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Messages - Dozebôm Lolumzalìs

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3586
DF Community Games & Stories / Re: The Reanimation of Uristildom
« on: August 17, 2015, 04:56:03 pm »
I've got an even better idea: cage them all up.  They shouldn't be able to be contaminated when they're in a cage.

Hematite 6th:

"Cage up the animals.  ALL of them," Sarvesh said.  "We're moving out."

"Abandoning?!" thundered Farmer Bob.  "Never!"

"We're just moving next door for a little while until this whole infection thing clears up."

"Jeffrey's suffocated!" shouted Kivish.  "We'd better hurry," said Sarvesh.

Hematite 18th:

We're working on cleaning the ice hut of dust, while building many coffins for the dead.  Some ghosts are haunting us still.

Some animals have dust on them.  I am ordering them slaughtered.  No, I will order them in the cage, as cages are this weird extradimensional oddities.  They shouldn't infect anything in there.

Some children are wearing no shoes!  This could be bad...

Work on the bunker continues.

Hematite 26th:

A ghost has been put to rest.

Malachite 3rd:

Somehow, Kivish got dust on his foot.  He will die.

Malachite 4th:

Squid used to be the mayor.  Now Dobar is.  I didn't hear about any election...

Malachite 6th:

The coffins fill and fill, but still dwarves produce skeletons from their closets.  Well, not really.  Nobody here even has more than a simple bedroom and a cupboard, except for the nobles.  How long have you people gone without burying your dead?!  This reminds me of Doomforests...

Another ghost put to rest.

Malachite 7th:

People are hauling meat and seeds into the bunkers.

The crazy cheese maker beat up a gem setter because she didn't make any tin items.

Thank goodness I ordered all those tables and chairs before!  People, we're eating in the bunkers now!

Malachite 10th:

Squid, unable to find any dead vermin, went berserk.  Vucar, a passing fisherdwarf, heard and locked her up in her workshop area.  Phew!

Malachite 17th:

Some migrants have arrived.  I notice a small corner of our land where no snow falls.  It looks so peaceful and happy.

If only.

ZOMBIE RUSH!!!!!

Galena 6th:

I was trying to make a farm.

What I actually made was a pit full of dust.

Never mind, guys, I'll just use the muddied floor next to the bunkers from the draining project.

Galena 13th:

We are a hundred feet below the surface.  I tell you guys to bring seeds so that we can start a subterranean farm.

You bring rat weed seeds, rope reed seeds, and such useless junk.

Bring me plump helmet spawn - or starve.  It's your choice.

Also, humans arrived.  Didn't care, too busy.

Galena 16th:

Now the goblins?!  Pull the bloody lever right now, or I swear, I will draft you and send you out as a distraction!

Where's the lever?  WHERE'S THE LEVER?!  Where are the notes where are the notes where are the notes

"Enemy Lock Lever."  I think that's it.  Pull the lever NOW!

Will it be in time?  Tune in next time to see if we all die?

3587
DF Community Games & Stories / Re: The Reanimation of Uristildom
« on: August 16, 2015, 07:45:31 pm »
This is in DF2010, just so you know.  I don't think animal caretakers did anything back then?  *checks*  Nope, they don't.  Good advice, though.  I'm already bringing everybody inside, where they should clean up any deadly dust, but I'll pasture all the animals too.

Also, it's great to see that people are reading this!  It's all part of a large plan to reanimate as many old succession forts that died from neglect as I can.

Also also, OMGYOU'RETAUPE!  I really like Whisperwhip (skypigs ftw) and your turn in Doomforest.

3588
DF Community Games & Stories / Re: The Reanimation of Uristildom
« on: August 16, 2015, 05:33:39 pm »
Felsite 6th:

Don't cook the forgotten beast meat, idiots!  Well...  I suppose it'll be fine, as long as you clean it.  It's not like it had poisonous blood or anything.  Almost 300 meals!  That's great!

However, each person bringing up one glob of tallow at a time is not.  There are now 99 globs of fat.

Felsite 14th:

The elves have arrived.  I appoint administrators to replace our losses.

I also plan to make our glorious dining hall even more glorious to make us happier.  And more statues.

Felsite 19th:

Two puppies died.  I was just glad that they died in the dumps.

Gods, what's happening to me?

Felsite 20th:

Aaand here's another bloody beast.  Yonali, a bloody skinless lizard with three bloody long, hanging tails.  It is ravening.  Beware its bloody webs!  Not actually bloody, I'm just swearing.  You can never tell with these beasts.

It's in a lower cavern, so I don't think it can reach us.

Felsite 21st:

It was horrible!  All dead...  All of them...

No, I'm not talking about dwarves.  Phew.  No, the militia said they were going to do a "traditional welcome" for the elves.  I was glad they were getting along so well with the elves, but then I heard screams and sounds of a fight.  The soldiers came back down, grinning and covered in blood.

Felsite 24th:

As Squid was coming up to trade with the elves, she saw the horrible blood and corpses.  She stalked back down, brooding darkly, and threw Bembul out of his butcher's shop, saying, "Leave me.  I need... things...  certain things."  I think she wants vermin remains.  And we have no cats.

This should be good!

I ordered some small animals caught at the nearby kennels, in the hopes that she'd take that.

Also, our adept herbalists are getting hundreds of plants from the sandy floors.

Felsite 28th:

As spring comes to a close, Nano throws a tantrum, and several pet birds suffocate.  Both have only a few specks of dust on them.  This is a potent poison.

Hematite 1st:

Nano's calmed down, but he tried to punch a dog.  Now the same cheesemaker is beating him...  With a wooden sword.  Yes!  Oh, wait, he punched him, breaking a rib.

Hematite 5th:

Ohno ohno ohno ohno ohno

A hammerdwarf's suffocating who knows who might be next there's dust in his boots

And a cheesemaker is picking him up and the cheesemaker has dust on his shoes

And now they're getting his stuff oh gods no

Hematite 5th

Oh my god there's a pile of it on the surface and nobody will clean it and Jeffrey's dying

I order it floored over I just hope that'll work

And it's all over outside

I order everyone inside and away from the dust I just hope it's in time

I know!  A dwarfwasher!  But it might kill everyone...

3589
Masterwork DF / Re: Different Civs - How To Start Playing?
« on: August 16, 2015, 03:37:00 pm »
So where do I get the stable version?  I can only see Reborn on this forum, I think?

Edit: Wait, there it is.  But it's in .7z, and I can't open that.  I guess I'll just stick to vanilla for now.  I've always felt like the universe was against me playing as kobolds.

3590
Masterwork DF / Re: Different Civs - How To Start Playing?
« on: August 16, 2015, 03:31:21 pm »
Ummm...  It says version 2.6.0.0?  Oh, I see it.  Reborn.  Should I try stable, see if that works?

3591
Masterwork DF / Re: Different Civs - How To Start Playing?
« on: August 16, 2015, 03:10:44 pm »
I know, it just doesn't show any kobold civs.  Just succubi and dwarves.

Edit: I tried it again, with a smaller world and very short worldgen, just to make it faster.  I am only able to play as succubi.  But I didn't even allow succubi to be active!  Something's wrong here!

Edit: I enabled every civ possible to exist, and all that were possible to play in fort mode, I enabled for that.  I genned a large world to hold them all.  I can play as gnomes, succubi, or dwarves.

Edit: Large world, very short history, only normal civs and such, only kobolds enabled for fort mode, only dwarves and succubi actually able to be played.  Repeat: No Succubi Enabled, yet they still exist!  Am I correct in assuming that when I change a setting before I start up the real DF window, that setting is in effect when I make a worldgen?  Or is there some sort of "save setting" button?

3592
Masterwork DF / Different Civs - How To Start Playing?
« on: August 16, 2015, 02:58:06 pm »
So I was wanting to play kobolds, and so I checked the check mark to the right of "Kobolds" and underneath "Fort."  This did not allow me to play as kobolds.

So I genned a new world.

This did not allow me to play as kobolds.  In fact, even though I unchecked all the "Fort" checks for everything but kobolds, I, in fact, was given dwarves.

So how do I play as something besides dwarves or gnomes?  (Gnomes appear to be the default.)

3593
DF Community Games & Stories / Re: The Reanimation of Uristildom
« on: August 16, 2015, 09:34:50 am »
Granite 24th:

Squid, the mayor and doctor, is looking at Rith.  Rith's the axedwarf that got mauled by Ipan, so he never got near Edimi.  Squid says she thinks he'll live, and cleans him.  She does surgery and repairs a compound fracture.

Also, a rabbit suffocated.  In the middle of a hallway, coated with dust.  This is bad.

Our two swordsdwarves are sparring, training so that they can become a good militia.  Jeffrey, a recruit, bashes some zombies on the surface, with the help of some stonefall traps.

Slate 20th:

Some migrants have arrived.  A talented woodcrafter and accomplished presser arrives, who is also a competent swordsdwarf.  Looks like a commander!  I also rearrange everything, removing the fortress guard.

Slate 21st:

Perhaps that was a bad idea.  Tobul is throwing a tantrum!

I make a talented marksdwarf and competent potter our militia captain.  Also, there are literally two talented cheese makers in the newest migrant wave.  Also, plenty of doctors.  Latter is good, former not so much.

Wow, this talented clothier is competent hammerdwarf, a novice speardwarf, a novice marksdwarf, a skilled shield user, a proficient armor user, a skilled fighter, a novice archer, and a proficient dodger.  Good to know he can fight with pretty much anything on hand.

And a weaponsmith, and a metalsmith!  And... a high master cheese maker.

Thankfully, Tobul calmed down after just making a single attack against a wood burner, who just scrambled away.

Wait, Tobul's still fighting!  And punching the wood burner!  Apparently, she was in love with Spoon.  How sad.  She was also friends with Conan.

Slate 25th:

A pet turkey hen has suffocated, and a pet blue peachick is not far behind.  Now it's dead.

Slate 26th:

And a stray duckling has died!  We need to make sure everyone has shoes and gloves.

And Rith, the axedwarf that fought with Ipan, died of infection.

And a stray bunny suffocated.  I looked into it, and saw that pets are running into the death-corner to try to find their dead owners.  They then spread the dust around.

Felsite 5th:

A cheesemaker got it into his head to punish Tobul, and punched him in the head, instantly killing him.

3594
Uristildom (Daggerfaints)

Welcome to Uristildom!  Our main attractions include: our legendary lack of organization, our many diverse entrances to the very dangerous caverns, our rampant adamantine mining, our lack of preparation for disasters, our lack of a working bridge, our lack of a plan for deadly blood/dust forgotten beasts...  We also have possibly the deepest aquifer ever, even intersecting the first caverns!  Sure was a lot of fun...  Have some of your own!

This is part of the Necromancer's Tower project.  Here is the original succession fortress's thread.  This succession game is played in v.0.31.25.

Spoiler: Pictures (click to show/hide)

Turns - Starting from Reanimation (Original thread ended on turn 3):

Turn 1: jwoodward48df

Turn 2: Gwolfski (skipped)
Turn 2: megahelmet

Granite 1st, 9:

I woke up this morning from the deepest sleep I've ever slept, dreams of fell things in the deeps.

As no one else has claimed leadership, I have decided to.  I am Sarvesh Ducimorrun, a miner.  I'm sixty-one years old, very skinny, assertive, and good with emotions and social situations.

This town is doing very well.  It has plenty of drink, plenty of food, and a good militia.  I think this should be easy.

Granite 3rd:

There is a zombie reindeer cow disrupting workers on the surface.  I ordered some soldiers to go kill it.  As this happens, the mayor ends a mandate, Zulban becomes a criminal for not making tin items, and Conan goes to beat him.

Granite 4th:

The soldiers are not injured.  The macedwarf, however, is bashed in the middle spine for his crime.  Also, we have over one hundred free doors.  I have ordered them placed pretty much everywhere.

Granite 11th:

Just when I thought everything was going fine, the #%$@ hit the fan.

"diorite Floodgate destroyed by Ipan Nethrezkusut, Forgotten Beast.
Avuz Kurelstinthad, Wood Burner cancels Gather Plants: Interrupted by Forgotten Beast.
Bembul Asenablel, Farmer cancels Store Item in Barrel: Interrupted by Forgotten Beast."

So, in the middle of our farming operations, we've got an enormous sauropod with a poisonous sting pretty much ready to destroy us.

But wait!  There's more!  Upon a closer look, I see what appears to be mist but what is really some forgotten beast extract from the enormous skinless dimetrodon flying above.

Carp.

I can see where they got in: there was a floodgate blocking off the caverns.  Not such a good idea, huh?  I activate the militia, who thankfully just ran down the stairs.

Granite 12th:

Ipan chases poor Avuz around the sealed portion of the caverns, but then they run into a pile of civilians and soldiers.  The only damage to Avuz right now is a bruised foot.  Ipan knocks a speardwarf over and kicks him in the upper body, bruising it, but the swordsdwarf behind him hacks with his... battle axe?  Well, I'll take anything I can get at these times.  Anyway, he hacks Ipan in the left rear foot, cutting it open.  There's blood all over the floor, I think it's Ipan's.

The speardwarf rolls out of Ipan's way as it jumps down at her.  The swordsdwarf axedwarf takes the opportunity and hacks it in the head, cutting it open.  Ipan, angered, knocks the speardwarf over again and kicks him in the foot, which is only protected by a weak wooden high boot.  The axedwarf hacks Ipan again, this time in the upper body, tearing it open.  The speardwarf blocks Ipan's attack as best she can, terrified and on the floor.

The axedwarf hacks Ipan's left rear foot, tearing it apart, but then Ipan whirls about and attacks him.  The swordsdwarf leaps away, and Ipan follows.  After a few hacks, Ipan knocks him over and tries to claw him, but he uses his shield repeatedly.  He bides his time, waiting for Ipan to make a mistake, and counterstrikes when it does.  But he makes a mistake of his own, and Ipan kicks his right upper arm, shattering the bone.  Knocking him over again, Ipan kicks him again, but doesn't notice the speardwarf stabbing it until it's too late.

Meanwhile, on the Edimi front, a hammerdwarf is trying to kick a forgotten beast to death.  Back to Ipan, it's shattering the axedwarf's limbs, but the speardwarf is still attacking, nearly unnoticed.  But she's doing some pretty good damage to it, as she's actually competent with her weapon.  Ipan is biting the axedwarf and shaking him around by the upper body.  I think he's going to die.

Meanwhile, Edimi is spewing this stuff everywhere and slamming into dwarves.  I hope it's not poisonous...

Yes!  The speardwarf has been stabbing Ipan everywhere, and it finally falls over.  That'll make it easier to kill!

But it still shakes the axedwarf around, and he gives into pain.  The speardwarf gets a really good it in Ipan's back, breaking the middle spine and tearing some nerves.

Meanwhile, hammerdwarves are breaking Edimi's bones

Yes!  A proficient axedwarf joins the fight, and hacks at Ipan with his steel battle axe!  They both hack and stab, until Conan joins the fight with his silver hammer.

The fight continues.  Seriously, this beast has red wounds on almost every part of its body, and the rest is brown or yellow.  Only the tail is fine.  Another speardwarf comes in with a steel spear.  Now the tail isn't fine.  Feet are flying, and they aren't dwarves'.  This speardwarf is using a wooden spear.  We'll take anything we can get!

And Ipan is dead!  Probably from blood loss.  Go get Edimi!

Wait!  What's that...  Spoon is paralyzed!  Oh, no...  Kill that thing before it's too late!  Civilians!  Run away!

Granite 13th:

The beast is dead, but at what cost?  Moldath, the first to be hit by the clouds of deadly dust, has suffocated.  As has Spoon!

Granite 14th:

Now Endok and Urdim, speardwarves have suffocated!  And Mistem, and Stukos, and Zaneg, and Sakzul...  The rest lie there, short of breath and knowing their fate.  They all die.

I just pray that the dust is gone.  Just in case, I forbid everything around that area.  Our militia now numbers at 5.  Two swordsdwarves, one macedwarf, one wrestler, and one recruit.  Many civilians are unhappy, as they have lost friends.

I go around the fortress, noting weak points and ordering them closed off.  We will not be able to fight enemies any more.  We will have to "turtle," at least until we raise a good militia again.  I have forbidden anyone from getting the dead soldiers, any of their stuff, or even walking there.  I will order a wall built around it, and slabs placed beside the wall, in remembrance of their sacrifice.

3595
Sure thing!  Do you have any preferences for which one we choose at first?  I was thinking perhaps Uristildom, "Daggerfaints," if nobody else has a good one.

EDIT: How do you like the new OP?  Since I'm seeing some (read: any) interest, I put at least a bit of effort into it.  Also, the details: think they're good?  In case you haven't noticed, most of my posts consist of questions.

EDIT: I'm taking the first turn of Daggerfaints.  You want the second?

3596
Nobody Will Tell In The End was a legendary mongoose leather-bound book.  The written portion consists of a 189-page autobiography entitled Nobody Will Tell In The End, authored by Leto Quakewilt.  It concerns the human necromancer Leto Quakewilt.  The writing is thoroughly mechanical.

Start Your Day With The Tower: Get your zombie coffee!  Guaranteed to wake you up, lethally poison you, and reanimate the remains!  Only at Silverylead.  Made by Bomrek Doorsummit.

The Tall Hill: Isn't that just a mountain?

The Big Dune: Again, really sounds like a mountain.

"The Bodices of Silver": Really?

"The Palace of Guts": A good name for once, considering it's the name of a ▓▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓ [CENSORED] full of ▓▓▓▓▓▓ [CENSORED].  In the older versions, some ▓▓▓▓▓▓ [CENSORED] would decorate the place with organs and tortured sapients.

"The Wordy Goat": That market must sell a lot of talkative goats sheep.  Because otherwise it's just too obvious.

"The Scraped Cloud", built by the "Euphoric Fellowship."  Skyscrapers, anyone?  Mead halls could go pretty high, I guess...

The Dwarf The Easy Way: Necromancer's Meta-Tutorial to Dwarf Fortress

3597
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r3
« on: August 15, 2015, 02:07:53 pm »
I wasn't sure where to post this, so I'll do it here as well as on Putnam's thing.  Yes, I am a complete newb.

Whenever I force a siege with modtools/force -CivAttack -EVIL, it says this:

...1.03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\utils.lua:595: error: invalid
arg: 1: CivAttack
stack traceback:
        [C]: in function 'error'
        ...1.03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\utils.lua:595: in func
tion 'processArgs'
        ...1\Dwarf Fortress 0.40.24/hack/scripts/modtools/force.lua:25: in funct
ion 'f'
        ....03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\dfhack.lua:461: in func
tion <....03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\dfhack.lua:425>
        (...tail calls...)

3598
Utilities and 3rd Party Applications / Re: Putnam's DFHack scripts
« on: August 15, 2015, 02:01:18 pm »
Whenever I try to force an event, or one of several other things, I get this:

...1.03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\utils.lua:595: error: invalid
arg: 1: CivAttack
stack traceback:
        [C]: in function 'error'
        ...1.03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\utils.lua:595: in func
tion 'processArgs'
        ...1\Dwarf Fortress 0.40.24/hack/scripts/modtools/force.lua:25: in funct
ion 'f'
        ....03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\dfhack.lua:461: in func
tion <....03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\dfhack.lua:425>
        (...tail calls...)

3599
The Necromancer's Tower

Where we take dead succession fortresses and bring them back to life!



So, have you ever found a neat story on Bay12, but had one complaint: it never ended?  The Necromancer's Tower reanimates those dead threads to give them a neat ending!  Feel free to join, suggest fortresses, or help sum up threads to give us an idea of the previous story.

FAQ:

So should I just end one of these quickly so that it gets a neat ending?

No!  As with most succession fortresses, don't try to kill it just to end it early (because we know there's always another necromancer), but it's fine if !!FUN!! comes if its own accord.

Do I seriously have to read that pages-long backstory?

Nope!  Not even all normal succession fortresses require that.  However, it is recommended to check out the summary (if one exists).

Fortresses:

These will be in their own thread, to avoid cluttering this main thread.  This thread here is for suggesting fortresses, joining the project as a whole, posting summaries, and general discussion.

Uristildom - Daggerfaints

Current Player: Megahelmet

Backstory

Spoiler: summary (click to show/hide)

Ilrom Ziril - The Peak of Fire

Spoiler: summary (click to show/hide)

Spoiler: old op (click to show/hide)

3600
Embarking near a necro tower seems to be your best bet for getting !!FUN!! to show up to your fort; I get a siege about every year and a half from my neighbor.

Yeah, that's what I do, too.  Right now, I'm preparing for a presumably soon-to-come zombie siege; I've already got one, but that didn't count.  Three?!  You can do better than that...

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