Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Prop42

Pages: 1 2 3 [4]
46
Well, nevermind, everyone. The data got corrupted for no apparent reason whatsoever. Probably McAfee.

So, the conclusions of this... "experiment":

* Necromancer Dorfs can be friendly, productive members of society academia.
* Necromancer Dorfs are stingy with their knowledge and don't seem to be interested in writing about LIFE AND DEATHtm.
* Werepandas are liable to revert to normal immediately upon entering the map.
* Wagons react violently with dead bodies, resulting in unhappy traders and trade goods strewn across the depot.
* NOT MENTIONED: Dorfs can fall several Z levels into a cavern through an Up/Down staircase while chasing crundles.
* ALSO NOT MENTIONED: Crundles can apparently run across stale cavern air to reach staircases.

I hope we've all benefited from this absolutely useless knowledge.

47
So far, no progress on getting Momuz to GIVE US HIS SECRETS write about necromancy. On another subject however, a werepanda showed up.


(accidently forgot to move my cursor)

The story here is that the thing killed a cow, but reverted to human before I could even raise the gates, then began running in circles. Upon seeing a brewer in the open that was gathering fruit to make wine, he attacked them, at which point the brewer began beating the poor sod to death with a chalk scepter.


(This, by the way, went on for 8 pages.)

The militia then arrived and began setting upon the thing with pickaxes and arrows. And, as it turns out, I had previously assigned the dwarf who would become mayor to the squad, so he ALSO ran out of the fortress and began punching him, all while the brewer was continuing to bop the guy on the head with a stick.


(The "hammerdwarves" are actually miners, in this case.)

I assigned the necromancer to the militia for !!scientific purposes!! but the werepanda died before he could reach the rest of the squad, so I didn't get to see if it would work.

So yeah. I'll continue keeping you guys updated.

EDIT: A forgotten beast showed up, wandered around for a little bit, then left.

48
Well, he didn't write about the SECRETS OF LIFE AND DEATH yet, but he wrote... something.



...Yeah, I'm having doubts that this is going to go anywhere.

On another note, the trade depot where the wagons spontaneously disappeared suddenly began spewing out miasma, which may have been a result of whatever caused the traders to flee in horror.

49
Well, so far, our friendly neighborhood necromancer has done absolutely nothing except sit around the bar drinking and reciting poetry. He hasn't even entered the library yet.

On another note, some merchants arrived, went to the trade depot, only for their wagons and goods to spontaneously pop of existence, while the merchants themselves ran out of the fortress terrified of something. Presumably, Momuz was angered by the presence of the traders, and set upon their wagons with telekinetic force. And by that I mean I have absolutely no idea what happened. Apparently Winterfurnace's trade depots are self-contained black holes, because several of the traders just vanished as well.

...This is going to be one of those forts, isn't it?

UPDATE: The wagon itself is listed under "Missing" in the units list.

50
He doesn't have any form of codex on him, but he has incredibly good writing ability, and is a great geography and great teacher, and he seems to be completely passive.

I think I might just take the risk and throw him in the library. I'm honestly curious about what could happen. Having the entire fort be necromancers doesn't seem like much of a downside, considering how totally remote the location is. Theoretically, I could get my Dorfs to raise a small legion of undead chickens, barricade the things off, then release them in the event of an invasion.

I'm gonna try that. Wish me luck.

51
Alright, I am... incredibly confused. So, my fortress was doing pretty alright, and a wave of migrants arrived... I looked through them and saw this:





I'm... honestly not sure if this is an intentional feature. I'm aware that necromancers can, shall we say, "visit" your fort, but aren't they supposed to... I don't know, have a pseudonym or something? Is this a friendly necromancer, whose undead allies will assist us with researching biology or something?

Looking through his relationships, he seems to be a completely normal dwarf, with family and, for some reason, apprentices, but he is without a doubt a necromancer, and is represented with the trademark pink N.

If anyone has any idea whats going on here, please let me know. I'll update the thread if there are any further developments.

52
Dear Urist McMiner,

I understand that it's possible to get severely lost in a tunnel, but we literally just arrived here. We don't have anything for you to be confused about, we haven't even dug anything yet. Case in point, if you're going to stop digging because you couldn't figure out where to walk, please just suspend that specific dig order and don't suddenly completely give up mining forever and never do it for the rest of your life. I don't understand why you've decided that this is the proper course of action, but because of you, the entire fortress is being forced to live above ground, because you are the only miner in this new settlement and you are refusing to dig anything. You have a pickaxe, you have mining experience, you have orders, and you are refusing to do anything.

Thoroughly confused about this entire fucking thing,
Prop.

53
(words from prop)

I've had a couple of troubles with beds as of late, and have some advice that might help you.
If any other dwarf is doing something on top of the bed (especially children inexplicably playing make belief on their parent's bed), they will not sleep in it. Also, if they get too tired/walk too far to their bed, they may just give up and nap on the ground.
Might not apply to you, but that's what I know.

The funny part is, he walked all the way to their bed, and then just gave up after plodding around their room for a bit. There weren't any children, and there wasn't anything else in the room, he just couldn't deduce how beds worked, and walked around in a circle for 5 minutes.

54
Dear Urist McLazyashell,

If you've already gone through the trouble of walking halfway across the fortress to your room, sleep in your bed, and don't sleep on the floor next to the bed. If you can't be bothered to take the 5 extra steps to actually lie down, don't complain about the fortresses' lack of beds. We have plenty of fucking beds, use one of them.

Legitimately concerned for your mental health,
Overseer Prop.

EDIT:
Dear Urist McLazyashell,

Once again, you have a fucking bed. You could have walked to the bed. Instead you decided to sleep in the middle of a cavern while trying to gather cave wheat. If you complain about the fact that a giant cave spider ripped off your leg one more fucking time, I'm going to lock the door to the hospital and refuse to let anyone feed you.

Far more angry about this than I should be,
Overseer Prop.

55
Dear Urist McEngineerleader,

Use a wheelbarrow to haul the stone, you masochistic fuck. We have 20 of them already, not being used, and you're insisting on hauling each individual pebble down 15 flights of stairs, and then complaining about it. Stop it. Its annoying.

Sincerely, your tired and annoyed overseer who is getting tired of your shit.

56
Dear Urist McFurnaceOperator

For fucks sakes, you're refusing to go back into the fort because there is a single pebble of granite in your way. You can easily move it out of the way, we have plenty of stone stockpiles, but instead, you're standing outside, in the rain, starving to death, and complaining about the rain. If you can't be bothered to get yourself out of this situation, you can keep being a masochistic bastard and dying of hunger.

Sincerely, Urist McInvisibleAllKnowingOverseer

Pages: 1 2 3 [4]