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Dwarf Fortress - Liquid Team Project - Page 11

Forum Index > General Games
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Prev 1 9 10 11 12 13 23 Next All
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 15 2012 11:27 GMT
#201
Dorf dorf.
I work alone. // Visit TL Mafia subforum!
amatoer
Profile Joined January 2008
Germany212 Posts
Last Edited: 2012-06-15 11:49:05
June 15 2012 11:48 GMT
#202
awesome! thanks for the great report!
I am happy that my dwarf was useful for the fort. No more hauling for him, yay!

e.: KharadBanar, a Broker isnt that useful without a trade depot, I guess.
KharadBanar
Profile Joined February 2011
Austria463 Posts
June 15 2012 11:50 GMT
#203
Oh right, no architect, I forgot :O
So the "no switching professions" rule only applies to dwarves you already have, and you can enable whatever jobs you like for immigrants now, did I understand that correctly?
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 15 2012 11:59 GMT
#204
On June 15 2012 20:50 KharadBanar wrote:
Oh right, no architect, I forgot :O
So the "no switching professions" rule only applies to dwarves you already have, and you can enable whatever jobs you like for immigrants now, did I understand that correctly?

You can add jobs but not remove them, if I understand it correctly.
I work alone. // Visit TL Mafia subforum!
Hoosegow
Profile Joined August 2010
United States139 Posts
June 15 2012 12:11 GMT
#205
I don't really know what the final decision is on that, but Evo definitely seems to have played under the assumption that jobs couldn't be changed at all... that would certainly add a new layer of challenge to this.

If we wanted to keep to the spirit of that challenge, but make it easier to get people dorfed we could change jobs to fit with what someone wants as their dwarf, but then leave them after that. Or we could have full changing of unnamed dwarves... I dunno.
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
Last Edited: 2012-06-15 12:14:52
June 15 2012 12:12 GMT
#206
On June 11 2012 00:52 humblegar wrote:
If possible I'd like to be dwarfed (any dwarf nicknamed "Humble" will do) and will follow the story.

My free time is too unpredictable to bother you with waiting for me to play.

Well, can your dwarf be immodest? Because I just found out that the dwarf I wanted to get your name has such a trait.

On June 15 2012 21:11 Hoosegow wrote:
I don't really know what the final decision is on that, but Evo definitely seems to have played under the assumption that jobs couldn't be changed at all... that would certainly add a new layer of challenge to this.

If we wanted to keep to the spirit of that challenge, but make it easier to get people dorfed we could change jobs to fit with what someone wants as their dwarf, but then leave them after that. Or we could have full changing of unnamed dwarves... I dunno.


It's more irritating than challenging. Migrants love to be fisherdwarves/useless skill on the beginning like Spinning etc, so yeah. I could accept this rule if we were allowed to change at least 3 professions per migrant dwarf for example, so it's harder and not stupid.
I work alone. // Visit TL Mafia subforum!
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
Last Edited: 2012-06-15 12:21:12
June 15 2012 12:15 GMT
#207
On June 15 2012 20:59 Kurumi wrote:
Show nested quote +
On June 15 2012 20:50 KharadBanar wrote:
Oh right, no architect, I forgot :O
So the "no switching professions" rule only applies to dwarves you already have, and you can enable whatever jobs you like for immigrants now, did I understand that correctly?

You can add jobs but not remove them, if I understand it correctly.

That's the basic thought, yea. I imagine if the ammout of labour per dwarf or the general assignments are getting a bit too ridiculous, we could have a dwarven guild council or something in this thread where we can figure out something proper. We'll figure that out as we go, if it's needed.

Good work on your turn, r.Evo! Love the heart-shaped rooms, and the summary at the end is pretty neat.

Edit: As for changing labour - I suppose we could extend the personalization of dwarves a bit, with nicknames, custom professions and labour choices? Maybe five or so dwarves per ruler? To give a bit more flexibility and personalization of the fort, I mean.

Of course, we should still not modify other peoples' dwarves, and dwarves who are decently skilled with 3 or more in a skill, should probably be left in their profession at least.
Savior broke my heart ;_; || twitch.tv/onnings
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
June 15 2012 12:22 GMT
#208
To make things simple:

You can add a group of jobs to any migrant dwarf, but if he has fishing or something dumb turned on, you can't turn it off, cause that's hilarious. Also, barring some need (like an archiect and nobody has skills for it but one of them) The Seven are untouchable. Easy, challenging, but not dumb. Thoughts?

Poll: How does BH's idea sound?

Sexy! (10)
 
100%

Kinda Sexy (0)
 
0%

10 total votes

Your vote: How does BH's idea sound?

(Vote): Sexy!
(Vote): Kinda Sexy



When you stare into the iCCup, the iCCup stares back.
TL+ Member
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
Last Edited: 2012-06-15 12:33:23
June 15 2012 12:32 GMT
#209
What the heck we know a Kobold civilization somehow! No mention of it anywhere.
Oh, I guess they come from ambush
I work alone. // Visit TL Mafia subforum!
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
June 15 2012 12:39 GMT
#210
If we have nearby kobolds and a spare dog, consider chaining one outside the entrance-- it'll detect Kobolds trying to scavenge, as well as goblins trying to "rescue" children.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 15 2012 12:43 GMT
#211
On June 15 2012 21:39 Blazinghand wrote:
If we have nearby kobolds and a spare dog, consider chaining one outside the entrance-- it'll detect Kobolds trying to scavenge, as well as goblins trying to "rescue" children.

Our dog is someone's pet. We should buy a pair for hunting training and other good stuff. Stone stockpiles suck. Most of the dwarves are hauling rocks instead of producing booze or making beds. I shall change it so only military-dwarves haul for now. It will be better after I get wheelbarrows too!
I work alone. // Visit TL Mafia subforum!
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
Last Edited: 2012-06-15 12:46:48
June 15 2012 12:45 GMT
#212
I've literally never made a wheelbarrow in all my years of DF. I did not know they existed. I guess this explains why I'd need like 30 peasants in a 70-dwarf fort.

hmmmmm

Now that I think about it it's really good I'm not in the first 2-3 leaders.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
Last Edited: 2012-06-15 12:57:50
June 15 2012 12:47 GMT
#213
On June 15 2012 21:45 Blazinghand wrote:
I've literally never made a wheelbarrow in all my years of DF. I did not know they existed. I guess this explains why I'd need like 30 peasants in a 70-dwarf fort.

hmmmmm

Now that I think about it it's really good I'm not in the first 2-3 leaders.

I think they are new. Not sure though. By the way, I tested our military - they killed ~4 Crowmen without a sweat, great!
HOLY CRAP 25 MIGRANTS
what do
and we got a doctor who's Adequate in Setting Bones and Dressing Wounds, yay!
I work alone. // Visit TL Mafia subforum!
r.Evo
Profile Joined August 2006
Germany14080 Posts
Last Edited: 2012-06-15 13:05:53
June 15 2012 13:05 GMT
#214
On June 15 2012 21:47 Kurumi wrote:
Show nested quote +
On June 15 2012 21:45 Blazinghand wrote:
I've literally never made a wheelbarrow in all my years of DF. I did not know they existed. I guess this explains why I'd need like 30 peasants in a 70-dwarf fort.

hmmmmm

Now that I think about it it's really good I'm not in the first 2-3 leaders.

I think they are new. Not sure though. By the way, I tested our military - they killed ~4 Crowmen without a sweat, great!
HOLY CRAP 25 MIGRANTS
what do
and we got a doctor who's Adequate in Setting Bones and Dressing Wounds, yay!


LOL that famous second wave.

Shout when you find something neat (Stone Detailing or something similar to personalize him for me. OR EVEN BETTER: I claim whichever dwarf gets adopted by a cat and want him to get stone detailing turned on, now that that is allowed. =P

Would be cool if that's doable. =)


Edit: For the labour rule at least one dwarf per profession should be assignable, otherwise it's just pretty damn dumb. =P
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 15 2012 13:43 GMT
#215
On June 15 2012 22:05 r.Evo wrote:
Show nested quote +
On June 15 2012 21:47 Kurumi wrote:
On June 15 2012 21:45 Blazinghand wrote:
I've literally never made a wheelbarrow in all my years of DF. I did not know they existed. I guess this explains why I'd need like 30 peasants in a 70-dwarf fort.

hmmmmm

Now that I think about it it's really good I'm not in the first 2-3 leaders.

I think they are new. Not sure though. By the way, I tested our military - they killed ~4 Crowmen without a sweat, great!
HOLY CRAP 25 MIGRANTS
what do
and we got a doctor who's Adequate in Setting Bones and Dressing Wounds, yay!


LOL that famous second wave.

Shout when you find something neat (Stone Detailing or something similar to personalize him for me. OR EVEN BETTER: I claim whichever dwarf gets adopted by a cat and want him to get stone detailing turned on, now that that is allowed. =P

Would be cool if that's doable. =)


Edit: For the labour rule at least one dwarf per profession should be assignable, otherwise it's just pretty damn dumb. =P

No cats, no masons in this wave lol!
I work alone. // Visit TL Mafia subforum!
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 15 2012 13:54 GMT
#216
BLOODY HELL
I work alone. // Visit TL Mafia subforum!
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
June 15 2012 14:05 GMT
#217
On June 15 2012 22:54 Kurumi wrote:
BLOODY HELL


hooo boy. What happened?
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 15 2012 14:13 GMT
#218
On June 15 2012 23:05 Blazinghand wrote:
Show nested quote +
On June 15 2012 22:54 Kurumi wrote:
BLOODY HELL


hooo boy. What happened?

Weresheep.
I work alone. // Visit TL Mafia subforum!
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
June 15 2012 14:20 GMT
#219
On June 15 2012 23:13 Kurumi wrote:
Show nested quote +
On June 15 2012 23:05 Blazinghand wrote:
On June 15 2012 22:54 Kurumi wrote:
BLOODY HELL


hooo boy. What happened?

Weresheep.


>.>

Is that so dangerous? my mental image of a were...sheep is an otherwise dangerous creature becoming utterly harmless and quite fluffy:

[image loading]
When you stare into the iCCup, the iCCup stares back.
TL+ Member
DuB phool
Profile Joined April 2011
United States1003 Posts
June 15 2012 14:29 GMT
#220
So it begins... Martyrtomb (what a name) will be glorious, and its happy and woeful tales alike will be remembered throughout the ages. It will be legendary, TL!

Can't wait to read some more reports. :D
"overwatch is jesus" - motbob 2016
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