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Poll

Reclaim???

OMG YES
- 9 (81.8%)
No...
- 2 (18.2%)

Total Members Voted: 9


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Author Topic: This Fortress has been abandoned... Reclaim???  (Read 50847 times)

IronyOwl

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #315 on: November 28, 2011, 04:33:40 am »

Should probably just ask a carpenter to do it. We've got two.

And no, I suppose I'll just experiment and figure out what makes the best workshops on my own.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #316 on: November 28, 2011, 05:34:25 am »

I like how someone that isn't even playing is seeing the bigger picture. Though not sure what you are talking about with the manager thing. The dwarves can manage theselves just fine. Though there are plans to populate the fort with 'guild' member npc dwarves to flesh out the more estblished fort in the future. But thata later on.
Irony. It should be obvious what the next levels are. Think about what can be used a building mats.
Kingfisher. Perhaps working together might be wise. You ain't a Morul yet.
Everyone. Please examine how things have been rolled so far. Working with how they slot in with where it looks like dice are rolled, where the good and bad modifier are and thinking about what ools/items are avaliable which could change an affect them might help in the long run. I'll say it again. Whetstones. Who could use them and on what...
Bigger clue. ER... They WORK on METEL things. Now don't read that BACKWARDS...

EDIT::: Made the Bigger Clue bigger...
« Last Edit: November 28, 2011, 09:35:40 am by Neyvn »
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Kestrel_6

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #317 on: November 28, 2011, 06:33:50 am »

Fine
Day 1-2 Whetstone on the pickaxe, when done, diggy diggy hole
Day 3-4 Mine! DIGGY DIGGY!
Day 5-7 spend more than 1 day building a Carpenters station, using stone
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Kestrel, ITS A TRAP! It's luring you into false security! DON'T FALL FOR IT!!
Tomb of Horrors can pretty much be summarized by "ackbar.jpg"

Hubris Incalculable

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #318 on: November 28, 2011, 06:40:14 am »

1) Plant Rope Reed seed to Plot 1
2) Plant Rat Weed seeds to Plot 2
3) Clear and till Plot 3, 5x5, just east (or west, depending on which side has more room*) of Plot 2
4) Plant Fisher Berries to Plot 3
5 & 6) Cook something with hard-tack and fish
7) Gather plants

EDIT: *Can we see the map with all the Dwarven interventions, please?
« Last Edit: November 28, 2011, 09:42:24 am by hubris_incalculable »
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Ahra

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #319 on: November 28, 2011, 06:47:25 am »

1-7 "Mah ancestors, HELP ME MINE THIS CHEARTHEN BASTARD
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

kingfisher1112

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #320 on: November 28, 2011, 07:11:50 am »

I am trying to help by making better clothes to increase morale. Btw will a person helping a different person with a task work?
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

adwarf

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #321 on: November 28, 2011, 03:24:57 pm »

Day 1-7: Hunt

"I go to hunt now ....."
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IronyOwl

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #322 on: November 28, 2011, 05:56:28 pm »

Day 1: Whetstone -> Pickaxe
Days 2-7: Mine
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

kingfisher1112

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #323 on: November 29, 2011, 06:26:23 pm »

Where is everybody?
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

Hastur

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #324 on: November 29, 2011, 07:35:07 pm »

Hog the Tools this week for nonstop carpentry.
1 Build Sturdy wooden double doors for our front door, with images of piled logs onthem, use the tools
2 Make tables, with scenes of woodworking on them, for accounting, dining, offices ect..
3 make chairs (and make another carpentry workshop with a table, for that one guy... so he can dig instead..)
4 make fire hardened wooden spears or wooden javelins( whichever is easier)
5 Make Barrels with my face on them
6 Make more fine shields
7 construct kitchen with a table if we dont have one, then masonry workshop if we dojnt have one, then make more tables
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Monkeyfacedprickleback

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #325 on: November 29, 2011, 07:56:29 pm »

Allright hastur I'll say this before nevyn has to but while you technically can do all those with the tools penalties and what not you'll probably only get basic doors and maybe only one or two of every item your trying to make. I don't think you can decorate things as you make them, unless the thing you make is a decoration like a statue or figureine. Next i'm not sure you'll be able to make another carpentry workshop with that table because making a workshop takes more then one day and i think you won't have enough time to upgrade any building with all the carpentry your doing. Finally constucting Two workshops in one day then going back to making tables? Not going to happen. Day seven needs a serious rewrite. Also do you have the toolset needed for another carpenters table?
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Kestrel_6

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #326 on: November 29, 2011, 07:57:48 pm »

kingfisher1112: to answer your question, at the FORTRESS, Or on the way.
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Kestrel, ITS A TRAP! It's luring you into false security! DON'T FALL FOR IT!!
Tomb of Horrors can pretty much be summarized by "ackbar.jpg"

Hastur

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #327 on: November 29, 2011, 09:08:01 pm »

Allright hastur I'll say this before nevyn has to but while you technically can do all those with the tools penalties and what not you'll probably only get basic doors and maybe only one or two of every item your trying to make. I don't think you can decorate things as you make them, unless the thing you make is a decoration like a statue or figureine. Next i'm not sure you'll be able to make another carpentry workshop with that table because making a workshop takes more then one day and i think you won't have enough time to upgrade any building with all the carpentry your doing. Finally constucting Two workshops in one day then going back to making tables? Not going to happen. Day seven needs a serious rewrite. Also do you have the toolset needed for another carpenters table?
o i thought i read neyvn say that constructing a workshop didnt even take a day. That made me think it takes less than a day so you dont have to waste a full day on it. Neyvn is not very specific sometimes.
and no i dont have another toolset. but some guy was building one and i thought it a waste of a miners precious time so i'd rather do it myself.
the rest of your comments are just opinions.
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Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #328 on: November 29, 2011, 09:31:30 pm »

@ Monkey... Hey, FYI, those are my toes your standing on there. Your half right and half wrong...

Workshop Building :: Takes less then a day, isn't considered an action. ALL ACTIONS are things that require Dice rolls. To build a workshop, inform me on which day you are wanting to set it up, what BUILDING MATERIAL you are using to build it, and naturally when it comes down to the end of the month, where abouts they are so I can add them to the map.

Workshop Materials :: What can you build a Workshop out of you ask? BUILDING MATERIALS!!! Anything thats a Building Material can be used a Workshop construction, especially the DEFAULT buildings from DF, so no not tables Hastur. Perhaps if you have time to think up custom buildings LATER when we have Ironed out the problems from the Default System, then perhaps other things can be used in Workshop constructions...

Decoration :: Decoration is allowed for RP reasons only to be honest. But they don't increase Quality/Price. But adding Decoration adds more TIME to the work being done.

FYI On Hastur's action Lists. :: Hastur has a method that we have agreed on, in fact unless otherwise said, this method is used for everyone. The list of actions is a "This is done until finished" action List, meaning that if it takes a day to do X amount of items and doesn't need to go onto the next day then it goes to next action, but if it DOES need to go onto the next day, The bottom Action is pushed out. And so forth...

@ Kestrel /Time to build a workshop:: Can I ask, WHY do you think you need to spend 2 WHOLE days building a workshop when after three turns I have never spent a WHOLE day building one. Please everyone go back and look at how a Workshop is built. I believe that there you will see HOW Specific I ahve been about it. All I do is this...

Player X's actions.
Day 1: Cut Trees
Day 2: Cut Trees
Day 3: Build Carpenters Workshop
Day 4-5: Use Carpenters

Player X wants a workshop built on day 3, SO... That weeks turn looks something like this...

Treecutting Rolls.
Day1: Blah
Day2: Blah

Erected Carpenters Workshop - Quality Rough - -1 Pine Log

Carpenter Rolls.
Day3-7: USING THE WORKSHOP.

Notice that in the Carpenter Rolls, the first day used IS DAY 3!!!

Another thing to note, is that on Building Farms. Tilling an area is not going to take up a day, I roll a day of plant gathering and put a little more DR to it cause your plowing the field more then looking at the bushes...

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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Kestrel_6

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #329 on: November 29, 2011, 09:34:38 pm »

Build Caprnters workshop on Day 5.

Make Beds.

Could someone make FISHY STICKS??
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Kestrel, ITS A TRAP! It's luring you into false security! DON'T FALL FOR IT!!
Tomb of Horrors can pretty much be summarized by "ackbar.jpg"
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