Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Reclaim???

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

Total Members Voted: 9


Pages: 1 ... 24 25 [26] 27 28 ... 35

Author Topic: This Fortress has been abandoned... Reclaim???  (Read 50879 times)

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #375 on: December 02, 2011, 11:12:33 am »

hoo boy. Supplies are a mess, and not really all that much for me to do.

Day 1-3: Attempt Bookkeeping.
The rest of Day one and the beginning of the week will be spent with me checking stores, and making sure the numbers are correct. Or at least trying to. Water dwarves are supposed to be smart at least, though without any skill or an office, I doubt I will get far.
Administrator noble here
Hello, I'm Urdim Kutamèrith. I was sent from the mountainhomes to help with administration. If one of you would be so kind to bring me to my office, then I can start immeadiatly.   

Day 1: Pester some dwarves to build me an office. Claim chair as office. In case of chair shortage, claim treestump.
Day2-7: Bookkeeping

Also, would building a support reduce the chance of a critical mining setback.
« Last Edit: December 07, 2011, 08:37:44 am by 10ebbor10 »
Logged

ansontan2000

  • Bay Watcher
  • I am a Poro. Fear me.
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #376 on: December 02, 2011, 11:16:24 am »

Actually, disregard my last post. New one coming up now.
Days 1-5 using the stone hooks, TRyto fish in deeper waters. Ask Hastur for help if possible.
Days 6-7 clean fish. If none caught, make more stone hooks in hope of better quality.

« Last Edit: December 02, 2011, 11:27:54 am by ansontan2000 »
Logged
When a soldier makes a mistake, one man dies.
When a captain makes a mistake, a dozen men die.
When a commander makes a mistake, a thousand men die.
When an emperor makes a mistake, well, there is a game save for retry.

Monkeyfacedprickleback

  • Bay Watcher
  • Sweet flaming monkey fire WHY are they doing that?
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #377 on: December 02, 2011, 11:21:30 am »

I think a tone fishing rod would be pretty terrible. I't either break from being to brittle or be way too heavy. We may be dwarves but we can't make everything out of stone.
Logged

Haika

  • Bay Watcher
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #378 on: December 02, 2011, 12:30:49 pm »

Oi, fisher dwarf over there, bookkeeper over there. XD Guess I need to change my plans completely.

New Orders for the Week:

Set up animal processing as before, Butcher, Tanner, Craftsdwarf(bonecarving) using 3 stone.

Day 1-7: Search for Animals, animal bones, or corpses around us. Taking the next day after to process/capture if I find a corpse/animal.

Struggling with what to do. I guess I'm falling back on recon and random scavenging. Who knows, maybe I'll get lucky and find a herd of sheep or something.

As to animal breeding, perhaps any female animals would get a spore pregnancy roll each turn, with the DC based on Male availability and distance? Egg layers could do the same, but have it for egg hatching, since egg layers should lay at least one egg each turn, based on the quality of the nest box(required for eggs)? Probably should be something with pastures as well, but not sure how to even suggest to implement that.

Also,
I think a tone fishing rod would be pretty terrible. I't either break from being to brittle or be way too heavy. We may be dwarves but we can't make everything out of stone.

Stone poles made from all stone yes, but stone fishing hooks are very effective if made by a decent knapper. Natives all around the world tend to use stone and bone as fishing lures and tackle. Though it does give the idea of either making a net from rope reed, or perhaps a Fly fishing lure to upgrade fishing bonuses in the future.
« Last Edit: December 02, 2011, 12:35:09 pm by Haika »
Logged
The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #379 on: December 02, 2011, 12:58:54 pm »

@ Haika
Maybe you can try to look for a good pen/pasture zone. Or set up the workshops already?
@Asotan
Maybe you can try fish from the bridge, just make sure you don't fall in.


Logged

adwarf

  • Bay Watcher
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #380 on: December 02, 2011, 03:06:37 pm »

Day 1-7: Hunt

"I will go off to hunt once again ... maybe this time I might succeed."
Logged

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #381 on: December 02, 2011, 05:08:41 pm »

((Hm... color-codings sounds nice, but by profession might be a bit vague. Farmer-brown could mean anything from planter to potash maker, blue could be glassworker to armorsmith, etc. Still better than nothing, though.))

Also, I like that accent. :P))


Hello, I'm Urdim Kutamèrith. I was sent from the mountainhomes to help with administration. If one of you would be so kind to bring me to my office, then I can start immeadiatly.   
*cough* "We don't quite have an office yet, seeing as we've juuust now started breaking into the cliff. There were, ah, difficulties with the bridge. Like agreein' on the bridge..."

"Speaking of which, I'm sure I'll do better this time. Plus Kagrenac an' Athor an' I work well together! But first..."


"Sandow! I know you're busy with other things, but we could really use some stone blocks when you get a chance! At the very least, getting us a proper mason's shop would be much appreciated.

The rest of you, if you're looking for something to do, there's always gathering plants, cutting trees, or making stone blocks!"



Day 1: Build Metalcrafter's Workshop (aka Forge?) out of stone. Use whetstones on axes.   EDIT: And the newcomer's pick.
Days 2-7: Mine!



Spoiler: On Animals (click to show/hide)
« Last Edit: December 04, 2011, 10:52:51 pm by IronyOwl »
Logged
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.

Hastur

  • Bay Watcher
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #382 on: December 02, 2011, 11:15:18 pm »


"Sandow! I know you're busy with other things, but we could really use some stone blocks when you get a chance! At the very least, getting us a proper mason's shop would be much appreciated.

Grumble, Let the records show i was going to do that anyways! Tosses the carpenters tools in a corner somewhere

Claim BED and drag it to the deepest corner. Eat that fine food! offer to share a peice. eat it at my CARVED OAKEN TABLE. Install our CARVED DOORs! at the entrance
1 Make a masonry workshop out of a block if there is no masonry workshop, if there are no blocks build a wooden one at the carpentry workshop with the tools. Install a throne or chair, if there is no throne or chair then build one, preferably rock throne. Then Build Rock Blocks
2 Make Rock Blocks, if there is no rocks, make wooden blocks, if there is no wood, do cartwheels for fun.
3 If nobody has claimed the table i made, claim it as my nightstand, continue making rock blocks
4 Make Rock Blocks
5 Make Rock Tables and thrones in alternating order
6 make rock blocks
7 Make Rock Coffers
Logged

Monkeyfacedprickleback

  • Bay Watcher
  • Sweet flaming monkey fire WHY are they doing that?
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #383 on: December 03, 2011, 12:56:29 am »

"I'm glad I have my wonderful tent to sleep in. Dear Zareth I hope it rains."
Logged

Neyvn

  • Bay Watcher
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #384 on: December 03, 2011, 02:05:59 am »

I'll be giving ShootandRun another day before I take his name for granted... Plus I work tonight, in 2hrs. Not enough time to roll today...
Logged
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...

Hubris Incalculable

  • Bay Watcher
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #385 on: December 03, 2011, 10:14:24 am »

@Nevyn: Could you possibly update the map?
Logged
Code: (Bay 12 Lower Boards IRC) [Select]
server = irc.darkmyst.net
channel = #bay12lb

Neyvn

  • Bay Watcher
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #386 on: December 03, 2011, 10:39:18 am »

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

End of Month Map.
So I don't have to draw each Workshop as they are in game (which is difficult due to Ascii Draw lacking many tiles that DF uses) I have decided to make them all the same 3x3 blocks with a letter or two of the Workshops name, K is kitchen, C is carpenters, S is Still, SC is stone crafters, and so on. The Bridge spans the river is 4 wide, this can be changed if its wrong, and same with the dug out area and the predesigned area. These are welcome to change...

Spoiler (click to show/hide)

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
I already did, forgot to put it on the Mainpost though...
Logged
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...

Hubris Incalculable

  • Bay Watcher
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #387 on: December 03, 2011, 10:42:43 am »

Oh, sorry. Me and not looking hard enough...
Logged
Code: (Bay 12 Lower Boards IRC) [Select]
server = irc.darkmyst.net
channel = #bay12lb

Eктωρ

  • Bay Watcher
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #388 on: December 03, 2011, 11:35:28 am »

Hai guise. Do I just need to post a profile to be put amongst the migrants on wait? Because this sounds like mad fun.
Logged
Ektor is in a constant state of internal rage

Neyvn

  • Bay Watcher
    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #389 on: December 03, 2011, 11:37:25 am »

Hai guise. Do I just need to post a profile to be put amongst the migrants on wait? Because this sounds like mad fun.
Yeah, just follow the Profile system in the OP, read up on the turns *need to remind myself to link them in the OP later*, and just try and check to see if you understand how things go. Your never wrong with your profile, its just me failing to be clear so see how you go with understanding it...
Logged
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...
Pages: 1 ... 24 25 [26] 27 28 ... 35