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Messages - Aslandus

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226
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: January 10, 2016, 02:31:28 pm »
Heckler's guild: pester Archon
[1] Several of their members are enraptured by all the adorable animals following Archon and join their faction. (15 hecklers join Archon)

AIM is forgotten.

End of turn 8.
Big Ol' Fire:
cult: 150 cultists, 400 ecologists
items: Orbs of Stalwart 3
Diplomacy: good PR
inquisitors (ACTIVE): 25 inquisitors, 275 eco inquisitors

Volker-hands:
cult: 150 cultists, 80 cultists locked inside base
items: access to Orb of Stawlart 4
Base (sturdy fortress [LOCKED]):
Diplomacy: Mixed PR
inquisitors: 115 inquisitors

Dar Gold (lightly injured): [somewhat hungry]
cult: Forever alone
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon (DEAD): the light... so close...
-Seed 1: sprawling tendrils, starving

Quar-splosion man:
cult: 100 scholars
Items: located dragons
Rituals: brew power potion [consumes dragon blood, damages user], Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness]
Diplomacy: good PR
inquisitors: 25 inquisitors, 25 scholars

Leechmaster: *yawn*
cult: 50 cultists, 50 lumberjacks, trying to summon with Fisherman's materials
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk, lots of thatch huts
Diplomacy: bad PR
inquisitors: 25 inquisitors

Crystal queen: Zzzzzzzz...
cult: 125 angry housewives, 50 injured economists that hate economics, 100 journalists, 50 medics
Items: dragon blood
Diplomacy: excellent PR, protesting money (Heated)
inquisitors: bad PR, 25 inquisitors

KZ-Jello:
cult: 230 cultists, 50 "smart" cultists
items: Dragon blood
Diplomacy: good PR
inquisitors:

Arcing Mist-elf: [AFFLICTED BY PSISHOCK, NO ABILITIES FOR [1] TURNS]
cult: 3 cultists, 15 hecklers (negate leadership bonuses), 1 mad cultist, 1 mad weak esper, 440 beasts, 100 large beasts, 30 satyrs, 25 minotaurs, 20 centaurs, 5 centaur scouts, 5 battle commanders (50% chance to reroll negative outcomes in combat they initiate), 2 leaders (50% chance of turning 3 into 4), 2 disaster averters (50% chance of turning 1 into 2)
Items: dragonblood, discovered Stagnant orb, 3 slimy toxin bottles
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts
-Sharkon (lightly injured): suffocating
-Beldroth (uninjured): [4] turns til adulthood
+Happy the clown: Hey there kids! Let's play a game!

Hon Shadow (uninjured):
cult: 15 "smart" cultists, 20 marksmen, cult in Washington DC
Items: dragonblood, Orb of Stalwart 1
Diplomacy: good PR, support of president, support of Virginia
inquisitors: 25 inquisitors
-Unlight: Let the light guide you!

Fisherman (uninjured):
cult: 390 cultists, 150 warriors, 38 exhausted champions
Items: Orb of Stalwart 2, dragon blood, improvised melee weapons
Base (Warehouse):
Rituals: can summon parasite
Diplomacy: mixed PR
inquisitors: 70 inquisitors

Speedy Speedoman (moderately injured, [REGEN]):
cult: 150 cultists, 50 marksmen [bad backs], 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, partially gathered more dragonblood, Orb of Stalwart 5, firearms, rough armor
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: mixed PR
inquisitors:
-Leader #2 (m): passively restores morale
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name:
cult: 60 gravekeepers, 25 cultists, 100 russians
Items: Stagnant orb, dragon blood, Orb of Summering [light], improvised melee weapons, salmon
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates, bunker
Diplomacy: good PR
inquisitors:
-Count Trout (lightly injured): submerged, attacking Fisherman's faction

---- NPC factions
Heckler's guild: Get rekt, Speedo!
Personnel: 35 hecklers (negate leadership bonuses)
Relations: Created by Speedo

World info:
-Orb of Stalwart 4 in a field somewhere

227
And with that, we finish baking our loaf of bread! Wait, it's not supposed to have a face... Shit...

228
Roll To Dodge / Re: RTD horrors - game 4 running
« on: January 09, 2016, 08:44:43 pm »
((To be honest, I'm getting tired of waiting who-knows-how-long for people to submit their turns. In the future, maybe we could just skip them after 2-3 days and a reminder PM?))
I don't know if I can make 2-3 days with my schedule as it is, but I can say I'll make sure we're not hanging on a single turn for more than a week in the future... Maybe Sundays at 1:00 pm (for when I start writing the report, it might be an hour or two after that it actually gets posted)

Oh yeah, and from now on anyone who misses two turns in a row gets booted, so we don't end up waiting for nobody

229
Roll To Dodge / Re: RTD horrors - game 4 running
« on: January 09, 2016, 05:26:02 pm »
Still two people that haven't posted actions, I believe it's Jade Empress and Parasite that still need to choose their actions.... I'll end the turn by Monday regardless

230
Roll To Dodge / Re: RTD horrors - game 4 running
« on: January 05, 2016, 04:38:40 pm »
Daragon: Hungry? You're a pillar, not a tree. Absorb more biomass to recover.
[4] You creep around with your pillar stalks and absorb a bunch of nearby foliage for fast biomass. Not quite enough, but it's not an overwhelming force now. (Now only somewhat hungry)
Seed: grow [6] It spreads tendrils all around, covering the entire forest in golden vines. The seed's energy reserves are completely depleted and if it fails to absorb biomass next turn it will die. (Seed 1 spreads tendrils, Seed 1 now starving)

231
On days like these, kids like you...

Should be burning in hell...

232
"What? Of course I'm pale! I'm made of marble, you know!"

233
DF Dwarf Mode Discussion / Re: Change to dumping?
« on: January 03, 2016, 09:23:01 pm »
Ah, that explains it, the place I was dumping from was my magma glass furnace over a volcano, so it's technically outside...

234
Armok-damned keas! We need to engineer a way into coating their wings with... MAGMA!
But then they'll set fire to everything you hold dear!

235
I made the mistake of not forcing my soldiers to wear their gauntlets and boots when a weregila monster attacked. It killed about 10 dwarves total, two of whom were soldiers and the last soldier was wounded (that was a sizable part of my population at that point).

Luckily I didn't have to worry about infection since everyone who got bitten died soon after (maybe a side effect of gila monster venom and a low level of training), and I managed to get a new military running once the next migrant wave arrived...

236
DF Dwarf Mode Discussion / Re: Change to dumping?
« on: January 03, 2016, 06:42:02 pm »
Small update, the only items I can reliably get dumped are items that are indoors... They just ignore dumping designation if the tile the item is sitting on is outdoors... Whether the dump zone is indoors or outdoors doesn't seem to make a difference, and whether the item will be dumped on a tile or off a cliff doesn't appear to either...

237
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: January 03, 2016, 11:16:57 am »

238
DF Dwarf Mode Discussion / Re: Change to dumping?
« on: January 02, 2016, 11:13:59 pm »
I have noticed dumping takes longer, but I don't think it was quite that slow for me (slower yes, but it appears to have...eventually happened, but faster too)


Could be you're looking at priorities messing with your dump, limited dumpers with available time to make the dump so it may just be allocating one dumper at a time.  Dunno, might be something someone can test.

For me it never happened, despite leaving a few items with dumping designations for several seasons in game, they didn't get moved at all until the previous item was taken away, despite several dorfs having no jobs at the time... I plan to make a new dump over a cliff to see if that makes a difference, wish me luck!

I've had no problem stripping prisoners and dumping their stuff in one big single tile pile in 0.42.03.
Well, I'm playing 42.04 (just downloaded it yesterday) so it might be a change between those versions...

239
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: January 02, 2016, 10:54:28 pm »
(But... I said that IF talking to it does not work, they shoot. it worked, so they shouldn't of killed saragon... aslandus, y u do dis? T_T)
No conditional actions was an established thing last game, it means that if you want to get things done faster or have multiple solutions, you have to risk multiple rolls.

Your battle commander

I meant these guys:

((Actually, looks like I though I had more leaders than I did... The point remains, though.))

Leadership: [4] they learn basic team management and how to turn a small success into a reasonable one. (Now leaders [can turn 3 to 4])

Improve: [5] They have a revelation about the ritual, that if done with a crystalline orb, it allows MUCH stronger horrors to be summoned! (learned summoning ritual [req Orb of Stalwart and dragon blood]) ((I'm not sure what you were hoping for))
I meant, improve on it as in making stronger (but still randomly targeted) horrors without specific artifacts. Namely, an orb of stalwart. I figured that would be a decent goal because I originally got the ritual with a research roll of 3.
I must've missed those leaders in the end of turn tally, and it's now been two turns since they were created. This is the reason people should check their inventories at the end of the turn before posting actions, I have 12 people to manage here and can't remember every item you have offhand, so I use the inventory when determining what you've got.

As for the ritual, improving rituals is an issue I would rather avoid. Please just research a new ritual if you want something better.

240
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: January 02, 2016, 10:03:20 pm »
Speedoman: Teleport into a ER bed. politely ask for the doctors to patch me up.
Leader 2: Attempt to politely and calmly ask saragon not to bump into our people. We like how shiny it is, but it HURTS when they poke people.
Besides, what did we ever do to them?
Marksmen cultists and leader 4: kill the thing that just attacked our horror/buddy with our guns if talking to it does not work.
Leaders 1 and 3, along with all other cultists: find more dragonsblood, preferably in plant form this time. we can summon other people as a favor!
Leader 5 and banana hammock: Go find other cults who have not summoned their horrors yet. offer to help them in exchange for favors.
Get halp: [5] You slip into the hospital without incident and they begin treating you. You'll recover from damage until you get hurt again or are fully healed. (Now moderately wounded, regen active)
Diplomasize: [5] He convinces Saragon that you aren't actually such a bad guy, and Saragon leaves you alone... The success makes Leader 2 feel more confident in his abilities for the future. (Saragon will no longer attack your faction, Leader 2 regains confidence)
GRISLY MURDER: [3-5>4] Just long enough for your gun-toting followers to SHOOT THE BASTARD IN THE BACK!!! BAHAHA! What an idiot! Of course, they wait until Leader 2 leaves first, don't want him getting caught in the crossfire, nor do they want him finding out that his actions were ultimately irrelevant. (Saragon is dead)
Dragon blood: [3-3] They collect a bit of dragon blood, but get distracted. The leaders are unable to get the group back on track, so they need to come back to it next turn. (partially gathered dragon blood)
Offer help: [2] They find no cults nearby. Apparently Saragon came quite a long way to reach you.

B.O.F.: "At least I still have chicken"  Recruit, lets get some real eco cultists
Recruit: [5] You and your cultists do some parlor tricks to entice environmental advocates to join your cause. They eat it up like candy. (+400 eco cultists)

...
Quarken: Recruit more scholars to join your cult.
100 scholar cultists: use logical arguments to convince the guys who stole our Stalwart Orb to give it back.
93 normal cultists: if the logical arguments fail, steal the Orb back yourselves. Otherwise, acquire some dragon's blood orchids.

Recruit: [1] You try to get more smart folk to help you, but they find your methods questionable and your ideals abhorrent. (+25 scholarly inquisitors)
Logick: [2] They aren't listening to reason. Or perhaps they aren't interested in the fumbling of your scholars due to their poor speaking skills.
Theft: [1] They try to steal the orb, but quickly find themselves bagged and tagged. (-93 cultists)

Archon: Recruit. Maybe leader 1 can offer some advice?
3 cultists, supervised by leader 2: Use the mini-horror ritual to summon someone with a bit of appeal.
2 cultists: Learn about disaster management. Leader 3 can provide a few pointers.
1 mad cultist: Try to improve on the mini-horror ritual.
Beldroth: Bottle some of your saliva for use in biological warfare.

Recruit: [1] Oh dear... It seems Humans don't actually like it when you scream in their ears like an ape. Your battle commander doesn't offer much insight into the matter, apparently screaming is half their strategy... Your leader is no help in the matter. (+25 inquisitors)
Summon: [6] They summon someone with loads of appeal... If only they were friendly... Once again, the leader's support offers no aid to this endeavor... (Summoned Happy the Clown [hostile])
Spoiler (click to show/hide)
Learn: [5] They figure out how to neutralize a terrible situation, with a little more work they may learn to actually turn a nothing into something! (cultists become disaster averters [50% chance of 1 becoming 2])
Improve: [5] They have a revelation about the ritual, that if done with a crystalline orb, it allows MUCH stronger horrors to be summoned! (learned summoning ritual [req Orb of Stalwart and dragon blood]) ((I'm not sure what you were hoping for))
Bottle toxin: [6] Beldroth slobbers into vials, allowing your cultists to use them in combat as weapons. Unfortunately, the bottles are also coated in the stuff, so anyone who uses the bottles will be afflicted by it themselves. (acquired [3] slimy toxin bottles, Beldroth ages)

(Sharkon takes damage from lack of water)

100 & me: Fish. No, seriously, we're going to actually fish for actual fish. Donate all of the catch to those in need. We're good guys, honest!
100: Bring down Parasite's PR even harder.
70: Recruit.
50: Activate B.O.F.'s inquisitors. This plan will, without any semblance of doubt, not backfire.
Non-tired warriors: train more or something I dunno lol

Fishing for teh fishies: [1] You cast out your hook and drag Count Trout into the water near your base. Whoops. (Count Trout now submerged and attacking cult)
PR assault: [4] They detail Parasite's master plan to destroy the Earth to a public audience. So what if they made it up? It made Parasite look like a terrible monster. (Parasite PR down)
Recruit: [6] They go around spreading word of your wondrous plans for the world. Apparently some people are concerned with "sustainable fishing practices", bah! (+70 cultists, +70 inquisitors)
Activate inquisitors: [4] They call BOF's inquisitors and tell them the location of his cult. Then hang up with a quick "Happy hunting!" (BOF inquisitors activated)
Train: [6] They work themselves ragged to become better at fighting. Though, it's hard to argue with the results. (warriors become champions, and exhausted)

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