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Author Topic: Cult Of Bones  (Read 7061 times)

GoombaGeek

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Re: Cult Of Bones
« Reply #15 on: July 21, 2012, 06:35:35 pm »

You could as well strive for the chosen to have only masterwork items at their disposal whenever possible. More challenge?
True to the spirit of the fort, the substandard goods would not be dispensed to the cattle, but destroyed (furniture) or set aside as a reserve (meals and clothing).

You could, of course, give us a new community fort with this challenge. ;D
I'd participate in that, it sounds like a fun challenge!

And I have an idea for it: in alternating years, we reinforce the chosen's strength, but the next year/player tries training the cattle, and after ten years we hold an uprising and see who wins :D
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Kofthefens

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Re: Cult Of Bones
« Reply #16 on: July 21, 2012, 06:37:28 pm »

A chosen chef could have cooking as a hobby or something. What about moods from the chosen?
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misko27

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Re: Cult Of Bones
« Reply #17 on: July 21, 2012, 07:08:41 pm »

I would add, ignore all mandates, no jails, and have the hammerer be a legendary hammerlord with a silver war hammer. 

Need jails for a hammering.
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Sabreur

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Re: Cult Of Bones
« Reply #18 on: July 22, 2012, 12:37:00 am »

You could as well strive for the chosen to have only masterwork items at their disposal whenever possible. More challenge?
True to the spirit of the fort, the substandard goods would not be dispensed to the cattle, but destroyed (furniture) or set aside as a reserve (meals and clothing).

You could, of course, give us a new community fort with this challenge. ;D

I've never done a community fort before, but that *does* sound like fun.  I think I'll try it solo for a bit to see if it's feasible or not.  If it is, I'll make a new one and put it up for the community.

Vodrilus

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Re: Cult Of Bones
« Reply #19 on: July 22, 2012, 04:12:47 am »

Sounds promising! :D
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Rince Wind

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Re: Cult Of Bones
« Reply #20 on: July 22, 2012, 05:58:01 am »

I think a chef should be among the chosen.
Some kind of eccentric master, that only takes the very best ingredients, and if some cattle brings him mundane stuff, like rat weed, or plain cow meat, he'll have them punished.
Every day he will serve his new creations to his fellow chosen, while the cattle can get what it left (of the ingredients, not of the finished stuff. it should rot rather than be eaten by cattle. Of course, rotting masterwork food is bad for the mood if the chef, so maybe just sell is, or better: give it to tha caravan so they can have something nice to eat on the way.
Maybe make the trade depot out of glass, so the cattle can see all the good stuff the chosen get and freely give away.
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GoombaGeek

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Re: Cult Of Bones
« Reply #21 on: July 22, 2012, 09:39:47 am »

In my test version, the cattle and chosen are instead separated by a river that goes right down the middle of a 5x5 embark - this way it's easier to independently build up both sides (I'm not too good at starting a separated fort) and block access (no bridge, you're hosed since it's not a brook). I also have a few drowning bedrooms to bump off the spouses of the new chosen, but you have to wait until only the useless ones are idling in there (and they escaped because I forgot to add a wall grate :P ).
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Mimodo

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Re: Cult Of Bones
« Reply #22 on: July 22, 2012, 06:10:43 pm »

I'm not sure whether to commend you for this genius idea, or condemn you to the deepest depths of hell for all eternity
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GreatWyrmGold

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Re: Cult Of Bones
« Reply #23 on: July 22, 2012, 06:35:08 pm »

Make sue you have some way of carting supplies to the Chosen dwarves. Also make sure that only they get to enjoy the spoils of the caravans.
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Sabreur

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Re: Cult Of Bones
« Reply #24 on: July 23, 2012, 12:51:22 am »

I'm not sure whether to commend you for this genius idea, or condemn you to the deepest depths of hell for all eternity

Unfortunately for my ego (but fortunately for my immortal soul) I can't take credit for the idea - as mentioned in the original post, girlinhat had the idea of basing a fort around fell/macabre moods.  The whole chosen/cattle thing is just a characterful way of making sure the entire fort doesn't go down in a tantrum-spiral fueled blaze of glory, and allowing for some non-miserable dwarves to handle essential tasks.

Vattic

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Re: Cult Of Bones
« Reply #25 on: July 23, 2012, 01:02:07 am »

The way things are divided reminds me of a prison themed fort I ran. It should be much easier to keep everyone apart now we have burrows and such. Partly posting just to see where this goes.
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peregarrett

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Re: Cult Of Bones
« Reply #26 on: July 23, 2012, 03:19:48 am »

I tried that  before, even started the succession game of it. I did the separation by burrows, but that resulted in constant calcellation spam.

And you will have to introduce a caste of servants, who are to move luxurities produced by peasants to Noble's stockpiles. And since they have access both to peasant and luxury stockpiles, they definitely will claim some of luxurities. It's inavoidable.

here's the game thread with some explanations:
http://www.bay12forums.com/smf/index.php?topic=99547.0
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Mimodo

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Re: Cult Of Bones
« Reply #27 on: July 23, 2012, 06:53:42 am »

I tried that  before, even started the succession game of it. I did the separation by burrows, but that resulted in constant calcellation spam.

And you will have to introduce a caste of servants, who are to move luxurities produced by peasants to Noble's stockpiles. And since they have access both to peasant and luxury stockpiles, they definitely will claim some of luxurities. It's inavoidable.

here's the game thread with some explanations:
http://www.bay12forums.com/smf/index.php?topic=99547.0

If you can use minecart designations, or drop shafts, could you not potentially overcome this issue?
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peregarrett

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Re: Cult Of Bones
« Reply #28 on: July 23, 2012, 07:26:27 am »

Yes, with minecarts it is possible. But then you have to build special delivery line, and Peasants are still able to bite the piece of masterwork roast while it's on the way to minecart.
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