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Topics - Taupe

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Murderflood is the sequel to Moltenchannels, which in turn was a follow-up to the smoking disaster that was Ardentdikes. The main objective of this project is to create a massive aboveground fortress in a desertic biome. The twist? The fortress must be filled with magma channels and pools, and ultimately contain a self-destruct system that floods the fort with magma. Bonus twist? There is a lake nearby, and it is haunted terrifying.

This is a reboot of the original Murderflood. Yes, the whole five turns done in a single year are getting discarded. Most agreed, the save was a mess, a living proof that one fortress should not go through all 24 different builds of DF2014. Couple this with poor turn implementation, tree-induced crashes and the mysterious disappearance of the OP, and you have a fortress that goes nowhere, not fast. You can find the original thread HERE and HERE.

General principles:
1-Must have a device to flood the fort with magma
2-Construction should be aboveground when possible.
3-We need more magma dikes. Build moar dikes!
4-Dangerous projects that kill everyone are awesome!
5-Bonus point for stylish desert metropolis look.

Basically, the closer we can get to the opening illustration while remaining a semi-functional society, the better.

Rules and guidelines:
1-Each turn runs for one in-game year
2-Players have two weeks to complete their turns. This rule will be enforced to avoid the mistakes of the past.
3-You have 48 hours to acknowledge your turn, lest you be skipped.
4-Floor before roof. Always. Growing trees crash the game, so please avoid future problems by diligently putting built tiles before adding a ceiling.
5-We are going with the default ascii tileset. It's ugly. You hate it. You'll learn.
6-Use of newbie packs and utilities are fine, so long as they don't change the game. Therapist and selection tools, yes. Cheats, no.
7-Die with style, not with shame. Avoid savescumming.
8-Try not to kill the fortress. You know what we mean.

Turn list:

Turn 1: Taupe -- Year 200 (complete)
Ghills (skipped)
Turn 2: Triaxx2 -- Year 201 (complete)
Turn 3: Urist McKiwi -- Year 202 (complete)
Turn 4: Deus Asmoth -- Year 203 (complete)
Turn 5: TheFlame52 -- Year 204 (complete)
Turn 6: Zuglarkun -- Year 205 (complete)
Turn 7: Gwolfsky -- Year 206 -1st quarter (complete)
Dumbestdorf (skipped)
Melkor (skipped)
Turn 8: Vuohijumala -- Year 206 - remainder (complete)
Crazyabe (skipped)
Haerdalas (skipped)
Sarrak (skipped)

Taupe, second turn (skipped)
Turn 9: DuckThatQuacks -- Year 207 (complete)
Triaxx2, second turn, complete
Urist McKiwi, second turn complete
PyroTechno (skipped)
Deus Asmoth, second turn (skipped)
Theflame52, second turn complete
Vuohijumala, second turn complete
Gwolfski, econd turn skipped
Haerdalas, second turn up next
Triaxx
Zuglarkun, second turn
TheFlameNumber
QuQuasar
Ghills
QuQuasar again?

2
Careful, long text ahead. this is where info and link on the previous iteration of murderflood are kept. This information is NO LONGER RELEVANT, but you may want to refer to it or check the links out of curiosity or something. So here it is:


*   *   *   *   *   *

**This is a new thread, since the original's OP has wandered into the bees pit and never came out. Most of this post is taken directly from this page over here. The first three turns are written there**


Murderflood

Spoiler: The location (click to show/hide)
Spoiler: Welcome to....... (click to show/hide)

☼Quotes☼



Spoiler: Backstory (click to show/hide)

DF Version: 0.40.12 0.40.13 0.40.24
Tileset: ASCII Who fucking cares...


Moltenchannels has fallen! It is time for Ardentdikes III, the next entry in the series. Welcome to:
Murderflood the Fiery Enchanted Hell-Dike of Terror

Ardentdykes Principles
1. Must have a device to flood the fort with magma.
2. Ludicrously dangerous deathtraps that kill everyone are AWESOME
3. Construction should be aboveground when possible. That’s why it’s a 5x5.
4. We need dykes. Build moar dykes!

General rules:
1. Each player has one in-game year to run the fortress.
2. Each player has two weeks of real time to finish their turn. This timeframe may be changed if deemed necessary. Take as much time as necessary to complete the turn, but give regular updates,Make sure you try and stick to this timeframe, so the fort doesn't die of inactivity, lest we throw you into the bees pit while you sleep.
3. Once the previous' players turn ends, you have 72 hours to begin your turn before we throw you into the bees pit AND then into the eternally-burning-zombie-forgotten-beast-ridden cavern. You won't get free sandwiches there.
4. If you changed the tileset in your save by replacing the raws, specify it when posting the save.
5. Try not to kill the fortress.


Player List:
1. CaptainArchmage (complete) (Part 1) (Part 2) (Part 3 + Save)
2. Ghills (skipped)
3. Triaxx (complete) (Part 1) (Part 2) (Part 3) (Part 4) (Part 5) (Part 6) (Part 7) (Part 8 + 9) (Conclusion + save)
4. Taupe (complete)
(Part 1) (Part 2) (Part 3) (Part 4) (Part 5) (Part 6) (Part 7 + 8 ) (Part 9 + save)
5. notquitethere (skipped)
6. UristMcKiwi (complete) (Part 1) (Part 2) (Interlude 1) (Interlude 2) (Part 3) (Interlude 3) (Part 4) (Part 5 + save)
7. MDFication (skipped)
8. Darkrider2 (skipped)
9. Tonnot98 (skipped)
10. Deus Asmoth (complete)
11. Maxcat61 (skipped)
12. Notquitethere (skipped)
13. TheFlame52 (complete!)
14. Triaxx2 (complete!)
15. Zuglarkun (complete!)
16. jwoodward48df (missing in action)
17. FearfulJesuit (skipped)
18. Tonnot98 (skipped)
19. Pearofclubs (skipped)
20. Taupe (in progress)
21-Urist McKiwi
22-Deus Asmoth
23-TheFlame52
24-Gwolfsky
25-Ghills
26-Dumbestdorf
27-Zuglarkun

3
The eastern dwarven civilization has collapsed under the weight of the goblin invasions. While these nasty monsters are scary in their own right, they cannot conquer the mountains, where the western Mountainhome has built countless forts to repel the enemy. With the greenskin armies thus contained within the Jungle of Muscles, the dwarven council turns its head toward a greater issue still, a force so evil, so ancient and powerful, that it cannot be ignored any longer. An elder being that escaped the underworld in times forgotten, author of the forsaken books that brought dark magic and necromancy to the mortal races. Under the leadership of this Archfiend, the humans of the north, as well as their elven slaves and a few renegate necromancers, have united to create the greatest civilization on the Windy Realm: the Lavender Empire.

The name of this archfiend is Ukas Archescort, the Ferocious Nails, first spawn of the underworld, crusher of nations, law-giver of the strongest empire to exist. Scourge of elvenkind to some, goddess to some others, and mistress of the dark arts by all accounts.

Also: a giraffe.

In order to learn more on this legendary creature and the dangers it represents, the monarch of the Citadel of Clutches, queen Cog Floorquests, first of her kind, will dispatch seven unlucky dwarves to the northern continent. Led by Dumat Constructmirrored, they call themselves the Wilted Sack. Their task will be daring, for they will be the first of all dwarvenkind to settle on the northern continent, where most of civilization has been eradicated by the fabled titans.

Whisperwhip is founded in 97


*    *    *


Here's the index:
1-Olin and the titans
2-The Great Skypig
3-Of Towers and Trollblood
4-The Great wars: Battle of Dogshatter
5-Overview
6-Atir and Gica
7-106: The Doorless Year
8-Martial law
9-How to not follow basic instructions
10-Suddenly, a savannah
11-Happy Birthday!
12-The top 100 trendiest weapon names of 107
13-A small history lesson (the world map post)
14-Don't forget to bring your spare werewolf
15-A story of caves and technology
16-The ''Project''
17-To kill a Mockingcat
18-the chaos of Bosda
19-Protect the Quern!
20-The first Grand Meeting
21-Gods of Blood and Bling
22-Cripples, bastards, and bloated things
23-Terrible trading
24-Beauty and the Beasts
25-Uninvited guests
26-Dumpatorium Drama
27-Schrödinger's queen
28-Lava 101
29-Kicking into gear
30-And the land shall burn
31-Don't split the party
D1-Dumat's intermission 1
32-Clothsgiving
33-Kel
34-The great animal purge
35-Attempted baby heist
36-Murder mysteries
37-The chicken
38-Slaughterdome
39-Immortal-D: bird-puncher
40-Necromancers have feelings too!
41-Justice is served, supper isn't
42-Fire and blood
43-War never changes...
44-Towerpartners
45-Set fire to the rain
46-Pincushion
47-Life finds a way...
48-Spring cleaning
49-Crimson and lavender
50-Dump and dumper
51-The prophecy
52-The great cave offensive
53-Exploding kitten
54-Pimpin' the place
55-Shortcomings
56-The unclogging
57-This place needs more miasma
58-Dump or die
59-A web of problems
60-Ambush!
61-Enemy at the gate
62-Showdown
63-Aftermath
64-The dive
65-Fishing
66-A table
67-The dig
68-Golden gate
69-Snake shaft
70-Stealing candy from a dragon
71-Deadly weapons
72-Between a rock and a hard place
73-Rovod, greatest champion
74-A machine for skypigs
75-Smoothbanners
76-Forgotten anomalies
77-The next generation
78-The candy store
79-Modesty
80-Colossal blunder
81-Tearchance
82-National Badass
83-Royal blood
84-Chekov's corpse
85-Feast
86-The lone gunmen
87-Breadcrumbs
88-Pandora's Hatch
89-Running from evil
90-The Doomforest agenda
91-On the safe handling of Megabeasts
92-Teline's tale
93-Ageless mutant ninja turtles
94-Pacific Rim
95-Priorities

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