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Messages - UmbrageOfSnow

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31
Count me for a future overseer please.  It sounds interesting, and apparently impossibly tough, so just what I'm looking for.  Me likes a challenge.

I'll Hume myself when I get the save, but if you want to do it, name the Mason/Architect, Carpenter/Architect, Mechanic/Architect or whatever Umbrage.

32
DF Community Games & Stories / Re: The Inn of Drowning
« on: November 19, 2011, 03:33:19 am »
ATTN: Commander: "Inn of Drowning"

Some concerns have been raised in regard to the recently constructed water trap at your settlement.  Informants will remain anonymous but many fortresses have been lost to such devices, which is why regulations were put in place by her majesty the Queen.  We do not dispute the right of dwarves to build such devices, but the disregard for safety so common among our people can result in catastrophic failure.  Such failures not only endanger the security of the fort, but can render entire systems of tunnels unusable. 

As such, you may expect an inspector from the newly-commissioned Dwarvern Safety and Health Administration, DSHA, on the first of Granite.  Although danger of flooding is the primary concern, his visit will occasion a General On-site Occupational Safety Inspection and Enhancement, or GOOSIE.  Should any aspect of your settlement be found lacking, your DSHA inspector is hereby authorized to take command for up to one year.  Upon the First of Granite of the following year, further safety notes will be provided to a replacement commander from your own settlement.  Safety first, compliance is mandatory.

Baron Urist MacBewrokrat
Chief Administrating Officer, DSHA
Licensed Death-Trap Inspector
Member: Stonecutter's Guild

33
Just how infested is this place with monsters?  Should we be walling off each section as we reclaim it, or is it safe enough?  Honestly, is the goal to make use of all the sections of the old fort, or slowly build up a smaller, walled-off working fort within the ruins?

34
DF Community Games & Stories / Re: The Inn of Drowning
« on: November 16, 2011, 02:24:35 am »
I would love to take the next open slot.  From what I gather looking at the OP, it looks like just a few days from now.

35
Bloody Amok, 8 FPS.  My computer tends to be even slower, looks like I'll be playing this on borrowed girlfriend's computer if I want to get anywhere fast.  Then again, I'm good at the playing while paused, and letting it run for a few hours without much management...  I do other things.

36
Can I go next?  I need a break from NaNoWriMo!
Also, if there are any mechanics/masons, I'd like to be Dorfed please.

37
Actually, I won't have it up until tomorrow.  Taking forever to dump items at 8 FPS, and I'm too tired now, need to sleep.  But I'll finish tomorrow.

38
I'll just go ahead and do it then.  I shall post the reclaim, unplayed, later this afternoon.

Figure it makes sense for the last player (me) to set up the destruction, and then next player (you?) to begin the actual reclaim.

39
Just to throw another idea out there: what about a reclaim?  We just line all the animals up to be killed, atomsmash as much as possible, and reclaim, so we have 7 dwarfs on the same fortress instead of 180+ or whatever we're on now.

Although I'd be happy with just a clean restart on a different style embark as well.  The reason I brought it up was that increasingly often, we didn't finish full year turns.  And I borrowed a faster machine for my second turn, after loading in really slow on my own computer.

40
I'm also curious about time of day, and time zone?

Although I should have it then, I tend to find myself messing with things up until the last minute.

41
I'd like to be quantum dwarfed as well, please.

And now I'll see about maybe actually getting a year done.  What is the deadline specifically?

42
Oh, and I forgot to mention: I got a migrant wave of 8, drafted 6 into the military, created a new squad so that low level trainees could be kept inside and not bring the trained squads down.  My plan is to rotate dwarves into the low level "teaching" squad first, and then when they have skills, put them in with the big boys to go out and fight.

Did some minor military reorganizing as well.  We had 2 Militia Captains who weren't doing any jobs, but weren't in any squads either.  I disbanded them, and attached them to the newbie squad.  Made an axe training uniform as well, and since the manager wasn't getting any managing done with all her time pulling the danger room lever, I changed the manager to someone else... me.  Now I just do managing and bookkeeping in my fancy office.  I'm clearly the bureaucrat of this game.

Oh, and we're well on our way to becoming the Capital, I paved most of the entranceway with microcline blocks, we need a bit more road value, but I made a dent.  Catacombs are greatly expanded, and underground entrances to my new walled in tree-gardens are in place, and able to be sealed off from our one all-purpose panic lever.

I say we just start over again now, since no one is signed up.  And one of you guys should harness the power of that stream for waterwheels and makes something with it.

43
So that battle really made me realize the danger posed by giant bats, as soon as I complete Operation Aerial Security, I'm saving and quitting, wherever in the year that may be.  I'm going to make every above-ground entrance besides the main one seal-offable.  This is going to involve bridges.  There will be one panic-lever next to the trade depot to pull in the event of flying enemies that will seal off those areas of the fort.  The tower bedroom has a bridge installed already that can be triggered from inside to seal it off from everything.

Anyway, here is a pretty picture of my new and improved entrance, one level up.  Archers definitely better be able to hit things now.

Spoiler (click to show/hide)

Anyway, finished the bridges to wall off all surface entrances.  And walled in a few large patches of forest since a) I didn't have a big project to work on while I waited for the levers to be linked, and b) it both gives us even more safe wood/plants, but allows more control over the direction of sieges, and will serve as a start for new archer towers anywhere other players would like.  All can now be built in complete safety.

Here is the save.

44
Terry Gilliam, Lumberjack, has created Othsal Usen, The Sewer of Helping.

It is a cave spider silk vest, studded with nickel, decorated with mule leather and encircled with bands of giant cave spider silk, orthoclase, and red pyrope.  The thread is midnight blue with dimple dye.

On the vest is an image of goblins and dwarves in cave spider silk.  The goblins are fighting the dwarves in the attack on The Future Standards at Earthencastle by The Jackal of Venoms in the late winter of 504 during Umuz Sasp, "The Attack of Punches".  Classy.

On the item is an image of The Library of Goals, the black bear leather quiver in nickel.  Also an image of a four-pointed star in ash, and another image of the bear leather quiver in jelly opal this time.

The vest is worth a cool 57760 Uristbucks.

And now, a Vile Force of Darkness has arrived.  More on that in a bit.
16 Cave Crocodiles, 6 Giant Bats, 4 Giant Olms, 4 War Jabberers, 14 Lashers, 16 Pikemen, 16 Crossbowmen (1 elite), 1 Hammerlord and a Human Administrator ?!

45
Ohid Simostrul Asespik, "The Dangerous Thorn" has come.  She is a pretty average minotaur, with brown hair, pink skin, black eyes, and average size.  Just your standard girl-next-door-with-the-head-of-a-bull.

I'm going to try to cage trap her, so we can build a labyrinth later.

We are now the proud owners of an =ashen minotaur cage= Huzzah!

I'll get to work on the labyrinth once we have a more secure entrance again.  Old Macdonald tragically gave his life distracting the minotaur while more cage traps were built.  EE-I-EE-I-O.

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