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Topics - UltraMagnus

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1
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.

2
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.

4
DF Modding / Breaking up a family?
« on: August 21, 2014, 04:39:31 pm »
Recently, I've had a baby lose the upper half of its body. The baby is listed as dead in my unit list, unsurprisingly. However, the mother of the baby continually interrupts tasks that she is doing, which is very annoying not only because of the fact that even when idle she spams the notification feed, but because she is one of the few mechanics for the fortress I'm playing with. So far she's wasted several mechanisms by cancelling linking jobs, and I'm too short on hands to replace her.
Is it possible to remove the baby as a relative from the mother, such as removing the baby's relations, giving it a different mother, or et cetera?

5
DF Dwarf Mode Discussion / How soon until I have and Elf War?
« on: August 05, 2014, 02:09:36 pm »
Here's the situation. I have a moat around my fortress. However, elf merchants can't seem to use the bridge I built across the moat, and instead choose to run into the nearby river into their demise.
My question is "how soon will it be until these suicidal merchants cause a war?"

6
DF Community Games & Stories / Arel Sog (Can it be salvaged?)
« on: July 27, 2014, 11:26:42 pm »
I - In the Beginning...

Fortress History Part 1: The Waters of Conquerors
The original seven of the first expedition seemed very eager to set up new life. The vast valley seemed promising enough, with tiger iron available for industry early, and a waterfall revealing several minerals available to the brave dwarves.
Without wasting much time, these seven (and the first wave of immigrants) were able to be content with their workloads. By their isolation and carefully placed traps and sentries, the fortress was able to be safe for a long period of time with a rag-tag military.
However, like most good countries, the immigrants came and ruined everything.
The workload seemed to be too much for the starting fort. The only vital positions were mining and masonry, with all of the picks being on duty and all of the masonry being used in construction. A military was shortly formed as a means of population control, but when the soldiers were inactive, the strange desires started to settle in. After all, how was a fort supposed to pull leather out of sand?
While many of these were fulfilled, fortress progression shut down so as to establish, leading to the moat around the mountain to fill without a bridge being constructed.
For a brief period, all was good in Arel Sog, until the Elves did what they do best (dying) and ruined everything.
An elvish caravan had wondered into the moat, resulting in the drowning of one of the wagons. The goods, still not quite drenched in 7/7 water yet, had inspired Cerol Cerolétol to rush into the waters for wealth.

Cerol's body was discovered by a miner, designated to discover her missing corpse via careful digging. However, once the miner had decided to try to recover the body, a wave of dedicated haulers, mostly made of recent immigrants, rushed into the narrow cavern to try to plunder the goodies. Our brave miner, unable to move through the crowds, was trampled under the water as several other dwarves rushed in to partake in the drowning. The event was catastrophic, with many casualties dropping their own bodies into the river for wealth, letting their greed literally lead to their demise. Mothers dropped babies in the chilling death, even. Many dwarves lost loved ones into the dreaded moat designed to protect the fortress. Worst, however, was the dropping of several pick axes into the river. With the local caravans proving how well they fare against stretches of water, production of bridges in a halt, and an aquifier in the main base, all further progress seemed naught.

This, along with the high possibility of an elvish seige during a high frequency of goblin raids at the time, prompted the withdrawal from Arel Sog before the already miserable dwarves were to tantrum.

...So says the gods as they whisper amongst each other.

Fortress History Part 2: Reunion of The Pregnancy
The second expedition, dubbed 'The Pregnancy' was greeted with the depressing image of a barren wasteland, littered about with dwarven clothing, toad remains, and several corpses (both animal and dwarven). The goblins, albeit "Friendly", were to be watched carefully.
It was easy to guess what had happened to the remnants of the previous group who never returned to the Mountainhome. A bed was placed in the field. Clothing was scattered about, including all sorts of dresses and shoes. The lost dwarves tried their hardest to survive alone, without guidance of the Overseer who had forsaken them. The dogs were killed along the edges of the wilderness. Perhaps they died scavenging, having spent most of their lives in a cave? Perhaps the "Friendly" goblins nearby unclothed and violated the female dwarves before snuffing out the last few lives of the former Arel Sog members.

Before abandonment, Arel Sog was equipped with a tomb for the dead dwarves, rarely used until this point. The bodies were rounded up and placed, with the stone industry turning quickly to creating slabs.
Cerol's body was found, and carefully extracted from the moat before being placed in the back of the tomb, isolated from the rest of the bodies.

All non-vital fortress activities were to be halted until the slab construction operation was set up. Ghosts had already started to appear, quickly sent to the afterlife by the memorial slabs being placed outside of a doorway to a room where their bodies were haphazardly thrown.
One ghost, however, seemed to behave differently from the rest.
The ghost of a child, scheduled to be last engraved didn't bother to haunt the dwarves. The child followed the Masons around, watching them engrave the other slabs, standing patiently outside as he watched slab after slab be processed.
His was the most satisfying slabs to place, sending the child to be sent to the afterlife. The Pregnancy had officially brought a child to (the after) life.
I'd like to think that he wasn't one of the children who was brutally thrown into the river during the Cerol incident.

Fortress History Part 3: Dam Busters
Operations quickly shifted towards the above-ground, in order to establish more passive defenses while the militia trained (only involving them being placed in danger when needed). Construction of the flood chamber was a high priority, especially with the existence of a were-zebra being discovered as one of the "Friendly" goblins. Constructing the drowning chamber during a siege would allow for the capturing of several goblins and stall until the Werezebra revealed, either slaughtering the entire platoon and letting the soldiers harness its weakened state to turn, or allow for the immediate drowning of all non-zebra goblins. If left unchecked, however, this easily could have been a time bomb for the fortress, for the goblins were not wondering into the cage traps placed in the wilderness.

With a high demand for masonry, Arel Sog also incorporated pumps for the usage of draining the aquifiers. Fortress progression had to rely on this vital defense being set up, involving all architects, masons, carpenters, and mechanics and pump operators to be on near-constant duty. This meant that the oh-so vital Adequate Miller, Novice Fishery Dissector, and whatever other non-essential migrants that were forced to be cannon fodder were practically useless, as the cluttered construction site led to many dwarves standing on planned construction areas, suspending construction indefinitely.
The final straw before the tantrum spiral was the drowning of a novice fisher/fishery cleaner/fish dissector.

A New Day: The Cinders

When 'Stupid' Likotalis snapped, he caused a tantrum spiral that killed about 100 dwarves, reducing the population greatly. Stupid was convicted early in the spiral, and had the pleasure of watching his madness erupt into the slaughtering of many children, sabotage of the bridges that crossed the moats, and destruction of the farms by a now deceased dwarf who shall have a flooded tomb.
After the fortress regained its sanity, The remnants of the fortress formed a new military. 'Curious' Nomavuz, both of whose children were among the casualties, arrived first of the army to bash Stupid's left leg off (with a hammer, I might add) to let the dwarf suffer before mutilating his corpse.


"She has a great sense of empathy, a way with words and a sum of patience, but she has a meager ability with social relationships and a large deficit of willpower." The angry mother bear is always dangerous.

The tantrum spiral has ended.
Curious sleeps well after this. The rebuilding can begin.

II - Can We Salvage This Mess?

A slow fortress: Nowhere Fast
Apparently the picks were lost during the tantrum spiral, probably by the same terrorists that destroyed the farm plots.
Sarvesh Erushestun, Militia Captain, is a vegetable now, standing beside a drain, not bothering to dig, eat, drink, or do anything besides "attend meeting" that has not been resolved(?)


He does not even move when a friendly goblin is in front of him.

He decided to move, but not before nearly starving to death and surviving by eating rats. Turns out the militia captain was afraid of trekking 1/7 water. He has been demoted. The fortress now faces a shortage of militia forces thanks to only having 16 working dwarves.

7
First post.



Construction for both walls has been suspended because a creature (the dwarf making the wall) was standing in the way of the building grounds.
It's been a while, and my carpenters still just eat and sleep without bothering to work on the wall again.
I'm relatively new to the game, but how long should it be until they resume construction?

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