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Dwarf Fortress => DF Community Games & Stories => Topic started by: existent on August 07, 2010, 06:15:48 pm

Title: Dwarves Of The Dead Succession
Post by: existent on August 07, 2010, 06:15:48 pm
Hey there folks, I'm existent, (or so they tell me), and this here is my brainchild- Dwarves of the Dead.

It's a Succession Fort, but before y'all get your britches in a bunch, there aren't going to be any sign-ups. The fort will pass between the same seven players over and again.

Now, onto the good stuff....
It's called Dwarves of the Dead, because it's based on the classic Romero film. (And I'm not talking about that remake, either). Gameplay will run like this- one player will have one year to build up the biggest, best base possible. On the first day of Spring, the fortress will be abandoned.

Then, the next player will embark with fairly minimal supplies, reclaiming the fortress. (Imagine this as our seven "survivors" seeking refuge in a mall.) Each player will be dorfed, and will run the "fortress" for one year at a time, in keeping with other succession games. The term might even be shortened, with each player in control for only have a year (or more drastically, a single season. I'm kind of dubious about the idea, put if people think it's a good idea, we can give it a shot.)

Now, you may have wondered, "zombies?", and if so, you're right. We'll be using TheSummoner's Undead Army V1 Mod (http://www.bay12forums.com/smf/index.php?topic=61243.0).

Each of the seven players will be dorfed, and will pitch in as the others play their turns, in the fashion of a Community Fort. All immigrants/caravans will be ignored, with two exceptions: The yearly dwarven caravan will be considered traveling bands of other survivors to trade with. The other caravans are to be ignored. Secondly, if any of the starting seven die (for any reason.... hehe), the player dorfed as him will have a chance to claim a survivor from the next band of migrants. Other migrants get to be Urist McSnacks.

The turn order, decided at random, is as follows:

1. SethCreiyd
2. Kamudo
3. cappstv
4. Minty
5. breadbocks
6. existent
7. Robocorn

8. Sheb (reserve)
(orange notates the current player)
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 07, 2010, 06:58:09 pm
HI I JOIN
EDITS: Oh you want a pm
Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 07, 2010, 08:07:15 pm
Very interesting, very interesting indeed... 

Although, I'm not sure this is really the most effective method of doing it.  First off there's the weirdness with having different characters each round (due to abandoning), secondly there's the issue with trying to allow a single dwarf out of several into the fold.  Military duty is "sticky" these days, so you can't just draft someone, move 'em around, and then undraft them expecting life to be fine.  You'd need to set up something like a string of profiled levers sitting around in order to make sure just the one person manages to wander inside.

I'd cast my vote for full, classic yearly turns.  Especially with all the doing and undoing we'll have to do, it'd be nice if we had the full turn length to do it in.  As for the mall...  I'd personally think it would take quite a long time to build up an appropriately-sized "mall" or whatnot.  I'm curious as to whether a single year is enough to build something big enough...  And on that note (while it probably should just be the domain of the architect), should we deal at all with the caverns?  Like a basement or sub-basement that leaks into the underworld?  It's not much use, but it would allow for another point of concern, and I think you can even get underworld nasties to fill the fort during an abandon.  It would also open up for forgotten beast attacks, which could be a good or a bad thing, all depending.


Anyways, I'm quite happy with the spin you've put on things.  I'm looking forward to seeing how this works out.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 07, 2010, 08:12:16 pm
First off there's the weirdness with having different characters each round (due to abandoning), secondly there's the issue with trying to allow a single dwarf out of several into the fold.
I don't really understand... but about the turn length thing, like I said..... it seems like I bad idea to me to, but I figured I'd throw it out there anyway.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 07, 2010, 08:14:44 pm
/Posting to follow. But to add meat to this, when did people get the chance to join? I would've joined. PM'ing. As for the mall, I''d say let everyone have a turn developing it first. It needs to be a  proper mall.
Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 07, 2010, 08:15:53 pm
Well, we can't keep the same characters.  When you abandon, those dwarves scatter to the four winds.  Then you have the reclaim party (which could actually be any number of dwarves, classically with some military training), and we'd have to re-personalize ourselves in seven of those new dwarves.  And we'd have to do this each turn.

So we'd either attempt to keep the same character and pretend we were gender-bending schizophrenics...  Or we just make up new characters each time.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 07, 2010, 08:18:09 pm
Well, we can't keep the same characters.  When you abandon, those dwarves scatter to the four winds.  Then you have the reclaim party (which could actually be any number of dwarves, classically with some military training), and we'd have to re-personalize ourselves in seven of those new dwarves.  And we'd have to do this each turn.

So we'd either attempt to keep the same character and pretend we were gender-bending schizophrenics...  Or we just make up new characters each time.
We're only abandoning once, and then dorfing AFTER that.
Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 07, 2010, 08:22:39 pm
Ahh, okay, now I get it...  I thought it was going to be abandoning after each turn, to sort of "re-trash" the place and fill it with hidden bad guys.  Now I understand.
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 07, 2010, 09:35:42 pm
If I dont get that last spot i shall be very angry. There are so many tropes I could recreate with this.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 07, 2010, 09:48:43 pm
 ::) If I may point you... Tropes are not good. (http://tvtropes.org/pmwiki/pmwiki.php/Main/TropesAreTools?from=Main.TropesAreNotGood) This is DF. We already have enough Tropes.
Exsit, not to push, but thoughts on my ideas?
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 07, 2010, 10:41:55 pm
Hmm.
 
So, the first player creates a mall, abandons it, and then we toss 7 dwarves into it and have them deal with zombies and crap? O_o Pretty interesting concept. Glad I signed up.

It's a sucession game, meaning we should post story posts. I know I will, but don't expect many screenies~ Also, what exactly is a community fort? We just name a bunch of dwarves after ourselves and... then what?

Also, what version we going to be playing in?

And, are we using a graphics set at all? Or just good ol' Ascii?

As for the undead army mod, how would that work? Will someone provide a game file with the stuff implemented?

Sorry for all the questions~ Just getting my concerns outta the way. :3
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 07, 2010, 11:35:11 pm
How fast are these zombies going to be?
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 07, 2010, 11:51:12 pm
Read the mod thread. The skeletons are humans minus flesh and blood, the zombies are slow things with a syndrome cloud and a syndrome bite. Ghouls are to quote "Rarer than Skeletons and Zombies.  They're faster than their cousins and their scratches are something to be feared.  Just one scratch will knock a Dwarf unconsious, likely to be torn apart while unable to defend himself."
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 08, 2010, 12:08:08 am
All my questions have been answered.

Except, will we be able to expand on the original fort, or no? Just leave it how it is?
Title: Re: Dwarves Of The Dead Succession
Post by: jester on August 08, 2010, 06:27:51 am
If you cant expand the fort and you are intending on being walled in most of the time then not much will be happening.  my 2.2 cents.  Will watch this thread with interest.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 08, 2010, 09:27:04 am
will we be able to expand on the original fort, or no? Just leave it how it is?
I considered that at first, but no. It would be too much of a hassle. We will be able to expand/build as we wish..... within reason.
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 08, 2010, 10:30:42 pm
This sounds interesting, I eagerly await my turn :)
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 08, 2010, 10:35:27 pm
This sounds interesting, I eagerly await my turn :)
.....actually, you're first. Go ahead and gen up a world. (Make sure to grab the mod first.)
Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 09, 2010, 02:45:15 am
Should invasions be turned off for the mall construction?  Seems like the nice thing to do, to make the whole thing easier on the building process.  Once it's all set and ready, then we can have as many zombies as we like.

And it's just an init option.  Not even included in the save.
Title: Re: Dwarves Of The Dead Succession
Post by: Minty on August 09, 2010, 03:31:54 am
That sounds like a plan, Kagus. That way you get an uninterrupted (Bar snatchers and such) run at building the place. I'd try for something aboveground, walled and roofed, with external doors/grates/security-bridges. But without an external wall. Possibly a large smoothed area for a parking-lot, if it's on a mountain biome.

Various sections, like a food-court, hardware department, weapons storage (Shop smart! Shop S-Mart!). Haberdashery, etc, etc.
Title: Re: Dwarves Of The Dead Succession
Post by: jester on August 09, 2010, 07:25:52 am
pity the mod lacks boomsticks,  Neoadepts old zombie mod had weapons worked out fairly well but I dont think he has been on in months
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 09, 2010, 08:14:14 am
I'm having trouble to get the zombies to even show up in generated worlds, I've done a few and none of them have undead. Either these things are ridiculously underpowered and overhyped, or I've been doing something terribly wrong.
Title: Re: Dwarves Of The Dead Succession
Post by: Minty on August 09, 2010, 08:53:51 am
Okay, the way I'd do it is to create three new files in your RAW\objects folder.

First one : body_undead.txt. Make sure the first and second lines are body_undead and [OBJECT:BODY] respectively. Then copy/paste the spoilered text under body in the mod's first post.

Second: creature_undead.txt. Again, fist two lines should be creature_undead and [OBJECT:CREATURE], then copy/paste again.

Third: Repeat the above, but with entity_undead.txt. Again, first two lines should be entity_undead and [OBJECT:ENTITY], and copy/paste.

That should gen worlds with the undead griblies showing up. I'd recommend against simply adding the respective texts to the end of any vanilla files, try and keep your modded stuff in separate files.

Edit: Actually, if you want to be really evil, you could remove all entities except for dorfs and the undead. Then we'd not have to worry about other civs. Of course, it may be fun letting them gen, and watching the slaughter as an elven caravan wanders into a sieging pack of zombies, skellingtons and ghouls.. :D
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 09, 2010, 09:34:45 am
Okay, the way I'd do it is to create three new files in your RAW\objects folder.

First one : body_undead.txt. Make sure the first and second lines are body_undead and [OBJECT:BODY] respectively. Then copy/paste the spoilered text under body in the mod's first post.

Second: creature_undead.txt. Again, fist two lines should be creature_undead and [OBJECT:CREATURE], then copy/paste again.

Third: Repeat the above, but with entity_undead.txt. Again, first two lines should be entity_undead and [OBJECT:ENTITY], and copy/paste.

That should gen worlds with the undead griblies showing up. I'd recommend against simply adding the respective texts to the end of any vanilla files, try and keep your modded stuff in separate files.

Edit: Actually, if you want to be really evil, you could remove all entities except for dorfs and the undead. Then we'd not have to worry about other civs. Of course, it may be fun letting them gen, and watching the slaughter as an elven caravan wanders into a sieging pack of zombies, skellingtons and ghouls.. :D

Did that whole add new files thing the first time, generated a world with: No undead
 did it in the vanilla raws the second time:no undead
did it in the vanilla raws in a different version:No undead and a world ruled by a race I forgot to take out.

I'll try the obvious one more time

EDIT: I set it for 500 years and the dwarves and goblins wiped all the stupid things out!
EDIT2: Dwarves and humans were becoming necrolords, the undead are dying goblin deaths because they have babysnatcher, I'm taking it out.

EDIT3: Got one but there are no dwarf civs, if you want to not get any assistance this will do it.
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 09, 2010, 01:50:10 pm
Its dwarfs of the dead
I think he probably wants there to be no dwarf civs
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 09, 2010, 04:15:55 pm
I think go for removed other entities. That way, it's  just us and them.
Title: Re: Dwarves Of The Dead Succession
Post by: Blackdutchie on August 09, 2010, 05:03:38 pm
i agree, if you were gonna ignore them anyway, might as well make them not appear at all.

also: does it matter how old the world is? you could just stop the genning before the zombies get wiped out. (or would that also make sieges stop earlier due to less population?)
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 09, 2010, 05:07:16 pm
Gen to 100. See if that does it. Also, I think undead all go in one nation, not separate ones.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 10, 2010, 03:21:04 pm
That sounds good Robocorn, get the mall started whenever. Keep us posted!
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 11, 2010, 04:45:50 am
I'd like some suggestions on where to put the mall and how to design it? Should it have a drawbridge for a front door? should their be workshops or just endless stockpiles? Should it be floor planned to allow ease of movement like real malls?
It's a pretty big free pass to give to someone.

Anyway, here's this, choose an embark and a cool name.

This is the world, The fuchsia and red parts are zombieland, you'll want to pick those
(http://img705.imageshack.us/img705/6364/zombiplace.gif)
NOTE: It's a gif, wait for it.
Spoiler: Basic history (click to show/hide)

give me some suggestions, I plan on using 0 speed dwarves and no invaders on when building the mall uless anyone objects.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 11, 2010, 03:56:39 pm
Since no dwarves, I say mod human to be usable.
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 11, 2010, 04:24:50 pm
Humans should be raiders who went crazy after fighting zombies.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 12, 2010, 04:31:31 pm
Coming in just in time to save DotD from falling onto the second page, I'm announcing that cappstv has been chosen as the seventh player.
*queue applause* (http://www.youtube.com/watch?v=TylvUGJIi_w)


I've also taken the liberty of appointing breadblocks as an official Dwarven Reserve Footsoldier!

What this means is that he is the stand-in if, for some reason, somebody is unable to continue playing. Yay!
Title: Re: Dwarves Of The Dead Succession
Post by: Evergod41 on August 12, 2010, 06:32:22 pm
if your going [speed:0] for the major THE construction, you know how to un-modd that right?
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 12, 2010, 09:59:34 pm
Yes, yes I do. now choose embark so I can start.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 12, 2010, 10:02:17 pm
Somewhere on the border of the mountains would be nice, maybe on the East by that river.
Title: Re: Dwarves Of The Dead Succession
Post by: SethCreiyd on August 13, 2010, 05:10:09 am
My suggestions are a food court style dining room, wide entrances on all sides, paved roads surrounding the building, and if it's anything like my local mall, pillars in the middle of hallways with stupid advertisements engraved on them.  As a personal request, can we embark with many cats so there is a catsplosion while you're building?  We'll be able to use the bones when we reclaim.
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 13, 2010, 06:06:45 am
I've come across a bit of confusion, Am I just supposed to build the structure? or furnish it and stock it with goods also? And if I do furnish it and stock it with goods, what happens when we abandon? So far I've come up with this brief ugly scribbling of what I think I'm going to try to do, the structure probably won't be too big because framerate could suffer on reclaim.
Spoiler: brief ugly scribble (click to show/hide)

I think the setting up is already an ambitious project. Building a megaproject above ground with less than thirty dwarves in a world run by undead without anyone dying. It'll be cool if we pull it off.

It seems unanimous that nobody has objected with existent's plan to build the Mall on the eastern mountain range, If we're lucky we can get supplies from the battle hardened humans, If we're unlucky we may have trouble starting again after reclaim.
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 13, 2010, 07:53:12 am
Dont forget the roof, that way  we can shoot zombie celebrity look alikes
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 13, 2010, 08:51:49 am
Yeah Robocorn, don't get over-ambitious. It isn't like we won't be able to build after the abandon, the mall is mostly for atmospheric/plot purposes. Really anything will do the trick, but your plans look nice. /Approved
Title: Re: Dwarves Of The Dead Succession
Post by: NRN_R_Sumo1 on August 13, 2010, 10:06:43 am
there better be atleast 3 starbucks in that mall.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 13, 2010, 04:21:40 pm
there better be atleast 3 starbucks in that mall.
Only three? Damn Conservatives. There should be one per store.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 13, 2010, 04:23:33 pm
there better be atleast 3 starbucks in that mall.
Only three? Damn Conservatives. There should be one per store.
There should be one per costumer.
Title: Re: Dwarves Of The Dead Succession
Post by: andfhe on August 15, 2010, 01:23:16 am
there better be atleast 3 starbucks in that mall.
Only three? Damn Conservatives. There should be one per store.
There should be one per costumer.

Just One? Maybe like, five or six each.
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 15, 2010, 01:44:40 am
Don't forget McUrists (McDonalds) or any other other fast food joints. I'm going to claim a big strong dark dwarf who likes shotguns for their power. >__>
Title: Re: Dwarves Of The Dead Succession
Post by: andfhe on August 15, 2010, 03:08:19 am
Don't forget McUrists (McDonalds) or any other other fast food joints. I'm going to claim a big strong dark dwarf who likes shotguns for their power. >__>

I don't think that dwarves can like shotguns, but I'm not positive.
Title: Re: Dwarves Of The Dead Succession
Post by: jester on August 15, 2010, 04:25:39 am
Like flamethrowers and chainsaws, dwarves will love shotguns deep down in der widdle hearts even if they live in universe that doesnt even have the possibility of shotguns.  One of those things that just is.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 15, 2010, 09:15:36 am
Add a prefstring for it.
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 17, 2010, 04:25:16 pm
just to let you guys know, I've started building the Mall today, it could take a day or two so be patient, I'll have to level a ton of mountains to finish it. The Zero-Dwarves are really helping the cause.

Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 17, 2010, 05:18:01 pm
just to let you guys know, I've started building the Mall today, it could take a day or two so be patient, I'll have to level a ton of mountains to finish it. The Zero-Dwarves are really helping the cause.

Perhaps you could've gone for a... Less mountainous embark? :P
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 17, 2010, 07:04:11 pm
just to let you guys know, I've started building the Mall today, it could take a day or two so be patient, I'll have to level a ton of mountains to finish it. The Zero-Dwarves are really helping the cause.

Perhaps you could've gone for a... Less mountainous embark? :P

I don't have to level the mountains to get them out of the way, I need to level the mountains to use the stone they are composed of to make a mall.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 17, 2010, 07:08:25 pm
You could always dig down....
Title: Re: Dwarves Of The Dead Succession
Post by: andfhe on August 17, 2010, 10:04:52 pm
These are dwarves digging out the mountain, not some filthy people from the mountain-protection-program or something.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 17, 2010, 10:05:55 pm
These are dwarves digging out the mountain, not some filthy people from the mountain-protection-program or something.
They're from EETE- Elves for the Ethical Treatment of Everything.
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 18, 2010, 03:05:08 pm
It's all over but the roofing, and of course the filling with chairs and tables to be inevitably knocked around before you show up.

In perfect form, I've killed three of the apocalypse dwarves already and almost all of them are miserable.
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 18, 2010, 03:16:08 pm
You know mall walkers are a lot like zombies.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 18, 2010, 03:20:03 pm
It's all over but the roofing, and of course the filling with chairs and tables to be inevitably knocked around before you show up.

In perfect form, I've killed three of the apocalypse dwarves already and almost all of them are miserable.
Robocorn, from this point forward, your name will be "Rob". And no, I don't care what your real name is.

Rob, how about smashing a couple bits of the mall? As in, so that when we embark, there are couple broken walls and outside entrances and holes in the ceiling and such. Nothing major, I don't mean to ask you to destroy your creation or anything. Just a little flavor here and there.
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 18, 2010, 04:17:52 pm
Robocorn, from this point forward, your name will be "Rob". And no, I don't care what your real name is.

Rob, how about smashing a couple bits gaping holes of in the mall? As in, so that when we embark, there are couple broken walls and outside entrances and holes in the ceiling and such. Nothing major, I don't mean to ask you to destroy actually finish your creation or anything. Just a little flavor here and there.

Do less work? Don't mind if I do.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 18, 2010, 04:52:30 pm
With Kagus unavailable, Breabbocks will be taking his slot. Hooray for planning ahead!
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 18, 2010, 05:17:42 pm
Is anyone else getting a bad feeling about this game? And when I say bad, I mean like good bad. Not bad bad. Bad bad would just be bad, I got a very good bad feeling for this game.
Title: Re: Dwarves Of The Dead Succession
Post by: Evergod41 on August 18, 2010, 05:55:42 pm
now is that a GOOD good-bad? or a BAD good-bad?
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 18, 2010, 06:11:04 pm
now is that a GOOD good-bad? or a BAD good-bad?
It seems to be more of a good good-bad feeling then a bad good-bad feeling at this point.
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 19, 2010, 08:18:13 pm
Ladies and Gentledwarves, I have finished my strangely assigned task of building a wrecked up mall full of stuff. After excavating several thousand units of rock it is finished and takes up almost a quarter of the surface space of a 2x2 embark. The dwarves are no longer superspeeded or hunger resistant. There were three casualties meaning there are around a total of 24 remaining dwarves worldwide. I made sure we can still reclaim.

The Download is here. (http://download269.mediafire.com/ju098gav7yyg/k6udd46d3qa7oui/NightOfTheLivingDwarves.zip)

Get ready for some action.
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 21, 2010, 02:14:05 am
My 31.10 doesn't seem to recognize the folder at all. @_@ I just wanna see how it looks but I guess not.
Title: Re: Dwarves Of The Dead Succession
Post by: andfhe on August 21, 2010, 04:08:14 am
Unless I'm mitaken the new dwarf fortress is 31.12. You could download that?
Title: Re: Dwarves Of The Dead Succession
Post by: Evergod41 on August 21, 2010, 06:26:20 am
Thats a pretty small mall...

but I do like the way the snow adds to the 'destroyed' affect.
Title: Re: Dwarves Of The Dead Succession
Post by: SethCreiyd on August 22, 2010, 12:48:38 am
I just started, and so far its pretty quiet.  The snow adds a serenity to the countryside.  Skeletons, scattered furniture and forgotten clothes lie throughout.  I haven't dwarfed anyone yet, and we started with very few supplies, 7 axes though, and we're all modest fighters with some other skills added here and there (nothing particularly noteworthy).  Haven't dwarfed anyone yet, so who wants what jobs?

Risen Kadolerib, unclaimed
Kikrost Mosusthusest, unclaimed
Ducim Istamineth, unclaimed
Besmar Zuglarthak, unclaimed
Lokum Veladil, unclaimed
Melbil Mengbasen, unclaimed
Olin Solonzalud, unclaimed
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 22, 2010, 01:17:25 am
We're going to need a metalsmith at some point, I'll take that job. When the invasions start pouring in there will be no chance of getting any metal at all, but somewhere there should be lignite and copper ore amongst the detritus.

So anyway, Olin please. Just name them "Rob" because that is my name now apparently.
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 22, 2010, 01:24:57 am
Errr, i want risen. Make me a miner.
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 22, 2010, 01:41:17 am
Gimme Lokum. I want to be a mason.
Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 22, 2010, 01:48:49 am
So anyway, Olin please. Just name them "Rob" because that is my name now apparently.

You'd better not turn into a zombie...


Anyways, put me down for Kikrost.  Kagus is easier to pronounce...  Also, I suppose I'll be a dedicated axedwarf.  Possibly a woodcutter if need be, or even a hunter (hunting with an axe...  Yeah, good idea).  It's just important to be as badass of a warrior as possible, because regardless of how well we lock ourselves in, eventually...  Eventually, my services will be required.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 22, 2010, 08:00:07 am
Dibs on Melbil. Why Melbil? Because his name reminds me of someone...
Spoiler (click to show/hide)

Doesn't matter to me what job he gets, although something Doctor/Administrator would be nice.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 22, 2010, 12:26:35 pm
Besmar. Chief Rubble Procurer and User

Yeah, that is fancy garble for a miner/mason duel class.

Or, Ducim, Chief Con-Artist

He is broker/craftsdwarf.
Title: Re: Dwarves Of The Dead Succession
Post by: Sheb on August 22, 2010, 12:41:22 pm
Okay, since you don't have a reserve anymore, could you sign me up in case someone desist? I soooo wanna join.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 22, 2010, 01:52:52 pm
Okay, since you don't have a reserve anymore, could you sign me up in case someone desist? I soooo wanna join.
aight.
Title: Re: Dwarves Of The Dead Succession
Post by: SethCreiyd on August 22, 2010, 11:41:29 pm
Alright, fort's running as we speak.  I have a long flight tomorrow so I'll to use the time to make the report.  breadbocks, you may be happy to learn that our dwarves are now lovers:

Spoiler (click to show/hide)

We also have some visitors to deal with:

(http://i38.tinypic.com/i5xba8.png)

Course of action?  Should their arrival/disposal be included in the narrative or are we pretending they don't exist?

Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 23, 2010, 12:19:20 am
Personally, I'd say either ignore 'em or regard them as just "sightings" of people moving around the rubble outside.  I'd advise against trying to fit some sort of confrontation into the storyline.  It should get easier when the zeds show up and they can get massacred on our doorstep.


It should also be possible to just set the popcap low in the init.txt so that they don't show up at all.  This is one area we happen to actually have some freedom in.
Title: Re: Dwarves Of The Dead Succession
Post by: SethCreiyd on August 23, 2010, 12:33:57 am
For now, I'll just keep the migrants in a burrow near the edge of the map.  I've got population capped at seven, but we're gonna get a few initial migrants anyway.  IIRC the game just ignores popcap at first.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 23, 2010, 08:16:32 am
For now, I'll just keep the migrants in a burrow near the edge of the map.  I've got population capped at seven, but we're gonna get a few initial migrants anyway.  IIRC the game just ignores popcap at first.
Yes, the first two waves are hardcoded. Ignore 'em for now.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 23, 2010, 03:52:53 pm
Alright, fort's running as we speak.  I have a long flight tomorrow so I'll to use the time to make the report.  breadbocks, you may be happy to learn that our dwarves are now lovers:

Spoiler (click to show/hide)

First, why is my character's name spelled with a capital "B"? Needs to be fixed. Also, which profession set did you go with?
Title: Re: Dwarves Of The Dead Succession
Post by: andfhe on August 23, 2010, 09:19:07 pm
Alright, fort's running as we speak.  I have a long flight tomorrow so I'll to use the time to make the report.  breadbocks, you may be happy to learn that our dwarves are now lovers:

Spoiler (click to show/hide)

First, why is my character's name spelled with a capital "B"? Needs to be fixed. Also, which profession set did you go with?

Does it even matter whether or not it's capitalized?
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 23, 2010, 10:50:35 pm
Alright, fort's running as we speak.  I have a long flight tomorrow so I'll to use the time to make the report.  breadbocks, you may be happy to learn that our dwarves are now lovers:

Spoiler (click to show/hide)

First, why is my character's name spelled with a capital "B"? Needs to be fixed. Also, which profession set did you go with?

Does it even matter whether or not it's capitalized?
Yes.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 24, 2010, 04:42:08 pm
Alright, fort's running as we speak.  I have a long flight tomorrow so I'll to use the time to make the report.  breadbocks, you may be happy to learn that our dwarves are now lovers:

Spoiler (click to show/hide)

First, why is my character's name spelled with a capital "B"? Needs to be fixed. Also, which profession set did you go with?

Does it even matter whether or not it's capitalized?
Yes, it does.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 24, 2010, 06:10:56 pm
Does it even matter whether or not it's capitalized?
Yes, it does.
I feel ya, brother. Not only is existent not capitalized, but I don't capitalize my name either.
Title: Re: Dwarves Of The Dead Succession
Post by: andfhe on August 24, 2010, 06:29:58 pm
Does it even matter whether or not it's capitalized?
Yes, it does.
I feel ya, brother. Not only is existent not capitalized, but I don't capitalize my name either.

I get mad at people for not capitalizing things.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 24, 2010, 06:36:50 pm

I get mad at people for not capitalizing things.
Your name isn't capitalized either.

Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 24, 2010, 06:38:48 pm
Does it even matter whether or not it's capitalized?
Yes, it does.
I feel ya, brother. Not only is existent not capitalized, but I don't capitalize my name either.

I get mad at people for not capitalizing things.
Well some of us would have capitalized our log-in if we wanted it capitalized, like SethCreiyd.

EDIT: Ninja'd
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 24, 2010, 07:08:29 pm
Kamudo should be capitalized, as it's a proper noun.
Title: Re: Dwarves Of The Dead Succession
Post by: jester on August 25, 2010, 04:48:07 am
Little less grammar, little more horrible zombie death?   :'(
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 25, 2010, 05:23:22 am
Little less grammar, little more horrible zombie death?   :'(
YOUR NAME IS LOWER-CASE TOO, YOU TRAITOR!
Hehe, we're just screwing around until Seth finished his update. Patience is a virtue, you know.
Title: Re: Dwarves Of The Dead Succession
Post by: andfhe on August 25, 2010, 08:02:58 pm
My name isn't capitalized because it isn't a proper noun, it's just a jumbling of letters a put down at random with DF in the middle.
Title: Re: Dwarves Of The Dead Succession
Post by: OmnipotentGrue on August 25, 2010, 10:41:38 pm
Looks good, I will be watching this.
Title: Re: Dwarves Of The Dead Succession
Post by: SethCreiyd on August 26, 2010, 06:08:10 pm
(http://i34.tinypic.com/25iyog9.png)

When we saw the Mall, we couldn't believe it at first.  Thankfully our legs got us there without having to consult our brains.  Greennesstreaties Shopping Mall was the biggest collection of salable junk this side of the Kingdom of Commerce.  That kingdom no longer exists, and neither does the Mall, in every sense but physical literacy.  There were dead bodies surrounding the place, which caused considerable tension until Kagus made sure they wouldn't get up by removing their heads with an axe.

Kagus was the handiest, but we all carried axes, each stained with blood.  Blood of dwarf, elf, human, it didn't matter anymore.  Once the Zeds (never say the Z-word) reach a certain point of decay it's impossible to tell the different races apart anyway.  Not that it matters, mind!  They all act the same.  We kept an eye out for them -- we always kept an eye out -- as we made our way inside the Mall.

(http://i33.tinypic.com/esl1rm.png)

You could tell the place had once been a thriving center of commerce.  The main entryway exposes one to what was once a fantastic dining room that could have sat a hundred dwarves easily, and it was surrounded by kitchens, emblazoned with varying logos relating to assorted Merchant's Guilds.  The next two levels up were basically comprised of wide hallways with workshops set in the walls.  There was plenty of room for several Trade Depots and if the leftover documentation can be trusted, this Mall could see up to nine trade caravans a day during its prime.   Unsurprisingly, the outpost log stopped short about nine months before we'd arrived.  It seems they were caught by surprise.

The structure of the Mall itself was falling apart from lack of maintenance, and the first thing we did was patch up a few gaping holes in the walls that would have eventually spelled "disaster for us" in bright red letters.

We needed shelter, certainly, and food, too.  And booze.  Gods know Dwarves were not meant to go this long without booze.  At least we were spared the harsh sunlight during our journey.  Only a fool sleeps at night in the wilderness, and not for very long.  Daytime is safer; the Zeds seem to prefer the dark, and they don't truly roam the day.  The only real dangers during the sunny hours lie in stumbling upon a nest of the buggers and not running away quietly enough.  There were eight of us before we did this a few weeks ago.  Poor Meng.  I miss him.

(http://i36.tinypic.com/ws766r.png)

The Gods were kind to us, for once!  Food, booze and even clothing were hidden away in the Mall, and so I owe breadbocks an apology for all the complaining I made on the journey.  existent was right, this is exactly where we needed to go.  The place is a mess but not messy enough to show there had been any kind of violence - bloodless floors, no bones to be found.  The Mall was abandoned, yes, but quietly so.  We found a goat rummaging about in the living quarters on the basement level.  We fell upon it like starving animals, which is exactly what we were.  It's been so long since we had good meat.  I hope there are more beasts in the fields around us, perhaps some that we can tame.  We came here with every intention of staying, and that means we need a sustainable of filling our bellies and quenching our thirst.

After we toured our new home, existent and I (lowercase on purpose, long story) took the liberty of gathering a few berries near the outside of the entrance, while Rob and Kamudo fashioned a crude drawbridge to seal the front entrance in case we have unwelcome visitors.  The Zeds are neither slow nor weak as their rotten countenance should suggest.  They are quick and fierce fighters, mindless though they be, but the worst part is just what they are.  They're bodies, dead bodies.  But they move.  Gods, I hate thinking about them.  But what else is there?

We spent a full year cleaning the place up, personalizing the dorm rooms for personal use.  There were exactly seven rooms, and exactly seven of us.  I'm not sure whether to be relieved or suspicious.  It's been quiet, there haven't been any attacks, but just a few nights ago we saw some figures pouring into a small enclosure far south of the Mall.  They didn't look like Zeds but it's hard to tell from a distance, and not any one of us is foolish or brave enough to get close enough to be certain.  Watch your sister get eaten alive by her undead mother and you'll become paranoid too.

(http://i35.tinypic.com/nlzatt.png)
(These are dying migrants, the sods.  Who told 'em to come here?)

So we are safe, for the time being.  We still need to establish a farm and store drinking water that won't freeze during the winter months.  The pond went icy just a few days into the cold season and we had to go outside and gather plants for enough cheap booze to keep us from parching to death.  We did without much complaint, after all, we didn't survive the apocalypse just to shrivel up in a glorified marketplace from lack of drink.

(http://i33.tinypic.com/259ljew.png)

But we still have much work to do, and it's only a matter of time before the Zeds find us here.  What happens after that depends entirely on what we do now.

What to do...



Save is here. (http://dffd.wimbli.com/file.php?id=2999)  I'm sorry for the delay, real life can be a burden for some things.  I would've fine-tuned the narrative a bit more but I don't want to hold things up any longer.  Everybody is pretty happy, and the names of each dwarf should have the requested grammatical qualities.

Our big problems are food and booze.  We need farms and water control as soon as possible.  Also, remember to turn the migrants off in the init file or you'll need to make use of the Burrow of Death, which you'll recognize by the forbidden migrant corpses within.  The cinnabar lever controls the front bridge.

I can't wait to see where this goes.  With only 7 dwarves and their unfortunate kids, we should have a lot of interesting social dynamics and character development.  If they form grudges it'll be hard for them to avoid each other.  Anyway, good luck to you and have the obligatory fun!

Edit:  breadbocks, I went with Chief Rubble Procurer etc.  I forget who the broker is, cappstv I think.  Pretty unnecessary in our position, but it does turn a dwarf purple.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 26, 2010, 07:04:40 pm
We'll need a broker for when the humans come.
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 26, 2010, 07:58:11 pm
I was going to ask if we are going to say the z word. Im so glad we are using zeds.
Title: Re: Dwarves Of The Dead Succession
Post by: Evergod41 on August 26, 2010, 08:41:43 pm
Z-word? dont you know how to spell xombi?
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 26, 2010, 09:57:42 pm
I'll get started sometime tonight. I've got Lokumidek, Lisidadil and D.C. to contend with as well. But Dwarves of the dead shouldn't take too much of my time~

Nice storytelling, Seth.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 27, 2010, 01:15:18 pm
Very nice. My classes just started, and I was foolish enough to get it in my head that I could work on a short film amidst the chaos of the beginning of the school year, so if I'm somewhat quiet, now you know why. Don't let that fool you- I might not be as active as I used to be (WotR has been put on indefinite hiatus :(), but I'm still here..... ever watchful.

Ever vigilant.
Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 27, 2010, 01:36:37 pm
Good luck with Ye Olde Filme.  Having gone through a year of 'hands-on' film school, I happen to have some small appreciation for what a timesink the damned things are.


Also...  In that picture of the main dining hall, there are a couple orphan gems that are just sitting in a couple of the side rooms.  Both are on the same line, and they're both one tile away from the wall that separates their room from the main hall.

...ooh, freaky...
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 27, 2010, 02:32:36 pm
Good luck with Ye Olde Filme.  Having gone through a year of 'hands-on' film school, I happen to have some small appreciation for what a timesink the damned things are.
Oh man, timesink doesn't hit the half of it. It's going to be under 10 minutes long and it's going to take about 30 hours to produce >.<

The upside is that I only need one actor, and one location, to shoot it. It's based on a French short film called "Prebloc". It's on youtube if you want to watch it, it's very excellent.

Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 27, 2010, 02:46:41 pm
That's...  That's actually a damn good time conversion.  Damn good.  Heck, the rule of thumb for just editing is that a highly competent, experienced, professional editor can produce one minute of finished product for every three hours of work.

We made a 12-minute film in a month.
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 27, 2010, 02:54:54 pm
So, this is probably a stupid question, but I was just about to make a map based around this and was wondering if, in the event this ends with all seven of the survivors passing away, you could use the map I made? Not really demanding, but throwing it out there. It's going to be more based around a section of a city on a larger embark, though. Which would either lead to more lag or just be too much to focus on. Since drinks are such a problem what with the lack of plant life, I'm probably going to end up doing something akin to a sewer system.
Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 27, 2010, 03:00:55 pm
I tried making a city block for a 'Dwarf-Noir' detective story way back when, but I had to bail when the lag got to insane levels.  I'd only made the highway overpass, most of the streets, a warehouse, and half the lobby of the main skyscraper.  This took me quite a ridiculously long time to build, even with superdwarves.

If it works, it would be awesome.  But I think you'd need a very small map in order to get away with it, as the lag from mass construction can quite quickly become unbearable.


Oh, by the way...  Don't use roads or bridges to build the roads.  You can use small road blocks to make a halfway decent sidewalk, but don't do it for the streets themselves.  I learned that after tearing up the entire city network three times and re-doing them.
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 27, 2010, 03:04:03 pm
Sounds like a dwarven hell. I'll be using superdwarves to initially make it, but I'm not planning anything too tall. 2-story houses, maybe. 50-z-level tower, probably not. I'm thinking a 5x5 embark. Do you mean that I shouldn't use the Paved Road for roads, or the opposite?

Also, do zombies die of old age? Because well over 300 of them are taking up residence in this ONE tower. ._.
Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 27, 2010, 03:09:15 pm
Yeah, don't use paved roads for roadwork.  They just end up just looking strange.  It's a pain to make, but use floor tiles instead, it's definitely worth it.  Paved road blocks can work for concrete sidewalks, but they have some odd quirks (stuff flashes on them).  Still, they're pretty good at emulating the concrete slabs, and it lends some nice distinction between them and the actual streets.

5x5 is insanely huge.  Way, way too big for something like that, even suburbia.  I was playing on a 3x3, and it was completely unplayable.
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 27, 2010, 03:12:13 pm
Well, like I said, the map is only 40 z-levels deep. I was thinking obsidian for the roads and alunite for the sidewalks. I'd best get started. Hooray, windowed.
Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 27, 2010, 03:23:39 pm
I was doing this back when the dirt was 16 levels deep.  With nothing in it.


Also, toss in some orthoclase for road stripes on the country routes.
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 27, 2010, 03:34:43 pm
Amen. Then again, I'll have to re-erode the roads myself that way. How wide should the roads be? I was thinking that it had to be an odd number. That, and should I spend any time detailing each structure, or just print them out as fast as I can on a pre-planned template?

Also, all the undead I generate are on a No-Trade basis. Does this mean that they'll siege?
Title: Re: Dwarves Of The Dead Succession
Post by: Robocorn on August 27, 2010, 03:49:29 pm
not if you turn off invaders in d_init they won't
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 27, 2010, 03:52:34 pm
That's enabled. I modded out Goblins so there's now well over 10,000 zombies and ghouls lurking the world. Is there a way to make the zombies less....Intelligent? I mean, they have the [INTELLIGENT] tag, and they had the ability to open doors. And now I check the Worldgen history and find out that they're getting married. Do they need a tag to siege? I didn't notice that the goblins had one, outside of [EVIL]. I don't want to spend time making a town if it means that a year into construction, I find out that they don't attack. >.>

Edit: FOUND IT! One of the siege tags is [SUMMEr]. Should be capitalized. Just leads to them angrily shaking their fists from their forts in the summer, which was around the time I was wondering where they were.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 27, 2010, 04:18:45 pm
LOL at that. Capslock is a modder's best friend.
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 27, 2010, 04:20:11 pm
I copied and pasted the file from the first save file in this thread, so whoever's up right now should check in the Entity_Undead file and change it.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 27, 2010, 04:30:42 pm
That's...  That's actually a damn good time conversion.  Damn good.  Heck, the rule of thumb for just editing is that a highly competent, experienced, professional editor can produce one minute of finished product for every three hours of work.
It's like  said- it's not a very complicated script. One actor, one location. If we're lucky and we don't get any tech hiccups (which we will), we should be able to get all the filming done in it three days.

I'm going to be directing, filming, and editing it (as well as having written the script; it is an independent film, after all) and while I don't know about "highly competent, experienced, professional editor", I DO have experience in all of of those aspects. I want to finish the script by next weekend, and once I've filmed it, I'll probably spend the next week after that editing it. If nothing unexpected happens, I want to have it finished by the end of September. If you watch what it's based on, "Prebloc", you'll see why it can be done so quickly. After all, Prebloc was the winner of a 72-hour short film contest. (As in, they had 72 hours to write and produce it. Although my take on the idea is going to take about as much time, it's going to much more spread out.)

And, honestly, I'm sure I low-balled the time estimate. I always do. It generally takes me 10-15 hours to write, shoot, and edit one minute of screen time, but given the simplicity of the script it won't quite be that time-consuming.

Just for your general nerd-knowledge, I'll be editing on my laptop (http://rog.asus.com/Product.aspx?Pid=21), using Adobe Premiere CS5 (http://www.adobe.com/products/premiere/upgrade/?view=compare) (I don't have a Mac to get Final Cut Pro, or I would) and shooting it with this beauty. (http://www.kingdom.com/Sony-HVR-HD1000U-High-Definition-HDV-Video-Camera-p/camsvr1u.htm)
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 27, 2010, 04:44:16 pm
I'm building from the ground up, and the groundwork for the sewer is already done. Shiny.

Edit: Oh, would you look at that. A jaguar killed one of my superdwarves. At least it wasn't a miner.

Edit2: Collecting the materials, started on the buildings.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 27, 2010, 07:02:04 pm
In honor of the epic derail,
(http://www.pixieglen.com/images/Daphni.jpg)
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 27, 2010, 07:20:17 pm
In honor of the epic derail,
-Image-
Sure, why not. I'm just working on the town while awaiting an update.
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 27, 2010, 09:55:15 pm
Okay, okay. Sorry for the delay. Got sidetracked with my mega-project. Anywho, I'll work on this, and hopefully finish by tonight sometime. I'll write an appropriate story for my year and what not.
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 27, 2010, 10:29:44 pm
Okay, okay. Sorry for the delay. Got sidetracked with my mega-project. Anywho, I'll work on this, and hopefully finish by tonight sometime. I'll write an appropriate story for my year and what not.
While you're here, go into your save's raws and fix that tag in the entity_undead file. It says [SUMMEr]. Just capitalize the R.

Also, the map is 1/5 done. Bottom left district is laid out, still have a lot to do and I lost most of the work I had on the pump stack for the sewers. I plan on there being ruined systems for power and such, that the survivors can repair to benefit them, while at the same time being required in the long-run.
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 27, 2010, 10:51:29 pm
Alright, it's fixed.

Man, these Dwarves are a pain in the ass to keep alive. Rob got mauled by an enraged Camel, so I started over, and now Creiyd fell off something and broke his spine, so I don't know whether I should start over again, or what. -_-
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 27, 2010, 10:53:19 pm
You have no idea. I had to restart a bit ago when a single vulture killed 33 of my 34 dwarves. I hadn't saved in three hours.

If he's still alive after the fall, I'd try to use this to get a hospital set up.

Edit:
Here's what I have so far. Some of them are multi-story, none of them are done, none of them will have doors.
Spoiler (click to show/hide)
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 28, 2010, 03:23:23 am
Kay, took forever, but here ya go.
------

HOOOO-EEE, man oh man! Who woulda thought, yeah? I mean, me and these squares all found our way into a mall, and not a sight nor sound of none them dead things! So yeahs, it's been a real darn quiet year, ya dig? Main problem was concerning them there farms. I ain't gots no clue bout no farming, so breadbocks went ahead and built a few farms in the mall. All I knows is how to smooth the stones, and I did. We has us some mighty fine rooms. We were also mighty low on foodstuffs, if it weren't for them there farms, I'd be having trouble speaking now, ya herd meh?! So I got us to kill that there cow and eats it for good foods. Whole year was nice and darn quiet, except for winter, when a ton of Mountain Goats thought our mall was a cooooool place to come and rest there darn tired eyes. We made some nice meals out of them, I tell you whut! Now existent, dontcha be lookin at me with yer squintin eyes thinking I'm one of them uneducated folks! I gots plenty smarts, and I'm as fierce as Chicago Ted! Who be that? Hell if I know, but I'mma keep talking anyways, ya dig? Oh. Okay fine. Here's yer status report on the year.

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

The entire year was uneventful. I seriously have no idea how to work irrigation. That's my one major playing flaw. =/ But I kept them alive, and they should have plenty booze, plus they're happy. I suggest you mostly just work on getting the farms set up... Or whatever.

Note, I use Mayday, so if you don't like it, just replace it. ^^

http://dffd.wimbli.com/file.php?id=3010
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 28, 2010, 11:07:46 am
Looks at who is next. Looks down the list
Hey, exsistant, is Kagus still playing? I thought I had replaced him.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 28, 2010, 12:02:31 pm
Looks at who is next. Looks down the list
Hey, exsistant, is Kagus still playing? I thought I had replaced him.
Oh, yeah. I forgot about that. Yes, you are.
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 28, 2010, 02:09:59 pm
My save file got corrupted. :|
Could you put me up as a backup?
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 28, 2010, 02:15:32 pm
My save file got corrupted. :|
Could you put me up as a backup?
We've got a backup already, and I'm limiting it to one at any given time.
Title: Re: Dwarves Of The Dead Succession
Post by: Kagus on August 28, 2010, 02:24:22 pm
My save file got corrupted. :|
Could you put me up as a backup?
We've got a backup already, and I'm limiting it to one at any given time.

Biff the understudy?
Title: Re: Dwarves Of The Dead Succession
Post by: Duane on August 28, 2010, 02:30:11 pm
Also, whoever is up right now, beware the camels.
Camels EVERYWHERE.
I lost five dwarves before I even had realized what happened.
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 28, 2010, 09:12:20 pm
..Why should we beware the camels? Are you even playing the same game as us? O-o
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 28, 2010, 09:13:53 pm
No. He decided a thread steal would be fun, and on and unrelated note, built a city using this thread as a log.  >:(
Title: Re: Dwarves Of The Dead Succession
Post by: Kamudo on August 28, 2010, 09:36:19 pm
Then he should go away. I personally don't care.

He's posting too much commentaries and what not that I never got feedback on my turn. -_-
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 28, 2010, 09:51:23 pm
He better go away by the time I post this first update later tonight.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 28, 2010, 09:59:10 pm
Then he should go away. I personally don't care.

He's posting too much commentaries and what not that I never got feedback on my turn. -_-
Sorry. Nice voice, but kinda hard to rate what didn't happen. :-\
He better go away by the time I post this first update later tonight.
Agreed. Some people just can't understand what the "New Thread" button does.
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 28, 2010, 11:32:42 pm
The Journal of cappstv
The first pages of the journal are rip out. The first page that wasn't rip out has two words. Written in blood the words 'must forget' stand out against the yellow paper.
1st Granite, 404 Early Spring,
I come back to this journal with regret. All my notes, I destroyed. All because I wanted to forget about her, and the work we did together. But now I got Kagus, and I realize that I was a fool. My journal had precious information for future generations to use against the zeds. I let my feelings for her get in the way.

I write now to chronicle the history of this place. It was a mall before 'Day Z'. The first and biggest of its kind.

2nd Granite,
I was not originally a miner. Not even Kagus knows this. But it is slowly coming more apparent to the other survivors that I am a little too well educated to be a miner. I think that is why Kamudo just gave me control. Just minutes ago, I have become the leader of this group of survivors. Things never did went my way after 'Day Z'. I want to lay low, not reveal to them who I am, and what I did. I can't believe that event is still following me.

One day I stopped at a human survivor camp. I asked if I could camp with them for a day and they said it was fine with them. At night, the humans have an odd custom. They gather around a fire and tell stories. And this camp of humans I stayed with was no exception. The first story the told was an infamous tale. It was the story of leader of dwarfs. That leader was me. I always thought I was the only survivor, but if that is true then who told the story? In my mind it could only be one dwarf. And if he is alive, he would be coming after me. He would want me dead.

So after that I began to lay low. But if this mall does become the safe haven that my fellow survivors wish it to be and if I were to be the leader of this place, I would be an object of attention.

I am going to have to find a way to squirm out of this position by the year's end.

20th Granite,
Boredom seems to be the major theme around our mall these days.

2nd Slate,
I am glad to report that monkeys have survived.
(http://img43.imageshack.us/img43/6840/73779354.jpg)
I am not glad to report that they are attempting to steal our property. That is why I order them to be killed. Lets just say that it was quick brutal kill.

6th Slate,
Everyone is pretty happy that we killed a monkey for some reason, so Kamudo decides to throw a party. Breadblocks loves to talk about how she killed that monkey. She is an odd one.

25th Slate,
Rob told me that no other survivors have came to the mall this season. Thanks for the info Rob, I think I would notice.

1st Felsite,
To welcome this new month, the gods gave us rain. The others are calling it a blessing.

I almost feel as if its a warning. Kagus is standing outside in the rain. If the woman who would not be name was still alive, would I still have fallen in love with Kagus?

11th Felsite,
I order that all our rooms shall be engraved.

14th Felsite,
I organize a party. What we are celebrating? The fact that nothing that involves beasts of rotten flesh storming into our mall and slaughtering us all slowly one by one hasn't happen yet!

1st Hematite,
Spring past by with no major events. 3 more seasons to go.

PS:
I sleep now. You guys will get another update some time sunday or monday.
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 30, 2010, 10:19:06 pm
The Journal of cappstv
18th Galena,
The summer is almost over, and so far nothing too terrible has happen. Except for one small thing.
I order the lever to the bridge to be pull.

After it was pulled not a single one of us wanted to do anything, we didn't want to die of dehydration so we pulled it again and we regain our desire to work. It was the strangest thing, the others choose to ignore it, but not I. Does something otherworldly want us to be left open for attack? And if so, why?
(OCC: This really happen, after the lever was pulled I would put in tasks for workshops and their would just disappear after a while.)

25th Galena,
Kamudo has just engraved a masterpiece. I have really enjoy the engravings he has been doing for all of our rooms. It was a very kind thing for him to do.

The next page is cover with sketches, the title on the page says Kamudo's engravings.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
How did he? Oh god, how does he know this! And the image is right here in a room for all to see! I'm afraid I am going have to have a talk with Kamudo.
And I don't think I am going to like it.

TO BE CONTINUED

ps
sorry about the delay this season, I hope to get done before Thursday.
Title: Re: Dwarves Of The Dead Succession
Post by: existent on August 31, 2010, 05:20:25 am
I love that I'm moses.
Title: Re: Dwarves Of The Dead Succession
Post by: breadbocks on August 31, 2010, 07:41:17 am
Needs spoilers on images.
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on August 31, 2010, 08:14:55 pm
The Journal of cappstv
A piece of folded paper has been stuck between the pages. Unfolded, the title reads "Conversation Log 01: Cappstv & Kamudo"
cappstv: Thanks for meeting me here Kamudo.
Kamudo: No need for the small talk cappstv, lets cut to the chase. You saw what I engraved.
cappstv: How do you know?
Kamudo: Do you see these?
(At this point of the conversation, Kamudo has gather some papers and shows them to cappstv.)
cappstv: Where did you get this?
Kamudo: Right after you join up with us. If you want to get rid of something, you should burn it. Burying stuff in the middle of the night is kinda suspicous.
cappstv: How did you not know I was burying my feces?
Kamudo: Uhhhhhhhh...
cappstv: How often do you unburied peoples feces?
Kamudo: Does it matter? I know who you really are cappstv. And that engraving is going to start making people ask questions, not that they are not asking questions already.
cappstv: What do you want from me?
Kamudo: I don't know yet, but remember this cappstv. I own you now. If the others knew who you were you would be thrown outside. You become a snack for a stray zed. Now, that is all I wish to talk about. And don't worry about the engraving. I will just tell the others it's a work of fiction. Now, goodbye cappstv.
The log ends here.

1st Limestone,
Kamudo now considers me his property. That feces loving scum scum is wrong. Hes not the first one who tried to control me by using my past. I always squirm out of this type of stuff. Its only a matter of waiting for the right moment. Sadly, today is not that moment.

10th Sandstone,
Autumn is passing by fast. Kamudo still hasn't really made me do anything yet. I wonder what he is waiting for.

1st Moonstone,
Winter. No sign of zeds. I promise myself I would get out of this position before the year is up, I guess I should get ready for that. I need to find a way out of Kamudo's grasp fast.
Title: Re: Dwarves Of The Dead Succession
Post by: Sheb on September 01, 2010, 04:00:07 am
Just asking: are Zeds going to come in some time? Aren't they waiting for the fort to be bgger, like gobs do in Vanilla?
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on September 01, 2010, 04:12:18 pm
Just asking: are Zeds going to come in some time? Aren't they waiting for the fort to be bgger, like gobs do in Vanilla?
Zed is dead.
Title: Re: Dwarves Of The Dead Succession
Post by: cappstv on September 02, 2010, 12:09:19 am
The Journal of cappstv
9th Moonstone,
The Mall is pretty much stable living. I say we can keep this up for years. That is if we keep the number of tenants to a minimal. But we haven't seen any other survivors.

14th Moonstone,
My theory about Kamudo having a thing for feces is correct. Sadly this dirty little secret of his no way compares to mine.

12th Obsidian,
Camels are not the smartest creatures.
First one goes into our mall.
Then it freaks out.
Then it falls into our watering hole.
Sadly it doesn't drown.
Then it has to get more crazy.
That is why camel 2 join his buddy.
(http://img237.imageshack.us/img237/6246/30794803.png)
There is a some irony in here, I just can't see it.

Of course the camels can get out of there whenever they want, but no they want a pool party and that's that.

1st Granite,
Today I have left my position as overseer of the fortress. How you ask? Well lets just say that I did something that Kamudo didn't like. So he outed my dark history.
As it turn out everyone already knew who I was. They just didn't gave a crap. So I gave Kamudo the finger, told everyone he had a thing for feces, threw a rock at the remaining camel in our watering hole and went to bed.

ps
Save here:http://dffd.wimbli.com/file.php?id=3039 (http://dffd.wimbli.com/file.php?id=3039)
Oh somehow i went to 4th Granite accidentally, so sorry about that.
The fortress is pretty much running it self.
Title: Re: Dwarves Of The Dead Succession
Post by: Sheb on September 18, 2010, 07:15:12 am
Since that game seem dead, ca I take it over?