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Author Topic: No trading, no metal, no...  (Read 3490 times)

Falconbridge

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Re: No trading, no metal, no...
« Reply #30 on: February 04, 2015, 08:58:46 pm »

well, looks doable but fairly boring... survive and hope you get an artefact bone axe... btw strange mood = 1 death every couple of month since no stone, gem, metal, little wood.
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Aslandus

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Re: No trading, no metal, no...
« Reply #31 on: February 04, 2015, 09:03:39 pm »

well, looks doable but fairly boring... survive and hope you get an artefact bone axe... btw strange mood = 1 death every couple of month since no stone, gem, metal, little wood.
Possibly more if they go berserk, especially since you're making a fortress full of legendary wrestlers... It's basically once every couple of months a WWE match starts up...

Slogo

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Re: No trading, no metal, no...
« Reply #32 on: February 04, 2015, 09:53:06 pm »

well, looks doable but fairly boring... survive and hope you get an artefact bone axe... btw strange mood = 1 death every couple of month since no stone, gem, metal, little wood.
Possibly more if they go berserk, especially since you're making a fortress full of legendary wrestlers... It's basically once every couple of months a WWE match starts up...

You can't lose any dwarves. You have no way of memorializing them.

Strange Moods shouldn't matter too much. You don't really have a way to meet the requirements to get that many strange moods.

Aslandus

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Re: No trading, no metal, no...
« Reply #33 on: February 04, 2015, 10:44:06 pm »

well, looks doable but fairly boring... survive and hope you get an artefact bone axe... btw strange mood = 1 death every couple of month since no stone, gem, metal, little wood.
Possibly more if they go berserk, especially since you're making a fortress full of legendary wrestlers... It's basically once every couple of months a WWE match starts up...

You can't lose any dwarves. You have no way of memorializing them.

Strange Moods shouldn't matter too much. You don't really have a way to meet the requirements to get that many strange moods.
well you can make wooden caskets... well, three wooden caskets... and then it's just ghost fortress for the rest of the fortress' life...

Sadrice

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Re: No trading, no metal, no...
« Reply #34 on: February 04, 2015, 11:43:37 pm »

Assuming the bag barracks thing works, the best strategy seems to be to make 1 barrel and keep the other 2 wood for workshops.  You could also build the barracks from a bed or armor stand, but that would double the number of times you have to tear down and rebuild the workshops.  Slaughter the animals,  make a crossbow and some bolts from the bones, and a bag and some leather armor.  Go hunting, make more bows, bolts, and armor.  Have dwarves train.  Overwhelm invaders with a flurry of bone bolts, take their axe, and you're home free.

You could leave out the barrel if you have year round water, but you'll already have happiness problems, so I might make 2 barrels instead.  Make sure that it doesn't get filled with tallow after butchering, or otherwise used for non booze purposes.

Perfectly doable, with a bit of luck (not too many moods or violent ghosts, invaders don't take too long and are beatable and have an axe).  Sounds rather boring, though.
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fortydayweekend

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Re: No trading, no metal, no...
« Reply #35 on: February 05, 2015, 12:24:41 am »

Almost every time I do one of these sorts of embarks, a dwarf in the first migrant wave brings a pick..  ::)
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Maolagin

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Re: No trading, no metal, no...
« Reply #36 on: February 05, 2015, 02:09:27 pm »

What if it was a no stone/no metal embark? Allow a wooden training axe and bring a bar of ash at the start.  This lets you gather clay and chop wood, make charcoal, and fire clay.  There will be no mechanisms or below-ground structures.  Just a dirty above ground sticks-and-mud fort.  Very primative, but still...you know, playable.
Indeed, and with the ash you can make a wood furnace to make more ash and get industry rolling in the furnace department (or just see how high you can make a glass block tower before the goblins eat your face)

I actually played that scenario recently -- no starting materials or skills on a sand desert embark. It wasn't actually intended to be quite so spartan, but as it turned out, the elves were too far away and the dwarves were extinct, so I got minimal migrants and no traders, ever. Thus, no stone or metal, because no way to ever get a pick or anvil. Fortunately, these days "sparse vegetation" still means a couple of giant multi-tile trees good for a few dozen wood and a couple of types of gatherable fruit, so it was possible to set up a wood house against the side of a hill, make booze, etc. Very micro-managery making sure the 3-4 barrels got used for booze rather than, say, loose strawberry seeds. Then a werebeast came and bit half the crew, so that was that.

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