Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 ... 14

Author Topic: Dwarven Democracy game. Rules and setup.  (Read 15302 times)

Thanshin

  • Bay Watcher
    • View Profile
Re: Dwarven Democracy game. Rules and setup.
« Reply #45 on: January 08, 2010, 07:30:48 am »

Plus, if dig deeper orcs are usually just handled "wall yourself in until they leave," I think I can take them on.

I think most can, thus the law "trade can't be permanently blocked (we can build a bridge that stops the path for a second, but not spend two seasons underground).

Otherwise, an underground river or simply much wood allow for easy lockdowns.
Logged

Arrkhal

  • Bay Watcher
  • Who modded in these flying killer attack babies???
    • View Profile
Re: Dwarven Democracy game. Rules and setup.
« Reply #46 on: January 08, 2010, 09:34:10 am »

Might be dwarfier to make it so that the path to the trade depot, and the path from the depot to the finished (g)ood piles (and the workshops, and thus the bedrooms, dining room, etc.) may never be broken, ever.  At least not intentionally, and it has to be fixed ASAP.

Could also forbid ready-made traps (other than upright spikes).

Personally, I absolutely never block in any part of my fortress, unless I'm drowning merchants.  Why outlast seiges when killing/capturing them gives you all the iron you can stomach?
Logged
In development: Arrkhal's Material and Weapon balance
Please test and let me know what still needs fixing.  And get these freakin' babies offa me!

100killer9

  • Bay Watcher
    • View Profile
Re: Dwarven Democracy game. Rules and setup.
« Reply #47 on: January 08, 2010, 04:05:20 pm »

You can't capture orcs... They have [trAPAVOID]. But if they aren't building destroyers, then we could put doors there, lock them when orcs come, and atom smash them all. Or, better yet, just make a magma trap. I'm not sure an Orc siege is able to be stopped by a small army such as we would have early on,
Logged
Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

rickvoid

  • Bay Watcher
    • View Profile
Re: Dwarven Democracy game. Rules and setup.
« Reply #48 on: January 08, 2010, 04:49:34 pm »

Well, we could trap them in a room with a floor that disappears at the pull of a lever, drops them several z-levels, and they land prone on cage/everthing traps. You can capture HFS that way, so I'm sure it applies to other trap-avoid baddies.
Logged

100killer9

  • Bay Watcher
    • View Profile
Re: Dwarven Democracy game. Rules and setup.
« Reply #49 on: January 08, 2010, 07:32:41 pm »

If the orcs don't have building destroyed, use doors and a atom-smasher. If they do, put a large chunk of stone on a support. Orcs attack support and get crushed, and the chunk even deconstructs for you!
Logged
Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

addictgamer

  • Bay Watcher
  • Penguin Developer
    • View Profile
    • Github
Re: Dwarven Democracy game. Rules and setup.
« Reply #50 on: January 08, 2010, 08:11:38 pm »

Right, so the goal is FUN.

We need magma for fun.
And hfs.

At that, we also need a steady stream of nobles, hammerers, tax collectors, shriffs, etc.

Logged
I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

rickvoid

  • Bay Watcher
    • View Profile
Re: Dwarven Democracy game. Rules and setup.
« Reply #51 on: January 08, 2010, 09:59:57 pm »

Actually, for any of that to happen, we need someone willing to actually play the game.

So far, we have no one.

I suspect this thread will soon die, unless somebody steps up.
Logged

addictgamer

  • Bay Watcher
  • Penguin Developer
    • View Profile
    • Github
Re: Dwarven Democracy game. Rules and setup.
« Reply #52 on: January 08, 2010, 10:25:58 pm »

If no one steps up in the next 168 hours, I will. That's a whole week.

Till then, start writing the constitution we'll use.
Logged
I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

Arrkhal

  • Bay Watcher
  • Who modded in these flying killer attack babies???
    • View Profile
Re: Dwarven Democracy game. Rules and setup.
« Reply #53 on: January 08, 2010, 11:41:46 pm »

Quote
If no one steps up in the next 168 hours, I will. That's a whole week.

Yay.  Yeah, I don't want to have to learn how to do Dig Deeper, not with the next version (hopefully) just around the corner.  Plus, I just recently came up with a very Fun idea for a community fort.  It's probably been done before, but we'll see.

So the constitution we've got so far is:

Anyone can make up to 3 proposals (I'd assume major and unsolicited proposals, not routine ones dealing with problems) per in-game year.

To kill a citizen or allow a citizen to die requires a 6/7 majority.

To change the law requires a 6/7 majority.

To use magma for defense requires a 6/7 majority.

To use magma otherwise requires a 2/3 majority.

To steal from, harm, or otherwise anger other races who are not already hostile, requires a 2/3 majority.

Proposals pass or fail as soon as the required majority is reached, or enough "no" votes are tallied to keep that from happening; you don't have to wait for all the votes to come in.

That probably covers all the bases.
Logged
In development: Arrkhal's Material and Weapon balance
Please test and let me know what still needs fixing.  And get these freakin' babies offa me!

quinntan

  • Bay Watcher
    • View Profile
Re: Dwarven Democracy game. Rules and setup.
« Reply #54 on: January 09, 2010, 12:34:15 am »

Sorry I didn't reply sooner my fellow democratic dwarves. I will be sure not to fall behind again. I however will not be able to assume the role of mayor due to time constraints on my part. I will however be sure to be present for the future votes. If addictgamer is willing to lead us and our civilization to greatness, he has my support!
Logged

Defiance

  • Bay Watcher
    • View Profile
Re: Dwarven Democracy game. Rules and setup.
« Reply #55 on: January 09, 2010, 07:44:08 am »

I'm in.I want the dorf who leads the melee portion of military.Doesn't matter what weapon, but i would prefer not to be a wrestler.
Logged

gumball135

  • Bay Watcher
  • [ROBOTS]
    • View Profile
Re: Dwarven Democracy game. Rules and setup.
« Reply #56 on: January 09, 2010, 08:31:06 am »

Orcs can open doors, and they have trap avoid, but they can still be caught by cage traps (it's something like a 50/50 chance for them to get caught).

Also, Dig Deeper isn't that much different from vanilla DF; plants take twice as long to grow, you only have about 1 month before the Orcs start sieging, and there are a lot of super hard creatures. Not that I've played it before; that's just what I've read :P
Logged
You could start a zoo and end up with a natural history museum, I'm sure no one would mind.

addictgamer

  • Bay Watcher
  • Penguin Developer
    • View Profile
    • Github
Re: Dwarven Democracy game. Rules and setup.
« Reply #57 on: January 09, 2010, 03:06:12 pm »

I guess I should download dig deeper and practice it a bit.
I don't want to ruin the fort before we have our first civil war.  ;)
Logged
I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

addictgamer

  • Bay Watcher
  • Penguin Developer
    • View Profile
    • Github
Re: Dwarven Democracy game. Rules and setup.
« Reply #58 on: January 10, 2010, 11:39:33 pm »

On the world I genned, I found 2 sites I love.



This one is the harder one to play; no river.
I'll post the second one if you want.

Shall we use it? 7 x 7
Logged
I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

Arrkhal

  • Bay Watcher
  • Who modded in these flying killer attack babies???
    • View Profile
Re: Dwarven Democracy game. Rules and setup.
« Reply #59 on: January 10, 2010, 11:52:03 pm »

Does it have sand?  I vote for sand.
Logged
In development: Arrkhal's Material and Weapon balance
Please test and let me know what still needs fixing.  And get these freakin' babies offa me!
Pages: 1 2 3 [4] 5 6 ... 14