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Dwarf Fortress - Liquid Team Project - Page 4

Forum Index > General Games
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r.Evo
Profile Joined August 2006
Germany14080 Posts
June 07 2012 23:53 GMT
#61
@Traps: To be completely honest I never played without them completely, but I also never put them in large quantities.

How the hell are the first invasions being blocked without them? =S
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 07 2012 23:56 GMT
#62
On June 08 2012 08:53 r.Evo wrote:
@Traps: To be completely honest I never played without them completely, but I also never put them in large quantities.

How the hell are the first invasions being blocked without them? =S

Sealing off the fortress with a bridge sounds good enough?
I work alone. // Visit TL Mafia subforum!
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
June 07 2012 23:58 GMT
#63
On June 08 2012 08:56 Kurumi wrote:
Show nested quote +
On June 08 2012 08:53 r.Evo wrote:
@Traps: To be completely honest I never played without them completely, but I also never put them in large quantities.

How the hell are the first invasions being blocked without them? =S

Sealing off the fortress with a bridge sounds good enough?


I've definitely just built walls behind my doors lol
When you stare into the iCCup, the iCCup stares back.
TL+ Member
r.Evo
Profile Joined August 2006
Germany14080 Posts
June 08 2012 00:04 GMT
#64
On June 08 2012 08:56 Kurumi wrote:
Show nested quote +
On June 08 2012 08:53 r.Evo wrote:
@Traps: To be completely honest I never played without them completely, but I also never put them in large quantities.

How the hell are the first invasions being blocked without them? =S

Sealing off the fortress with a bridge sounds good enough?


Silly me, thought someone already proposed banning bridges. =D
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
June 08 2012 00:16 GMT
#65
On June 08 2012 09:04 r.Evo wrote:
Show nested quote +
On June 08 2012 08:56 Kurumi wrote:
On June 08 2012 08:53 r.Evo wrote:
@Traps: To be completely honest I never played without them completely, but I also never put them in large quantities.

How the hell are the first invasions being blocked without them? =S

Sealing off the fortress with a bridge sounds good enough?


Silly me, thought someone already proposed banning bridges. =D


Well, bridge-a-pults and bridge-hammers, sure. but like, a drawbridge is pretty normal intended use.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
ShloobeR
Profile Blog Joined April 2008
Korea (South)3820 Posts
Last Edited: 2012-06-08 04:17:11
June 08 2012 04:03 GMT
#66
No no no we simply train a massive army of dogs in a cage suspended above our entrance,

then when the invaders walk underneath OPEN THE CAGE AND ABNOUEAIBN AOBAMBaeGHAOgmjag


because dogs are nice and easy to train if we can avoid them getting stuck full of arrows

edit : stick some cats in there too
: o )
vaderseven
Profile Joined September 2008
United States2556 Posts
June 08 2012 05:52 GMT
#67
Mandate: Collect 832 bars of adamentine.


In all seriousness, who is making some opening flavor and when should I start warming up my df chops to play :3

I'll get more active in thread once the game begins.
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
Last Edited: 2012-06-08 06:07:41
June 08 2012 05:56 GMT
#68
One fun way to play is to never change the skills/jobs on any immigrants. Your fort must specialize based on what the migrant dwarves know.

"What's that? All you know is how to be a fisherdwarf and hauling? Well, looks like you're hauling since we have no river LOL"
When you stare into the iCCup, the iCCup stares back.
TL+ Member
ShloobeR
Profile Blog Joined April 2008
Korea (South)3820 Posts
June 08 2012 06:57 GMT
#69
I support that idea,
but would we be able to activate tasks that the dwarves know but are not defaulted to work on when they arrive?

I.e. A legendary butcher and skilled blacksmith would arrive without blacksmithing turned 'on'.
: o )
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
June 08 2012 07:06 GMT
#70
On June 08 2012 15:57 ShloobeR wrote:
I support that idea,
but would we be able to activate tasks that the dwarves know but are not defaulted to work on when they arrive?

I.e. A legendary butcher and skilled blacksmith would arrive without blacksmithing turned 'on'.


oh yeah I mean activating any skills the dwarves know but don't have turned on is ok. I think that's very "in character" to do.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
itzMorglum
Profile Joined October 2004
Poland171 Posts
June 08 2012 08:12 GMT
#71
Damn this one looks really nice - I need to look for some tutorials and give it a shoot

GL guys in your game:>
God created angels to steal loneliness from males, but I have found my angel and she stole my loneliness 4ever
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
June 08 2012 08:27 GMT
#72
On June 08 2012 08:53 r.Evo wrote:
@Traps: To be completely honest I never played without them completely, but I also never put them in large quantities.

How the hell are the first invasions being blocked without them? =S

The first siege is usually only about two or three-squad strong, so thirty or so invaders. Five to ten trained (read: not danger-roomed) and equipped warriors plus a handful of ranged support should hold this off without too much losses, usually.

Anyhow, I'll see if I have time to set up the base pack during this weekend. From toady's latest newspost, I'm guessing 34.11 is the last bugfix-patch before the next feature patch, and that's probably a couple months off at least. That makes this a good time to start. Hopefully, the most important addons will be updated for us to use.

I see our polls regarding graphics wants us to use a 2d tileset. I'll therefore be adding Phoebus' to the pack, unless someone has some good alternatives. I'll also mod the game for functionality, and see if I can get a working DFHack for stonesense, as well as DwarfTherapist.

I'll embark us in a high savagery forest in a temperate area, preferably without a necromancer tower nearby.

I'll post screenshots of our seven starting dwarves once I have the pack ready and the world generated. I imagine picking of those should then be done on a first-come-first-serve-basis, with whoever claims the dwarves following the screenshot post having priority on the various little buggers and their skills.

Not entirely sure on how I'll keep the embark screen up for so long while amassing the replies from this thread, though, as I usually turn my computer off rather frequently. I'd appreciate swift responses.
Savior broke my heart ;_; || twitch.tv/onnings
]343[
Profile Blog Joined May 2008
United States10328 Posts
June 08 2012 08:33 GMT
#73
oops, I've never actually been successful at defense without mass traps / bridging door shut / danger room... T_____T
Writer
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
Last Edited: 2012-06-08 08:41:27
June 08 2012 08:33 GMT
#74
Oh man I played some DF and got besieged. I had like one marksdwarf and a bunch of hapless miners and the like because I hadn't considered goblins. I also placed the drawbridge lever out in the open so one of The Seven a hapless peasant gave his life to raise the drawbridge, saving the lives of everyone inside. But without access to caravans or trees I dunno what we're gonna do lol. Also I lost one of The Seven because he built a masonry shop but blocked himself in because of where I put the door, so he just starved/dessicated in there without me noticing. ;_;

+ Show Spoiler [1 hour of noob DF and dubstep] +

When you stare into the iCCup, the iCCup stares back.
TL+ Member
ShloobeR
Profile Blog Joined April 2008
Korea (South)3820 Posts
Last Edited: 2012-06-08 15:40:37
June 08 2012 15:40 GMT
#75
I'd also like to propose that we somehow restrict the use of crafts in trading, and only trade in, for example, gems, to make it a little more challenging.
: o )
Shi
Profile Joined August 2010
69 Posts
June 08 2012 16:42 GMT
#76
I love you all. Looking forward to this (and starting again on my own)!
shackes
Profile Joined August 2010
Germany148 Posts
Last Edited: 2012-06-08 16:56:45
June 08 2012 16:56 GMT
#77
I'd like to contribute a year. I don't care so much about the rules and conditions (have survived in a half evil half neutral environment with high savagery), but will stick to whatever is decided of course.
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
June 08 2012 19:07 GMT
#78
On June 09 2012 00:40 ShloobeR wrote:
I'd also like to propose that we somehow restrict the use of crafts in trading, and only trade in, for example, gems, to make it a little more challenging.

crafts like what? stonecrafts have been harder since the 25% drop was introduced, and all the money was in syrup roasts and serrated discs anyway.
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
June 08 2012 22:18 GMT
#79
On June 09 2012 04:07 nttea wrote:
Show nested quote +
On June 09 2012 00:40 ShloobeR wrote:
I'd also like to propose that we somehow restrict the use of crafts in trading, and only trade in, for example, gems, to make it a little more challenging.

crafts like what? stonecrafts have been harder since the 25% drop was introduced, and all the money was in syrup roasts and serrated discs anyway.


Well, all the REAL money is in gem-encrusted crafts

In other news, a Minotaur somehow walked into my fort without me noticing, and my military was woefully undertrained, so every dwarf in the fort rushed him and punched him to death. My main hall is oozing with the dead and the dying, corpses and injured dwarves around. There is no chief medical Dwarf. The Expidition Leader is dead. Those who are still well are gradually going insane.

All is well.

BTW I'd like to be early in the order of leaders if that's possible.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 08 2012 22:21 GMT
#80
On June 09 2012 07:18 Blazinghand wrote:
Show nested quote +
On June 09 2012 04:07 nttea wrote:
On June 09 2012 00:40 ShloobeR wrote:
I'd also like to propose that we somehow restrict the use of crafts in trading, and only trade in, for example, gems, to make it a little more challenging.

crafts like what? stonecrafts have been harder since the 25% drop was introduced, and all the money was in syrup roasts and serrated discs anyway.


Well, all the REAL money is in gem-encrusted crafts

In other news, a Minotaur somehow walked into my fort without me noticing, and my military was woefully undertrained, so every dwarf in the fort rushed him and punched him to death. My main hall is oozing with the dead and the dying, corpses and injured dwarves around. There is no chief medical Dwarf. The Expidition Leader is dead. Those who are still well are gradually going insane.

All is well.

BTW I'd like to be early in the order of leaders if that's possible.

Hey, at least you did not lose 3/4 of your fortress because you're new.
Damn necromancers.
I work alone. // Visit TL Mafia subforum!
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