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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


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Author Topic: Murderfarmed, A Farming Village Succession Fort (Overseers Needed)  (Read 83407 times)

Paintbrushturkey

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #390 on: July 07, 2012, 05:43:47 am »

yeah someone tantrummed whilst putting stuff in the trade depot... on the bright side it does mean we have a lot of crap now.... forgot to report that :-S
and yes the animals are all in one square it was a temporary danger room for the milita :-), now we have a proper one though :-)

the reason the gemcutter isn't in the milita is that females and danger rooms do not mix (impaled babies = bad)
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neotemplar

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #391 on: July 07, 2012, 08:19:13 am »

*Neotemplar the vampire beekeeper dreams about modding wax so that it can be used in floor traps that make the goblins slip and fall.*  (Actually this is the most reasonable thing I've thought to do with the otherwise useless wax so far. Not sure if it is possible though.)

*Neotemplar then moonwalks through the goblin blood and wax.*

Has anyone put up some hives for me to use yet?
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Graknorke

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #392 on: July 07, 2012, 08:29:28 am »

Posting to follow this thread.
Interesting to be farming themed rather than combat like most forts.
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DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #393 on: July 07, 2012, 10:16:25 am »

danger rooms
Quote from: the rules
* Try to base your decisions on RP significance rather than efficiency or metagaming.
>:(

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Paintbrushturkey

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #394 on: July 07, 2012, 11:00:31 am »

i dare say that danger rooms exist in justabout every milita barracks (be it in the form of sparring dummies or otherwise). that and the fact that we have next to no useable weaponry or armor make an above ground farming fort hard enough. if you want to get rid of it feel free to, but don't blame me if we get overrun... (the only reason we are still alive is a ridiculus amount of micromanagement, so....)

on a side note at 1 spear per spike it's a rather inefficient danger room (simply because 10 spears per upright spike train dwarved stupidly fast)
« Last Edit: July 07, 2012, 11:03:30 am by Paintbrushturkey »
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #395 on: July 07, 2012, 11:06:16 am »

Danger rooms are a no-no fighting unarmed enemies is fine.

Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #396 on: July 07, 2012, 01:07:21 pm »

I could make a case for them, since many dojos have something similar, but it's not the sort of thing the average farmer militia would be equipped with.
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Paintbrushturkey

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #397 on: July 07, 2012, 01:18:09 pm »

If what you are trying to say here broseph is that plastering the map in cage traps in order to catch enemies to fight is ok, whilst making an perfectly optional room, with spikes liked to a lever is not? if that is the case please revert my save and undwarf me because that is just hypocritical bs, which i have to put up more than enough with. Or rather than having a meaningless discussion here just put it to the vote....

regards....

PS: in the average farmer milita, i'm pretty sure if the average farming village got raided every 4 months and most of it's inhabitants slaughtered then i dare say they'd bloody well make sure their milita knew what they were doing, let's face it the average being is fairly attached to life (just pointing out the facts here)
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mebuysword

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #398 on: July 07, 2012, 02:10:05 pm »

So, disregarding danger rooms for now, can we add products to a reaction post world gen? cause that would work great for the thatch block thing.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #399 on: July 07, 2012, 02:22:07 pm »

Setting traps is something in character for farmers, (I know), while training in dedicated rooms isn't. Sparring and practicing out in the fields is however.
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OREOSOME

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #400 on: July 07, 2012, 02:25:04 pm »

I have an idea for a feature, how about Pitchfork pikes/spears, or something to that effect.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #401 on: July 07, 2012, 04:24:37 pm »

If what you are trying to say here broseph is that plastering the map in cage traps in order to catch enemies to fight is ok, whilst making an perfectly optional room, with spikes liked to a lever is not? if that is the case please revert my save and undwarf me because that is just hypocritical bs, which i have to put up more than enough with. Or rather than having a meaningless discussion here just put it to the vote....

regards....

PS: in the average farmer milita, i'm pretty sure if the average farming village got raided every 4 months and most of it's inhabitants slaughtered then i dare say they'd bloody well make sure their milita knew what they were doing, let's face it the average being is fairly attached to life (just pointing out the facts here)
I'm saying that

Quote
*Traps are fair game provided there's a noble for the trapping industry.

and
Quote
* Try to base your decisions on RP significance rather than efficiency or metagaming.

a group of farmers deciding that low maintenance high reward cage traps as a source of wild game is not the same as "spam the map with cage traps" danger rooms are not necessary for a functioning military. We have bones and wood so it is still very possible to compensate by forming a predominantly crossbow militia. You read the same rules everyone else but your turn took seven times as long and was much less substantial than any of the others: you have been granted more than a little leeway with the rules and while I'm sure you have plenty of reasons (as does everyone else) there is no excuse for being so disrespectful. Mebuy has already downloaded the save and it would be unfair to ask him to revert but I'll grant your request to be removed from the list.

Broken

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #402 on: July 07, 2012, 08:02:47 pm »

I can't really said anything about the DR thing. I have actually never constructed any, and i know nothing about how effective they are.
Another thing:
I think we won't almost be able to make artifacts, since they are linked to revealed squares, which i think is a shame. We only have
one artifact so far, if i am not mistaken, and i doubt that we will see more.
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L3TUC3

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #403 on: July 07, 2012, 08:13:54 pm »

This "fort" is hilarious. Please dwarf me. My username is fine and I've no preference. I'll take a turn if it's still going by the time it's mine unless there's a new version of DF out.
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hops

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #404 on: July 07, 2012, 09:29:17 pm »

I have to say that we should make a safe house that is covered in layers and layers of traps.
Or hell, maybe make it a spiral path, but then retreat will be impossible.
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