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Messages - Timeless Bob

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376
Suppose bridges were built at the bottom of the moats and all connected to a lever before the moats were flooded? An atom smasher moat might be all sorts of fun.

377
I would be most honored, if you dorfed NCommander's newborn son "Bob" and changed his job to "The Chosen One".  Who knows?  In a few years, he might even be useful.

378
To build it "properly", we'd need a central keep that also functioned as the temples and store-houses for food (and Artifacts), surrounded by its own moat and walls with arrow towers, itself surrounded by the city that is composed of individual buildings with lock-able doors along a series of streets such that when people are fleeing along them, no invader has more than a twelve urist sight-line for shooting at them.  Ideally, all the roads would be bridges hooked up to levers in the Keep, which would be able to dump invaders into the sewers at will.  Of course, this would require any new building to have an unpaved road first built out to its site, which then would need to be excavated into a sewer trench and then covered by a bridge, which is then attached to that "quadrant"s sector of roads. (Having a "one bridge, one lever" policy would quickly become unweildy and confusing. Especially when some tantrum or other !!FUN!! leads a bridge to need to be rebuilt then reconnected...)

One interesting FPS saver is designating all of the roads as "high traffic zones" (accessed through the traffic menu: "d", "o").  The population will tend to path along the roads rather than through buildings, which decreases the chance that they'll be blocked midway through and have to recalculate a new path to their destination. It also helps to designate any new building's doorway as a "low traffic zone", which keeps people from dawdling in their doorways, dropping stuff that keeps them from being closed tight in an emergency. (of course, setting each door as being not "pet friendly" can also do this, but that means that your beloved pets can be stuck outside in an invasion.)  Finally, it helps to set the city limits as a burrow and add everyone who isn't supposed to be wandering in the woods to it.  be sure to add the entirety of all z-levels of the city to that burrow or you'll get "unable to retrieve object" spam.  Hunters, herbalists and woodcutters will be the only ones who will wander the wilderness outside your city, which ALSO cuts down on FPS problems.  If the herbalists just so happen to be trained as the armed and armored militia every other month, then anything they encounter in their off time wandering in the wilderness picking berries and flowers won't immediately kill them, and they'll be more likely to be on the spot when called to muster.  (Of course, any who become weapon-lords should be placed in their own troop with recruits to train in the city, and that's what should be protecting the city from within, including in-city archers.)

After the first siege (if the citizens of the city survive it by retreating to the Keep and its walls where the archers can snipe at the enemy from their towers, any new additions to the city should get their own set of enveloping walls.)

The Keep doors should be on another side from where the doors through the tower's walls are.  Being sniped through two sets of open doors is no fun, and the towers should only be accessible from inside the keep, but still have line of sight for sniping anything attempting to climb the walls of the Keep itself.

Here's a picture of the city of Carcassonne, France.
Spoiler (click to show/hide)
Notice in particular the Keep with its walls, the inner city with its walls, and the secondary wall/tower setup around those, with the area in between kept cleared.  Archers in the outer wall's towers would be able to snipe any army attempting to gain entrance to the city because they'd have to traverse either side of the entire city from the entrance in the outer walls to the city entrance in the city walls.  There was no moats, and the walls have no overhang, (which could have been a problem),  but notice how each tower stuck out from the walls themselves, allowing anyone in them to snipe at anyone attempting to climb the walls.

Of course, flying antagonists would make roofed-over defenses more important, but with the exception of a dragon or wyvern and possibly a giant thrips, most enemies are land-bound, so building a carcassonne-like walled city would still be highly defensible

379
So... This is why overhanging walls are a good thing, I guess - to keep good climbers from zipping over walls.

380
Remember, when you gen your character, post not only his name, but his race and nationality as well.  I'll update the list accordingly.

381
A Pyrrhic Victory indeed!  Those few in the military who survive must each be given a squad of fresh recruits, to train as well as they're able, to insulate them from further sieges. A law must be passed that each and every citizen above the age of eleven must spend at a minimum, two years training in the military and must also train one month out of twelve for the remainder of their lifetimes, to keep those initial skills from being forgotten.

What was once a thriving city may become so once again. As these past years have shown, only by full mobilization of the citizenry may the City continue to thrive.

382
Ryukan wishes to prove his worth

(Can we choose any race?)

Any race of any civilization provided in the adventurer screen.  You'll find that Citybalances is way down on the southern tip of a VERY populous island.

So this is  masterwork map right?

This uses the most recent Masterwork mod.  All the tiles will be messed up unless you use that mod.

383
Ryukan wishes to prove his worth

(Can we choose any race?)

Any race of any civilization provided in the adventurer screen.  You'll find that Citybalances is way down on the southern tip of a VERY populous island.

384
Anyone who wishes to play the game may immediately download the save file and make the attempt.  Post your Quester's name, race, Civilization and the story of their attempt and I'll link to that on the first page.  Particularly incredible or well written stories will be used as part of the ongoing world and its save file will replace the original one for any further challenges.

385
The Realm of Slaughter founded what was to be a glorious city to the west of Greatsavages where their King holds court in His mead hall.  Alas, it was not to be - the great city was conquered by Oinomancers (Wizards of Wine), who slaughtered every inhabitant before cursing the site with further abominations.  Before its untimely end, a great temple to The Soaked Fin was built, and somewhere within that temple, a gem studded statue of The Soaked Fin waits to be reclaimed.

This is the adventurer challenge:
  • Travel to Greatsavages and meet with the King. This is where your adventurer will be given his/her quest.
    (Provide proof of this meeting with a screen capture.)
  • Travel to Citybalances and retrieve the statue of The Soaked Fin from its place in the temple.
    (Describe the journey and provide any screen captures you wish to tell the story of your adventures getting to the Statue and getting it back to Greatsavages)
  • Bring the statue back to Greatsavages and present it to the King.
    (Provide proof of this final meeting with a last screen capture.)
  • Save the game and post the new save in this forum.

The Quest is successful so long as the King is alive and the statue is left in the Mead Hall of Greatsavages when the game is saved.
Extra honors for the adventurer that returns with trophies taken from active enemies of The Realms of Slaughter or from great beasts of the wild.

This challenge uses the Masterwork Mod
Latest save: The Quest for the Fin

Questers who accept a turn but then do not post an update on their quest (A paragraph or screenshot plus caption at the minimum) before one week has passed, are considered to have gone missing and the next person in line will begin using the Latest Save.  At any point, a Player may voluntarily Retire their adventurer, which will immediately give them the next available turn.  Of course, the Save with the retired adventurer must be posted so that the turn may pass to the next one in line. (If a retired adventurer is killed before they can take another turn, the Player still does not lose their spot.)

It was all a dream... If the game crashes during a turn, a Player may pick it back up from the last save they've made during the turn.  Everything that was "lost" when the game crashed is considered to be a prophetic dream sent by the Gods.  Game crashes are basically automatic "do overs".

Heroes who have chosen this Quest: (Currently questing Died in the attempt Retired Gone Missing Succeeded gloriously It was all a dream...)
1. Ryukan Questman, a Human Blademan from The Realms of Slaughter  The Dream of The Not-so Epic Quest
2.
3.
4.

386
No, we do have a firing range.  It's up two levels directly above the west gate.  You can see the piles of spent ammo on the level below quantum stockpiled.

387
"At that time, it was an Uruk named..." would be the best English.  Nontheless, the way its written is still perfectly understandable.

388
True.  Of course, you could also just have rooms with bridges that dumped possible combatants into a glass-block central cell, itself connected to the exit with an "endless passage" type of arrangement. drop them into a room filled with cage traps and hey presto! 

389
Yea I didn't mean to rush you, just wanted to know if you were still alive since we had a bad start. I didn't want to wait a week to find out your computer burnt too  :D
Anyway! Save's up again for anyone to claim it. As usual if none comes forward in the next week I'll restart the rotation and you may all play another turn.
Soon a new piece to the story!

EDIT
I took a look at the save... I have just one question: did you do anything during your turn?  ???
Our problems with FPS just became SERIOUS 400+ livestock is absolute madness. We'll need a hero to put this fort back on track.

I butchered all the moleweasel kits and dewbeetle nymphs, mined out more bauxite to be made into blocks for the Z+2 3x3 bedrooms (added maybe 10-12 of those, since the fps was Sooooo Slooooow), and also added the Oubliette/Endless Passage.  So far, a single Ferric elf and a goblin has survived the plummet.  Interestingly, the elf killed off the goblin the first chance it got - it would be interesting if a Colosseum was built with cells operated remotely by levers, where the various captured prisoners could possibly fight each-other.  An exit lined with cage traps behind yet another remotely operated door would keep any from escaping.

390
OK, save file is posted with some pics in the original post.  Next!

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