Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 15 16 [17] 18 19 ... 67

Author Topic: ☼MASTERWORK☼ DF - 1.9 - Succession Fort  (Read 87927 times)

Panopticon

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #240 on: June 24, 2012, 04:27:48 pm »

I think you are fine, we were just mildly wondering about how we'd do the restart.

As to jakmak's turn, I thought we weren't going to use cage traps unless in a zombie apocalypse situation?
Logged

jakmak

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #241 on: June 24, 2012, 05:52:50 pm »

I'm curious: bees need outdoor environment, that's established. So, what happens when an axisting hive is roofed over? Do the bees die or what? More importantly, what happened to our precious beekeeping industry, cave-in and all?

 its fine i barely got 1/8th of the courtyard roofed over and i didnt even cover that area.

And pan the traps worked out quite well they caught a bunch of horses (didn't get a chance to tame) and a flesh man which i put out all the horses and the flesh man up in the main room for display in a cage. can the flesh man even be tamed? also i had dug out a channel with water in it for a well and i didn't have a chain or a rope so i forgot about it. So would who ever is next build a well in that area and please remove the roof that i wasn't supposed to build please.
« Last Edit: June 24, 2012, 06:01:49 pm by jakmak »
Logged

zenerbufen

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #242 on: June 24, 2012, 09:43:54 pm »

I always like big surface constructions, especially clever ones.  A castle with lockable (lever controlled) turrets would be awesome. Look the turret in a 1x1 room with fortification to the outside, blocked by floodgates. Pull one lever, all the floodgates go down, turrets fire.

And a murderhole above the main entry. Complete with hatches and a landmine stockpile nearby. Invaders walk in, get trapped in murderhole, dwarf starts dumping landmines on them.

In general I would like to see clever use of the mod features of course. How do armored animals fare, golems, mages, glorious battle. No traps, at least not the normal ones. I want to see a forest full of treants and spitting orchids, a crazy guy burning down the 3th cavern to get rid of facehuggers, and would really, really like to see a curious underground structure. Actually... lets make this a necessary feature. I want one of those structures, to test all the adv. combat stuff on. Because these structures have about 2000-3000 units in there in the mod. I hope the FPS can handle that though. Just test this before the fortress starts ^^
Mountainking Urist McZenerbufen has decreed that A new Fortress shall be built. To be outfitted with all the latest in dwarven technology. You will be using the designs of the kings top adviser, a mysterious person who lurks in the shadows and is only know as 'Meph'.

You will build a mighty tower! It will rise to the sky for all to see the true might of the dwarven empire, and it's lower levels shall be dug to the deepest levels of the earth. We will need lots of room, lots of supplies, and lots of dwarfs to carry out Meph's experiments. This mighty tower shall be our front line offense, as well as our most strongest defended defensive position. It shall be large enough to house the entire population of dwarfs should the need arise, and should be suitable for a king, shall I decide to come visit, or take up permanent residence.
I remember discussing that cage traps were going to be forbidden, however I couldn't find it. I'm curious how the next overseer will handle being given the reins of a fortress that includes forbidden technology.

Panopticon

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #243 on: June 24, 2012, 10:28:29 pm »

If they are still there when my turn rolls around I will scatter them about the woods in hopes of catching random wildlife.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #244 on: June 24, 2012, 10:41:57 pm »

I am against an all-cage-trap-defense, but like prisoners/testsubjects/tamed animals. So some of them for the caverns and in X-sections for wildlife sound ok. Cages also makes beautiful zoos. ;)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

etlaM

  • Escaped Lunatic
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #245 on: June 25, 2012, 11:00:39 am »

I, uh, have just got some unexpected visitors in real life.. Postponing my turn. I'll try to get on tomorrow morning (still UTC+2), if not, I guess it's more fair to pass it on to the next player...
Logged
questionquality, Record Keeper of /r/succession

jakmak

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #246 on: June 26, 2012, 05:35:46 pm »

Should we just give this to smakemupagus i don't think etlaM would be able to do it
Logged

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #247 on: June 26, 2012, 06:35:53 pm »

I will take a turn. What size is this embark?
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #248 on: June 26, 2012, 10:37:50 pm »

etlaM, let me know if you want me to jump on and take the turn? 

Panopticon

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #249 on: June 27, 2012, 02:08:25 am »

I vote you take it, etlaM said if the turn hadn't started by now to pass it on.
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #250 on: June 27, 2012, 02:47:25 am »

I vote you take it, etlaM said if the turn hadn't started by now to pass it on.

OK, I downloaded and will start tomorrow after work if we don't hear from him. 

zenerbufen

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #251 on: June 27, 2012, 03:09:20 am »

Go for it, we can bump etlaM down to the next on the list.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #252 on: June 27, 2012, 03:06:03 pm »

Do you need more overseers ? You could just ask in the mainthread I guess, there should be enough people who read it...

Apart from that: 2nd year hall of the mountain king ? That is a challange. :)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #253 on: June 27, 2012, 03:30:57 pm »

Apart from that: 2nd year hall of the mountain king ? That is a challange. :)

Hey, you wanted to test features :)
Should be doable if there are no nasty surprises ... It's year 3; and Ishar & Jakmak left the place in good shape.

Ishar

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #254 on: June 27, 2012, 03:46:24 pm »

This fort seems to work out much, MUCH better than the previous one.
Logged
Shadytorments, a Masterwork DF community fort - RESTARTED as Newtorments!
Pages: 1 ... 15 16 [17] 18 19 ... 67