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Messages - Zuglarkun

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301
I've got the save. Will give it a whirl later today.

EDIT: Oh god, I forgot I have to do this turn in ASCII. I probably won't have time to do a write up for the various things happening outside of the fort, so here's a brief summary of things that happened between 203-204 (Deus Asmoth's turn and TheFlame52's turn) which may or may not be relevant to us here in Murderflood.

- The Immortality of Battles has continued to siege Boardsomber and other sites that we hold.
- During the early winter of 203, The Dented Conflict began. The Thief of Curls sent a welcoming party to Murderflood to invite us. They also sent several other war parties to wage fun upon several of our sites.
- During the late autumn of 204, The Thief of Curls arrived at Boardsomber and laid siege to it.
- Our Queen has gained a title. She is now known as Obok Constructrazor the Trampled Symmetry of Pools.
- Our General has also gained a title. He is now known as Dodok Bookice the Curled Duty of Foot.
- Our former failure of a goblin diplomat stepped down and has become mayor of Boardsomber.
- Our former outpost liaison, Dobar Pearshoots has stepped down from the position of outpost liaison and has become the champion of Boardsomber.
- Our new outpost liaison is apparently the father of Haerdalas II.
- Boardsomber endures, but for how long?


In other news...

- The Thief of Curls also sent war parties to wage fun upon the goblins of the Immortality of Battles (just the sites they conquered from us) as well as other human civs. Goblin on goblin action! I can barely keep track of who is fucking who over.
- The elves got their capital, Nutglimmers, taken over by goblins from the Lie of Sins.
- The humans of the Confederations of Wringing have come to our aid (sort of) and attacked the Immortality of Battles.

So we are at war with two goblin civs, there are wars being waged everywhere, its becoming a clusterfuck of backstabbing fun out there and to top if off, there is undead above us and below us. Yup, there's plenty of murder to go around.


EDIT 2:
- Everyone of note seems to be fine. Looks like I narrowly averted death last year, got my arm broken instead. I guess I should count my blessings.
- 'Gwolfsky', Brandhalls the Copper Plays of Toning has lost the ability to stand. Seems he got the nervous tissue in his lower spine cut apart, and his left foot is broken.
- Haerdalas II is doing well, 23 kills in total, looks like she participated and did well in her undead encounter, killing 10 zombies overall. She doesn't really care about anything anymore.
- 'De' Swordjail is currently the military captain of the Cobalt Charms, an axedwarf squad. He has 2 kills to his name.
- 'Pyrotechno' Azmololin is our Blacksmith and is impervious to the effects of stress. I think he will make a good military candidate.

Let me know if you guys want me to post up your character profiles. In the meantime, I've got a backlog of stuff to clear on the front page, and I need to plan this turn out somewhat. So updates will come earliest next week I suppose.

302
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 04, 2015, 11:39:01 pm »
The breeding and culling of dragons continues in Facehugged. This is the first time I'm breeding them, and I did not know that dragon innards were magma proof. Tried dumping the leftover nervous tissue into my magma dump, but they just sit there without deteriorating at all. Will have to atom smash those.

303
To build on what has already been said, the range in which goblins are considered neighbors is 30 tiles and 10 tiles for towers on the embark map. Be sure that they are indicated on the neighbors screen when choosing an embark location. This information can be found on the wiki. You'll want to be the sole settlement closest in range to that civilization to increase the odds of them besieging you. If there are other sites in range, they might siege those instead, though they can and will send sieges to multiple sites in a year.

Another thing is to have patience. 34.11 invaders were generated from out of thin air. In 40.xx, they are plucked out of the population numbers for the civilization. They might take 3-4 years to arrive once you hit the 80 pop cap threshold. In 34.11 they used to send baby snatchers at you while you were under the 80 pop cap threshold, so that was an early indicator. But baby snatchers are bugged at the moment (though they still happen outside of your fort). First contact is usually a siege party of 10, which scales up quite a bit later on.

I understand that it is tedious and not everyone's cup of tea, but if you want to increase your odds of getting the location you want, plus getting sieges and all that fun stuff, your best bet is to learn how to manipulate the world generator to create the maps and conditions that suit your tastes. I've seen sieges of 100+ and averages of 50-60 are common on the maps I play, which have multiple civs to increase odds of the site I want being in range of some goblins, as well as getting the all the neighbors. The sweet spot for me is year 200-250 on world gen so all civilizations have some time to build up. Usually some civs are wiped out by then so it all balances out as no civ is too dominant.

304
Zuglarkun IV Kubukonul brings tidings from the east


"It was a good decision to have laid low this past year, it seems that the enemy knows of the purpose of those whom bear my title. I hope that the danger has past, but I cannot be certain. Therefore, I have come now to speak with you three that remain of the founding seven. I'm sure that you've discovered that the last two to bear my title were of course, impostors seeking some measure of fame and recognition. I assure you, I need no such proofs, nor do I seek any measure of fame or status. My fellows and I are ever at your service, so treat us as you would any other dwarf. Unfortunately for my predecessors, they took my place and succumbed to the nefarious designs the enemy had laid for me. It is unfortunate, but due to their meddling, whatever plans the first Zuglarkun brought with her are now irretrievably marred. That matters little now, for we must look ahead. But first you shall hear of the tidings I bring.

I hail from the far east, from lands that were once well known to the inhabitants of these parts, but are now only remembered by a handful. My people were once a part of the great migration that dared venture into The Universe of Destiny, as were your forebears. But we tarried on the path and eventually stayed behind while your forebears forged on and settled the land, founding great kingdoms here.

My people founded settlements in the unknown east, and have sought to maintain a distance by refusing the summons from the court here. Our great prophet Abras Nirurgelut said that a crafty rabbit has three dens, and that the time had not yet come, and so we waited. But we have not forgotten and we've sent messengers every few years to maintain close relations with the founding line here that has since become the royal lineage.

My forefathers once swore an oath that in times of need, we would come forth from the forgotten lands to aid our brethren. The elders spoke of an ancient enemy, the omniscient "Magdark". Our ancient records note that he was once thwarted, but that he shall rise again, though it did not specify in what shape or form. Our elders say that it falls upon us to thwart him a second time, and they deemed that the time of need has now come. For my people received an urgent plea from your queen saying that an ancient threat has been revived, and that they were harried from all sides by our ancient foes the goblins. We few have come as representatives of our lands, and now we seek to fulfill that oath, to give what aid we can in these desperate times."

305
Overhangs will stop things from getting over the walls. A simple one wide floor all the way around the outside is enough. They can climb up, but not upside down.

Overhangs won't impede invaders from climbing along the wall to get around the dike.

306
The trench is for storing the magma right? The way I'm looking at it, invaders can breach the dike defenses by climbing around (not over) the trench walls near the 2 edges of the lake.

There is a way to circumvent this without removing your designs, though there is some risk involved. We would have to extend the trench walls in the southwest and northeast up to the lake borders (just the outer walls), joining them up to form a perimeter around the entire fort. This would be better than making tons of traps (that require maintenance) to cover a weak spot in our defenses.

I like the trade depot island suspended in a sea of magma you did though.

I think I see a spot where we can accommodate a magma pump stack without necessarily breaching the caverns. It will cut through some of the digging designations for the tombs and come up on the southern doorway towards the underground farms though.

Overall, I'm not worried about the surface defenses. I think we're doing pretty good (thus far) on that front. What I'm worried about is our cave defenses...

There are many ways of dealing with that particular can of worms though, just that I won't be the one to do it personally on my upcoming turn.

307
+1 for architecture requiring use of more than 1 z-level for 3D designs.

Other things you can attempt to do are "pop up" engravings, like digging grooves into the wall and stuff (digging, not engraving), so that the grooves pop up and form a image. A good reference is the konark sun temple irl. You can even carve out small indentations to place masterwork statues in.
Spoiler (click to show/hide)

I've done the same but in reverse for door archways, here's an example, my design for a magma catacombs entrance hall. The pillars will get statues placed on them eventually. Same deal for the platforms suspended in the magma.
Spoiler (click to show/hide)

308
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 31, 2015, 01:43:04 am »
A pair of dragon hatchlings! I ran out of magma safe stone for making the magma proof hatches for the obsidianizer, so I will have to dig for more. This is the year that a good portion of the young fortress born dwarves finally come of age. Also masterwork gold statues everywhere. I need to have a few sets of those for the starting seven so that they might be memorialized forever before they start to expire.

309
I took a quick look at the save and here's some quick observations.

- We have more than sufficient glass pipes, though we are lacking any glass blocks and glass corkscrews.
- We have a few dwarven ale roasts lying about, a quick examination confirms that cooking has not been toggled off for drinks or plants.
- We still have very little in terms of wood, and some of it has been used to make a bridge even.
- I like that we have a smithy, but I was hoping that it would be above ground, not underground. Still, can't complain about it.
- The caverns are a complete clusterfuck of undead beasties now. This will be a big problem later on. But I suppose we can safely ignore it for now.

I'm a bit confused so correct me if I'm wrong, but the walls above ground are for the dike right? I'm not sure of the viability given that goblins can climb, so... they might actually bypass our defenses by climbing around the walls for the dike...

Retired the save and took a look at legends...
Holy shit, is this world action packed. Man at this rate I'll never run out of material to write about.

From the looks of things, looks like I'll be designing and implementing the magma pump stack if TheFlame52 does not beat me to the punch. Hoo boy. This is what, like the 3rd time I'm doing this for a succession fort? I have found my DF niche!  :P

Also, I totally didn't die this year! Hooray! The curse is broken!

Are you going to do NaNoWriMo this year?

I have never heard of this until you mentioned it, looks interesting, compelling even. I'm not sure if I can as I'm in the midst of a rough patch in my life right now. I will look further into it though.

-----
The entry for the humans and goblins on the frontpage have been updated.

310
Regarding the conflicts between elves and humans
A brief excerpt from the book


Unlike the goblins and elves, us humans are born of mortal stock. Although the remains of our mortal husks may return to nourish the earth, our spirits live on even after death - much like the stunted folk with whom we share many of our customs and beliefs regarding the dead.

In human society, proper respects paid to the dead are also indications of piety and humans believe that such actions will result in the spirits conferring their ancestral blessings upon their mortal descendants, helping to steer them away from misfortune. Failing to properly venerate your ancestors results in the opposite - the cursing of the living with misfortune and misery. Because of this belief, the humans greatly revere their dead, building grand tombs to honor their dead, such as-


These tombs were erected to honor their fallen brethren, and humans do not take kindly to having their dead brethren defiled or even eaten before they could even pay proper respects. Such forlorn souls are cutoff from their proper place in the afterlife and are condemned to an eternity of wandering, unless they are properly memorialized. But most importantly, proper veneration of the dead is essential so that the dead remain dead and have no cause to haunt the living. Improper burials and the like cause great problems as the forlorn spirits have a propensity to negatively influence the lives of the yet living in a great number of different ways.

It is no wonder that the humans of The Heroic Kingdom have been quite aghast at the conduct of their neighbors, the elves of The Skunk of Speaking. As of this writing, their current ruler - a fellow called Rosmic Alliedfire, has ruled from Campdashed as lord since 156. Rosmic has taken up the anti-elf stance that has been propagated since the wars of 48, having since killed 6 elves with his own hands in The Hills of Twinkling.

This was not always the case though. Given proper segregation, the separate ways of elves and of men should nary interfere with each other. Alas, it was not to be. As I recall, it all started in 48, when the elves began the wanton expansion of their territories northwestwards, occupying all the lands south of the streams that flowed into The Lake of Amazements. Shortly afterwards, the elves began to expand further north, occupying lands north of the great lake, bringing them into direct contact with the humans of the heroic kingdom.

There are few remaining today that remember how the war began, but all surviving accounts point to a dispute over the the elvish custom of devouring the bodies of sapient beings that sparked the conflict that was "The War of Disembowelment"

I should know, I was there.

Spoiler (click to show/hide)

Shortly after these events, I joined the Laborious Mines and was inducted into the teachings of Indur the Insightful Tome, where I was able to learn the secrets of life and death. With that, my life as a ignorant human was put behind me, and I removed myself to Inchedfaction to devote myself to study the dark mysteries of the afterlife. Still, I had not completely put my past life behind me, as I continued to keep tabs on the growing conflict that had engulfed The Heroic Kingdom.

The conflict continued to rage on and off over the years,

eventually culminating in the takeover of several elvish sites in 136, the slaying of their high council of elven rulers and the enslavement and subsequent integration of elf prisoners into human society.

A new elven queen, Ririli Willglimmer, was chosen for her diplomatic ability and her more "positive outlook" towards the humans. Thus the great human and elf wars were ended, but not quite.

The humans enacted vengeance by proceeding to construct their own temples on these conquered elvish lands.
Spoiler: The Frothy Shrine (click to show/hide)
Spoiler: The Abbey of Mosses (click to show/hide)

And to add insult to injury, they then built their own catacombs to house their own dead under these temples.
Spoiler: Colorgloomy, catacombs (click to show/hide)

Eventually, many of the former elvish prisoners would relocate to these catacombs, driven to banditry in order to eke out a living under human law.

The humans and elves have since sat at peace to this day, though relations have been tenuous at best, and a spark of hostility might one day renew the flame of conflict and once again engulf both civilizations in the furnace of war.

311
Rombu aka Embrace Routnettles is a wonderful goblin name.

The names show up that way because of lazy dwarven bookkeeping. Apparently only squad leaders are worthy of having their names recorded into the annals of dwarven kill lists.

Which civ were the goblins from?

312
Do you want a multi level cross section view from the inside or just a multi level view from the outside?

Stonesense can do both, though a cross section of the fort will be better represented with labels of multiple pictures of the different levels.

If its just an multilevel outside view, or a first person view, Armok Vision is the one you'll want. I used it for the screenshots of the fort on the front page.

313
I doubted the competence of our military before, and I was proven wrong. I feel that sometimes you just got to do the right dwarfy thing, and trust your beards not to fuck things up.

I follow this principle: When in doubt, do the thing that most likely ends up with you (1) overcoming the odds like a magnificent bastard or (2) falling flat on your face in dramatic fashion.

Whichever way it ends up, it would still make for an awesome narrative.


To the next in line to be Overseer:

Aside from architectural feats and whatever personal touches you might want to add, you'll want to continue working on the magma pumpstack. Make charcoal, make glass blocks, glass pipes and glass corkscrews and keep working on it gradually from the bottom. Access to magma will really open up more options in terms of our defenses. I'd also designated an area for a water generator on my turn that you might want to look into if you're interested in taking on the challenge. Just a suggestion if you don't have any ideas of your own to pursue.

Personally, I'll really like to see more prisoners fed to our resident werebeast for interrogation.

Ok, I'm here...probadly I really busy now and this fact don't make my bad English better, so my reports will be cryptic and short...but i'm sure that turn will be intresting
P.s. I need some time to read pages that i skipped

Don't worry about your grasp of English, updates are always welcome :)

314
I am done with the year, but how do I post the save? Write-up will be soon to come.

DFFD, under community games:
http://dffd.bay12games.com/

315
Tower construction is ... well, slow. Mostly because of unwanted visitors. I have, however, deactivated the self destruct lever. it now serves no purpose. I have also made the pool nicer. The dead bodies are gone and there is a ice floor and some statues.
I feel quite conflicted about this. On the one hand, it was a Boatmurdered-esque FUCK THE TOWER machinery with the capacity to entirely ruin this succession fort (or at least prompt a savescum). On the other hand, that's totally awesome. Personally, I would've just walled the lever off -- but if any future overseer wishes to reconnect the device, that's fine by me.

This gives me a great idea, which I will attempt to implement once I get another go at the fort. So yeah I'll like to sign up for another turn please.

Also, the stairs are dangerous. I am placing hatches and the new tower shall use a circular ramp for safety. and fps, cos it actually helps.

I never liked using hatches for stairs or ramps, too much potential for accidents.

Has there been any progress at all on the magma pumpstack?

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