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Messages - Grimmash

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226
Masterwork DF / Re: [WARLOCK] - Collecting Ideas
« on: December 27, 2013, 05:47:25 pm »
I don't know if it was sugested already, but you could implement the repair of minions using corpse parts/bones as reagents and perfoming a quick transformation to a generic creature and back.

This idea, with a very short skeleton life.  I was thinking something like 1-5 years.  Hell, if I get 10 years out a dwarf, that is a banner day for the fortress.  That also makes the need for killing paramount.  Unless you can use animal bones to  repair your skeletons.  But that would be hilariously gruesome.  "We must order these stupid wretches to harvest the cows before they fall to pieces!  There are bone and viscera bits all over this fortress!  I'm glad losing my soul and mortal body was part of the bargain, otherwise I'd be puking all over this tower!"

As to cages, you can ignore them.  I am trying to ignore all traps in my MW fortresses.  Even if you do use cages the micromanagement of completely disposing of all the gear, then pitting prisoners, then killing the survivors (depending on your pit) to train your militia does somewhat balance the overpowered nature of cages.

227
DAMMIT WE ARE DWARVES!  If we see shiny metal, we must do something with it.

228
Ah.  Grimmash isn't much of a fighter :).  I'll write something up for it.  He's really more of a craftsdwarf at heart, and just wants to build things that are beautiful.

229
A few answers:

I am spoilering the following, because it involves using dfhack to answer a question:
Spoiler (click to show/hide)
 
Unspoilered part of the answer:  I was hoping for a drow caravan, or a dwarven caravan, hence the metric ton of gold-bearing rock mugs.  The mugs were fast, and were meant to be a get out of jail free card for food, and most importantly, they we supposed to be gone by this point. Stupid value of those things is probably hurting us now.If you manage to get a caravan in, you should be able to buy the whole damn thing out with all those mugs.

I know harder farming is on, because the fields were almost all empty when I started, and nothing I planted grew.  I lost some above ground seed, because I was not aware harder farming was on until early autumn.  Then it was painfully obivous.  I was honestly expecting to have food sorted by mid-way through the year.  Oh well.

All the materials to build a Researcher's Study and Herbalist are in the dump pile, outside the stock room by the temples.  I forgot to forbid bins in the stocks for research, and was unable to get it all loaded back into the stockpile due to everyone hunting vermin and fishing for food.  If you can find more gold, research the mint, build the embassy and the toolmaker's shop (for the dies for the mint), by all means summon a caravan.  Just read the manual that comes with masterwork, it's fairly easy to get the coin mint.  I... totally blanked on that.  Sorry guys.  Just be careful - the whole surface is going to slowly burn up.

Yeah, use a bridge to seal off those few stair tiles.  I tried to leave room to do so.  As for layout, I put in the most relevant levels in vertical order in my final write-up.  I think I skipped a stockpile layer or two.  I did take out the kitchen, because the main floor was so chaotic I could not understand what the hell was going on.  Most everything was rebuilt, save for the Masterwork forges, a thatchery, a possible few vanilla shops that I had no real use for.

230
Every named dwarf save Grimmash was dead at the start of my turn.  In the ensuing bloodletting, starvation, giant inferno and orc attack, I just assumed it might be good to survive and not worry about redorfing.  Sorry :).

231
Masterwork DF / Re: [WARLOCK] - Collecting Ideas
« on: December 26, 2013, 10:09:30 pm »
Chiming in to say I like the idea of very few nobles, and no real migrants.  If there are migrants, I think it should be acolytes of some shade, or a powerful necromancer lord that wants to usurp the current order.  I'm not sure how that would work out though. 

The idea of only having seven (or some starting embark size) of necros, but they don't need bodies was nifty idea someone else tossed out.  I imagine that working something like the temple of armok, but giving the resulting body a longer life span, or no set limit, and then having a slain necro drop a shard that requires the reaction again to reanimate?  That way you could have fortress death if all your necros are disembodied, and you have nothing left to reraise them with.  There could also be tiers of reaction, and you might have to kill the current embodiment of the necro to get its' soul item, and run the reaction again.  So if you want to upgrade, it requires sacrificing the current form and a period of danger for the new transformation to take place.

Not sure if this has been covered, but it might make sense to have skeletons or whatever have a shelf life, maybe a syndrome that causes random body parts to rot or disintegrate or something, so you need to engage sieges to replenish the undead slave hordes.  A sort of trade off for what I imagine will be rather shockingly powerful necromancers.

232
I'm just curious how my hand got injured.  Any ideas?

233
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: December 26, 2013, 09:58:35 pm »
Derp.  I have the nobles fort to finish and the most recent year of Umgankor to write up.  As soon as i finish those up, Saltmines will rise again!

234
Masterwork DF / Re: Succession Forts
« on: December 26, 2013, 06:52:22 pm »
Thanks for the link!  I'll note that my fort is more a tutorial fort, in that I explain things from the player perspective as opposed to really getting into character.  How well I explain is up for debate :).

I like the idea of forts going in the Community Games forum, as I think more people might see them there.  I know I would join more, but I am spending enough time on the forts I am already in!

235
I dug out an iron vein or two, so there should be some.  The only problem is that whoever is next will either burn up all the wood to use it, or need to dig deeper.  I did run into mummies, and a few other nuisances in the cavern.  But compared to the sieges they seemed rather bland.

237
Summer

I have set aside rooms for more dwarves.  By Armok’s Grace, we will last through this siege and find food from our brothers from the Mountainhome.

12th Hematite

We have no food.  Our fields are expanded and planted, but we have nothing to put in our mouths.  I have designated all the ponds within our walls for fishing, and ordered construction of a fishpond.  I hope my device works to reopen our fortress…


17th Hematite

The elven traders have all gone into melancholy.  Perhaps we can tunnel into the depot once they have passed and claim some of their food.  I have order our militia to kill the envoy.  When next year’s caravan comes, we will tell them stranglers killed the elves.

Spoiler (click to show/hide)

4th Malachite

The devices are almost complete.  Thank Armok the pond has been completed.  We are down to hunting vermin.  I order a turkey slaughtered, the last of our available livestock.

20th Malachite

The trap worked!  We lured in the stranglers, into a new entryway, and I was able to use bridges to smash all but three.  Unfortunately two are stuck on the wall!

Spoiler (click to show/hide)

Spoiler (click to show/hide)

27th Malachite

Well, we have constructed an artifact abacus.  While this may help us in the future, for now it will go into the stockpiles.

Spoiler (click to show/hide)

7th Galena

By drafting all our dwarves, I have rigged a controlled cave in to try and get rid of those pesky elves.

Spoiler (click to show/hide)

The plan worked, but destroyed everything, save for the armor of those damn elves.  Well, we have mithril, if we make to the next caravan.

9th Galena

In order to find food, I am going to try and dig to the caverns.  Perhaps we can find mushrooms or moss…

13th Galena

The caverns were only a few floors below us!  We found iron, gold, and many other things.  I have ordered our craftsman to begin creating gold-bearing rock mugs for trade.  There is not much food, as it appears the caverns are barren and lifeless.  Still I have ordered all able bodied dwarves to salvage what food they can.

Spoiler (click to show/hide)

14th Galena

An Orcish siege has come.  We have resealed the gates.

Autumn falls, as we start to lose our brethren to starvation.

Autumn

Although no pages are missing, it appears nothing was written during Autumn.
Winter


3rd Moonstone

It appears the Mountainhome has forsaken us.  No caravan came, not even to bypass our besieged fort.  We have been left to die.  So be it.  We shall try to carry on.

I was notified of an artifact scabbard being constructed.  Wonderful.

Spoiler (click to show/hide)

We have no food, no drink.  New farms are in place, and I am digging out space for more fish ponds.

We also have a new catapault, to try and fire upon the orcs on our borders.

1st Opal

In desperation, I ordered our archers and soldiers in position to try and break the orcish siege, and find food outside.  We lured in one warlord and struck him down, at the cost of half our melee fighters.

Over the days that followed, our archers needled the remaining orcs.  Eventually enough blood was spilt and the orcs withdrew.

Spoiler (click to show/hide)

11th Obsidian

As our dwarves scavenge for food, we are finding the dead around our walls.  One of our fisherdwarves has starved.

13th Obsidian

And now giants have laid siege to our home.  I tried to lure them into the trap, but the when the bridge dropped, it simply smashed into pieces.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

23rd Obsidian

Our archers are valiantly shooting at the giants, but doing little.  They have a wizard with them, who appear to have somehow lit the plains on fire. 

Spoiler (click to show/hide)

27th Obsidian

As best I can tell, the wizard threw some sort of magical fire at our marksmen.  Five have bled to death, and another has starved.

Spoiler (click to show/hide)

The conflagration continues to consume the plains.  Almost all of us are starving.  A handful have started to go mad, tantruming and lashing out at those around us.

Spoiler (click to show/hide)

I leave you with the fort as it stands, with my thoughts for the next overseer.

Here are the newest farms and fishponds, along with a seed stockpile:
Spoiler (click to show/hide)

This is the cleared main floor, with expanded farms and more fishponds:
Spoiler (click to show/hide)

The Abbey is complete.  However, there were issues with bins, and most of the research items and in a dump pile outside the stockpile.  I had hoped to build out the research buildings, but the sieges and starvation slowed me down.
Spoiler (click to show/hide)

I relocated most of the workshops down a few floors.  Above this is a set of stockpiles that holds most of the rest of the goods of the fort.
Spoiler (click to show/hide)

The next floor was to be the forges, but I ended up saving wood for arrows and emergency building.
Spoiler (click to show/hide)

My plans for new bedrooms.  Obviously not very complete.  The mayor’s suite is dug and smoothed.
Spoiler (click to show/hide)

Here is the cavern entrance.  The first layer is barren, with no moss.  There is tons of iron.
Spoiler (click to show/hide)


Levers 

Off the dining room.  They are all labeled.  The top left level is the inner door of the courtyard.  The middle top is the nest door outwards.  The right top lever was for the outer door on the edge of the wall, and is not connected.  The bottom left lever is for the atom smasher, one of the bridges is broken.  The bottom right lever is for the caverns door.
Spoiler (click to show/hide)

This lever, in the main hall, controls the outer most bridge.  It might be broken.
Spoiler (click to show/hide)

And this is the vampire bookkeeper, of the dining room.
Spoiler (click to show/hide)

Our final stats:
Spoiler (click to show/hide)

We have no food, no drink, farms planted to come up probably some in spring, maybe a few in autumn, and a bit next winter.  Most of the dwarves are near starvation.  Our military is largely decimated, as the giants lit most of the archers on fire.  One melee squad remains, and a handful of archers.  The giants are camped below the hill to our east.

Good luck.  You’ll need it.

238
To echo mensrea, we thought the game was generated without harder farming turned on.  Just makes a big difference in how you can respond to things.  I played spring expecting the crops to show up in summer, like usual.  That was a bit of a surprise.  I would not have tried to kill the elves had I known about the actual nature of the farms.  As for alternate options, there are many, but if you are sieged out for most of the year with little food, an untrained militia, and no good way to improve either of those to start with, options are limited for trade.  On my other MW games, I haven't had as much trouble with food, but I knew what I was going into and got lots of farms running from year one.

On that note, turn is done, just working on the write up.  We got more sieges!  And no caravans ever showed up!  How do you all think this will end?

Also, there was honest to goodness !!FUN!! at the end.  It will take a bit to write up, there are lots of pictures.  It's bloody, depressing and deadly.

239
Ok.  Farms duly noted, and I'll expand the crap out of them.  I'm no longer eating vermin exclusively, but it's going to be a fun trip through the end of the turn.

240
Ok - Question time:  Do marksdwarves just not work in Masterwork?  On this fort, and a few others, even when I have ammo, quivers, and crossbows, when I station marksdwarves across fortifications from something, then give a kill order, they do nothing.  So damn annoying.

In other news, Summer and Autumn will be one update.  We've been staying mildly ahead of starvation for 4 months now.  I am curious, what happened with farms?  Are they still on hard mode?  Did no one plant anything?  I started the save with just some steeloak planted, and a few empty farms and about 300 food.  Haven't been able to actually get a caravan yet, and none of the crops planted in spring have come up yet, which is odd if hard mode was turned off.


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