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Messages - UltraMagnus

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1
Hasn't actually happened yet, but I'm about to go fight a bunch of feminists and elves with my baseball all-star.


2
DF Community Games & Stories / Karma Kitten
« on: April 26, 2015, 06:25:30 pm »
My recent fortress is in a pleasant valley, near some humans and dwarves, but with no elves in the nearby forest and resources aplenty.
Life was good in Timnaroltar, until an Ettin (whatever the fuck that is) decided to rear its ugly heads.

The Ettin was skipping along the northern swamps bashing adders until it came a little too close for comfort. My fortress is home to all sorts of life, and welcomes any creature, so naturally it was in my best intentions to lure the monster into the flood chamber foyer and push it into a pit welcome it into the fort with open arms. The problem was that a sweet little kitty cat was running around the outer wall. The kitten, a baby cat that couldn't fend for itself, ran past the gathering military and into the swamp to play with the big playmate. It was then that the monster revealed its true colors and picked up the kitten and threw it, then started biting its paws off, leaving the kitten to die after shaking it by its paw and having it be torn off.

Unfortunately, the military witnessed the cruel and unusual punishment for the sweet baby animal for the simple crime of existing, so when they finally caught up to the beast, no expense was spared to enact just deserts. The beast bullied and killed a baby that couldn't defend itself, so the dwarves saw fit to circle the beast and start a good ol' fashioned mugging.



As you can see by the position of the dwarves (which had entered from the south) compared to the beast, it has realized its grave mistake of slaughtering the innocent fluffball and tried to crawl away. Unfortunately for it (and at the pleasure of my justice boner), the dwarves were all too hesitant to end the pathetic brute's life, instead letting their rage get the better of them. These dwarves are equipped with weapons (and, according to some reports against wild boars, know how to use them), and have not had a chance to drop them in combat, but strangely enough choose to punch and kick the humanoid even as it lays on the ground broken and bleeding...

With one of them literally punching the monster's dick off.



Literally every part of the beast is damaged, with its spine and legs broken and heart and lungs with function loss. Even the eyelids have been cut open.



I suppose its time to call off the military and let the thing crawl to my gate to be eaten by dogs.

3
http://dffd.bay12games.com/file.php?id=10566

Sorry guys, on top of that crash and some irl clutter, I just don't have the time or heart for DF. Here's the save anyway.

4
Heads up, you guys might want to skip me. I started playing hard today and got about 3/4 of the year through when I noticed that the fort didn't have a manager. The game crashed whenever I tried to assign one, so I need to re-download and replay for the lost progress. Sorry.

5
Udibgidthur - UltraMagnus' Reign

The First Month

I plan on updating with more periods of time than monthly, but first impressions took up some playtime.

The mountainhome reclaimed the fortress on the 17th of Hematite. Our population, at this time, stands at 9 dwarves. 8 of them are recognized citizens, and for some reason there's a hostile baby about 100 Z levels beneath the ground. I'd like to think that the local reptile people adopted it and are raising it as their own, there exist a man and a woman with the baby, who also sports a fabulous mustache. This drama will have to wait out, for obvious reasons I've forbid the hatch that connects the caves to the fortress and am keeping it tightly sealed. This was the first priority, I don't like things crawling up my under-hole when I'm not looking.

The fortress has a decent food supply, some fresh water in a moat, farms, and for some strange reason a plethora of armor stands. At least this will give us something to sell when the first Caravan comes. I have no idea how many it will take to purchase a set of armor; our broker is hilariously bad at his job. Nobody seems to be good at their jobs; labor is a clusterfuck of everything. I personally can't stand it, nothing gets done. This will be sorted out later, after the Depot is built (for some odd reason we have no less than 50 armor stands, but no trading depot).

The resources of the land are scarcer than I'm used to, but this is the result of a smaller fort than I'm used to as well. Regardless, all of our necessities are here; we have trees to the southeast, enough rocks to make 50 armor stands, and little bits of werezebra everywhere. What antics the previous overseer of the fortress underwent regarding explosives and horsemen are not of my concern, not that I want to know just what the fuck happened. On a related note, there are corpses in the most unusual places; immediately to the north of the fort, sleeping in one of the beds, and right beside said bed are the corpses of what appear to have been loyal dwarves. These dwarves aren't listed under "dead" in the unit menu, but I shall see fit that they get thrown into a branching cave behind some tightly sealed doors respectfully placed into a tomb. My projects for the month have already been set out, then: to build a depot and to make a tomb.

------------------------------

Transition to Malachite 1st

I have adopted the expedition leader as my own and named him "UltraMagnus." UltraMagnus has had hauling disabled, meaning he's the only dwarf that does anything around the fort. Every dwarf that is not "UltraMagnus" has been named "Billy Joel" as a result of this. Due to this, and naturally having hauling disabled, UltraMagnus was allowed to dig out spaces for a Depot room and for a tomb.

It appears we won't need the tomb after all, however. Nobody wants to even attempt to wake the "sleeping" dwarf. I only mean "sleeping" in the most liberal sense; only one dwarf is anything more than a Dabbling Observer, and he tends to avoid the area. At this moment he's fetching the corpse outside; I didn't realize that you had to be skilled at looking at things in order to realize that a skeleton is dead.
I've designated the foyer to the tomb to be smoothed so that, in worse case scenario if a Necromancer shows itself I can dispose of prisoners into a pit of undead. Of course, there's the matter of securing the refuse stockpile and dealing with the little bits of zebra chunks everywhere...

6
DF Community Games & Stories / Re: Kill it. (New world: Sign ups open!)
« on: February 01, 2015, 08:44:31 pm »
Hm. All right, count me in. ;)

That's 5.

Let's talk world size.

EDIT: And Age.

7
Udibgidthur.

Did I reclaim the right fortress? There's only 9 dwarves here (8 of them from an expedition and 1 hostile baby).

8
DF Community Games & Stories / Re: Kill it. (New world: Sign ups open!)
« on: February 01, 2015, 07:30:38 pm »
I'm kind of intrigued, but I want to ask: What would someone do in fortress mode? Build a fortress and...go to war with everyone else, perhaps? Am I close?

Cause war, slaughter as many neighboring invaders as a result, build training facilities for adventurers, stockpile armor for adventurer, things of that nature.

Add me to the list. Also, ^

Adding. Need one more.

9
Requesting dorf and turn slot.

Oh ho! Would you be interested in getting the first fortress into fighting shape? It doesn't have a militia to speak of and there will most likely be goblin and/or necromancer assaults to fend off.

Necromancers? Oh dear, sounds like I'll need to plan accordingly.

10
Requesting dorf and turn slot.

11
DF Community Games & Stories / Re: Kill it. (New world: Sign ups open!)
« on: January 31, 2015, 11:21:06 am »
interested, but isnt there a bug where if you kill everyone, (z)wait an hour, and theyl be back alive?

Proof?

I can test it if you'd like. I'd also like a turn please.

So I did some testing and it appears to me that if you kill a person for whatever reason then they stay dead.

Added. Let's talk world size while we wait for more people.

12
DF Community Games & Stories / Re: Kill it. (New world: Sign ups open!)
« on: January 30, 2015, 11:49:43 pm »
interested, but isnt there a bug where if you kill everyone, (z)wait an hour, and theyl be back alive?

Proof?

13
DF Community Games & Stories / Re: Kill it. (New world: Sign ups open!)
« on: January 30, 2015, 12:04:55 am »
May I sign up please?

I'll update the OP later to include a list of players. If I can get at least 5 people interested we'll talk map features.

14
DF Community Games & Stories / Re: Kill it. (New world: Sign ups open!)
« on: January 29, 2015, 07:50:50 pm »
Game will begin after five people sign up.

Current turn order
-UltraMagnus
-Snail555
-GameDragon
-☼!!Troll Fur Sock!!☼
-Chaoseed

15
DF Community Games & Stories / Kill it. (New world: Sign ups open!)
« on: January 29, 2015, 07:50:02 pm »
Greetings, Urist McReader.

We all sometimes hate the world. Well, we don't really hate the world, we just hate a bunch of people in our immediate area. That's why I'm asking you to help me send a medieval island into an Age of Death. Nobody will miss them.

We have a rough idea planned for how to do this. First, we will establish a base of operations for our angel of death. Next, using this leverage, we will have the angel of death take out the supernatural powers of the world. Meanwhile, the cults establishments under our control influence will chip away at neighboring civilizations. Whether the warfare or the angels make the finishing blow to them, makes no difference to us.

Immediately the rest of the requirements are fufilled, we will swiftly execute the remaining dwarves and doom the world into an early grave.

We have been observing the world for 5 years. The time to strike is now.

Sincerely, Urist McPsychopath.

TL;DR: Let's kill a world!

Rules
* Never be afraid to sign up
* After signing up, you are expected to be ready for your turn. Come time for your turn, you have 3 days to reply (even if you must schedule a delay) or else you will be skipped. Your turn will officially begin on the third day, or earlier if requested/early updating.
* After replying, you have one week in real time to post as much as you want with the world. You can request an extension, but if you do not update within two days after making the request, or if you do not make a request, your turn will officially be over
* The scope of this game is within all three gamemodes. If you want to spend a week telling us stuff you find on Legends, that's your business.
* Prepare accordingly for the end of your turn, and liberally use the "retire fort" option to keep life in fortresses.
* Remember the goal of this succession game as you play
* You can sign up for multiple turns, but there is no guarantee that you will get successive slots
* Have fun.

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