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Author Topic: Roll to Strike the Earth!  (Read 32972 times)

monk12

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Re: Roll to Strike the Earth!
« Reply #150 on: December 09, 2010, 12:06:55 am »


24th Granite, 200


Rodicurst Onyxbone, Chief Medical Dwarf

Spoiler (click to show/hide)

Modul "Tweak" Mostsilver, Mechanic

Spoiler (click to show/hide)

Tulon Lensstream, Hunter

Spoiler (click to show/hide)

Fuzz Oiledsparce, Farmer

Spoiler (click to show/hide)

Khan Blacklight, Metalsmith

Spoiler (click to show/hide)

Kib Koganobul, Miner

Spoiler (click to show/hide)

Omo Powerballs, Milker

Spoiler (click to show/hide)

Thikut Itdunkul, Militia Captain

Spoiler (click to show/hide)

NPC Vismil Blackhoof, Militia Commander

Spoiler (click to show/hide)

A note on combat training- although XP gains for drills/demonstrations are not presented on the wiki as yet, the value for shooting at an archery target is. Shooting at an archery target yields between 4 and 14 XP per shot (or 1d11+3), as opposed to live shooting being a straight 30, hit or miss. Since this is per shot, and combats last a maximum of 5 rounds per phase, then a phase of nothing but training would involve the above value multiplied times five. Based on this, I am going to say that Individual Combat Drills grant (1d10+4)*5 XP, demonstrations grant double to students and half to teachers, and Sparring is worth 100 with a (very) small chance for injury. In order to organize a demonstration the teacher must have a higher skill level than the student. If you have more/better info on this aspect of DF, please direct me to the appropriate threads.

Coughdrop has informed me that he is to be NPC'd. His jobs can be changed by the Job Manager and he can be given direct orders by the Expedition Leader. I'm still waiting on MasterTurtle.

I've decided to move to a rolling migrant arrival. Henceforth, Migrants arrive at the beginning of every week instead of in waves. As such, Taco Dan's character will arrive on Sunday.

XP and Stocks to follow, yadda yadda yadda you know the drill. G'night everybody.
[/quote]

CoughDrop

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #151 on: December 09, 2010, 12:10:09 am »

Coughdrop salutes Vismil Blackhoof's soul.
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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."

FuzzyZergling

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #152 on: December 09, 2010, 12:15:50 am »

we don't have a cook, do we?
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bowdown2q

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #153 on: December 09, 2010, 12:36:49 am »

I could cook, but I don't want to have too few barrels for booze.

Can I break a cat's leg to practice medicine, since nobody's been injured?

Also Monk, don't multiply multiple dice - use 5d10+20 instead of (1d10+4)*5. It tends to normalize results, and nobody wants to get a 1 and be stuck with 4 of them.

Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #154 on: December 09, 2010, 12:42:25 am »

Okay, I've updated the map with 15 new open spaces.
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

FuzzyZergling

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #155 on: December 09, 2010, 12:46:35 am »

I'll brew those prickle berries, and start another 3x3 plump helmet plot.
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #156 on: December 09, 2010, 01:18:58 am »

Do you want to put in the plot yourself or just say where you want it?
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

BlastoiseWarlorf

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #157 on: December 09, 2010, 04:12:32 am »

Could I get two sniper towers built outside the fort? Basicly One Z level high towers with roofs we could snipe out of.

PLANS:

LEGEND:
X=GRASS
F=FORTRESS ENTANCE
U=UP STAIRS
J=DOWN STAIRS
W=WALL
0=FORTIFICATIONS
G=FLOOR
D=DOOR

zLevel 0(Outside Fortress Entarnce)

XXXXXXXX
XWWWWWWX
XWGGGGGWX
XWGGUGGWX
XWGGGGGWX
XWGGGGGWX
XWWWDWWWX
XXXXXXXX
XXXXXXXX
XXXXXXXX
XFFFXXXX

zLevel 1

0000000
0GGGGG0
0GGJGG0
0GGGGG0
0GGGGG0
0000000

Then a Roof. If thats too confusing, Ill draw something.
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Frelock

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #158 on: December 09, 2010, 11:47:35 am »

Make Science! Mechanisms!
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FuzzyZergling

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #159 on: December 09, 2010, 12:03:40 pm »

Do you want to put in the plot yourself or just say where you want it?
To the right of the other two is fine.
Unless there's a problem with that?
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #160 on: December 09, 2010, 01:27:42 pm »

Those plans aren't confusing at all, although It will probably be done in stages (and you might want to carefully plan the order of the floors and walls unless you want a complication to leave you stranded up there). Farm is fine too.
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

BlastoiseWarlorf

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #161 on: December 09, 2010, 06:44:38 pm »

Also, a barrel of booze and food as well as some spare ammo.
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #162 on: December 09, 2010, 09:01:39 pm »

okay, I've added the Plump helmet farm under construction. It has ~ instead of ≈ and the plump helmet tile is not coloured. This is to represent under construction farms.
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

monk12

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  • Sorry, I AM a coyote
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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #163 on: December 10, 2010, 12:58:53 pm »

STOCKS
Spoiler (click to show/hide)

ANIMALS
Spoiler (click to show/hide)

XP
Spoiler (click to show/hide)

Bowdown2Q, noted and changed for the traning XP. As far as breaking cat legs, treating those injuries would grant XP in Animal Care- if you want to train a medical skill you need to break the leg of a dwarf.

I also now realize that, in the excitement of figuring out how much XP goes into training, I forgot to do a complication. I'll roll a complication for Sunday's update in addition to next Wednesday's normal complication. And now, to the wiki!

bowdown2q

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #164 on: December 10, 2010, 01:50:09 pm »

Dang, no practicing then. Ah well.

Hm... I make a chair, set it down wherever. Manage jobs - order 5 tables, 5 beds. Get to work updating the stock records.
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