traded some lye for some leather and a waterskin. Then I waited for more stuff to get hauled here. Once that happens, I traded a pig tail sock for a nickel rooster cage and a barrel, followed by some gabbro blocks and raw clear glass for a sheep wool shoe, and then (mainly to cheer up the traders) a bit of alpac wool cloth for some granite blocks. We don't really need blocks, but hey, rock is always nice. Maybe we can build a statue or something from these blocks.

Timber 18, 31
I choose a spot for a bridge to cross the river.
Trading continues. I trade a spare waterskin for a backpack and some bauxite blocks, then some a sheep wool cap for leather and a chest, then a figurine of the goddess of night and darkness, Ngalak, for some phylite blocks and an earring for some cave fish.

Timber 19, 31
I noticed the gosling on top of a wall...I wonder if I should get it down?
I trade an earring and a sock for some cloth, which finally makes the traders pleased. Soon we'll be able to start our major trading operations...I'll start this finishing by selling an alpaca wool shoe for some raw clear glass. Not that I really know what the hell that that's supposed to be used for...

Timber 20, 31
I trade an alpaca wool shoe for a nickel cage, then tried a dyed pig tail sock for a dwarven ale barrel, which didn't work, so after I removed one of the pricier items from the counteroffer and they regected that, I decided that the time for small stakes was over. I buy that barrel of ale, a bag of rock nuts, a bin of leather, thirty prepared fish, and some thread for my first “bomb”...

[Yay, modding!]
...Or tried to. They came up with a counteroffer that gave them about 600% profit, greedy b*****ds. If we weren't struggling for self-sufficiency, I'd've left right there! I tried again, ale, nuts, and bin for the disk, and it worked...although the trader was losing patience. To placate him, I traded a dyed pig tail sock for a large copper pot...tried to. Despite almost 50% profit, he refused the offer. I can't trade like this. I chatted with the diplomat, but fell asleep after a bit. Embarrassing, really.
Oh, I also ordered a couple of badger women killed in what will be called The First Revenge of the Responsible Helms [the name the first, now only, squad chose].
Also, the reindeer bull grew up.

Timber 21, 31
The badger woman becomes angry at the very existance of Smithsports. I have to admit, for a good reason.

Timber 22, 31
The first badger woman was killed.

Timber 25, 31
After enough time for Boatblizzards to take a nap after the first was killed, the second badger woman was slain after she got angry at the very existance of Castledangled.

The First Revenge of The Responsible Helms: Timber 20-25. 2 badger women (both lost) vs. 3 militiadwarves. Result: Victory for Dawnstone. Smithsports somehow got totally covered with badger woman blood, including on fingers, toes, and teeth.

I also notice some badger blood on the catapult training area, which either implies that someone washed off the blood while in front of the catapult, or that our siege operators are more courageous and well-trained than we had thought. Either way, we're at Fh 0.4/0.8...actually, 0.5/1.1 or so, due to blood spatters from dumping corpses in constructed areas.

The liason finally started talking with me. He snidely noted the state of my office--high above ground, holes in the walls, and so forth--but I pointed out the exceptional earthenware statue of...huh, a wandering ogre of night, I never thought much about that...anyways, I also pointed out the lever right next to my seat, as if implying that it could flood the room with magma if he kept bugging me about the state of a yearling surface fortress, so he shut up about that. I meandered away, noting a badger blood smear that someone left here, making us Fh 0.5/1.2.

Timber 27, 31
Somehow, badger blood got into our farm plots. Well, we're Fh 0.5/1.4 now.

[I change to Vherid's 10x10 tileset at this point for its nice, curved walls. I hope this doesn't confuse anyone.]

Timber 28, 31
More badger blood tracked into the fort. Fh 0.5/1.5.

Moonstone 1, 31
...wolves? Huh.

Moonstone 4, 31
I start ordering the construction of a Soap Tower to the south. I don't know what it'll be used for, but it'll  have a narrow spiral staircase, have about fifteen feet to a side at the bottom, and narrow a foot for every two it rises.

Moonstone 6, 31
Nearly simultaneously, orders for charcoal and drinks were completed.

Moonstone 8, 31
I decide to extend to Soap Tower downward.
Some badger man blood and some badger blood tracked into the siege training area makes us Fh 0.6/1.7.

Moonstone 13, 31
This blood gets everywhere. Fh 0.7/2.1.

Moonstone 14, 31
The merchants announce their desire to leave soon. Fine, whatever.

Moonstone 17, 31
Now, hanks to more badger blood being tracked in, we are at Fh 0.7/2.2.

Moonstone 18, 31
The merchants pack up.

Moonstone 21, 31
The gander grew up.
The merchants finish packing up. They note our nice gate.

“We've been busy this month,” I explain.

Oh, and there are macaques on the other side of the riv...macaques? MILITIA--MOVE OUT! Geez, they're already in the fortress...and the wolves are also here, but less likely to steal our crap. Not that that stops Castledangled from charging after one instead of waiting in the tunnels for the macaques. Oh, wait, the wolves are attacking the gander that was on the wall and our citizens who are not. At least Boatblizzards is going where he's supposed to.

Moonstone 22, 31
Surrounded by macaques, Boatblizzards enters a martial trance! I knew there was a reason I made him militia commander! And Smithsports is joining in the fun, too, chasing a macaque who escaped Boatblizzards's furious spear. But more macaques come, ignoring the corpses of their brethren like some pack of kleptomaniac Leeroy Jenkinses.
Castledangled earned his title as an axedwarf, fighting alongside the caravan guards agains those wolves...Hey! There's a wolf sitting in our food stockpile! The wolf, spooked, runs into our fortress, towards my office...and encounters a giant cave spider.

Moonstone 23, 31
Between the eight nacaques and the two wolves whose blood is scattered on our walls, we are at Fh 0.7/3.2.

Moonstone 24, 31
The swordsdwarf from the caravan entered a martial trance from the new pack of wolves that entered. Speaking of wolves, one entered the fortress. I really need to get around to that “Barracks In the Gate” idea I had.

Moonstone 25, 31
After chasing it through the still, butcher's shop, and food stockpile, Boatblizzards punted the wolf into the river.
...That seems to happen a lot.

...And somehow the gander got back on he wall and won't come down.

...I think that's enough ellipses for today.

Moonstone 28, 31
After beating up one last wolf, the swordsdwarf left.

53207
Dear dwarves,
We have crops in the fields and assorted gathered plants strewn about the soiley parts of the fortress AND the surface. We have not one, but two food stockpiles. We have prepared meals being made. PLEASE, haul some food!
Sincerely,
GWG, Ovrsr.

Dear soapmaker, whomever you are:
You built a workshop. If you aren't hauling food, MAKE SOME SOAP TO MAKE ROOM FOR THE FOOD.
Sincerely,
GWG, Ovrsr.

53208
DF Gameplay Questions / Re: Goblins not entering fortress
« on: October 22, 2011, 06:36:51 am »
Now I've got more coffins than beds in my fortress.... oh well.
This is normal.

53209
DF General Discussion / Re: Dalek playing DF
« on: October 21, 2011, 08:23:54 pm »
This is hilarious. Makes me want to learn more about daleks than "robots that might not be able to climb stairs and are probably from Dr. Who."

53210
DF General Discussion / Re: What Would Urist Do?
« on: October 21, 2011, 08:06:47 pm »
Nothing. He would be too busy figuring out how to kill something with the computer.

What would Urist do if he realised that the computer could be used as something other than a weapon?

53211
Currently it notes the dwarf's holdings (rooms) and how many objects s/he owns. I'd also like it if, say, the dwarf's most notable thoughts (the ones with the highest happiness bonus/lowest happiness penalty), his/her highest skills, military equipment (?), pets, and/or other misc. information went on that mostly-blank screen. The new features still factor higher on the priority list, though.

53212
Seeing as the re-integration proposal has failed, Goldenherbs will mandate that any captured prisoners that did not attack a dwarf, domestic animal, or other friendly will be put into special rooms where they can be released to do battle with the enemy, ideally either being fired out of some kind of cannon and/or being able to be released into an arena to battle each other. Actually, that would be cooler. Monthly gladiator fights, beak wolves versus stranglers or goblins versus that undefeated poison-blooded forgotten beast...arena floodable with water and maybe magma by pulling a lever in special viewing boxes reserved for nobles...sometimes the militia or dwarven prisoners or even nobles show up to fight...repeating spikes/pressure plates/other traps that can trigger on friendly and hostile to liven things up, but only lethal ones, no stupid cage traps except to recapture gladiators...import lions from the elves, hell, feed elves to the lions...top-notch medical care for the winners, no one seems to come to me for check-ups and I need to hone the edge on my skills...maybe bimonthly, if we have enough prisoners...we're going to need a lot of cage traps, better tell the mechanics...free bread at the arena...
(By this point, Goldenherbs has grabbed some paper and is writing up ideas as fast as he can think of them, sketching an arena with spiked pits, bridges around the middle over a magma pool, and a tank that can be filled with water from the brook, with a spot for a pump stack and a tunnel leading off the side reading "To Some Outdoor Water Project," etc. He continues muttering until interrupted, at which point he asks for another minute to finish writing stuff down, does so, then hands the plans off.)

53213
DF Gameplay Questions / Re: farming: a baffled newbie
« on: October 21, 2011, 06:34:59 pm »
I had a similar problem.

First, to get your broker to count seeds properly, hit "n", and select your broker, then his "s" and choose a higher precision than standard to get #'s when you do your stocks screen.

Secondly. you need more farmers per plot.  I thought one farmer was good for a 40x60 area designated for plots, but I learned that each season the plots are reset.  All food, seeds planted, fertilization, was reset.  So I had to assign more dorfs to farming.

I've had large farm plots farmed with small numbers of farmers. It doesn't make efficient use of space, but I usually don't have many seeds at that point either.

53214
DF Suggestions / Re: Dwarves having dream jobs
« on: October 21, 2011, 06:30:23 pm »
Technically, you can still turn the economy off in the init, it just doesn't change anything.

And now for the part that is actually relevant.

I like the idea of dwarves having "dream jobs." Maybe each dwarf (except the starting 7 and maybe some migrants and maybe some children) could have a job they want a lot (swordsdwarf, mason, tanner, engineer, etc) which they get happy thoughts for doing and learn faster. Probably they'd hang around with dwarves that have the same profession. Kids might (or might not) pick up on various jobs that fall under their dream job and any unskilled (or not?) dwarf (or at least not skilled in a moodable skill) might mood in their dream job if it's moodable.
I don't really think this is a topic with a lot of room to maneuver in, though; it's yea or nay. If it's too big it'll be the focus of your whole fortress, and we don't want that.

53215
DF Community Games & Stories / Re: The Overseer Melissia Project
« on: October 20, 2011, 10:06:25 pm »
I hope someone reads this note before it is too late.
If you can read this, heed my warning. If you can leave, LEAVE NOW BEFORE IT IS TOO LATE. I created a glass figurine of our ruler before being transformed into a Monster of the Night, and accidentally form it as afterwards. Somehow, the ruler of this place interpreted that pornographically, and so trapped me down here. She's either a crazy elf who thinks she's a dwarf or a crazy dwarf that thinks she's an elf that thinks she's a dwarf or something. Dwarves aren't the sanest of beings, but only those dwarves who seek to end their existance by running around babbling, drowning themselves, or throwing themselves violently at others can compare to her madness, and now I can say so freely.
I suppose that mine isn't the worst fate; at least I am freed from this mortal coil. As my lifeblood is poured out into this message, I feel the pulsing darkness below, beckoning to my soul...I am drawn to it as a moth to a flame. I cannot resist. When I die, I will join the horrid ranks of these monsters, living in torment, waiting for a chance to sink my teeth into the warm flesh of those living...but I will not, at least, be forced to face these unearthly legions.
Maybe I will face Melissa herself, the crazy bitch. I hope I kill her...kill...blood for blood god...meme for meme throne...death...madness...trope...darkness...etiraol...horerr...eevul...fizicl hel...hngir...fyirree...jkdi...winr...wojfw...wovnn5wvw...
&
--Found written in blood in a sealed room smelling of sunshine and decay.

Spoiler (click to show/hide)

53216
Goldenherbs mandates that any captured prisoners of war or other captured sentients who did not attack a dwarf, domestic animal, or other friendly creature (elvish and human traders may or may not count) will be gathered and released into the fortress during a time of peace in an attempt to show to the world that we are broad-minded and hopefully get some awesome soldiers in the process. Any who attack anyone thereafter may be killed. Ideally, they would be released into the presence of a noble or citizen who just made an expensive mandate...Ideally not Goldenherbs, he will be needed to clean up from the results of failed integration, saboteurs, and others who are not as peaceful as their previous behavior indicated.

53217
Speaking of Randomconstructs, how many random constructions (i.e. megaprojects) have been completed?

53218
Sandstone 11, 31
A badger got angry at the very existance of Walledeast.

Sandstone 14, 31
I ordered the construction of some furniture...type objects...to allow me to create a...device whose purpose will remain a secret.

Saandstone 17, 31
Migrants arrived.

First comes Reg Castledangled, a scrawny but tough-as-nails grower and smelter who likes magma men. Reg, you are the mose B.A. Dwarf this fortress has seen. Welcome to the Dawnstone militia! Next came Ustuth Daggerchannels, a glassmaker and tanner in addition to being a retired hammerdwarf.  Sorry, you're under my jurisdiction now, you're a hammerdwarf. The third to come was Tosid Citypaints, a picky woman who only has apprentice carpenters' skills. She would be put in a new “Cannon Fodder/Sacrifices” squad, but is  Daggerchannels's wife. At least she brought a silver battleaxe...Maybe I'll make her a siege operator. Next came Asmel Smithsports, another tanner who also joins the CF/S squad. I don't care that you're a high master, leather is leather. The fifth migrant to come along is Zon Bannersalve, a brewer who is kept. Morul Wallgorges, a tall, obese shark enthusiast with white hair, is a metal- and bone-crafter who keeps the second job, is our last migrant.
Some animals came along, too: A strong female cave spider, a weak yak calf, a gigantic male gosling, and a fat reindeer bull calf.

It takes a day to process everyone. Our population is now 18.

Sandstone 18, 31
I notice that the platypus-person tribe is swimming upstream, away from us.
I also decide that some badger steaks would be good all-around.

Sandstone 19, 31
Contact has been made with the enemy. Namely, the badgers. A couple have been killed, one inside our main meeing area (go, jabberers!). Hm, that's the fourth enemy, so we're 0.4% of the way there...okay, maybe wild beasts shouldn't count, so let's call the current ranking 0.3/0.4//100.

Sandstone 21, 31
As of now, five of the badgers are dead.
Wallgorges was “attacked” by a badger today, which seemed to mostly be Wallgorges running from a badger.
Smithsports gained his title as a wrestler today.
A giant, skinny badger boar was knocked into the river, where he is wretching his wretched guts up.

Sandstone 24, 31
I noticed another badger corpse in the halls, which makes us Fh 0.3/0.5.
Make that Fh 0.3/0.6.

Sandstone 27, 31
The last landbound badger is dead.

Timber 9, 31
A badger man alerts me to its existance by getting angry at that of the gosling, followed by his mate doing the same.
TO WAR, MY MINIONS!
...Daggerchannels, why are you taking tallow into battle?

Timber 10, 31
Boatblizzards, a battle is NOT the time to fill your waterskin!

Timber 11, 31
A badger woman enters the gate after assaulting the yak calf, then enters the fort and runs for the south gate!
It seems that only three of our militia have entered the fray, yet three (I believe) badgerfolk have fallen.
A badger man enters the gate! He runs past a curious kitten, into the siege workshop, and toward the food stockpile, pursued by Castledangled. Aftr running a bit more, he gets distracted by an invading badger woman.

Timber 12, 31
The invading “lady” is dead, as is the badger man. Fh 0.4/0.7.
Ah...crap. Pulleysmiths, the mighty speardwarf, has drowned, and Daggerchannels is not far behind. Yup, drowned. #$%&&?>. I abandon the attack and estimate the results.

The Battle of the North Gate: Timber 9-12. 10? badger people (5? losses) vs. 5 militiadwarves (2 losses). Result: Two dwarves drowned, attack abandoned by Dawnstone. Fh 0.4/0.7.

Timber 13, 31
They say that sixthdays on thirteenths are unlucky, but the unluck came earlier. Come to think of it, we should probably shift our calandar weeks one day with respect to the months so as to avoid them. No matter.
I set up a new stockpile.
The pond was breeched to retrieve our fallen allies' corpses and gear. Plans are being made to cover the ponds to prevent future such occurances.

Timber 15, 31
Blood was spread along with water and bodies, making us Fh 0.4/0.8.
Also, another pond was pre-emptively breeched.
Aaand...the caravan arrived!

-----

Good place to stop, neh? Sorry about the lack of pics.
I bet you're all just glad I'm back.

What do you think I should get? Whoever answers by the time I start playing tomorrow will be included!

53219
DF Modding / Re: Mounted Skeletons
« on: October 19, 2011, 09:27:04 pm »
Sad, at first I thought this was about getting skeletons to ride skeletal horses and siege your fortress...

Anyways, create a tool item ("Mounted Skeleton"), a custom reaction to turn bones into it (leading to "Mounted Cat Bone Skeleton"s and the like, if done right), and a custom "workshop" requiring one mounted skeleton and maybe a block. The mounted skeleton should have a good value--at least 25-30, maybe higher depending on how much you want to balance the awesome and room-value-boosting value of a mounted dragon skeleton versus the dullness of a mounted cat skeleton (barely more than a magnitude of difference in value, assuming the same quality modifiers, but many magnitudes of difference in awesome). Maybe another "workshop" created from multiple mounted skeletons and possibly blocks, maybe maybe some "reactions" that train skills like concentration. Just a suggestion of how.

53220
DF Modding / Installing Graphics Packs
« on: October 19, 2011, 06:07:03 pm »
What do you need to do to change what basic font thingy that DF will use?

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