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Messages - RTiger

Pages: 1 ... 19 20 [21] 22 23 ... 35
301
No mods. I never said we would use mods.

302
It is probably best to start over with the new rules, and let others have a chance in the game.

303
DF Adventure Mode Discussion / Re: Titans?
« on: April 07, 2011, 04:04:09 am »
Titans are the same as FB, just aboveground. Sometimes, they are easy, and sometimes, they are near invincible.

304
As Qloos has left, I have started a new game. Thank you for joining this !!SCIENCE!!

http://www.bay12forums.com/smf/index.php?topic=81680.0

305
I am now a Player in this game

Main: Booze, Wood

Item types: Hematite, Plump helmets, Coffers, Bone Bolts, Swords, Catmeat, Pig tail Cloth

Behavior restriction: Glassmaking forbidden.

306
DF Community Games & Stories / Dwarf Trade Alliance (Co-op Fortress)
« on: April 07, 2011, 02:20:05 am »
Noting as Qloos has left the alliance, I have decided to take over the game, so we start again with new rules.

Game Summary
Players play fortress mode simultaneously.  Their actions are linked through self imposed restriction.  These restrictions are imposed based on events at other players fortresses and your own.  When one player has trouble, all players suddenly have a harder time trying to make ends meet. If you screw up, your dwarves are less willing to help you

Each player chooses a behavior restriction, 2 main item groups, and 7 item types  An item group would be something like "armor" an item type would be "Upper Body Armor"  A behavior restriction would be an action a player would not be able to perform in game, use your imagination These are the items that your fortress will be making. (You do not actually have to make these in your particular game)
Choices can not overlap. If you choose leather, you can not also choose leather armor for example. Your list must be validated before play.

These restrictions come in waves based upon how badly things are going for that player.
Wave 1: Three item types.
Wave 2: One Main item group, Five item types
Wave 3: Two Main item group, Seven item types, Behavior Restriction Activated

Main Item Groups

    * Ammo
    * Animals
    * Armor
    * Bars
    * Blocks
    * Finished Goods
    * Meat
    * Fish
    * Plants & Seeds
    * Booze
    * Furniture
    * Gems & Decorations
    * Leather
    * Stone
    * Weapons
    * Wood
    * Cloth


Restriction Rules
Restriction waves are only imposed for the year after the conditions are met and expire once that year is finished.

When an Item has been added to the restricted list, it may no longer be produced or acquired through trade.  But may still be used if you have some in stock.


Economic:  Economic rules are based on the rate of economic growth season per season. A difference of growth between fortresses of 25% or more will begin to enact wave 1 restrictions, and increasing every 25%

If a fort has much faster growth then the others, how will the other forts be able to produce items for the stronger fort if it needs to buy more then sell.

Year one is exempt from Economic restrictions

Closed borders:  If your traders failed to make it to the depot (Resulting in no trade from that caravan), impose Wave +1 restrictions on all other players. You cant sell anything if the traders don't reach the depot.

Penalties:

If data is unavailable after first year, or for two consecutive months after the first caravan, wave 1 penalty will be imposed on the offending player for being disorganized. The other players will not be penalized for one of the others being disorganized.

Violation of production order: Immediate Wave 1 restrictions on offending player per violation.  Reduced by 1 waves per production orders that are met. (I am aware that you can not always meet a production order, but you must at least meet half of them in a year to avoid penalty)

Death Penalty: If your mayor or baron dies, impose wave one on that player. If your duke or count dies, Impose wave two. If your monarch dies, impose wave three. Keep your nobles alive.

Fortress has crumbled: Wave 3, permanently for each lost player

Restrictions are assessed at the end of the year.


Playing Schedule and Updates
Players will be required to give a seasonal in game update including:

    * Total Fortress Wealth
    * How many production orders you failed to meet
    * How many caravans failed to reach the depot

Screen shots are recommended.


Each in game year will take 1 week.
Max 5 players.

This is still a game of !!SCIENCE!!. Lets make this a good one!

307
DF Adventure Mode Discussion / Powerleveling!
« on: April 06, 2011, 07:20:27 pm »
Lets talk about how to powerlevel for a bit. Some skills are easy to powerlevel, others take a bit of work.

At the start,  even as a peasant, Powerleveling ambush by just sneaking in someones home is relatively easy. Bogeys cant get you, and you soon get enough skill that the townsfolk start to take notice.

The second thing to powerlevel would probably be knapper/thrower. Easy to do with a macro. If you can manage to convince a peasant to come with you, then all the better.

Powerleveling swimming can be tough if your not already a novice in swimming. If not a novice, you need to take a risk and find an area of river that is not at 7/7, and you need to worry about fish. If you are a novice, just find an empty murky pool with a follower and train up to legend.

Powerlevel armor user, shield user, fighter, and dodger. This is simple, but you need at least a shield, and some copper armor head to toe. (If you want to gain in armor user). Then just look for a critter, like a duck or groundhog. Get in close, grab it with wrestling, then sit on the ground and pass time, taking hits. You will be legend in no time.

Powerlevel wrestling by using a macro.

Powerleveling weapon skills generally means fighting bogeys. Highly recommend getting full armor and powerleveling defense first.

Powerleveling observer I don't know.

Anything to add, feel free.

308
DF Adventure Mode Discussion / Re: leg armor
« on: April 06, 2011, 07:10:51 pm »
Only one or the other.

309
Dont get overconfident.

I had an adventurer that put down a colossus, a hydra, and a roc, with no injuries, but was still nearly done in by a lucky hit from a bogey

310
Proposed Rewrite.

Game Summary
Players play fortress mode simultaniously.  Their actions are linked through self imposed restriction.  These resitrctions are imposed based on events at other players fortresses and your own.  When one player has trouble, all players suddenly have a harder time trying to make ends meet. If you screw up, your dwarves are less willing to help you

Each player chooses a behavior restriction, 2 main item groups, and 7 item types  An item group would be something like "armor" an item type would be "Upper Body Armor"  A behavior restriction would be an action a player would not be able to perform in game, use your imagination These are the items that your fortress will be making. (You do not actually have to make these in your particular game)
Choices can not overlap. If you choose leather, you can not also choose leather armor for example. Your list must be validated before play.

These restrictions come in waves based upon how badly things are going for that player.
Wave 1: Three item types.
Wave 2: One Main item group, Five item types
Wave 3: Two Main item group, Seven item types, Behavior Restriction Activated

Main Item Groups

    * Ammo
    * Animals
    * Armor
    * Bars
    * Blocks
    * Finished Goods
    * Meat
    * Fish
    * Plants & Seeds
    * Booze
    * Furniture
    * Gems & Decorations
    * Leather
    * Stone
    * Weapons
    * Wood
    * Cloth


Restriction Rules
Restriction waves are only imposed for the year after the conditions are met and expire once that year is finished.

When an Item has been added to the restricted list, it may no longer be produced or aquired through trade.  But may still be used if you have some in stock.


Economic:  Economic rules are based on the rate of economic growth season per season, excluding any artifacts. A difference of growth between fortresses of 25% or more will begin to enact wave 1 restrictions, and increasing every 25%

If a fort has much faster growth then the others, how will the other forts be able to produce items for the stronger fort if it needs to buy more then sell.

Year one is exempt from Economic restrictions

Closed borders:  If your traders failed to make it to the depot (Resulting in no trade from that caravan), impose Wave +1 restrictions on all other players. You cant sell anything if the traders don't reach the depot.

Penalties:

If data is unavailable after first year, or for two consecutive months after the first caravan, wave 1 penalty will be imposed on the offending player for being disorginized. The other players will not be penalized for one of the others being disorginized.

Violation of production order: Immediate Wave 1 restrictions on offending player per violation.  Reduced by 1 waves per production orders that are met. (I am aware that you can not always meet a production order, but you must at least meet half of them in a year to avoid penalty)

Death Penalty: If your mayor or baron dies, impose wave one on that player. If your duke or count dies, Impose wave two. If your monarch dies, impose wave three. Keep your nobles alive.

Fortress has crumbled: Wave 3, permanently for each lost player

Restrictions are assessed at the end of the year.


Playing Schedule and Updates
Players will be required to give a seasonal in game update including:

    * Total Fortress Wealth
    * How many production orders you failed to meet
    * How many caravans failed to reach the depot

Screenshots are recommended.


Each in game year will take 1 week.
Max 5 players.

311
Would you really enjoy having a bunch of ghosts wandering around, causing trouble and perhaps even killing your dwarves? Just let the dead rest.

312
I labeled all my levers for ease of use. Hopefully the other three still work. Be carefull with the once on the farm level though.

313
Heh, thats fine, but if it is true, then you have a door that is jammed open.

314
Did you get my message Joshua?

315
By season restriction would slow the game down immensely.

Restriction waves counter offer.

1/2/3 groups, and 2/4/6 item types. Do away with specific items, as for many forts, a specific item may not apply. Do away with behavior restriction.

Again, Coffins, slabs, and caskets are excluded from restriction rules.

Economic restrictions looked at on a quarterly basis as a  +/- figure, with final count at years end for year long restriction, if applicable.

Alternative: Cap export value


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