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Author Topic: Presenting: The Most Interesting Dwarf in the World  (Read 255154 times)

Sensei

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #240 on: May 27, 2009, 05:16:14 pm »

You should ahve an emergency escape room for that sort of thing: Station tehm inside, and lock the door. Then station them outside, and have a chamber with an unlocked door outside the grate. Or actually, just leave both doors unlocked and station them in the pool. Anyway, when they go through one grate, they will run abck to safety instead of getting pushed into your drainage system.
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Martin

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #241 on: May 29, 2009, 12:31:10 pm »

2nd Galena, 230, Late Summer

As expected, it took a while, but Morul is now a legendary Strand Extractor. Last labor is record keeping, but for some reason, the records stay at maximum accuracy and he never gets tasked. I've made the position vacant to see if that changes anything. I'll have Morul start making armor, weapons, etc. for his move into the military.

The reorganization is making steady progress. The magma pipe has been tapped and there are now magma forges running on near the bottom of the fortress. Sand and metal bars are being hauled down now, and the masons are hard at work getting walls and whatnot put in. This is a better arrangement than the surface workshops, though they are less convenient overall, but there are far more dwarves to support the extra hauling, so it shouldn't be a big problem. The stone workshops are moving down as well, which is also a more logical place for them.

9th Malachite, 231, Mid-Summer

Oddly enough, in spite of the 11.2M in fortress worth, the longest skill to acquire has been record keeping, but that is finally off the list, which now completes the labor skilling. Morul has been busy crafting masterwork adamantine weapons and once done will move on to armor and clothing, make a few items for his suite, and then start on the military business. Probably about another year to finish up all the labor tasks on the list.

20th Obsidian, 231, Late Winter

Morul has made enough progress on swimming to confirm that the swimming room works. He's only up to competent so far, but each session seems to get him a level or two. It'll take a while, but it'll get done. He's now made 10 masterwork adamantine weapons of each type, and is now working on 5 of each armor. They're pretty close, after which he'll do some clothing and decorations for his room. Keeping the fortress (who are entirely naked, by the way) from swarming on the adamantine clothing is a challenge I haven't fully worked out. I think they'll need to be produced in the same room that I intend to store them. Perhaps I'll have someone crank out regular clothing for the fortress to take the urge away.

The fortress organizing is coming along decently, and they're stocking up on some materials for when others may have orders to give. There are three more fortress levels to dig out, one of which being the barracks. I think the fortress will be ready to start draining the magma pipe and digging the moat when Morul hits the military.

18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter
26th Hematite, 221, Early Summer - Siege Engineer
24th Slate, 222, Mid-Spring - Ambusher
19th Limestone, 222, Early Autumn - Herbalist
26th Sandstone, 222, Mid-Autumn - Gem Setter
14th Galena, 225, Late Summer - Fishing
14th Sandstone, 225, Mid-Autumn - Fish Cleaning
12th Malachite, 226, Mid-Summer - Grower
21st Hematite, 227, Early Summer - Architect
3rd Malachite, 227, Mid-Summer - Soap Making
15th Limestone, 227, Early Autumn - Organizer
14th Felsite, 228, Late Spring - Fish Dissector
5th Hematite, 228, Early Summer - Animal Care
26th Hematite, 228, Early Summer - Pump Operating
6th Galena, 228, Late Summer - Armorsmith
1st Moonstone, 228, Early Winter - Weaponsmith
1st Hematite, 229, Early Summer - Woodcrafter
27th Galena, 229, Late Summer - Metalcrafter
2nd Galena, 230, Late Summer - Strand Extracting
9th Malachite, 231, Mid-Summer - Record Keeper

Flashzom

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #242 on: May 29, 2009, 12:35:39 pm »

I love you.
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Martin

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #243 on: May 29, 2009, 12:44:01 pm »

Holy shit, I've been doing this for a month? Damn, doesn't feel like it.

Shakma

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #244 on: May 29, 2009, 01:39:21 pm »

If you really want throwing, mod the skill on crossbow from hammer to throwing and beat orcs to death with it.  Not sure how you can justify it but, you can gain any skill like that if there is no other way.
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Martin

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #245 on: May 29, 2009, 02:51:28 pm »

If you really want throwing, mod the skill on crossbow from hammer to throwing and beat orcs to death with it.  Not sure how you can justify it but, you can gain any skill like that if there is no other way.

I can't really justify it, but just for the sake of completeness I'll give it a try after all of the valid stuff is done. Maybe I'll make a 3rd save available with these in it, but I'll give it a try shortly and see what can be done with this mod.

Albedo

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #246 on: May 29, 2009, 03:31:08 pm »

(Don't forget to make a masterwork adamantine backpack for him.  He needs one, clearly.)

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Martin

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #247 on: May 29, 2009, 03:36:25 pm »

(Don't forget to make a masterwork adamantine backpack for him.  He needs one, clearly.)

It's on the list.

Wahad

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #248 on: May 29, 2009, 04:29:10 pm »

If I had some way to make a tribute to Morul, I would. Suggestions are welcome.
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eerr

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #249 on: May 30, 2009, 12:48:19 am »

Once converted to military, you can patrol him into moving water.

Pumps make one end 7/7 with drains into some unknown area(escapeable!), and he walks towards his patrol destination untill 5/7.

Unfortunately, I found it impossible to make dwarves spar in 4/7 water, but 3/7 with rare 4/7 might work.

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Blakmane

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #250 on: May 30, 2009, 12:55:39 am »

you can give him skill in throwing by making him tantrum. Not sure if you'd be able to get enough tantrums to make legendary, however.

I'm assuming you aren't bothering with impossible to get without modding skills anyway (like nature_magic)
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Blaarg

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #251 on: May 30, 2009, 10:32:18 am »

Do the pacifier and consoler skills go up just talking to people?  I thought you had to get yelled at to get them.
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zchris13

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #252 on: May 30, 2009, 10:41:06 am »

Time to make Morul the mayor, and make this place a shithole.  FUNTIMES!!!!!!
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Martin

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #253 on: May 30, 2009, 12:34:19 pm »

Do the pacifier and consoler skills go up just talking to people?  I thought you had to get yelled at to get them.

He's a skilled pacifier and consoler now, and never been mayor. I don't think there are any unique mayoral skills, but if there are, we need to find them soon. His social skills are:

Consoler
Negotiator
Intimidator
Persuader
Judge of Intent
Pacifier
Comedian
Conversationalist
Flatterer

He lacks liar which I only ever see on children. The current mayor doesn't have any additional skills than the ones above (plus appraiser, which Morul is already Legendary)

quintin522

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Re: Quest: The Most Interesting Dwarf in the World
« Reply #254 on: May 30, 2009, 12:38:00 pm »

We all know how he's going to die though...
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