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Messages - RTiger

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316
Economics explanation: While one fort may grow ahead of the others in wealth, how would the less wealthy forts be able to buy everything that a wealthy fort could  sell. Answer is that simply, it could not, thus limiting what a weaker fort could offer. If it needs to spend more money on imports then exports, it can only produce less.

As for artifacts, there is an option in the init to turn them off. Secondary possibility. Exclude artifacts from the calculation.

Proposition of a quarterly/yearly assessment of wealth I approve. Additional possibility: Assess import/export wealth

Closed borders: If the traders can't trade, then you cant sell what you have made. I bid for it remaining unchanged. Selling the same kind of item is the whole idea. You offer this item, you want any other item. Possibility: limit the item types that can be sold by your fort.

Additional Make the wave penalty 1/2/4 instead of 1/2/3. Or, eliminate wave 4 and reassess the base penalties.

Death rule: I bid to scrap it, while maintaining the noble death penalty

317
You seem to have heavily skimped on cavern defenses though Alaric. Things are wandering in from below.

318
That is what this game is really about. Going through, we find issues with the rules and rewrite them. That is what I have been working on.

319
DF Community Games & Stories / Mosaic Thread
« on: April 05, 2011, 10:04:29 pm »
If you have ever made a mosaic in game, and are willing to share, feel free to post it here!

I made this.



Not quite complete, as I need to import mudstone or copper

320
And there is always the planepacked glitch.

Of course, it is always possible to turn off artifacts

321
A fort that is well ahead of the others is expected to rely more on its own power and less on others. On the flip side, your also expected to support the weaker forts more. This is a trade alliance after all. Think of it as a challenge to stay on top and make things interesting.

On the flip side, there is also the fact that some forts are just inherently poorer then others simply based on the available raw materials.

I slowed down my economy a little cause bob and qloos were lagging well far behind.

322
Sure

Make me a engraver/stonecrafter.

A dwarf that keeps to himself and his art, making items and pictures from stone worthy of song.

323
The rules are still experimental.

I am not sure about the death ruling on % of dwarves myself. The idea I think is that if someone does lose a lot of dwarves, then that fort also loses production. On the other hand, Lost dwarves are likely military, so maybe death should be based on how many non military was loss, with the count being a % based on your end total for that year, - the number of dwarves in military and compared to the death toll that year.

Death of your nobles will still be penalized regardless because simply staging an accident to kill a troublesome noble should not be considered lightly.

Closed borders used to also include siege, and no longer penalizes just cause of siege.

324
And I have actually started playing into the next year. I'm rather bored, and nearly finished my first large project. I just need to import the last few stones I need.

Anyway, did you look over the revisions I suggested?

325
del

326
I am working on a few additional revisions for balance.

Changes:

Wave 4 Restriction: Two Main item group, Four item types and Eight specific item restrictions.  Behavior Restriction Activated

Coffins, Caskets, and memorial slabs may not be restricted. (Honestly, don't be a jerk and let the dead rest)

Closed borders:  If your traders failed to make it to the depot (Resulting in no trade from that caravan that season), impose Wave +1 restrictions on all other players. This is capped at a total of 3 per year.

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: For every 15% dwarfs that dies within a year of the end total for that year (Living + dead), increase by 1 wave on other players. The dead count is reset each year.

327
Joshua, your turn

328
o.o how did you jump 200000 in one season?

329
DF Community Games & Stories / Re: Arena Wars
« on: April 04, 2011, 12:36:29 am »
How do you view replays?

330
I will give Naryar one more day, before moving it to the next person.

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