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Topics - Clover Magic

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The Community Fort of Twilighttowers - The Founding Houses


The magic of Portentous World, or Gunngestein as it is known by the civilized rat-humans Burmecians, has faded.  The monsters of yesteryear have been beaten back, but not without their losses, and despite the many thriving towns it seems as all the world is in twilight.  The races have little to quarrel about, and many years have passed in stagnant peace.  It is in the beginning of this world's 201st year that the grand Overwatch Vrosi Wispcloistered decreed that a new settlement for The Lucky Chastity was to be founded.  Having ruled The Lucky Chastity since before time began, the Overwatch felt old, though no age showed on his people's timeless faces.  Determined to found a new way of civilization to propel the world forward, the Overwatch personally selected seven young genomes and sent them into the wilderness with one mission: to found a grand new seat of power for genome civilization and be the beacon for the rest of the world to draw hope from, or die trying...

And so, seven genomes calling themselves the Twinkling Tomb have set out for the Heliotrope Plains bordering the Gulf of Racks, seeking to found a glorious new city named Twilighttowers.





The Fort:
Okay, this will be a Founding Houses community fort, meaning that every founder has been given a specific skillset - such as woodworking - and had their profession changed to "House -lastname- founder".  The goal is that every genome will belong to a certain house, and will live in separate "houses" or miniforts that govern that House's skills, so all woodworking would occur in the House that governs woodworking.  They will be connected by an aboveground castle that will be home to the House that governs nobility.  (Free-ranging professions like miners, woodcutters, etc. will not be burrow-restricted, but they will still belong to their respective Houses for bedrooms and such).  The goal is to have a long-lived fort with lots of community participation on how their Houses are run!  Feel free to submit ideas, constructions, etc.  Also, obviously there are more than seven industries, so the first genome to arrive with skill in an unclaimed industry gets to found a new House.  Militia will be a separate free-roaming House that headquarters with the Nobility House, and be formed of volunteers from other Houses.

The Mod:
This will use my To Terra mod.  If you are familiar with Final Fantasy IX you should recognize it all.  If not, here is a brief rundown of stuff:
-Genomes are the playable race.  Think elf-sized humans with prehensile tails.  Being genetically-created in the yesteryears, they tend to be rather dutiful and have some problems with those silly things like emotions and empathy, but they're still a varied people, in personality if not appearance.  They're rather frail and slenderly-built so they tend to come out on the wrong side of brawls, but they make up for it by being faster and having great powers of recuperation and resistance.  They are found in colder places, and deal with it better than other races.
-Chocobos are those big yellow birds you see in every Final Fantasy.  They are pack animals and lay eggs.  They're also insatiably curious and tend to adopt genomes as "theirs".  Lots of genomes like them.  They come in several colors, going yellow -> blue -> red -> black -> gold.  Each color gets faster and occasionally new skills - gold chocobos are very fast and can fly, for example.  Zaghnols and yans are two FF9 monsters that have been domesticated for milk, wool, and meat.
-Moogles, black mages, Burmecians, Cleyrans, summoners, humans, dwarves, and Qus are the other races of the world.  Burmecians and Cleyrans are the same race that have split into two different civilizations.  Humans live in the mountains.  Dwarves worship nature and trees.  Qus are a strange amphibious race with a penchant for eating anything.  Summoners are humans with small horns on their head and the ability to call powerful monsters to their aid and heal any ailment with their magic.  Black mages were also created like the genomes to be war weapons, but have gained sentience and formed a civilization of their own, they cast powerful magic.  Moogles are tiny furry creatures that aren't very good on their own and hide in caves, so they're often found living with other races.
-Here is a bestiary for any monster that shows up. :)
-I will try to describe all the mod elements in my writing as I go for better comprehension, introducing them like a story.  Still, don't hesitate to ask if you ask questions.

The Founding Houses:

The House Members:
No new genomes yet!

The New Houses:
No new industries yet!

Participation:
Contributed stuff will go here.



And so, we set off!
To claim a genome, just fill out this form!
Name:
Genome's Name:
Any Notes: (basic personality, any requests for how they're to be written, etc.)

To request a future genome, fill out this form:
Name:
Preferred House: (specific or generic will do)
Preferred Job/Labors:
Any Notes:

There is only one rule to claiming a genome: there will be no cross-training in this fort.  Pick an industry you like, as it will be your only one, so no "farming and mining labors!", for example.  The only exception is military skills - as military is drawn from the Houses, you can request for your genome to join the military as well.

I will post the first journal entry within the week, so people are free to grab the founders and request future...genomings?   :P  Haha, well if you want a genome, just post a form! :)

I hope this interests a few people, I will try to write the best story I can!

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DF Modding / Modded game is crashing - help?
« on: September 28, 2012, 04:39:15 pm »
Okay, so, sometime earlier today I've apparently completely bugged my mod, and I absolutely cannot find the source.

First, I was removing some vanilla things, mainly plants and all the goddamn animal people.  Everything was fine until I tried genning a new world.  Infinite rejections every time it got to the end of civ placement, with the same reason - "Placed farming civilization without crops".

Okay, so, I figured that maybe my cold-biome or desert-biome races were having trouble.  I added a biome to the cold-weather ones and made a few new plants in their biomes.  Nope.  I added indoor AND outdoor farming to everyone.  Nope.

Frustrated, I assumed maybe it didn't like me deleting things and replaced the default raws so all removals were undone.  I suppose it needs some sort of farmable plant in plant_standard or something, because this fixed the "lol need crops" issue and all civs are placed.

Only now the game is crashing as soon as it hits history.  I've not gotten past year 4.  World gen parameters don't matter, it just goes "nope" and "Dwarf Fortress.exe has stopped working" with no errorlogs.

The only new things I added since it broke were a few plants.  I successly genned a world with all new creatures and reactions earlier today.  It broke after I removed things, so I assume that the new materials, plants, creatures, etc. are actually okay, but I've fucked up somewhere with a typo or duplicate entry or something that is causing this.

Here are my new raws, assume everything else vanilla is unchanged and included except the deletion of entity_default.

Someone please help.  I've spent the last seven hours trying to gen a world with either countless rejections or crashing, and I'm am so beyond done with it.  I just want to test my mod. ):

Edit: Oh, and yes, the griffon in creatures_fanciful has been deleted so it will not conflict with mine.  Still crashes, and I can't find any other duplicates.

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To Terra
A Final Fantasy 9 Conversion mod


Download (Version 2.2)
Download Ironhand Graphics (Version 1.0)
Download Compatibility (Version 1.0)
FF9 World Map worldgen parameters




Welcome!  This is a mod that aims to eventually convert Dwarf Fortress into the world of Final Fantasy 9.  Even if you've never played it, I'll hope you'll give it a try, as it has some fun new races and animals to try out.

Goals:
-Eventual total conversion to FF9 (all vanilla items reduced or deleted)-
-Expand the world with 10 new races, all distinct-
-Include entire bestiary of FF9 monsters into the game-

Current Features:
Races:
-Genome
-Summoner
-Black mage
-Burmecians
-Cleyrans
-Qus
-Humans
-Dwarves
-Moogles
-Tonberries

New flora and fauna -Over 40 new animals so far!-
New weapons, armor, items, and ores

Spoiler: Race Explanations (click to show/hide)

Current Known Issues
Genomes have GRASP on their tails to make them prehensile.  This means they come wearing mittens and gloves on their tails.  Nothing much can be done about this, as this behavior is hardwired.
Bombs may or may not be way too hard to kill.  Your caverns may end up being very !!FUN!!
Summoning currently results in becoming naked.  Yeah.
Can't really do anything with moogles.  Don't take them.



Version History
1.0 - Uploaded mod
1.1 - Fixed entity file error
1.2 - Uploaded new version with many added monsters, released on forums
1.3 - Moar monsters, some bug-fixing, trying out new things
1.4 - Fixed Gem Refinery!  Use ores to create more worthwhile gems.  Also coffee.  Some bug fixes.
1.5 - Fixed coffee so it won't try to use barrels, added a lot of new plants and some new fun creatures!  Also fixed languages so races actually use their proper language.
1.6 - Fixed a rather game-breaking issue with frost spider silk.  Also uploaded a full game for total conversion purposes.
1.7 - Fixed sawmills, added some small new stuff, removed vanilla plants
1.8 - FIXED MOTHER-FUCKING GEN CRASH BITCHESSSS + new things
2.0 - Released new version - includes the beginnings of magic, the elemental system, and new reactions, metals, and some food industry expansion.  Also new items.
2.1 - Several new buildings and reactions added, some balancing and bugfixes.
2.2 - New magic research system, some bugfixes, went total conversion for the main download.  Also added a compatibility version and a version using custom sprites and Ironhand graphics.



TESTERS WANTED!
Please download this and report back your experiences!  I would like to know what works, what doesn't, what needs rebalancing, etc.  Also, feel free to contribute some ideas - FF9 doesn't have too much in the way of plants and such, so new ideas that fit in with the general feel of the world are always welcome!

4
DF Community Games & Stories / Deephail - How a mod test fort turns epic.
« on: September 14, 2012, 12:52:56 pm »
So, I'm modding, Final Fantasy 9 total conversion, all you need to know is that my race is called genomes and we have chocobos and moogles so far.

Anyways, to test what I have, I set up a test fort.  For shits and giggles testing purposes I embarked on a Terrifying Rocky Wasteland.  What followed was a truly epic year of playing that has made me want to see the supposedly-quick test fort out to its bitter end.  Since I've been spamming the "What's going on in your fort" thread with this fort, I figured I might as well write a story with it.

Forgive me for not having any screenshots during the story, though - as I said, this was a test fort, I wasn't expecting to want to screenshot anything.

Anyways, with no further ado, the saga of Deephail!  (Warning: long as shit.)



Journal of Kinsk Madzialuka, colony leader of Deephail

6th of Hematite, Summer, Year 102



It has been a trying year.  So trying, in fact, that up until now I could not spare the time to sit down and record anything in this journal.  Only now do I have the time to sit down and document our trials up until now.

It all started at the behest of the Overwatch.  We were to establish a stronghold in the east, in a barren landscape known as The Ungodly Waste.  What a fitting name it is!  However, we were not to know that until we foolishly set out at the Overwatch's behest.  We were sure we would foster a secure hold for our leader.

After long months of travel from our towns in the west, we finally arrived at our surveyed site, which would be known as Deephail.  It was a depressing sight - nothing but sand and rocks as far as the eye could see.  No plant life of any kind grew here, despite the stream that ran through.  It was still the bitter bite of early spring, especially cold here in this treeless wasteland, and the stream was frozen over.

It was as we were crossing this frozen stream that our troubles started.

From out of nowhere, it began to snow.  But not the benign frozen water of normal snow.  No, this snow was red, armed with a putrid copper reek - it was blood.  Lobod, our colony leader at the time, somehow identified it as the blood of the summoning tribe, although how he knew is beyond me.

It fell fast and heavy, quickly coating everything with congealed blood.  Apparently this region sees frequent rainfall, but now we have the reason for why it doesn't produce any life - the rain is never wholesome water, but instead the fluids of fellow living beings.

We had stopped on the frozen stream to observe this phenomenom, when we heard the most horrendous moaning sound.  SO began our curse.

On the horizon, and closing quickly despite their rotting corpses, were strange beings, wrens with the shape of humans.  They were not alive - no breath drew into their lungs, and their eyes stared mindlessly - but they moved nonetheless.

They were upon us before we really knew it.  We had no choice but to abandon the wagon and scatter, each genome for him or herself.  Our brave war dogs that had fended off the wildlife on the journey quickly lunged to protect us from this new threat, but alas, even the strongest and bravest of dogs falls before a tireless enemy that merely stands once more once defeated.

To our horror, the dogs that fell soon, too, shambled to their feet - only they were no longer our faithful traveling companions, but ravening monstrosities that attacked our pack animals.  This is the curse of Deephail - all dead do not stay so, the evil eminating from the very ground brings unlife to their bodies.

For several horrible days we fled uselessly from the undead, nothing on us but the clothes on our backs and whatever working equipment we'd been carrying at the time.  I myself had been but a simple woodcutter at the time, with a small axe that would fell trees but not these foul corpses.

Sometime during the chaos, our two miners, Zven and Izia, disappeared.  We thought that perhaps they had fallen to the undead, as our farmer did, and eventually so did our leader, Lobod, and their corpses rose to terrorize us with the rest.  We were without food, without water, without leadership.

Then, when all hope seemed as dead as the corpses around us, it ironically arose like said corpses when two voices called to our huddled group, consisting only of myself, our mason, and our chief medic, Belits.  It was Zven and Izia, our miners!  It seems that during the first attack, they had retained their wits and had grabbed their picks.  When the majority of the undead had gone after us, they managed to dig a hole in the ground, nothing but a sandy retreat at first.  But it was enough.

We managed to get into the hole, where to our surprise two of our pack chocobos had survived with the miners, and Zven and Izia quickly dug up some of the loose rock beneath the sand.  With that, our mason packed them into a sturdy wall even the undead could not breach, and we were sealed into darkness.  It was dank, dark, and not at all what we strive for.

But it was free of the horrors of the outside, and that was enough.

Zven and Izia continued to dig down and down, eventually making a solid and firm stairwell, and began carving out some chambers around the natural ones of the caverns below.  As they worked to secure us, we remaining three had no choice but to break into these caverns ourselves to see if anything was remotely edible.  All of our food and drink was with the wagon outside, and we dared not breach the sealing wall in order to retrieve it.  It was simply too dangerous, but that meant we had nothing to live on.  Some eyed the chocobos, but I insisted they be kept alive unless there was no other option - it was a breeding pair, and would mean more food in the long run alive than slaughtered for a quick meal.

In the caverns there was oddly-colored moss, huge mushrooms, and spiderwebs aplenty.  Knocking on the giant fungi, I found them to be a similar quality to wood, and would serve us as such.  Hunting through the strange moss, we found several plants that proved to be edible without ill side effects.  With no choice, we gathered as many as we could, and, as it seems somehow everyone was looking to me for orders, I told our mason to begin building a wall in the cavern with the rock Zven and Izia were mining out.  It would seal off our home from anything that might be in the caverns, for after the surface, I dare not trust any place safe unless sealed with our solid rock.

With our farmer as one of the corpses shuffling around on the surface, we knew not how to grow these strange edibles, but I told everyone to give it a gaming try.  They had recognizable seeds, after all, so inside our sealing wall we furrowed some plots and planted what seeds we had after we ate.  I also ordered a drawbridge in our wall, for we still needed access to the cavern and the fresh water contained within.  As it turns out, our medic Belits had some experience with mechanisms, and was able to build a clever lever contraption that raised and lowered the bridge at will from safely inside our walls.  With our wall, now also floored over from above, sealed as such, we were safe if a threat appeared.

It was just the five of us huddled in a round room the miners had carved out for long months.  There was nothing to do but cultivate the strange plants and make our home more presentable.  I busied myself with felling the large mushrooms and turning them into useable beds.  It made for an odd multi-colored dorm, but they would do.

To stave off boredom in her free time, Zven began carving the rocks and gems she found into items and appealing shapes.  Belits busied himself with creating more mechanisms and stocking a small room to the south in case any of us fell ill or wounded.  Izia began experimenting with brewing the plants, as they were now growing fruitfully and we had some spare.  Unfortunately, some time while he was carving some shapes into the wall deep below, our mason somehow discovered hot molten rock and perished in it.  There was no choice but to seal off the hole and engrave a memorial to him, and the others lost.  Perhaps their spirits will at least be calmed if we honor them, if not their bodies.

We all took up smoothing the stone of our home in our free time.  Zven and Izia even made us our own bedrooms, as it was not like there wasn't room, what with only us four left.  We carved pictures into the walls of our own rooms and the round room we'd taken to meeting in, and had placed a few chairs and tables to dine from there.  They were mainly pictures of happy things, things of history, to take our minds off the horrors we'd seen and our bleak existence.  There were many pictures of carp - we had taken it as our banner for our new stronghold, now a mere hold on life - and many of our civilization's symbol, a giant mushroom not unlike one of the kind I cut down for beds.

Although none of us wanted to, we still ascended to the surface sand, never breaching the wall, but listening.  The moans of the dead never left, but one day Izia reported something even more disturbing - the sound of deep rushing water.  The stream had thawed, and no doubt carried the wagon and all of its supplies with it.  We truly had only what was here in the stone with us.

We determined we would survive, however - we had food and water, and some form of entertainment in wall-carving.  Belits relocated the well to inside his makeshift hospital so that we would not have to go into the caverns themselves to drink.  I also began gathering up the spiderwebs littering the place, finding them useful as a strong thread and cloth.  We would have clothes, and Belits would have supplies for his medic duties.

We had began keeping track of time with some marks on a wall, and when it was in mid-summer by our reckoning, we heard something chilling from the surface, even more so than the moans of the undead.  Terrified genome voices!  There were fellow people out there!

We warred with ourselves for a small time - basic survival need screamed to keep our sealing wall closed, but civilization and decency demanded we at least see if we could save our fellows.  Finally, Belits proposed a solution - a smart one, he is - he would build bridges and seal them with his mechanisms in place of the wall.  This way, we could save them.

Taking a breath and preparing ourselves, we tore down the wall.

It was chaos.  Nine genomes were being chased by the undead, although no one had fallen yet.  They were running around frantically with no direction.  With no choice, we called out to them, gaining their attentions - and the undead's.

They ran for our hole, and it was a close thing as Belits worked furiously to build the bridges and link them to his levers.  One of the new arrivals turned and fought back against the horde when a few got underground with us.  He, I would later learn he was a dyer by the name of Dubtsi, managed to defeat the corpses of a dog and our fallen colony leader, Lobod, but he suffered a serious bite on the hand and a broken arm for his troubles.

Beyond all blessings of the gods, however, Belits finished his bridges, we got everyone inside, and the entrance was sealed once more.  Dubtsi was taken by Belits for treatment, his hand sewn up and a splint applied to his arm.  We managed to drag the dead dog and Lobod and took them out into a deeper cavern, sealing it off in the same manner as the first before they arose again.  At least that is two who will not roam the surface.

The new arrivals, save Dubtsi in the hospital, were huddled in our round room.  It seems the Overwatch had ordered settlement to our location, before we had even managed to report back.  Not that we could have, since our messenger moogles are currently among the undead on the surface, but it seems a little foolish to send settlers before even learning if the settlement was successful!  For Samsk's sake, one couple brought a child of no more than two years with them!  The poor girl was huddled in her mother's arms, traumatized from seeing her pet guineafowl torn apart before her eyes and added to the horde.

Still, no one had died, and Dubtsi's wounds were minor in comparison to what he could have suffered, and we now numbered thirteen.  No one was going anywhere soon, so the new arrivals soon fell into our rhythm, and I admit all the new pairs of hands made our work loads easier.  I ordered a hall to start being dug out, so that we may engrave our trials on its surface, and tell our story.  Slabs were also erected for the dead, so at least their spirits pass on safely.  It seemed to calm everyone when looking upon them, which is good, as we needed all the happiness we could get down here.

Sometime when autumn was reckoned to be upon us, we heard voices from beyond our bridges.  It seems news of our settlement had spread, and so Cleyran traders had come.  However, they were quickly felled by the corpses before even reaching a hole, not that we dared open the bridges.  Their goods would have been welcome, but the risk was too great.  I'm afraid their corpses wer eleft to rise and shuffle with all the others, a horde of at least thirty now on the surface.

Bas, a fellow who had taken up masonry duties since ours had died, announced more disturbing news during this time - strange growls were coming from the uppermost cavern!  It was not the undead, but, not knowing what kind of foul beast made such noise, the bridge was duly shut and I ordered the cavern off-limits.  There were deeper ones if we truly needed them, but by now our small settelemt was reaching something that could be called self-sufficiency.  Everyone had food and drink, and a room to call their own.  Bas had even carved up some containers for what belongings we had.

This peace was soon disturbed - more genome screams from outside!  I regretted the death of the Cleyran traders, and indeed these were even our own people, so I could not ignore these.  With dread we opened the door.

It was even worse this time.  One had already fallen to the dead, and the other three were running for their lives.  Two of them made it in, but the third was cut off.  With at least ten corpses headed for our entrance, I had no choice but to close the bridges.  The poor girl was sealed outside, but if we all wanted to live, it was a necessary sacrifice.  One for the many.

Poor girl was married.  Her husband stayed in our dining room for a long time, staring distantly at the pictures we engraved in the walls.  It seems it is Deephail's fate to split lovers.  Belits had only just recovered - it turns out our lost mason was his love.  Too many loved ones are lost here.

However, we now numbered fifteen.  It is a measly number, but it is more than four.  Life continued on through autumn and into the bitterly cold winter.  The stream froze over once more, rendering any of our goods that might have survived on the bottom truly unusable, including the only anvil that we had brought in hopes of beginning metalwork.  I ordered a building to receive traders, in hopes that they can seek refuge in it fast enough.  I was still filled with guilt over those poor Cleyrans who did not make it.

Dubtsi developed an infection in his bitten hand as winter progressed, and I worried for a while he might lose it or perhaps even sicken and die.  However, by this time we had taken to pressing some of the things we'd started calling rock nuts, finding their oil made for a decent soap, and with that soap Dubtsi faithfully washed his wound every day, and the infection eventually faded.

By now I'd started taken account of our stores, since if the position of leader fell to me, then I would do a decent job of it.  I had Zven and Izia build me a small room in which I could sit and write our stocks down.  I now had a rough estimate of our worth, and to my surprise we were doing fairly well.  There was stock of at least a hundred units of food and drink each, and rising as the farms continued to do well.  Our chocobos had finally clutched, and four peeping chicks were scurrying around in the dining room.  The trinkets Zven carved in her free time were getting fairly refined and would be great for trade.  I had her start sticking the gems she cut onto them, so that their value was increased, for I knew we would probably need every bit of supplies any traders would bring, if they ever made it to the trading station.

Surprisingly, this had turned out to be a good call, because in winter the home civilization sent us their traders.  Unlike the peaceful Cleyrans, at least some news of the danger must have reached home, for they arrived with well-trained guards, who managed to defend the wagons of goods until they reached the station.  An outer bridge was built by Beltsi, so that the station could be sealed off from the threat, which was a good thing, for apparently a diplomat had arrived with the caravan, but they sadly informed me he was now among the undead, and never made it to the entrance.

Despite the loss of the diplomat, the traders were safely inside!  They brought us much-needed supplies, bolstering our food and drink with things other than the so-called "plump helmets" and the wine made from them.  Wood was also abundant, as well as seeds for new plants and a variety of other things.  We traded Zven's trinkets for every usable scrap.

I was starting to feel confident for the first time in a long time.  With the traders, hope had also arrived - we could inform the Overwatch that this was no fit place for a settlement - if they really needed a stronghold here, it would have to be bought with military force.  A normal genome can fend off one corpse or two in desperate need, but there is now over forty reanimated shuffling around upstairs, and we could not possibly hope to hold against a breach.  If we were not saved, then perhaps at least a  force of arms would come and help.

I was too naive back then.

We held a small party at the end of winter, when spring finally came, to celebrate the trader's arrival and our continued existance.  I had been in this cursed place for one year already.  At once it seemed like both an eternity and gone in the blink of an eye.  As the new official colony leader after poor Lobod fell on our arrival, I would see things through to the end, even if it means mine.

My optimism was shattered when the trader's made to leave.  Unlike their arrival, the guards became overwhelmed by the dozens of corpses and fell.  One wagon was overrun, its chocobos and trader killed.  The last wagon, our only hope of informing hoe of our situation, grimly continued on.  It passed into the distance, until even the undead lost interest.  That, at least, was one life not claimed by this land.

Unfortunately the grim luck did not end there - apparently a group of settlers had been sent out with the traders, although being without wagons they arrived a season later, in this spring.  I can't help but wonder what they thought as they arrived - every inch of sand, once yellow, is now coated with blood, and herds of undead genomes, dogs, and chocobos roam the surface.  What were they told that made them so eager to travel here?  Whatever it was, we certainly are not it.

There were thity-four poor souls out there this time.  So many!  They would make many additions to the undead as well, if we could not safely get them within our walls.  It would take too long to simply leave the gate open, and there were at least fifteen undead milling about in the entrance anyways.  They would die on our doorstep.

There was only one choice - I shouted at them to form up and charge the corpses.  If they wanted to live here, they would have to fight.

Ten brave settlers formed up, led by someone named Ez'ma.  They fought bitterly in the entrance as the settlers not fighting scrambled past, all in a panic.  Three of the brave fighters fell, to be replaced by others, grim-faced and determined for survival.  Finally, the last settler was inside.  One of the fighters, bless her, suddenly ran outside, the corpses distracted and trailing after her as she yelled for the others to run.  Her sacrifice allowed the nine remaining to retreat inside with the others, and we closed the bridge, feeling regret.  I wish I had learned that brave soul's name, because she is numbered among the dead now.  The original leader, Ez'ma, was also among the perished.

However, their fight meant that thirty were added to the small refuge of Deephail.  Not that they were without their scarring - many arrived sobbing and distressed, covered in the blood that rained from the sky.  I culd only tell them to wash it off at the well and take comfort in the meeting area with the other survivors.  There is nothing else to do.  One poor woman named Olo, her only daughter was among the fallen, and she was forced to watch as her daughter was killed, and then, to make it worse, her daughter's corpse rose and attacked her!  Understandably, it took her at least a month to smile again.

We now numbered forty-four.  However, we would soon become forty-three.  It started with a series of events during winter, in which I had been informed that the uppermost cavern was apparently on fire.  There was some fell beast out there made of flame, and its body had set the colored moss alight.  It would be a long time yet before we dared set foot in that cavern.

I had also made a mistake when I had sealed the two corpses in the second cavern, one of a dog and our former leader, for it seems the land is so evil, it raises the dead no matter how far under or over it they might be.  The two undead had roamed the cavern, slowly killing off the animalistic peoples within and adding to their numbers, but the worst came when one of those foul monsters from before time began appeared in that cavern.  Even a abomination such as that cannot hold out against the tireless army of the undead.

And as it turns out, their corpses, too, are subject to Deephail's curse.

So involved with counting the new arrivals and trying to console them - Olo spent a good few hours yelling at me in a meeting, but it made her feel a little better afterwards so it was worth listening - that I distractedly ordered one of Beltsi's levers to be pulled, thinking it sealed the station off.

Unfortunately, a new arrival was the puller, and they did not realize their error either, and pulled instead the lever that opened the second cavern to our home.

I was not even aware anything was wrong until someone screamed.  A giant monster, somehow looking a ladybug but horribly twisted, was crawling up our stairwell!  To make things worse, it was obviously one of the undead, killed by the second horde developing in the cavern.

It was another grim decision, but most of us were only two floors up from the beast - including the nine children that now lived here, victims of their parent's relocation.  So, I yelled for whoever was nearest to engage the giant corpse.

It was a bitter battle, and long, but we felled the beast.  Unfortunately, hwoever, not before it felled one of our own - another new arrival by the name of Tria.  He fought bravely and saved us, so I ordered some small notches dug out in the deep of our hold.  A statue was erected, and a coffin, and he was laid to rest there.  However, I knew the evil would too reach his body, and so a wall was built, sealing him forever into the walls of Deephail.  I wish I could do the same for every wretched victim out there, but we cannot stand against the dead.  I ordered more notches dug out, however, and now everyone is assigned a small statue-and-coffin room.  It is morbid, but we must be prepared - they must be laid to rest and sealed away immediately before the evil reaches them, so everyone is now assigned a coffin should they fall.

Such is our mindset nowadays.

It is now summer.  Our food stocks now number over a thousand, and our drink five hundred - it turns out butchering a corpse somehow prevents the evil from re-raising it, and what does come back to life can be safely beaten and locked away.  It also turns out that forgotten beasts from the beginnings of the world are somehow good to eat, so that was two hundred units added to our stores, and its tallow is making more soap for Beltsi's hospital.  We had procured an anvil from the ill-fated winter caravan, and so we have finally begun working with metal.  In time, we will arm ourselves and secure the surface, for if the Overwatch wants this little bit of land so badly, they will have it as long as one genome in Deephail still stands - not counting the standing dead.  If we cannot leave, we will fight.

A summoner caravan has apparently fallen to the dead - we heard distant screams, but they were across the stream and too far to help.  Their blood already rains from the sky, so I wonder what they saw in coming here in the first place.  Well, we will now have summoner corpses harrassing the living, in addition to their blood painting the land and anyone outside red.

So our saga continues.  It has been a hard year, but we will not give up yet.  Long live Deephail of the Frosty Funeral.



The outside of Deephail
What it says.  Scribbled on for your convenience.

The mini-fort of Deephail
The main level of Deephail.  As you can see, I wasn't expecting so many migrants to actually make it inside alive, so most of the fort is crammed into that tiny space.  I've since started digging out proper bedrooms levels and such.  Also there was literally nothing to do for most of the year, so we smoothed EVERYTHING.  And made a lot of furniture.

Anyways, just a little story of a fort, I hope you enjoyed!  I'll play Deephail until it dies, although I need to get to finishing my mod.  Deephail did in fact do its testing job - don't ever put natural hunting skills on your playable race, guys, the trouble is not worth it.

5
Hey everyone!  I reworked this and gave up on the caste system, so yep.  Separate creatures now.  Now they work, woo!  Confirmed populations in world gen like other animals!!

Anyways, this mod adds the dragons from How To Train Your Dragon, the movie versions.  Yes, I am lame.  Anyways, even if you've never heard of the movie or saw it, these will add lots of !!Fun!! to your game.  With extra !! on the side.

Spoiler: Dragons (click to show/hide)

Spoiler: Other Features (click to show/hide)

Download:
http://dffd.wimbli.com/file.php?id=3332

All new things are their own files with uniquely-named creatures, so this should be compatible with any mods.  Simply unpack into your raw/objects folder and gen a world!

Future Possible Implements:
-More varied attacks for the dragons, as well as more accurate breath attacks.
-Possible Vikings.  Since Vikings, with their beards and axes and alcohol, are already pretty dwarfy, dwarves might stay in their place.

Anyways, please download and tell me how it works!  They should work pretty good, although your dwarves will have lots of fiery Fun on their hands.  Enjoy!

6
DF Dwarf Mode Discussion / That is a lot of magma.
« on: October 23, 2010, 06:53:21 pm »
So.  I embarked on a volcano.  Business as usual, than after a year or two I ran reveal, since I had been digging a looooong way down already and hadn't busted into the first layer of caverns (it's like 60 zlevels down to hit the first cavern, I've discovered, I have a lot of digging to do).  I was idly checking out the ores for diamonds and such when I came across this.

Linked for large picture:
http://i51.tinypic.com/2ztepg5.png

Apparently I have an underground magma pipe/pool directly south of my normal volcano.  Well.  :o

Is this normal on volcanoes or something?  The glacier was highly volcanic, does that have anything to do with it?

More importantly, once I get down that deep, shall I move my fortress down between these two pipes for science?

7
DF Dwarf Mode Discussion / That satisfying feeling...
« on: October 22, 2010, 11:36:35 pm »


...Of finally learning the military menu.  Took me months, I feel slow.  But that, my friends, is a marksdwarf practicing with his training ammo, and a small squad levelling up in a danger room.  All properly equipped in their gear.

So, what personal accomplishments did you feel really proud of yourself for learning how to master?

8
DF Community Games & Stories / Ironblow - Noobish Succession Game
« on: October 14, 2010, 08:24:27 pm »
Hello, all!  I'm not exactly new to DF, but I am to succession games!  So, I decided to start my own succession game, since I'm far too shy to sign up for someone else's. :p

Anyways!
Welcome To Ironblow!
Spoiler: Embark (click to show/hide)

The mighty Seal of Appearance has sent out its latest expedition, a group of seven to found a fortress to guard the southern border of the kingdom.  Will this outpost, christened Ironblow by its starting seven, fail or flourish?  Only time will tell...

Succession Game for ver. 31.16
This is a succession game centered around newbies!  Anyone of any skill may participate, though!  Mainly this means that don't be afraid to participate!  Lurkers and well-known members welcome!  You can also request to be dorfed.

Site Features:
-Sedimentary rock (rock salt)
-Flux (marble)
-Trees (woodland)
-Brook
-Soil layers (no sand)
-No aquifers
-All civs access
-Low cliffs
-Medium savagery, neutral
-Temperate climate

Turns
1: Clover Magic
2: xellas84
3: fivex
4: wilsonns - skipped due to missing deadline
5 Demonic Spoon
6: Sisidem
7: Cypherwulfe
8: Zrk2
9: xellas84
10: eue
11: Xenos

Turns last one week or one in-game year, whichever comes first.  If you cannot take your turn, please notify me at least 24 hours in advance.  Likewise, if you sign up for a turn, please post in the thread within 24 hours of the start of your turn so we know you're active.  People who do not reply within 48 hours to the start of their turn will be skipped and must request another turn.  There is only one rule and that is don't fuck up the fortress purposely.  Fun is more, well, fun when it happens legitimately and randomly.  This is a learning experience and a relaxing fortress all in one!  But if you dig too deep, perhaps that can change...  ;)  If it falls that no one shows up for their turns, I'll just keep playing years until we get some more.  Let's see moss grow on our walls--or die horribly. :P

Dwarves

Members of the community/future overseers can request a dorf.  There are six of the original seven left to be claimed--EDIT: All claimed!  Look to later posts for migrant reports to claim!
Miner/Doctor
Woodcutter/Carpenter
Mason/Engraver
Fisherdwarf
Grower/Brewer
Mechanic/Craftsdwarf

Future overseers should try to keep up with the dorf requests.

Annnd I think that's pretty much it!  I hope everyone has fun!  I'll be posting the save and prologue/first year as soon as I've finished playing it!  Chat away as I play through, lol!  -hopes people show up-

9
DF Dwarf Mode Discussion / That's one strong rooster...
« on: October 07, 2010, 10:06:54 pm »
Playing Genesis mod, I embarked on a Terrifying volcanic island (it's awesome).

Harpies invade the same day, but so far the only casuality is a cat.

Perhaps this is why:

 
:o

What are your silly combat log experiences?

10
DF Modding / [DF 2010 31.12] Wild World Mod - Beta Release version 0.2
« on: August 21, 2010, 02:18:42 pm »
Hello!  This is my first attempt at releasing one of my mods, so I hope you'll bear with me!

Wild World
An unknown tragedy struck the races of the world...
The world used to have great civilizations...the dwarves in their stone mountain halls, the elves in their forest retreats, the humans in their sprawling plains cities...great wonders were told of these mighty civilizations.  Sprawling empires, great wars, and riches beyond measures.  But all these mighty races fell.  The cause was uncertain.  Was it a curse brought upon by their mighty works and greed?  Was it a disease?  A disaster they could not handle?  Sadly, the tale is fractured, and lost to time.

In the wake of their disastrous fall, a new presence has taken up civilization in their stead.  The faithful pets of these civilizations, having learned their words and ways by being their servants for centuries, have learned to speak and work their former master's inventions.  Cats who hunted vermin now carve masterpieces, dogs who protected the home now build the homes, horses who carried people faithfully now carry only their own belongings.  Some of these domestic creatures passed on their knowledge to the wilds, and so, civilization comes again.

Mod Goals:
This mod will eventually eliminate all humanoids from the game.  You will play as various domestic animals who have learned to speak, such as cats and dogs.  These are no anthromorphic beings, just normal animals who have mastered the use of speech and tools and the use of the GRASP tag. in their mouths.  Weapons have been reduced in quality and armor in size, due to the limitations of working with only mouths and clumsy paws and hooves.  Toys will be race-specific, and so will a good deal of clothes.  Various animal appearances and body parts will also be reworked to be a little more realistic.  The plant and food industry will also be rehauled to reflect animal preferences - no more underground mushrooms.  Eventually, all races will be playable.
Mod Goals SUmmarized:
Spoiler (click to show/hide)

Races:
Cats:
The main race being worked on.  This clever carnivores were the first to develop speech and learn the ways of their former masters.  They are a proud race, aloof and quick with words, although these words are not necessarily truthful.  They are small, but reproduce quickly to field large armies.  They are not necessarily courageous, for they believe in running away to fight another day, but they are extremely clever and have mastered avoiding traps and picking locks.  Their stealth is unmatched, and many of their enemies will not realize they have arrived until the first one jumps from ambush.  They have excellent focus, agility, and spatial sense, but have poor memory and are weak and frail in comparison to other races.  They build cities mainly in scrubland and forests, using the plant cover for camouflage.
Cat Specifics:
Spoiler (click to show/hide)

Dogs:
When their masters passed away, dogs gathered together in their packs and began choosing leader among themselves.  They are loyal and righteous, and treat treason very seriously.  They vary greatly in size and function, but all share the same traits.  They live on the open plains where they can run down their prey easily.
Dog specifics:
Spoiler (click to show/hide)

Snakes:
A race that was taught by the cats to speak, as they hunted the same foods.  Despite having no legs like the mammals, snakes have used their cunning and their strong bite to raise fortresses.  They're a mysterious race, calculating and cold-blooded, although not strictly evil.  It is just very hard for a mammal to tell what goes on in their minds.
Snake Specifics:
Spoiler (click to show/hide)

Squirrels:
A hyperactive race that has not yet truly mastered being civilized.  Nervous and fidgety, they only vocalize strange chatters and steal from the other races with higher technology.  They are natural prey of the snakes, cats, and dogs, and so are hunted without remorse.
Squirrel Specifics:
Spoiler (click to show/hide)


More races to come.

Changelog:
Spoiler (click to show/hide)

Download:
Here
Please read the file description for warnings and installation instructions.

Known Issues/Bugs:
Spoiler (click to show/hide)

Future Changes:
Spoiler (click to show/hide)

Thank you, all suggestions welcome for future improvements!  This is a beta release, so only cats are playable, dogs are just controllable as adventurers and form societies, and elves such have not been taken out yet.  Please play it and give me some feedback, and report any issues. :)

Custom cat language is thanks to Frogwarrior in his previous Catsplosion mod for 40d.  Language created with Mephansteras' DF Word Generator, found here.  More languages needed for animals!  I can't get Perl working myself on my comp because I am programming-illiterate, so any help towards this would be appreciated. :)

11
So, playing on the new 31.12 version.  Started up my fort in a winter area with frozen water, so I tunneled down to find the caverns for muddy ground.  Found it, built my farm plots perfectly, and set them up.

Now my farmers are doing nothing but spamming cancellations, claiming they need the seeds I assigned.  I looked in my food stockpile - bags of seeds.  Of every seed.  There is no shortage of seeds.  But the farmers insist I have no seeds.

Am I missing something incredibly obvious here?

Farm plot:
Spoiler (click to show/hide)

Seed stockpile, with seeds:
Spoiler (click to show/hide)

  :o???


12
DF General Discussion / Never embark with fire-breathing pets.
« on: April 05, 2010, 11:01:16 pm »


The world, it is burning.   :(

And I can't get underground because the zombie Yeti that started the whole damn fire is sitting right next to the entrance of my hastily-dug tunnel, and none of my dwarves will go near it, and I haven't worked out enough of the military system to send them underground into the burrow.

Not that I want to...considering that would likely drag the yeti underground as well.  And while my dwarves can, oddly, wrestle it with no injuries, neither does the zombie take damage beyond a few broken toes.  All I can hope now is that it gets set on fire too.

My wagon and all my supplies are right in the middle of that cloud of smoke, too, and the yeti on top of them.  Now my only hope is the one miner underground with his pick.  If I dig fast enough to find the caverns, maybe there will be hope for a hermit miner!  Either way, it's Fun.

There's also a zombie version of my fire-breathing pets running around on the same map.  It will breath fire too.  Hermit challenge it is.

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