Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Do you have any rules for your forts?  (Read 2394 times)

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: Do you have any rules for your forts?
« Reply #30 on: August 17, 2010, 11:52:02 pm »

1. No stonefall traps, very limited use of cage traps.

2. Minimal weapon traps(usually no more than 1 line), and those weapon traps can only contain one weapon each, and must be a specialty trap component weapon.  Just enough to keep pesky wildlife out that shouldn't be inclined to enter such a structure anyway, but not be a real threat to a siege or ambush.

3. Never completely seal up the fortress, there is always a 'not guaranteed death' way in. Large deathtraps count as guaranteed death. Having to fight my army does not, even if the goblins disagree.

4. Invader junk is just that, junk.  Cloth and leather goblin gear will be magma'd or atom smashed, never used or sold.  Metal gear must be melted down, and reforged.  Those () are impure.  The map is also to be kept relatively clean of litter.  A few objects here or there are fine, but large piles of garbage need cleaned up.

5. No intentional non-hostile sentient deaths.  This includes unreasonable nobles, and elven traders.  Also all attempts will be made to meet room, mandate and demand requirements.  And tree cutting limits will be adhered to when feasible, and goods will not be siezed.  This does not however extend to protection, the military will not go out of their way to save either elf or noble during sieges or ambushes.

6. No runesmith editing with the intention of the fort surviving. (no editing moods away, no stat enhancements, no resurrection, etc.  However zombifying half the fortress and watching the show before abandon is fine.)

7. No savescumming.

8. Limited crossbow use.  For every 1 crossbow military, there must be 2 melee military.

9. Chief medic gets an office.  Planned to be enforced with modding in the future.


And a few imposed by modding that I have been dealing with in every fort for years that might as well be included.

1. [CARNIVORE] No farming for food, no cooking booze or seeds(carnivores can't eat any prepared meals)

2. More than 1 invading civ. (goblins and orcs currently.  Used to include a short stint with Rapax as well)
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

MoonCabbage

  • Bay Watcher
  • Robot Rock, Robot
    • View Profile
Re: Do you have any rules for your forts?
« Reply #31 on: August 18, 2010, 01:42:40 am »

my number one rule tends to be (if possible) always random the fortress name and do whatever it is.

like if i get basementmurders i will turn my basement into a blood machine

or if its bronzesabers i will only make bronze sabers and then construct a megaproject bronze saber at the entrance.

and my security/entertainment consists of a bottomless pit from my fortress entrance straight down into the magma. with random platforms around the edges stoked with at least 20 weapons each. my dwarves living quarters surround the pit with windows into it. i like to imagine my dwarves just staring into the pit and watch the vast hordes of goblin and elves smashing into the platforms and melting below.
Logged

Zalminen

  • Bay Watcher
    • View Profile
Re: Do you have any rules for your forts?
« Reply #32 on: August 18, 2010, 01:50:43 am »

No fishing. Period.

Usually no hunting either, but I may sometimes make one dwarf a hunter if I'm bored enough...
Logged
"And if you look down in the boiler chamber, you'll see that our hot spring is powered by an ancient, unholy, cramped and extremely pissed forgotten beast."
Pages: 1 2 [3]