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Messages - Phlum

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31
Roll To Dodge / Re: minimilast rtd: kill enemy
« on: October 28, 2012, 03:52:33 pm »
reconsider,  hire people to defend me from the others

32
Roll To Dodge / Re: minimilast rtd: kill enemy
« on: October 26, 2012, 08:47:26 pm »
i want to kill necromancer,
punch necromancer in the face

33
i had thought about suggesting this, but you beat me to it. I was thinking more like a gamemode for it though. feel like this would probobly be a time lapse, but it would be cool if you could actually watch the dorfs.

The most cpu stressing screen saver ever to be imagined, +1.


34
DF General Discussion / Re: Beta / SVN ?
« on: October 26, 2012, 08:25:49 pm »
no beta= no beta testing, so...

35
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 24, 2012, 07:49:52 pm »
Build the rules up from the ground
not trying to hate here but,  thats a tall order.

36
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 23, 2012, 06:44:50 am »
Pieces of Eight? You are rather piratey, my friend...

Or into history, in 16-17 hundreds, it was the only form of universal currency

37
DF General Discussion / Re: Future of the Fortress
« on: October 22, 2012, 09:20:50 pm »
theres birch sap leading to birch soda, RUBBER sap leading to RUBBER, sugar cane sap leading to SWEET THINGS, uh... several dozen more?

The day I can drive a group of dugged out, sugar addicts to their death's, by promising them their weight in drug as a frikking @ symbol, will be the day that I win dwarf fortress.

38
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 22, 2012, 09:07:30 pm »
Pieces of eight, and silver nobles, along with pennies. I think that just about every piece of history and culture (at least western) knows that a penny is near worthless. Pennies are therefore important. If only for symbolism.

39
DF General Discussion / Re: Future of the Fortress
« on: October 21, 2012, 02:22:07 pm »

I think aside from the general medieval time period, Toady's goal is that the societies of non-human races should not resemble any historical human societies.

I remember this specifically in the discussion of whether goblins need to eat: some people suggested goblins could be nomadic herders patterned after historical Mongols, and his response was that goblins shouldn't act like Mongols because the game should be able to make human civilizations that look Mongolian. The impression I got was that the simulation should account for the full diversity of historical human societies, with non-human civilizations looking like something else entirely.

would be cool if they were possible.

40
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 21, 2012, 08:39:32 am »
Putting Phluminton right next to Jolanti might not work well; it,s just south of the mainland and just north of Aelv.
My biggest other question is, how big are these near-constant wars being fought by your couple hundred soldiers? Followed closely by how 200 fisherfolks, feeding four each, can feed 2,100 people.
Oh, and kudos on remembering the housekeepers.
ok i see, i may need to redo this

i will edit

on the subject of wars, they have not fought wars in a while. not since they lost land on the mainland, (making this up as i go, yes) just wanted to be hated by the others.

41
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 20, 2012, 10:21:21 pm »
revised Census of Phluminton:

2 720 total population Divided Among:

830 Men

1040 Women (whered they come from?)

860 Children

MEN:

knights? what are those?

200 men at arms (about 10 ships, 25 crossbowmen and 25 pikemen) (the remaining 150 are in the navy, 5 solders on each ship and a crew of 10, and one ton of food and gear)

150 miners, (50 tin) (50 copper) (30 Iron) (20 quary stone)

300 fishermen

50 farmers

40 wood cutters

10 charcoal makers

20 metalworkers

20 craftsmen (weavers and bone/shell crafters)

15 nobles (admin)

10 merchants

5 priests (their religion is not important at the moment)

5 carpenders

5 masons

Women:

480 housekeepers

200 farmerswives

250 fisherwives

50 weavers/ clothers

30 nobility

30 craftswomen (with shells, bone, cloth and the like)

Children

860 unemployed, though will sometimes collect shells and the like for the elderly craftswomen in retern for stories.(not that this effects anything)



in short
860 children

800 food gathers/producers

480 housekeepers

200 men at arms

150 miners

130 craftspeople

60 other

40 lumberjacks

thats a little less than 1/3 food production

i looked around the net for a little while, hoping to find some number a single person can sustain and found that in the US there were about 8 million farms sustaining 123,202,624 people in 1930
hope me using the ones and tens places didnt open a can of worms  ::)

[EDIT] was unstustainable

42
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 20, 2012, 09:40:40 pm »
i'm in too, but may sometimes take a while to post.

Title: the Grey Lord

Family name: Phlum

Feif name/description: Phluminton

Phlumiton is a group of smallish Islands about a 2 day's sail (we are sailing right?) northwest of the mainland. these are very misty islands sparce of trees and with very rocky (infertile) terrain, there are abundent sources of copper and tin, as well as somewhat rarer iron. the seas around them are full of fish, whales are sometimes sighted off the cost.  hope these island fifes arnt getting too common.

Background: since the dawn of time the people of the grey have been shipbuilders. makeing up for the rarity of wood by doubuling it's effectiveness. since they have had do this, there is a sort of pride in doing everything as perfectly as possible. for that, these people are quick to protect their pride. this may be the cause to many fudes with other houses, they have a very long history of war. this ended with the loss of land on the mainland. now without a castle or a large population, these peoples are hard pressed to be much of a threat.
[Edit] location change, cant have an island on a mainland, as well as history addition.)

43
DF Suggestions / Re: Boxes to store stone?
« on: October 18, 2012, 10:01:25 pm »
A stone is a bolder. Not a tiny thing to put in a tool bin.

44
DF Suggestions / Re: Nature Destroying Constructions & Repair
« on: October 18, 2012, 10:00:15 pm »
That would be "evil." Slight difference...
I agree, savage areas should have faster plant growth.
Yup. And more fun

Venus dwarf traps.

Or perhaps throw the elves a bone and make some trees kill dwarves if it's any differant.

45
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 18, 2012, 09:50:23 pm »
I think you could use gems to imbue weapons with magic?

When home brewing I normally leave magic to be the last thing I worry about, if at all.

Anyway this is awesome, I only wish I had been more active on the forums and had seen this when it started. No way to get in the game now right? Or should I just sit back and watch?

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