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Author Topic: Roll to Strike the Earth!  (Read 32980 times)

Sneevil

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #120 on: December 03, 2010, 11:58:48 am »

(Do we have a Barracks set up?)

(IF YES) Thikut begins a Solo Dodging Drill
(IF NO) Thikut Equips his Quiver, Grabs Arrows and a Crossbow then Helps Vismil Blackhoof Guard Cloistertombs
Your barracks is pretty non-existant
shouldn't we do something about those wolves before they get any funny idea's?
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #121 on: December 03, 2010, 01:17:02 pm »

The barracks is meant to be in the top left area, beds on one z-level and training area in another. Fuzz is planning to set up a still in the lower section.
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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 #122 on: December 03, 2010, 01:48:04 pm »

If that's a problem, I can move to that unoccupied spot in the lower right z-level -1.
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #123 on: December 03, 2010, 03:07:40 pm »

Okay, I added the Still, under construction. For under construction workshops, I just put the building material in the middle, and the rest of the workshop as normal. When it is done the building material should be replaced with the ground or middle tile of workshop.
« Last Edit: December 03, 2010, 03:15:45 pm by Shadowfury333 »
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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 #124 on: December 03, 2010, 03:10:38 pm »

Thikut attempts to kill some wolfs
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Sneevil

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #125 on: December 03, 2010, 03:29:29 pm »

join thikut in his attempts to slay the wolves i'll take point :)
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monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #126 on: December 03, 2010, 03:43:06 pm »

Who wants XP!?!

Rodicurst Onyxbone, Chief Medical Dwarf
Competent Diagnostician  1800/2600
Adequate Surgeon  1100/1800
Adequate Suterer  1100/1800
Adequate Wound Dresser  1100/1800
Novice Bone Doctor  500/1100
Dabbling Carpenter  440/500

Modul "Tweak" Mostsilver, Mechanic
Proficient Mechanic  3500/4500
Competent Siege Engineer  1800/2600
Adequate Building Designer  1100/1800
Novice Wood Cutter  510/1100

Tulon Lensstream, Hunter
Adequate Butcher  1160/1800
Skilled Marksdwarf  2660/3500
Adequate Ambusher  1110/1800
Dabbling Archer  60/500
Novice Tanner  560/1100
Novice Bonecrafter  620/1100

Fuzz Oiledsparce, Farmer
Proficient Grower  4040/4500
Proficient Brewer  3500/4500
Dabbling Cheese Maker  90/500

Khan Blacklight, Metalsmith
Competent Armorer  1800/2600
Competent Weaponsmith  1830/2600
Adequate Furnace operator  1220/1800
Novice Wood Burner  650/1100
Novice Miner  500/1100
Dabbling Building Designer  60/500
Dabbling Mason  60/500

Vismil Blackhoof, Hammerdwarf
Competent Hammerdwarf  1830/2600
Proficient Fighter  3530/4500
Skilled Military Tactician  2600/3500

Kib Koganobul, Miner
Adept Miner  5880/6800
Adequate Mason  1100/1800
Adequate Woodcutter  1100/1800
Novice Wrestler  500/1100

Omo Powerballs
Proficient Milker  3500/4500
Adequate Armour User  1100/1800
Adequate Fish Dissector  1100/1800
Novice Thresher  500/1100

Thikut Itdunkul
Skilled Marksdwarf  2600/3500
Novice Archer  500/1100
Adequate Dodger  1100/1800
Novice Wrestler  500/1100
Novice Blowgunner  500/1100
Novice Record Keeper   500/1100


I will reflect XP gains at the same time as stocks information in your posts from now on. I am also faking it when it comes to some of these, as the wiki is rather wanting in this regard- particularly regarding the skills new to 2010. If something seems horribly wrong or forgotten, make angry noises in my general direction.

Blastoise, I'm willing to say that you can do individual drills in the barracks even though it lacks a bed/weapon rack/armor stand/etc.

Sneevil, predator creatures have a chance to attack dwarves each complication phase. This chance is modified by how isolated the target is and how dangerous the predator is. Building Destroyers automatically attack any buildings they have line of sight to. The odds of an attack shoot WAY up when dwarves are in close proximity. Wolves are not terribly aggressive unless game is scarce- most wolf attacks are on individual dwarves on some random hauling mission ("I MUST HAVE SOCKS!").

I just realized I have not initialized the size of the pack. (rolls) There are 6 wolves dicking around to the east.

Bowdown2Q, you are almost a novice carpenter. Gratz. Unless specified, you will make the archery target out of the closest material that has no purpose apart from building material- in this case it will be Sandstone, since the Logs are already designated for jobs. This system applies for all such buildings.

EDIT: NINJA'D!
« Last Edit: December 03, 2010, 05:43:01 pm by monk12 »
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #127 on: December 03, 2010, 03:56:38 pm »

Oh hey, I'm adept. How much stone can I crack per week now? 30?

Also *map poke* how has the farm changed?
« Last Edit: December 03, 2010, 03:59:10 pm by Shadowfury333 »
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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.

Frelock

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #128 on: December 03, 2010, 05:15:54 pm »

I'll just keep chopping.
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All generalizations are false....including this one.

BlastoiseWarlorf

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #129 on: December 04, 2010, 04:33:06 pm »

(This game doesnt move very fast, Does it? xD)
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #130 on: December 04, 2010, 04:33:48 pm »

It's real time, and updates only happen on sunday and wednesday nights.
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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.

bowdown2q

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #131 on: December 04, 2010, 04:46:22 pm »

Be fair, Monk has a *job.* With obnoxious hours.

BlastoiseWarlorf

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #132 on: December 04, 2010, 06:09:14 pm »

(I'm not complaining, just a simple statement/question.)
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monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #133 on: December 04, 2010, 06:57:10 pm »

Indeed. I knew this would be ambitious when I undertook it, since I am essentially taking over the role of the DF engine, which is one of the reasons I chose a relaxed update schedule. My guess is that we'll eventually hit that point every fortress gets to where everyone is spamming their item(s) of choice for a few seasons, at which point I'll be able to fastforward more.

Just laid down the cave wheat farm. Shadow, you do dig at a faster rate, I just need to boot up DF Hack to figure out how much. I'll also be spotting you some extra tiles this week to reflect the faster rate you should have been digging while Talented. I should be getting some time later this week to do a proper job of dicking with the wiki.

Update tomorrow: Thikut and Tulon vs THE WOLVES. Also other stuff.

Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #134 on: December 04, 2010, 11:23:33 pm »

Just laid down the cave wheat farm.

I just realized: who is keeping track of which farm is which? Also, are you keeping track of which spots have been sown, i.e. equals signs (this would help differentiate the farms a bit)?
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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.
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