Bay 12 Games Forum

Dwarf Fortress => DF Community Games & Stories => Topic started by: Maloy on October 01, 2023, 07:48:47 am

Title: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 01, 2023, 07:48:47 am
Feels like that time of the year for spooky forts and pumpkin forts!

After a long arduous journey to acquire the .47.05 version of autumn kingdom it lives!

We shall build a home for the noble pumpkin heads of this world!
(https://i.imgur.com/nsIdXtl.png)

Will we build a house of nightmares, a peaceful autumn village, or something far worse than either? You decide!!

You get 3 days with the fortress to use as much in-game time as you so desire!

(https://i.imgur.com/EoWXH4h.jpg)
NOT MY ART - Source: https://www.deviantart.com/0bo/art/dwarf-346991525
Turn List:
Sodafountain
Salmeuk
Maloy

Entry 1 (http://www.bay12forums.com/smf/index.php?topic=182091.msg8504608#msg8504608)
Entry 2 (http://www.bay12forums.com/smf/index.php?topic=182091.msg8505437#msg8505437)
Entry 3 (http://www.bay12forums.com/smf/index.php?topic=182091.msg8505961#msg8505961)
Entry 4 (http://www.bay12forums.com/smf/index.php?topic=182091.msg8506314#msg8506314)
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: brewer bob on October 01, 2023, 09:34:54 am
The first episode of Waddlesquash (https://www.youtube.com/watch?v=SlUJB63JUqg&ab_channel=Kruggsmash) has some links (for 0.47.05) in the description. Don't know if they're the most recent ones, tho.

Quote from: Krugg's channel
Autumn Kingdom Mod (https://dffd.bay12games.com/file.php?id=15706)
Tileset (png) (https://i.imgur.com/DD2gOKK.png)
Spoiler: colors.txt (click to show/hide)

I might be in for a turn (if not too busy with other DF games). Haven't given the mod a try and would be interested in it.
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: delphonso on October 01, 2023, 06:02:28 pm
I'll be happy to read along!
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: Salmeuk on October 01, 2023, 07:01:05 pm
I'd be willing to help with any installation issues regarding tilesets, as I recall the quirks of manual editing inits

i haven't seen too many workshop mods, but I take it you were intending to use 47.05 ? then it would be a matter of reading through the 'released mods' subsection. a lot of buried but interesting mods can be found... making them all work together can be a paid depending on what edits were made to vanilla raws

Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: King Zultan on October 02, 2023, 03:47:34 am
Spooky forts are always fun to read.
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: Maloy on October 02, 2023, 05:15:36 am
Yeah I'll ask for help specifically on the step by step on importing the tileset Krugg used in his autumn kingdom fort

I LOVE the pumpkin heads and those ghost people civilization
I think they'd be fun to play for the season. I got the .47.05 version of that mod installed just struggling on tileset

They released a .50 version of the mod, but I ran into a bunch of issues on install and so either I'm not doing it right or it's not good to use right now
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: brewer bob on October 02, 2023, 05:35:36 am
Just as a heads up that you'll also need to do some minor raw editing to get the pumpkin heads of the Kruggsmash tileset to work:

http://www.bay12forums.com/smf/index.php?topic=179199.msg8326221#msg8326221
The tileset (https://imgur.com/DD2gOKK) Krugg posted is not compatible with the Fall Special (https://dffd.bay12games.com/file.php?id=15706) on the DF File Depot.

I believe you can manually change the pumpkin tile by opening ./raw/creature_civilised_pumpkin.txt and changing [CREATURE_TILE:'i'] to [CREATURE_TILE:1] and [CREATURE_SOLDIER_TILE:139] to [CREATURE_SOLDIER_TILE:2].
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: sodafoutain on October 02, 2023, 03:50:00 pm
Definitely interested in playing a fall-themed succession fort. Been disappointed in the lack of .47.05 games but been too lazy to do one myself, because scenario building isn't my forte.
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: callisto8413 on October 02, 2023, 09:59:54 pm
Love to see that if you can get it to work. 
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: Maloy on October 03, 2023, 12:54:45 pm
 IT'S ALIVE (https://youtu.be/SnDSoQggqQc?si=ygNwEIO8V-ZGrMBy&t=102)

I dug up my old laptop which has the autumn kingdom mod installed on it and I copied it over to the new! No tileset and you know what? I'm over it lol

47.05 is the version

Rules:
You got three days to play and as much in-game time as you want!

Theme:
No theme one guy can play a peaceful autumn forest and the next can turn the fortress into a dungeon of horrors for bogeymen idc!


I'll start it but you can already request turns!

(https://i.imgur.com/nsIdXtl.png)

We are a pretty little pumpkin people who have always desired peace and agricultural toil in this nice world of ours. We worship a strange supernatural pumpkin force that awakened us and with its will perhaps we might still live peacefully? Maybe?

Here is our world:
(https://i.imgur.com/DndEiUS.png)
(https://i.imgur.com/4SS7K4x.png)
We are surrounded by bogeymen in their dark pits and silly shenanigans
Strangelings who live in the woods and hate all things fun
Specters who are a civilization of ghosts living in the mountains(who also wiped out every other threat in like 5 previous world gens)
Humans so the specters can reproduce I guess
and us the true inheriters of the earth: Pumpkins

(https://i.imgur.com/Ui80GQx.png)

We also live in a society
(https://i.imgur.com/3qsMaLh.png)

I'm not sure what I'm gonna do yet, but here is my start
(https://i.imgur.com/Z5ibkV0.png)

Here is my expedition leader
(https://i.imgur.com/oRI5TiG.png)



I'll update the first post soon to reflect and add any turns requested!
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: brewer bob on October 03, 2023, 02:48:55 pm
Nice!

Shouldn't be a lack of trees on the western part of the embark.

Is the east part a mountain biome? We won't be planting much crops on that side, if it is...
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: Salmeuk on October 03, 2023, 10:51:41 pm
Sign me up. It's always nice to have neighbors . especially the ones that bring us varieties of food, fruits, and giant animals
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: delphonso on October 04, 2023, 01:40:10 pm
Go ahead and dorf pumpkin me. I'll take a herbalist/planter.
Title: Re: Time for another Autumn Kingdom Community Fortress
Post by: King Zultan on October 05, 2023, 02:43:00 am
I'd also like a pumpkin when ever you have one available.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 06, 2023, 05:38:26 am
Yeahhhh I picked it to border it I figure the treeless area might be good for building...

You've been PUMPKIN'D
Delphonso is head pumpkin of our expedition and also lead farmer and head of the militia!
(https://i.imgur.com/MtwY1CA.png)

Zultan is both good at warrior stuff and bookkeeping so we shall see how that plays out
(https://i.imgur.com/KraCA6v.png)

My goal was straightforward: Build a mansion!


Our pumpkin heads start off by plowing fields near the planned worksite
As Brewer Bob noted on the mountain side farming has less options, in fact only one option: Mushrooms. Thankfully we have some to grow there so we can use that land too!

Anywho we also build a nice log dormitory cabin and lay the floor down for the first room of the mansion
(https://i.imgur.com/Sj7Bymz.png)


We need stone so we start mining. I'm really curious what has been modded into the cavern layer!
(https://i.imgur.com/OE59cUp.png)

We should really do something interesting with this Hand-shaped brook
(https://i.imgur.com/jzMVubb.png)
Those orange symbols around the brook are wild great pumpkins: Horse-sized giant pumpkins that make great beasts of burden if we can catch and tame them!

(https://i.imgur.com/p5e6J0g.png)
Speaking of... merchant wagons arrive pulled by some and I let the Liaison know we want some of those next year plus the smaller variant too


Bad news from the world at large... within the same year as our own expedition the Bogeys declared war and launched a huge offensive on us attacking three different towns many times and kidnapping pumpkin heads from settlements across the world!
Add to that the strangelings in the forests next to us also declared war (It wasn't me I swear)
Despite waging war on us it doesn't show the Bogeys at war with us. They are the B symbol
(https://i.imgur.com/UZu650L.png)
(https://i.imgur.com/olDaXP5.png)
So now I'm juggling prepping defenses too!


Mansion is coming along too!
(https://i.imgur.com/KXzy77t.png)
Posh dining hall, sitting room, kitchen, and a ballroom. More rooms to be added, but they also need decoration and traps!

I label parts of it as a tavern to build traffic and encounter The Bug
(https://i.imgur.com/crZ8zuK.png)
(https://i.imgur.com/VaqMaZG.png)
Specters come visit us and within moments they explode. This bug was present in Krugg's use of the mod, but it was fixed originally. In fact, my two other saves with this exact mod have specters in them with no problems! Anyone got any ideaS?

Well, anyways exploding ghosts aside for now...

I command scythes to be made for spooky military reasons, but also believe we will need a squad of blunderbuss wielders I just ran out of time

I used the rest of my turn building a log hospital and barracks while working on the mansion
(https://i.imgur.com/UwhVcx2.png)
Found hematite and copper ore here! We got a good mineral set up!



Things I wanted to do: Finish mansion and add traps so invaders get ran through a gauntlet haunted mansion, build houses for everyone, build more aesthetically pleasing fields, build a halloween themed military. FIX THE EXPLODING GHOSTS
At the very least we know we can declare war on the specters and any enemies they send after us will all explode and leave us free loot!

Salmeuk it is yours! https://dffd.bay12games.com/file.php?id=16868
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: sodafoutain on October 06, 2023, 02:30:56 pm
Dorf me, Salmeuk! Preferably a smithing sort. Also, signing up for a turn.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Salmeuk on October 06, 2023, 08:55:15 pm
working on this today! is there anything I should really be careful with? I'm not super familiar with the pumpkin lore
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 07, 2023, 05:02:19 am
Dorf me, Salmeuk! Preferably a smithing sort. Also, signing up for a turn.
Do you wanna take my spot in the turn order?

working on this today! is there anything I should really be careful with? I'm not super familiar with the pumpkin lore

Nah! They're far more easy going than dwarves!


I know virtually nothing about editing raws, but I wonder if this is why the specters explode? Someone else fixed the bug in the past.
Their ectoplasm blood is both simultaneously freezing and boiling them. I think this is the problem as the dying specter I screenshotted was mostly frozen before it died

(https://i.imgur.com/jn2hbyQ.png)
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: IncompetentFortressMaker on October 07, 2023, 12:24:50 pm
Their ectoplasm blood is both simultaneously freezing and boiling them. I think this is the problem as the dying specter I screenshotted was mostly frozen before it died
Just giving my two cents on the raws (despite not having a part in the fortress): I don't see anything in that image that's actually changing the ectoplasm temperature. The section you highlighted simply defines what the ectoplasm should be called when solid, liquid, or gaseous.
However, I do see a token that's causing them to be coated entirely in ectoplasm as a tissue, which means it can take damage. It's possible that that is being damaged and promptly causing "death" as a result.
The only tokens I know of that would be messing with the ectoplasm temperature would be either a) the [HOMEOTHERM] token that defines the creature's default temperature in °Urist (and can cause blood to boil in some circumstances, I had it happen to me once) or b) several material tokens that would affect its melting/boiling temperatures, a fixed temperature if one was added (materials do not usually have those, and I don't think any of the default material templates have fixed temperatures), and the speed at which it loses or gains heat.
As a matter of fact, is there a [HOMEOTHERM] token anywhere in its raws? The wiki informs me that the default value is none if one is not specified. I suspect that could mess with things.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 07, 2023, 03:23:28 pm
Their ectoplasm blood is both simultaneously freezing and boiling them. I think this is the problem as the dying specter I screenshotted was mostly frozen before it died
Just giving my two cents on the raws (despite not having a part in the fortress): I don't see anything in that image that's actually changing the ectoplasm temperature. The section you highlighted simply defines what the ectoplasm should be called when solid, liquid, or gaseous.
However, I do see a token that's causing them to be coated entirely in ectoplasm as a tissue, which means it can take damage. It's possible that that is being damaged and promptly causing "death" as a result.
The only tokens I know of that would be messing with the ectoplasm temperature would be either a) the [HOMEOTHERM] token that defines the creature's default temperature in °Urist (and can cause blood to boil in some circumstances, I had it happen to me once) or b) several material tokens that would affect its melting/boiling temperatures, a fixed temperature if one was added (materials do not usually have those, and I don't think any of the default material templates have fixed temperatures), and the speed at which it loses or gains heat.
As a matter of fact, is there a [HOMEOTHERM] token anywhere in its raws? The wiki informs me that the default value is none if one is not specified. I suspect that could mess with things.

Okay I'm looking through and I DON'T see that so could be it! Would you be able to take the save from my last post and see it? I don't even know how to put it in, but I could if someone explains.

Could be similarly inaccurate info, but I also see in the raws the Tissue-State is set as liquid. Would that actually be causing the specters to MELT? maybe?
I know you got forgotten beasts composed of liquid, but I didn't know if they're technically solids made of liquids in actuality
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: IncompetentFortressMaker on October 07, 2023, 05:15:44 pm
Okay I'm looking through and I DON'T see that so could be it! Would you be able to take the save from my last post and see it? I don't even know how to put it in, but I could if someone explains.
It's quite easy to put in. Look through your save, find <save>/raw/objects/<file the specters are in>, open the file, scroll down to anywhere in the specter creature definition (any lines after the [CREATURE:SPECTER] token and before any other [CREATURE:] tokens count), and somewhere in there type in [HOMEOTHERM:10067] (without formatting, of course, I just did that to make it noticeable) and see if that changes anything. Note that you have to alter the raws in the save for it to take effect on your current game, as DF's current raws are copied into the folder of a world when said world is made (and saved).
I used 10067°U because that's essentially the "default" homeotherm temperature vanilla uses for, say, dwarves. I figure that's a good place to start.
Fair warning: back up your save to somewhere else before you attempt to edit it. Editing creature raws mid-game can sometimes cause issues, and you don't want to lose this, right?

If adding a homeotherm temperature doesn't work, something else is causing spontaneous instant death. You're correct that the tissue state is set as liquid, which is definitely an anomaly as most vanilla tissues are not liquids (curiously enough, even something like iron man gas is not explicitly overridden to be in a gaseous state in the tissue definition itself, but something else could be doing stuff there). So, a second possibility may be removing the [TISSUE_MAT_STATE:LIQUID] tag from the ectoplasm tissue and seeing what happens - even if it winds up solid and then starts looking odd with regards to name etc., you can play around with the display names of the material to make it look better then (though you'd only really need to do that if it solved the instant death problem).

...I also just noticed that in your screenshot, the name of the file displayed in your text editor and the header of the file (that first line that has the file name with no file extension in it) don't match up. If the actual file's name is different from the header, you should probably correct that.

If all else fails, check the errorlog in your DF install directory and see if it flags anything about specters. Maybe there's a hint in there.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Salmeuk on October 08, 2023, 12:13:37 am
I did not mess with any of the raws. good luck to anyone who tries..

Dorf me, Salmeuk! Preferably a smithing sort. Also, signing up for a turn.

sodafountain I failed to dwarf you properly. . I forgot until I was about to pass on the turn, and even then I managed to dwarf you as the doctor instead of the smith (of which we now have quite a few). So I petition Maloy, who is next in line, to re-dwarf you as one of these smiths.

anways here is the save. (https://dffd.bay12games.com/file.php?id=16872) short journal follows.

****
dont forget you can click on these images to resize.

subterranean bedrooms because i was too lazy to build exclusively aboveground (trust me this saves us all a ton of headaches hehe)

Spoiler (click to show/hide)

worth every penny GIANT PUMPKIN GIANT PUMPKIN GIANT PUMPKIN GIANT PUMPKIN GIANT PUMPKIN

(https://i.imgur.com/KfLDFCI.png)

working on the second floor

(https://i.imgur.com/cJlIT6Z.png)

a forest retreat or something?

(https://i.imgur.com/oNBAPQE.png)

we later ate these piggies

(https://i.imgur.com/4dQexAL.png)

a number of great pumpkins have joined our ranks, and begun the process of having little baby pumpkins. they are bloodthirsty.
(https://i.imgur.com/WwPu36e.png)

these pumpkins were led into a new fenced grazing pen.
Spoiler (click to show/hide)

like there was a bear and it totally tried to steal our brews and like holy hell man this bear came right up to us and nearly hit us with our claws man! like it was for sure gonna kill us bro like we were gonna die bro! and we had to stop everything and just run, like we had no choice man would you stop for a bear I dont think so man I dont think so

(https://i.imgur.com/CA8UTfI.png)

moat in progress 1
Spoiler (click to show/hide)

moat in progress 2

Spoiler (click to show/hide)

the moat... filled.
Spoiler (click to show/hide)

a barony? hmm. I elected the Head Doctor, a brilliant character, however nothing has happened as of the end of my turn. curious.

(https://i.imgur.com/GksA37Z.png)

our mayor, Dels, is also part of the gun fighter squad, who carry muskets and shoot copper balls at our enemies These currently consist of large numbers of deer and boars. Woe betide the boar who wanders into these forests.

(https://i.imgur.com/kcaslIi.png)

a ratling visitor meditates on chaos in a shrine

(https://i.imgur.com/DSbnFeI.png)

i dwarfed myself as the manager...

(https://i.imgur.com/GxUIPf1.png)

I spent a little over a year here. there are three squads training 2/3rds of each year.. two melee and one musket. not much armor but hey they all have weapons and a fair amount of skill. there are now like 70 pumpkins so I dunno, will we be attacked?

the only extant work orders are for brewing. all the mason shops connect to their respective stone. and there is quite a bit of stocked gold / charcoal and other metals. basically, i reasoned that if we traded some underground bedroom use for a year or two, we could prep our fortress with the needed labor to actually build aboveground with some kind of efficiency beyond, you know, one building a season or whatever. when you have 30+ haulers / builders on hand (which is now true) that makes everything fairly painless.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 08, 2023, 08:14:07 am
Giant Pumpkins and a moat? Fantastic!

Also underground building is cool and we might consider doing more like I said I'm really curious what the mod adds to caverns.
I think you got another day to keep playing if you want? I can pick it up either way!


Also here is my journey of bug fixing - documenting because if we do manage to fix it and someone else in the future is searching for how to fix the specters this might show up for them

What specifically is happening to the ghosts is that they are freezing and once frozen die and crumble to a pile of ectoplasmic goo
(https://i.imgur.com/8Au9QcU.png)

So, I deleted the Tissue Material state liquid text from the pic of the raws seen earlier
Fixed it they aren't freezing to death anymore!

New problem though:
(https://i.imgur.com/pXiR6Ao.png)


So why are they melting? I put the Homeotherm text in the exact same spot in the scripting that you can find it with humans in their file
and it doesn't seem to be affecting their melting at all
Still workshopping it, but I'm also about to be busy for a bit before I can look at it so thought I'd submit my findings for thoughts
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Salmeuk on October 08, 2023, 01:01:53 pm
AWESOME these spectres are certainly curious. and if we get them working they might add some serious vibes to the world. right now, they add some serious horror, since collapsing piles of ectoplasmic goop slowly rolling down the forested hills are only slightly disturbing
Title: How To Fix Exploding Specters in the Autumn Kingdom Mod
Post by: Maloy on October 09, 2023, 07:41:28 am
They are officially fixed!  ITS ALIVE...well kind of...they are ghosts after all (https://youtu.be/SnDSoQggqQc?si=fcf45yP2MTXDdX-U&t=107)

They're officially fixed and anyone who picks up the save will have fixed specters now so this is my last post on the issue and it'll just be halloween autumn fun from here on lol


Here is the step by step. Shout out to Raw Explorer by Brad_Uffner which I used to find a comprehensive list of raws and how they are written to find the correct code I wanted to use.
http://www.bay12forums.com/smf/index.php?topic=103360.msg3056848#msg3056848

The specters have TWO deadly problems. The most immediate one first: They freeze to death. Once dead they crumble into a pile of ectoplasmic goo. That's right they aren't exploding!

Let's go to your raws -> Objects -> creature_civilized_specter
Now you get a big screen that is basically the guts of the entire specter species

Look here
(https://i.imgur.com/N1xvNrt.png)

Our spooky friends are made of liquid and this liquid very quickly freezes killing them in the way mentioned

Delete It
(https://i.imgur.com/WEUVTtP.png)

Now the specters don't freeze! Hooray! Now for the second deadly problem! They are melting alive!!

This one was more tricky... Basically unlike any other df race I am familiar with these guys have an actual measurable melting point, but the melting point is zero so being alive causes them to die again horribly.

Add this text in the same place I did
(https://i.imgur.com/m0E66ON.png)


Be sure to hit save.
Now we have happy ghost boys and girls haunting our libraries and bars

the mod does try to do this originally, but something goes wrong(maybe it got typed in wrong idk) and the error log lets us know that it was supposed to have this
(https://i.imgur.com/2X60uhY.png)


This was a wonderful intro for me in playing with raws and I learned a lot! I might even do my own stuff in the future just because I was having such a good time learning about all this


Fortress updates to come!
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: sodafoutain on October 09, 2023, 03:40:02 pm
Oh, we have our own colony of great pumpkins, ready to visit pumpkin patches the world over and cause the unabashed passing-out of young dwarves. Speaking of, does the mod add the ability to grow pumpkins? I might try (and very much fail) to add them to the raws if not. I'll try to make underground exploration a priority, and scrape together a military as well. No use for iron better than weaponry, unless you're making it into steel.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 10, 2023, 05:54:39 am
Oh yes we can! and squash the lesser cousin of the pumpkin!

The specters really like our town now that they don't die terribly by setting foot in our territory!
(https://i.imgur.com/Jtw0WxX.png)

Our mansion ballroom is basically just for specter balls only as our pumpkins are far too busy with good honest labor. Also I attempted to make a giant pumpkin head and that is it's shadow you are seeing!
(https://i.imgur.com/BflokYE.png)

(https://i.imgur.com/qByXClb.png)
So they weren't conquered by us lol.
The bogey empire is winning the war against the strangelings by a landslide. Even though the bogeys actively attack and conquer our own peoples towns we aren't at war and are economically linked

In return for our great success for living in the right place at the right time we were elevated to a county!
(https://i.imgur.com/RtTPxfs.png)

Sodafountain is quite pleased!
(https://i.imgur.com/3rZ2QTY.png)
Also I'm working on a forge dedicated to him

I also bought us regular sized animal pumpkins! I feel like they are our species equivalent of dogs versus the big ones being horses? Whatever we got a crew of them now!
(https://i.imgur.com/spp1lxB.png)

Now our pumpkins will feast on pumpkins
(https://i.imgur.com/zO6hlP4.png)

Bogeys are like strangelings if strangelings were more awful in every way and so with the strangeling forests being conquered we decided we needed to liberate some of the literature from the forests before the bogeys got to it and decided to eat it or wear it as a hat
(https://i.imgur.com/zQOEuiW.png)


speaking of bogeys....
(https://i.imgur.com/PCgfgVs.png)
(https://i.imgur.com/6kUuFi1.png)

They're here for the kids! Thankfully most everyone spends their downtime underground or in the mansion still! How did they get across our moat?!
(https://i.imgur.com/waQGHMP.png)
Ahhh the beautiful yet disturbing image of a carved smiling pumpkin man covered in blood and cutting another creature to pieces...

(https://i.imgur.com/jr5HzhW.png)
So, that's how they crossed...

Well, we taught them a lesson they won't forget, but we can be assured that they won't forgive either.


Talking about the world situation for a second
(https://i.imgur.com/ZFUIJhy.png)

The bogeys surround us completely as they conquer the strangeling forests, although one strangeling civilization we are friends with us also doing the same and so building close to us.
The bogeys have taken three of our villages despite being at peace and have abducted many pumpkin children!
Also our capital dealt with a massacre from the strangelings taking its population from 500 to 50.
Some of the survivors built a village a day's walk from us and rely on us economically.

The great pumpkin spirit, Harr Almor, has been kind to us, but our people across the world seem to be suffering and reduced to pumpkin pies! Perhaps we should be thankful for our peace or perhaps we should do more? Hard for a hard working pumpkin to decide on such things!



Got one more day and I'll finish up as much as I can!
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Salmeuk on October 10, 2023, 08:27:10 am
so... the bogey apocalypse approaches...

Quote
The specters really like our town now that they don't die terribly by setting foot in our territory!

yay ghost friends! I wonder if specters can get drunk

loving this world perspective as you write it. it is a bit worrying how many friendly settlements are falling

Our moat is pretty useless in the winter. I can't believe the fool who designed it.. *looks around nervously*

perhaps we should place great pumpkins around as guards.

edit: here is a recording of my turn, if you would like to see some gameplay or more sections of the fortress! https://www.youtube.com/watch?v=1l3A7TaLaTY
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: callisto8413 on October 11, 2023, 08:10:08 am
Can Specters join the settlement?  Do they ask to become a resident?  I wonder how well they would do in the military....
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 11, 2023, 08:46:08 pm
Didn't get too much further because real life got busy, but here's a summary and a save
https://dffd.bay12games.com/file.php?id=16878
Zultan is doing great! Turns out he has 5 kids who are all doing great and some of them have children of their own! Quite happy although recently you were quite glum after someone had an argument with you. You also miss wandering the forests, which I can't blame you for, because they are gorgeous with fruit and nuts aplenty!
(https://i.imgur.com/va5zdUd.png)
Rain has hardened you into a man impervious to stress. May the bogeys tremble at your pumpkin fields!


Delphonso is still single, but has many friends. He's been feeling a deep empathy by being a shoulder to cry on for a friend and also listening to his thoughts on the world. You also became an anarchist after watching a specter freeze and explode into goo.
(https://i.imgur.com/0LBlRA5.png)

Sodafountain is flying up the noble hierarchy of the society! Loving it too! You have TEN CHILDREN! WOW! You also are one of the two pumpkin heads who killed are bogey spies! You're a terrifying sight with that axe and carved pumpkin smile!


Salmeuk the architectures and buildings of the town are a deep joy for you it seems. Your daily jaunts to and from fields and other labors give you wonderful opportunities to enjoy the scenery. Due to an unnamed trauma you suffered last year you have resolved that you would have peace at any cost. You have one child and are happily married




Here was my start of the forge, but ran out of time. I wanted to make it big, epic and spooky. Feel free to doctor it up Soda!
(https://i.imgur.com/Zia2nlz.png)

so... the bogey apocalypse approaches...

Quote
The specters really like our town now that they don't die terribly by setting foot in our territory!

yay ghost friends! I wonder if specters can get drunk

loving this world perspective as you write it. it is a bit worrying how many friendly settlements are falling

Our moat is pretty useless in the winter. I can't believe the fool who designed it.. *looks around nervously*

perhaps we should place great pumpkins around as guards.

edit: here is a recording of my turn, if you would like to see some gameplay or more sections of the fortress! https://www.youtube.com/watch?v=1l3A7TaLaTY


Raws state that they don't need food or drink, but crave alcohol so a tavern keeper is needed to keep them happy I think!
Great pumpkin guards sounds like a great idea!

Also cool that video will be perfect for me I like to have something passively playing I can switch to and from!

Can Specters join the settlement?  Do they ask to become a resident?  I wonder how well they would do in the military....
Yes, we got like 7 I accepted! I really wonder how well they fight! In most world gens they wipe out all bogeys in a century.


Have fun Sodafountain!
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: King Zultan on October 12, 2023, 05:07:25 am
Dang my pumpkin has five kids, I think that's the most kids any of my people have ever had in a fort.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: brewer bob on October 12, 2023, 05:27:23 am
Dang my pumpkin has five kids, I think that's the most kids any of my people have ever had in a fort.

I was just about to say that your dudes have lately had quite a lot of kids. Think about your capybara dude and his ~10 (or was it more?) kids.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: King Zultan on October 12, 2023, 05:42:46 am
Dang my pumpkin has five kids, I think that's the most kids any of my people have ever had in a fort.

I was just about to say that your dudes have lately had quite a lot of kids. Think about your capybara dude and his ~10 (or was it more?) kids.
I had just thought about him and all his kids right after posting that, but I didn't change it because I wasn't sure what to change it to.

Hopefully the fox guy that has taken his place will also have a lot of children.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: sodafoutain on October 15, 2023, 10:05:53 am
Still drafting the post for this, but in the interim here's the save: click me (https://dffd.bay12games.com/file.php?id=16882)! Like the description on the file listing says, I focused mostly on mining so I could get stable steel production. Unfortunately I wasn't able to. I traded with the humans and the homepatch, but chose not to trade a lot with the strangelings, because of their grown items making me think they inherited elven aversion to natural items of wood and bone.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Salmeuk on October 15, 2023, 03:06:29 pm
awesome... ive got some backlog here but expect some post or another in a day or two!

Dang my pumpkin has five kids, I think that's the most kids any of my people have ever had in a fort.

I was just about to say that your dudes have lately had quite a lot of kids. Think about your capybara dude and his ~10 (or was it more?) kids.

Your digital descendants will be like the dust of the earth

Quote
but chose not to trade a lot with the strangelings, because of their grown items making me think they inherited elven aversion to natural items of wood and bone.

I failed to trade during my turn. perhaps I will test this theory..
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: callisto8413 on October 15, 2023, 04:41:33 pm
You are still doing better than my Autumn Kingdom Succession game did.  I still have flachbacks....the horror.... :'(
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 15, 2023, 07:35:58 pm
You are still doing better than my Autumn Kingdom Succession game did.  I still have flachbacks....the horror.... :'(

You should consider trying your luck again with this one if you've the time, Callisto!


King zultan we should do a succession game with a generation fortress and name each of your descendants King Zultan just to see how many generations we can go and spread out.


Sounds like we are getting set up for some ideal scaring games whether in the caverns or the world map!
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: King Zultan on October 16, 2023, 03:40:03 am
King zultan we should do a succession game with a generation fortress and name each of your descendants King Zultan just to see how many generations we can go and spread out.
King Zultan
King Zultan 2: Son of Zultan
King Zultan 3: Daughter of the son of Zultan
King Zultan 4: Son of the daughter of the son of Zultan
Ect


I can see it being a long running series that everyone will love!
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Salmeuk on October 16, 2023, 10:39:39 pm
I focused mostly on mining

you didn't lie...this was the screen upon cracking open the save:
Spoiler (click to show/hide)
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: sodafoutain on October 17, 2023, 05:21:39 pm
heh. Yeah. Still couldn't find any lignite, and there was more mining planned, but I ran out of time.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Salmeuk on October 19, 2023, 11:31:51 am
The pumpkins tumbled over one another, climbing at the wall grates, trying to use their vines to climb out... we had too many Great Pumpkins. The butchers were called...

Pumpkin pie, anyone?

+++

Spoiler (click to show/hide)

Subterranean exploration led us to an important discovery: caverns! The first set were nothing special, but the second opening.... this second cavern layer is so deep that we cannot see the bottom. Our depth-measuring ropes were useless, having dropped 50 z-levels without touching solid rock. What had caused such voluminous spaces to develop?

50-z levels below, still only darkness.
Spoiler (click to show/hide)

+++

Ear the ghostly miner patrols the surface farms
(https://i.imgur.com/RmS7T6P.png)

+++

We stripped the woodland close to the outgoing road. This was the result, a full stockroom:

Spoiler (click to show/hide)

and in context of previous digging:

Spoiler (click to show/hide)

the next overseer will have plenty of smelting to do.

+++

A wood-and-stone barrier wall was constructed on the moat. We are very, very safe. Also because nothing seems to want to attack us?

Spoiler (click to show/hide)

+++

After a year of seer-ing, I have completed my turn. save here: https://dffd.bay12games.com/file.php?id=16889

large gif of the surface:
Spoiler (click to show/hide)

Things are peaceful and easy here.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: sodafoutain on October 20, 2023, 06:46:16 am
Did you try trading with the strangelings? I wanna know what their deal is.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Salmeuk on October 20, 2023, 04:51:57 pm
no sadly. I'm really bad at trading. I always make a mental note that the traders have arrived.... then get distracted because it's DF. . . and because premium no longer gives us a noticeable 'leaving soon' announcement they soon leave without me noticing.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 21, 2023, 05:46:57 am
Well, this is a year of big changes for us pumpkins...

We had some complaints and grumblings from the pumpkin heads that we had drifted too far away from our roots. Living underground, building a fortress and becoming a forge-town, but that's the price of safety in these times! Whole world's gone mad!

As a concession though we decided to expand our fields. One day we may see the roads to our town lined with fields of good honest labor!
(https://i.imgur.com/KKFZ3M2.png)
Also put some peasants to work! These guys have been standing around for who knows how long only occasionally helping carry things for others! To the fields with you!
(https://i.imgur.com/WxILTWL.png)


We saw fit to look into the caverns once more and found something strange...

(https://i.imgur.com/NwsMCqQ.png)
The floor is covered in grass!
In the distance we see one of the locals
(https://i.imgur.com/WgnhFyg.png)
We decided on two things in regards to the caves below!

1. After having some monster hunters and bounty hunters show up asking us if they could enter the caves we decided to let them
2. Because of that we decided we needed a proper bridge to the caves for safety!

Mid construction and tragedy struck!
The salamander swam over and grabbed a pumpkin right from the water!
(https://i.imgur.com/psyq2ii.png)

She is wrestling free!
(https://i.imgur.com/0FGB6Gz.png)
Oh thank goodness she made it to the shore on the other side!

Oh no the salamander followed her! He threw her back in the water!
(https://i.imgur.com/VZrja6e.png)
OH what's this! Karm the herbalist jumped into the water and swam over! He's beating the salamander!
(https://i.imgur.com/RAbV01K.png)
The animal caretaker the salamander attacked swam back to the bridge and climbed up. Good thing that all pumpkins know at least basic swim techniques. In a world that is mostly filled with water it would be ridiculous for us to not have even basic swimming abilities!

Karm chases the salamander off! But I think he's afraid of jumping back into the water to cross? I can't blame him it's so dark in here and who knows what else is in there. Regardless, we gotta got this guy some recognition!
(https://i.imgur.com/SCX1qiO.png)
Well, while Karm waits on the bridge to finish I wanted to see some of the specters that joined us.

As it turns out even their gods have become ghosts now!
(https://i.imgur.com/YvWzidG.png)
(https://i.imgur.com/RK9pI5e.png)
We decided to add a second pasture just past the new fields for great pumpkins for when the original pasture overflows. We figure it will give a good distraction if those bogeys attack plus the pumpkins appreciate any rural aesthetic we can give them.
(https://i.imgur.com/Fow39h7.png)
Oh Mcman is haunting us now. Scared some pumpkins he served with, but hey Mcman just head over to the tavern and hang with the other ghosts!
(https://i.imgur.com/HEXEVZW.png)
I gotta say even if some of the pumpkins grumble about wanting to return to the farms I am impressed by our forge, smelting and stone set up! Everything makes perfect sense where it is! Whoever's idea this was had a tedious job to do, but they made it easier for the rest of us!

Let's check in on Karm; it's been several days now and all.
(https://i.imgur.com/NzDH2N9.png)
He looks really lonely. He's just wandering around the caves exploring and occasionally cleaning up blood splatters from where predators battled.
Hold on, buddy! Help is almost there!

I think he went a bit wacky in the solitude he's trying to keep cleaning the caves, but we got one of our mason's carrying him back. Rest well, hero!
(https://i.imgur.com/HthOMSv.png)
A famous bounty hunter entered the caverns. A specter with a gun. I don't know what he is hunting for, but best we stay out of his way. He promised to share any maps of the caves he draws so that is nice.
(https://i.imgur.com/qPxxMpO.png)

A monster slayer beheaded the salamander-GOOD.
(https://i.imgur.com/LZwi09U.png)
Many of us pumpkins have been talking about the world situation.
Strangelings took a town from us and the bogeys are continuing to attack us and have taken a few human towns, of which there are only a few left!
We've been blessed by the great pumpkin spirit with peace, but frankly I don't think she would want us to sit by while others are being hurt!
(https://i.imgur.com/3iUUW1P.png)
I mean just this year another pumpkin and human town were founded nearby by refugees fleeing! There's now hundreds of people wandering the forests near here looking for homes!
(https://i.imgur.com/pMzFXbm.png)
In the history of pumpkinheads we've never been the ones to start a war, but only acted in self-defense. Today that has to change and may our king accept our decision.
(https://i.imgur.com/eAE8XFR.png)
(https://i.imgur.com/by9dDgk.png)
It's done! We sure surprised those bogeys haha. Took out two of their dark pits!

Since the battles took place we got word that two more pumpkin villages got founded nearby and rely on us! That makes 7 villages now! They have almost no leadership or protection and need us
(https://i.imgur.com/y8U5PlP.png)
(https://i.imgur.com/j92NFED.png)
(https://i.imgur.com/wMBvh1x.png)
Yeah we definitely made the right choice to attack first. The king sent an envoy to promote Sodafountain even further. I think he might be the highest-ranking noble other than the king now!
(https://i.imgur.com/FO9Rp1W.png)

Also the specter axewoman got in a fight with a spider. The specter is tireless, but webbed. While the spider can't bite through her helmet. They seem doomed to fight for eternity. We will check back later.
(https://i.imgur.com/3o6va18.png)

Preparing for the strangelings to come back next year. Had a town hall meeting in the mansion and a lot of folks were annoyed at how we ignore our strangeling guests who come to trade. It's just not neighborly. So we queued up some gold crafts and some other wooden works to see what they might buy from us in the spring.
We also agreed that if pumpkins are going to war we need more on the homefront. All farmers have been drafted into a militia and they will use their farming scythes as weapons. They only train in winter though because they need to be working the rest of the year!


Oh wow the spider and specter still going?

A giant rat is wandering our mines now. Got in from the caves.


Oh hey the spider just got up and left the specter. Can't blame it hahaha.
(https://i.imgur.com/EikEzr4.png)
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 22, 2023, 07:25:51 am
Here throwing the save down already!
https://dffd.bay12games.com/file.php?id=16891
Had a lot happen in short time! We are getting invasions now! Post rest of the updates soon!


One of the things I was trying to set up for my next turn is to make sure we got plenty of tombs and a good wall ready

I was thinking of duplicating the save and if all systems are automated then I'd let the game run all night and pass however many years to see how the world changes

You are now DUKE sodafountain!


So, they've finally arrived.....
(https://i.imgur.com/pzhghey.png)

I was always told bogeys only come in the winter so seeing them here in spring is an odd feeling.

Our lookout shows us they got humans and pumpkins amongst them too!
Everyone present has bows, staves and cudgels. Not a single gun between any of them, HA!

We send out our brave soldiers to meet them in the field


Right before the bogeys reach firing distance of us we hear gunshots going off left and right within the fortress! What is going on?
Our men have no time to find out as the bogeys charge forth and get blasted to pieces. The battle is quick and bloody with only two injuries. The bogeys each carried instruments on them and one was even a famous author!
(https://i.imgur.com/sFMTwtP.png)
(https://i.imgur.com/hbggk0u.png)
(https://i.imgur.com/7XvuNqC.png)
(https://i.imgur.com/iZP8MFt.png)

While our boys finish off the stragglers we need to find out what happened inside.

A specter mercenary started shooting at pumpkins. He killed threw. Blew Zultan clean in half!
Must've been hired by the bogeys to start trouble at the same time. He and a bogey dancer were cornered by the new farmer militia. He was running and gunning at them until he ran into a wall and they finished it...


Two more villages founded nearby looking to us for protection. Great pumpkin spirit preserve us!

(https://i.imgur.com/Gd05IMn.png)
The strangelings don't like anything wood and sell weird magical wooden items...reminds me of those old legends of immortal creatures that looked like humans with pointy ears they did the exact same thing!


The bounty hunter tangled with a salamander in the cavern
(https://i.imgur.com/33zakeX.png)
The creature shook her to pieces and then bit her clean in half.
Bad luck that, but she left a journal behind that we plan to add to the library.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: sodafoutain on October 23, 2023, 07:33:05 pm
Well, this is a year of big changes for us pumpkins...

We had some complaints and grumblings from the pumpkin heads that we had drifted too far away from our roots. Living underground, building a fortress and becoming a forge-town, but that's the price of safety in these times! Whole world's gone mad!
Yes, the military was a necessity for our continued safety and totally not a good excuse for agoraphobic pumpkins to live underground forever. I'll begin my turn tomorrow, expect the end of my turn on the twenty-sixth.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Salmeuk on October 24, 2023, 04:14:49 pm
Quote
Right before the bogeys reach firing distance of us we hear gunshots going off left and right within the fortress! What is going on?
Our men have no time to find out as the bogeys charge forth and get blasted to pieces. The battle is quick and bloody with only two injuries. The bogeys each carried instruments on them and one was even a famous author!

epic fight! also that star-sapphire bound codex is amazing. it is just some bogey's story about his first few years as a bard. how vain

Quote
A specter mercenary started shooting at pumpkins. He killed threw. Blew Zultan clean in half!

foul allegiances, and betrayal! also holy shit RIP Zultan! the guns are powerful against pumpkinkind.

Quote
The strangelings don't like anything wood and sell weird magical wooden items...reminds me of those old legends of immortal creatures that looked like humans with pointy ears they did the exact same thing!

good to confirm this.

Quote
The creature shook her to pieces and then bit her clean in half.
Bad luck that, but she left a journal behind that we plan to add to the library.

this is the hope of many a pumpkin - to be forever remembered after death.

nice writeup. and well defended. the first siege is always a bit harrowing. looking forward to the next turn! how long can we keep this one going?

btw, if you tag images with a 'width' they won't explode the thread and will be visible regardless of screen size.

for example,

Code: [Select]
[img width=750]LINK TO YOUR IMAGE HERE[/img]
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 25, 2023, 05:27:14 am

btw, if you tag images with a 'width' they won't explode the thread and will be visible regardless of screen size.

for example,

Code: [Select]
[img width=750]LINK TO YOUR IMAGE HERE[/img]

Heeeeyyyy I fixed it! Thanks for that! I really never have used forums like these until I got into dwarf fortress so any formatting quirks I basically just have to be told lol
You've saved many people a headache who want to read something I post!

Good luck Sodafountain! very hyped to see what you get up to!

Since bogeys don't use guns I feel like it is only use and specters that do. If we went to war with the specters that'd probably be brutal
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: sodafoutain on October 27, 2023, 05:59:10 pm
Save. (https://dffd.bay12games.com/file.php?id=16897)

Unfortunately wasn't able to get much done, additionally this turn is without images. I'll include the notes from the beginning of my first turn to make up for the brevity.


1st Opal, 109
Edmikel Laterigon, Baroness Consort of Shadebolt visits our patch. She is enraptured by our manor overlooking the fields.

2nd Opal, 109
The miners have carved a heart opposite to the chosen location for my office. How wondrous! I shall keep it there.

3rd Opal, 109
The work on my office begins. I'll have it smoothed and decorated with carvings after it is hewn. The rocks are always more welcoming than those greens up above. It is so much quieter down here, it's easier to read. I'll stay down here for a while.

22nd Opal, 109
Lauloh Salinieard gave birth. How nice. I renamed her to something more fitting, as she was the first patriotic birth I'd seen.

Sometime in 110,
I designated a space for a guild of metalwork. I had it furnished with beautiful rock furniture and a forge, as well as individual chambers furnished with statues of the guild's symbol.

25 Felsite, 112
Work begins on expanding our vines beneath the ground. Beneath the grasses and soil, there is a reservoir of fire which will allow us to ignore our lack of suitable fuel for iron refining.

Under current plans, three individual garrisons hewn from rock will be manned by ten pumpkinheads at all times, as to prevent the undesirable creatures of the underwhere from penetrating our lovely surface. These garrisons will serve as centers of military training as well as soldier dormitories. More work must be done to see if we can get food to them automatically.

A peasant caught in the fields is sent to work in the mines. He wasn't assigned to anything else, and we've more work to do underground.

27 Felsite, 112
Nanazie Knesmandea is found dead.

He was found in the uppermost cavern layer. Assumed cause of death: run in with foul beast. This death only reaffirms my belief in the need for military forces guarding entrances and exits to the caverns. Imagine if what had killed Nanazie had broken into our fields? Our farmers would have died.

2 Hematite, 112
A catling thief invades. A squadron of miliary pumpkins is dispatched.

3rd Hematite, 112
After a protracted chase lasting well into the night, the Maroon Axes dispatch the nasty thing.

12 Hematite, 112
A caravan of humans arrives, bringing with them a diplomat. He held a meeting with nobody, instead hanging about in our tavern. Actually, does our mayor have an office to hold meetings in?

He doesn't. My head is too foggy currently to work on building one for him, and I doubt he'd be as satisfied with an underground one such as mine.

16th Hematite, 112
Boulderpleats has been conquered. The military campaigns of our other overseers work successfully, and I am happy to see a village remain no longer under the grips of Bogeys.

My celebration was cut short, however. The noise of my hearty friends and the damnable buzzing from the sun have given me a splitting headache, one that I nurse in the relative seclusion of my personal forge. I wish that the sun could warm me as it does my peers, but I suppose I shall take my heat from the fires of my forge. This buzzing in my head causes me to lose focus. It is untenable, though it quiets when I am underground. When we have an industry of metalwork setup above this great reservoir of fire, I'll have to move my offices down to there. The fresh air does not agree with me, and the gaze of my peers seems always to judge. I will pass the development of these systems elsewhere, to my compatriots.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Salmeuk on October 27, 2023, 06:55:11 pm
a curious journal from a curious pumpkin, a pumpkin afraid of sunlight itself!

Quote
A catling thief invades. A squadron of military pumpkins is dispatched.

cat burglary. despicable.

seems like you've brought us up to speed with military quarters, very nice.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: sodafoutain on October 29, 2023, 08:15:41 pm
seems like you've brought us up to speed with military quarters, very nice.
Of course. Expeditions to the undergourd should be taken incredibly seriously. Who knows what horrid creatures are festering under there.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on October 31, 2023, 03:11:51 pm
We've got an incredible ending to our fortress coming up!
Posting tomorrow to play through Halloween if that is all good?


My goal is to hit nopause when done building and see the advanced world state after many years
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Salmeuk on November 01, 2023, 07:17:13 am
looking forward to it. this mod was fun to experience. i feel like... we needed more uses for the giant horde of pumpkins we ended up raising.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on November 01, 2023, 10:33:32 am
May this final log of mine be a testament...of my failures and of my attempts to make right.

In the summer of year 112 I worked hard alongside the militia commander and the legendary duke sodafountain to both orchestrate our military as well as grow more civil structures for comfort.

We built a massive outerwall along the north-eastern side where plant life had trouble growing. Here we can safely build the many surface wooden homes that we pumpkins need!

We lost Karm the folk hero who stopped the salamander. A bear was traveling the woods killing traveling specters left and right. Karm pinned it down until help could arrive, but it finished killing him before then.
(https://i.imgur.com/Kxbm8SM.png)

Our raids continued apace without much trouble until one dark pit had a particularly cunning bogey commander. He chased off our gunners without killing any, but without losing any of his men either.

In response the commander himself departed with a squad of scythes and pitchforks! This is where it began...

The bogeys invaded a few days later. Over one hundred of them. The bogeys never wear armor and aren't nearly as well trained so I had our farmer militia and gunners line up for battle

We were all quite excited to get it over with and enjoy the latest batch of pumpkin cider...

Only...
They swarmed the line. Within moments all our troops were swamped under a mass of bogey bodies and we finally saw what their cudgels could do. Their weapons were hexed and when they finally did hit their mark it dealt devastating damage!

Half our military was gone immediately. We hurried to close the gate before the bogeys got in, and they were already so dreadfully close, but alas! No one had ever attached a lever to the gate! It couldn't be drawn!


They swarm through our gates killing. When will the other half of the military return? As it turns out we are caught in a glitch. One of the military members is in the hospital with a broken foot and they won't engage in their own battle until she arrives.


So the bogeys kill. Kill and kill and kill some more. Eventually they kill the girl with the broken foot and our forces return.
The bogeys are trapped in our fortress now, quickly routed and killed to the last.

And yet...Over 150 pumpkins have died... We have less than 30 members now including the returned military.
I have personally overseen the worst massacre in the history of our people. It is only by the kindness inherent in us pumpkins that I am not executed or exiled. I will likely go down in history with complete shame and loathing directed towards me for all time, but I must try to make things right.


The specters war effort goes well as shortly after the massacre they conquered a neighboring forest retreat and connect with us economically. Although few pumpkins remain we are inundated in swarms of visiting specters, humans and strangelings.
I accept every single one. Our food stores are massive and can handle two years of the visitors eating our food. We get to over 120 of us within the year from the massacre known as" The riddled Onslaught
(https://i.imgur.com/coi5Smz.png)
(https://i.imgur.com/iHVVIZS.png)
It takes us five months to clear the bodies from the fortress, manor and battlefield outside. All day everyday we find and bury bodies. So much so that we lose two pumpkins more. Their minds snap, like a vine stretched too far, and they sit on the ground until they dehydrate to death. Then they too are carried away.
(https://i.imgur.com/ELwCrS6.png)
All bogeys and visitor are dumped in the massive pit in the caverns feeding whatever horrors live at it's bottom.


I also cannot sleep anymore. I go days without sleep and wait for my episodes of depression to make me rest.
(https://i.imgur.com/5CGfdNi.png)
It's been a year and we still find bodies, skulls and limbs randomly while working and walking the grounds.
The bogeys have advanced and taken one of the specter's fortresses. Hopefully a terrible mistake with them over-extending themselves, but I decided to make a hard decision.
Almost all our livestock died other than a few great pumpkins. We tamed the wild boars we had in cages and are now using them as pastured animals.

We locked the town up. Walled the front entrance up and waited.
Years passed, but we refused to open even as the liaison came.
Artists, scholars and mercenaries alike would camp in the forests around our town waiting to see if we would open up. We would not.
And just as war had darkened our carved smiles it had darkened the heart of the forest. Wild great pumpkins, bears and even a moose would wander the forests butchering the travelers who would remain for too long.

Both our town and the forest remained under the protection of the great pumpkin spirit, whose statue overlooked the entire region: Scythe in one hand and pitchfork in the other. All who camped near the town and those of us hiding within labored under it's great gaze.
(https://i.imgur.com/lXeuJ2f.png)

And then as year 5 approached the liaison came again. Unable to get us to open he hurled a scroll over the walls. All it was a news update

The war rages on!
Specter Kingdom's invasion of strangeling forests yields new victories as many forests fall to them!
Bogeys and Specters trade blows hit for hit taking homes from one another!
Last human hold outs desperately hold back bogey onslaught!
Battle for pumpkinhead capital yields no fruit; Surrounding villages and towns left devastated!


The commander and I met briefly in the same room we used to meet Duke sodafountain years ago and discussed what, if anything, we should do.

Within year 5 of isolation our walls fell.

Within moments scores of specters, strangelings and humans ran out from the town fleeing into the forest.
After the dust settled one could hear the sounds of vine-filled boots marching: The pumpkins marched to bring fright to the lands. Scythes and pitchforks at the ready as the great spirit watched from above.
After they departed the shocked travelers camping the woods finally sprinted at full speed to see the town of legends, now open once more!


Our military devastated the rear line of the bogey offensive, but there was little we could do. The bogeys numbered many thousands with 4 different cities belong to them as well as the one they took from the specters.

Instead, once enough damage was down our forces departed for the first time to our long lost capital- held by the mad strangelings of the forests-

We offerred to them what had never been offered to us by either them or the bogeys: Mercy
The commander would bear all the fault for the invading armies many travesties and would be put to death. In exchange the Strangelings would be POW and treated respectfully.
They accepted.

The capital was reclaimed. The lands around it were nearly uninhabited now due to the invaders.
(https://i.imgur.com/zREpQSt.png)
The war with the bogeys raged on and humanity was nearly wiped away, but pumpkins had the choice to return home and dig deep into the soil once more...

And our town...Our town closed it's walls once more to the world to wait for a better age. Yet, still the sounds of forging and farming continued unabated.
The legendary metal works of Sodafountain were sought after across the globe by those who sought to succeed him in his title.
It is debatable whether I made up for my failures in my peoples' eye holes, but I know I've done all I can now. I end my career here with no friends other than the few specters and batlings that didn't lose loved ones in the massacre.
(https://i.imgur.com/LWAJ5Jq.png)



Not the happiest ending, but happy! The world has certainly become quite frightful and so I think that is a win in and of itself!
If we decide we want to play this same save next year we could always advance the clock 30 years or something and play in this advanced world some more!

la-li-lo-le-lu was the only named survivor of the massacre. Almost everyone died. The ghosts almost wiped out the fort over the five years because pumpkin bodies rot before they can be buried and thus require a slab.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: sodafoutain on November 01, 2023, 12:17:00 pm
I will humbly request the save, even if you've already retired our great fortress. Especially if I'm still creating insane shit.
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: Maloy on November 03, 2023, 08:10:24 pm
Got it! Here you go! Maybe if you decide to play some years on it and have an interesting time we could continue next year from where you leave off? Just an idea
https://dffd.bay12games.com/file.php?id=16900


also one more thing... you're already dead (https://www.youtube.com/watch?v=WChHqaO5SeI)

Only 8 pumpkins survived the massacre and you weren't one of them. But you made tons of masterworks and you achieved the highest rank of nobility ever reached in our civilization so I just made up a ending where others would pursue your creations to follow in your footsteps
Title: Re: Autumn Kingdom Spookycession fortress - overseers welcome
Post by: King Zultan on November 07, 2023, 01:51:51 am
Well dang I missed the ending by a few days and I guess my guy dying isn't that big a deal when the next turn almost everyone else dies.