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Author Topic: Passtrade - The Peasant fortress.  (Read 3252 times)

Twobeard

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Re: Passtrade - The Peasant fortress.
« Reply #15 on: August 01, 2010, 07:04:30 pm »

I have had no traders in the second year... This may either be a very interesting map or just get tiring if their are no neibouring civs. This is annoying especially because im pretty sure i checked for civs on embark. Oh well im pretty sure their are goblins, just wait for them to wipe me out :p
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breadbocks

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Re: Passtrade - The Peasant fortress.
« Reply #16 on: August 01, 2010, 08:01:47 pm »

On an island?
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Urist Imiknorris

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Re: Passtrade - The Peasant fortress.
« Reply #17 on: August 01, 2010, 11:08:02 pm »

Hoominz may take a while to show up. I've had them not arrive for a couple years.
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Twobeard

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Re: Passtrade - The Peasant fortress.
« Reply #18 on: August 02, 2010, 09:30:24 am »

I decided to try another fortress in the same style for now. Called Treemourned. In a terrifying glumprong forest next to salt water and on an aquifer. Hilarious. 6 of the first seven died by skeletal deer death in the first season. The last died of madness only moments after my first migrant wave. Awesome
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Arkenstone

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Re: Passtrade - The Peasant fortress.
« Reply #19 on: August 02, 2010, 06:30:38 pm »

Actually, since you have an anvil, you can just wait for goblinite (use wooden crossbows to get) and make a pick from that...
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Twobeard

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Re: Passtrade - The Peasant fortress.
« Reply #20 on: August 02, 2010, 06:35:16 pm »

You need fire safe materials to make the smelter... Goblins dont carry stone with them
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tyl110

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Re: Passtrade - The Peasant fortress.
« Reply #21 on: August 02, 2010, 08:28:05 pm »

I believe that ash counts as a fire-safe material for building a smelter.
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Arkenstone

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Re: Passtrade - The Peasant fortress.
« Reply #22 on: August 02, 2010, 08:58:41 pm »

Sadly you need a fire-safe material for a wood furnace too...

Umm, I heard there were some things about wood blocks that made them fall into a non-stockpileable catagory, maybe the game's confusion'll make them fire-safe too.  If not, there's always ice...  I heard something about not being able to make workshops ou of it, even above ground; but it could work even then if it's made into blocks first.  Scratch that, I forgot you need a pick to mine ice.

You could always modify the raws to be able to make a pick out of wood; but don't forget the raws for a game world are now stored in its save folder.
« Last Edit: August 02, 2010, 09:01:14 pm by Arkenstone »
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

breadbocks

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Re: Passtrade - The Peasant fortress.
« Reply #23 on: August 02, 2010, 09:01:12 pm »

Caravans always bring metal. Metal=fire-safe.
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Arkenstone

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Re: Passtrade - The Peasant fortress.
« Reply #24 on: August 02, 2010, 09:04:09 pm »

It's a two-page thread, could you try reading the entire thing before posting?

He embarked with a dead civ: no civ=no caravans=no trade, his only hope now is to find a way to harvest goblinite (assuming gobbos still exist, too).
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

breadbocks

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Re: Passtrade - The Peasant fortress.
« Reply #25 on: August 02, 2010, 10:44:27 pm »

Ah. forgot about that part. Well, dude, you're screwed for metal and digging.
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Twobeard

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Re: Passtrade - The Peasant fortress.
« Reply #26 on: August 03, 2010, 07:02:19 pm »

Hahaha i know, i tried all the options on the first fort. The second fort is hilarious. Skeldear and Skelfoxes are the bane of my existence. They also seem to have the ability to kick in doors. This is inconvienient. I have picks in this area, and trade with at least dwarves and elves, however its on an aquifer. An aquifer with only soil layers, i would even attempt screwpumping like mad, except the skels are in the way. And i cannot allocate nobles or a military. It makes me laugh.
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breadbocks

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Re: Passtrade - The Peasant fortress.
« Reply #27 on: August 03, 2010, 07:19:23 pm »

Build wood walls.
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Oglokoog

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Re: Passtrade - The Peasant fortress.
« Reply #28 on: August 04, 2010, 03:37:57 pm »

Skeldear and Skelfoxes are the bane of my existence.

I think it should rather be "skeer" and "skoxes" (skeletal oxen are "skoxen", subtle difference).
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breadbocks

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Re: Passtrade - The Peasant fortress.
« Reply #29 on: August 04, 2010, 04:37:43 pm »

Skeldear and Skelfoxes are the bane of my existence.

I think it should rather be "skeer" and "skoxes" (skeletal oxen are "skoxen", subtle difference).
And skeletal elks are skelks.
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Clearly, cakes are the next form of human evolution.
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