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Author Topic: Stonehearth community settlement - Mountainhome  (Read 11418 times)

Mephansteras

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Re: Stonehearth community settlement - Mountainhome
« Reply #30 on: May 11, 2018, 08:33:14 pm »

I’ve never played stone hearth, but is it possible to restrict your colonists to areas? If so that might help the wildlife-bashing issue with the soldiers

The engineer can make lockable doors, so that might work. We need to actually get an engineer first. Thinking of it, that class may be the one that makes metal fences and whatnot. We'll have to see.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Darkening Kaos

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Re: Stonehearth community settlement - Mountainhome
« Reply #31 on: May 11, 2018, 10:04:23 pm »

     I see that the Engineer makes lockable metal doors, maybe that will slow mobs down, or even keep them out for good.  We need time to heal.
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Mephansteras

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Re: Stonehearth community settlement - Mountainhome
« Reply #32 on: May 12, 2018, 01:54:56 pm »

Spoiler: Planning our defenses (click to show/hide)

Spoiler: Our Healing Situation (click to show/hide)

Spoiler: Time for walls (click to show/hide)

Spoiler: Our Military Situation (click to show/hide)

Spoiler: TradeCraft (click to show/hide)

Spoiler: Progress (click to show/hide)

Spoiler: We've hit a snag (click to show/hide)

Spoiler: Weaver? (click to show/hide)

Spoiler: The enemy of my enemy (click to show/hide)

Spoiler: Wrapping it up (click to show/hide)

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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Darkening Kaos

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Re: Stonehearth community settlement - Mountainhome
« Reply #33 on: May 12, 2018, 03:56:34 pm »

     A 'rent-a-crowd-of-chanters' appears: "Save. The. Sheep" Over and over, they do not quit, not even when the weather turns nasty.
    There was supposedly a second group hired to chant "Sheep. Taste. Good", but they never showed.
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

mightymushroom

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Re: Stonehearth community settlement - Mountainhome
« Reply #34 on: May 12, 2018, 04:09:51 pm »

Too many bronze circlets? Nah, totally part of the roleplay. Every fortress needs mandated items that are only useful for trade. :P
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Khan Boyzitbig

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Re: Stonehearth community settlement - Mountainhome
« Reply #35 on: May 13, 2018, 04:13:12 am »

PTW
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Mephansteras

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Re: Stonehearth community settlement - Mountainhome
« Reply #36 on: May 14, 2018, 10:26:43 pm »

Spoiler: Time to Weave (click to show/hide)

Spoiler: The Best Defense (click to show/hide)

Spoiler: Oh, right, friends (click to show/hide)

Spoiler: Cleanup duty (click to show/hide)

Spoiler: Back to business? (click to show/hide)

Spoiler: Back to Business. (click to show/hide)



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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

mightymushroom

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Re: Stonehearth community settlement - Mountainhome
« Reply #37 on: May 15, 2018, 01:52:41 pm »

I wanna have a bow. :) Maybe leave Elya as a Footman a little longer, then if the archer needs more HP you can switch their roles so the arrow launching is still covered?

It probably all depends on the foes. So far they seem to be melee types and the archer shouldn't need quite as much HP. No idea what the future will bring.
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Mephansteras

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Re: Stonehearth community settlement - Mountainhome
« Reply #38 on: May 18, 2018, 11:01:11 am »


Spoiler: Where were we? (click to show/hide)

Spoiler: Hey, Mushroom (click to show/hide)

Spoiler: Reviewing the defenses (click to show/hide)

Spoiler: Status Report (click to show/hide)



Things are going pretty well, all told.

Dorsidwarf, your call on when you want to move over to a Knight. You'll do less damage but will be much better at defense and drawing aggro from the monsters. You'll lose the fancy mace, I think, but should be able to use a snazzy sword. At least once you level up a bit.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

mightymushroom

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Re: Stonehearth community settlement - Mountainhome
« Reply #39 on: May 18, 2018, 12:02:35 pm »

Cool ... so I take it the hood is part of the Archer uniform?
I'm gonna call myself a Ranger, then.
Be all barely talking and scary intense scowls.

Mushroom: Down, now! Did you hear that?
Civilian: I didn't hear anything.
Mushroom (grimace): Exactly.
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Darkening Kaos

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Re: Stonehearth community settlement - Mountainhome
« Reply #40 on: May 18, 2018, 05:41:00 pm »

     Can we mine out some trenches in front of the wall to slow the monsters down even further?
     If we build concentric rings of walls around the Mountainhome, are there reinforced gates we can install in the walls?
     Lastly, everyone starts as a miner for two or three levels just for the hit points....totally dwarfy.
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Mephansteras

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Re: Stonehearth community settlement - Mountainhome
« Reply #41 on: May 18, 2018, 06:04:43 pm »

We can totally mine trenches, yeah. I'll have to see about doing that in the future. Once the current mining orders are done, though.

Proper gates aren't in yet, though we can do reinforced double-doors, or later on Iron doors once we have an Engineer.

That would be pretty dwarfy, I agree.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Darkening Kaos

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Re: Stonehearth community settlement - Mountainhome
« Reply #42 on: May 18, 2018, 08:12:25 pm »

     Game mechanics-related questions.
Code: [Select]
     1. Do trees regrow?
   If yes, then;
     2. How long does it take?
     3. Any chance of walling of a tree farming plantation?
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Mephansteras

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Re: Stonehearth community settlement - Mountainhome
« Reply #43 on: May 19, 2018, 01:41:46 am »

They sometimes drop seeds. Often enough that we've been doing a fair amount of replanting and harvesting already.

Not sure how long, but a few days for a decent size tree.

Sappho is also probably high enough level to just farm them on her own now. At a certain point you can just plant them in fields, I think.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Khan Boyzitbig

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Re: Stonehearth community settlement - Mountainhome
« Reply #44 on: May 19, 2018, 04:50:27 am »

Based on what your building design tools look like I'm on a different version but a max level farmer can plant trees. Probably the same for you.
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////;::;\\\\ Scuttle Scuttle...

Milk for the Khorneflakes!

Luminous Bolt of Bacon
"Excuse me sir, You are on Fire."
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