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Topics - Imp

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1
Forum Games and Roleplaying / Evil Overlord, a suggestion homage game
« on: February 07, 2024, 06:29:33 pm »
This was one of my favorite games here.

Shadenight123 has been active within the last couple years, but actually hasn't posted in nearly a decade.  I'm not the writer they are/were (last they said, they wrote a book!) but I mean to 'blast from the past' and explore my own creative side.  Perhaps some of you would like to come with me, if so, let's see where together we go.

But since this is homage, this begins exactly like it did, once long ago.

You are an Evil Overlord.
First off however, is the world by itself.

Is the World Magical (middle-age like), Scientifically advanced (future), Steampunk (Renaissance-period), Grimdark (nineteen-eighty-four like), Sunshine and Bunnies (Other World completely) or Realistic (Nowaday-present)?

What is your Overlord style? Destruction? Control? A Mix of the two?

What is your 'Evil' meter like? You kick puppies? You steal candy from kids? You mug a woman? You rob a bank? You enter into the High-Security prison waltzing and spewing magma?

What is the one symbol that defines your Evil Overlordness? (A Symbol that all good guys will see and point their fingers, before claiming: AH! IT'S THE SHADOW'S SYMBOL! -The shadow? The shadow! The shadow...-)

Decisions:  I will go primarily with majority vote and/or find a way to blend near ties.  I may occasionally and randomly honor unusual suggestions even if they don't get popular support.

There are likely to be characters besides the Evil Overlord Themself (One does need someone to Overlord over, after all) and these characters will potentially be adoptable (and kidnapable, if we go on a mission and people want captives, that's entirely possible if things go well).

2
Pretty new game, just finished a successful Kickstarter, alpha access opened for around 20,000 or so people who wanted in.  I decided that I wanted to do a lets play about my character's (characters'?) stories, assuming one even lives long enough to really have a story. 

Failing that, ignominious deaths are always the most fun, aren't they?

http://7daystodie.com/



Spoiler: Joan's story begins (click to show/hide)


Spoiler: My first impressions (click to show/hide)

Spoiler: Help Joan out, guys! (click to show/hide)

3
Other Games / 7 Days to Die
« on: August 07, 2013, 03:30:22 pm »
Was amused to see there appears to be no threads about this upcoming game yet.

It reached its primary funding goal on Kickstarter yesterday, and appears to be about a year from open release, with about a week of Kickstarter left to go

'Described as "an open world, voxel-based, sandbox game blending the best elements of FPS, Survival Horror, Tower Defense and Role Playing Games," 7 Days to Die casts players in the role of a survivor trapped in a zombie infested world where they must loot, mine, craft, build, grow, and fight their way through each day.'

Game caught my eye and I'm looking forward to playing it.  Decided to be a 'Sunrise Survivalist' backer, so I'll get an alpha copy of the game just after the middle of the month, and if there's no reason not to, thinking of making a lets play about it.

http://www.insidemacgames.com/news/story.php?ID=22148

4
DF Gameplay Questions / Salt of the sea?
« on: November 09, 2012, 03:42:32 am »
So I've almost never messed around with ocean embarks, but I've read some things from others who said they had.  Now I'm on an evil ocean embark, and I'm.... confused. 

I understood that if your embark area included an ocean area, you'd have no drinkable water on the surface.  Murky pools, streams, brooks, rivers; even your aquifer(s) if you have any as you usually will will all be salt water.  In fact, even your caverns MAY contain salt water instead of fresh.

This ocean embark, 3/16 embark tiles are ocean.  The ocean itself does have salt water, but only in the sea proper.  There's no flowing surface water, but the pools contain normal stagnant water.  It's as drinkable as any other pool water.  The area has an aquifer, and it's also fresh.

Are ocean embarks actually highly varied in how salinity is handled or is this buggy?

5
My civilization has a god which has made two vampires.  One of them immigrated to my fortress and lived there for about 4 months before I noticed, I spotted him when I was doing a quick 'does everyone have a bed' check.  Everyone but him and children had picked out beds of their own.... silly vamp, be more greedy next time, your restraint has given you away.  Am sure he's a vamp, no food/drink/sleep thoughts, cant give nickname, all the rest.

So I knew it had been a few months, and no one's gone missing or pale, and I was really wondering how long it would be before he needed to feed.  Watching him more and more closely, as well as searching the fortress for any signs that he had fed but I missed it (hey, not one of my dwarves has even a 0 in diagnose.  I've got a chief medical dwarf, but am CERTAIN he has no idea what he's doing).  As this is my first vamp, I really want to see what happens, to not miss anything!

A new migrant wave comes.  Kk, assign labors through therapist to my liking and go back to brooding over my fortress and it's surely-growing-peckish vampire.

Suddenly I see it!  A dwarf is going to recover wounded!  There's been no combat messages.  Health screen still shows no health issues for any dwarves (there's two hurt animals, so the screen is working at least, but those are not new injuries)  Drat, I missed the feeding, I think.... I check my vamp.  He's -still- doing labors, he's no where near the beds.  No one is missing.  No one near him is pale or dead or anything.

Odd, methinks.  I start watching the dwarf that's recovering the wounded.  He's.... not going for the beds either.  He's headed out of the fortress!  He's going towards the incoming migrants!  I check for trouble.  No beasts, no fights... There's 10 migrants he could be heading towards, so I check each one's health, first the overview, then their personal health screens, then their thoughts and physical traits.  None have any wounds or any crippled issues like can't stand or anything, but I notice one of them doesn't show an age, he has 'the appearance of somebody that is one hundred twenty-nine years old and is one of the first of his kind'.

Whoa, methinks.  A few more checks, and I see that he claims to know no one, save for his god, the one that made two vamps...  a little more checking and I am sure he is the other of these.  Bemused, I sit back to see if somehow he is making my dwarves believe he is hurt and needs help - even as he slowly makes his way to the fortress.... very slowly.  His stats are the worst by FAR of any dwarf I've ever seen, and true or false, he's acting like they are real.  Interestingly as well - he's not wearing any jewelry but is garbed like a normal dwarf.

Sure enough, the rescuer goes directly to the 'appearing old' vampire and picks it up as his 'recover wounded' job.  Like a momma bird with a cuckoo's egg in her nest, he gently carries the vampire to an unclaimed bedroom (my hospital lacks beds at this moment) and tucks it in.  The vamp doesn't need a bed and promptly hops out and heads off towards the meeting area like he had been before he was carted in like an invalid...


Very interesting!  I must say, I'm not fooled, but this vamp has REALLY convinced my dwarves!

6
As I read about swarms of 150 or so giant mosquitos, all I can think is how easily 1, or if needed, 2 or 3 of these would overwhelm most heavy-traps fortresses, especially those with traps that need to be reset - even spike traps could reasonably be expected to jam after so many corpses became impaled...

Ambushes and especially seiges driving huge swarms of half-tamed creatures ahead of their attack at the fortress...


Mmm.  Yummy to plan defenses against.  Evil college finals, to delay my enjoyment of this game!

7
You are invited to join in an 'alternate reality' community succession fortress using the mod Legends of Forlorn Realms, v 0.14e (http://www.bay12forums.com/smf/index.php?topic=84186.0)

ABOUT THE SUCCESSION - updated/clarified 1-19-12
Spoiler (click to show/hide)

ABOUT THE MOD
Spoiler (click to show/hide)

ABOUT THE GAMEWORLD
Spoiler (click to show/hide)

ABOUT THE EMBARK
Spoiler (click to show/hide)

Players who finished the first year, in order of completion:
Esta (2 votes)
Imp (3 votes)
barconis (1 vote)


Players who finished the second year, in order of completion:
barconis (3 votes)
Imp (2 votes)
Pranz (1 vote)


Players who finished the third year, in order of completion:
billybobfred (1 vote)
Imp(3 votes)
barconis(1 vote)


Players who finished the fourth year, in order of completion:
Imp(1 vote)
barconis(3 votes)


Players who finished the fifth year, in order of completion:
Imp(4 votes)
barconis


Players known to be playing the fifth year:
Imp
barconis
billybobfred


DORF REQUESTS: (note players are not required to follow dorf requests,
                         nor required to dorf exactly as asked if they do!)

kingfisher1112 as an alchemist doctor
Esta as a Swordsdwarf
Winterdirge (IamanElfCollaborator) as a male hammerdwarf/mason who acts as
                broker to the elves with the custom profession title 'Elf Torturer'
Pan as a male dwarf, military if possible
The Wardog (Imp) as a female biter who had been forced to act as a military
                commander's personal 'wardog' for years before migrating here,
                and became a widow shortly after arriving.


CURRENT SAVE to join in year five: http://dffd.wimbli.com/file.php?id=5621

8
DF Dwarf Mode Discussion / Remedies for overgrazing?
« on: February 28, 2011, 06:43:44 am »
My biome consists of roughly half mountain and half shrubland.  Seeing that the mountain area was purely grass and stone, it seemed ideal for pasturage.  I noticed that my pastured animals, after being ignored for a few months, ate about half their 10x10 pasture down to dirt.  So I moved them again when I saw the pasture about half gone, and moved them again...

It's been slightly over a year since I moved them the first time.  Yet almost all of the bare pasture areas remain bare.  What little grass has regrown for the most part remains sparce.

http://postimage.org/image/24i9gxt2c/

Does this happen where trees and shrubs can grow too?  Does turning an area into a pasture ruin it for other organic purposes?  Are we supposed to move our grazers every few days to prevent overgrazing?  I'm noticing that areas which had been farms, then had the farm removed remain furrowed clay well over a year later as well.  Guessing that these areas wont recover either?

9
DF Gameplay Questions / The futility of caging vermin
« on: February 26, 2011, 07:17:15 am »
Just started playing DF again, and enjoying the new version.  For handling vermin I prefer to use eight animal traps and a dwarf set to catch vermin, then once the traps are full set a job to move the vermin into a cage and repeat as needed.

This used to work quite well, though the catcher sometimes seemed to get looped into some pathless confusion to a vermin deep in unbreached caverns or something.

Now, however, caging vermin appears to trigger an almost instant and endless vermin population explosion centered on the cage.  The new vermin are the same species as the previously caged vermin, and if the cage is moved, the population explosion starts over again in the new location.

Guess I'll join the 'just use cats' faction.  Eww... err, Mew!

10
DF Dwarf Mode Discussion / Advice how to save this dwarf?
« on: August 16, 2010, 04:29:26 am »
My imperfect planning one slaughter-day allowed an elk to beat the crud out of a woodworker as he hauled the beast from a cage out to be slain.

I half expected the worker to bleed to death, he had broken and/or shattered bones from his right shoulder to his right hand, and he had a broken liver.  z-health showed he had heavy bleeding for a bit, but my squads of slaughterers got back to his side and ended the elk before it ended the worker.  The bleeding appeared to stop almost immediately, even before the fight fully ended.

No one took him to the hospital, which had functioned properly before when a fighter needed a cut arm stitched and cleansed.  Instead, despite being listed as doing 'rest', he was conscious and ever so slowly took himself there.  Once there, he lapsed into unconsciousness upon a bed, and my diagnoser got to work, and appearring to properly diagnose him.

There were requests for everything from cleaning to surgury, about six requests for treatment in all.  And the first one my healthcare workers began was cleaning.  I thought 'great' and turned my attention elsewhere for a minute or so.

I soon spot a dwarf hauling stuff while flashing the yellow +.  Checking on him, ack, it's my wounded one.  He's still wounded, shattered bones, broken bones, presumably laboring just with his left hand.  Checking out his personal medical history, somehow he managed to get all his healthcare requests 'removed'.  He still has his injuries, his treatment history shows no care given to him other than his diagnosis.  Almost a quarter of him's red, but his only complaint was that his grasp's somewhat impaired.

He is absolutely NOT resting, which surely will prevent him from healing much, if ever, if he even can without medical care.  So far it's been about two months, he's showing no sign of infection, and his information screen doesn't even show any scars or anything (perhaps because he is not healing?).  He has suddenly become faint though, despite the fact that he stopped bleeding some months ago.  Perhaps that's the start of an infection?  z-health doesn't indicate infection, diagnosis request, or any other treatment, though it says he is faint, grasp impaired, compoundly fractured, in need of setting, and has broken tissue.

I've read about re-injuring dwarves to get them re-diagnosed when an incompetent diagnoser thinks they are fine, is that the probable good answer here?  I'm rather loath to do that, but I really, really want this (all!) dwarves in my fort to get injuries tended, I want to see it happen!  If he catches an infection, will he automatically be set to need new medical attention?  Any other advice for saving and healing this dwarf?


Nice to meet you, Diamondaxe.
Spoiler (click to show/hide)

Was it your lack of insurance?
Spoiler (click to show/hide)

11
My 31.10 fortress was purring along in its second year, filled with thirty-odd happy and happier dwarves,  nothing more dangerous than a pack of wolves visible.  No wounded yet, though I was half keeping an eye on those wolves, with a few tree cutters near them and me unsure how close the two might come before interrupted warnings might come.

I look away a moment, and suddenly get a message warning of canceling giving water, cause I've got no buckets.  True enough; yet... the wolves tore into my workers without a warning?  Someone survived to rest and get thirsty?  Man I just looked away 10 seconds ago...

The wolves are behaving themselves, the trees are still being lumbered.  Hasn't been a fight for about three months, and the one wounded guy walked off his bruises long ago.  I'm trying and trying to find someone who's missing, wounded...


I check the beds.  Four people sleeping, but none are flashing wounded.  Although, one's flashing thirsty.  Aha!  And as near as I could tell, that's what the bucket was for, to give an unharmed sleeping dwarf a drink!

To prevent such rude jokes, I can see dwarven lords passing mandates forbidding the use of buckets except when explicity needed.  What a way to wake up, when you've been dreaming of a nice barrel of brew!

12
DF Dwarf Mode Discussion / I swear I'm not where I'm sure I am
« on: April 06, 2010, 06:01:06 am »
Seeing this really made me smile.

Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.

13
I noticed this after I set my dwarves en masse to battle a zombie mole that had cornered a few, I drafted everyone and dwarfpiled it with a kill order and hoped.  Nope, it wasn't dying, course.  Neither were dwarves, nice.  Yet.  Thirst, hunger, tiredness....

I reopened the military screen and there it was at the top.  c for Cancel kill order.  Worked well, all the fighting dwarves scattered as civilians, fanned out and got away from the very beaten and now slower zombie, and headed off to tend their respective needs.  Course, I sent them back down after they had rested and whatnot, and -then- the zombie started killing them.  Somehow.  Dunno why, wasn't before!

Posting just in case this is new info for anyone, I am still seeing threads about military fighting unto starvation and such.

14
So I've heard about how hard it is to kill the undead critters roaming about, and being that I prefer to wrap my dwarves in about 14 layers of padded leather and pigtail fiber than let them get hurt, I decided that I wanted to use arena mode to check this out.

I'm glad to see I could make, say, a groundhog into a Not Fighter or a Grand Master Fighter... but where's the Not Zombie and Not Skeletal tags?

Anyone see a way to have undeads in their arena?

15
DF Dwarf Mode Discussion / Immortal elves? *scoff*
« on: April 02, 2010, 09:22:53 am »
I'm having a bit of trouble genning a world where the elves last as a civilization until 1050.  A quick glance (I'm not very dextrous with legend mode really) suggests that they're mostly picking fights with humans and/or getting eaten by various monsters.

Am I having a stretch of anti-elven luck or does this seem to be typical?

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