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Messages - Broseph Stalin

Pages: 1 ... 246 247 [248] 249 250 ... 275
3706
Can we get a rewrite of the rules? I might try this but its not fully clear...
I rewrit them but if something isn't clear just tell me what it is and I'll straighten it out.

3707
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: December 04, 2011, 12:00:19 pm »
While I was walking to a cave, I found a lair. Turns out it has a hydra in it. Hoping my compainions can handle it.
If they can't stab one in the foot and run away.

3708

As opposed to the vanilla game?
 ;D
A minute after I spawned a giant glowing bird swooped down and ripped out a miners eye. Genesis ups the ante on senseless violence.

3709
DF Dwarf Mode Discussion / Re: Wooden weapons and armour.
« on: December 04, 2011, 11:57:05 am »
Elves are tired of being butchered in wars by metal weapons but they can't use metal because they're stupid hippies . Instead of learning the art of tree burning to forge weapons they try to make everyone else stupid hippies as well.

3710
DF Dwarf Mode Discussion / Re: I think I just lucked out.
« on: December 04, 2011, 11:54:09 am »
Just so you know, 2 squiggles is too high for a dorf to stand in, and 1 squiggle is safe to walk in (but not to build or work, and it'll cause 'could not find path' spam).

4 is too high to stand in 2 is just too high to evaporate.

3711


What mod are you playing with?
Genesis, makes it easier to establish an above ground fort and as an added bonus litters the game with things that murder you.

3712
Let's hear some war stories!

My Plantation and the Silk Industry are competing for most valuable industry and the most luxurious accommodations for their workers but the designated silk clothier became legendary from a mood so silk goods are blowing cotton goods out of the water. The plantation however is hanging on by encompassing many more industries eggs, wine, and cotton put together are enough to secure the 2nd place position. The trapping industry provides more food than any other and is integral to the village but doesn't provide much in the way of exports. Stone and carpentry are the same story but are so far behind that most of their workers are homeless. My militia commander was recently killed by raptors so his position and ownership of the barracks are up for grabs.

3713
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 04, 2011, 09:39:14 am »
Late-Summer, first year since arriving. Making rock crafts, fortifications, weapons, and armor. I've never gotten very far in Fortress mode, but I'm wondering... Is it bad to be making weapons and other combat related things this early?
I like to have a few spears lying around in case animals get nasty but you don't need an orgnaized military for a while.

3714
I just channel out a space and dig out one tile next to it, like this:
Code: [Select]
....vX....
....^0....

v=down slope  ^=up slope  X=headstone  0=wooden coffin  .=dirt

Note: Side view
It's really the same principle, I just hate making slopes.

3715
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 03, 2011, 05:46:18 pm »
i just killed a elven caravan the first time ... i hate them. do they come back and try to sige my fortress now?
Not unless you mod their liason back in.

3716
I might try this. My hacked 10k point embarks may be able to help with building the huts, too. I'll have to do this with my worlds hacked where I could bring surface crap, though, 'cause how are you supposed to live like humans without initially having surface crops?

do those who achieve legendary status count, too?
I count them.

I'd want to make sure I had a few building plans in mind before I embarked, though.
Code: (Housing Arrangements) [Select]
Peasants: 1-floor 2x3 wood shacks.
"Normal" Townsfolk: 2-floor 3x4 wood or clay houses.
Wealthy People: 2-floor 5x6 stone houses.
Barons/Counts/Dukes/Kings: 3-floor 15x20 stone BLOCK houses.

All houses get a basement with the same dimensions as the houses they sit under.
I'd suggest having a graveyard someplace, too.

I like to give my legendaries workshops but no actual industries, they can have their own still but not their own farm.

 I tend to forget what comes with vanilla and what's a product of genesis but when I do a bare bones embark I have my original seven gather plants then brew whatever can be brewed and scrap the rest.

City planning is one of my favorite part of above ground forts. I like to set up graveyards like this

#####
 vx#xv
#####
vx#xv

where x is a slab and v is a downward staircase.  below that it's
#####
^0#0^
#####
^0#0^

where ^ is an upward staircase and 0 is a coffin.

When it comes time to bury a corpse I just floor over the downward staircase and replace the slab with one engraved in their honor.


3717
I never let my dwarves hunt. When I need meat I assign one or two to a crossbow squad and send them out to kill a specific animal.

3718
I think at a certain level walls can be allowed. Like at the start, a ditch is dug for the small farmstead. After you get a mayor or something a Palisade and so forth. The fact that you can easily be raped through the nose by sieges and random ambushes makes a defense important.

Well I usually build my farms on the nobles property and fence in that property, when I blow the siege whistle they all run onto the nobles property or into a nearby house. They're safe but most of them end up trapped somewhere they don't have access to enough food to wait it out.
I like this idea. But what about soldiers and barrackses?
Barracks must be build by nobles and the soldiers who live in that barracks should primarily serve the noble they "work for."

3719
Perhaps noble's manors can have walls around them. When a siege/ambush is spotted you have to get as many civilians inside the castle as possible. And no farms inside the castle so sieges actually work.
My setups have nobles mansions inside of walls and all buildings designated as emergency burrows. It means that the levels of screwedness vary, most dwarves end up in their own homes living off of the scarce rations they have access to and and praying that there aren't any building destroyers.Even different nobles fair differently A noble with a farm might be fine but a noble with a mine may starve. You're way balances the screwed so that everyone is safe but nobody can survive indefinitely. It's really a tossup.

3720
Welp havent played this forever forgot my doctor and trader haha also dear god using therapist for the first time its so goddamn awesome. So many goddamn plants! what do they all do!

This is from the game manual which comes with the mod. It's a bit outdated (I removed some plants and tweaked others) but all in all it explains everything you need to know.


Aboveground plants
Spoiler (click to show/hide)

Underground plants
Spoiler (click to show/hide)

Basically, there are now some different aboveground plants, and more subterranean. But the one listed here should hav correct information.
Actually forgot about this but potatoes produce sweet potato starch.
This:
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:frozen potato vodka]
      [STATE_NAME_ADJ:SOLID:frozen potato vodka]
      [STATE_NAME_ADJ:LIQUID:potato vodka]
      [STATE_NAME_ADJ:GAS:boiling potato vodka]
      [MATERIAL_VALUE:5][DISPLAY_COLOR:2:0:0]
      [EDIBLE_RAW][EDIBLE_COOKED]
   [PREFIX:NONE]
   [DRINK:LOCAL_PLANT_MAT:DRINK]
   [USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:sweet potato starch][STATE_COLOR:ALL_SOLID:WHITE]
   ....

Is a segment of code for the potato. I figure you changed sweet potatoes to regular potatoes and got everything but that one mention of sweet potatoes.

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