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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 50844 times)

Eктωρ

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #390 on: December 03, 2011, 11:38:19 am »

I wuv you. I'm using this post as the profile one then, making it right now.

Spoiler (click to show/hide)

I hope everything is correct.
« Last Edit: December 03, 2011, 12:13:33 pm by Eктωρ »
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Ektor is in a constant state of internal rage

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #391 on: December 03, 2011, 11:45:19 am »

New poll...
Animals...
Need an idea to work with for them...
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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...

Haika

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #392 on: December 04, 2011, 02:29:15 am »

As to the animals and the poll:

First, I voted the monthly option on growth rate. I think rolls should be done, but there should be a base amount each animal grows every month, modified by the rolls for stunted or accelerated growth.

Second, This is Dwarf Fortress we are remaking here. Spores. It just wouldn't feel right making the animals mate. This is not to say we shouldn't still need both genders in a relatively close area, but Spores is very DF.

Third, Finally I chose to vote speeding up the birthrate some. In my experience games like these don't last long enough for the base raw data to be used. If we get something rare, it could be a year or more real life time before we get a birth. At least with the current rate of posting and turns. I would probably suggest something like speeding up the breeding to weeks instead of months, but using the raw info as a starting point. This way, animals breed about 4 times as fast, and fits in with the weekly turn process a little better. HOWEVER: As I noted in the first question, I think rolls should only be made once every 4 turns, or monthly. If only to reduce strain on the GM. This would forcibly slow down any birthrate that gets sped up to less than a month and make it monthly.
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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?

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #393 on: December 04, 2011, 02:37:20 am »

Welp I slept in really late (try 3:30am to 3:30pm), so I am extending the time limit for ShootandRun one more day, just sent the second PM, if no reply by tomorrow when I wake, its rolling time...
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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...

ansontan2000

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #394 on: December 04, 2011, 02:37:58 am »

Yay. Shootandrun is kinda slow, doncha think?
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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.

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #395 on: December 04, 2011, 02:42:30 am »

Yay. Shootandrun is kinda slow, doncha think?
Like I said, its his last chance. Still if he don't post or even PM I may even remove him from the migrant list...
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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...

Monkeyfacedprickleback

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  • Sweet flaming monkey fire WHY are they doing that?
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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #396 on: December 04, 2011, 02:51:01 am »

Have him go Idle. If he doesn't show up for the next two or three turns Kill off his character.
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Haika

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #397 on: December 04, 2011, 03:04:13 am »

Or just leave his character on auto mode as a GM npc. Frankly we need all the help we can get. XD
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?

Neyvn

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    • View Profile
Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #398 on: December 04, 2011, 04:15:24 am »

Or just leave his character on auto mode as a GM npc. Frankly we need all the help we can get. XD
I will be adding Guilds later as the game gets going fully. Guilds will be under Player control and are filled with NPC Migrants who slot into the work spots that the Guild has, for example, Miner Guild could be run by one of the two current miners, who has 2 members in his guild, that would give him at the end of his roll, 3x the results. And so forth. General Idea here, not fully fleshed out...
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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...

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #399 on: December 04, 2011, 11:11:41 am »

Just got a reply from ShootandRun... He ain't wanting to play anymore...
So turn will be rolled tomorrow when I wake...
Sorry for this delay, will do better with Migrant introductions next time... :P
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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...

Monkeyfacedprickleback

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  • Sweet flaming monkey fire WHY are they doing that?
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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #400 on: December 04, 2011, 12:37:02 pm »

He was the mechenic/Architect right? Meh I think we can survive without him for now.
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Eктωρ

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #401 on: December 04, 2011, 01:17:58 pm »

What about meeeee
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Ektor is in a constant state of internal rage

Monkeyfacedprickleback

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #402 on: December 04, 2011, 01:20:58 pm »

Making an assumption here but i'd say since shoot&run dropped out you get his spot.
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Eктωρ

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #403 on: December 04, 2011, 01:23:38 pm »

 :D
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Ektor is in a constant state of internal rage

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #404 on: December 04, 2011, 10:20:21 pm »

:D
Fuck it, lets me do some quick "should have done this before" things with the EXP and all that...
Get your action in ASAP mate. Your the forth Migrant...

Sorry for the holdup, there are some things to do, such as fix the EXP gained from the first Month, someone may have leveled. So while I am doing that math, Eктωρ, can get his actions in...
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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...
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