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Dwarf Fortress => DF Community Games & Stories => Topic started by: o_O[WTFace] on October 17, 2012, 10:34:26 pm

Title: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 17, 2012, 10:34:26 pm
METALFRILLS

So the idea is we are going to do a succession game using the artifact quality LFR mod ( http://www.bay12forums.com/smf/index.php?topic=84186.2640 ), but with one big change.  Farming is undwarvenly and thus is modded out - if you want food you go outside and gather or trade for it.  No more cowering underground like rock elves when sieges arrive, no more feeding 200 dorfs with a 4x4 plot and 2 farmers, no more leaving your caravan friends to die because you have infinite everything. 
EASY MODE HAS BEEN DEACTIVATED.  Also:

Spoiler (click to show/hide)
 

Current turn order is (I think)
1 - ^_^
2 - Megaman3321
3 - GreatWyrmGold
4 - Scruffy
5 - katana
6 - Man of Paper
7 - Imp
...

Year 1 o_O post1 (http://www.bay12forums.com/smf/index.php?topic=117853.msg3711065#msg3711065) | post2 (http://www.bay12forums.com/smf/index.php?topic=117853.msg3716395#msg3716395)

Positions still open!  Dorfs still open!  Lets see what happens, or die trying.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: mastahcheese on October 17, 2012, 11:33:48 pm
I would like to be Dorf'd in this.

Could I be a cheese maker? Since Farming is turned off, that profession might actually be useful, for once. I also like beekeeping, if that's allowed.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Saegge on October 18, 2012, 06:37:42 am
This kinda sounds ... frickin´ interesting. Please dorf me a woodcutter or miner. I´d also love to take a turn but I´m generally short on time so I don´t know how this would work out.

In other news: How do you think booze supplies will go? It isn´t really reliable to gather the surface every few months. I haven´t tried the mod, yet so maybe I´m missing something but that could get tricky. Beekeeping is the only option coming to my mind. Could get interesting I´m definitely watching how this comes along.

Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Pan on October 18, 2012, 08:26:40 am
Maybe make growth times much longer?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on October 18, 2012, 01:28:26 pm
I'd love to get in on this, but lately haven't really had the patience for DF. However, I would love to be a bookkeeper, as it sort of fits my name.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: tomio175 on October 18, 2012, 01:35:54 pm
Dibz on the first Weaponsmith!
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 18, 2012, 05:42:18 pm
Dibs on the first non-weapon smith! GreatWyrm[metal], please.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: mastahcheese on October 18, 2012, 06:45:51 pm
Really, guys? I think we need more people doing jobs that produce food, in order to feed our overly armed/armored drunkards.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Saegge on October 18, 2012, 06:52:15 pm
We´ll have some Mastahwork cheese, so this one should go smooth.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: mastahcheese on October 18, 2012, 06:54:07 pm
We´ll have some Mastahwork cheese, so this one should go smooth.
LOL
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Megaman3321 on October 18, 2012, 07:25:08 pm
I'll call a hunter please. A hunter with a point in shield usage. And a turn if I may, please.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 18, 2012, 07:41:52 pm
I'll take a turn, if Feudalism doesn't eat all of my free time.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 18, 2012, 10:31:06 pm
aright, looks like we are good to go.  Assuming I didn't dupe a raw or something we should have updates on the way soon.  Our embark is at the edge of a nice grassland where the forest begins.  Off in the distance a dark stone tower is visible, maybe a friendly wizard lives nearby...  ;D

In other news: How do you think booze supplies will go? It isn´t really reliable to gather the surface every few months.

We should be able to harvest either the surface or the caverns at any given time.  I plan on armoring our herbalists and setting up some watchtowers or patrols or something.  Plus LFR adds a couple of extra trading races and some magic that might help us out.  Giant stockpiles and water rations may be in order.

Could I be a cheese maker? Since Farming is turned off, that profession might actually be useful, for once. I also like beekeeping, if that's allowed.

Bee cheese!  Brilliant! 
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on October 18, 2012, 10:36:53 pm
Walls are important! I've been attacked by the Tyrani- I mean Shedim early in my second year. LFR actually got me into building up defensive walls immediately.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Megaman3321 on October 19, 2012, 08:06:13 am
So WTFace, got any ideas for the embark?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: greycat on October 19, 2012, 03:24:38 pm
I would strongly suggest you pierce the caverns for spores, then make a large underground soil (or muddy) area for mushrooms and trees to grow.  Harvest all those mushrooms/shrubs with your herbalists.  Underground plant gathering is something like 4x as effective as above-ground plant gathering, and should keep you boozed up.

Also, dogs & pigs (or other breedable non-grazing animals) for meat.  Or birds' eggs....
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: mastahcheese on October 19, 2012, 05:30:03 pm
Hey, If my Dorf gets married, could you name her Esther1? (my wife's screen name)

And yes, bee cheese for everyone!
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 20, 2012, 01:10:47 am
So we have arrived at Metalfrills.

(http://imageshack.us/a/img821/462/dfsg1.jpg)

The expedition is unsettled by the location, feeling it lacks a million tons of rock on all sides, and they wish to begin digging at once.  Man of Paper shows us three boulders of tetrahedrite "I got us a great deal on our picks, because they are still inside these ore boulders" 

As Tomio liberates our picks from the ore I assign Saegge to begin clear cutting this forest for charcoal with our wooden axe.  He is skeptical that wood can cut wood, but is soon convinced when a tree cuts down the axe.  I requisition a new copper one, then return to supervise our miners as they begin work with our new picks.  As they have never mined before I offer them helpful advice "swing harder", "take fewer breaks".  They will learn in time. 

spring, 161
We have struck emerald, tetrahedrium, marblite, and lustrum on the way down, this place is as rich underground as it is plain above ground.  It is perfect for a proper dwarven fortress, except for the soil here being completely incapable of supporting farmable plants or whatever.  Man of paper assures me it is not a problem, since food prices have fallen to record lows in recent years it will be more efficient to focus on higher value added manufactured and high tech goods instead.       

I completed a set of beds for our fortress, though currently the only place to set them up is our future balista battery room.  GreatWyrmMetal tells me I am as good at carpentry as I am at overseeing.   

summer, 161
I have completed preliminary designs for the basic layout of Metalfrills.  It is to be a type II-A fortress, the latest in Architechnology.  Our central staircase is built to prevent falls while our primary entrance is built to cause them.  Under attack from crossbows and spikes, enemies will dodge off the bridge and fall onto cage traps, where we will harvest them for science, export and military training. 

(http://imageshack.us/a/img201/3787/dfsg3.jpg)

Though Megaman convinced me to bring War Cats instead of the traditional War Dogs, I am still skeptical.  While it is true they have saber teeth, they are merely bone sabers and the cats have no sword skills.  In any case, I assign them to protect dwarves working in dangerous professions. 

(http://imageshack.us/a/img442/8873/dfsg4.jpg)

summer, 161
Migrants arrive!  Conveniently among them are leatherworkers, bone carvers and some dorfs with meager military skills.  Commander Kubuk and Captain Catten are placed in charge of our militia and outfitted with our first steel armor.  With all these extra dwarves (Paper and I had assumed someone would have bitten the bolt before now) booze supplies are running low Thunen and some nameless peasant re-allocate their efforts from woodcutting to edible plant gathering

summer, 161
Geopolitical tensions have disrupted the gathering operations causing alcohol stockpiles to dwindle while our booze refinery sits idle.  Thunen tells us that badger conga lines have forced him away from the ripe wild strawberries and made repeated incursions into our territory (everything within a radius of two metric embark tiles is our territory).  The local badgers have always been dicks, but their provocations can no longer be tolerated.  Both our steel armored militia have been ordered to repel the badger lines using all necessary force and then some.  Our pudgy recroots have trouble catching them, but eventually the badgers are cornered on the wide open plain and brought to justice.  The complete lack of food has taken a back seat to the booze issues, but hunting down the badgers has solved both at once. 
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on October 20, 2012, 02:50:33 am
I always overlook traps in my forts. They just slip my mind.
Great deals on picks, however, do not!

How long have you been playing the LFR mod, if you don't mind my asking? Wondering if it'll be me learning a lot from reading this (it will be) or if I'll have useful knowledge to impart (I won't).
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Saegge on October 20, 2012, 04:10:45 am
Man of Paper shows us three boulders of tetrahedrite "I got us a great deal on our picks, because they are still inside these ore boulders"
Man of Paper, sir, you´re officially BOSS in important deals.


Though Megaman convinced me to bring War Cats instead of the traditional War Dogs, I am still skeptical.  While it is true they have saber teeth, they are merely bone sabers and the cats have no sword skills.  In any case, I assign them to protect dwarves working in dangerous professions. 
I´d consider my work rather dangerous. There are wild badgers around, a guinea pig could appear or I could hit a dark elf, who´s been cursed to be a tree (http://www.youtube.com/watch?v=jyhs-Lu7y50). What I want to say: I can haz kitten?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: mastahcheese on October 20, 2012, 09:26:08 am
How many kitten do we haz? Do we have enough to spare?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Megaman3321 on October 20, 2012, 01:45:05 pm
IT BEGINS.

I'd like to get a custom title, if I may, 'Keeper of War Kitties.'
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 20, 2012, 01:58:08 pm
Quote
GreatWyrmMetal
Can't claim it wasn't what I asked for...
Could you rename him, such that the Metal is replaced with some metal he likes?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: greycat on October 20, 2012, 08:15:39 pm
Quote from: o_O[WTFace
He is skeptical that wood can cut wood, but is soon convinced when a tree cuts down the axe.

I'd pay money to see that!
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 21, 2012, 05:30:13 pm
autumn 161

Some migrants showed up.  We alocate most of them to the militia and hauling duties, although there is a skilled armorsmith and clothier among them.  Cmdr Kubuk gives them a quick tour of the fortress.  "Here is the rocks who need removed from the dining room, here is the rocks who need removed from the hallway..." and so forth.  Now that we have some dedicated haulers I can focus on carpenting beds while the miners dig out rooms to put them in.  The barracks housing, poorly crafted meals, lack of chairs and piles of boulders in every room are increasingly making our dwarves unhappy.

One day while watching the baby zingers roll about the dining room I suddenly hear something like thunder and shouts from the depot level.  "Set condition one throughout the fort, this is not a drill!"  I follow the militia up the central staircase to find chief peasant Kerlig dead and on fire on top of an alcohol barrel.  It is not at all clear what is going on here, but Megaman's hunting war cat Lam Isethmeng seems to know.  The militia chases after it as it bolts out the door and pounces on a tall, reptilian figure.  "The hunting War Cat bit The Intruder in the left upper arm and the severed part sailed off in an arc!", according to one of our recruits.  War Cats hunt large vermin as regular cats hunt regular vermin.  We return from the trading floor expecting to see a category 5 firestorm but instead the last bit of flaming Kerlig is soon extinguished in a pool of prickle berry wine.

(http://imageshack.us/a/img717/4067/dfsg9.jpg)

Myth Busted - Booze is not actually flammable

Once the fort is calmed down, guards are posted just outside the doors to the central staircase and I attempt to reconstruct the event in it's entirety.  Megaman reports the intruder was a lizardman, a species as disagreeable as the goblins but more discrete and clever. 
"Have you ever encountered them personally, Megaman?"
"Aye, I once identified the body o' one after 'e blew away a dorf I knew an' got butchered by me hunting cat." 

Witnesses report that Kerlig shouted, was blown back with a flash and a thunderclap, then hit by a fireball in quick succession.  Not much is left of the body, but a gouge in the wall suggests a physical projectile was shot at him as well.  We surmise this intruder was a spellcaster of some sort, likely an elementalist.  A cloaked figure was seen immediately running out of the shadows toward the exit, yet we were able to make it up several z levels in time to watch Lam pounce on then shred a stunned looking Lizardguy not two wagonlengths from the door.  I walk out to the depot room to consult with commander Kubuk, she feels our militia "couldn't catch a fucking cold".  As Lam continues to eat the remaining half of our lizard corpse, Kubuk points out that it was wearing a dress or something, not a cloak.  Furthur, the War Cat Lam was not incinerated with elemental magic, thus we must have caught a second lizard while the shooter got away. 

The dwarven caravan arrives together with one from the Meowkin people.  Both bring escorts into this apparently hostile region, so I stand down the militia and assign them to help with the hauling duty.  Scooping up the War Cats leftover lizardman is the last straw for Cpt Catten Stelidal†th, apparently.  He drops his equipment and begins babbling incoherently.  Though our fort lacks a proper doctor, we all recognize the symptoms of the crazy.  Our metalsmiths are sent to crank out some electrum goblets or some such trash for trade.  Catten's wife is one of our skilled herbalists and appears just as unhappy about the constant stone engraving in the sleeping quarters and widespread vermin infestation.  The dwarven liaison mentions a large migrant wave preparing to join is in spring, assuming a good report from the caravan, so we should prepare to appoint another apprentice herbalist or two. 

(http://imageshack.us/a/img854/7122/dfsg10.jpg)

winter, 161

In the hopes of capturing future intruders alive for interrogation (and cat food!) I had a row of cage traps set up in the wagon entrance.  A security checkpoint will placed one Z above it, where a guard dog will watch through floor grates to warn us of attackers. 

Soon after, a nephilim caravan arrives.  They sent their wagons onward, claiming their is no path to our depot.  Except, you know, the one their pack animals took.  Paper and I still have not met with the dwarves or Meowkin.  As a negotiating tactic, we have busied ourselves with the more important tasks of hauling rocks back and forth and rearranging workshops.  The merchants will see our indifference, and have no choice but to earn our buisness with rock bottom prices.  Catten succumbs to the crazy sooner then expected.  His wife is miserable and equally unable to cope with stress, so I preemptively assign their half finished bedroom to someone not fatally depressed. 

With Catten's gently used clothes for sale as well, Paper trades with the caravans and I negociate with the liasons in our brand new meeting hall.  Plenty of food and alcohol is purchased, with some metal bars and bulk cloth.  I request several exotic metals in the hopes of better equipping our militia.  Damascus Steel (made with vanadium) is stronger and sharper then Vanilla Steel, Iovium is denser then Platinum and as strong as bronze (it is also much less radioactive then commonly believed).  Finally Oralchium, or heavy gold, is used to make the precision tools needed for "cutting edge" technologies. 

The meowkin are playful humanoid catpeople.  They don't bring a whole lot of useful goods, but I think they enjoy the adventure and sightseeing of a caravan trip more then the profit.  From the meowkin liason I order Giant badgers, giant sparrows, giant mantises and some sort of seamonster crustation.  They don't appear to eat meat or use animal products, so some wonder what exactly they do with all those exotic animals.  I intend to train them for war however.  I have put the construction of our drop trap on hold, it may be worth considering filling those channels with water and sea monsters instead.  Further research is recommended, and in any case perhaps we can do one of each. 

winter, 161
The Meowkin insist there is no path for their caravans to leave, but they got in just fine.  I am discussing this with one of the merchants when Kubuk arrives to tell me the Shedim are going to kill us all.  Shedim are terrifying, semi intelligent beasts that rampage through populated lands in search of food.  We had hoped none prowled these parts.  Thankful for all the friendly saber armed cats around, all outside jobs are suspended and the militia is readied at the depot.  From the surface walls we watch the Shedim beasts advance.  They very likely stalked the caravans here, in search of food for their endless numbers.  Tobul the woodcutter is trapped outside, but there is nothing we can do about that.  As he dodges the attacks of a Shedim scout, his War Cat Rakust attacks from behind and achieves Metalfrills' second kill. 

(http://imageshack.us/a/img809/1184/dfsg14.jpg)

Tobul, Rakust and some War Kittens are eventually caught and killed, though they injure a couple more of the fast but frail Shedim Scouts.  Three Shedim are caught in the cage traps, and several stay behind to try and free them while the rest move in.  As they round the corner into the trading room, the pack animals go berzerk at the very sight of the beasts.  A three way fight ensues between insane Yaks, one third of a Shedim war band and our militia and caravan allies.  [Authors note:  Seriously, the Meowkin caravan merchants went insane from being trapped to long the exact instant the battle started.  They aren't trapped and never were.]  We promptly ruin their day, with light casualties.

Every outside job is forbidden, so when several civilians wander out the only remaining explanation is stupidity.  A long, stringy battle results as civilians, militia, caravan guards and Shedim all run around the wagon road killing each other.  Fortunately, everyone important is either smart or armed and we only loose our bone carver Goden, and our promising new squad captain Bim.  I was particularly concerned when Tomio charged outside toward the surface, but she mined the final Shedim's limbs like ore, and a stray War Cat finished it off.  Tomio returns with some juicy fresh bluebells and a War Cat. 

With winter and this battle both over, I feel my objectives as overseer have been completed.  Our fortress is now established with basic living and production facilities for the migrants sure to arrive this spring.  I can now retire from the position of overseer to focus on my long neglected alchemical experiments while someone else catches hell for all the rotting corpses in our depot. 

[Ok so Megaman3321 is up.  I suggest you breeze through the LFR references and readme, as its a fairly complicated mod.  I don't know why the caravans cant escape.  If they don't leave once the traps are deconstructed then they will go insane very soon, so watch out.  You will need to crank out some more steel equipment and bedrooms for the spring migrants, and assign another herbalist.  The dwarven caravan will bring Oralchium, which we can use to make precision tools to unlock much of the mechanical tech tree.  I also recommend we look into the religious tech line, eventually it will let us convert some of our dwarves into spellcasters, greatly reducing civilian casualties when stuff like this happens.  I have not found the caverns and have no idea where they are.  Maybe take a look at our militia uniforms, they don't seem to be wearing clothes and armor properly.]
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 21, 2012, 05:55:53 pm
http://dffd.wimbli.com/file.php?id=7054

here is the file.  GreatWyrmMetal is now GreatWyrmSteel and always was.  Saegge I think you have a War Tiger, but in any case we have a bunch of kittens that should grow up in about a year.  We are going to need a new herbalist/woodcutter, but food supply is ok for now. 
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on October 21, 2012, 06:07:08 pm
And for anyone who decides to create emberlights, if you are not familiar with this mod, please, for the love of Armok, keep them far away from everybody, doubly for combat. I tend to make a minifort for my Emberlights and assign them to that burrow, letting them out only to maim, kill, and burn.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Scruffy on October 21, 2012, 06:43:14 pm
Can I get a turn?
Also, could you dorf me as Scruffy, the second cheesemaker/beekeeper (yep, always room for a second one)
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: tomio175 on October 22, 2012, 03:49:37 pm
I chopped off his limbs like ore? Cool... Am I a miner or a smith?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 22, 2012, 07:55:48 pm
Yea you and a sabertooth tiger wreked a couple of shedim, although I think a caravan guard finished them.  You are a metalsmith, I try to assign anyone with important skills a pick and a war animal for exactly this reason.  Plus metalsmithing is part time since we have limited metal. 

Updated first post, Megaman you are up I think. 
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Megaman3321 on October 22, 2012, 08:06:38 pm
Alright, I'll start on this bad boy tomorrow. It's gonna be odd not having farming :D

Oh, did you mod out the planting profession so that we won't get an useless planters?

EDIT: Nevermind, I can start right now. Dl'ing the save.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 23, 2012, 12:41:23 am
I took the super lazy way and modded out seeds.  The upside is it works, the downside is the occasional blank entry and "frozen unknown plant material gloves".  All our experienced herbalists are dead so you should probly assign one or two new full time ones and have them work on about an embarks worth of plants.  It does work fairly well though, plus caravans come every season and bring mountains of stuff. 
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Megaman3321 on October 23, 2012, 10:09:53 pm
Alright, I couldn't play today thanks to marching band. So far not much has happened, fortress is starving but no one's died yet. I'm kinda worried about a tantrum spiral, but some high-quality furniture should offset that. Expect a more full update tomorrow.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on October 24, 2012, 06:25:11 am
Can I be dorfed as one of the new herbalists, whenever that's available?  Name the beard Imp if you would.

Preferably a single female, married is fine.  Male or child acceptable if that's what happens.

Either has or wants some sort of pet (eventually assigned war/hunting animal just fine if that happens).

Wants to become a wavebreaker some day.

Feel free to fill none of those requests, and I'll toss journal entries in as seems fitting.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Megaman3321 on October 24, 2012, 09:02:50 pm
Alright, so here's what I have written so far (minus images); a lot happened in the first few minutes of playing.

1st Granite

With the removal of O_o from the position of overseer,  the duty of overseer falls on me through seniority. My first order of business as overseer?

[image]

Rooms. The housing district isn't large enough to support growth. I don't care if this is supposed to be a Type-IIa fortress or whatever, Type-Ic's were plenty fine.

Why are there beds next to the Trade Depot?
[image]

Doesn't matter.

3rd Granite
I've designated the crazy people for execution. Can't have them cluttering up our fortress.


5th Granite
I've taken the liberty of designating properly dwarven rooms for the people.

SHIT
[image]
HOW DID THIS HAPPEN?!! (Kubuk the Commander lost his foot, and is bleeding profusely. Good news is that he's a skilled swordorf now, bad news is that he can't walk anymore.)

DRAFT THE MINERS!

Kubuk seems to be surviving against all odds; he may make it through this. I'm hoping he doesn't though.
I WANT TO BE WANT MILITIA COMMANDER.

The Nephal Swordswoman seems to be dying quite nicely.
[image] (She took an arrow to the foot, passed out from pain; the drafted miner is wailing away at its head to no avail.)

20th Granite

I have instructed the miners to begin digging into the caverns. As the resident wildlife expert, I believe that the fish and wildlife there could potentially sustain us indefintely. Unless we get sieged.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: tomio175 on October 25, 2012, 12:52:10 pm
(psst, images!)
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 25, 2012, 07:17:46 pm
Damn I knew it.  I dont know why our depot's broken but we may need a new entrance to it.  Stupid ramps. 
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Megaman3321 on October 26, 2012, 03:55:15 pm
Welp, apparently playing DF on a Celeron was a bad idea. Long story short: processor is fried. Skip me.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 26, 2012, 07:33:32 pm
Do you have an intact save or do we restart from the end of mine? 
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on October 26, 2012, 10:28:56 pm
Fried processor + crazy prepared = intact save.

Few people, especially people who need to postpone showing screenies, are crazy prepared  ;)

'Sides, the crazy prepared poster would have offered that save in the 'skip me' post.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 27, 2012, 03:09:09 pm
Good point.  GreatWyrm, the last 6 months of dwarftime never happened and you are up.  BTW, I figured out whats with our depot.  The cage traps I built block wagons.  Be sure they get deconstructed as soon as possible. 
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 27, 2012, 03:14:32 pm
I'll download ASAP and should have my first impressions up by this evening.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 27, 2012, 07:08:14 pm
Good news! Once I figure out why DF won't work, I'll start!
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 28, 2012, 09:04:40 am
Great news! I've fixed DF! Somehow!

Edit: Wait, why can't I use the save? Is there something important other than the save file itself?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 28, 2012, 03:51:35 pm
Just unzip it and run the df.exe
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 28, 2012, 03:59:09 pm
Must not have fully unzipped.

Why did you send me the whole DF folder?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 28, 2012, 04:22:36 pm
Could you just send over the save, and not your whole DF folder? My net book only seems to want to unzip so much today...
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on October 28, 2012, 04:43:33 pm
I'm taking a peek at the save, but I suspect that it was properly uploaded.

DF save folders are now huge.

If you look at the first 10 saves on wimbli's community games page, you'll see that though a couple are around 10 MB in size, the rest range between 30-40 MB, and several ARE in their first years of play, just like ours.... this save is 38.7 MB

Most of that size relates to the size of world during world gen - it's all there in that file.  The smaller the world, the easier all future passing around of that file will be.

But I'm curious now, and I'll confirm that I can open the save or not, and if it actually IS larger than it has to be, I'll re-upload it in the smallest playable form I know how to give it.

Edited to add - Yes, we have no bananas.

Here's the trimmed save - note it's still 28.4 MB

http://dffd.wimbli.com/file.php?id=7083

To use it - unzip it and place it into ANY 0.34.11 DF saved games folder.  Note the file is currently called region4 - if you HAVE a region4 save already, rename one of them or save over your old one and lose it.

You do not need to have the LFR mod of DF running to play the save properly - just to create new games as LFR games.  What WILL be different are any unusal init settings, as well as any specific graphics... Speaking of which, here's what two screenshots look like from the save currently, viewed with the graphics set used in LFR -

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Have fun with it!  Cant wait to read our further adventures.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 28, 2012, 05:15:15 pm
Same here.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on October 28, 2012, 05:40:30 pm
Same here.

You're gonna be the one writing this year's worth of those stories, right Gold?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on October 28, 2012, 05:50:15 pm
You know what, you can put me at the end of the list, though if anyone else comes in, bump them above me. This'll be the first succession fort I observe from the start, and possibly the first I participate in. But my DF skill is Very Rusty and it'll take some time for me to remember how to all of the things.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 28, 2012, 05:56:30 pm
Same here.
You're gonna be the one writing this year's worth of those stories, right Gold?
...So?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on October 28, 2012, 06:14:40 pm

...So?

Fixer-Imp had been hoping to hear something interpretable as either 'all is well, save works, game is happening', or 'further problems exist, details are ....'.  The poor critter's got no idea how to interpret 'Same here' and '...So?' into either of those boxes, so is just sitting there emitting soft beeping noises.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: katana on October 28, 2012, 06:22:22 pm
Sign me up for a turn if this ever works out.

With all these problems, wouldn't it just be easier to start a new, smaller world?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 28, 2012, 06:58:52 pm
...So?
Fixer-Imp had been hoping to hear something interpretable as either 'all is well, save works, game is happening', or 'further problems exist, details are ....'.  The poor critter's got no idea how to interpret 'Same here' and '...So?' into either of those boxes, so is just sitting there emitting soft beeping noises.
Ah. Well, I just got some good news.

As I speak, I'm opening our little fortress in The Packed Plane.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on October 29, 2012, 08:38:21 pm
LFR adds several new civilizations, some of them quite advanced and some still stone age.  Keeping a reasonably healthy civ of each alive in a small world can be tricky, plus I wanted to have access to a variety of materials and animals and necrotowers.  The save did turn out way huger then I thought it would (350 megs), but it zips down quite nicely.  I think I used an ancient version of winrar or something, and thats the source of your unzipping troubles. 
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 29, 2012, 08:41:54 pm
The unzipping issues have been solved. The remaining issues have been technical (my laptop's been acting up) and temporal (I was busy today). I should have enough for an update tonight...
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on October 29, 2012, 09:37:55 pm
LFR adds several new civilizations, some of them quite advanced and some still stone age.  Keeping a reasonably healthy civ of each alive in a small world can be tricky, plus I wanted to have access to a variety of materials and animals and necrotowers.  The save did turn out way huger then I thought it would (350 megs), but it zips down quite nicely.  I think I used an ancient version of winrar or something, and thats the source of your unzipping troubles.

The save seems a typical size to me - honestly.... most DF saves these days are around this size, even just normal DF games without mods.  I think the game's just fine, on the 'are we playing the right world' side of things.  It also unzipped just fine for me, not that I'm the one it needs to unzip for.

Here's to this game flourishing, and the turns taken actually getting played through and posted up!
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 29, 2012, 10:02:49 pm
This is basically my thoughts about what I think of the fortress.

The first thing I notice is crazed traders of multiple races, followed by a tantruming swordsdwarf who has two daughters but no husband. This...is not a good sign. Maybe I should have read between the lines better. Or read the lines better.
We seem to be being attacked by Shedim, who are thankfully all caged or dead, in addition to the insane merchants, who are thankfully not joined by their guards.
The map is absurdly shallow and has hit neither caverns nor magma, nor SMR. I hope to find magma.
Why are there beds in this room with no purpose? It's now a dorm/barracks. Oh, we have a barracks? Just a dorm, then.
What is this thing with the grates and the channelling and the rope?
Can we get a carbuncle's gem?
What are those trenches for? I will flood them somehow.
Why aren't we cutting wood of gathering plants, and why are the cage traps being destroyed? Oh yeah, that's why the merchants went cuckoo.
Clay and sand, yet no magma? Shame.
I think I'm ready to unpause. Where's GreatWyrm? Ah, asleep. Heh, his description is hilarious. Why do cave oysters fly? And how?

-----

Journal of GreatWyrmSteel, Miner and Overseer.
I spent my first hours in office asleep. I suppose I should keep a journal, so I know who to blame when things go wrong.
I start by remanaging things I see which are being managed wrongly. For instance, a kiln is being made. This will let us collect an endless resource and, once we find the blood of the earth, make limitless goods from it!
Trading commences. An exceptional electrum goblet buys us several berries, a couple metal ingots, a couple weapons, and a kestrel. The traders are pleased.

-----

I'd do more, but computer issues and needing to read up on this "Spider Control Module" prevent me...
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: katana on October 30, 2012, 12:09:11 pm
Sign me up for a turn.

(also, dwarf me as a <something> of Zalkor when possible, preferably swordsdwarf).
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on October 30, 2012, 10:24:58 pm
Alright, the save got corrupted so I'll be starting over. If this fails j suppose I'll pass it to the next player.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on October 31, 2012, 08:49:01 am
Ah, could I see my Dorf's description with the next update, whoever it may be? I feel like doing some fancy writing dealies but I wanna do it within the parameters of my dorf.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Saegge on November 02, 2012, 11:09:35 am
Ah, could I see my Dorf's description with the next update, whoever it may be? I feel like doing some fancy writing dealies but I wanna do it within the parameters of my dorf.
nuff said.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on November 06, 2012, 05:36:01 am
Any word, Golden?

edited to add: oh yeah, I have the save still, so I can give a (hopefully out of date) bunch of info to Man of Paper about his dorf:

Spoiler (click to show/hide)

That was current as of when the save passed hands.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 06, 2012, 07:26:32 am
Oh man, this is going to be great. Thanks, Imp!
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Pan on November 06, 2012, 08:09:28 am
Dwarf me as Pan. Marksdwarf, if you please :)
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 06, 2012, 08:32:11 pm
I stopped being a lazy punk and got the save myself so I could do a somewhat accurate entry.

An excerpt from the Diary of Man of Paper, CFO and Classy Lady

The Shedim are finally dead. It will not be long before they scalp my sexy bald head though. We are all doomed.

Written in the margins is an exceptional image of Man of Paper and Giant Albatrosses. Man of Paper is surrounded by Giant Albatrosses. This image relates to the daydream of Man of Paper about Giant Albatrosses in Winter of the Year 161.

Last time I ran across o_O (Note to self: Study ancient Dwarven runes and decipher the meaning of this symbol) I got the feeling that she will be giving up her overseership. Shame, too. We need more strong female Dwarves. Though I do not approve of her keeping her hair. If we are to be equals we should appear to be males as well as act as such! I can only hope she chooses another woman to lead us to glory.

Regardless, I will need to make sure we have sufficient sarcophagi to bury our recent dead. I would rather count coffins than stinky bodies. They attract rats, disgusting vermin. But they will find us anyway. They always do. It would not be too bad if I had a nice hefty warhammer to smash their diseased, hairy, stinky, diseased, ugly, diseased bodies to a fine paste for the sabre-tooth tiger cubs to lick up. But they'll probably get killed by the Shedim too. Just like everyone else.

With my luck they will ignore the rats and let them gnaw on my strong bones.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: GreatWyrmGold on November 06, 2012, 08:48:53 pm
My computer's charger is having really sucky issues, so skip me...
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on November 06, 2012, 09:10:38 pm
I will be so very amused if the majority of this fort's story happens outside of play.  It looks like Scruffy is next; cause no one else said they did I'm sending a PM to him to help make sure he notices soon as possible!
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 06, 2012, 09:35:39 pm
Since we're starting to run low on people I'll go down solidly for the spot after katana(?). I'll be pretty busy Mondays thru Wednesdays for the next eight or so weeks, but the rest of the days I'll be free, so while I may not respond immediately I will be able to do things in a timely manner.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on November 06, 2012, 09:41:27 pm
Most community games consider needing a full week to finish your turn to be perfectly reasonable, and a bit more than a week with communication to be perfectly fine too.  Our OP has the full say though.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Scruffy on November 07, 2012, 09:30:05 am
I will be so very amused if the majority of this fort's story happens outside of play.  It looks like Scruffy is next; cause no one else said they did I'm sending a PM to him to help make sure he notices soon as possible!
I will start my turn tomorrow.

Edit: This place is confusing. The first thing I saw after starting the save was a bunch of stark raving mad merchants surrounded by corpses. Seems like someone trappe the wagons in the Depot with those cage traps :P
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Scruffy on November 10, 2012, 09:32:50 am
Granite
-Released the merchants

15th Granie
-Something appears to have destroyed our depot. There are flies everywhere.
-Everyone is a bit grumpy at the moment

-Ordered more bedrooms to be built. What was the designer drinking when designed them? Must have been good stuff
-Started digging for the caverns. We could use that moss.

1st Slade
-Caverns!
-We got another wave of migrants, which means more mouths to feed. If we only had a way to disposing of them..
I have to take a note of that and concider our options later on.

10th Slade
-We are drowning in garbage. Ordered the miners to make a garbage chute near the meeting hall.

12th Felsite
-Nothing special has happened. We seem to have enough food for now thanks to the insane caravan (still don't know why the depot was destroyed. Did the previous overseer order it to be deconned?)
-Started digging a large area of clay for cave flora in hope of getting atleast a few shrubs.
-The fort is full of corpses of our old workers. They deserve better than getting dumped on the floor.

13th Felsite
-Elves! As much as I hate them I suppose that we can make some kind of deal with their skinny little arses.

1st Hematite
-So much fish but no prepared food. Figured out that we didn't have a fishery.
-Seems like we didn't even have anyone with cooking enabled.

27th Hematite
-Some plebeian decided to go fey. He better make something useful or he will get booted from this dorfhole.
-Darn it, he was a bonecarver. We are going to end up with a kitten bone trumpet or something.

6th Malachite
-Kangoroo bone spear :P Darn idiot.

20th Malachite
-A warm stone! Hopefully we will get some magma forges up soon.
-Still haven't been able to craft precise tools for advanced mechanic production.

21st
-More migrants. We have build too much wealth. Now every hobo and plebeian is trying to get in. Crud.

15th Galena
-Goblins!
-Both a nephelim and human caravan. I wonder if more depots would help. Oh, didn't realize that they could use the same one

6th Timber
-Noticed that Scruffy was trapped and nearly starved and dehydraded to dead but luckily our favorite miner, GreatWyrmSteel came to rescue and released the poor sod.

18th Timber
-Dorfs and meowkin arrived.
-Urist Something mooded

3rd Moonstone
-Started building a hospital directly above the graveyard. Seemed like a good spot for effiency.

15th Moonstone
-Bought orichalcum! Now we can start theadvanced mechanism and workshop production.
-Found another cavern
-Still haven't found cavern water

Our weaponsmith failed a mood and went melancholic. Seems like he didn't have access to cut gems
-More stockpile space
-Expanding the fort is even a bit too easy with so many legendary miners. I hope that he wealth hasn't risen too much

20th Obsidian
-Nephelim and multiple hordes of goblins.
-Blood! Blood and dead goblins everywhere! Those nephelim are scary. I hope that we will never get on their wrong side.
*Shivers in horror*

24th Obsidian
-Undead! The goblins are walking! (again)
-Markdwarves, rain death on them! Defend the passage with your lives! The gates must hold!
*sounds of markdwarves dieing horrible deaths while the gates slam shut behind them*

25th Obsidian
-The maingate is closed but the hordes got inside. I recruited everyone with weaponskills to fend of the inviders.

Urist, the gates will hold back their main force for now. We must hold the passage back until help arrives! Onwards, to death! 
The nephelim! The nephelim are coming for our aid! Ready your axe, Urist! Tonight we fight and will drive the undead out! For the beard! CHARGE!


-Once again we were saved by the fearsome nephelim.
-Found the Necrodorf!

-The necrodorf was heading for the graveyard and the nephelim ignored it. Good that I moved the refuse piles and coffins deeper in the fortress. That saved us today.
-We lost many good dwarves this day. We were victorious but at a great (moderate) cost. (Well, no matter. Dorfs are a renewable source of labor.
-<something> of Zalkor stood alone against the undead and the necrodorf and held them back until the militia could arrive. <something> truly is a great hero. May his beard grow long and broad.
(He bit and latched on the necromancer and shook it around in the air while having his own arm ripped of by a zombie. A shame that he will most likely die of blood loss soon.)
-Most of the zombies should be dead. (well, dead dead, not living dead to be precise)

To the next overseer:

Open the gates. The lever is the left topmost one in the dining room.
Perhaps remove some of the reductant workshops
We need a better water source
The fort needs cats
And most importantly:
We need a better defence. The nephal thingies won't be around always.
Militia, traps, different trader passages that inviders won't path through etc. You get know what I mean.

Pictures coming soon
http://dffd.wimbli.com/file.php?id=7120
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: pisskop on November 10, 2012, 09:45:23 am
I want a grunt.

perhaps aturn... but Idk if I camn guarentee free time.

Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Scruffy on November 12, 2012, 03:26:41 pm
Someone should inform katana that it's his turn already.

..Hmm, I forgot the pictures
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 12, 2012, 03:42:11 pm
Done. My turn draws closer!

Just noticed the OP hasn't been updated to include my turn though.

EDIT: Looks like there's three undead for katana to deal with, as well as a couple ghosts. And we seem to have magma forges as well! For, I believe, just a second year, this fort is at least further along production-wise than mine are. Though my guys die less. Can't have both though, and death means FUN.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Scruffy on November 12, 2012, 04:37:16 pm
EDIT: Looks like there's three undead for katana to deal with, as well as a couple ghosts. And we seem to have magma forges as well! For, I believe, just a second year, this fort is at least further along production-wise than mine are. Though my guys die less. Can't have both though, and death means FUN.
Spent the whole year digging with multiple legendary miners (They got very skilled thanks to the tree/wild plant farm in the soil layer. (darn, it trained them fast) After that ll mining happened in a blink of an eye)   ;)

By the way, the there have been quite a few necromancers on this embark. (Dead/missing lists 4 necromancers!)
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Pan on November 13, 2012, 05:25:13 am
Taking a turn.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: katana on November 13, 2012, 10:47:09 am
Ohey I'm up.

Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: katana on November 13, 2012, 11:31:29 am
Diary of Katana, Late spring of the year (something+1)

ERMAHGAWDTHISBODYSUCKS (OOC: Didn't mean that literally. :c)
(http://i.imgur.com/yOnc5.png)
TIMETOFINDANEWONE
(http://i.imgur.com/Hd94M.png)
HEY YOU YEAH YOU YOU'RE ME NOW
(http://i.imgur.com/92toM.png)

(http://i.imgur.com/VUwtg.png)
NEW SQUAD

(http://i.imgur.com/KZFY0.png)
FOOOD.

Like a day or two later

(http://i.imgur.com/XPvje.png)
WHAT THE HELL
(http://i.imgur.com/6XUan.png)
Yay
(http://i.imgur.com/F6U0S.png)
Oh there's the entrance.
(http://i.imgur.com/nM9rZ.png)
NEW MEDIC. FIX PEOPLE.

Wait a second. There's evil rain, yet we have a fuckton of fisherdwarves. How does that work?
GUYS WHERE'S THE LEVER TO OPEN THE ENTRANCE WE'VE GOT PEOPLE STUCK OUT THERE BLARGH.
Also, scruffy was trapped insid the morgue.

(http://i.imgur.com/Ck5sZ.png)
WHY IS NOBODY MAKING ME STATUES?
(http://i.imgur.com/00T1q.png)
God fucking damnit.


Seriously where is the lever to open the front gate? :c
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Scruffy on November 13, 2012, 11:59:24 am
Seriously where is the lever to open the front gate? :c
To the next overseer:

Open the gates. The lever is the left topmost one in the dining room.

Also, no iron statues because we don't have iron  ::) only a few bars of pig iron and steel.

By the way, your old dwarf was amazing:

-<something> of Zalkor stood alone against the undead and the necrodorf and held them back until the militia could arrive. <something> truly is a great hero. May his beard grow long and broad.
(He bit and latched on the necromancer and shook it around in the air while having his own arm ripped of by a zombie. A shame that he will most likely die of blood loss soon.)
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: katana on November 13, 2012, 12:04:49 pm
It's all confusing because of that weird tilesets glitch, for a second I thought the dwarves were hauling around dead trees at high speeds (they were wheelbarrows). How do I fix it? (tiles are weird if you go to ascii graphics after using a tileset)
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 17, 2012, 10:59:13 am
My charger situation just got hairy. My battery holds 0 charge now and my laptop seems to not acknowledge that the dealy is plugged in.


However, as I am typing this, one must assume that a battery with no charge in a laptop plugged in but not lighting up in acknowledgement must have one of those wrong.

EDIT: As of this moment I'm good to go. But if you guys don't hear from me then you'll know why.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: katana on November 18, 2012, 05:21:44 am
Agh, too busy this week, sorry.

Skip me, maybe I'll take a turn some other time.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: javierpwn on November 18, 2012, 06:44:00 am
What I don't get is why no one has made javelin throwers and broadhead javelins,those things lop off limbs in one blow(crude javelins suck though,crossbows still better early on)

But I might be willing to get my hands dirty on this save ,sign me up!
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: javierpwn on November 18, 2012, 06:47:46 am
No sacrificial altars from what I can see, for the price of totems, you can get badass weaponry from the gods.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: javierpwn on November 18, 2012, 07:03:37 am
Cloth can also be exchange for fireproof buckets/barrels with a chance of armor?

Would need to check that though
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 18, 2012, 12:43:07 pm
My turn! It are here! I've been putting off playing the new version of LFR until I did this so I wouldn't get all forgetful of what I'm able to do and not do.

Does the first time hurt? (I am, of course, referring to your first succession fort)

Oh, and another important question: I've never uploaded anything ever. Could someone be kind enough to give me a step by step on zipping the file and all that crap? (I have 7-zip)
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Scruffy on November 18, 2012, 12:52:46 pm
My turn! It are here! I've been putting off playing the new version of LFR until I did this so I wouldn't get all forgetful of what I'm able to do and not do.

Does the first time hurt? (I am, of course, referring to your first succession fort)

Oh, and another important question: I've never uploaded anything ever. Could someone be kind enough to give me a step by step on zipping the file and all that crap? (I have 7-zip)

1.Go to your save folder, right click on the metalfrills folder, choose 7-zip and compress (i think its called that. I'm explaining from the top of my head)

2.Go to http://dffd.wimbli.com/index.php and create an account. After that choose upload and fill in the required information and choose the file you want to upload. (there seem to have been some server problems lately)
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on November 18, 2012, 02:25:26 pm
1.Go to your save folder, right click on the metalfrills folder, choose 7-zip and compress (i think its called that. I'm explaining from the top of my head)

Offering an alternate method, because my computer handles compression and uploads differently and Scruffy's method could not be followed exactly on my system:

Left click once on your saved game to select it (like you would if you wanted to rename the folder), then right click on it.  You'll see a list of options:

Spoiler (click to show/hide)

select 'add to archive'.  You'll see a couple more choices:

Spoiler (click to show/hide)

You have the option to rename the compressed file-to-be and choose between a zip or a rar format, and a few other choices that I've never toggled.  The new compressed file is created in the same folder with its parent.

So your system's method might vary, but hopefully similar enough to Scruffy or my comps to help!
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Scruffy on November 18, 2012, 02:38:12 pm
1.Go to your save folder, right click on the metalfrills folder, choose 7-zip and compress (i think its called that. I'm explaining from the top of my head)

Offering an alternate method, because my computer handles compression and uploads differently and Scruffy's method could not be followed exactly on my system:

Left click once on your saved game to select it (like you would if you wanted to rename the folder), then right click on it.  You'll see a list of options:

Spoiler (click to show/hide)

select 'add to archive'.  You'll see a couple more choices:

Spoiler (click to show/hide)

You have the option to rename the compressed file-to-be and choose between a zip or a rar format, and a few other choices that I've never toggled.  The new compressed file is created in the same folder with its parent.

So your system's method might vary, but hopefully similar enough to Scruffy or my comps to help!
Thats for winrar (which I use too)
My method was for 7-zip which Man of Paper is using. ;D
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 18, 2012, 03:17:03 pm
Awesome, thanks for the tips!

Anyway, here we go!



For the last year we have suffered under the rule of Scruffy. He is weak and skinny, and has a fondness for donkeys that one may say is fitting. But no longer. No longer with the people of Metalfrills have to bend to his will. Today, on this 1st of Granite in the Year 163, I have received the post of Overseer. One might say it was inevitable. That fate has guided us through Armok’s taint and back so that they may fully appreciate the rule of an intelligent, strong woman.

Today I was handed the title of Overseer. Today, a new Metalfrills is born.

------

1st of Granite, Year 163

I find myself trading with the Nephal once more. They are a strong warrior race, and it is for that reason that they have garnered a sliver of respect from me. It is why I do not rob them blind and instead accept two bars of steel for our few crafts available to trade.

As Overseer, I will change this. The world knows Dwarves for their craftsdwarfship, and if we are to be successful we must work past obstacles and provide the world with Dwarven goods. I give the orders to begin crafting immediately after trade concludes.

We also have a ghost problem that must be taken care of presently. Hauntings do not bode well for our future as a successful mountainhome.

I return to my office and check our current stocks, supplies, and various other numbers I’ve crunched.

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills1.jpg)


2nd of Granite, Year 163

The past day has involved me looking through the fortress for things that need immediate changing. One such thing is our defensibility. I have designed and ordered the digging of a winding path that will bottle our enemies up and will provide our grand warriors with the time necessary to properly prepare and position themselves for combat. I have contemplated adding traps as well, though I am not so certain.

While inspecting the fortress one of Pisskop, who was designated by the incompetent leadership before my vastly superior self as a “Hauler+” informed me that militia captain Lam Safezeal has withdrawn from society. I suspect it is Post-Traumatic Stress Disorder.

Pisskop also took time to introduce himself and mentioned he used to be fairly competent with a spear, but has since become rusty. I have decided that we will also require a standing military to combat the Shedim menace. The Paths of Exalting draws the short rope reed.

If we are truly meant to survive out here, why do I feel as though everything is working against us?


10th of Granite, Year 163

Lam has claimed a Magma Forge and has begun working on something. It includes a bismuth bar, rough green tourmalines, and badger leather. When I approach and ask what he is constructing, he covers up his work, and I swear I can hear him snarl.


15th of Granite, Year 163

Lam approached me with a smile today. After days of hard working he was able to create a very fine battle axe.

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills2.jpg)

“Scribedust?” I asked on the mentioning of the name of his creation.

“Aye,” he said simply.

I questioned him no further. Clearly he was emotionally and psychologically damaged.

“Would you feel content with making weapons as opposed to fighting on the front lines? You’ve made a beautiful weapon, and I would love to see our warriors armed with the finest tools of war.”
 
“Aye.”

I gave him a few test orders to fill out before continuing on my way. I made sure to promote Keshan Ochrenarrow to fill in the new vacancy.


18th of Granite, Year 163

Today we received more stock for our militia in the form of a migrant group. Most were either turned into hunters or soldiers. None were of any importance, save a bowyer prodigy and a great brewer.

Shesam blessed us with a storm as the migrants poured in as the rain from the skies. I pray that the next time our foes come these fresh recruits greet our enemies with thunder of their own.


4th of Slate, Year 163

Shem was throwing a tantrum in his sleep today, screaming kicking and yelling on his bed, eyes closed. The more I interact with these people in this position the more I realize that maybe, just maybe, this is where the undesirables are being sent.

Why am I among their number? Is it because I am a woman and also bald? It's quite fashionable!


12th of Slate, Year 163

Every day I receive new reports of a dwarven corpse being discovered. Our defenses have been inadequate. The rebirth of Metalfrills will change that.


19th of Slate, Year 163

Scruffy has not been seen for a week now. I worry if madness has taken him. Many of those living within these bloodied walls are in a state of near suicidal depression. Saegge is dead as well in what I just discovered was our hospital.


8th of Felsite, Year 163

The defensive path is almost finished being dug out. I have also demanded that the cemetery be spruced up a bit. The very least we could do to honor the lost is pretty up their final resting place.


19th of Felsite, Year 163

We are now beginning Phase II of building the path. It must be paved with stone to prevent plant life from blocking it. The Elves have also arrived today. Right in time to see our Dwarves hard at work.

------

Summer arrived, so I’mma take a break here. Probably have this done within the next day or so. Here’s three months of Man of Paper! Note: My forts tend to be very, very compact, so I’m still getting used to this massive spread. Also, both deaths of named characters were due to injury from the previous year's conflicts. I believe Scruffy was going in and out of consciousness until he slipped into a coma and died in the forest.

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills3.jpg)

And here's the path that will be used for defense. (Here you can see a rough design of a Space Invaders Alien)
(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills5.jpg)

(And here in the non-dug space is the defending ship)
(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills4.jpg)


Once I start making more updates to the fort proper I'll be taking shots of them as well.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Scruffy on November 18, 2012, 04:41:49 pm
Good narrating. I really like your turn journal.

Can you perhaps redorf me as Scruffy junior?
By the way, the drink stores have nearly halfed. Remember to keep the dwarves intoxicated. It would be a real shame to have nearly impenetrable defences if the dwarves inside just die of dehydration  ;D

I believe Scruffy was going in and out of consciousness until he slipped into a coma and died in the forest.
Alas, old dogs know when their time has come and crawl into the forest to die.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on November 18, 2012, 04:52:52 pm
I too am really enjoying your update style!

I'd asked to be dorfed some time ago, repeating the request only because it's been a LONG time and several overseers ago.

Spoiler (click to show/hide)
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 18, 2012, 05:06:32 pm
Got you both down for dorfing. Also made a note to remind myself to make more barrels for booze.
Anything specific you want for your new you, Scruffy?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: o_O[WTFace] on November 18, 2012, 10:30:26 pm
Good to see that things are still moving forward, I was worried that we were headed for a tantrum spiral.  A few more people requested to be dwarfed, though I don't remember who.  I'd say anyone who posts here is fair game  :P  Any progress on the ritual or mechanical technologies?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 19, 2012, 07:31:04 am
Didn't seem like we made much headway in either direction (though I could be mistaken, it'll take me my year to get used to this fortress) so I kicked alchemy up a notch. I've only ever worked on the ritual tree once,so that'll be fun to watch me fumble around with.

There will be another update this evening, fo sho.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: javierpwn on November 19, 2012, 12:16:58 pm
Try to get a metal caster and make broadhead javelins,want to see some severed shedim, they always rip everyone to shreds and eat the corpses
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 19, 2012, 03:45:48 pm
Hey Imp, our female herbalist is married to <somehing> of Zalkor (should that be something?). You alright with that? If you want however, I can wait until my turn ends and see if we've got anything more fitting for your desires and figure out who to dorf you as then.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on November 19, 2012, 03:46:48 pm
Nope, she's fine!  I'd love to see the information about her.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 19, 2012, 06:55:02 pm
1st of Hematite, Year 163

With our miners finished digging out the defensive pathway I have ordered the excavation of an area more fitting for the placement of our lost. And a recent number crunch has pointed out our falling alcohol stores and lack of barrels for said booze storage.

A dwarf by the name of Beard Imp introduced herself to me formally today. She was friendly enough, and even sported the bald look!

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills6.jpg)

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills7.jpg)
[Not shown is your Rusty Competent Hammer skill]


A blacksmith also came to me, calling himself “Scruffy Jr.” I am weary of him. Scruffy is still missing. I will have to keep an eye on this fellow, if only to make sure he didn’t murder our dear pal.

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills8.jpg)

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills9.jpg)


4th of Hematite, Year 163

A Bog Troll Thief reared its ugly head today. We incurred no fatalities, though one of our warriors lost a foot. She will be replaced. As The Path is still under construction, it is full of civilians, and I was unwilling to reroute the thief. Once the dirty Thief was disposed of I proceeded to trade the Elves some of our crafts for a good supply of booze, barrels, crutches, and splints. It was quite a steal, if I say so myself.


8th of Hematite, Year 163
And another Bog Troll Thief. This time, however, we received a number of injuries, <something> of Zalkor among them. It is now that I realize we have no Chief Medical Dwarf. Nor do we have anyone skilled in the Medical Arts. It can’t be too hard though, right? With no manual jobs for myself, I figure I’ll take care of these individuals myself until someone suitable shows up. With three members of their squad Out of Action, I have put them on standby and brought The Stormy Pages, which includes Pisskop, onto Active Duty.
[Time for Medical FUN]


21st of Hematite, Year 163

Kol Wheelshowered crawled past me today as I made my way to the hospital. He had a stupid grin on his face which faltered only mildly every time he shifted his fractured left leg. I heard rumor that he claimed our Magma Glass Furnace.


24th of Hematite, Year 163

Migrants. By the Beard, they better have brought alcohol. The first to arrive was polite, at least. Introduced himself as Pan, the Fish Cleaner. So I made him a hunter.

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills10.jpg)

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills11.jpg)

We also got a great Bone Doctor/Wound Dresser, thank the Gods, who also rocked the bald head. We’re an attractive, yet strong bunch, if I do say so myself.

The Paths of Exalting are back up to a full complement of warriors, though with the recent influx of dwarves Keshan Ochrenarrow has demanded I acknowledge his new title as mayor by having him get special living arrangements.

“I want a new bedroom! And and and a dining room all to myself! And an office fit for a king! For I am the Mayor, and that makes me a King! I am royalty! Bleearg-hak-hak!” he demanded, punctuating it with a phlegmy cough.

I looked him in his eyes. His face reddened as he held his breath, waiting for a response.

“You can sit on a tower cap. I’m up to my ears in paperwork and taking care of our injured. And our miners are already busy carving out The Hallowed Halls. You best learn to be patient.”

I have no patience for those who feel entitled.


5th of Malachite, Year 163

Keshan, likely in response to my attitude with him, has banned the export of querns, of all things. He knows how much paperwork I have, and his demands add all the more work onto my desk.

I am tempted to disobey him. Disobey. Pah! He is no overseer! He should fear me!


8th of Malachite, Year 163

While I devise ways to get back at Keshan, I receive news on Scruffy. He was found, dehydrated. But it wasn’t why he died that befuddled me, but where. His corpse was found in the Morgue. I question if it was accidental. That sounds too odd to be coincidence.

There is also a report of a Stonecrafter missing for over a week now. I am practically convinced we have a serial killer on our hands.

Suspect Number One is the Mayor. He knows that deaths on my watch will serve to belittle the things I’ve done, and he’d like to see nothing more than me struggling under his thumb.


10th of Malachite, Year 163

My suspicions were correct! Limul, the missing dwarf, was found in our stockpiles drained of blood! I will discover a way to apply the Magma Test to the Mayor. If he does not burn, he is clearly a vampire and will be killed.

I went to the Magma Forges under the guise of checking progress on our metal industry and alchemy. My true intention, checking on easy ways to test the Mayor, was cut brief when an alchemist was nearly killed as his experiment blew up in front of him. He was stunned, but luckily was not injured.

This place is cursed. I cannot finish The Hallowed Halls soon enough.


13th of Malachite, Year 163

Kol finally started his construction using three pieces of raw green glass. It took the poor bastard ages to collect them. He should have waited for us to mend his leg.


22nd of Malachite, Year 163

Due mostly in part to my excellent improvised medical work, <something> of Zalkor is now back up and on duty, demanding to fight even though he is missing his left hand. We now have three squads with a full complement of troops ready to fight, kill, and if need be, die, for Metalfrills.


27th of Malachite, Year 163

Kol has finished his creation: a green glass earring he calls “The Rage of Scraping”, which probably refers to how mad pulling himself along the ground makes him. If he’d just waited a few more days he wouldn’t have had to drag himself across the ground, the fool.

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills12.jpg)


12th of Galena, Year 163

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills13.jpg)

Oh boy.

---

Just before the siege showed up (shedim, of course) we finished constructing a Magma Experimental Weapons Dealy. Also in the process of making the stuff for the shrines. Also got some steel broadheads and silver hammerheads created. The Path isn't yet paved down, and the Massacre Room is halfway done, and I think you guys may like what I'm doing for the Hallowed Halls.

And at the moment I have no idea who the vampire could be.

Any questions or suggestions? I think we'll get through this siege with just a handful of dead, as long as someone pulls that top left lever. Speaking of which, what are the other levers for?

Damn it, still got no screenshots of the fortress itself. Eh, not much special to see at the moment though.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: javierpwn on November 20, 2012, 04:59:56 pm
Forbid the use ofall alcoho/make dormitory and deconstruct all beds.
Can't wait to see combat log
Do we have any fortifications to shoot at invaders with?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 21, 2012, 04:13:25 pm
Yo yo yo, traveling today, Thanksgiving tomorrow, then another travel day. You guys will have to wait until Saturday. However I'd love to see some other dwarves personal logs and crap! Give me something to read during travel.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Pan on November 22, 2012, 08:05:15 am
Shedim always clog up the damn place with their sieges.  :(
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: javierpwn on November 26, 2012, 12:19:26 pm
So no update?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 26, 2012, 04:43:29 pm
Not yet. This program I'm in went overtime today, but my turn will be wrapped up by tomorrow night anyways. If not, I'll upload where it is right now just in case the next person wants to start off with a shedim siege, hehehe.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 27, 2012, 04:33:04 pm
A little writing style change for the sake of the siege.

The Dwarven Town of Metalfrills was one of moderate wealth in comparison to many other mountainhomes. The Shedim have no cares for material wealth, however. They live only to feed, and Metalfrills seemed like a suitable snack for a small force of them.

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills14.jpg)
(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills15.jpg)

The Dwarves within the fort closed off the main entrance, forcing the Shedim to funnel through what they referred to as The Path, leading to the room where the Dwarven warriors massed. Half paved in gold, the room represented the dwarves well: grand ideas, often interrupted by the unexpected, and worst that the world has to offer.

The Shedim flanked the town, taking those working outside by surprise. Beard Imp, an herbalist, was among the first struck down while she tried to flee into the fortress. Many others were caught off guard by the flanking smaller force. A single hammerdwarf, Shem, charged the hordes of beasts and fought valiantly, striking many blows, though not killing one before he was struck down.

A detachment of Shedim entered the fortress.

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills16.jpg)

Alud Emeraldpaths, disobeying the order to stay within the fortress, was caught off guard by a Shedim Currant and dropped her baby as she fled, the infant’s cries haunting the army of dwarves standing by. Only Erib Coalboars broke ranks and charged in an attempt to save the baby, not knowing it was already dead. The fight was going back and forth until the Currant finally overwhelmed Erib. He shouted once before slipping into unconsciousness.

“Hold your ground!” Keshan shouted, “This foe has no fear! No emotion! We must respond in kind! We are the only hope for the dwarves of Metalfrills, and will stand as strong as steel to preserve their lives! Our fortress is young, but our military tradition spans back to the era of the Old Ones! Let us draw on the power of our ancestors, and fight back the horde!”

The Gold Room echoed with dwarven roars and the bashing of weapons on shields. And the Shedim retreated. An inspection of the surface led the dwarves to discover why: the larger complement of Shedim fell in on itself for reasons unknown and eventually broke apart. Without support of the bigger force, the small group that had entered the fortress fled.

It was a relatively lucky day for Metalfrills.


From the Journal of Man of Paper, CFO and Overseer Extraordinaire

18th of Galena, Year 163

The Shedim retreated, thankfully. We will return to our operations presently. The Hallowed Halls will be finding itself inhabited sooner rather than later.

19th of Galena, Year 163

(http://www.majhost.com/gallery/megafly19/Metalfrills/metalfrills13.jpg)

Lizardfolk!

------

Okay problem: Dwarves won’t obey burrows. The combination of Shedim and lizardmen sieges are totally screwing us up. I’ve never had the burrows problem before.  We’re losing a lot of dwarves due to dwarven intelligence, and it’s starting to piss me off. Military has decided to ignore the move order as well and are instead charging up the ramp and into the Lizardmen.

Yep, Lizards sent in a good 40 dudes, wound up cutting everyone down through a combination of stupidity and bad luck. Not a very good way for me to start my night of relaxation. Anyone have any clue why they were disobeying everything? I even went so far as to cancel all job orders. I’m miffed and more than a little frustrated. My forts are supposed to die because I suck, damn it!

So yeah, I guess the next person can go now. I tried to get this Succession Fort on it's feet again, but I guess it didn't work out too well, what with the everyone being eviscerated by a bunch of dirty tribal scaleskins. Good luck, next person.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Scruffy on November 29, 2012, 09:51:29 pm
So yeah, I guess the next person can go now. I tried to get this Succession Fort on it's feet again, but I guess it didn't work out too well, what with the everyone being eviscerated by a bunch of dirty tribal scaleskins. Good luck, next person.
Have you posted the save somewhere?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on November 29, 2012, 10:26:16 pm
So yeah, I guess the next person can go now. I tried to get this Succession Fort on it's feet again, but I guess it didn't work out too well, what with the everyone being eviscerated by a bunch of dirty tribal scaleskins. Good luck, next person.
Have you posted the save somewhere?

I think... MoP meant that his turn failed to produce a playable save

Yep, Lizards sent in a good 40 dudes, wound up cutting everyone down through a combination of stupidity and bad luck. Not a very good way for me to start my night of relaxation. Anyone have any clue why they were disobeying everything? I even went so far as to cancel all job orders. I’m miffed and more than a little frustrated. My forts are supposed to die because I suck, damn it!

So yeah, I guess the next person can go now. I tried to get this Succession Fort on it's feet again, but I guess it didn't work out too well, what with the everyone being eviscerated by a bunch of dirty tribal scaleskins. Good luck, next person.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: javierpwn on November 30, 2012, 09:18:39 pm
Ouch, do we have any alchemists/alchemy going, and if so.Can I mod the stupid alchemy system to using 3 stones instead of 10, it takes forever once lag sets in for anyone to pick up 10 stones

Edit: once my turn starts that is? Did thefort die?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Man of Paper on November 30, 2012, 11:00:42 pm
Yeah, fort died. The last save has very little alchemy going on. I'm mad now because I realized I did a lot to improve our alchemy/tech process before getting toolboxed.
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: javierpwn on November 30, 2012, 11:24:11 pm
Too bad shedim usually don't use weapons..., could put random weapons in traps, I do that with bloodforge crap
(Gotten from sacrificing totems)
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: javierpwn on December 01, 2012, 12:40:00 am
I presumeit is Imp's turn next
Then me?
Then 0_o

Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Imp on December 01, 2012, 01:23:42 am
I presumeit is Imp's turn next
Then me?
Then 0_o

Legasp!

I am SO sorry guys.

I did ask to be dorf'd, and I have tried to watch the thread close and help whenever people had trouble with the save or whatnot.... but I never asked for a turn and I had not realized I'd been added to the turns list until I just read this now....  I'm in calculus and struggling and have the last test and the final both happening in the next 11 days, plus I'm working 40 hours a week.

There is 0% chance of me spending much time on this game before then.  Please 'skip me'... and... wow, I'd never actually planned on taking a turn, I was just enjoying the thread as much as I can!  I adore LoFR mod though!  It can't get played enough!


Edited to add -

Taking a turn.

Pan wants a turn!  Get him somewhere on the list of 'next people' too  8)
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: javierpwn on December 01, 2012, 11:19:48 am
Yeah, give Pan turn to see if he can save the fort

From what I recall, you saved in the middle of a siege?
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: Scruffy on December 01, 2012, 12:40:29 pm
Yeah, give Pan turn to see if he can save the fort

From what I recall, you saved in the middle of a siege?
Since Katana and Man of Paper passed their turn I think that the latest save is mine.
It was made after a siege so there should not be many enemies around (just Scruffy starving in the morque and <Something> bleeding)
To the next overseer:

Open the gates. The lever is the left topmost one in the dining room.
Perhaps remove some of the reductant workshops
We need a better water source
The fort needs cats
And most importantly:
We need a better defence. The nephal thingies won't be around always.
Militia, traps, different trader passages that inviders won't path through etc. You get know what I mean.

http://dffd.wimbli.com/file.php?id=7120
Title: Re: [METALFRILLS] NO farming YES mods - Enlist Now!
Post by: javierpwn on December 01, 2012, 01:07:51 pm
Nice to know...
Anyword on Pan?