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Messages - mirrizin

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301
DF Adventure Mode Discussion / Re: Who runs human civilizations?
« on: March 15, 2016, 05:29:12 pm »
Lot's of infighting.

When there is a law-giver you'll see "Soandso is lord, not that it matters, as the seat of Someoneelse is here and the law is absolute." or in the inevitable case of vampires, "...and the blood-drinker allows no chattel to rise."

I don't know that the tribute does anything, but it is still fun to know you made everyone around your town accept that your people are at the top of the pecking order.
So, you can you become a lawgiver?

302
DF Adventure Mode Discussion / Re: Who runs human civilizations?
« on: March 15, 2016, 05:28:34 pm »
Towns tend to have more soldiers and "power" but as Toady explained, right now lords are just more successful bandits basically, they got enough followers and such to set up a hamlet, and some are able to set up and grow huge towns.
As a poli sci and history geek, I'll say, IMO, that's not as far off as you might think...

303
DF Adventure Mode Discussion / Who runs human civilizations?
« on: March 15, 2016, 01:34:16 pm »
So, I've been running human adventurers, and noticed a pattern. I run a char until he or she gets crippled, then I take them to a meadhall or castle somewhere to retire. I like the continuity, and I like dropping them somewhere nice instead of in the middle of some town in the middle of nowhere.

But...these are seats of power and authority. Would it be possible to retire enough adventurers to become a stakeholder in the civilization? Is there a keep somewhere that represents the center of authority for the entire group? Or are they just loose confederacies of lords?

304
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 13, 2016, 05:33:01 pm »
I lost 2 of my three retainers in the first invasion of the dark fortress, but I slew many beak dogs and trolls, so emboldened I tried again. I invaded further this time, passing many trolls and others by as I sought the hare demon. I wandered upstairs, fighting off monsters and slaves, til i found the hatch. By this time, I fear my companions had all died, but I struggled on until a beak dog got lucky and broke my sword arm.

At that point, I fled, slamming enemies with my shield as I needed. Outside, the only one chasing me was an elvish slave. We beat each other, me with my shield and her with her hands, until I demanded that she yield.

I went to a nearby town and, thinking of retiring to my castle over the sea, began to work my way back, having picked up another companion for protection. The trip was eventful. First we were attacked by hyenas, one of whom broke my other arm, so I dove into the river and waited for my companion to finish them off. He did, in short order. Then it was dingos. Rinse and repeat. We wandered on past some camps, and were ambushed by two goblin gangs. The first one killed my companion while I sprinted away, the other left me mortally wounded. I ran as hard as I could, and was nearing exhaustion when they mysteriously gave up the chase.

From here, I found my way alone, and extremely vulnerable. I wandered into a meadhall to find it overrun with hostile goblins. One attacked me and, being crippled, I fled. I slept in abandoned houses and lay low as I wandered near a bandit camp I had raided many times in the past, until I returned to civilization. I greeted my liege in his meadhall, and made the hike north. I picked up a couple new retainers in a farmer's house where I spent the night. Hungry, drowsy, and out of food, I found my keep to be filled with loyal soldiers and a new poet.

I retired to live out the remainder of my days in peace.

305
DF Suggestions / Re: compost
« on: March 11, 2016, 04:53:06 pm »
There's farming release?

306
DF Adventure Mode Discussion / Re: How violent is df adventure mode?
« on: March 11, 2016, 10:25:54 am »
I'm going out in a limb here, but I'm pretty sure Nothing is THAT violent.
Titus Andronicus?

Granted, it's a play, not a video game...

307
DF Dwarf Mode Discussion / Re: Permanent symptoms?
« on: March 11, 2016, 10:17:07 am »
I give all medical duties to all dwarves. Things go much smoother that way. (Currently the only thing skill affects is speed, since there's no way for doctors to keep in practice or build their skills, other than methodically injuring dwarves to create patients)
I guess you could leave an unguarded passage open to the caverns?

It wouldn't be methodically injuring dwarves... :D

308
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 11, 2016, 10:02:15 am »
My intrepid hero wandered far from his liege, having gotten bored with dragon and minotaur-slaying, bandit purging and kobold eradication. So he traveled north and found a keep at the northern end of the peninsula. I wandered far, being attacked by lions, and then by anacondas. I feasted on crab and honey badger. We passed through a goblin war-camp on the way in, killed them all. These are the kinds of fights that have bored me.

We arrived at the keep. Inside, we found a dwarf with a sword and a human with a mace. No lord. This is suspicious...

The dwarf and human insist that they're soldiers, and that the lord is somewhere about. We accepted that, for the time being, and wandered through the basement. There, we found a few more humans, but also some goblins. One human said they were under attack, so we took the goblins for invaders and responded appropriately. Then we returned to the hall, and found the same two just standing around. Frustrated with the lack of action and seeing no lord, we took hold of that keep. There was no resistance. I notice that the walls are made of olivine. I like that, gives the place character.

And there's a temple not far away that's stuffed to the gills with brigands. I'll take care of them at some point, I guess.

We asked the dwarf about local troubles, as clearly this keep had fallen into some disrepair, and he said that they were being invaded by a goblin horde, led by a hare demon. Where can I find this demon? In a spire underneath the dark fortress "Sinfulitches."

So I have trekked miles and miles, past lions and honey badgers and through strange enclaves, across rivers and streams. Now we've come to the place, and are trekking over and through trenches dug in white sand. The tower is now before us.

309
DF Adventure Mode Discussion / Re: Funniest Names
« on: March 11, 2016, 08:54:09 am »
I'm invading the Dark Fortress of Sinfulitches, in pursuit of a hare demon.

310
DF Dwarf Mode Discussion / Re: Permanent symptoms?
« on: March 10, 2016, 09:19:18 pm »
Were any other dwarves caught in the blast?

Checking the wiki, it does look like "pain" is a long term symptom of some poisons.

311
DF Suggestions / Unmanaged Workshops
« on: March 10, 2016, 08:44:34 pm »
So, maybe there's a way to do this, but if so I haven't found it...

There ought to be a way to designate a workshop so that it won't take jobs from the manager, either to isolate it or set it aside for particular projects.

312
DF Suggestions / Re: Make "giants" more interesting
« on: March 10, 2016, 03:21:44 pm »
Not sure about the specifics, but I think giants (and other non-titan megabeasts) could use some improvement.

313
If the world was generated in v40 but being used in v42, the RAWs are the same. You'll need to edit your interactions RAW (i assume copying it over from a v42 world will work) or gen a v42 world.

Edit: Greycat points out that you'd also need to modify your civ (entity_default iirc) to add stuff.

I'm playing version 42.06. I updated it a month ago and unfortunately don't know where I updated it from...
So just overwrite the entity_default.txt with one from a newly generated world?

I tried overwriting the .txt and the raw and it gives me the error:

"Missing creature definition: TIGERMAN"
I recognize that, I think I had the same problem running a fort from the last version. Your dwarves are trapped in a universe that appreciates literature and music, but is incapable of producing them.  :'(

314
DF Dwarf Mode Discussion / Re: How Effective are Curtain Walls?
« on: March 09, 2016, 07:06:01 pm »
Just had a thought on the climbing thing.

Fortificaitons, if constructed instead of carved. do not create a floor on the tile above. That's why you can't build walls on top of constructed fortifications.

So, if you top your walls with fortifications, would that work?

Seems that a curtain wall, especially topped with hoardings, is still a pretty safe bet, long as there aren't convenient trees.

My current plan, which is ambitious, involves a 4 or 5 story curtain wall, three tiles wide. I may, in the spirit of the hoarding, build fortifications projecting off of the top to ensure maximum inconvenient to goblin climbers.

315
DF Dwarf Mode Discussion / Re: Need tips on organization
« on: March 08, 2016, 03:12:49 pm »
I often begin with what I think of as a universal "dump pile" and then, gradually, break it up into subsections.

Always put raw materials near their requisite workshops (cloth for clothesmaking, thread for weaving, leather for leatherworks.) Trade goods go in a stockpile neat the depot (crafts, cut gems, etc.) Weapons and armor near the barracks. Mechanisms get one to themselves. Tables, chairs, beds and whatnot get a stockpile of their own, probably near the living quarters...

It's taken me a while to learn how much detail can and should go into stockpiles. I think I'm still learning.

It's also surprisingly important to have one stockpile specifically for empty food storage containers. Those things can seriously pile up.

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