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Reclaim???

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

Total Members Voted: 9


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Author Topic: This Fortress has been abandoned... Reclaim???  (Read 50761 times)

IronyOwl

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #420 on: December 05, 2011, 02:30:24 am »

Spoiler: Woodcutting (click to show/hide)

You mean like this, or with more of the specifics put in?
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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 #421 on: December 05, 2011, 02:32:01 am »

Also...
As a Gimmie cause I fucked up...
Hastur... Check the Wares on the first page. Check how many logs there are. Zero...
Another note, Installing buildings requires a location, it also takes a day to Haul and Install, but items such as Double Doors are not seperated, as both doors are hauled at the same time. Also to note. There are Wheelbarrows that are not being used, perhaps if you use them you could haul more things at once. HINT FUCKING HINT!!!

Spoiler: Woodcutting (click to show/hide)

You mean like this, or with more of the specifics put in?
Actually yeah thats perfect, think you could PM me a few, that was the general plan for the Template Document I was planning on making later.
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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...

IronyOwl

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #422 on: December 05, 2011, 02:33:13 am »

Sure, I'll see what I can do. There aren't that many, as I recall.

EDIT: Gah, more than I thought. No wonder you hadn't gotten around to this yet.
« Last Edit: December 05, 2011, 02:51:58 am by IronyOwl »
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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 #423 on: December 05, 2011, 05:37:41 am »

Due to being pissed off at my fail, I haven't been able to get back into Rolling the dice. Sorry folks...
This atleast gives Hastur time to change his actions...

Also to note, I will post up what I am going to be using for Diagnose Job Template...

Quote
Diagnosation is an Above Average DR
Uses Diagnose Skill
Requires 5 Hits per Dwarf.
[SKILLLEVEL] Diagnose [SKILLDICE]d6
Tools :: None - HINT:: Can be created via special Means certain items for this, think of what a Doctor could use and it may be possible.
Targets :: Whom it is that is targeted for the checkup.
Modifiers :: Personality, Tools if applicable, Target's status - HINT:: Target Status is affected by if the Target is Bedridden or Working at the time.
Results :: Diet :: How well the person has Eaten and they status, Mental :: Their general Mood. Body :: Any damage of the Upper and Lower body, Arms :: Any Damage to the Arms, Legs :: Any Damage to the Legs.


I will also show any templates of any yet to be used Job on request. This SHOULD help you realize that saying you will work one day on X job that requires 15 hits and your dabbling at it is not wise or possible. Any job that requires more then 1 hit to complete at least once will carry onto the next day. Any Hits that are unfinished at the time that is marked for a job change yet has been completed at least once will be ignored. EG. Getting 9 hits in 2 days for a job that requires 4 hits will mean the job will not continue on the 3rd day if another job is taken. Please state if this is unclear to you...

Introducing new Bonuses, these Bonuses are added when certain things appear.
For example, Apprenticeship :: The two Doctors are working together, with one having at least 4x the level of the other, he becomes the Master and the Lower becomes the Apprentice. The Apprentice gets HALF the level of the Master, so if the Master is Competent (4d6) and the Apprentice is Dabbling (1d6) the Apprentice becomes Novice (2d6) while working with the Master...
Apprenticeship can be obtained through different methods including Friendship levels raising as is seen in the last Turn with Rasul and the other two miners...
There are more Bonuses to be found later...

ALSO TO NOTE ::
If you change your mind, DO NOT!!!, make a new post, edit your old post and make a new post stating that you have done so. This makes things easier for me when I am collecting the Actions for the rolls...

Do not put RP in between actions. Separate them, it makes it hard to put them into the Spoiler for clarification on what actions are begin done when the turn is posted. Bonus Points if you spoiler them yourself...

There are many hidden things and actions that you can do, an example was done by a Migrant...

Always double check the Wares on the front page, it is up to date (with a possible error if done on purpose by GM). Stating you will use logs when there are no logs there will cause the next action to go up, if that job too is unable to be completed due to same reason, You will go Idle, wasting the weeks turn...

Please pay attention to how many DR Hits are needed to complete a task, for the love of Armok, if it takes 3 hits and your dabbling, look towards spending 3 days on it at best. Sometimes you may be lucky and get a 6 which will give you an extra roll on that day, but its a 1/6 chance per dice...

PLEASE UNDERSTAND that if you roll HALF your dice as 1s, its a fail. The less dice you have the higher chance at failing you will have...
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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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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #424 on: December 05, 2011, 06:25:24 am »

Oi Neyvn How big is my tent. Can it fit a table or chair? Because I'm thinking I'll Use it as a temporary hospital if someone gets sick or hurt.  I'm thinking the tent may look like:
______
| bed  |
|__|\_|

with the |\ being the door so my doctor can check in on injured/sick and possibly operate.(though it'd be better to operate outside since it'd be impossible to clean the tent if it got blood in it.)
Limul will just sort of work through the doorway when attending a patient in his tent,if you get me.
« Last Edit: December 05, 2011, 06:27:26 am by Monkeyfacedprickleback »
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Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #425 on: December 05, 2011, 06:32:19 am »

Oi Neyvn How big is my tent. Can it fit a table or chair? Because I'm thinking I'll Use it as a temporary hospital if someone gets sick or hurt.  I'm thinking the tent may look like:
______
| bed  |
|__|\_|

with the |\ being the door so my doctor can check in on injured/sick and possibly operate.(though it'd be better to operate outside since it'd be impossible to clean the tent if it got blood in it.)
Limul will just sort of work through the doorway when attending a patient in his tent,if you get me.
Its a one man tent, small enough to fit a bedroll and some personal items or an animal. Basically the same thing as you would buy for yourself if you wanted to go camping. If you had brought the 20man tent, then things would have been different. They would be huge...
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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 #426 on: December 05, 2011, 06:41:41 am »

How long until we level up?
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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"

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #427 on: December 05, 2011, 06:57:41 am »

How long until we level up?
Me to know, you to find out... Basicly at the end of the month though, your Exp gained during the month is modified by your personality and boosted, for lack of better example.
A Fire Dwarf would get a boost of x1.25exp to their gained Exp. Eg, if 100 exp was gained, they would have at the end of the month 225exp...
But every personality has a different growth on what skill gets certain boosts. The above example would be like a Weapons Skill...

So even if you gain enough Exp to level up midmonth, you don't until the end of the month, just to save 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...

Kestrel_6

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #428 on: December 05, 2011, 07:20:14 am »

Yay. Rolls Tomorrow?
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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"

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #429 on: December 05, 2011, 07:21:59 am »

Yay. Rolls Tomorrow?
Yeah I will get turn up tomorrow, just pissed off with myself for hitting the F5 key and loosing 2hrs of work (though half of that wasn't even dedicated to the Turn Production)...


Oh yeah other thing of note...
Hubris. Check the Wares, see how much plants we have again would ya...
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...

Kestrel_6

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #430 on: December 05, 2011, 07:54:07 am »

Don't worry, I'm pissed that I can't just sit down and work on Icehaven. Prologue in the Creative Projects Page!
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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"

Haika

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #431 on: December 05, 2011, 10:14:28 am »

You mentioned buildings needing a location to be built upon. I'm kinda confused if that applies for my workshops. That sort of specifics will continue to be difficult unless you start putting grid coordinates on your map. Then at least we can point out where we want things to go.
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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 #432 on: December 05, 2011, 10:16:05 am »

You mentioned buildings needing a location to be built upon. I'm kinda confused if that applies for my workshops. That sort of specifics will continue to be difficult unless you start putting grid coordinates on your map. Then at least we can point out where we want things to go.
Ideally, furniture. A general location is all I need, if you say you want to place a bed in the top corner of a Bedroom, its kinda obvious where, but if you say I want to put a chair inside, that don't help...
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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 #433 on: December 05, 2011, 10:21:14 am »

Welp, I hope the map is updated. My workshop area needs to be outdoors due to miasma generation, so I guess west of the current workshops just south of that spade(tree? Been a while since I played without a tileset). Three workshops, no spaces between them, a roughly 6x6 stockpile south of them.
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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 #434 on: December 05, 2011, 10:26:06 am »

Welp, I hope the map is updated. My workshop area needs to be outdoors due to miasma generation, so I guess west of the current workshops just south of that spade(tree? Been a while since I played without a tileset). Three workshops, no spaces between them, a roughly 6x6 stockpile south of them.
Maps don't update until end of month. Workshops outside just get plunked down where there is space.
Stockpiles are 'Nonexistent' outside, but inside they will need to be placed...
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...
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