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Topics - ledgekindred

Pages: [1] 2 3 ... 8
1
DF Community Games & Stories / Beengus, nobody
« on: July 01, 2023, 10:48:30 pm »
Beengus was a Kobold.  In 753, carrying only a dagger, Beengus tried to sneak past 10 of my steel-armed-and-armored guardsdwarves and was killed instantly. 

I liked the name Beengus and looked her up in Legends only to find out she was effectively nobody.  A non-kobold.  A nothing.  A blank space in history.

Beengus was born in 683.  She was of unknown parentage.  An orphan.  She lived an event-less life.  In the summer of 752, Beengus decided to become a thief, operating in the wilds.   She had nothing and did nothing to add to history.  Except die ignominiously to a dwarf who outmatched her 100x. 

Yet she tried.  For that, I made a monument: about the best I could do:



"This is a masterful platinum statue of Beengus created by Inod Kekimlikot.  The item is a rendition of The Arena of Flickering, an image of Beengus the kobold and a sock.  Beengus is embracing the sock.  Beengus is laughing.  The image was commissioned by The Pulley of Passion, a local dwarven government."

Rest in Peace you little nobody.  Somebody remembers you now.

-----

Stupid little sprites making me feel things...


2
DF Dwarf Mode Discussion / I bring you ... ZAS
« on: December 16, 2012, 01:21:49 am »
I'm just going to leave this right here.

Spoiler (click to show/hide)

And now I'm off to Legends mode!

3
DF Dwarf Mode Discussion / Connecting caverns to surface
« on: August 21, 2012, 01:45:18 pm »
I've breached all three caverns and currently have three FBs running around in various levels.  All three have Deadly Dust, so I'm hesitant to send my feeble military after them.  What I'd ideally like to do is safely connect the caverns to the surface with some way of being able to block it off until a Siege shows up.  Then I can pull a lever and pop open a hatch, door, something, and let the FBs out to handle the greenskins. 

I've already dug a stairwell that goes from the surface outside of the fort proper, and goes just past all three caverns, but haven't breached them yet.  The two problems are:

1) The FBs happen to be loitering around the area near where I've dug the stairs.  So I will likely lose miners when I breach the caverns.  I'd prefer to avoid this, but as I have six of them, I could afford to lose one if necessary.  (My current worst option is to draft some cheesemaker into a temporary miner, burrow him outside, then close the drawbridge behind him.  Then send him off to breach the caverns.)

2) I need to figure out a way to block the stairwell off until I want to release the FBs.  Best would be something repeatable, so that, under perfect conditions, I'd be able to let the FBs out one at a time.  If one pops out, I can pull the lever and close off the remaining two from being able to get out.

Suggestions?  Ideas?

4
DF Dwarf Mode Discussion / My manager quit?
« on: August 14, 2012, 11:49:55 am »
So I'm busy chugging away at my latest, three-year-old fort, using the job manager to queue up some jobs since my newly-elected mayor is cheesed off that he doesn't have a proper room.  Close the job manager window.  Jaunt around the fort a bit to see what's going on.  Open the job manager window again and nothing happens.  My manager has abdicated his role.  As he was also my bookkeeper and broker, this means that a whole bunch of positions just opened up.  So I assign some new dorfs and all goes back to the way it should.

There were no ambushes present on the map.  No stealthed thieves or snatchers.  I've looked in the sleeping area and see no bodies, so it wasn't a vampire.  I've had no invaders breach the fort, so there's no dust or extract or anything like that lying around.  I don't remember the name of the dorf I assigned, so I can't find out if he's actually still alive, but I've let the fort run for a while after I noticed he had buggered off and still have gotten no missing or death notices.  The unit list doesn't show anyone who's not already dead, which is only a couple of dorfs so far. 

I have had a necromancer siege, but a minotaur showed up and slaughtered him along with all of his zombies.  Since then there have been no further outbreaks of the undead.

Where the heck did my manager/broker/bookkeeper go?  Can dorfs abdicate their positions once assigned?  I've never seen nor heard of that happening before.  Is he gone missing or died himself somewhere and nobody has noticed so there was no announcement of his gone missing?  If he had no friends (which is unlikely since he was one of my founding seven) will there still be announcements?

5
DF Dwarf Mode Discussion / Would you eat this?
« on: June 21, 2012, 03:14:30 pm »
Ingredients: polar bear meat, cave lobster, honeybee royal jelly, honey.

Aside from the preparation method, and the fact I have no idea what polar bear meat tastes like, I would so eat this.  Better than a forgotten beast tallow roast for sure.  It's a masterwork meal as well.

Have you noticed your dwarves making things that sound exceptionally good versus the usual tripe-and-eyeball roasts?

6
DF Dwarf Mode Discussion / Queen consort is a what?
« on: June 20, 2012, 10:55:22 am »
The King just arrived at my fortress, along with his Queen Consort.  She's a 529 year-old goblin. 

Spoiler (click to show/hide)

Spoiler (click to show/hide)

A) a goblin?  Eww.  2) My world is only 508 years old. Is she lying about her age?  Is she gonna start sucking blood or raising all those corpses I have lying all over the place? Three) She has been content, but she's not gonna go whack out on us and start killing things is she?  D) That's just weird.

edit: Just noticed the King is a goblin also.  Gah!

7
DF Dwarf Mode Discussion / Embark with magma sea at -23z
« on: June 10, 2012, 06:33:44 pm »
I have a pretty nice embark on my current site.  It's flat, with oodles of trees and a river origin on the map.  The first two layers are all "Silty clay loam."  The first cavern level is at -6z and the magma sea is only at -23z.  There is at least one candyfloss spire, probably more, but I haven't investigated that far.  Not much Iron, but sufficient other metals and marble down deeper, so I have a steel industry, if not thriving, at least running.  Goblins and Kobolds are alive and well; although I have yet to receive a decent siege, the goblins have pretty regular ambushes.

It's somewhere between "easy" due to the relatively benign habitat (dingoes and alligators) and "interesting" due to how close the underworld is. I was looking for a low-risk embark site, and was surprised to hit caverns and magma so early on.  It makes one wonder how far the magma sea goes and what could use so much space under it ... 

If I've uploaded this right, this should be the initial save, abandoned for reclaim, so you can reclaim or pull seed out or whatever. 

Comments welcome, I'm too busy storytelling around the site to Dig Deeper and see what's Down There.

edit: I also have been getting ambushes led by dwarves with goblin names.  The local goblin civ must have been pretty active kidnapping dwarves in the past.

8
DF Dwarf Mode Discussion / My Mayor is a vampire
« on: May 20, 2012, 03:30:34 pm »
So, what the title says.  Another vampire mayor thread.  Except this time I caught him feeding and while he was feeding, his title changed from 'mayor' to 'mayor vampire.'  Once the poor sod was drained dry, it went back to 'mayor.'  Is this new?  It's something I've never seen or have I just not caught them at exactly the right time.

I also have a 'queen vampire' that just arrived.  Kind of obvious that one.  I guess as queen she just doesn't care anymore.  1713 kills. Mainly dorfs and humans.

The mayor is walled up in the third caverns.  The queen is walled up in a 5x5 room with a low-quality bed and someone's smelly socks that they dropped on the floor before getting her walled-in.  I'm waiting to see if either of them goes mad from refusal to meet demands, having sub-par accommodations or something else.

9
DF Dwarf Mode Discussion / Too much cloth in the hospital
« on: May 17, 2012, 09:25:28 am »
Holy crap.  I have over 2m units of cloth in my hospital, which has 60k assigned.  The dorfs are bringing every single bit of cloth to my hospital.  I am going to deconstruct half the chests and maybe even undefine the hospital zone.  Anyone else seeing this?

p.s. this is 34_08 and still happening when I updated to 34_09

10
DF Dwarf Mode Discussion / Indecisive dorfs
« on: May 15, 2012, 01:42:03 pm »
Movie here:  http://mkv25.net/dfma/movie-2434-indecisivedorfs

You can see top-center a dorf carrying a bin, running back and forth, doesn't seem to know what to do with it.  There's another below the bar/block/gem storage that can be seen doing the same thing.  (Chrome shows the full-screen, Firefox seems to cut it off halfway so you can't see the second dorf.) 

They are both carrying bar/block bins, both have "Store item in stockpile" jobs active, doing Armok knows what with them.  Eventually the dorf at the bottom got too thirsty and dropped his bin and ran off to get a drink.  At which point another dorf picked it back up and started wandering back and forth trying to figure out what to do with it.  I suspect it has something to do with the stockpile being full.

The only thing I can think of is the Store Item job got queued up before the stockpile filled up.  So now that dorfs pick up a bin before they actually store the item in it, there's nowhere to put the bin back down.  I'm digging out some more space for more stockpile space and I'll see what happens.  If I can narrow down the specific cause I'll file a bug report on it.

edit: My bad, the job is "Store item in Bin" not "Stockpile"

edit: Nope, adding another stockpile helped not a bit.  And now I have _three_ dorfs wandering back and forth.  I'm building some more bins to see if I can clear up some space in the original stockpile.  Maybe that will help.

11
DF Dwarf Mode Discussion / Random soot zombies?
« on: March 25, 2012, 07:47:34 pm »
I've embarked in a sinister land.  I get rains of putrid slime, which causes dizziness and nausea, but no evil ash clouds or anything of that sort.  However I had a troupe of three evil soot zombie cats show up at one point.  They got trapped in my cage traps no problem.  (I pitched 'em into the caverns, where they have been doing a good job keeping the cavern critters occupied.)  Then later a human caravan arrived, all the humans were evil soot zombies.  They immediately turned around and left the map.  Just now the captain of my marksdwarf squad suddenly turned into an evil soot zombie and started shooting up the place.   Nobody has any evil soot on them, so I'm baffled as to where exactly the zombieism came from.  However it's been almost exactly a year since the original soot zombies showed up, because the next human caravan just arrived since the zombie one.  Coincidence or related?  I have no idea.

edit: Welp, moot point.  A kitten somehow turned into an evil soot zombie and destroyed my entire iron-clad, well-trained military.  Then they rose as evil soot zombies and destroyed the fort....

12
DF Dwarf Mode Discussion / Dare I? (with zombie science)
« on: March 10, 2012, 04:47:41 pm »
I've been doing a little !SCIENCE! with zombies.  I'm in an area that's partly evil and raises the dead.  My fort is mostly on the non-evil side, but I've dug a tunnel into the evil zone where I've been dumping corpses.  And live goblins.  To see how long it takes for them to reanimate.  Then I've been sending soldiers in to chop them up in an attempt to see under what conditions a zombie is finally considered "dead" and refuses to reanimate anymore.  (So far inconclusive.)

I also have a wereape skeleton.  Which I dumped into the arena along with all the (by now) zombie goblins.  I have yet to see if it will reanimate and then turn into a full-fledged wereape again at the next full moon.  I hope so, because that would be fantastic.

However, I also have a Roc skeleton.  After I determine whether or not skeletons can reanimate, I'm considering chucking the Roc skeleton down the pit into the reanimation center.  I'm assuming it will be able to fly and likely fly back up the pit into the main fortress.  I'm tempted to do it anyway even though it would almost certainly cause quite a bit of chaos.  Then again, what's not to like about a little chaos.

edit: My wereape skeleton has reanimated.  It is now an undead wereape skeleton.  Now, time to see if it completely heals when it turns back into a wereape!

13
DF Dwarf Mode Discussion / Supersonic wagon
« on: March 08, 2012, 05:12:35 pm »
I just had a human caravan arrive on my map.  One of the wagons made it from the edge of the map into the trade depot in about 0.5 seconds.  It scared the crap out of me when I saw it zoom up coz I wasn't sure what the hell that thing whooshing across my screen was.  (Maybe some horrible new easter egg from Toady come to dissolve my fortress with vile spew.)  I also had a diplomat arrive.  I'm not sure how or why just the one wagon decided to move so fast.  I'll have to keep my eyes open to see if this is a one-time thing or something that will be happening with all caravans for some reason.

14
DF Wiki Discussion / Wiki inaccessible through Web Proxies
« on: March 02, 2012, 03:56:22 pm »
This might be a stupid question, but for the last week or so, the wiki gives me this error on any page I access:

Code: [Select]
MediaWiki internal error.

Exception caught inside exception handler.

Set $wgShowExceptionDetails = true; at the bottom of LocalSettings.php to show detailed debugging information.

I've tried with chrome, firefox, safari on several different computers, from work and home.

15
DF Dwarf Mode Discussion / Freakin ambushes kill my liason
« on: February 27, 2012, 01:18:27 pm »
Every single freakin time the liason shows up, an ambush spawns at almost exactly the same time, right where the liason enters the map.  Way too quickly for my military to respond, the liason is slaughtered.  This has happened the last five years in a row, with only three succesful liason visits at the beginning of the fort.  On the third visit an ambush spawned as he was leaving and slaughtered him.

Since he seems to show up at a random spot each time, I can't think of any way to trap or patrol the area to intercept any ambushes before he's killed.  This time he showed up at the edge of the Filthy Muck that is raining all over half my map, passed out from the syndrome and somehow the ambush failed to be affected before they slew him.  Then the ambush all immediately fell unconscious.  (I suspect this might be a bug as well, if the ambushers are unaffected by nasty rains until they are detected?)

Any other ideas on how to keep my liasons alive?  At this rate, my fort is successful enough to at least get a duke or baron, but ain't happening until I can keep the liason alive.

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