286
DF Community Games & Stories / Re: RAZORMETALS: OH BEEPERS WE'VE STRUCK DINOSAUR (overseers needed)
« on: March 19, 2013, 12:23:00 pm »
Rawr.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
FOR THE DAHRNOSAUWRS!wat
...
1. No dinosaurs on embark.
...
4. WE MUST HAVE DAHRNOSAUWRS. This means that all doomsday devices must be reasonably contained, and allow dinosaurs to enter the map safely.
Phew, it's been a bit hectic, but we're now a bit less exposed to the wilds! We deconstructed the wagon, and our supplies are now in a pit, after some clever use of cave-ins.wat
While we were doing this, however, it turned out that those flightless birds in the distance weren't like any bird we'd seen before, as they had claws on their arms....
While we were doing this, however, it turned out that those flightless birds in the distance weren't like any bird we'd seen before, as they had claws on their arms.wat
We've been through this kind of thing before, so I have a simple suggestion based on past experience : do away the turn list entirely. Unlike succession fortresses, it does not matter what year you start playing (hell, depending on your vision, starting further down the timeline would actually probably be better for your fortress), and with so many people trying to play, it's better we share the file on a first-come, first-serve basis. Whoever is most prepared to claim the save and begin playing right away gets to have at it. Not having to put up with contacting a person on their turn and waiting days/weeks for them to start (or announce they're canceling their turn altogether) will save a lot, and I mean a lot of time.⇪
With active world history being a thing in the new version, I believe we should also approach the concept of a building the world with a much higher level of freedom. As long as you don't tamper with established player fortresses, you can do whatever the hell you want; get your dwarf civy to declare war on everyone for no reason, run a genocidal adventurer, bodyswap with important historical figures, whatever, it all adds to the flavor of the world. Maybe still place a restriction on titan/megabeast kills (since they stay dead forever), but everything else is fair game.
I'm adding you and lwCoyote to the list.Uristov....
Uristov....
Uristov....
Okay - I've changed the first post and included some quotes. Let's hope the new version attracts more overseers and people wanting to be dwarfed.I think it's alot better than the previous one, the quotes are good too.
Tell me if you think it's good, and tell me if you think it's bad. Same with my choice of quotes. Suggest new ones or removing the ones we have if they're not that good.
"If anyone remembers, and I'm starting to doubt it, I lead us to live here in Armok's godsforsaken ass-crack among the soulless walking elephant husks and thieving raccoon skeletons and crocodiles and glum purple trees and patches of mud for a reason, and it wasn't to admire the damn scenery or see the exotic zombie leopard."You need to add this to the first post. Makes a good introduction to the fort.
"It was to an extent to mine some gold and make great halls where they said we couldn't, but mostly to grow sliver barbs, farm spiders and make silk. To catch the cobs, we'll need animal traps on the surface, baited with meat. The only good source of meat here is the zombies, after you re-kill them. Do you see the problem?"
"We need silk. Silk," I told them. "You can use it to web cage traps and make mittens and -- What do you mean that's insane and not worth the loss of life?"
Even if this discussion is very interesting, I don't think that's the point of this topic.Yeah, although the thread-train looks really happy on top of that waterslide. We shouldn't do that.