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Messages - TeleDwarf

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241
close enough, who says it will be remembered that way?
who do you think writes the history down?
The council secretary
Ok, since you are the historian - have it your way. I never liked history anyway :).
I love the idea of yearly plans, once we're properly established I suppose we can start doing that?
In the meantime are you going to whack a time limit on votes now?
This time it would be nice to be reasonably sure that everyone chose their behavior before unpausing as certain choices can result in swift death or at least a metal bolt protruding from the liver.
It would also nice to somehow facilitate more proactive behavior. The more I know about the dwarves - the more I can flesh them out (like Derpislava's incline to mechanics made her a first choice to become bower). Any ideas how to do that?



242
I think a section, maybe as the first spoiler (or maybe after the background/history) dedicated to a brief outline of council rules and responsibilities, and a little note on the position of newly entering dwarves?
Just something like the fact that there are votes etc etc, and that the council started as the 7 original settlers.
(if you want I could write it up and pm you?)
That would be great! except that the council started not as the 7 original settlers though, as in your council list Derpislava Patternedlance and cyberTripping Trussmine are migrants of the first and second waves.

Other than that, I'd be happy to give you any other help, but what can I do?
btw, to help with structure, maybe if whenever you put forth an issue you give a time limit for voting, and then I can count it up when the time limit comes (I did intend to do that originally to ease the load, sorry!)
That is cool too. I am perfectly fine to play it slow. It will be slow anyway and I am perfectly fine with having "turn-based RPG" with special interrupts. for example we might lay plans for some time period(year, season), then look how it plays out and interrupt if something quite unexpected happens (like this first ambush).

I can even envision more freedom for players, like decisions of what to do, or not do(like Derpislava decided to seek glory despite the danger to her little son). Create guilds and work unions including NPCs(mason player may decide to create masons guild, other players may or may not join him, NPCs join according to their relationships and/or personality...), then union leader, or guild master, or vote of members may decide what to do, or whether to make demands and such...
For example masons guild may decide to demand to move their quarters closer to city center, additional workshops for new guild members training and 2 months off every year.  Council then have to negotiate, give in or deal with masons guild strike. Loads of fun...

243
the vast majority of the council shows great voting apathy...
OOC:
That may be because some of them never actually wanted to be in the council in the first place, or maybe because they do not have a strong opinion on the subject, or because they are reluctant to vote "nay" for human relationship reasons...

But I think it is because how unorganized this game currently is. It started as a running AAR, but was quickly overrun and turned into a community RPG with some political structure, roles, titles and even rights of the players. But the OP is still more like a running AAR, and I am a pretty inexperienced GM, so I could imagine that people can get confused as to what is expected of them. And newcomers are even more so...

That said I would greatly appreciate the OOC help with managing it all, even "trivial" advice as of what to put on OP and how to properly notify players of their options(or obligations) would be welcome.

ambush vote results so far:
Derpislava - wants to lead the sally.
neblime - wants to participate in a fight, but to use peasantry as meatshields.
Cain - would either sacrifice a few peasants(and elven caravan, and Urist Mc Dwarf) and wait out inside or risk a pitched battle in close quarters among the commoners.
cyberTripping - would rather desert and hide in the cellar until all is over.
Urist Mc Dwarf - is going to do an artifact or die trying.

Please correct me if I got your intentions wrong.

That suggest following plan of battle:
Derpislava with 9 conscripts will hide in a mashroom cave, cyberTripping will hide in the cellar. Other dwarves will hide in the Longhall and bar the doors.
Once goblins are close enough - Derpislava with her conscripts will sally from the cave, while other peasants will swarm from the longhall, encircling the goblins around the Urist Mc Dwarf. Other council members (except Derpislava and cyberTripping), along with anyone who knows how to use a crossbow will go upstairs and try to shoot goblins from the Longhall roof, while remaining relatively protected.

Possible problems:
1. We could not be able to gather everyone where we need them and goblins can catch us half-prepared, with doors blocked by some random gander.
2. Squad reassignements may lead to some dwarves dropping their weapon(namely Derpislava and cyberTripping), or armed conscripts not managing to pickup equipment in time.
3. Other goblin suqads may encircle  our encircling troops.

Does this plan sounds reasonable?

We have to make a gate to protect the fort from these goblins. While this may prevent yummy vermin from getting in, it will save us cats from getting slaughtered.

If your adopted dwarf will gain residence in castle - you will most live inside the gates most of the time :)

No, I can't get this damn thing to load to more than 55% no matter how much I wait/refresh.
That is weird. Does anyone else has similar problems? any leads what might be causing it? Do you have same problems with other maps on that site?

244
Remember those two big votes we had so far? First time council mandated to dig for ores, second time - to craft crafts. Noone given me permission to build buildings, so we still have exactly one. Have you checked out the map?

Also, are you sure about Derpislava? After all she stll has that baby on her tit...

245
DF Modding / Re: Mod-in nobles in ongoing game
« on: December 04, 2013, 05:11:39 pm »
thanks Quietust.
That cpp is in dfhack sourcecode, right? I will need to compile my own plugin for that to work, correct?

246
ATTENTION! THIS IS NOT A DRILL! ALL HANDS ON DECK!

It is now 15 Hematite, 128, Early Summer. The third year of our settlement.
Urist Mc Dwarf decided that this is as good time as any to be taken by fey mood. And as he traeds blissfully to the carpenter's shop he suddenly hears a "tiang!". It was a goblin ambush leader. He just released a bolt in the general direction of Urist.
We are attacked! We urgently need battle plans.

We have a decent number of half-trained marksmen, but with armor. and most of them are important, named dwarves.
We have a decent amount of migrants, but most of them have no training whatsoever, and those who knows in which hand should one hold his weapon are lacking the said weapon.

Enemy forces discovered so far are four goblin axemen, lead by one goblin crossbowman. It is possible that more goblins are hiding nearby.

What should we do?
Should we risk our most valuable dwarves or should we turn this battle into a bloodbath by conscripting peasantry and using them as meatshields?
Should we sally forth and attack the enemy in the field or should we seek a more defensive ground, although risking being surrounded by yet hidden enemies?

The enemies are ~70 steps to the southwest of longhall. here is our military situation:
Spoiler (click to show/hide)

247
I would suggest building our trade depot in a small, wooden watchtower somewhere near most of the workshops, with the floor level being depot, cellar and upper floors storages, and the higgest one barracks. It would be located outside of the keep, and both function as a store for trade goods and a safe place for citizens and merchants to hide during a siege.
Ok, I'll try to do it if council approves.

Has a cat done anything worth naming it yet?

He arrived with one of the migrants, check the OP :)

248
DF Modding / Re: Mod-in nobles in ongoing game
« on: December 04, 2013, 01:28:04 pm »
Some flavored titular noble positions with room requirements and mandates. If mandates could be weighted it would be awesome. Like Senators would more likely mandate golden crafts and alcohol, while military tribunes would demand more weapons and praetor would demand soap.

249
DF Modding / Re: Mod-in nobles in ongoing game
« on: December 04, 2013, 01:02:36 pm »
Maybe some other option? DF Hack? DFusion?

250
If we're deciding on where to put the depot, it needs to be protected somehow. Any structure would suffice, as long as it could keep things out in emergency.

Well, with Trade depot we are getting quite ahead of ourselves. as you can see on map: we do not actually have neither city, nor village, not even keep, so placing trade depot is not actually our first priority. We should also keep in mind that while it would be nice to protect merchants from hostiles, it would also be nice to please our insane old king with a "open" fortress, without enclosing large portions of our settlement with impregnable walls.
While it should be ok to have impregnable castle for our more valuable citizens (and here I mean nobles, senators and such), it can be quite an overreaction to put impregnable defenses around more common areas, like, for example, marketplace.

Although I think it is ok to have a city wall too, but with clear and always-open highways for trade and othe civilian traffic to flow freely.

While it is hard to predict the size oh the city, and thus hard to draft any particular plans for city walls, I think we can somewhat estimate the size of initial keep, and therefore lay plans for castle construction and design. It would be nice if Fortification Commissioner could layout plans as to where should keep be, how many gates should it have, what is the architecture of it's main structures and how large should it be. This way we will be able to start settling common warves around the keep, and save ourselves from the need to dismantle their shacks later.
The cliff to the north of longhall looks rather promising and scenic to put keep there.


251
DF Modding / Mod-in nobles in ongoing game
« on: December 04, 2013, 11:46:11 am »
can I add a few additional noble positions to the game in progress somehow?

252
Having so many new dwarves I intend to use the -PROCLAMATION OF GOVERNANCE REDRESS OF THE SLICK MURK OF THE LUSTROUS TRADES- in regards of separation council and non-council roles.
Council Secretary Inkydance, could you please update the document with more roles? We at least have Urist Mc Dwarf, who volunteered to be a Fortifications commissioner and I am not sure if it makes him a senator or if council is even willing to give him such office.

253
DF Dwarf Mode Discussion / Re: what is the WORST kind of zombie?
« on: December 04, 2013, 08:47:47 am »
ignoring how it might/might not be possible to happen, what is the worst type of zombies to encounter?
Let's exclude clowns as a bit of an obvious winner.  (not that that occurs much... does it?  Are they Immune to evil weather?)
I think giant mosquitoes are the worst because not only do they fly they come in huge numbers. 
That said Giant sponges are problematic, but very weaponizble!

I sincerely hope that your interest is purely academic ;)

254
So you suggest to put depot inside the castle? Wouldn't noble dwarves object such lowly neighbours?

255
I have update Urist Mc Dwarf in the OP. other dwarfing (and catting) requests I will process tomorrow.

I have also uploaded map to the map archive:
http://mkv25.net/dfma/map-11941-gorgeadmired
This way our Fortifications Comissioner can start planning our fortifications :)

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