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Author Topic: Do you have any rules for your forts?  (Read 2398 times)

mopstar

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Re: Do you have any rules for your forts?
« Reply #15 on: August 16, 2010, 09:43:45 am »

when im in the mood for a challenge i like to go to a haunted region with a 1 tile embark and only use wood for everything.Only above ground wood,no traps of any kind either,you can trade for stone though.if you find magma you can use that i guess but that defeats a bit of the challenge of managing a big part of wood consumption.
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Agamemnon

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Re: Do you have any rules for your forts?
« Reply #16 on: August 16, 2010, 12:23:51 pm »

I also don't cook seeds. I could but I am too lazy to manually forbid some of the seeds. I see it as life insurance - I don't want my dwarves to be too weak to kill each other in the final tantrum spiral.  ;D
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Execution shaft aka. dwarven wormhole

Works as follows: Things enter one end, emerge at the other and then get eaten by worms.

Marconius

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Re: Do you have any rules for your forts?
« Reply #17 on: August 16, 2010, 01:22:17 pm »

I usually only allow cooking of seeds that I'm not gonna use, most commonly surface seeds. This is really just for practical reasons, I keep seeds for farms and cook other forms of food.

I also tend to not use anything that breaks the laws of (real world) physics, as I consider these a bit of cheating. So don't use perpetual motion machines, atom smashers or the "piston method" for moving fluids.
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TomiTapio

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Re: Do you have any rules for your forts?
« Reply #18 on: August 16, 2010, 01:41:44 pm »

I also tend to not use anything that breaks the laws of (real world) physics, as I consider these a bit of cheating. So don't use perpetual motion machines, atom smashers or the "piston method" for moving fluids.
I mod the raws so that wooden cages are not the cure-all for Dragons. None my my worlds' megabeasts can be caged or tamed.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Gorjo MacGrymm

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Re: Do you have any rules for your forts?
« Reply #19 on: August 16, 2010, 01:57:47 pm »

1  No underground farming,
2  No booze cooking
3  All structure built above ground, mountains are for mining
4  No seed cooking
5  Common trades in personal burrows, burrows share common dining hall (for now)
6  "Gym" full of manual screw pumps for haulers (they need to be big and strong to carry that obsidian boulder from 47z-levels down!)
7  No traps.
8  No skills on embark except for appraiser for the trade depot.  All bedrooms for the avg dwarf have a niche for their own coffin.
    When they die i just lock the door. 
9  Steelworkers only have metal furnture/doors/etc
10  Never trade with elves, period.
11  (of course it goes to eleven) Pray for survival for when the goblins arrive!  :P
« Last Edit: August 16, 2010, 02:09:51 pm by Gorjo MacGrymm »
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SkyRender

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Re: Do you have any rules for your forts?
« Reply #20 on: August 16, 2010, 05:10:03 pm »

1. Always embark with 7 female dogs and 1 male dog for "emergency rations"
2. The outside entrance to the fort shall always be a twisty passage loaded with corner-based traps
3. If a metal can't be made worth more than 10 base value easily, it gets crafted into bins and barrels as it gets smelted
4. Large, serrated steel disks will be made; lots and lots and lots of large, serrated steel disks will be made
5. Never actually delve into the caves; seal up any holes leading into them immediately
6. Ponds are made for draining into large underground Dwarf-made caverns so as to make nice big farm and underground plant-growing areas
7. No military; with the way the military works now, I'll take my chances with an unprepared fort protected by cage traps and war animals, thank you very much
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Vercingetorix

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Re: Do you have any rules for your forts?
« Reply #21 on: August 16, 2010, 09:32:56 pm »

The general rule I follow is a 10% "tax" per year based on created wealth to be offered to the dwarven caravan (or to one of the other civilizations for the same purpose if and when I become a mountainhome).  Failure to pay it means the difference needs to be made up with the next year's goods prior to trading any.  If I deplete them all, no trade.  Of course, it's mostly meant to keep my stockpiles from overflowing with crap but it also makes me carefully plan out the amount of wealth creation vs. trade goods produced per year.  It can be a pain in the ass if I overshoot with mining or architecture without boosting goods produced.

Other than that, the simple rule is to survive by whatever means necessary based on the location.
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Do you always look at it in ASCII?

You get used to it, I don't even see the ASCII.  All I see is blacksmith, miner, goblin.

NRN_R_Sumo1

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Re: Do you have any rules for your forts?
« Reply #22 on: August 16, 2010, 10:26:30 pm »

I try my best to make sure my livestocks consist primarily of milkable creatures, and that of those milkable creatures I have less males than females, as males are not near as useful.
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existent

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Re: Do you have any rules for your forts?
« Reply #23 on: August 16, 2010, 10:27:46 pm »

of those milkable creatures I have less males than females, as males are not near as useful. much tastier.
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NRN_R_Sumo1

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Re: Do you have any rules for your forts?
« Reply #24 on: August 16, 2010, 11:41:57 pm »

of those milkable creatures I have less males than females, as males are not near as useful. much tastier.
whatever floats your boat.
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A dwarf is nothing but an alcohol powered beard.

puke

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Re: Do you have any rules for your forts?
« Reply #25 on: August 16, 2010, 11:42:45 pm »

I embark with 6 nobels and 1 useful dwarf.  The nobles fill out all the initial noble positions (militial commander and sheriff get combined onto one dwarf, or I just ignore the sheriff if I'm feeling cheap) and the usefull dwarf takes a broad combination of skills based on the embark area.

It is up to that one dwarf to keep the others alive, and his first jobs are usually making shelter and bedrooms (including beds) and offices for the nobles.

Even so, it aint that hard.  My other big rule is NO MILKING MAMALS, as that kind of nonsense is for those barbaric humans.  Dwarf milk/cheese comes from puring magotts, nothing more and nothing less.
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NRN_R_Sumo1

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Re: Do you have any rules for your forts?
« Reply #26 on: August 17, 2010, 03:53:56 am »

I embark with 6 nobels and 1 useful dwarf.  The nobles fill out all the initial noble positions (militial commander and sheriff get combined onto one dwarf, or I just ignore the sheriff if I'm feeling cheap) and the usefull dwarf takes a broad combination of skills based on the embark area.

It is up to that one dwarf to keep the others alive, and his first jobs are usually making shelter and bedrooms (including beds) and offices for the nobles.

Even so, it aint that hard.  My other big rule is NO MILKING MAMALS, as that kind of nonsense is for those barbaric humans.  Dwarf milk/cheese comes from purring magotts, nothing more and nothing less.
YET YOU FARM LIKE AN ELF?
FOOL!
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A dwarf is nothing but an alcohol powered beard.

smokingwreckage

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Re: Do you have any rules for your forts?
« Reply #27 on: August 17, 2010, 04:43:07 am »

Rules? Well, I love traps. Weapon traps. A fort must have an above-ground entrance/foyer to fill with traps. Charcoal is for sissies, keep digging! There's magma down there somewhere! Whenever possible, all farming goes in a single giant 1 - soil - layer (along with all starting industries). The main communal areas must be in a fully smoothed and engraved flux or other "nice" stone layer. Apart from that... no rules.
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TomiTapio

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Re: Do you have any rules for your forts?
« Reply #28 on: August 17, 2010, 07:02:21 am »

5. Never actually delve into the caves; seal up any holes leading into them immediately
7. No military; with the way the military works now, I'll take my chances with an unprepared fort protected by cage traps and war animals, thank you very much
5. is just sensible, don't want lots of monsters coming to bother you. Just stairs past the caves to the magma sea.
7. military works just fine, the training is super-slow however:

Teline the injured hero's gear:

(left arm taken by the Mind Flayer sieges)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

0x517A5D

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Re: Do you have any rules for your forts?
« Reply #29 on: August 17, 2010, 01:19:18 pm »

I don't moat the edge of the map.

I usually don't wall off the edge of the map.

I do allow blocking off the edge of caverns by constructions, controlled cave-ins, or created obsidian.

All stonefall traps must be 'inside' — i.e. have a ceiling above that tile.

All non-stonefall traps must be built either on smoothed stone or on constructed floors.  No dirt.

Metal mechanisms must be used for all non-stonefall traps, all gears, all machines.  Stone mechanisms are only for trade.

All structures (but not constructions) are built with blocks or bars.

Magma furnaces and constructions expected to touch magma must be made out of magma-safe material.  I do allow magma pumps not made out of magma-safe material.

I often require magma furnaces to be built from steel, like the old 2D version.

GRASSTRAMPLE cut to 1 for civilized and domestic species, 0 for elves and cats.
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