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Messages - CaptainArchmage

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661
Is it likely to be preceded by a long silence on the dev log?
Can any release veterans give us an idea?
The tension is killing me

It depends on how far Toady wants to go in bugfixing and so on. A few days could see Toady release a reasonably playable game, and I would be happy with that. He says “dwarves might wander off”, but we’ve had worse back in DF2010. Like, when soil was not farm-able without irrigation for about ten months without a fix. The bugfixing period for DF2012 wasn’t particularly long, the bugfixing period for DF2010 went on for about two months (source: some people got a bugfixing release in February of 2010) before Toady just released it (1st April 2010), and some of the bugs (thin skulls, I think) are only fixed as of the coming release.

662
DF Community Games & Stories / Re: Failbow: A My Little Pony Fortress
« on: April 26, 2014, 09:33:55 pm »
Since none of the pony requests are currently do-able with the current ponies (only miners and Professor Herb left to claim), I will wait for the next migrant wave to name them. Expect some crazy shit to go down.

Fortress Journel by Captain Brony, 16th Felsite, 101

The undead are right outside the fortress, in the forms of monsters twisted into equinoid form! Since we’re locked down, they can’t get to us, but once they leave we need to get our defences up ASAP. I’m thinking a few crossbow towers and maybe some ballista emplacements would fend them off, but we don’t really have the ponypower for that yet!



We finished the farm and I ordered “Professor Herb” to plant some brown caps in it. I hope those are edible, we have a lot of seeds to choose from. There is also pasture space down there, which is free from undead, but to support grazing animals we’ll need some moss to grow. I also had some permanent workshop space carved out in the stone, enough for a still, farmer’s workshop, a butcher’s shop, and a tanner’s shop. I want to expand this space over multiple floors, but need to work out where to place the staircase. During mining, we hit something called the “Blood of Yogg-Saron”. Can I huff it?



FAILBOW End of Spring Report by Captain Brony, 1st Hematite, 101

Apparently I have to write a seasonal report regarding the current situation.


Let’s see:
-Settlement nearly overrun by undead.
-Dug out an emergency bunker.
-Got supplies inside.
-Got animals inside.
-Got attacked by undead.
-Sealed off the bunker from the outside world.
-McJerb is still dizzy and covered in blisters.
-Carved out personal rooms and office space, engraved half them, furnished with cabinets.
-NO FUCKING BEDS.
-SERIOUSLY. NO FUCKING BEDS.

-The bunker is now our settlement.
-Set up farm.
-Found strange material called “Blood of Yogg-Saron”.
-Carved more staircases.




After mining out the “Blood of Yogg-Saron”, I discovered some documents regarding an arcane method of refining it. This requires the “Blood of Yogg-Saron” and a “taint crystal battery”, producing a large number of materials. I recognise the word “electrum”, though this kind of electrum is probably altered from the kind I’m used to. These materials might be useful for making weapons or armour. We need to build a “Tainted Refinery” first, which requires “rainbow bars”. Whoa man, whoa. How the FUCK do you make rainbow bars?



This is what the bunker looks like right now. The inner drawbridge has been connected up to another lever in my office, and both levers have been labeled.

The undead scorpions-twisted-into-pony-form seem to be leaving to the west. I hope we can avoid more of these incidents and get outside.

663
DF Community Games & Stories / Re: Failbow: A My Little Pony Fortress
« on: April 26, 2014, 04:59:11 pm »
I backed up the save so if something goes horribly and ridiculously wrong at this point, we can revert. When the fortress becomes developed enough (likely by the end of the year), we can finally call this “developed enough to fail properly”.

Journal of Captain Brony, 4th Felsite 101

-Designated some new rooms opposite current setup.

-Hit soil. We have enough space in stone for a resident trade minister in there though, but I have to figure out the depot access.

-I ordered the soilworks to be expanded so we can start farming. I will lay down some strong stone walls there just in case the undead can burrow, and to prevent collapses that would expose us to them.

-McJerb is wearing stockings and a cloak covered in the horrid filth. I’m not a doctor, but this guy is, and the dirty clothes might be one of the reasons why he is still dizzy and covered in blisters.

-I had our resident psychoanalyst, “Horse McShortwood" move the mason’s workshop out of the entrance hallway and into the residential hallway. He said that it is important for the psychology of future migrants to make our fortress seem productive. Migrants? Mason’s shops are good things to have in an anti-undead airlock? What witchcraft is this!

-I’m making a metric fuckton of mechanisms. While the fresh water is upstream and the horrid filth downstream, the entire stream is likely contaminated, so we need to power some pumps and a purification device. We also need more drawbridges to seal off parts of the fortress, particularly to allow future traders inside without exposing everyone to the undead.

664
I can help out with the modding of this, likely going to be weekends from now on. What needs to be written?

665
DF Community Games & Stories / Re: Failbow: A My Little Pony Fortress
« on: April 25, 2014, 01:54:29 pm »
Journel entry by Captain Brony, Mechantist, 5th Slate 101

There is still no end to our troubles with the undead as McJerb punched out another undead porcupine on the hill slopes. The porcupine had killed off an opossum, which we can butcher, though I’m concerned about the horrid filth covering it.



Today I decided to make McJerb the chief medical pony, since he is the only one around here with doctoring skills. I’m really uncomfortable about the one qualified pony also being the garrison commander, and afflicted with an all-over blistering and dizziness syndrome.

Fortress Journel by Captain Brony, 14th Slate, 101

My office has been completed! I’m going to install a lever to control the entrance drawbridge in there, like, after I wake up. Of course we have no fucking beds at the moment and “Horse McShortwood” the psychoanalyst one of the miners is sleeping in my office, so I will have to sleep in the food stockpile. In the meantime, I hope McJerb isn’t going to suffer a psychiatric meltdown.


This is what the fortress looks like at the moment. All designated mining works are complete. Professor Herb borrowed one of McJerb’s anatomy books and is trying to figure out how best to butcher the opossum, in a makeshift butcher’s ship in the main hall. He isn’t showing any signs of the blistering syndrome, so he must be doing something right.

Over in the Undead Hellscape that is the eastern part of the site, there are undead giant thrips, some of them showing signs of evolution. If they get over here we could be in real trouble.

End-of-month Report by Captain Brony, 27th Slate 101

The bunker is completely locked down! Its over! I spent a few days dragging the last of the wood logs back inside, along with our anvil and a copper battle axe, because it was really hard to get anyone else to do the job properly. McJerb then yelled at me, but seemed to feel a bit better afterwards. I just got around to linking the drawbridge up to a lever in my office and closed the gates before the skeletal giant thrips swarp hit.

We have our entire supply of coal, limestone, and threads still in the wagon. We’ll have to get it sometime but the situation should be recoverable once the thrips leave. If some fucking migrants show up before then, they’re probably going to be swarmed, so I hope that will not be for a while.

To stop the miners from going outside, I had them dig down about two floors worth of stairs. They hit marble, which is quite useful since we can use it as a “flux” material in the production of steel! They also engraved my office and a few rooms. Still no fucking beds though, because McJerb is in such a vile mood.



This is what the bunker looks like now. I had the adder skeleton brought inside so we can use the bones for useful things like bolts or crafts, in case any traders actually show up in the future. The central room is completely packed full of workshops and wood, along with a few tables for us to eat at.

In the next month, I need to get some farms up. Food is beginning to run low and I don’t want to run out!

666
DF Community Games & Stories / Re: Failbow: A My Little Pony Fortress
« on: April 25, 2014, 12:55:17 pm »
I ponied everyone up. We have Professor Hedge still up for claims, along with two miners.

((The Dawnpick Group will have a ball with this :P))

What is The Dawnpick Group?

The group name for the fortress is The Ultimate Balls, by the way.

667
DF Community Games & Stories / Re: Failbow: A My Little Pony Fortress
« on: April 24, 2014, 09:07:30 pm »
"McJerb, the Surface Wench"

I’ve tried to get this going but it looks we keep getting overrun by undead or horrid filth. That’s what I get for calling this place FAILBOW. I’ve added "Professor Hedge” Cookgrow to the list of ponies, though unclaimed. He is a pony with beautiful wings, and happens to be the clothier/miller/grower/dyer. You may claim him if you like.

Journal Entry by Captain Brony, 3rd Granite 101

No sooner did we stop the wagon and some awful yellow clouds roll over in the sky to the North, raining down some horrid filth over the landscape. I evacuated everyone along with the animals from the decaying region to the western area of the site, where our miners are hurridly carving out a hole for us to shelter in. After three days, we got attacked by a horned adder corpse charging over the hill. I hurridly prepared our defences, which meant making McJerb our Garrison commander and ordering a charge against the beast. It was defeated quickly by kicking, but the incident unfortunately left our mason in a very bad mood.

Whoever picked this site as a good place for stables was clearly huffing rainbow dust.


Monthly (?) Report by Captain Brony, 2nd Slate 101

So much crazy shit has happened here at FAILBOW I don’t really even where to start. Our troubles with the undead continued throughout the month. Firstly, this happened:


A zombie red panda got into the stream where the horrid filth was coming down, and punched out some of the carp in the water. The carp then started to rise from the dead and attack the remaining live carp.


The zombie panda then went all wailing on a snapping turtle, and since it was disturbingly close to our earthworks and wagon, I sent the military out. Of course, only McJerb got on the job and got two kills - one was the red panda corpse, and the other was the live snapping turtle.


The red panda corpse was covered in the horrid filth, so of course McJerb would get some freakish all-over blistering and dizziness syndrome from it.


This is the now-empty food stockpile with the horned adder corpse nearby.


This is the river, now full of undead carp and giant snapping turtles.


Finally this is our survival fortress. It is underground because this is the best way we can defend ourselves. The yellow lines demarcate the boundaries where things seem to come back to life after being dead. All the animals are in the entrance hall, and we have a drawbridge. The bridge just needs to be hooked up to a lever, and wood is being brought in from the wagon. I should probably have the turtle we killed earlier butchered for meat and shells before it rots too, unless it has walked off. And I’m out of pink ink. Shit.

668
DF Community Games & Stories / Re: Failbow: A My Little Pony Fortress
« on: April 22, 2014, 03:19:14 pm »
...Can I get dwarfed as whoever will be put in the most peril?

I wasn’t careful during the embark. I found a “good site” (YEAH, RIGHT) and pinked some funky shit from the embark screen along with the usual items - alcohol, picks, food, wood, and a bit of stone. I truly have no idea what the various creatures are - I avoided getting ocelots because I suspect they are vermin hunters and didn’t want to have ocelotsplosion in the first few hours following Easter.

There isn’t much in the way of dangerous wildlife around. Half the map is supposed to be “terrifying” but there are no undead around yet. Given the dead grass, I suspect it will have animating creatures, and maybe some crazy evil weather and clouds. I assume that means if you’re the guy working on the surface, you’re most at risk, so I’ll dwarf you as the carpenter.

Quote from: Putting this in OP
You are encouraged to pick a “Headshoots” level name for your dwarf - not necessarily your user name. Names such as ERMAGHERD THE WISE, long insane acronyms such as “P.O.N.Y.B.O.T.", and borderline offensive titles are suggested. You are encouraged to also be creative with professions.

669
DF Community Games & Stories / Re: Failbow: A My Little Pony Fortress
« on: April 22, 2014, 03:05:45 pm »
-Single Reserved Post-

670
DF Community Games & Stories / Failbow: A My Little Pony Fortress
« on: April 22, 2014, 03:02:08 pm »
Alright my fellow ponies, it is time for a fort, since DF2014 isn’t coming out anytime soon. I’ve generated a world using the ASCII edition and opened up an embark between untamed wilds and two terrifying regions. I’ll have to locate it later on the map.

The fortress shall be named *opens envelope*
FAILBOW

RULES
-To be written. Like, if the fortress gets overrun by zombie snapping turtles, none of this is going to matter.
-You may claim one pony. Please look up the advice on Ponying.

PONYLIST
Captain Brony, Mechantist (Mechanic, trader, comedian, expedition leader) - Claimed by CaptainArchmage
McJerb, Surface Wench (Carpenter, doctor, garrison commander, one kill) - Claimed by mastahcheese
Professor Hedge (Planter/Clothier/Dyer/Miller) - Claimed by Deus Asmoth UNCLAIMED JUST NAMED you can pick up this pony.
Fiddlehead Pious, Celestial Holymare (Miner and Bonecarver, influenced by the dark voice with high combat stats by default) - Claimed by DVNO
Horse McShortwood, Psychoanalyst (Mason and Bulding Designer with one kill) - Claimed by Monitor Lizard

-2 more ponies remain to claim-

Advice on Dwarfing (Ponying):
You are encouraged to pick a “Headshoots” level name for your dwarf - not necessarily your user name. Names such as ERMAGHERD THE WISE, long insane acronyms such as “P.O.N.Y.B.O.T.", and borderline offensive titles are suggested. You are encouraged to also be creative with professions.

This post will be updated with further information as it becomes available.

Report by Captain Brony, Mechantist, 1st Granite 101

It looks like we’ve arrived the future settlement called FAILBOW. I don’t know about these “dwarves” mentioned but clearly there aren’t any around here.
Spoiler (click to show/hide)

I don’t know what the hell is up but since we got to the location, my vision has become totally fucked up. I’m seeing flashing lights on the horizon, pink grass, and even the Sun seems to be dancing to some pounding music. I should really cut down on the unicorn tears.



It looks like there is some “tainted creep” growing on the ground. It seems to be just about everywhere. We’ve also parked the wagon about four meters from some decaying grass, which seems to spread over the hill to the north and east. That doesn’t look good, fine if there is a bit of decaying grass but not an entire landscape full of it. What next, a rain of decay? Nope! I’d rather have sparkling rain to the south and west.

671
Is there anything in here that actually requires DFhack?
There was a bunch of useful scripts there, like the growth bug fixer and the autobutcher.

Quote
wait, are there aquifers in this mod?
I've disabled the aquifers some time ago.

Quote
There’s a merged version of the DF2012 language raws on DFFD with the redacted words restored.
Could you point me to them, please?

http://dffd.wimbli.com/file.php?id=5496 has the redacted words restored.

The deal with aquifers is usually cities need to be built over them, so they can have wells.

Edit: I tried a new fortress with the ASCII version - the tiles came out quite messed up. This happens when transforming from Phoebus or the other sets back to ASCII.

672
Is there any chance of making a plain ASCII version of this mod, so we can just change out the raws? It would really help those of us who either don’t use DFHack or play Dwarf Fortress on Mac or Linux.

Well, as I didn't really do anything outside of the raw files, you can just change out the raws anyway...

Here's a totally clean version with no DFHack or tiles: http://dffd.wimbli.com/file.php?id=8531

Thanks! Is there anything in here that actually requires DFhack? Thanks to crashing on WINE, this is pretty much a God-send.

I much prefer ASCII, and I’ll transfer the raws over to the Mac version of Dwarf Fortress. I’m probably going to start a community or succession fortress - the only extra mods will probably be that civilisations will build cities (wait, are there aquifers in this mod?) and roads, unless they happen to inhabit caves, which ensures they all appear in the game. Not that, like, that will be an issue once DF2014 is out but I don’t know when that is.

Also you have or had compressed saves turned off on the DFhack version. That caused a few jaw-drops before I realised why the saves were so huge.

Your zebras have a pretty funny language.

[T_WORD:ARCH:artifice]
[T_WORD:ANGER:apple]
[T_WORD:ACE:ageless]
[T_WORD:BLOOD:boar]
[T_WORD:BOTHER:breeches]
[T_WORD:CHIP_VERB:clasp]
[T_WORD:BREACH:breakfast]
[T_WORD:GOD-FORSAKEN:grizzle]
[T_WORD:HEDGE:hound]
[T_WORD:HELL:howl]
[T_WORD:MURDER:nude]
[T_WORD:OBLIVION:phlegm]
[T_WORD:NUMBER:panther]

Are these appropriations of pony words the intent?

The diamond dogs aren't much better
[T_WORD:DEAR:beste-----------------,]
[T_WORD:FOOL:pumbavu!]
[T_WORD:KISS:kus?]
[T_WORD:SPELL:spelling...]
[T_WORD:PICK:kies...]
[T_WORD:TILE:&trapsgewijs]

Also look at the bottom of the language files. It might be that the generator you used is buggy.

You’re actually using the DF2010 language files. I’d really like to see the uhhh....... redacted words....... stay in the language but it may be worth it to upgrade. There’s a merged version of the DF2012 language raws on DFFD with the redacted words restored.

673
This will be the spot for the official Warlock fort. I want to present some features with screenshots to show what can be done and what cant. ;)

If you want to be Warlocked, Ghouled or Skeletoned (wow, that sounds horrible), just let me know. I already played 2,5 years and made a nice tower, but you will shamble around the final save that I will release. :)

I’ll take a warlock. Holy this name is legendary.

674
Either way, Beta is now working.
Here's the screen shot of the meals: http://i290.photobucket.com/albums/ll274/Triaxx2/MoltenChannelsPreparedMeals_zps3f0fc683.jpg

*puts on monocle*
Looks like the quality has improved significantly since I was overseer!

Maybe we should see the full ingredients list though.

675
That... would be fine, if this was a river. Since it's not, it obviously wasn't working. So now it's a basic reactor instead. As for the floodgate, it will still shut down the reactor, but with the tiny design of the water tub, there was no room to use the normal method, so the pump draws out of the drain area. Since the drain wasn't doing any good I just sealed it.

Edit: It would take 90 power to connect reactor beta to the same connection as reactor alpha. Interestingly, the power from the reactor is not stable. It fluctuates from 400-700. So it could provide enough power to run both the water and magma at the same time. I don't have enough year left to do the necessary sealing because it'd breach a cavern to connect.

The rest of the world is progressing nicely. One of our wood workers has been possessed, though I've not seen him since I received the report. He hasn't claimed a workshop yet, though he might by trying to find one. I can't find them, so it's not a surprise. I just hope we get something better as an artifact.

If you take a look at reactor Alpha in the lower caverns, you will see it is currently in an infiniflow state. It doesn’t actually need to be a river to work.

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