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Messages - GreatWyrmGold

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53626
Randomconstructs: A History of Waste and Industry
Obsidian 18, 399
I, Geshud Wheelfaiths, doctor and administrator, have been chosen to lead an expedition to farthest wilds, told to build massive monuments to the glory of Dwarvenkind! And to think, this despite having accidently written up orders for troops to go attack a previously-goblin town that we had already taken, rather than the goblin fortress we were already sieging!
With me are my faithful hound, Rovod Wallattacked; my friend, the slightly crazed mechanic/butcher/tanner/leatherworker Libash Hailedarches; another friend of mine, Besmar Ballgates, who is a woodcutter and herbalist (and who is enthusiatstic about almost any stupid new idea); ezum Chasmcastle, an engraver and stonecrafter with an obsession for bogymen; Urdim Runmirrored, carpenter, mason, and fan of bat men; Olin Boatdwells, one of the most vital dwarves, being the farmer, cook, and above all, brewer, but who also believes in childrens' tales of adamantine; and the only dwarf more important, Doren Claspticks, a creepy miner obsessed with gray demons. We also brought along two other dogs, a cat, a pair of sheep and one of buffallo, and a few monsters from the deep. Supplies include some cow tripe, prepared turtle flesh, seeds, plump helmets, and a large amount of alcohol. We also have a couple ropes, a few buckets, an anvil, an axe, a pick, and a barrel of cave spider venom.
In short, seven somewhat undergifted dwarves, sent to the coldest regions of the world, to redeem ourselves in the eyes of the mountainhomes!
Or maybe just sent here to die.

Actually, that makes a fair amount of sense.
-----
Welcome to Randomconstructs, a succession game where each player builds a megaproject greater than the last one, while trying to find a use for all of these other ones before it.

Rules: One-year turns from Granite 1 to Granite 1, with periodic updates. Try not to take too long with your turns but I will not enforce a time limit; I'm nice that way. (However, if you take REALLY long to get you first update (or at least a response), like a week, I will probably shove you to the back of the line, so please respond when I tell you that it's your turn). During your turn, you must build a megaproject of some kind that is somewhat taxing to the fort and/or unusual. You must also try to figure out a use for the previous player's megaproject, whether turning it into a dormitory or making I spit lava or something else entirely, without removing either the mega or the project part—in other words, if the megaproject is a giant statue, you must leave it statue-shaped but can hollow it out. Don't destroy megaprojects of previous players or doom the fort on purpose; if you accidently destroy the fortress, post the world's folder and the next player will reclaim. If you can't quite finish your MP in time, you may ask the next player to finish it; if you are asked to finish a megaproject, please do so, but you don't have to finish it well. You may select a dwarf as your own (i.e. be dorfed) whether or not you have a turn, but if you have a dwarf please apply for a turn. Please don't try to kill off other players' dwarves, and don't blame the player whose turn it was for accidently killing your dwarf (unless it really wasn't an accident). For fun, please refrain from engineering unfortunate accidents for anyone, especially nobles; assigning them to the military or as a hunter with no training is acceptable in extreme circumstances or to deal with migrants.

Mods: I have made a lot of cavern creatures tameable and trainable, like the amethyst man and the voracious cave crawler, both of which were embarked with. I also dummied out a couple of soap-related reactions, meaning that they are there but aren't accessible.
EDIT: Oh, yeah, some goblins will show up as "goblin webbers." They are supposed to fire webs made of iron but might not. If not either pretend they are good at working with spiders or that they only use their webs for decorative purposes.

The site: A freezing taiga/ocean embark. Untamed Wilds. Supposedly the ocean biome has shallow metals and flux, but that can be rather unreliable...
Oh, and we're at War with the goblins.
EDIT: Oh, right, here's a picture of the starting site.
Spoiler (click to show/hide)
Other than that, there's sand, clay, frozen ocean off to the northeast, not much interesting. A freezing biome, like I said, so ice forts are possible...please try not to dig out the ocean unless needed for your MP.

In short, really cold area, megaprojects, make them useful, be nice, tameable cave monsters.
Oh, and have Fun!

Dwarf list:
Spoiler (click to show/hide)
Turn List:
Spoiler (click to show/hide)

53627
DF Modding / Re: How to make a modification to Mining skill?
« on: August 17, 2011, 04:12:27 pm »
Well, duh, there are more materials to choose from. Most likely, for every vein normally associated with the cyan ore, a random [DEEP_SPECIAL] material is chosen.
You could also try giving dwarves high skill-learning rates with mining and/or natural mining skill.

Spoiler (click to show/hide)

53628
DF Community Games & Stories / Re: a experimental succession fort idea
« on: August 17, 2011, 02:22:05 pm »
Spoiler (click to show/hide)

Again, did you use any mods or change any worldgen parameters (like number of cavern layers, openness/density of caverns, etc)?

53629
DF Modding / Re: Amber/Coral !!SCIENCE!!
« on: August 17, 2011, 01:16:15 pm »
Alright, but is it possible to make rocks or whatever of amber or coral with a custom reaction and have them made into rock crafts or whatever at a craftsdwarfs workshop?

53630
DF Dwarf Mode Discussion / Re: How To Generate Small Islands, A Guide
« on: August 17, 2011, 01:14:27 pm »
Has anyone tried this kind of thing with aquifers removed?

53631
DF Community Games & Stories / Re: a experimental succession fort idea
« on: August 17, 2011, 01:00:27 pm »
If you'd be so kind as to PM me once you have the fort ready, sure!

Any mods? Any changes to worldgen? Anything you'll tell us about your playstyle?

53632
DF Dwarf Mode Discussion / Re: Dwarves in weird places
« on: August 17, 2011, 12:58:12 pm »
(looks at title) Y'know, mist fortresses aren't exactly normal places to...
(reads thread)
...Ah.
No clue.

53633
DF Modding / Re: Soap as a Stone
« on: August 17, 2011, 12:52:34 pm »
Please help?

53634
DF Dwarf Mode Discussion / Re: But... This is not possible.
« on: August 17, 2011, 12:31:41 pm »
Simple. The dwarf is holding a dagger in his palm. What you don't see is the goblin falling over dead and the dwarf claiming leadership of the nation right before enraged goblin lashers kill the dwarf, starting another war.

And rutherers are awesome. Practically the only awesomer creature is jabberers.

53635
How is Armorsouls? Any ambushes discovered? Any deaths? Anything else? Etc?

53636
DF Modding / Re: Soap as a Stone
« on: August 17, 2011, 10:59:00 am »
Okay, why is soapstone not working as stone? Raws:

Spoiler (click to show/hide)

53637
DF Modding / Re: Soap as a Stone-Reaction working
« on: August 17, 2011, 10:35:47 am »
Okay...I am having a problem. I'm getting "stones." Reaction:

Code: [Select]
[REACTION:MAKE_SOAPSTONE]
[NAME:Make soapstone]
[BUILDING:SOAP_MAKER:CUSTOM_S]
[REAGENT:A:150:BAR:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:SOAPSTONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A:SOAPSTONE]
[SKILL:SOAP_MAKING]

What is wrong? EDIT: Noticed one problem, fixed it, seeing if that was the problem. EDITEDIT: Yup, it was.

53638
DF Modding / Re: Soap as a Stone
« on: August 17, 2011, 09:38:45 am »
You add soapstone to the standard and chitin materials body plans, i.e. the lists of materials that normal creatures and insects draw from, because both of them list fats that can be turned into soap? This is so that any creature that uses the standard or chitin materials will have soapstone as a usable material. You could add a treated chitin material this way, too, and all you'd have to do is add the treated chitin token to the chitin materials list and add [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:TREATED_CHITIN] to the material definition for chitin itself.
I read it too quickly the first time, and thought you were telling me how to make chitin ALSO makeable into soapstone.

Quote
The reaction creates stones, which can then be used to make furniture, crafts, querns, millstones and such, which is what the item tags I suggested would allow, though because of the absorption value of soap, they'll need to be glazed to store liquids. You can make the reaction spit out whatever you want, I just thought rough chunks of it made more sense. Just change BOULDER to BAR and add [PRODUCT_DIMENSION:150] at the end of the product line to make soapstone bars instead. Check against the reactions in reaction_smelter.txt to see if you've got the format right.
I was referring to the reagent, which has a "1" and not a "150" in the number slot. I thank you for your help and will fix it myself, then let you know if something doesn't work.

53639
DF Modding / Re: Amber/Coral !!SCIENCE!!
« on: August 17, 2011, 08:21:36 am »
Obviously blocks, but has anyone seen if they count as stone/bone/gems/etc and so reactions to make amber/coral boulders/???/gemstones/etc create useable materials.

53640
DF Modding / Re: Soap as a Stone
« on: August 17, 2011, 08:19:53 am »
Yes, that's doable. Add [MATERIAL_REACTION_PRODUCT:SOAPSTONE:LOCAL_CREATURE_MAT:SOAPSTONE] to the material template for soap, add [ADD_MATERIAL:SOAPSTONE:SOAPSTONE_TEMPLATE] to standard and chitin materials in b_plan_default.txt,
CHITIN? Why? Ah, sorry, misread.
Quote
...then make a reaction like this:

Code: [Select]
[REACTION:MAKE_SOAPSTONE]
[NAME:Make stone from soap]
[BUILDING:SOAP_MAKER:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:SOAPSTONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A:SOAPSTONE]
[SKILL:SOAP_MAKING]
That...that doesn't look right...It looks like anything with the material-reaction-product of Soapstone can be...ah. I'd rather just use soap bars, but this WOULD give chitin a use. (See above strikeout.)...anyways, and bars come in units of 1/150 of a bar.
Hm, I wonder if I could make a reaction to make chitin into a useable form of leather, while keeping it chitin...

Quote
You should add [ITEMS_HARD] and [ITEMS_QUERN] to the material definition if you want to actually make anything with it, and [REACTION_CLASS:CAN_GLAZE] if you want to make pots.
What do those do?

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