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Messages - Taupe

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1621
I guess it all boils down to how dedicated and competitive you want this to be. I'm fine going in and trying a tricky race, as long as don't people don't expect me to win.

1622
Wait, i though I would get the warlocks...?

1623
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 18, 2014, 02:33:16 am »
Urist Turnedcog was speechless. The journal in his hands was almost empty, and covered in blood.

''Where is the rest? he asks his secretary.
-That's all there is, sir. An initial report, then someone over at Doomforest mailed us his journal. Nineteen days, then nothing.
-Do we have any reports? What did the messenger say?
-Well, sir minister, he's not exactly a messenger, and more like a random dwarf who fled.
-I want to talk to him, find out the truth.
-Sir, is that wise? The man is... not quite right.
-Insane?
-Yes, I'm afraid so, or deeply traumatised. He talks of corpses, a giant snail, and the return of the beast. And a civil war...

Urist spends a few moments walking in circle in his office. This is a catastrophe! Taupe is missing, and he hasn't been over there a full three weeks yet. ''The King will have my head when he learns we failed to secure such a promising colony...''

-Well, give the man a drink, and let him rest. I'll see him tomorrow, and find out what he knows anyway. Crazy accounts are better than no accounts at all.

1624
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 18, 2014, 12:37:13 am »
A guy with a crotch.

You want him to aggro the beast away so the rest can sneak into the forge, huh?

1625
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 18, 2014, 12:22:58 am »
Why not both?

Congratulation, you are now our military captin. You are ASLO a rookie mason who's equipment is separated from you by ten corpses, a group of troglodytes, and a giant monster from hell. Wish you luuck.

1626
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 17, 2014, 11:41:45 pm »
Journal of Taupe Portallessons, Overseer of Doomforest

Week 1:

     I have been here only a week, and already trouble has started. While I expected to stay in my office and issue mandates and reccomendations it,s clear that this fort will need my ever-present vigilance and wits to thrive. I had hopes that i could make notes of the important events, and record them in my mensual reports, but holy hells, is this place crazy! I'll have to keep a diary to keep track of everything going on here...

     My first initiative was to order some doors placed in the caverns, and superfluous entrances to the same staircase blocked by walls. I also asked that we dig a pit to secure the cavern entrance further, in case the doors fail (hint: they will). doors won't stop large creatures, but until cave spiders and crundles learn to turn knobs, we'll prevent every single monster and their mother to simply walk into Doomforest. This has happened in the past, if the rumors are true.

     Next I decided to turn my attention to the milicia. do they have a place to train? I'm not sure. We migh be stuck inside for a long time, so cave adaptation will be a problem, so I'd like to set up barracks outside. A nice training tower could also double as a sentry to locate thieves and ambushes before they show at our main (and only) gate. Our soldiers are in a squad named swoardwaf 1, which neither include swords, not sound very dwarven. I random a new, cooler name, and spend the first few days overseing our military supplies, and attributing equipment to the members of The Kinetic Swans. Awesome names make the soldiers more courageous, or so my ministerial guide claims.

    I decided to see if we have barracks by ordering the Swans to gather their gear and go train. My plan goes to shit however, when reports come from down below. Now I know why the crundles were terrified earlier:

Spoiler (click to show/hide)
     Before a door can be installed, a Mud man wanders into what i guess is to be our magma forge. The military cannot get to their good equipment, because it's there. I feel like we should let them train a bit before venturing down there. out of 6, none seem to know how to use his weapon effectively, and one of them is wielding a crutch, scar of a previous horrible battle. to minimize horrible deaths, I tell them to fisticuff or fight with what they have, and avoid the caverns for now.

Spoiler (click to show/hide)
     But for some reason, an armorsmith was hiding down in the forge, stuck between a mud man and a hard place, and also a pool of magma. o avoid horrible death problems, I dispatch the military, to try and save him. He seems to be doing fine, however. Working the forge has made the man mighty, and after a few moments, he manages to drop kick the mud man's head apart from the body. False alarm, guys!

     ...Boy, i need a drink.

Week 2:



    I may need more than one drink, to be fair.

Week 3:

Spoiler (click to show/hide)
     A general state of alert has been activated. The burrow is not up to dte, but the names are definitely relevant. Senshuken has claimed leadership of The Kinetic Swans, thanks to his atrociously high ability to not have fled when i asked who was in charge of defending us from this beast. A rookie mason from the latest migrant wave, just like the men he commands. Their gear is in the forge, at the bottom of the caverns. We have zero military equipment save for 3 iron mails and a helmet.

     I have ordered the cavern shaft to be sealed with giant blocks of basalt at the top, since going deeper to block stuff would just be sending our masons to die horribly, which is what I'm here to counter. While we briefly grasped a sighting of the horrifying creature, a mere second later it had vanished into the depths. we don't know where it is. At all. I'm fucking terrified now. the caverns are now the Snail's playground, because it flies and can go around anything. there is no stopping it. we can't even locate them damnd thing.

    On a slightly positive note, updating the burrow is teaching me which buildings were constructed most recently. On a deeply negative note, it also helped me locate an entrance to the fortress from the farming complex, which has no doors, no defenses, and no easily sealed corridors. Ugh, this place.

Week 3, continued:

Spoiler (click to show/hide)
     I tried to discuss my plans for the overground barracks with Senshuken, and in return he mentionned me his plan to send a crippled soldier/mason down the cave to distract the beast. I object. he says he's already given the order. Damnit.

     The cripple returns, too horrified by the staircase corpses to proceed. He says there are 10 of his rotting friends lying down there, as well as his leg. What the hell. As a result, we still don't have the military gear, BUT nobody died horribly. Yet. Anyway, he says, miasma is coming down from the forges, and with dead crundles and mud men splattered over the armor pile, it's not that great an idea to venture there for now. where is the beast? We still don't know.

Spoiler (click to show/hide)
     Meanwhile, the haulers can't get down in the mines, so they carry barrels of booze around. Then they stop, because they are terrified by 10 more corpses rotting in the brewery. Oh by Armok, what the hell is wrong with this place? So many unlawful horrible deaths! Well, Psychoangel at least had the sence to order a new graveyard, so i venture underneath the workshops to designate the incoming coffins as fit for burial.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
     After I return upstairs, I hear commotion. A bone carver has gone overboard and attacks his workmate. Senshuken manage to lock him inside a nearby room until he calms down. Why is this guy tantruming anyway?

Spoiler (click to show/hide)
     Oh...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
     The room in question is rather nice. Incredibly nice, in fact. I'm told it was the Baron's chambers, before I gave him an additional office next to the workshops. Well, while the tantruming carver is locked up in there, migh as well make use of this room. I inform the dwarf, trough the door, that this bedroom is his if he calms down. He does so, and just... stands there, doing nothing. He seems truly broken. I leave a note to the haulers: I want a small stockpile of food, and another for booze, right in this room, in case we need to lock down the carver inside again.

''You can stay here as long as you feel bad, I inform the man. So can your wife. Just, yaknow, get better?''

Spoiler: OOC notes (click to show/hide)

1627
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 17, 2014, 10:34:44 pm »
Initial report: Doomforest
From: Taupe Portallessons, 6th overseer of Doomforest, Bookkeeper, and agent of the MNDH
To: Urist Turnedcog, Minister of Not Dying Horribly
Date: 24th Malachite, 1054

To the respected minister Turnedcog,

     Assuming this document reaches you, here are my initial assessment of the situation here at Doomforest. There is still much to discover in terms of potential horrible death triggers. Keep in mind, this is only my initial impression, this fort is so unsafe and disastrous that within minutes, I knew I was in for a ride.

     First, the previous overseeer has been rendered insane by the fumes emanating from the soap workshop he dedicated his life to. The mere act of taking over his management duty required a long period of bargaining and sequestration. After escaping captivity, I was able to look upon the fort proper. The immediate area was devoid of dwarves, but i could see the designation for a new workshop area, which the miners were expected to dig without breaching the walls leading to it.

     Since i was alone, I decided to take the first staircase, which led me to three (THREE) different graveyards, all of which are of different size. While total symetry of a fortress' facilities is not mandatory by ministerial laws, it bothers me deeply. Past the graveyard, i saw a mass of beds clumped together, and tons of tunnels covered in random stone debris. I come across a dead, rotting dwarven corpse cluttering the only staircase. Then I encounter a terrified troglodyte. My journey ends in a strange underground facility, overseeing a volcano, part of which has been smoothed out for reasons unknown. The area is covered in holes and copper armor pieces. there is also a pile of soap and random silk cloth objects. In the middle of this strange facility, i encounter a single crundle, apparently maddened by terror.

    What. The. Actual. fuck. (continued on page 2)

*    *    *

     Now, the lack of dwarves and the omnipresence of corpses and evil creatures within our forge complex is disturbing, but easy to explain and fix. It seems that on no less than 7 points, Doomforest is exposed to gigantic underground caverns filled with deadly monsters. One of them is defended by cage traps. the others are defended by the power of collective wishful thinking. I will have doors installed in the open corridors, and some actual walls built. doors are definitely a better defense than hoping really hard no monster show up, as explained in the MNDH guide.

     I then run into the mayor, as well as the baron and ex-Overseer. altho he claims his title is ''Overseer'', i'm quick to rectify baron darzoth on whom is currently running this place. Ex-Overseer is his new title. Regardless, both of them are unsatisfied with their offices at the time. Drazoth in particular insists that every single aspect of his chambers is unsatisfying, including the ambient humidity levels, and the feng-shui synergy. He is also very pissed that none of the battle axes he ordered were made as of yet. Well, gee, maybe that's because your forge is populated by corpses, mister baron. I nevertheless took note of their complains, as angry nobles can lead to lots of trouble. I myself have taken over the noble title of manager, yet have no available office as of now. This must be solved ASAP. The previous manager also holds the title of bookkeeper and trader. so many tasks for only one dwarf, no wonder this place is a mess.

     It seems that some offices are being created on the main floor of the fortress. Altho they are far away and unconveniently located, they will suit myself, the mayor, and the broker/bookkeeper for the time being. Adding some gold armor stands to the mayor should keep him happy. as for our baron, I'm having him moved to Psychoangel's office, as the whims and anger issues of a noble are more serious to adress than the need for an extravagant office for our soapmaker. Psychoangel is reassigned to the baron's old, meager office.

     Civilian housing is rather cramped, and on a single level, making it hard for anyone to get to and from their bedchamber quickly. We don't lack space, so I may try to set multiple housing levels, alongside an extra dinning hall, to keep the population happy. I don't understand why we need to use so many small bedrooms, when clearly half the fort is vacant. Meager offices and sucky bedrooms lie around, unnassigned, while most dwarves only have a small corridor to call their own.

*    *    *

     The entrance to the mines is a corridor with one layer of traps. Considering the general lifespan of dwarves here, I doubt anyone managed to survive long enough to become a master at trap-crafting. I shall order a pit to be dug alongside the traps, as an aditionnal layer of protection.

     Morale check: holy fuck, are people here unhappy. Now I really have to shorten their trips and improve their bedrooms, because the next dwarf that dies is going to take us all with him.

     I take a look at the combat report, and close the book immediately. What the actual hell happened here? Why are we fighting forgotten beasts, and humans, and crundles, and crocodiles, and whatnot? Time to learn how our army is doing... Well, it seems we have exactly 6 dwarves to defend us, including exactly one on active duty. That's not exactly great.

     And that's my first impressions on Doomforest: It has no defenses, no happy citizen, no army, and no organisation. I haven't looked at our stockpiles, or the efficiency of the industry, but I'm just going to assume that everything is terrible, until proven otherwise. My dear minister, it will be a tough year, but i believe I can help set things right here, since basically any single thing here cannot be worse. Expect my monthly reports soon.

respects,

Taupe PortalLessons,
Overseer of doomforest

1628
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 17, 2014, 07:43:01 pm »
Maybe you just clicked ''unsuscribe to email alerts'''

Anyway, won't be starting the fort today, as my play time was in the morning. Expect my initial appraisal of the situation tomorrow. Maybe.

EDIT: Ok, so after a brief overview of the fort, the first 3 persons I encountered were a rotting dwarf carcass in the middle of a staircase, a troglodyte overcome by terror, and a crundle sitting on a pile of copper armor at the bottom of the earth, in a room overseing a giant volcano. the crundle was also overtaken by terror.

What. The fuck. Have you guys created.

PS: im taking screenshots, but of my desktop instead of the game. any easy fix for that?

1629
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 17, 2014, 04:25:06 pm »
     My name is Taupe, and I am now on my way to the colony they call Doomforest, and from the trees around and the rumors I've heard, that's probably not just a fancy name chosen at random. apparently, most of the population suffered unlawful horrible deaths by a weregobbler, followed by a minotaur, a giant spider, and finally a viper. If more monsters plagued the fortress over the last 5 years, I do not know of them. The sanity of my predecessors is also less than integral, from what I could gather.

     No wonder, then, that the Minister of Not Dying Horribly saw it wise to dispatch me to act as overseer and set things right. If right things can be set, that goes without saying. a strong military will be a priority, and non-retarded living accomodations will also go a long way. Hopefully, i can uncover the cause of the rulers' insanity and deal with it accordingly. Despite the dangers that go with such a title, I am glad to have been chosen for this task. Especially considering my less than stellar results at reclaiming Fortunegem three years ago. Still, i have learned a lot about goblins and their battle tactics, and I feel confident in my ability to defend this outpost and turn it into a safe haven of not dying horribly.


*    *    *


     My stay here in Doomforest is definitely not going well. The moment I made it in sight of the fortress, I was intercepted by two guards escorting the previous overseer, a dwarf named PsychoAngel. Wether he is an angel is still up to debate, but the psychotic part has been quickly confirmed. a strange little man, smelling strongly of cleanliness, with soap bubbles coming out of his mouth as he speaks. He had his goons put a bag over my head, and then they dragged me into a small room. A room i am still locked up in. It has no windows, no furnitures, and no special features. This is the blankest room I have ever seen. access to the fortress is denied to me by Psychoangel.

     The soap-loving ex-overseer refuses to pass the leadership on to me. Not until i have agreed to his terms, at least. Unless I agree to focus my reing on a continued soap production, coupled with baths, a hospital, a sauna and a catacomb filled with soap-forged coffins, access to the fortress proper will be denied to me.

     His terms are ridiculous, but he is the one with the keys, and I may have to swear i will do as he asks. Thankfully, making empty promises and then not fullfilling them is a required skill for government employees.

1630
You have to admire the goblins' stupidity courage for sticking around despite all the shit going on.

1631
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 17, 2014, 12:19:42 pm »
Sorry for the double post, but it seems that all this questioning is irrelevant as long as a greater issue has not been resolved:

Spoiler: here's a slight issue: (click to show/hide)

Turns out, the save file is 22 bytes large, because it does not, in all fairness, contain a save. Or anything at all for this matter. This goes against the basic MNDH procedures.

Psychoangel, I'll need you to update the save file as soon as you can, and do mention which version you were using.

PS: I sent him a PM just to speed things up, just in case.

1632
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 17, 2014, 11:56:20 am »
Ok, still wondering about the version problem. I reread the entire friggin thread, and it seems drokles started with 40.13, and the next mention is Psychoangel mentionning he'd run 40.16 because that's what he had. I will assume that the save is running on 40.16, and he simply miswrote it on the save transfer page.


OR I could just grab the latest version of DF, which I think is 40.19, and we roll with that from now on.

1633
DF Community Games & Stories / Re: The Cleansing of Doomforests
« on: December 17, 2014, 02:18:24 am »
Quote
I have no idea which version is being used. I don't think anyone past Salmeuk bothered telling us. But I used 40.13 when I started. It might be possible to downgrade, but I've heard it's a very, very bad idea.

Exactly, I recall reading that the save was using a much more recent version, which is why I'm confused by something like this:
Spoiler (click to show/hide)

Is it the site that detects which version is uploaded, or did PsychoAngel write down the wrong number? Or maybe someone downgraded along the line, in which case lolwut?

As for giving you details about my impressions, rest assured that excruciating details will be provided regarding my utter inability to run this place. Here's an apetizer before I jump in...


1634
It updates once a week, but people are currently too stunned by cow sheanigans to talk properly.

1635
I say adamantium tho, since people will be afraid of opening a portal to hell if they hit us to hard.

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