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Author Topic: What's happening in your Fort.  (Read 185476 times)

vonsch

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Re: What's happening in your Fort.
« Reply #1590 on: September 18, 2016, 09:35:24 pm »

I started up a dwarf settlement, Sedilkulet Namash, The Angelic Abbey of Brews, based on a concept and its own set of rules.  Proving the concept still.

Idea stemmed from the Breadbowl succession game.  In this case we're an abbey and allow only adults.  Kids are "adopted out" even if they are migrants.  (They are disappeared via dropping bridge.)  No pets allowed except male or neutered cats (or moleweasels, pick one) and dogs (mastiff in place of dogs are okay, if those still exist).  Dogs can be bred.  Trapped and tamed animals can be bred.  Animals can be bought from trade caravans only for immediate butchering.  Migrant pets are expelled (atom-smashed) if named or butchered if not.

Only export is booze.  There are rules about how much can be exported per caravan based on the number of different type of booze exported.  More types allows more barrels of each type. 

After the first year, booze can only be shipped out in glass barrels or pots.  First year is tough even with wooden barrels I've found. Suspect second year will be too.  And third. :P

Only metalworking allowed is minting gold.  Bars traded in can be used in construction, but not to make things (and can be used in moods.)

Abbey is a commune of sorts.  No standing military allowed.  Everyone is part of the militia.  Only hand-to-hand, picks, hammers and axes are allowed (tools used in the abbey.)  No metal armor.  Leather of any type is okay, and esoteric stuff like stone, bone or gems.  Everyone does everything EXCEPT the specialties for producing booze: brewers, glassmakers and herbalists can be specialists.  (Think I will have to add in farmers.  It's just too painful with low skill farmers. But I'll decide once I am farther in.  For next time.)

I have a scoring system based on the export value and the sqrt of the settlement value itself at end of settlement or 20 years.  Just to measure "success."  Higher settlement value shouldn't boost skill that much unless I am wildly overestimating how much booze I can ship.  And higher settlement value should boost the risk levels, so trying to get score that way is two-edged.

Only 'Master Brewers' can hold offices.  One can hold them all.  Rules on what happens if someone with less than that ends up Abbot.  Still toying with what skill level a master brewer should be.  If it's 5, a starting dwarf can be one, which makes the noble/office rules simpler to follow.  5 is pretty easy once there's a library and a guildhall (and coins) since brewers can specialize keep the riff raff in the mines or fields.

Only guilds permitted are farmers, merchants and jewelers, with a limited number of the last two.  Still toying with this restriction too.  Might decide to allow monk training in a garrison (atm garrison is verboten) and some other guilds' members in limited numbers.

 Kind of hard to get a guildhall ... coins are tough at first.  Trying this as humans would be easy though.  Loads of ways for humans to make coins.  Including selling excess booze you can't trade away within the rules to the tent merchants.

This is a subset of "the rules" which are still evolving some.  Limits on housing for monk-dwarves (1x4 cells only), officeholders/nobles (maximum tileage),  and requirement for a communal dining room that can sit all residents plus at once (but settlement capped at 100, so decided to make end-state dining hall 120 tables/chairs.)  Temple(s), of course, it's an abbey.  Tavern optional.  Hammerer required at first sign of crime. Etc.



In any case, made it through my first year going hand-to-hand with badgers.  Dog pack helped though they are not war dogs yet.  Needed to bulk up the pack.  Had one monk wring a wombat's neck.

I exported 353 value in the fall.  Only the one trader.  It was all brew from foraged fruits, grains and berries.  Some silly dwarf thought he'd brought plump helmet and pig tail spawns.  He had not.  Not a one.  Even if we'd had them, probably would not have more than doubled that number.  In fact, with the low farming skill we got much better bulk from foraged materials.  A 5 skill herbalist yanks some nice stacks.

Green glass production was running, barely, by year end.  That will help export number because green glass pots are worth more themselves than wooden or stone barrels.  Once settled we can move up to crystal glass too.

All we could afford to buy were plump helmet spawns (didn't breach caverns yet) and cave wheat spawns (latter was a bad call, sweet pods would have been better.  Pig tail not available with this trade caravan.) 

Have a large "above ground" (dug in one layer and roofed over) farm only partly in crops.  Have a decent variety of above ground seeds and fruit trees to boost the variety.  Am guessing I'll do a wide variety so I can pound out the things I can grow en masse.  Current rule is for ever three different brew types shipped, can ship 1 barrel of each.  So 18 types would mean we can ship up to 6 containers of any of those types per caravan.  May have to gem-encrust barrels.  A fine brew deserves a fine package!

We do have gold below us, but haven't found but one small lode so far.  And we don't have an anvil.  (the embark points are also limited to 1000, but should have brought an anvil.  Thing weren't that tough.  Just my first attempt and so finding chinks in my planning and rules. Thought dwarves could still make stone ones, but can't find that option so far.  Maybe it's rockforge.)

Once I can mint coins I can get up liason and merchants, but won't have much gold to spend.  Until I mine a lot more.  Guild members would help, as would getting a decent library up.  Harder when can't just buy stuff from caravans easily.  Going to have to take bargaining seriously.

Saw a kobold thief so should not be very peaceful.  Area is wilderness, and so far loads of badgers.  Also saw some giant dingos.  All are dangerous at this stage but giant dingos are really nasty with no armor (not even leather yet) and no standing military to skill up fast.  Have 7 races as neighbors in this embark, and only two (elves and humans) are friendly... I expect.  Lots of orcs and goblins close.  Assuming we see any invasions, could end suddenly.

So far, very different style of play from the rut I was in.  This is good.  I think having a scoring system will add a twist too.

Current ground level:
Spoiler (click to show/hide)

Depot still outside, but working on opening the wagon path into the hill.  Those are glass pots of brew in lower right.  Unfortunately, most are only 20% full.  Considered a rule that only full containers could be traded, but that seems less than workable.  What's a full container?  Sizes vary depending on barrel vs pot.  And so far haven't seen any way to combine drinks from two part full into one.

Housing for our current 15 monks down 5 levels or so.  20 rooms with beds in place down there.  Spartan, but smoothed.  Food no issue.  Drink no issue except they keep drinking the profits.  Well functional (had to rush it due to an accident resulting in a bleeder and a broken leg.  He's okay now.  Need to make soap real soon too.  And get some cloth production going.  Do have rope reeds growing nicely now.  (I love multifunction plants!  Drink and thread! Pig tails are great too.)
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Evans

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Re: What's happening in your Fort.
« Reply #1591 on: September 19, 2016, 01:59:26 pm »

Well... I expected something more brutal.

Seriously, giants should be a protected species in DF -.-"

Spoiler (click to show/hide)

"I just wish to help somebody." <--- wtf now? can we somehow get giant invaders be reeducated and turned into giant citizen nurses?
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getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

Bainin

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Re: What's happening in your Fort.
« Reply #1592 on: September 19, 2016, 05:21:13 pm »

Hmm a thing that would be cool to do is generate big world and wait till everybody died and then we we make a Fort till its survives on its own living only with the first 2 waves and the starting (race) and then give it to the next player so only player made Fortresses are in the world =) to bad multible people can't play the same save and combine the save/ add the fortresses into the world..
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Bainin

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Re: What's happening in your Fort.
« Reply #1593 on: September 20, 2016, 08:33:39 pm »

i let the picture do the talking..



Huh i had all my peeps at the gate be ready for the engagment then he turned back into a human and i sent him running from about 10 armed and 10 unarmed fighters x,D
« Last Edit: September 20, 2016, 08:36:44 pm by Bainin »
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zakhad

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Re: What's happening in your Fort.
« Reply #1594 on: September 28, 2016, 02:47:46 am »

You little S%$T hellfire imp. Visitor; My ass! There goes my forest :( time to dig some emergency channels around my fort



Where are them handy firefighting balls that everyone on facebook is posting :/

(Terribly cheesy link https://www.youtube.com/watch?v=-Pn9Y0u3LwA)
« Last Edit: September 28, 2016, 02:53:39 am by zakhad »
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GhostDwemer

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Re: What's happening in your Fort.
« Reply #1595 on: September 29, 2016, 01:18:15 pm »

I've got a mountain tusk-ox who has a deep and intense loathing for a certain giant skink. Giant skink was just toodling around the map, minding her own business when she got too close to a tusk-ox with a bad attitude.

She held her own for a short while, delivering a few bruising nips. It's become very one sided at this point, though. She's just a tusk-ox plaything at this point. The tusk-ox occasionally gets bored, wanders off a bit, then CHARGES back at her to toss her around some more. Dwarves re-pastured him three times, but he just will not leave that poor skink alone.

This has been a particularly violent map, wildlife wise. Between the skink/tusk-ox battle and the giant hippo/alligator war, there are blood trails all over the place and it's not even first summer yet.
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Metaltooth

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Re: What's happening in your Fort.
« Reply #1596 on: September 29, 2016, 05:27:38 pm »

I keep running into warpstone, its hurt one of my miners

Is there any use for the stuff or should I avoid digging it at all costs
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GhostDwemer

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Re: What's happening in your Fort.
« Reply #1597 on: September 29, 2016, 05:39:00 pm »

I keep running into warpstone, its hurt one of my miners

Is there any use for the stuff or should I avoid digging it at all costs

It was used for something in the .34 version. IIRC, You could create your own FB and mutate changelings into other creatures in Dwarf mode. Unsure about other modes. Also not sure if it is used anymore in Dwarf mode. I don't think so.

Masons guild (I think... The on that has the bonus for mining) dwarves were either immune or resistant to the effects, I believe. Probably still are, I'm just picking up the new version of Masterwork and haven't had a map with much on it.
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Meph

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Re: What's happening in your Fort.
« Reply #1598 on: September 29, 2016, 05:54:02 pm »

I keep running into warpstone, its hurt one of my miners

Is there any use for the stuff or should I avoid digging it at all costs

It was used for something in the .34 version. IIRC, You could create your own FB and mutate changelings into other creatures in Dwarf mode. Unsure about other modes. Also not sure if it is used anymore in Dwarf mode. I don't think so.

Masons guild (I think... The on that has the bonus for mining) dwarves were either immune or resistant to the effects, I believe. Probably still are, I'm just picking up the new version of Masterwork and haven't had a map with much on it.
No... please dont give advice based on the old mod.

To answer your question: NO! You can not do anything with it. (yet) Except making valuable gems/crafts for trading.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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GhostDwemer

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Re: What's happening in your Fort.
« Reply #1599 on: September 29, 2016, 06:53:55 pm »

Well I was pretty clear on the fact that it was for the old mod, Meph, and quite plainly state that i didn't think it was used for anything in this version. Metaltooth didn't specify which version he was using and for all we know, he could still be on .34.

So are masons guild dwarves still resistant to the effects, or not?
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Meph

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Re: What's happening in your Fort.
« Reply #1600 on: September 29, 2016, 07:00:55 pm »

Well I was pretty clear on the fact that it was for the old mod, Meph, and quite plainly state that i didn't think it was used for anything in this version. Metaltooth didn't specify which version he was using and for all we know, he could still be on .34.

So are masons guild dwarves still resistant to the effects, or not?
Fair enough, sorry. Its just that I've seen that happen several times lately, people talk about the old mod, while the person asking plays the new one.

No, they are not.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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GhostDwemer

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Re: What's happening in your Fort.
« Reply #1601 on: September 29, 2016, 07:07:14 pm »

Thanks, good to know. DF Forums have always been a veritable font of misinformation, liberally mixed with the good.  ;D I try to be as clear as possible and not guess or assume when I don't know something. This, of course, after having Quietust slap me over the head with the facts one too many times when I said something untrue, hehe.  ::)
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Meph

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Re: What's happening in your Fort.
« Reply #1602 on: September 29, 2016, 07:11:20 pm »

Quietust knows. Even I wouldnt dare to question his wisdom. :P
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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JAK

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Re: What's happening in your Fort.
« Reply #1603 on: September 29, 2016, 07:38:38 pm »

A balrog came and incinerated the whole surface, including my front gate (it was made of wood! Woas me!). Luckily it aggroed onto some kid out in a field long enough to wall off the front entrance, and now all 65 of us are entombed underground with the Spring's elf traders and some "Just visiting" orc.
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Nelia Hawk

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Re: What's happening in your Fort.
« Reply #1604 on: September 30, 2016, 11:42:00 am »

so the wagon broke down in a half mirthfull half haunted area...
4 cats, 5 dogs, a horse, a mountain tuskox, 2 guards with leather armor and copper shortswords, and 5 other "novice" humans (miner, woodworker, fisher, herbalist, planter) are stuck in the middle of nowhere now.

survey said: deep metals.
the area is on one side darkend by thick willow trees hanging over a brook with glumprong trees and spider webs, the other side bright white and blue with bubble bulb and feathertrees.
atleast the spirit ravens circling around the stuck visitors look pretty.

i guess its the yin/yang of embarks.

edit:
actually thinking about it, maybe i should theme the town japan-y + the yin yang thing.
with nice noble houses and temples in the north and barracks and appartment slums in the south. white buildings, black buildings.
with silk, dye, cloth, plants, pottery, paper, wood industries.
lots of archers, swords, spears, no shields and mostly leather based armor.

well if the people dont endup between unicorns and zombie unicorns.
« Last Edit: September 30, 2016, 12:23:33 pm by Nelia Hawk »
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