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Messages - Grimmash

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301
Welcome! 

This is a Masterwork 4e Mod fortress (Dwarf Variety), and I am going to play/post it as an exercise in learning and teaching Masterwork Mod and hopefully provide some entertainment for you guys.  I’m not going to go nuts on in character posts, as there will be a lot to learn and cover as the game gets going, but if you want a dwarf, I am more than happy to dorf you up.  I’ll provide updates about the dorfed as I have time or interesting things happen.

If you are unfamiliar with the Masterwork mod, check out the whole section of the forum devoted to it.  Meph has done a really cool job on this mod.  It is also mind-bogglingly huge.  I may be exaggerating, but I think the mod at least doubles the number of buildings in the game.  It also introduces magic, frost giants, diseases, landmines, guns, and more. 

So much more, in fact, that it’s rather daunting.  The point of this fort is to try and explore as much of the game as possible before death, !!fun!!, clowns, updates or boredom stop me.  With all that said, here is the basic info on my embark:

About the Fort:

I am using Masterwork Mod version 4e, with diseases, warlocks, frost giants and tunneling sieges turned off for now.  I have diseases turned off because they are tad strong at the moment.  All the other features are enabled, including harder smelting, mining, and farming.  I genned a world off a custom Mandelbrot profile with the age turned down to 100 and the embark points jacked up.  Why?  I’m glad you asked.

The most immediately obvious part of Masterworks is the harder farming system.  Put simply, underground crops take a year to grow, above ground crops take about 2 seasons, and die if left going through winter.  So in a base embark the first year can be a bit hairy, and slow.  Because of this, I am bringing a little bit more food, and a few more animals than a normal embark allows for.  I want to make it through the start without huge problems, as this is supposed to be a tutorial/exercise dammit.

So here is what I took with me on embark:

    A double ration of starting food and alcohol
    3 Picks
    3 Axes
    6 of each above and below ground seed, with about 20 Plump Helmet Spawns
    3 Mastiffs
    3 Badgerdogs
    3 Changelings
    4 Frill Lizards
    Whatever the hell else is in the starting embark profile, probably some wood, stone and random nest boxes.

I chose an embark with a volcano, a brook, and lots of everything.  Again, this ain’t no single pick challenge, it’s a test fort!  I want to show off all the fun stuff, so I need them big sieges to get there.

Spoiler (click to show/hide)

Without further ado, strike the earth!

Write-ups
Year One - Farms, Caverns and Furniture
Year Two - Research Bedrooms and Bloodsteel
Year Three - Digging down, Building Up, and Moar Farms!
Dorfs
Grimmash - Expedition Leader, Overseer
Spoiler (click to show/hide)
Meph - Militia Commander
Spoiler (click to show/hide)
Jimboo - Arcane Dwarf
Spoiler (click to show/hide)
MuDD - Craftsdwarf
Spoiler (click to show/hide)

302
DF Community Games & Stories / Re: The fortress of nobles succession fort
« on: December 06, 2013, 10:11:09 pm »
Go for it!  Also, could you mod in a second expedition leader slot, and give me that one?  I don't want to get de-noble'd by election.  That simply isn't the done thing at this fortress.  It is all well and fine to have the peasants vote for useless positions, but the founder cannot be replaced on a whim of those without socks for four feet!

303
I found a nice site in 4e, and am probably going to start a community/tutorial fort this weekend or next week.  Kind of a learn and play, and post of the forums affair.

304
DF Community Games & Stories / Re: The fortress of nobles succession fort
« on: December 06, 2013, 12:21:07 am »
Journal of Lord Grimmelsworth

Well m'dear journal, I say this so-called fortress is a bit on the common side.  At first I thought I could persuade my fellow lords and ladies to do a thing or two about the lack lavishly prepared meals, the shoddy furniture, the poor architectural quality, and other sundry quibbles I've got about the running of this establishment, but my letters and dinner party suggestions have fallen on deaf beards.  I was a bit despondent, between my meals and my tours of the workshops.  The masons even failed to complete the platinum statue of a cave turtle I asked for!

So after a bit of the old whip-round and a few keen words to dwarves of ways and means, and I've secured us the beginnings of a expedition of sorts.  There's a keen trader, goes by the name of Dulhem, who says he has his eyes on a few locations we might take this expedition to.  He showed me some maps, and there was lots of pointing and talking, mentions of streams and ores and fluxom and hematoads and the like, but I'll just trust the fellow.  Maps were always a bit beyond me, y'see, but I figure a good set of dwarves and the proper backbone should get us started and see us through. 

Some dwarf with some books and scrolls and inks, goes by Balien, volunteered to come with and keeps the odds and ends in order.  Seemed a bit too keen on the numbers and runes, but an eager enough chap, so I say the more the merrier!  I think we have a promising crew shaping up, m'dear journal!  Well, all this writing has left me a bit parched.  I think I'll find my way over to the deplorable dining hall here to see if there's any passable potables while I wait for Dulhem to sort his charts out.

305
DF Community Games & Stories / Re: The fortress of nobles succession fort
« on: December 06, 2013, 12:08:02 am »
I think I can handle this... <insert evil grin>.

It's like the opposite of Chamberdrums.  Time to get all petulant and aristocratic.

I'll take expedition leader.  Name is Grimmelsworth.

Edit:  I'll take turn.

306
DF Community Games & Stories / Re: Vampire Court - succession game idea
« on: December 05, 2013, 09:06:15 pm »
You'll have to find a way to make the vamps not kill their cattle when they feed.

I don't know if the [bloodsucker] effects are hardcoded.  You might be able to tweak the interactions so that you don't kill your cattle.

Alternatively you could try to mod in a syndrome that has a very low chance of spreading itself by physical contact.  Then have the symptom eventually give a new tag, [newvamp], that causes the holder to have the vamp syndrome, and another, or the same one, that spreads lethargy to others, but gives speed and strength to the carrier, and immunity to the lethargy disease.  That sentence doesn't work right, but I am tired.   Maybe the newvamp tag causes them to not target others with the tag.

I don't really know how to do it, or if any of what I wrote is possible, just spitballing since you brought up modding.  If you get it to work, that would be cool.

307
You could do that, but i can think of a few issues.  Migrants might run into remnants of the siege.  If you don't dfhack the location to a lair, items will scatter.  If you do dfhack a lair, it's kind of cheaty.  Also, you may start getting rather confusing and short turns due to wealth triggering massive migrant waves and sieges.

But, i could be very wrong.  Start a succession fort and try it out!

308
I am curious to see how you implement the gaurds v prisoners, in game mechanic sense.  The best i can think of is labor controls.  You coul try to build lots of jails and never complete mandates, to spurn dwarf on dwarf violence.  But outside that I'm not really sure how to recreate the psychological side of the Stanford event.

On a random note I had a professor that was part of an experiment to see how mental patients were treated.  He lived in an institution for 3 months.  Oddly, he said mental patients and staff were often nicer than people in the real world are.

309
The year ends.  Things were uneventful, save for two events.

The first was the dwarven caravan.  I traded a crap ton of green glass serrated discs for all the food, drink, seeds, cloth, leather, and iron or steel weapons and bolts they had.  Cleaned 'em damn near out.  Also got some native platinum nuggets, so those should be useful.

Second thing was three ambushes in a row from the goblins.

It started simply, but there were a few archers and our markdwarves decided to fire from the barracks, up into the hills far to the east:

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

So many bolts...  But then one dwarf, a marksmen, decided to take the fight to the goblins, and in rapipd succession scored three kills, and went from being a marksmen to a hammerdwarf in one wonderful progression.

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

After this stupid set of escapades, I decided having our fort defense be a wonderful front gate with a giant killzone for archers behind it, it was time to fix that.  So the entire second half of the year was devoted to a few large projects.  I'll just give a tour of the fort from the basement up.

The dug out adamantine vein, complete with bridge to seal the area off.

Spoiler (click to show/hide)

Here, in the green circle is access to a second adamantine vein.  You have to dig down, so be careful.

Spoiler (click to show/hide)

The wells.  The second picture shows the access tunnel and levers that control the bridges.

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

New workshop cluster with quantum stockpiles:

Spoiler (click to show/hide)

Dining room!!!!!  Food is to the north, drink to the south.  Still needs a few statues.

Spoiler (click to show/hide)

Tunnels to reach the ramparts, barracks, and atom smasher.

Spoiler (click to show/hide)

The new entrance level, with two pastures, expanded farms, and a raw plant stockpile that feeds the stocks in front of the stills.  Next to the stills, I put in farmer's shops and a processed plant stockpile.

Spoiler (click to show/hide)

And my favorite bit, the new ramparts:

Spoiler (click to show/hide)

Also, because it is fun:

Spoiler (click to show/hide)

I also added like four more floors of housing.

Here are the fort stats:

Spoiler (click to show/hide)

And the save:

http://dffd.wimbli.com/file.php?id=8194



 

310
DF Community Games & Stories / Re: Competitive dwarf fortress version 2
« on: December 04, 2013, 11:03:40 pm »
Derp.

311
DF Community Games & Stories / Re: Competitive dwarf fortress version 2
« on: December 04, 2013, 11:01:54 pm »
I know you are busy with a lot of games 4mask, but is the save for this likely to be inbound?  I'm just trying to gauge how much I have signed up for and a few plans of my own.

312
No, that's the penal colony adventure game.  With the number and length of these penal threads growing, I expect it's only a matter of time before the excitement arouses interest in a penal adventure that with will really penetrate the caves and fortresses of The Continent of Moaning.

313
If can weather the siege, it may be moat time.  I don't recall where the aquifer starts, but over a few turn we should be able to cut one out between sieges.  We could also add tunnels to the edges for caravans, to let them in quickly.  As for food, if my giant cavern of sand is still clear, build a few more farms in it.  An alternative/additional thought is walling off a area above ground, then dig up into it, build a ceiling, and you have safe above ground farming.

314
I'm moderately interested in seeing how well they can withstand sieges.  It would also be interesting to see them get into the caves, but i would need a different map for that.  I'm going to pick up the orc turn when I can, but after that I could keep playing the kobold fort, if anyone cares, or maybe start a new thread for a Kobold fort with cave if no one here is interested.

315
Is that a new siege, or just the remnants of the one that was already there?

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