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Poll

Vampire scum!

Kill it! Kill it to death!
- 4 (66.7%)
Let it live, it hasn't hurt anybody!
- 0 (0%)
Trial by water!
- 2 (33.3%)
Bury it alive, Mebuy style!
- 0 (0%)
The poll was confusing.
- 0 (0%)

Total Members Voted: 6


Pages: 1 ... 31 32 [33] 34 35 ... 61

Author Topic: Murderfarmed, A Farming Village Succession Fort (Overseers Needed)  (Read 83380 times)

Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #480 on: July 13, 2012, 03:42:11 pm »

You know, it occurs that we managed to live up to the name, and farmed a glorious crop of murder indeed.

I'll still be a wood cutter. Though I'm thinking if we embark in a hot biome, particularly one with a river, the first thing to do after putting down plots, is to dig irrigation ditches near the farm plots.

It's up to you Broseph, but we might want to consider allowing some quarrying, which is to say digging a hole to the stone rather than mining.

Code: [Select]
Something like it starting as:

XX
XX

Then progressing to:

XXXX
XXXX
XXXX
XXXX

with another:

XX
XX beneath it. And so on. So there's no roof overhead.
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DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #481 on: July 13, 2012, 03:55:06 pm »

Assuming we have access to clay or sand (for fire-safe materials) and metal (via caravans with bars and meltables) I can't think of anything we'd actually need stone for.

I think our situation should ideally be one that is fairly trade-reliant. We're producing farm-products, like crops and milk and clothing (and bacon), and trading it for valuables we can't produce, like metal and gems and stone. I actually like the idea of being specialized and non-self-sufficient like that.

Ideally we won't be importing nearly as much death this time around though.
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Betelgeuse

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #482 on: July 13, 2012, 04:33:51 pm »

Are we using the same world as the last Murderfarmed or generating a new one? If we decide to make a new one we could use it as an opportunity to mod in some of the plants we've been talking about.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #483 on: July 13, 2012, 05:19:28 pm »

Let's put it to a vote.

Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #484 on: July 13, 2012, 06:45:46 pm »

Hmm... perhaps if we limited the use of the stone to non-economic purposes? I mean, stone walls are something farmers have been using for years, because when you till a field, you get tons, and tons, and tons of rocks. Since that doesn't happen in DF, we should be allowed to simulate it. On the other hand, they shouldn't be processed into blocks, because with the harvest in motion, who can spare the time? Even if they're only used as the ground floor walls of houses.

I'd also suggest embarking over a partial aquifer, so that we can drive a well.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #485 on: July 13, 2012, 06:49:31 pm »

Quarrying makes above ground forts too easy. Clay worked just fine before.

DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #486 on: July 13, 2012, 07:01:02 pm »

Actually, I think embarking on an aquifer is a great idea and kind of wished we'd done it the first time around. Not only would it back up the no-digging-to-stone rule in-game, it'd also allow classy and realistic wells.
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UristMcWanderer

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #487 on: July 13, 2012, 07:04:27 pm »

Yes. Aquifer for a well (and to keep us from quarrying for stone), clay for houses, plenty of wood for various uses, and perhaps we could import sand to make windows for said houses. Clay can be made into both a wood furnace and a glass furnace, so the sand can be heated by the charcoal to make green glass. All too civilized.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #488 on: July 13, 2012, 07:07:15 pm »

As soon as we get a consensus for new world or old world I'll make the poll an embark area selection.

OREOSOME

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #489 on: July 13, 2012, 07:07:37 pm »

New world. that way we can also add some other features from the start, that is if we are going to add a new feature right when we start.
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Ow! How the fuck do eldritch abominations bitchslap people?
With our pimp tentacles, obviously.

Nerjin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #490 on: July 13, 2012, 07:13:38 pm »

I like the idea of a secondary group of dwarves heading out years after the first murderfarmed. At first these dwarves scoffed at Broseph Stalin's ideas. However as time passed his ideas started making sense. Despite the failure of the original these dwarves believe they can get it right. With extremem testing to keep out artisitic Game Fowl the believe they can save accomplish where Murderfarmed failed. Or something.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

OREOSOME

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #491 on: July 13, 2012, 07:17:13 pm »

When we restart, I wish to be:
Name:Keiran
Profession: Swords/marksdwarf
Gender: Preferably male.
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Ow! How the fuck do eldritch abominations bitchslap people?
With our pimp tentacles, obviously.

Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #492 on: July 13, 2012, 07:20:02 pm »

Poll locks at 9 if Mebuy doesn't get a working save up and we decide on classic I'll just use the last working save. I remembered the Bacon raws were complete so the save is working again.
« Last Edit: July 13, 2012, 07:37:37 pm by Broseph Stalin »
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #493 on: July 13, 2012, 07:55:34 pm »

Classic it is. Mebuys save appears to be from before our total destruction so I'll speed things up by causing a loyalty cascade.
edit: Goblins showed up when seven dwarves remained, killed everyone except the fish cleaner vampire who would hold the fortress intact forever as a black box abandonded him there.
« Last Edit: July 13, 2012, 08:00:55 pm by Broseph Stalin »
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Broken

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #494 on: July 13, 2012, 08:10:22 pm »

I hope that the vampire comes as a  migrant.
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Quote
In a hole in the ground there lived a dwarf. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a dwarf fortress, and that means magma.
Dwarf fortress: Tales of terror and inevitability
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