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Messages - Bralbaard

Pages: 1 2 [3] 4 5 ... 132
31
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 16, 2023, 02:30:42 am »
Cats come in a variety of colors, and black cats indeed bring terrible luck to their owners. Black cats happily adopt a new owner if their previous one is deceased. 

32
Well some good news from the FOTF thread:


Quote from: Bralbaard
Maybe this has been discussed before, but I was wondering what the odds are that saves from the current version will be compatible with the future adventure mode release?

Odds are currently really good ha ha.  Something could come up, but it's less likely this time than it was with the fort mode conversion since the base objects of the game shared with adv mode have already been moved over, and I don't have to worry about active adv mode games the way I had to worry about active fort mode games, since there aren't any (in the versions we're compatible with.)

This means we can happily continue world building, chances are very good it will be compatible.

33
DF General Discussion / Re: Future of the Fortress
« on: September 14, 2023, 12:43:23 am »
Best wishes for you and Threetoe, Toady.

34
He was a fun character to design' but playing PHM is bloody hard.
It does sound like you have been playing on Hard Mode...

On the subject of hard mode characters. Here is the first part of the misadventures of my gremlin adventurer, Awi Priestnails. The gremlin language used is of course from Dikbutdagrate's gremlin language file, I apologize for any mispronunciations!

---------------------------
The Gremlin's Journey, Part 1
 
It has called me.
The voice from the deep has visited me in my dreams.
It still echoes in my head, hours after waking.
wavsla spaz-spoo'lab has come
wavsla spaz-spoo'lab.... “The time to vanish”

This changes everything.
The time to vanish.. The humans still remember the time of our appearance,  in the ninth century. Hundreds of us where there had been none before. The surface dwellers never figured out where we came from.
They will be similarly clueless when we will suddenly disappear.
Now that I think about it, While the humans sometimes laughed about our jokes, they never realy understood them either!

We had a good time here in Orid Xem. “Wavsla guz Pitikiem” A time for comedy and laughter. My three phantom spider pets have been the best companions for making jokes. I still remember how the dwarven baroness ended up falling in the temple pool after getting a jump scare from one of my spiders! Those were good times, but now these times must end. 

Like all gremlins will in the end,  I have been called to Sodor-Ngug , the gremlin name for Deephalls and what lies beyond. I’ve packed all my belongings and today we will leave. Sug Skinnyrewards, another gremlin, will join me on my journey.

First, we stopped by at the museum, the place where Sug worked. I’ve often asked her what her job was, and today she finally told me. Her job is being part of a museum submission, submission 43.
Her job sounds like a joke, but she was very serious about it, and was anxious about leaving. So we left something behind to make Sug feel less bad. First I tried to leave behind Ugo, one of the phantom spiders, but when we were a few urists from the museum I nearly jumped three feet in the sky when I found it sitting on my right shoulder again! Three feet is really high for a gremlin.
I have no idea how she got there so quickly. Phantom Spider are very good at this. It was clear it was a mistake to leave her behind.

We ended up submitting a fluffy wambler leather pouch as a submission instead.

Then we started the journey for real.  The journey to Sodor-Ngug would take many weeks, but we decided on some detours that would make it even longer, as we could not leave the world behind without seeing some of it's greatest sights. We decided the first stop would be Tello-Ngug-St”rngut-onk, Crownhall the City of Stone.

This was a great mistake.

There was something unnatural when we approached the castle, or maybe it is better to describe it as... too natural.

Dozens, no,  hundreds of wild animals roamed the surface near the castle. Peregrine falcons and  swarms of keas swooped from the sky, while massive herds of yaks and mountain goats roamed the surface in uncountable numbers, luckily none were aggressive to us. The surface was littered with the corpses of hundreds of dead animals. Had these beasts come here to die? What was this place?

Then suddenly it ambushed us! A dwarven dark one. It made an arcane gesture, and a dark myst envelloped us. I could barely see the tip of my own nose but I could hear the panicked cries of the cattle and animals through the fog. 
I tried to hide and crawl away from the evil magician. It worked, but poor Sug was not so lucky. I heard a few desperate cries for help and then the sounds of snapping bones. In terror I ran through the fog, nearly got trampled by animals that randomly appeared out of the fog, only to run straight past me. Finally I made it to the entrance of the fort.

Spoiler (click to show/hide)

As soon as I entered, the fog was gone. Where the surface had been a chaotic mess of bleating and screaming animals, it was by comparison eerily quiet down here. I discovered I had not truly entered the fortress yet. There was a deep and massive precipice here. The floor of the chasm, deep below, was covered with endless rows of metal spears and weapons. Several ledges and bridges passed over this chasm to the proper entrance of the fortress, on the far end of the chasm. I expected they were trapped, like the chasm floor below.

Spoiler (click to show/hide)

A gremlin though, is not afraid of traps.
Chauh'ngky-Dub-Rukku-“St!
Fear is for the large, the small are brave!
Or so I told myself. My legs still quivered from the horrible experiences on the surface above.


35
DF General Discussion / Re: Future of the Fortress
« on: August 31, 2023, 01:40:50 am »
I would not expect something as complicated as an economic system to be modded in for the adventurer mode release. An economy rewrite would certainly have to involve fortress mode. That said, the whole system of trading objects for other objects directly has grown on me. I would be sad to see it replaced with the standard currency systems from normal RPGs.

Fortress mode saw some small additions and new stuff during the conversion, and was rebalanced in some ways to make it easier and less deadly for new players. I expect adventure mode will get a similar treatment. The manual targeting of limbs etc. in combat/wrestling is somewhat clumsy. I could see how a graphical interface could improve that, but have no clue what is planned for release.

36
eyyy it seems this game is still going, and it seems the world is more of a mess then it was before last I checked?? but yeah. been a while since I played in a turn here(might request for a turn on this game again but not sure yet cause of some other things on my end), how's things?

Hey Wonderpsycho, Welcome back!

Imic just returned as well so we had an attempt to summarize the current state of the world starting here
Eric has just assured us that only good things have happened in the world since that summary, so we are all fine over here.

I'll add you to the list, you can always reschedule later. for now it will likely take a few months before it gets to you.

37
That is nice. Orid Xem can certainly use some good things.

That makes it Yarlig's turn.

38
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 29, 2023, 01:22:43 am »
Zero casualties between those two beasts, surprisingly. I am training a new military though. The old squad of blind veterans will keep training and will protect the fort as a second line of defense, if needed. They are all legendary warriors.

Another interesting thing about the fortress is the religions. All three  religions that have petitioned for a temple so far are death cults.

39
DF Gameplay Questions / Re: Buildings with strange materials.
« on: August 28, 2023, 10:18:15 am »
I think they are associated with refugees

40
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 27, 2023, 12:14:13 pm »
The forgotten beast "Yppy" came to my fort. Some kind of giant bird with a deadly dust syndrome. It immediately attacked the cavern wildlife and the effects had me quite worried. Animals that came close seemed to immediately fall unconcious, despite having no obvious wounds. This thing seemed like a pain to fight.

But now it has suddenly dissapeared. There is no corpse, no death message, and it is not being mentioned in any unit list. The last combat log had it right at the map edge. The cavern level is fully explored. For now I'll assume that it dodged from the map edge, possibly because of a dust explosion, but I haven't seen this behaviour before. I fully expect the beast to reapear somehow, and murder my fortress.

Edit: And it's back again!
No clue as to where it was hiding...

Edit 2: killed it! half my military is unconcious, but everybody is alive for now. The Queen and her consort delivered the final blows, but have passed out on the cavern floor.
Hope the doctors collect them before the royal family is eaten by the nearby crundles.

Edit 3: A near identical forgotten beast appeared ten days later, but this one did have a nastier syndrome and was made of stone. Anyone that got near (80% of the military) is blinded, for life, I presume. The queen escaped this fate as she was still passed out on the floor because of the previous forgotten beast syndrome.

41
That will only cure the problem for a week, if I recall my adventures as a naked mole rat correctly. The initial healed dwarven body I got after changing back only lasted as long as the curse.

42
The current save can be found over at DFFD (turn 128 end)
It will take me some time to make some drawings and learn gremlin, but posts will appear.


Edit: also, we are in the Third Twilight Age once more. Apparently historians have in hindsight renamed the previous Third Twilight Age to the Age of Dark Gnomes, and the official Third Twilight Age has started now.

43
Welcome back Imic! I just happened to have explored one of your old fortresses in my current turn, so expect some posts about that soon-ish.

Some other things to get you back up to speed:
Several new races of intelligent creatures have begun to stir in Orid Xem.

The Scorpion king, Avolition Holyblood, has started a breeding programme for bark scorpion men, and Maloy has discovered that Warriors of Udir, the two tailed, all female, cyclops angels that guarded one of the two vaults in the world, respond strangely to necromancy. They do not become undead, but are just raised from death, fully alive. Of course Maloy started a breeding programme for them (in Razorbridge)
Both the warriors of Udir and the bark scorpion men are born practically as adults, so their breeding is very fast, and dare I say, incestious. Of course we already had the gremlin re-introduction programme by myself, abusing the fact that 'outsider' adventurers can buy gremlins for 1 urist-a-piece at embark. Current world populations, not counting those roaming the wilds:

gremlins: 504
Warriors of Udir: 82
bark scorpion men: 86

Then there are rumours of other races that are up to something. The world is in the age of the dark gnomes, for one thing, and there also is a plot involving howling freaks, see Maloy's latest post.

To Dikbutdagrate, about the language files:

Spoiler (click to show/hide)

You made gremlin language files? I could really use those for my write-up🙂. I was going to use elvish, but this would be so much better. I guess even a partial file would be useful. Are they part of the premium mod?

Hell yeah my dude, and it sounds exactly correct.

You'll see stuff like, "Alocrim'oochauh'nob-bob'el" - The Harmonious Crimson Empire.

Their word for ale is their word for hammer "bahk" stapled together with their word for drink "sop", literally translating as hammer-drink "bahk-sop." And I think mead is a slight variation on that. Anyway, I tried to sprinkle little things like that where I could. But it's a lot of labor to hand craft the entire language file.


The way it comes out, is to always hold the first syllable, almost like a high pitch growl. And then gradually accelerate the rate of enunciated barks, until your tongue starts breaking the sound barrier. Start slow, frantic race to finish. Unless the word ends in an -ah sound. In which case, the last 3 syllables are more likely to be pronounced slowly.

Thanks for the language files and background information Dikbutdagrate! You alluded to a "next turn" in one of your previous posts. Should I put you on the list or does someone need to put down a pot of honey first?

44
DF Community Games & Stories / Re: Round 6 Betting Results
« on: August 19, 2023, 06:43:59 am »
For the final round of betting, we end with BraalBard as the richest Urist, ending with 778 gold!

I'm rich! Free sewer brew for everyone, and a box of cigars for Logem, the new champion!!

Congrats Kesperan! And a round of applause for the organizing committee. My first tournament, but I'll be back next year, that was great fun.


45
500 gold on Logem! That should still leave me a slight profit, even if the dice fall the other way.

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