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Messages - Cellmonk

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421
I'm lazy and haven't started yet.

Shame on me.

EDIT: I may not be able to play at all. DF is throwing this at me in console: ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL-1.2.so.0: wrong ELF class: ELFCLASS64.

THE ELVES DID IT!!

422
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 18, 2012, 08:09:39 pm »
We could arrange an 'accident' for the trade shuttle one of these days once we're well set.

Thirded!  ;D
So  you want us to die.

Okay, thats okay. I mean, pissing off a huge mega corp can't hurt little old us.
If it is a convincing accident and we assist them with cleanup and rescue operations why would they kill us?

We could always claim the wolves did it. "Uh... yeah.. that massive burn mark was caused by savage teeth. Just look what they did to our fence!"

423
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 18, 2012, 07:53:01 pm »
We could arrange an 'accident' for the trade shuttle one of these days once we're well set.

Thirded!  ;D
So  you want us to die.

Okay, thats okay. I mean, pissing off a huge mega corp can't hurt little old us.

If they send attack shuttles, just.... fus ru DAH!!!!!

424
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 18, 2012, 07:47:43 pm »
We could arrange an 'accident' for the trade shuttle one of these days once we're well set.

Thirded!  ;D

425
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 18, 2012, 07:37:21 pm »
Thoughts: We will need a somewhat large and steady supply of water to use concrete, as well as a way to mix and reliably move/pour said concrete.

> Begin manufacturing hard wooden sheets to reinforce the fence.

I concur. We should also put an eye into building a hydroelectric plant by damming the river and diverting the flow.

Right now, If a pit is above our capability, hydroelectric daming might be too. I think we can get a LOT of power in the meantime, using a basic wooden water wheel in a narrow section of the river, connected to an AC electric generator.


Too bad a spaceship didn't crash into us yet. think of all the metal scrap! and biomass.

426
Good news, everyone.  Got a reply from dragonshardz that he'll be starting soon.

Yay!!

427
Loud Whispers, I have to object to your catchphrase.  Eyeballs are ok.  Its when they ask for your beard that you need run.

Beards grow back. Eyes don't. Especially if they grow beards on your eyes.

Beards are one's primary sense organ, though. How am I to navigate more than a meter of cavern without one. Eyes are useless in the dark.

428
Ok. srry I haven't updated the past few days. but I'm back in the chase! Heres some more of the log:

12th Granite:

I have begun my training in my personal squad,  the Girders of Calming. I realized that I needed a partner. I chose of many able and experienced dwarves the retired soldier Reg Kolonol. After killing many goblins, he had gained the title "Reg Wheelmountain the Crested Scream of Razors." He also apparently made an artifact wooden figurine, named Kacothsobir "Confinerelease", which depicts an outpost liaison losing his job. I'll make sure to confinerelease him, as we train for glory.

I nicknamed him Golem, because I created him to be less sentient and worthy of basic rights than I. At least I think I created him....

We are low on steel. Only nine bars remain in our supply. Nine!

Nein I say! we need more!

and so we will make more, if my shouted orders are heeded.

17th granite:

My... lab... is coming alone nicely. The fine Vahir shall engrave it all. ENGRAVE IT ALL I SAY! and it might just be the last thing he engraves. Don't want the next overseer (if they shall ever come) to have finer engravings of squares and buckets than I. Well, we'll see. He might just earn his life.

Hit a vein of galena in my maze of tunnels in which I shall sleep. The lead shall make the air sweeter.

22nd Granite

Someone brought a fungiwood bucket into my lab. I ordered it kept there. It shall suite my experiments nicely.

OH FUFF! golem was outside all along, with no path inside. no wonder he was hungry. I decided to try to figure out how to open the gate, if there is one.

maybe this lever will do something....
Spoiler (click to show/hide)

Luckily, we all didn't die (lived). I think I understand now.
Spoiler (click to show/hide)

I ordered the other mysterious lever pulled. Magma immediately began draining from the entrance. How fine.
Spoiler (click to show/hide)

Unfortunately, I have no patience for draining magma. I ordered an "emergency" exit dug. Uristmcthunderguts (I can never pronounce his name)  was so kind as to carve the little hole. My subdwarfen friend, Golem, slipped in, only mildly hungry. Of course, subdwarfen is not something to be ashamed of. All the dwarves but I are subdwarfen. I am, of course, Superdwarfy, unlike anyone else in this tiny world.
Spoiler (click to show/hide)

5th Slate

I thought this new entrance might be useful to other overlords. I am now in the process of fortifying it. an animal will be tethered, to alert of intruders, so the door can be locked (to halt them) and the bridge raised (to seal the hole, and squish them). I think the lever is self explanatory. I shall seal this entrance when the main one is open.



 






429
Im in for the new thread. And if you read the FirePunch tread you would have heard that I had the flu. Thankfully im over that now and am 100% healthy again.

Good to hear you're no longer wallowing in your own bodily fluids, and fit to make some dwarfed peons wallow in theirs!

430
I already dropped our old mayor into the volcano, to learn the location of Armoks greatest bounty.

Well naturally his ass should follow him.

431
Forum Games and Roleplaying / Re: You are a Necromancer!
« on: January 13, 2012, 07:44:21 pm »
Was anyone actually suggesting asking them if we could still leave? I personally don't remember that and I figured it would be good to learn how they combat our kind.

Agreed. I personally assumed that council might hold some information.

432
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 13, 2012, 07:42:33 pm »
There are a lot of good ideas being thrown out, but I think the time has come to begin codifying the various points which we have been discussing.

Concerning the issue of flux, we should wait to make any modding decisions until the new version is released, so that we can have a final prototype of the map that everyone can agree upon before beginning. Also, there doesn't have to be flux available at every embark site - not every fortress should have access to steel (although that is ultimately up to the participant).

I think the ten day turn limit will turn out better than the seven day, since it ensures that each player will have at least one whole weekend. It is true that most people will have to wait months until their turn comes around (which would still be the case if the turn length was shortened), but we should not shy away from the scope of this project. It requires, by its very nature, a relatively long-term and large-scale effort. It would be better, I think, if people were allowed enough time to finish a turn without feeling rushed.

Good point. I vote for the latter option (remove MAXAGE tag from sentient species after worldgen), since that seems to be the simplest workaround.
What about named animals and pets? May as well be thorough.

You're right - we don't want every dwarf's pet dying of old age at the edge of the map, which instantly throws the entire migrant wave into a tantrum spiral.

Quote from: Loud Whispers
I could totally go on a night creature spotting rampage. I assume I would have to leave them alive for other gung ho adventurers to !!SCIENCE!! the crap out of them?
Well, I don't think you're going to be passing along your post-adventure file, so you should be fine if you "accidentally" lop off a few Night Creature Child heads.
Nah dude, I totally want an epic travelling nature show host companion.
Maybe we could allow every player to introduce 1 adventurer per turn (should they have time to devote to it after finishing their fortress), but limit the number of allowed notable kills to 5; so they can train their skills, gear up, and kill just enough to earn themselves a title. Odds are most of what they kill will be low-life bandits, goblin raiders, and kobold thieves; which are extremely common, especially in a large world like this.

Letting each participant have one adventurer per turn would be great, so long as it doesn't spoil the game for the next adventurer. Five notable kills is probably a good limit, since it allows the players plenty of opportunities for death/glory, but doesn't cut very deep into the world's quests. Also, with these limits in place, there's no reason why we would have to restrict the peasant/hero/demigod option.

Have we discussed making elves/goblins/humans/(god forbid, kobolds) playable as an alternative to dwarves? It would require a minimal amount of modding, and the world might be made richer by those who wish to contribute a non-dwarf site.

433
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 13, 2012, 02:37:59 pm »
I don't remember how it was said exactly, but weren't there also 9 for men? We could have 19, you know...

I've got it memorized.

Three rings for the elven kings, under the sky
Seven for the dwarf lords in their halls of stone
Nine for mortal men doomed to die
One for the dark lord on his dark throne
In the land of Mordor where the shadows lie
One ring to rule them all
One ring to find them
One ring to bring them all and in the darkness bind them
In the land of Mordor where the shadows lie.

434
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 13, 2012, 02:21:41 pm »
Totally signing up for this. Actually, I like entering late when there are plenty of other forts out already, think it will make for a more interesting game.

A thought: I remember something about a new economy system where it actually tracks the objects you sell as these start moving about the world, going from merchant to merchant. So what if we could come across items in caravans that previous forts dumped there. We could practically order items for future forts from a fort 50 years in the past! I'd like some GDSs for my forest embark, The mountainhomes mandate it.

Cue the Hannibal moment when you planned it all along. Or sell some sort of masterwork ring which has to be dumped in the nearest volcano ;p

Three rings for the elven kings under the sky
Seven for the dwarf lords in their halls of stone....


That sounds fair. The elves get three and are forced to go shelterless, while we take seven and get to live in bad-ass fortresses. Though if we took those three, we'd have ten....

435
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 13, 2012, 05:23:50 am »
A quick question: Didn't Omnicorp say they were selling mineral scanners? That might be helpful for us.

Mineral scanners! now we're talking profit!

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