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Messages - Broseph Stalin

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3721
DF Dwarf Mode Discussion / Re: What age is my fortress?
« on: December 03, 2011, 08:06:52 am »
Or engrave some stuff, and you'll probably get something along the lines of:
This engraving relates to the founding of [fortress name] in the Year __ by [your civ name]


came into this topic to say that
Came into this topic to say that I was going to say that.

Every year I have a 10x10 square engraved to act as a calendar of sorts.

3722
I'm sigging this.

I wonder if you could have a few families competing against each other, each with their own retainers and armies.
You could, you would just need to have each squad serve a different noble. If there's an ambush or siege each squad acts independently defending only their nobles property.

3723
This is the style I've been playing with lately, it's basically just upping the ante on above ground forts and incorporating a bit of good ol fashioned capitalism. It makes animals a more serious threat and sieges are more realistic.

BSSAEABADVC:

*All construction is to occur above ground. No workshops, or buildings may be built on subterranean squares. Buildings may have basements containing stockpiles but the basement cannot larger in any dimension than the building on top of it.

*There can be no wall protecting the entire village, Nobles may have walls protecting their own property.

*There are no public services. All industries, major stockpiles, and community buildings will be "owned" by nobles and built on the property of nobles. This includes farms, mines, and quarries.

*A noble may only own as many industries as their "wealth" permits. An expedition leader may own one industry (for example agriculture) and the workshops that are a part of this , (farmers workshop and distillery).

*A legendary dwarf is a demi-noble.They can own a workshop but not the primary aspect of an industry(They can own a masons workshop but not a mine)

* All houses must be individually built: no apartments, no dormitories.

*A dwarf's house should reflect it's status and "income".  In a fort that has cloth as a primary source of income a clothier or weaver should have fairly nice accommodations.

*Cage traps can be used provided there's a noble for the trapping industry. Weapon traps may only be built on a nobles property.

*The emergency burrow must encompass all buildings that can be locked or barricaded with a drawbridge (this way dwarves will run to the nearest building)

* To have an organized military you must have a barracks and a barracks must be owned by a noble.

WARNING: Side effects may include fatal badgerstorm and sudden appreciation for nobles.

3724
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 02, 2011, 10:12:05 pm »
I've started building villages and it's pretty fun and pretty Fun. Only the nobles have drawbridges and perimeter walls for protection, everyone else has a 3x3 hut with a 3x3 storage basement and a door to keep out any nasties. All of the nobles have assigned roles, one will "own" a farm and all of the farming related workshops, another will control the mine and all of the stoneworks, another might  own the primary warehouse and so on. The real fun comes from how exposed it is- when there's a siege it's really a siege not just enemies patiently waiting outside while everything is business as usual within the fort. Unless a dorf was on a nobles property at the time he has to survive off of the slim rations in his basement and then either die of malnutrition or make a mad dash to another house. Some gorillas decided to camp out in the middle of town and until they leave or the situation gets desperate enough for everyone to mob them with their bare hands 23 dwarves are slowly dying.

3725
DF Adventure Mode Discussion / Re: the AI uses wierd weapons sometimes.
« on: December 02, 2011, 01:56:50 pm »
I like to stab somebody, fill a waterskin with their blood, and beat them to death with the blood.

3726
I prefer small forts, I like to know each dorf intimately as it suffers, so when it dips below about 20 FPS I ragequit,

3727
DF Dwarf Mode Discussion / Re: More Ghost Science!
« on: November 30, 2011, 07:46:34 pm »
That's actually one of the big points, when the Mad Clothier rose he seemed to be attacking people who killed him. I'm going to test it as soon as I get a berserk dwarf.

3728
DF Dwarf Mode Discussion / Re: More Ghost Science!
« on: November 30, 2011, 06:18:22 pm »
25 Opal 6

Our efforts bore fruit today. Subject 3 became Stark Raving Mad and stripped off all of his clothes before the mechanism could be reset and dropped on him.The emotional tole of losing Subject 4 is making the citizenry unhappy, some of whom happen to be very skilled swordsmen with very short tempers. For the sake of sustainability testing will cease until either a ghost rises or taking more subjects becomes viable.

 
Subject 1 Rigothrobek: Blank Slate, No contacts Average Mood
Subject 2 Portalgrasp: Miserable, Sane No Contacts
Subject 3 Fokerfikod: Stark Raving Mad No (surviving) Contacts
Subject 4 Idtat: Ecstatic, No (surviving) Contacts

3729
DF Dwarf Mode Discussion / Re: More Ghost Science!
« on: November 30, 2011, 05:17:02 pm »
19 Moonstone 6

Events have transpired quickly. In an effort to push subject 3 over the edge we activated the mechanism while he was not directly underneath it. It succeeded in making him miserable but also had blowback strong enough to  knock the expedition leader into chamber three and a pile of burning coal. The expedition leader was ecstatic at the time so instead of considering this a laboratory accident we now have Subject 4. Subject three's capacity has been reduced, he will now serve solely as an example of an insane dwarf as his only close contact has been killed. We've yet to see his reaction but it seems very unlikely he'll hang on much longer.





I am super good at killing people.

3730
DF Dwarf Mode Discussion / Re: More Ghost Science!
« on: November 30, 2011, 04:57:03 pm »
4 Moonstone 6 Chirpacted II

Subject two's resilience has left us with a very small number of dogs, butchering anymore would result in a population too small to reliably breed in the near future. The dogs which were assigned to Subject Two will instead serve in death to torment Subject Three. We've filled the chamber waist high with water and created a vile slurry of fetid dog tallow and scraps of dog flesh. He will live and sleep in the slop and it will provide his only source of food and drink as well.

3731
DF Dwarf Mode Discussion / Re: More Ghost Science!
« on: November 30, 2011, 03:40:42 pm »
2 Timber 6

Subject 3 has been chosen. Olon Fokerfikod, Miner has fallen in love with Zuntir Itod Expidition leader. He will be driven insane and then killed to test two fold the impact of mental state on a ghost and the effect of relationships in life on behavior after death. He has been assigned to chamber one we have begun pelting him, with garbage depriving him of basic necessities and assigning him pets to murder. The waiting game has begun.

3732
DF Dwarf Mode Discussion / Re: More Ghost Science!
« on: November 30, 2011, 02:35:22 pm »
Have you tried to put something burning into a nearby pit? The smoke may be just enough to drive them over the edge.
I'll try that with one of the subjects but even being choked with smoke and set on fire wasn't enough to keep Subject 2 down. For the moment my objective is to put out the fires because because coal burns for a REALLY long time. My dwarves are pouring water into the pit but it turns to steam before it gets high enough to reach the fire. On a positive note I'm now integrating dwarven incinerators into all of my fortresses, the coal is burning hot enough to melt the stones on the floor into DIY magma.

3733
DF Adventure Mode Discussion / Re: How much blood do humans have?
« on: November 30, 2011, 06:34:33 am »
if you are slow time goes faster so he must have been extremely fast.
Got my words backwards there but this is correct.

3734
Hard to say. On one hand continuing to send caravans results in a massive trade deficit on the other hand dwarves are the physical manifestations of humanities nightmares when they're happy, do you really want to stop being useful to them?

3735
DF Dwarf Mode Discussion / Re: Artificial Artifact Project
« on: November 29, 2011, 08:09:27 pm »
I always take my nobles masterwork beds and use locked doors and private workshops to load them with as much crap as dwarvenly possible. Still the only possible place to take this is to recreate planepacked. Create a sacred object that details the entire history of the world.

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