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Author Topic: DungeonKeeper, the Dungeon Fort [NEEDS PLAYERS NAOW]  (Read 5934 times)

Imic

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Re: DungeonKeeper, the Dungeon Fort
« Reply #15 on: November 01, 2017, 10:37:08 am »

I demand dorfing, please.
A male dwarf, if you will. Any job will do.
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MoonyTheHuman

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Re: DungeonKeeper, the Dungeon Fort
« Reply #16 on: November 01, 2017, 11:08:44 am »

Oh shit, you done already?  It's ok, I can handle it.  I have Friday off, so after Thursday, I have 3 days of free time to play.
Game runs fast at 250FPS :P

MoonyTheHuman

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Re: DungeonKeeper, the Dungeon Fort
« Reply #17 on: November 01, 2017, 05:23:42 pm »

Mk. Save up. See main post.

Fleeting Frames

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Re: DungeonKeeper, the Dungeon Fort
« Reply #18 on: November 01, 2017, 05:50:49 pm »

What are the term limits, anyway? However long the player feels like, or something else?

Sanctume

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Re: DungeonKeeper, the Dungeon Fort
« Reply #19 on: November 01, 2017, 06:45:41 pm »

Looks like 1 year? It's 1 Granite, 124. 

Pop 20, and only 1 dorfed, "Bayar".

4 dead, including MoonyTheHuman.

Surroundings: Eagle, Tapir, and 2 Carps.
Surface is woods, with stream from NE-E map edge down to e SW-S map edge. 

Dungeon entrance cuts into the mountain in the NW area, immediately into Sandstone, Tetrahedrite, and Microcline.

Aquifer in Sandstone, but a solid stone a bit north digging down onto 3x3 stairs.

Gold nugget vein is dug.

Further down, Orthoclase layer, work area dug, and borders some damp stones.

First cavern revealed at Marble layer, floored and dug-explored down into a match-stick dig site for bedroom or tombs? 

Food stores: 300, Drinks: 60.
Nobles assigned: Expedition Leader, and Broker. 

-☼-
 
There are 19 available dorfs, anyone want dorfing?
Give me name, and other preference: gender, labor, skills.

Initials, gender Age (dream) preferences, skills.

1. A. I. m83  (art) helms, stone craft+1.
2. A. K. m81 (skill) coffins, leather worker+1.
3. A. O. f57 (mw) battle axe, weaponsmith+1.
4. C. O. f71 (skill) crowns, carpenter+1.
5. D. D. f58 (mw) helms.

6. F. U. m70 (fam) battle axe.
7. K. A. f86 (mw) sword, metal craft+1, bone craft+1.
8. K. U. f53 (fam) hatch covers. Miner+9.
9. L. O. m55 (skill) war hammer, metal craft+10.
10. M. N. m77 (skill) weapon rack, bone setter+1, book binder+1.

11. M. V. f85 (art) buckets, armorsmith+13.
12. O. G. m82 (fam) no item, steel, furnace operator+7.
13. O. I. m58 (skill) crossbow, thrones, chains, bone craft+6.
14. R. O. m62 (art) crutch,
15. S. T.  f68 (fam) breastplate, bags, dyer+5, thresher+8.

16. T. L. f86 (skill) quiver, window, toys, mason+5, engraver+3. Mace+2.
17. Z. K. m54 (skill) ballista, weaponsmith+1. Mace+1.
18. Z. D. m79 (skill) quiver, rings, mason+1, paper maker+6.
19. Z. Z. f79 (art) robes, bracelet, stone craft+13.





MoonyTheHuman

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Re: DungeonKeeper, the Dungeon Fort
« Reply #20 on: November 01, 2017, 07:37:09 pm »

You have a IRL limit of 1 week, but otherwise however much you want.

Sanctume

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Re: DungeonKeeper, the Dungeon Fort
« Reply #21 on: November 01, 2017, 08:40:05 pm »

You have a IRL limit of 1 week, but otherwise however much you want.

So multi-year of building is ok?

MoonyTheHuman

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Re: DungeonKeeper, the Dungeon Fort
« Reply #22 on: November 01, 2017, 09:24:44 pm »

Yup. as long as you dont use more than one week realtime.

Fleeting Frames

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Re: DungeonKeeper, the Dungeon Fort
« Reply #23 on: November 01, 2017, 10:13:48 pm »

Mm. Decided to have a peek of the place.

3dview: http://mifki.com/df/3dview/?key=cd7497e671724a24

That's a lot of gold. To be fair, it's just tetrahedrite for weapons-grade ores.

Top walkable edge at z121, fort and river plain on z109, aquifer, kaolinite on z108, no locations, huh. Relatively open first cavern only bit below. Fire clay all over the place, so guess pottery fort. Marble, too. 

I think I foresee some enterprising overseer taking over the river flat area.

And, huh.

||

No marriages? Expect for gem cutter Bayar. (Well, that's dead lovers, not marriages, but maybe it could have been!)

||

Interesting last thoughts for her wife.


Now, who is nearby?

Spoiler: Actual spoiler (click to show/hide)

It's also on tropical moist broadleaf. Pretty large world...127x127, I think. Site name...

||

What's a Girder? At least Twigtorch is fairly straighforward.

Looking at temples, there's only handful of  vampires. Well, it's only 124. As for werebeasts, it's pandas:

||

And I guess one could do megabeast breeding facility if they're careful.
« Last Edit: November 01, 2017, 10:19:16 pm by Fleeting Frames »
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MoonyTheHuman

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Re: DungeonKeeper, the Dungeon Fort
« Reply #24 on: November 01, 2017, 10:42:45 pm »

Hey, forgot to mention:  Play with DFhack
I set up some workflow things (manager is annoying)

Sanctume

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Re: DungeonKeeper, the Dungeon Fort
« Reply #25 on: November 01, 2017, 11:00:32 pm »

Population: 20.

I just spent some time breaking down the labors for now, give some title for a quick glance.
I'm keeping the initials for those not dorfed yet.

Admin
I need someone to be admind, and a legendary armorsmith is good enough for now until magma forges are up.

11. Admin M. V. f85 (art) buckets, armorsmith+13. (Manager and Record Keeper)

Forge
Plan to help them skill up for moodable at least.  But mostly wood burning until I find magma-safe mine cart, and discover magma sea.

1. Forge A. I. m83  (art) helms, stone craft+1.
5. Forge D. D. f58 (mw) helms.
15. Forge S. T.  f68 (fam) breastplate, bags, dyer+5, thresher+8.

3. Forge A. O. f57 (mw) battle axe, weaponsmith+1.
6. Forge F. U. m70 (fam) battle axe.
7. Forge K. A. f86 (mw) sword, metal craft+1, bone craft+1.

Carpenter
I am thinking building a carpenter's tower.  5x5 + 1x3 stairs to hatch cover entry.  QSP wood dumped down to forge if needed.  And a 5x5 for some specific wood to be used for furnitures.  I will make minimal barrels, and use the legendary stone crafter to make large pots for food and drinks. 

Woodcutter, may do forge and work on axe skills maybe.

4. Carpenter C. O. f71 (skill) crowns, carpenter+1.
14. Woodcut R. O. m62 (art) crutch.  Wood Cutter+0.

Mechanic
I am going to want more mechanics, but I still skill up with these 2 first.
Then rotate the mechanic > miners > mason > mechanic, until I have a decent "builder" class.
But that metal craft+10 is great for all the gold bars.

2. Mech A. K. m81 (skill) coffins, leather worker+1.
9. Mech L. O. m55 (skill) war hammer, metal craft+10.

Food
These are the named guys so far.  I'll move them to focused skill ups later when the pop increases, and suitable food workers are available.

10. Farmer 'Bayar' E. m76 (fam) slabs, shield, battle axe, gem cutter +2.
12. Farmer 'Sanctume' O. G. m82 (fam) no item, steel, furnace operator+7.

Miner
Builder class. I'll start with 2 miners to find the caverns and magma and magma-safe ores.

8. Miner K. U. f53 (fam) hatch covers. Miner+9.
13. Miner O. I. m58 (skill) crossbow, thrones, chains, bone craft+6.
 
Mason
Builder class.

18. Mason Z. D. m79 (skill) quiver, rings, mason+1, paper maker+6.
10. Mason M. N. m77 (skill) weapon rack, bone setter+1, book binder+1.

Craft
19. Craft Z. Z. f79 (art) robes, bracelet, stone craft+13.

Military
These are the only 2 with weapon skills, although some has Armor User skills already without weapon skills.
16. Mace T. L. f86 (skill) quiver, window, toys, mason+5, engraver+3. Mace+2.
17. Mace Z. K. m54 (skill) ballista, weaponsmith+1. Mace+1.

Please adopt a dorf to your name. :)

Justin

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Re: DungeonKeeper, the Dungeon Fort
« Reply #26 on: November 01, 2017, 11:29:25 pm »

Can I have 7 and 15? Change therequest last names to McUrist and give them some skill with Weaponsmith (male) and armorsmith (female). Besides that let theme be a brewer and a cook. Farming if needed
« Last Edit: November 04, 2017, 12:28:46 am by Justin »
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Justin

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Re: DungeonKeeper, the Dungeon Fort
« Reply #27 on: November 01, 2017, 11:31:11 pm »

Perhaps someday they can open a tavern with golden arches.   ;D
« Last Edit: November 02, 2017, 05:03:45 pm by Justin »
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Fleeting Frames

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Re: DungeonKeeper, the Dungeon Fort
« Reply #28 on: November 02, 2017, 10:19:01 am »

Plan to help them skill up for moodable at least.  But mostly wood burning until I find magma-safe mine cart, and discover magma sea.
Good idea, though I'll point out that if you use dipping into trench instead of pumping + smashing you don't need iron or nickel and can use copper carts to haul magma around as the minecart is only heated to 11110°U or something like that by the magma inside - much less than being submerged in magma. (Yes, this has been tested.)

And, oh yeah, studding with gold doesn't use fuel. Elves won't mind that either. So guess that's the trade goods :)

MoonyTheHuman

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Re: DungeonKeeper, the Dungeon Fort
« Reply #29 on: November 02, 2017, 10:27:12 am »

We should have a river (if i remember right), so we could use that for traps until we get magma, as well.
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