Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - LMeire

Pages: 1 ... 60 61 [62] 63 64 ... 75
916
Masterwork DF / Re: [HUMANS] - Post your ideas
« on: April 08, 2014, 11:00:49 am »
How about a thieves' guild and an assassins' guild with associated castes?

Thieves would sneak up on idle workers and "pickpocket" them generating cash and possibly making the victim unhappy, if possible, pickpocketing should be seen as a crime by the guards but unnoticeable to ordinary citizens. Maybe a series of "front-shops" for the thieves' guild to increase the rate that thieves attempt a pickpocketing in addition to usual craft-production.

Assassins would be a military caste with naturally high dodge and ambush skills. The assassins' guild could be used to put a bounty on any unit on the map in exchange for an expensive fee, causing all assassins on the map to attack the targeted unit on sight. Assassinating a civ-member would still be seen as a murder if witnessed, but if possible should not start a loyalty cascade. Assassins might automatically target a worker that shares a grudge against someone, generating cash instead of costing it like a bounty.

917
DF Dwarf Mode Discussion / Re: Design of a Dwarf Fortress
« on: April 07, 2014, 05:25:20 pm »
Barely renovated mine.

I follow mineral veins for hallways and carve out rooms from the "ordinary" stone around them, occasionally ramping up or down by a level or two for maximum pathing issues. (I find that getting lost makes it hard for a siege to massacre the civilians, should they break through the first lines of defense.) Usually this design is rather on the "Oh crap I'm lost and dying of thirst" side so it helps to have multiple dining halls, wells and food stockpiles scattered about.

I like the idea of dwarves being so single-minded on digging up wealth and partying that they simply don't put any thought into city-planning or other "pointless elfy things" like that.

918
Masterwork DF / Re: What's happening in your Fort.
« on: April 06, 2014, 04:18:07 am »
I embarked on a pair of rivers, (Was hoping for a waterfall.) this is what I got.



All of my orcs were on one side of the water, while the wagon and all of my supplies were on another.  >:(

How does that even happen? I had to survive by having everyone gather plants until migrants arrived on the right side, and that took a year.

919
Masterwork DF / Re: What's happening in your Fort.
« on: April 05, 2014, 04:06:10 pm »
...
 Last Lord Uruk still alive and got custom profession "Highlander". But he doesn't really care about it anymore. He didn't had single mandate or demand from start, so i still have no idea what he likes ._.
 ...

Why don't you just look at his recent thoughts and preferences?

920
Masterwork DF / Re: Need a helping hand with orcs
« on: March 24, 2014, 01:22:29 pm »
I suggest farming drakes; warbeasts, metal-grade leathers and bloodsteel are plenty thematic for an orc-horde. You can periodically shear the drakes for iron-grade scales, train the strong ones as warbeasts, and butcher the weak ones for blood and bone to make bloodsteel.

921
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: March 23, 2014, 05:47:50 pm »
Would the fixed temperature of Nethercap barrels insulate liquids from freezing? Or is that too cold/not possible?

I embarked on a glacier and I'm trying to brew bloodwine, but all my blood keeps freezing so the fort is entirely too reliant on trade for my preferences.

922
Masterwork DF / Re: [WARLOCK] - Discussion and Suggestions
« on: March 19, 2014, 01:35:19 pm »

Heres what i learned:

Do NOT embark on an evil biome! It may seem like fun at first but soon you will see that you cant butcher any corpses becase they come back to life before they get too the Butchers Shop! Also, God help you if you have mussels in your river and you fish them...

Also, if you lose any warlocks, they'll come back to life as "friendly" corpses and constantly interrupt your workers/pets.

923
Masterwork DF / Re: V.4i Henteldentebi - Kobold Submarine Challenge
« on: March 15, 2014, 03:28:16 pm »
I am exactly like that in real life. Spooky.

924
Masterwork DF / Re: V.4i Henteldentebi - Kobold Submarine Challenge
« on: March 14, 2014, 05:10:37 pm »
I'm loving the story so far, looks like it's shaping up to be full of fun.

925
Masterwork DF / Re: [GNOME] - Gameplay Questions
« on: March 13, 2014, 11:24:16 am »
All of my children are extremely unwelcome by nature, any idea how I can avoid this?


926
Masterwork DF / Re: V.4i - Kobold Submarine Challenge
« on: March 13, 2014, 11:06:51 am »
I've built kobold "pirate ports" before, though I never bothered to try and build under the waves. (I ended up making a bunch of traps that washed invaders off the path with overhead aqueducts. I was so safe that I fell in to an old habit and loyalty-cascaded until there was just one guy getting the snot beat out of him by 5 different ghosts.)

I was thinking you could manage a submarine by pumping it all away by hand, though I'm not sure if hand-power can transfer between pumps well enough for to construct something like this. (Or at all) That could get tricky though, as you'd have to have someone pumping at all times until construction was finished for the z-level and with all labors enabled someone might decide that they'd rather go fishing instead.

927
Masterwork DF / Re: V.4i - Kobold Submarine Challenge
« on: March 13, 2014, 02:35:43 am »
Are razing invaders on? 'Cause I just imagined a titan showing up, destroying a few floor tiles, and sinking the entire "fortress" before you can mobilize any kobold mobs. EDIT: Or worse, what if they punch a hole in one of the walls keeping the water out?
--
Kobold me too? If possible, I wanna be delusional from drinking too much seawater on the way there and have an imaginary pet parrot named Paco.

928
Masterwork DF / Re: MW V.4i Bug - No trees in Warlock mode
« on: March 12, 2014, 07:02:24 pm »
Mountains and other tree-less biomes almost always read as "heavily forested", embark on a jungle for your trees.

929
Masterwork DF / Re: MW questions
« on: March 11, 2014, 09:35:04 am »
Pick your favorite ranged weapon-ammo set and only make those, melt/destroy everything else. If Marksdwarves have only one weapon to pick from then they will only use those weapons and you won't have this problem.

*Shudders at the thought of more than 2 fire-mages*

It's really just picking a magic sphere and tailoring your economy to it; what I do is set up 5-8 stockpiles near the school/altars for the specific reagents. (Platinum bars, paper, and orichalcum bars plus the reagents for joining the specific schools) For fire you'd need to make a concentrated effort to acquire surplus obsidian, coke, oil, and ash; so I'd suggest embarking on a volcano and also farming pig-tails and tree saplings. (Volcano for easier access to obsidian and less coke-use, crops for renewable oil and logs to burn.) Alternative to a volcano embark, you could use magmalings and waterlings to build an obsidian "farm"; alternative to everything I just said, focus on whatever industries you're best at and just trade for the reagents. There's lots of options for everything, really.

930
Masterwork DF / Re: What's happening in your Fort.
« on: March 09, 2014, 05:19:00 pm »
Dwarven merchants drove their wagon right into my moat.



Do forbidden goods count towards fort wealth? 'Cause I'd rather not get a siege until after my defensive woodchipper is set up.

Pages: 1 ... 60 61 [62] 63 64 ... 75