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Topics - origamiscienceguy

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46
DF Dwarf Mode Discussion / Most EPIC HFS fight ever!
« on: January 04, 2015, 10:31:58 pm »
So I had a 10 year fort that I was bored with. So I decided to release the circus. The clowns were in a 3-tile wide hallway blocked by an adamantine bridge. The hallway led into my magma forge room and metal stockpile.

     Every able-bodied dwarf was armed and armored and sent into the magma forge room to prepare for the battle to come. They had confidence in their victory because they were led by none other than Ustuth Eturtashem, the legendary captain of the guard renown throughout the land. He Defeated many a goblin siege all by himself and even punched the head of a forgotten beast clean off! Their second-in-command was Sazir Mistemtost, the militia captain responsible for the death of 2 hydras and a fearsome dragon. Under their leadership, even the fresh recruits were self-assured and ready for the fearsome foes behind that beautiful bridge.

With a voice that seemed to come from Armok himself, the order to pull the lever was issued. Ustuth began to get a crazed look in his eyes, but he held steady. Iteb Onullorbam, the only child in the fortress reached up and heaved the lever down and the gears in the bridge began clinking. Ustuth began to look more unworldly in his appearance, but the renewed hissing and screeching from behind the bridge held everyone's attention. Finally, just as the bridge was about to be released, Ustuth, in his fey mood, dropped his sword and shield, and to the group's disbelief, took over a nearby magma forge. The army was in shock, but their shock turned into despair when they saw the hoard of up from 150 terrifying demons bearing down upon them. With no time to lose, Sazir, the militia Captain let out a loud war cry and led the charge into the fiends. The ensuing battle between the dwarves and the demons quickly turned into chaos as two colliding charges morphed into countless skirmished. The chaos was only increased by the presence of a lone dwarf running throughout the battlefield to fetch bits of metal while dodging blasts of fire, ash, dust, and poison. At first, the demons seemed to be overcome by the sheer numbers of dwarves, but the inexperience of many of the dwarves began to take its toll as rookie after rookie died to attacks that trained warriors would find easy to block.

     After a few more minutes of chaotic fighting, when about 50 dwarves were pushed back by the 75 remaining demons, Ustuth finished his collecting and began to work furiously on the metal. Although the demons now had the strength in numbers, the remaining dwarves were all battle-hardened and sufficiently trained to take on the demons. Still, dwarf after dwarf fell. Pretty soon, all that was left of the once massive dwarven army were two elite squads who had decades worth of training between them, and their leader, Sazir, kept their morale up as he killed hoards of demons. Still, the waves of hell were beating down on the now battle-weary soldiers and many demons, and dwarves died. Once the battle was thinned to about 5 superelites and their enemy numbered around 30, the battle appeared lost as Sazir was eviscerated by the claws of a fire demon. But even so, the few dwarves fought valiantly and managed to kill a score of demons before they too fell. As the remaining demons savored their victory, they were caught off-guard by the shout of Ustuth, and dumbstruck by the relic that he now wielded.

     Slung on his arm, was Crowdsilenced the gate of death, a truly epic adamantine shield with steel spikes, bronze chains, platinum rings, and countless engravings of dwarves and demons killing each other.Wielding nothing but his shield, Ustuth charged into the midst of the decade of hellspawn with an all-consuming battle-rage, he bashed, bludgeoned, bit, beat, and battered the demons to death. Only after he slayed the last of the fiends did he slowly crumple to the ground, and fall victim to the many wounds he received. Horrified by the specticle, Iteb, the child who watched his whole family and friends die, spent the following year burying the remains of the lifeblood of the once epic fortress, hellbreach.

47
POROUS PRISON

Games

Game One Guard Wins

Game 2 Now Playing. REPLACEMENT GUARD NEEDED

This is an asymmetrical game with two teams: the 4 prisoners, and the 1 guard. The goal of the prisoners is to get ONE prisoner to escape. The goal of the guard is to escort the prisoners to one location (either the: showers, mess hall, or the recreation room) and back without any prisoner escaping (If the guard kills all of the prisoners, the guard wins as well.)

Here is the map of the prison:
Spoiler: floor one (click to show/hide)
Spoiler: second floor (click to show/hide)
These are the starting locations of the players. The blue numbered squares are the prisoners and the purple square is the guard
Spoiler: starting positions (click to show/hide)

Game mechanics

Turns: The guard gets the first turn, followed by all 4 prisoners. The order the prisoners move doesn't matter.

Movement: I will roll 2 6-sided dice for each player. The player will then decide how to use their movement points. The players may not move diagonally, only left, right, up, and down. A player does not have to use all of their movement points. If they chose to sit still, that is fine too. Black walls on the map are impassible. The red walls outside the prisoner's cells can be opened if any player stands right next to the door (on the outside) and all the other red doors around the prison require a special key (more details later). The yellow-brown colored squared on the bottom-right side of both floors are stairs. They are the only way to transition floors. The different shades of yellow correspond to the other floor. Prisoners may go through eachother, but the guard and the prisoners can't.

The guard's gun: The guard carries a gun that can shoot the prisoners if necessary. One hit will immediately kill a prisoner. The chance that the gun hits depend on if the guard had moved previously in his turn, and the distance the guard is from his target. To determine if the guard hits, a 16-sided die will be rolled. refer to the chart to determine the chances.
Spoiler: hit chances (click to show/hide)
The guard may only shoot a prisoner that is escaping. A prisoner is considered escaping if they disobey a guard's command. The guard may use their own discretion to determine if a prisoner is escaping.

Keys and doors: The light green squares around the map are keys. Each one corresponds to a certain locked (red) door on the map. A prisoner must go to a green square to "pick up" the key, then stand next to (not diagonally) the corresponding door to unlock it. Once a door has been unlocked, everybody may go past it. If a prisoner dies while holding a key, the key drops where they were just standing. Another prisoner may then pick up the key again. If the guard walks on the fallen key, the key goes back to its original starting location.
Spoiler: keys and doors (click to show/hide)
The green square labeled "gun" is a separate gun that a prisoner may pick up. That prisoner can use it to try and kill the guard. A killed guard will also result in a victory for the prisoners. The mechanics for this gun is the same as the guard's gun.

Starting the game

To start the game, I will roll for the guards movement. The guard will decide to take the prisoners to either: the recreation room, the mess hall, or the showers. Then the guard will use his or her movement points to unlock the prisoner's cells and escort them to the room. After the guard has finished his or her turn, I will roll for all 4 prisoners movement. The prisoners will then either follow the guard's instructions, or try to escape. This repeats until somebody wins.

Ending the game

The game ends on four conditions.
1. One prisoner escapes the prison.
2. The Guard kills all of the prisoners.
3. The Guard successfully escorts all living prisoners to the designated room and back.
4. A prisoner kills the guard.

Player queue
1. Available
2. Available
3. Available
4. Available
5. Available
 

48
DF Dwarf Mode Discussion / !!SCIENCE!! Weaponizing pregnant dwarves
« on: December 17, 2014, 10:37:49 pm »
Just some random piece of !!SCIENCE!! I found while playing fortress mode.

I was in the middle of fighting off a goblin ambush with my military. The military captain was pregnant. During the fight, she dodged off the edge of a 30 z-level cliff (I was experimenting with setting erosion to zero) when she was 2 z-levels from hitting the ground, she gave birth. I thought that they would both be completely dead, but to my surprise, the baby only sustained light damage (some bruising) while the mother was splattered flat as a pancake. I am pretty sure that the baby survived because it did not count as falling 30 z-levels, just the 2 that it fell while it was in existence.

Just wanted to share that.

49
DF Dwarf Mode Discussion / Drain a Volcano. Now attempting!
« on: December 10, 2014, 03:01:07 pm »
My friend challenged me to build a glass fortress inside a volcano. I found the perfect embark for this!
Spoiler (click to show/hide)
There is a water source (the aquifer) Trees, sand, no hostile neighbors, and of course, A VOLCANO!!!!

I will start a little bit now, but I should do most of the work over winter break. Wish me luck!!

Here is my starting supplies, note the large amount of bags I brought.
Spoiler (click to show/hide)

And here is my location at the very start:
Spoiler (click to show/hide)
quite hilariously, the wagon spawned in an area without enough space, so it got instantly scuttled.

Starting save file:40_19 http://dffd.wimbli.com/file.php?id=10234

Starting Dwarfs described in detail here

General outline of my plan can be found here

50
DF Community Games & Stories / The Backstabber succession fort: New idea!
« on: December 07, 2014, 03:11:06 pm »
This is a new succession fort idea! The first player will attempt to survive as usual, but towards the last weeks of their turn, they would try to create a challenge for the next player to overcome. The challenge shouldn't be impossible (like the HFS) but it should be !FUN!. The next player than has to overcome this challenge, continue the fort, than create a new challenge at the end of their turn for the next player.

Some examples of challenges are:
Set the booze stockpile on fire.
Cause a minor flood.
Tear down an important wall during a goblin ambush.

Rules:
First come- first serve. No playing twice on the same fort.
Each turn is 1 dwarven year and must be completed within 3 days of the previous players finish, otherwise you will be skipped over.
Vanilla dwarf fortress, please refrain from using any texture packs so every image is compatible.
Once you set the challenge in motion, you may do nothing to stop it, so make sure you do it at the last moment.
During your turn, give an update on how you overcame the challenge, give at least seasonal updates, and give a brief description on the challenge you left for the next player.

NO SAVE SCUMMING! that would ruin the fun. It's perfectly okay if you fail to complete the challenge. Just make sure you describe how it all went down.

Players:
1st: Origamiscienceguy. Final save: http://dffd.wimbli.com/file.php?id=10210
Spoiler (click to show/hide)
  2nd: arcvasti
3rd: Endlessblaze
4th: Taupe
5th: Open
6th: Open

Here is the starting save: http://dffd.wimbli.com/file.php?id=10200
note: There is an aquifer and the dwarves are at war with the elves currently. I think these two things should make this chaotic enough.

51
DF Community Games & Stories / succession fort idea
« on: December 07, 2014, 01:13:49 am »
I had a new idea for a succession fort. The first player will attempt to survive as usual, but towards the last weeks of their turn, they would try to create a challenge for the next player to overcome. The challenge shouldn't be impossible (like the HFS) but it should be !FUN!. The next player than has to overcome this challenge, continue the fort, than create a new challenge at the end of their turn for the next player.

Some examples of challenges are:
Set the booze stockpile on fire.
Cause a minor flood.
Tear down an important wall during a goblin ambush.

RULES:
First come, first serve basis. no more than one turn per player
Once the player starts the challenge, they may do nothing to try to stop it. So make sure you do it at the last second.
When you post the save, give a brief description of your challenge.
Post your strategy to overcome the previous opponents challenge.
There will be no save scumming, if the fortress falls, (shouldn't take too long) than we will start a new one.

note:if the poll results are favorable, I will be starting this fort tomorrow.

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