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Topics - Deus Asmoth

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1
Mafia / Time Paradox Mafia: Game Over, Mafia Win
« on: April 23, 2017, 04:19:54 am »
The time stream has been shattered. People skip through it, waking up three days ago, or twenty years in the future. Some people (and groundhogs) are doomed to live through the same day for years on end. You nine have learned to manipulate your passage through time, and have gathered to find a way to restore order to the world. However, it's all but guaranteed that some will do anything to hold on to their newfound power...

Welcome to Time Paradox Mafia! There are no hidden mechanics, the semi-bastard rating is simply a warning to expect some strange interactions over the course of the game? What kind of strange interactions? Well, it all stems from one thing: as the Shakespearean level flavour suggests, your night actions don't have to resolve on the night you submit them. As a result, by saving (or killing) someone last night, you can also affect today's lynch result!


Rules:
* Every player has a resource called AP, which probably stands for Action Points (or Annoying Parrot).
* Players begin the game on 0AP and gain 1 at the end of each night phase.
* Each action has an AP cost.
* Players can only take an action if their AP is 0 or greater, but can stockpile any amount of AP. They can spend any amount of AP on their actions, but can't go below -4AP. (Any action whose resolution would put a player below -4AP will fail).
* Players can submit any number of actions each night phase as long as they have enough AP to pay for them all. If they don't, they will attempt resolution in the order submitted.
* Players may have an action resolve one night earlier for an additional 2AP, or two nights earlier for an additional 4AP. They can also delay an action by one night for free. (The game will start on D1, but you can have an action happen on N0 if you really want to).
* A time paradox occurs when an action results in that action being unable to be submitted (e.g. during N3, a players submits a roleblock to resolve on N2, blocking the person who protected them from a kill on N2). In the case of a time paradox, all involved players will die, ignoring anything that would prevent them being killed.

Other rules
* Days last 72 hours, with up to two extensions available. Nights last 48 hours. Weekends don't count toward a this.
* Extensions require 51% of players to vote for them.
* There are no hammers, but the day can be shortened to end immediately if 75% of players vote for it.

Players
* TheDarkStar
* BlackHeartKabal
* Tiruin
* juicebox [Killed Night 0]
* Teneb
* Roseheart [Lynched D1]
* FallacyOfUrist
* roo [Killed Night 0]
* caz

2
Mafia / Superhero Mafia: Game Over; Town, Survivors and Lovers Win.
« on: June 30, 2016, 03:05:17 pm »
Day 1
Night 1

Five years ago, the Guardians of Earth were effectively destroyed when the Clone Lord infiltrated their orbiting base and sent it crashing into New York. Though he died in the attempt and his true motives may never be known, he did succeed in sending the entire world into chaos as villains across the world took advantage of their adversaries' confusion to press their advantage, forcing the heroes further onto the defensive. Eventually, the Guardians all but disbanded as many decided to settle in one area to protect it from coming under the control of power hungry superhumans, some becoming worse than those they once battled against. In America, the government struggles to maintain control over twenty-two states on the east of the continent, with the rest of the country in various states of lawlessness.

No one is entirely sure how things fell apart so quickly. Some say that the Guardians were only held together by the power their founders had accumulated and most were itching to get at each others' throats. Others think that someone still lurks in the shadows, manipulating everything for some unknown goal. A few say that this world is simply an alternate dimension created to cash in on the popularity of grimdark storylines without having to deal with killing off popular characters in the primary reality. It matters little to the people who have to live in this world. For most of the population they simply have to hope that whatever superhuman rules over their home is benevolent, or simply not insane enough to kill them for sport.

For now, we go to a place called Chicago, ruled by a council of eleven. Though on the edge of the government's territory the two sides have settled into an uneasy truce for now, as the Eleven treat their citizens well enough and a head on assault would cost the already-weakened army too many men to be worth the trouble of retaking the city. Each is well aware that the fragile peace can be shattered by the slightest change in circumstance, but until one side makes a move, it will hold.



This is a bastard game. Every player in the game will have a passive ability that, once triggered, will change some aspect of their role. This includes, but is not limited to, their role name, abilities, win condition, alignment and flavour text. Players will not be told what these passives are or their trigger conditions, but there will be some hints.

Rules:
- Days are 72 hours, not including weekends. Nights are 48 hours, or 24 is all actions are received within that time.

- The day can be extended up to twice if at least 50% of players vote to extend it.

- The day can be shortened if 75% of players vote to do so.

- Standard forum rules apply. No quoting PMs, no PM'ing players, votes in red, etc.

Players:
-TheDarkStar
-hector13
-Griffinpup
-BlackHeartKabal
-fillipk
-Dustan Hache
-Tiruin
-juicebox
-Teneb
-FallacyofUrist
-TheBiggerFish, Lynched D1

Replacements:
-TheMoonlitShadow
-Elephant Parade

3
Mafia / A Game of Clones: Game Over, Town-Cult Draw!
« on: November 08, 2015, 06:01:56 pm »
Figured I might try my hand at modding a game.

Rules:
1: There is a cult instead of a normal mafia. Other than that, all roles are unknown.
2: Votes go in red. Abbreviations and such are fine as long as there's no chance of confusion.
3: If 50% of living players vote in favour, the day can be extended by 24 hours. These votes go in bold.
4: If 75% of living players vote in favour, the day can be ended immediately. These votes also go in bold.
5: No posting or quoting of any PMs from the mod.
6: Dead players get one bah post, after which they can't post any more in the game.
7: Day phases last three days, night phases last the shorter between two days and all actions being processed. Weekends don't count towards this time limit, but the night will still end during a weekend if all actions are in before the weekend's over.
8: Players will get poked after not posting for 48 hours.

Players (9/9):
-tntey/origamiscienceguy
-TheDarkStar
-fillipk
-Chromatic Wasp
-SaberTooth Tiger
-Megggas
-FallacyofUrist
-hector13
-flabort

Replacement list

4
All dwarves know that when Armok grows tired of whatever amusement a world gives him, he destroys that world on the First Anvil and forges it anew. Some who are unwilling to accept their inevitable destruction at the hands of a capricious god attempt to escape into another one, either by skipping to whatever new world is created or jumping to another dimension altogether. Whatever their means- magic, technology, it matters not- all end up here. Some think it is Armok's prison, others that it is a place entirely untouched by the Blood God, some that it is where he keeps those that are most likely to provide him with more amusement. It doesn't really matter to you, since your survival is a much more pressing matter at the moment. The 'civilised' races of the world have become raiders and pillagers to survive in this barren world, elves and humans scarcely different from the goblins they normally despise. A few of the dwarves maintain a semblance of decency only by hiding on the other side of a mountain range, but that matters little to you now that you're on the other side of those peaks. Perhaps you and those other six dwarves can create a secure enough home to protect yourselves from the bandits, or perhaps someone mad enough to end up in this hell would be too unstable to survive. Either way, the God of Blood will watch and laugh...

Spoiler: World map (click to show/hide)

Spoiler: Mods (click to show/hide)

Spoiler: rules (click to show/hide)


Welcome to Immortalitytowers! We definitely have a tower, but the only immortality to be found here is the unconquerable spirit of dwarfkind, persisting long after any sane species would have given up on the place. Notable events so far include half the fortress getting blinded by evil purple goo, death-causing ash clouds, the ongoing adventures of Tipi Touchbear and the eradication of the entire fortress by a forgotten beast and goblin invasion. The fortress is currently being reclaimed by a group of suicidal intrepid adventurers.

Turn List
Deus Asmoth
Purple Rain, Purple Rain
Turn Around, Blind Eyes
The Adventures Of Tipi Touchbear
The Mountain Just Keeps On Giving
4maskwolf
Salmeuk

Taupe
The Blind Leading the Blind
Plot Twist! Infernal Dust is Bad for You!
Lewd Pictures of Male Horses
Average Life Expectancy Begins to Drop
The Death Note Immortalitytower Census
We need a hero.
They've gotta be strong, they've gotta be fast.
And they've gotta get into this fight.
Here comes the new boss.
Same as the old boss.
Water shall be rationed. Booze is free.
cherry-hearts
Askarn
TheFlame52
Troll in the bedrooms; thought you ought to know.
Technically not cheating.
Babies galore.
Gwolfski
TheCheeseMaker
Dammit, Ïlonïlon!
Do not operate machinery while taking this medication.
At least they'll have someone to talk to.
Eldin00
EoyaBosan
Half the name becomes accurate.
Two heads aren't that much better.
The identity thief.
Everybody's dead, Jim.
Out of the ashes.
Iamblichos
Megahelmet
Deus Asmoth
hiddenleafguy
4maskwolf
maxcat61

Taupe
Sarrak
TheFlame52

[/size]


To be Dwarfed
Messiah II
The Cheesemaker IV
Cherry Hearts III
Maskwolf III
Salmenk III
Ampersand III
Iamblichos III
Fperson III
Sarrak III
Hero II
The Hammer II
Askarn IV
Senshuken VII

The Living Dwarfed
Asmoth II
Flame II
EoyaBosan II
Megahelmet II
FairyEyebrow II
Hiddenleafguy II
Xan II
Taupe II




Out of Context Quotes, etc
Shit. I liked having eyes.
I mean, do corpse haulers really need eyes?
That's the soundest and most pointless research ever conducted since a team of university scientists spent 15 millions to conclude that ''Yes, indeed, men do like to stare at boobs''.
It's like a Ouroboros of fail.
Go out there and make those 12 children of yours proud... or I'll draft all of them and send a giant ball of your progeny at the enemy if you die. Fun for the whole family!
Yeah, dwarves are like pokemons here, They go through three stages. Blindyn evolves to Fightyn, which turns into Coffyn when exposed to a fuckstone.
Literally half the fortress is dead, and almost all of them to one single goblin.  Maybe that's why the medication said I shouldn't operate any machinery while taking the pills.
In the future I recommend overseers to follow this strategy: if you see something slightly more threatening than a cavy sow, run, hide, and pray to Armok that it does not find you.

Well, that's the problem right there...

5
DF Modding / Getting things to breed
« on: June 27, 2015, 04:19:14 pm »
I've redone the raws for this a few times now, but they seem to be sterile for reasons I'm not entirely sure of. Would anyone care to take a look and see where I've gone wrong?

Spoiler (click to show/hide)

6
Uzol Bekorfikod reclined on the throne of the Matched Silvers, studying the dwarf before him. He was king in name only, allowed to rule what was left of the feeble domain after the goblins had plundered everything of worth from the once proud empire. Balor stood before this puppet king installed to keep them from rising again and awaited his fate. She kept his face impassive as he waited for the king to speak, ignoring the stench of trolls that wafted through the once noble halls.
"I've received word that the rebel groups are still making problems for us, Balor," Uzol said, leaning forward. There was a hint of panic behind his eyes; he was the fourth king installed by the goblins, and they'd displayed no hesitation in slaying the last three. "You assured us that you'd be able to keep them out of trouble."
Balor had been one of the few dwarves smart enough to ingratiate himself with the new regime while the others were rioting in the streets. They'd put him in charge of quashing the numerous uprisings that had sprung up, and he'd given them enough to keep them satisfied while channelling what funds he could into the groups that seemed smart enough to not get themselves all killed. It was a game he'd played for nearly two decades now. He'd always expected to get caught eventually, but not by this simpering charlatan of a ruler.
"My inquisitors finished rooting out the Hammers of Change just last month, your majesty," Balor shrugged. "It's not as simple as it once was; the rebels smart enough to stay alive this long are smart enough to go ground when they hear we're coming. They likely have spies even in my organisation."
Uzol's manic grin widened. "Yes, I'm sure they do. We have decided that there may be a better way to root out certain... unsavoury members of the Matched Silvers. We have decided to found a new fortress in the Forests of Locking. Doubtless the rebels will flock to this place hoping to turn it into a stronghold for their cause, and as soon as they dare to speak out they shall be cut down."
"It's certainly a cunning plan, your grace," Balor said reluctantly.
"Good. Because you will be in charge of the place," Uzol answered triumphantly, settling back into the throne.
Balor bowed stiffly and strode wordlessly from the room.


Spoiler: location (click to show/hide)

The Rules:
1: A turn lasts up to two weeks, from the 1st of Granite to the next 1st of Granite. Failing to post in the thread for a full week results in your turn getting skipped.
2: No intentional murder or fortress destruction.
3: Use of hacks for any reason other than improving frame rate is forbidden.
4: The turn order is non-standard. The next player is chosen by the election system (see below).
5: Claiming a dwarf requires some reason for your presence in a fortress made up primarily of poitical outcasts and loonies. It doesn't have to be long, but some form of backstory is nice. Same applies for getting a new dwarf if your first dies.

Prior Turns:
The following links only go to posts made by the relevant Overseer. Several plot related posts are made by other players, so it's generally better to read through the full thread if you want the whole story of the place.

Deus Asmoth:
The Bad Beginning
Parting Water
Skeletal Birds Do NOT Make Sense
Monopoly!
Our Yak Corpse is Staying Nice and Dead
Wolves Can't Climb Trees
Totally Obsessed with Leather
Ow
Harnessing Magma And the Underside of Bridges!
Trolling
Election Season
4maskwolf:
The Corporatists take a Break
Hello Darkness, My Old Friend
Zombie Birds Strike Again
Death Toll Intensifies
If Corkscrews Are This Valuable, Imagine How Much A Wine Bottle Would Be Worth
In Which A Spoiler Tag Gets Used For An Actual Spoiler
The probably Have An Order 66 Just Waiting To Go Off
The Crownhammer Birdwatcher's Guide Only Has One Tip: Run
Rhaken
This Ship Has a New Captain
If You Build It
They Will Come
Geography Assignment
The Plot Thickens. Like Her Waistline.
Is It Irony If A Doctor Needs A Hospital?
More Birds
Escape

Current Turn:
FallenAngel
He's Not One For Speeches

Living Dwarves:
Spoiler: Balor, Arch-Traitor (click to show/hide)
Spoiler: Amethyst, Stoneworker (click to show/hide)
Spoiler: Taran, Carpenter (click to show/hide)
Spoiler: Hef, Miner (click to show/hide)
Spoiler: Nobeard, Farmer (click to show/hide)
Spoiler: Xan, Metalsmith (click to show/hide)
Spoiler: Bearskie, Glassmaker (click to show/hide)
Spoiler: Elagn, Mechanic (click to show/hide)
Spoiler: Perseus, Farmer (click to show/hide)
Spoiler: Tim, Enchanter (click to show/hide)


To be Dwarfed:


Dead Dwarves:
Spoiler: Komodo, Craftsdwarf (click to show/hide)
Spoiler: Insane, Ranger (click to show/hide)
Aegir, Farmer

7
DF Adventure Mode Discussion / Necromancer changes?
« on: November 01, 2014, 09:39:18 pm »
Today I successfully became a necromancer for the first time since the update to 40.xx, and it's left me somewhat concerned. I can't seem to retire anywhere in spite being in good standing with the locals, and my zombies seem far harder to kill than they have any right to be. Cutting off their heads no longer kills them either, which was a surprise. In any case, can necromancer adventurers only retire in towers now? And is it still possible to raise animals/skins as zombies?

8
DF Suggestions / Dwarven quality time
« on: August 20, 2014, 10:25:15 am »
So, I know that there are plans to have dwarves that share a skillset or god associate more, but what about ones that are just friends or lovers? Why not give each meeting hall a higher priority for each dwarf when they have no job/are on break based on how many of their friends are already idling in that room, with a negative modifier for and grudges that are present? It would make it easier for dwarves to build relationships and get married, though whether or not this is a good thing would be a matter of opinion, I guess.

As part of this, maybe add some code that makes friends or lovers arrange to take their breaks simultaneously so that they can hang out more.

9
DF Dwarf Mode Discussion / Prison-breaking dwarf?
« on: July 24, 2014, 11:09:25 am »
(The following took place in 34.11)

I recently had a dwarf tantruming repeatedly. He eventually punched another dwarf to death and got sentenced to a year in prison, followed by fifty hammerstrikes. Jump forwards a game month, and I get an announcement that he's suffocated. I zoom to the location, and he apparently got killed by the captain of the guard in the middle of the food stockpile (the captain punched him about five times, breaking his neck on the second). In any case, my question is: can a dwarf that tantrums in jail deconstruct their own chains? I've been trying to reproduce it since then with no success.

10
DF Dwarf Mode Discussion / 2014: Equal rights
« on: July 12, 2014, 09:57:49 pm »
I'm not sure if it's a bug or not, but the new version seems to include gay marriage. My fort is less than a year old, so I'm not sure if it's a world gen only thing or not, but it's still pretty cool.

http://dffd.wimbli.com/file.php?id=8924

Relevant dwarves are Sakzul Logemvod and Asmel Rithmogshum.

11
DF General Discussion / 2014 Megabeasts
« on: July 10, 2014, 06:09:41 am »
So, I generated a world in the new version, pocket world up to 300 years with 50 megabeasts. I went to start and adventure, and the only option was a human outsider, so I went and checked the legends. Turns out that dragons wiped out most of the civilised world in the years 15-50. Are megabeasts just a lot more proactive now, or is it the size of the world that's getting everyone killed?

12
DF Community Games & Stories / Demongate: Wrapping up the Loose Ends.
« on: March 11, 2014, 10:34:39 am »
The successor to Steelhold

It uses the same wiki. The wiki is your friend. You should visit the Steelhold wiki before it gets lonely.

For those interested in the expansion of the major storyline, there's a chat thingie for discussing developments here

Hundreds of years ago, the fortress of Steelhold was founded to imprison the various wrongdoers of dwarven society. As could be expected, the fortress almost immediately was consumed by anarchy and madness. Heroes rose and fell, and evildoers fought among themselves for supremacy. In the end, the fortress was destroyed by the death of a demonic entity, but not before producing a threat against all that is good in the world (and elves): the Bloodkin. Created by Corley, augmented by Asmoth and led by Shank, these vampiric creatures went to war against every other creature on their home continent, killing the lucky and capturing the unfortunate to join Shank's farms. Those that were able to flee did so, seeking new homes across the western seas. Unfortunately for them, the bloodkin followed, driven either by their own bloodlust or the will of their masters. They have all but conquered the southern kingdoms of our continent, but we are the dwarfs of the First Iron, and we will not simply wait for our enemies to defeat us.

Queen Datan Govosusrir has ordered the construction of a fortress named Demongate in the pass between the Famous Seas and the Adventurous Ocean to serve as both the first line of defense against any attacks from the south and a base for any attacks against the invaders. We are the gate between the great north and savage south, and we shall not be broken.

Demongate is a succession fortress that's a sequel to the madness that was Steelhold. It's mostly vanilla Dwarf Fortress, but with a challenge race called the Bloodkin that represent everything evil that the fortress produced. As with Steelhold, the plotline is influenced by all players. To join as a player, you must have a dwarf in the fortress, and to get a dwarf in the fortress, you have to provide a backstory. Should your dwarf die, you have to provide a new name and a new backstory, barring plot relevant shenanigans.

Rules:
1: A turn spans one dwarven year, from the first of Granite to the first of Granite. If a player ends their turn early, the next player in line can play through whatever time is left in addition to their own turn.
2: There's no set time limit for a turn, but keep the thread updated as much as possible.
3: No intentionally destroying the fortress. This includes purposefully murdering large numbers of dwarfs for no apparent reason.
4: No third party tools. This includes checking the syndromes of a forgotten beast before fighting it, and it especially includes doing that for someone else without them asking you to.
5: The graphics are vanilla DF graphics, please don't change them. It does strange things.
6: Players can take extra turns, providing there are at least three turns between their turns. Players who haven't taken any turns yet will be given priority.
7: While plotting is encouraged, don't kill another player's dwarf without asking them first.

Turns (MDF has a list of links further down the page that don't have silly titles):

I: Deus Asmoth
Arrival.
Can you Dig it?
Puppies>Kobolds.
Retirement.
Save.
II: 4maskwolf
Assuming Direct Control.
The broker who actually trades.
Cornelius goes Crazy(er).
NEW UPDATE!!!! YEAR NEARLY OVER! BRENZEN IS PARANOID ABOUT BLOODKIN!
Maternity Leave is Undwarven.
Long live the twenty three notes!
III: Gnorm Tallow Roasts are Delicious!
Feedrouts the Torch of Connecting.
Lokast gets Possessed! Again!
The time where absolutely nothing bad happened!
Enter: Corley.
Things that go bump in the night.
Cover Story Time!
Return to the Fields.
IV: Rhaken
Education for All! BOO! 
Attack of the Overseer Killer.
Tarmid Likes Horses.
Dwarves don't have a Geneva Convention.
Hydra Dominatus.
Hammer Time!
So much for the Captain.
Research!
Imóla gets Immolated.
V: peregarett 
"Someone drowned today, but let's talk about the interesting stuff."
Na na na na na na na na Blood Man!
Goblins! If only this kick ass trumpet worked!
Angry Horses?
Vlad cheats on Thane.
Swordsdwarf, the Friendly Ghost.
Medtob: Like Cupid, but dwarven.
An offer we couldn't refuse.
The Face of Nobility.
The First Day of Goblin Christmas.
VI: MDFication
Hail His Grace Vladamir Uristovitch, First of His Name, Baron of Demongate, Stealer of Boots, Blackboard Monitor!
Being leader of the military puts you in a great political position.
Dwarves get Bedrooms.
Ah yes, "Slade Fortress". We have dismissed that claim.
Some residents get evicted.
Forgotten Beasts are not known for their forward planning.
Vlad is a Tyrant.
Pump the magma to melt the ice to pump the magma.
VII: Captain Archmage
The Wizard is doing it.
Party of One.
The Pimping Station!
The Power Level is... forget it.
The DSPCA.
Securification.
Demongate Uses Traps! They're Super Effective!
Thane gets a Statue.
Magma Powered Forges! They Never Run Out Of Magma!
Soil!
Green bolded italicised mayoral announcements are difficult to read.
"Boss? We found some more damp rocks. Is it breaktime yet?"
Dress code: extremely casual.
Humans wait until you're not busy to attack you. They're polite.
Ghosts are people too.
Making money.
Giantess?
More like giant mess!
CSI:Demongate.
The laws of thermodynamics? What are they?
VIII: Spear
IX: TheFlame52
Angst over destroyed art will make him a better artist.
Carving your private diary into a wall.
Ilral is paralysed! He can't move!
Onul Kolsazir, steadily chipping away at the walls between worlds.
Dog versus Goblin! Who will win? (Spoiler: Goblin)
Humans think better of trying to kill us.
Peace everlasting?
The lopsided temple.
I think there might be something to catch in the eastern cavern...
As long as no one is stupid enough to open the third cavern, we should be fine.
The Haunting of Kangaroo Jack.
X: FallenAngel
I heard that birds have hollow bones, so I made a shield out of some bird bones. Doubtless, it is indestructible.
People like having to swim up the stairs in the morning, right?
"Haha! See! He was only "put off" by my living arrangements! It's the ghosts in the food areas that caused him to throw stuff."
Bow before the spider god, God of Spiders! ... or the god who is a spider... or both.
Well, that was easy.
Salt kills snails, right?
It's not illegal to produce gypsum if you're not planning to distribute it.
They can't blame us for every little political assassination that happens on our land.
The dung beetle's noxious secretions do not smell pleasant.
XI: Deus Asmoth
Dwarves read George Orwell, apparently.
"Vladamir is naked. Again."
Today's episode of Demongate was brought to you by the letters G and R, and the surname Martin!
Many dead, I'm afraid. Many others, also dead.
Glowing portal in the middle of a zombie infested building? Nothing sinister about that at all.
Straight answers? We don't believe in those here.
Law and Order: Demongate (This is a totally different joke to the CSI one.)
If you wake up in jail with your chains broken, stay in jail!
Thane reduces weaponsmith unemployment by 100%. Weaponsmiths go on holiday.
XII: Dantheman
Death is not as permanent as it once was.
Our extensive background checks indicate you will make a good leader, or something.
Presumably, 'stool' means 'small backless chair', not that other thing...
What goes around...
Where does he keep finding these stools?
Ghost baby!
It's a hybrid of  dwarf and... something.
XIII: Gnorm
Torvald's father may be a plot point.
Violating export bans is a poor idea.
The queen is not one for sesquipedalian loquaciousness.
Thane invents breakdancing.
Vladamir really likes speaking with diplomats.
Liwa's one step rapid fat burning weight loss program!
Hopefully, someone stole his boots. It's what he would have wanted.
The streaking elf.
Pilat, Nathob, Gulo, Josef and Datan have not watched Fullmetal Alchemist.
Torvald has not played Final Fantasy 7.
For the greater good.
Torvald picks a winner.
XIV: peregarett
There is nothing in the Overseer guidebook about needing a shield.
Though it's useful when angry people throw things at you.
Cornelius gets drunk does vital product testing.
Na na na... wait, we've done this one already.
The dwarven elevator.
'At peace with nature' does not include angry horses.
Attack of the fifty foot dust bunny!
Ettins tend to have pronoun trouble.
That's a lot of goblins.
XIV: FallenAngel
XV: Zaerosz
XV: 4maskwolf
Whispers in the night.
The Demongate Guardians! Ooga chaka!
This secret society has nothing to do with alcohol.
Evil is a hard thing to kill.
If your whole life is a lie, how do you find the truth?
Wearing us down, like water on a mountain.
Demongate becomes a military state.
She should have struck him down with all her hatred. It'd probably save her trouble later.
Fighter level 37 out of 15.
Ragnarok begins.
XVI: Doctor_Whiteface
(XVII): theflame52
(XVIII): Deus Asmoth

(Bracketed turns are subject to change, generally due to repeat turns)

13
DF Dwarf Mode Discussion / Werebeast problem.
« on: August 16, 2013, 04:17:07 pm »
I've been having a problem with a werelizard in my fortress. She got a broken bone in dwarf form and passed out from the pain. She's been like that for almost a year now, in the middle of my memorial hall, and also won't transform for some reason. The last time this happened, I just let her be taken to the hospital, but one of the dwarves she mauled on her last rampage died after she transformed back into a dwarf, so she's an enemy of the fortress and I've had to wall her in. Does anyone have any idea why she won't wake up or transform? The only thing I can think of is that she's on ice (it's a glacier fort) or that she's waiting to be taken to hospital, but I don't see why that would interfere with the transformations. Another odd thing I've noticed is that she gave birth a while after getting the curse, though I thought the were- curse sterilised people (she transformed and killed it).

14
DF Modding / Babysnatchers and trade.
« on: June 03, 2013, 05:18:32 pm »
I added a civilization with the babysnatcher tag, but all of the worlds I've generated have listed the goblins as being unable to trade with them, no matter where I put the fortress. I've tried getting the goblins to build towns and added the pack animal tag to rutherers in case they didn't have any way to transport their goods, but they still won't trade.

A more minor problem I'm having is that I can't seem to get members of the civilisation to harvest plants. I used humans for the new civilisation for the test, and they have no problem using the plants for cooking and brewing, but they won't put them in barrels or stockpiles after harvesting.

I also ran across something interesting, which I'm assuming has something to do with adding the power tag to dragons:

Spoiler (click to show/hide)

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DF Modding / Help with syndromes
« on: September 19, 2012, 12:51:32 pm »
This might belong in the modding questions thread, but it's a bit wordy so I figured I wouldn't force all that scrolling on people just browsing and such. Anyway, my problem is this: I'm trying to create a drink, food or animal that can bestow magical powers upon my dorfs, but have run into a few walls.

The first thing I tried was just turning the appropriate material:
Spoiler (click to show/hide)

into a drink, which would then give them the power upon drinking it, but that doesn't work for some reason.

Spoiler (click to show/hide)

The drink is made and drunk, but there don't appear to be any side-effects.

The second thing I tried was creating a product which would evaporate and give them powers through inhalation, but that just ended up with magma.
Reaction:
Spoiler (click to show/hide)

Product:
Spoiler (click to show/hide)
Another thing I tried with that reaction was turning dogs into familiars whose meat would carry the syndrome if eaten, but the magma issue prevented me trying that.

Finally, I tried just making a creature, but that killed the game, which I kind of expected to be honest.

As a side note, I do know that the syndromes themselves work, because I also put them in secrets as a healthy alternative to necromancy for the immortality inclined.

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