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Blazinghand
United States25551 Posts
On June 09 2012 07:21 Kurumi wrote:Show nested quote +On June 09 2012 07:18 Blazinghand wrote: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.
A pretty basic trick is to [b]uild a [c]ool [w]alls and leave a 3-wide gap. [b]uild a brid[g]e (and angle it inwards or something), and then [b]uild a [T]rap-[l]ever and attach it-- suddenly you have a closable pallisade which will give you time to muster your army if a dude show sup.
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On June 09 2012 07:28 Blazinghand wrote:Show nested quote +On June 09 2012 07:21 Kurumi wrote:On June 09 2012 07:18 Blazinghand wrote: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. A pretty basic trick is to [b]uild a [c]ool [w]alls and leave a 3-wide gap. [b]uild a brid[g]e (and angle it inwards or something), and then [b]uild a [T]rap-[l]ever and attach it-- suddenly you have a closable pallisade which will give you time to muster your army if a dude show sup. Instead of turning off fishing labor and making my guys stay at one place, not move them around I was just looking at my unarmed dwarves die to zombie yak cow hair.
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Pretty sure pheobus still messes with saves where people use ascii as well. Will be hard playing the game without pheobus :X
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On June 08 2012 17:33 ]343[ wrote: oops, I've never actually been successful at defense without mass traps / bridging door shut / danger room... T_____T I used to start with the appropriate jobs to construct a drowning chamber as soon as dwarvenly possible.
Probably because I was playing with an Orc mod that frequently sieged in the first winter and were all trap_avoid anyway.
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Blazinghand
United States25551 Posts
On June 09 2012 07:54 Dfgj wrote:Show nested quote +On June 08 2012 17:33 ]343[ wrote: oops, I've never actually been successful at defense without mass traps / bridging door shut / danger room... T_____T I used to start with the appropriate jobs to construct a drowning chamber as soon as dwarvenly possible. Probably because I was playing with an Orc mod that frequently sieged in the first winter and were all trap_avoid anyway.
The manliest way to play is to start with a bunch of axe, spear, mace, and swordsdwarves, and one mason/miner/axedwarf. Set up a military encampment and dig out some basic living quarter and fortification. The migrants will be the laborers to support the military caste.
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When are we going to strike the earth? I am so pumped.
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Checking through the utilities currently. DwarfTherapist should be ready with some slight tweaking, but DFHack (for Stonesense primarily) hasn't been updated yet, and the standalone version of stonesense seems to have been discontinued after 31.x. Going to wait till tomorrow and see if they get a DFHack version out by then, if not, we can either roll with a standard 2d tileset (such as phoebus which I linked earlier), or wait till it's updated.
I'd prefer just getting it started, myself.
Edit: By the way, since I haven't got access to DFHack, I won't have much control about what metals we embark above. Don't expect an on-site steel industry available to us, if you were hoping for that. Then again, I feel lacking embarks being more fun, but maybe that's just me.
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On June 10 2012 02:22 plated.rawr wrote: Checking through the utilities currently. DwarfTherapist should be ready with some slight tweaking, but DFHack (for Stonesense primarily) hasn't been updated yet, and the standalone version of stonesense seems to have been discontinued after 31.x. Going to wait till tomorrow and see if they get a DFHack version out by then, if not, we can either roll with a standard 2d tileset (such as phoebus which I linked earlier), or wait till it's updated.
I'd prefer just getting it started, myself.
Edit: By the way, since I haven't got access to DFHack, I won't have much control about what metals we embark above. Don't expect an on-site steel industry available to us, if you were hoping for that. Then again, I feel lacking embarks being more fun, but maybe that's just me. Are we playing on 34.11?
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That being the newest version, I was planning for that, yes. We could alternatively use 34.10 which has up to date utilities, but lacks a long list of bug fixes.
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On June 10 2012 02:30 plated.rawr wrote: That being the newest version, I was planning for that, yes. We could alternatively use 34.10 which has up to date utilities, but lacks a long list of bug fixes. Well Therapist is up-to-date with .11, so maybe let's drop dfhack for a while and just go?
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Okay, I'll do that. Removing aquifers, adding phoebus and updating therapist, then generating a world. I'll post screenshots of the starting seven during the evening, then people have 24 hours for choosing before we start it off on sunday. Unless something has changed, we'll follow the order on amatoer's first post.
- amatoer - Kurumi - Dfgj - plated.rawr - Ulfsark - DarkEnergy - vaderseven - Blazinghand - coma - ShloobeR - fishbowl - stormtemplar - ]343[ - Fealthas
By the way - I'll limit our population to 100. With the increased marriage rate after the historical figure-update, we'll be flooded with children in no time. Limiting our population to 100 means we'll not get too swamped by kids.
Oh, and also - I see mediafire's become a useraccount-bound service. Anyone know any free upload-without-login services?
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The popcap is mainly to prevent too much FPS issues. Now, most people on this forum probably has decent computers, but still, FPS death is far more deadly than any siege, so let's avoid it if we can.
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Here's our first seven dwarves. Pick your favorite dwarf - it'll be done on a first-come, first-serve basis. Assign up to six skillpoints to the dwarf divided onto as many skills as you want, and figure out what custom profession name you want the dwarf to have. You can find the skills on the wiki skill list. Unless otherwise specified, I'll assign your TL Username as nickname for the dwarf.
"Dice" Craftrythm - male dwarf - PrinceXizor + Show Spoiler +
"Firebathero" Alleylanterns - male dwarf - ]343[ + Show Spoiler +
"Hoosegow" Mineshowered - male dwarf - Hoosegow + Show Spoiler +
"coma" Boardmarched - male dwarf - coma + Show Spoiler +
"Blazinghand" Rimclenches - male dwarf - Blazinghand + Show Spoiler +
"amatoer" Metalwaded - male dwarf - amatoer + Show Spoiler +
"Zul'jin" Testedwheeled - male dwarf - Kurumi + Show Spoiler +
All male crew - that's a first! Anyhow, take your picks, and I'll add the information as it comes.
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Blazinghand
United States25551 Posts
LOL what a sausage fest. I want to be Sigun Rimclenches. What a baller with his moustache, huge beard, and no sideburns.
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Got any skills, nickname or profession name for him?
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Blazinghand
United States25551 Posts
On June 10 2012 04:49 plated.rawr wrote: Got any skills, nickname or profession name for him?
I imagine my dwarf, nicknamed of course Blazinghand, to be Proficient Mason (10), Competent Building Designer (8), and Adequate Appraiser (7). His profession name should be Mason/Archtct
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Bit too many skillpicks there. We should limit it to 6 or so per person, as we've got a limited point pool. How about 3 mason, 2 designer and 1 appraiser?
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Blazinghand
United States25551 Posts
4 mason 2 appraiser then. I think we need 2 in appraiser for it to be really useful. Someone else can design buildings I'm sure
His new profession name should just be Mason then
EDIT: actually no wait how about masonpraiser. yeah that sounds good
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Gotcha.
Oh, by the way, seems our parent civilization doesn't have access to iron goods (but can use steel, oddly enough), so we'll not be bringing an anvil on embark. Normally, I'm not getting much of my metal industry started before fall, so it shouldn't be much of an issue, but still, mentioning it here, as we'll have to import one.
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