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Confiscation of Sandow's Property

Nothing
- 4 (36.4%)
A little
- 0 (0%)
Some
- 1 (9.1%)
A bit
- 1 (9.1%)
A bunch
- 0 (0%)
A lot
- 1 (9.1%)
A ton
- 1 (9.1%)
All of it
- 3 (27.3%)

Total Members Voted: 11


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Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 146921 times)

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1170 on: November 14, 2010, 11:56:36 pm »

Nope, I'm still around.

Also, the update in Zealots and Demons RTD got updated CoughDrop.  You haven't posted yet so I just thought I'd tell you.  :)

dragonshardz

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1171 on: November 15, 2010, 12:33:09 am »

Spoiler: Shem Kilrudtabar (click to show/hide)
(Removed from spoilers because people are fucking stupid and don't read the explanation for slight oddities before getting butthurt.)
Alright, let me explain a few things that may seem odd:
Pickdwarf - It's the tool and weapon of an engineer. The skill functions just like Maceman, except it uses Picks as weapons.
Adequate Miner - Given his background, it makes sense for Shem to be a good miner. So instead of picking two +1 skills, in addition to the free+2 skilled Military skills, I picked one +2 skill.
Skilled Commander - Given that he's an Engineer and his weapon is a pick, it doesn't make much sense for him to be skilled in the use of shields.
Brawny+Balanced & Unstealthy+Light Sensitive - I picked these based on his background:
  • Does a lot of mining --> Brawny
  • Has no trouble with caveins (getting knocked about) --> Balanced
  • He's a big, beefy dorf who has had no reason to try to be sneaky --> Unstealthy
  • He spends most of his time digging tunnels --> Light Sensitive
Heavy Pick+Leather Armor - Heavy Picks are more-or-less the picks used by peasant miners, except that they're bigger and made for use against organic opponents as well as stone. In combat, they're functionally the same as 2H maces, except for a bonus against armored opponents. He has Leather Armor because he's the leader of a 4-dorf squad of Engineers.
« Last Edit: November 15, 2010, 01:05:04 am by dragonshardz »
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Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1172 on: November 15, 2010, 12:36:12 am »

If you plan on joining the game, then stick to the rules we all have to follow dragon.
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If Adele covered Aerosmith, that would be my life right now.

dragonshardz

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1173 on: November 15, 2010, 12:42:00 am »

I am sticking to the rules. In what way does my character break them? I have given logical justifications for anything unusual he has, and in all honesty he's much less unusual than the starting 7.

CoughDrop

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1174 on: November 15, 2010, 12:43:18 am »

If you plan on joining the game, then stick to the rules we all have to follow dragon.

You're not the GM.
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"It's one thing to feel that you are on the right path, but it's another to think yours is the only path."

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1175 on: November 15, 2010, 12:49:48 am »

You made up a skill, have too few skills, you have one too many traits, you're giving yourself a position we haven't decided upon yet, and you made up an item.

If you plan on joining the game, then stick to the rules we all have to follow dragon.

You're not the GM.

I'm not the GM, but I'd at least like people joining late to follow the rules we've had to follow. We followed the character template and traits/skills/items listed, so I see no reason why anyone else should be exempt from doing so.
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1176 on: November 15, 2010, 12:54:57 am »

Let's have Shade-o run his/her own game.  If Shade doesn't like the profile, then Dragon will have to redo it.

FuzzyZergling

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1177 on: November 15, 2010, 12:56:02 am »

You seem to have given your character four good/bad traits in addition to unbreakable, instead of three.
Also, I'm fairly certain that skill with a pick, including using it as a weapon, would fall under the miner skill.

The extra skills and unusual traits we have were given during our pre-embark stay at the Mountainhomes, which I think you may also get.
But if Shade-o has no problems with it, I don't either.
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dragonshardz

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1178 on: November 15, 2010, 12:56:37 am »

You made up a skill...
Which is functionally the same as Maceman.
Quote
...have too few skills...
I reiterate that instead of having 2 Novice-level skills, he has one Adequate-level skill.

Quote
...you have one too many traits...
Which is perfectly in line with his backstory. Here I quote:

Quote from: Shade-o
Good Traits: The strengths instilled by your development, as well as one physical, mental and social trait of your choice.

Quote
...you're giving yourself a position we haven't decided upon yet...
Obviously he's intended and expecting to be the Militia Commander, whether he actually gets the position remains to be seen.

Quote
...and you made up an item.
IT'S A FUCKING PICKAXE YOU DOLT.

You seem to have given your character four good/bad traits in addition to unbreakable, instead of three.
I'm 100% percent aware of this. They're in line with his backstory, it's why he has them.

Quote
Also, I'm fairly certain that skill with a pick, including using it as a weapon, would fall under the miner skill.

*shrugs* Maybe. If it's so, then 'tis so.
« Last Edit: November 15, 2010, 12:58:25 am by dragonshardz »
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FuzzyZergling

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1179 on: November 15, 2010, 01:00:45 am »

Let's everybody calm down, there's no need to be insulting.
Shade will decide weather that character will get in as-is or not.
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V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1180 on: November 15, 2010, 01:01:59 am »

Everyone cool it, I'm not having this AWESOME game screwed up because a couple people couldn't wait for the GM to police their own game.  Now shut up, and wait for Shade-o

dragonshardz

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1181 on: November 15, 2010, 01:02:53 am »

Good idea, Zergling!

* dragonshardz gives FuzzyZergling +1 NotAnAsshole.

* dragonshardz also hands V-Norrec +1 NotAnAsshole

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1182 on: November 15, 2010, 02:18:00 am »

dragonshardz

I'll let your characters in with a few touches:

-Take another Novice skill.

-Change Pickdwarf to hammerman/dwarf. I like your idea of heavy pick-like weapons being used as an engineer corps weapon, but it'll use hammer skill for combat and be slightly worse for mining.

-Make a shopping list, unless you're coming with nothing but pick, leather armour and a large pile of coins.

You can be as aggressive as you like, just keep it in-character so that the others can respond appropriately. As for introducing your character, how about you weren't informed of your participation until too late, and you're currently rushing along the road on a small wagon? You're estimated to reach Blackstone about when the main caravan is about to leave (soon).
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

FuzzyZergling

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1183 on: November 15, 2010, 02:39:09 am »

I won't be here again for another ten hours, so try not to have too much fun without me!
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Rolan7

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1184 on: November 15, 2010, 02:43:07 am »

I won't be here again for another ten hours, so try not to have too much fun without me!

Time to break some more bones :D
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She/they
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This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.
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