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Messages - Arcvasti

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5806
[For some reason, after I booted up the save the date on the z-menu was 10 days behind the actual date of 11th malachite. This is weird]

12th Malachite: What I had assumed to be a wild flock of crows are in fact ravens kept by the butcher. As pets. I have ordered them and the more restrained minions summoned by our new residents in the food stockpile.

15th Malachite: I've ordered some preliminary rooms dug out for our new residents. Temptsfate overrode those commands and has the miner digging out an area next to my workplace. This could get inconvenient if this kind of thing hapens often...

16th Malachite: I've put together a boneforge in the lower levels from our astonishing cache of anvils. I've also asked Temptsfate if he could make a wood-cutting skeleton soon. He seems to be using the dug-out area as some kind of necromantic shrine. Maybe his co-option of needed resources will be useful in the end.

20th Malachite: Both Temptsfate's strange shrine and the boneforge are completed.

22nd Malachite: The bone carver has gotten to work on some equipment for Kamikazi. Temptsfate is excavating another large area next to his shrine. With my miner. Again.

28th Malachite: The reagents for InsanityIncarnate's inscriptiona are all ready. He'll be a legendary engraver in no time. Then I can have some REAL quarters. Kamikazi's equipment is done and once I'm done the rest of my furniture, I'll begin creating the materials for a barracks on the second level of the tower.

29th Malachite: Temptsfate has made a skeleton. He dubbed it "Annie". Naming undead is never a good sign. I hope this skeleton is good at chopping wood.

3rd Galena: The bone carver has made a replacement wraithblade for Our Omnipotent Overlord. Temptsfate has begun hauling coffins and slabs into the newly-excavated area.

8th Galena: Temptsfate has arranged the coffins and slabs in an odd pattern. He seems to be searching the empty coffins he's made. A lot.

10th Galena: InsanityIncarnate's inscription is complete. I've asked Temptsfate to see about some more skeleton workers soon. I'm sure thats more useful then inspecting empty coffins endlessly.

16th Galena: Palu instructed the bone carver to make him a suitable staff. Since the material of the staff doesn't affect its magical power, even humble bone works. I'll have to remember to get one made for me and Temptsfate later when we have the bone to spare. The undead have started construction of the upper floor.

1st Limestone: Construction of the upper floor goes smoothly. Temptsfate has made another skeleton he dubbed "Sootbones".

2nd Limestone: InsanityIncarnate has finished the mystic runes that adorn my rooms. With them as a focal point, I can start remotely scrying on our stockpiles to effortlessly determine our supply levels.

6th Limestone: We've run out of bones for making skeletons and staffs. The ghoul squad, the Ambiguities of Soul have been sent out to hunt some more helpless wildlife.

7th Limestone: Nevermind, the deer wandered off. The Ambiguities of Soul have been recalled.

8th Limestone: The upper level barracks are ready. The Ambiguities of Soul have already begun training there.

9th Limestone: I've gotten started on the furnishings for Palu and Temptsfates rooms.

10th Limestone: Temptsfate has gone back to re-perusing the empty coffins.

11th Limestone: Our Glorious Overlord reminded me today that it was autumn. I informed him that it had been autumn for 10 days already. He looked somewhat put-out by this information.

12th Limestone: Palu is out searching for usable plants.

14th Limestone: InsanityIncarnate is busy encrusting the new quarters with masterwork runes.

17th Limestone: I MUST HAVE SCYTHES NOW. The bone carver graciously begins obliging my mandate.

18th Limestone: I've started the planning for a forging area on the lower levels.

19th Limestone: Kamikazi fainted from fear today. It seems the malevolent spirits of the vampires we came here with are vengeful.

20th Limestone: Kamikazi is dead, scared beyond death by vampiric spirits. Temptsfate is distraught and condemned the responsible ghosts to eternal torment.

21st Limestone: Temptsfate is once again sifting through the empty coffins. I fear the loss of Kamikazi, his friend for some 250 years is driving him mad.

22nd Limestone: I have embarked on the monumental task of sorting the stockpile via magic. Sootbones and Annie are slowly, but steadily converting most of the trees on the surface to ash and coke.

24th Limestone: Palu's task has finally borne fruit. A small selection of herbs for our supply.

25th Limestone: Palu and Temptsfate have finally been given excellent apartments, courtesy of InsanityIncarnate.

1st Sandstone: A living ground animal finally sets foot on unhallowed ground. Nuttycompa is sent out to slay the interloper, a centauress.

3rd Sandstone: The centauress is chased into the tower proper and then killed. But no soul from this centaur. Temptsfate theorizes that it might have something to do with the centaurs hair colour or morality. I maintain that it was caused by malicious spirits and urged him to perform another exorcism. Nuttycompa doesn't care and wandered out to go kill some opposums.

5th Sandstone: Construction of a Corrupted forge has begun on the lowest level. Perhaps then we can make use of all the coke and ash Annie and Sootbones have accumulated.

6th Sandstone: The excavation of the Overlords palace and rooms has begun. Temptsfate has a coffin and slab he's yammering about. I'm just about to remind him that Warlocks don't do menial labours, when I see that they're not made of any stone we've found as of yet. He says he found them when looking through the four empty coffins the hundreth time or so. I am dubious of their origins, but see no reason to to put them to use.

10th Sandstone: Apparantly Opposums are boneless creatures. Who knew? Nuttycompa goes out to murder the rest of them anyways. Nice to know he's not prejudiced in his work.

16th Sandstone: As a reward for the defeat of most of the opposums, I've elected to turn the zippy little souls they had into yet more speed for our hero.

20th Sandstone: Opposums are also meatless creatures. Their apparant furriness is just a projection maintained by the soul to fool their prey. They are nothing but floating souls. I've ordered all opposum "corpses" thrown in a pond.

21st Sandstone: Nuttycompa aborbed all the souls I gave him. Time to kill the last opposums floating souls.

22nd Sandstone: And now its an eagle. We're not getting bones any time soon.

23rd Sandstone: The eagle flew away. Now some emus. That are not just floating souls. That don't fly. Nuttycompa is ecstatic at the prospect. I know I am. Although MY ecstasy might just be a result of finally having finished the recordkeeping for the tower.


5807
Spoiler: @Adanos (click to show/hide)

PLEASE address warlock questions to the helpfully named "[WARLOCK]:Discussion and suggestions" or maybe [WARLOCK]:Gameplay questions if that page exists.

Back on topic, I think I'll be able to squeeze out another update today.

5808
I think I'll have to close locking for now. Unless more then 3 non-vampiric warlocks show up in Autumn's migration wave, I won't have enough of them. If I do end up with excess warlocks after the last migration wave, then I'll re-open it.

5809
Pysche. The first update will in fact hapen right now.

Or once I get done writing it. Still today though.

Double pysche. The first update will in fact hapen right now.

From the tome written in foulblood on the horrorwrought breeding throes of a demonic-hell scholar.
It reads thus:
Arcvasti's Record
1st Granite: Well here we are. This is going to be home, I suppose. I[in stead of our beloved Overlord-to-be CptCrunchy] mandate that an area below the ground be dug out. After all, without a proper dungeon, all a tower is, is a stick in the the mud.

2nd Granite: A most terrible tragedy has been averted. Mine, our esteemed Ovelord-to-be's and the condemned's minions have malfunctioned. They assaulted some of our number and were proving belligerent Luckily, I hapened to have a scroll to release their energy from them on hand, and any casualties were averted.

4th Granite: Preliminary working space has been excavated. Numerous petty thefts have bee performed by "coatis", whatever those are.

5th Granite: The minion husks have been designated for recycling.

7th Granite: Nuttycompa absolutely refuses to recycle the husks. I am not inclined to argue as he has the only weapon left after a coati snatched our glorious Overlord-to-be's wraithblade.

9th Granite: Nuttycompa has slain a coati. I have extracted its soul into an hourglass so that it does not decay.

12th Granite: EXTREMELY basic workshops and part of a food stockpile have been set up.

15th Granite: Our selfless Overlord-to-be has begun making coffins and slabs out of compact peat with his bare hands. Truely, the lengths he sinks to for the greater good are limitless.

17th Granite: Nuttycompa is off hunting a faedog.

25th Granite: Progress goes slowly as the miner is occupied with digging out the food stockpile and Nuttycompa chases around an infinitely faster faedog.

27th Granite: The faedog finally tires and leaves the unhallowed ground I claimed. Nuttycompa is dispatched to terminate some kiwis.

1st Slate: Two kiwis have been slain. I await only the bottling of their souls before I can harness the true glory of Sorcery.

7th Slate: Supplies are running low. Once the magical beacon I created starts broadcasting, we should try to recruit a skilled necromancer as we need more skeletons.

13th Slate: The ethereal gate is finally finished. Now I can begin furnishing the dungeon like a true warlock.

16th Slate: I have set to work creating a suitable array of items needed for the towers future ghoul population.

19th Slate: I've sent Nuttycompa out soul-hunting again. Food stockpile still isn't finished.

22nd Slate: Nuttycompa has tenderized two more kiwis and a coyote in one or two blows each. I am beginning to respect the martial prowess of ghouls more and more.

1st Felsite: I've bottled the souls collected. The food stockpile remains uncompleted. We REALLY need a skilled necromancer. Things are short-handed with only 3 minions to command.

10th Felsite: THANK CPTCRUNCHY. The food stockpile is finished. It better be worth the trouble.

11th Felsite: I have begun to summon the requisite materials for the expansion of the tower. I have also demanded that a well be made that we may be spared the indignity of drinking directly from the river.

14th Felsite: The miner has begun the excavation of [Inadequete] facilities for myself. They will require decoration from a fully inscribed Engraver before they will be suitable.

16th Felsite: Construction on the outer tower frame has begun. Only our........................... WORLDLY Overlord-to-be CptCrunchy is working on building it.

23rd Felsite: The outer tower frame has been completed, my rooms have been excavated and the well is being set up. Due to an error in planning, the well would have dipped directly into the ghoul quarters.That would be impractical as the taste of ghoul is rather rancid.

1st Hematite: Hopefully by now the beacon should have attracted some visitors. I hate to think what it would be like to have to do ones own work like CptCrunchy OUR MOST MALEVOLENT OVERLORD-TO-BE does.

4th Hematite: InsanityIncarnate has been instructed to smooth the walls and floors of my future apartments.

9th Hematite: I have started equipping my rooms with the nessecary furnitures.

11th Hematite: I've dispatched the miner to search for gems with which to empower InsanityIncarnate,

12th Hematite: Fortune[Despite its non-existance], favours us. In only a few hours of digging, the miner has already found gold, wolfram and lapis lazuli.

19th Hematite: I now deem my accomadations worthy of ghoulish habitation. I hope the miner finds more gems soon.

25th Hematite: We've found enough gems to elevate InsanityIncarnate's engraving to legendary. I've sent out Nuttycompas to... acquire the nessecary souls. I myself will sully my hands preparing the gems for the inscription.

28th Hematite: Enough emus have been eviscerated by Nuttycompa. I have begun bottling their souls.

5th Malachite: Preparations for InsanityIncarnate's inscription are going well in hand. I grow worried about the tower's future if a necromancer doesn't show up soon...

9th Malachite: Finally! A peaceful skeleton is seen on the horizon. A friendly necromancer can't be that far behind.

10th Malachite: The Necromancer Temptsfate has arrived with an entourage. He brought a bone carving skeleton, a butcher, a soldier ghoul named Kamikazi and is colleagues with the Herbalist Palu, who specializes in theorectical destructive magic.

11th Malachite: Palu immediately begins a garden for bitterroot inside the towers outer frame. I suppose thats ONE way to get herbs.



5810
High Master swordsman died because I stood in a campfire for too long. All because I didn't know how to Alt+move.
I wasn't aware you could even stand in campfires. Aren't they solid objects?
Just impassable ones. There's a difference. You can't move into campfires because what kind of idiot stands in a burning camofire, not because its impossible. You CAN however, alt+move into one. !!Science!!

5811
Masterwork DF / Re: V.4i - Frozen Kobold Fortress - Challenge Accepted
« on: March 17, 2014, 07:26:52 pm »
I suggest a glacier with less towers nearby. That is not an evil biome.

5812
All the locking/ghouling/skellying requests have been added to the OP. I'll start the actual fortress tommorow.

5813
Ghouled me. I want to be a badass wrester. Let me hunt for you too, so I can beat some wolf, direlion or elephant to death with my own hand 8)

Ps. Bonus point if I die before the first year end. :P

Added you and CptCrunchy to the OP.

5814
I'll take a 'locking  if thats the correct term, been looking forward to someone doing a warlock fort

Looks like you'll be the future Overlord then. All hail our all-powerful leader CptCrunchy.

5815
After noting the absolute lack of community warlock forts, I have taken it upon myself to create one. Nothing that special about the embark or world gen and I have no real conducts I'm restricting myself to yet.[Although suggestions are welcome] I will however try to roleplay the warlock mentality as best I can. [EX: Preferring ethereal items over any other, giving all the warlocks special rights and privileges and building a black tower to the sky]
Spoiler: Old 4.i embark info (click to show/hide)


5816
Masterwork DF / Re: V.4i Henteldentebi - Kobold Submarine Challenge
« on: March 16, 2014, 02:43:36 pm »
Yay glorious charges! I suggest using the weapons they dropped in weapon traps. Even if they dodge them, they'll still drown. Or get a magma generater for the free melting down of weapons.

5817
Wait, Vulturis did something? He refused to do anything on my turn. Also, Armok be with you against the hellspawn below.

5818
Masterwork DF / Re: [DWARF] So, I know a thing or two about Latin...
« on: March 16, 2014, 10:43:31 am »
I'm thinking that having the names in real latin would be really cool, but would also dilute their original porpoise of clarifying what each category of workshops does for newer players. Maybe have a button in the GUI saying something like "Complex Category Names" which would toggle between the "dog latin" and your more linguistically accurate translations. Honestly, I could probably recognize what each category was either way as Latin words are pretty similar to French or English words. Except maybe "Amplibus". I would guess that it amplifies things, just from looking at the name.

EDIT: Also, kudos for actually putting [DWARF] over your threads name.

5819
Masterwork DF / Re: [KOBOLD] - Bug reports and known issues.
« on: March 15, 2014, 02:08:10 pm »
Okay, I posted it in my game thread, but let's post it here:
Using hunting (and to some extend also lumbering and mining) for workshop tasks (like thieves tunnel) is not acceptable.
Not only it completely messes up their equipment settings (for clothes/armor as well as weapons) but also prevents them from sleeping in beds, and causes issues with the exclusive labors (mining/lumbering)
Seriously... This is a massive pain...

The equipment settings thing is only if you have a citizen militia, which is not common. I've never had any trouble with thieves sleeping in beds once I took away their weapon privileges. They should still sleep where they are, so just designate a meeting area for them. And they're kobolds. Unhappy kobolds don't have any negative consequences other then having unsightly red down-arrows everywhere. They don't tantrum and I've never seen them go insane. Also, I don't usually see the need to have a kobold doing Mining, Woodcutting and Hunting all at the same time. Especially in your challenge embark with no trees and no picks[Yet]. I think problems with having half the population as hunters can be solved by taking away the reserved ammunition for hunters in the military screen. Try that before doing the below. Using hunting for thieves tunnels IS counter-intuitive and I remember spending a long time looking for the skill used in them. But this seems more like an isolated problem with the "All labors enabled on everyone" conduct then a serious bug with Kobolds. You might want to consider breaking your "No specialization" conduct for hunting if you have problems with them equipping armor. Have all the named bolds steal while the unamed masses don't have hunting enabled. Quick and easy fix for your problems.

5820
Masterwork DF / Re: [KOBOLD] - Gameplay Questions
« on: March 14, 2014, 07:46:02 pm »
bone studs can still be made.... But I think all uses were removed....

Last I checked you could still make studded leather. Its in the leathertrimmer building last I played bolds.

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