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Messages - ThatAussieGuy

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242
Something to note;  Our best option for getting through the aquifer might well be exposing it to sunlight - The water doesn't thaw most of the year.

243
There isn't really a doomclock, is there? I bet it's just like the swan, a psychological experiment of some sort.

It is there, it has been tested, and I have the aftermath pictures of The Spire collapsed into a concave mess of rock and corpses


244
Wait, Gizogin, what wall was there for there to be a gap?  I had a simple and secure method of making everyone enter via a floorhatch up into the fort.

245
Bizarrely, when I re-downloaded the save and fired it up, it was in ASCII.  Anyway, I've embarked.  I'm just looking around right now, getting a feel for where everything is.  There's stuff scattered everywhere, most of it covered in nefarious mist or fetid muck.  My priority right now is getting everyone underground.

Down the stairs and up through the hatch.  Don't step in the grey parts of the yellow muck (Love of ARMOK, restrict that area!) or they'll rot instantly.

246
DF Dwarf Mode Discussion / Re: Homicidal Fluffy Wamblers?
« on: August 20, 2012, 11:53:34 am »
As awesome as your killer rabbits are (Look at the bones!  And the sharp pointy teeth!),  wouldn't this be better off in the modding forum?

That said, nothing is quite as frightening as a race of fluffy adorably psychopathic rabbits

247
This is unbelievably awesome.

And my god, someone actually stuck notes on everything. You have no idea how much this pleases me. ;D

If I didn't note everything, I guarantee I'd have gotten a PM going "why'd the whole fort suddenly collapse on me?!"

248
Well then, I'll just play it with the tileset.  Bear with me, I'm going to have to figure everything out.

The tileset's Phoebus.

Also, I appologise if this has caused trouble.  I didn't realise a graphics tileset would cause this much trouble in a modded game.

249
Darn, and things looked like they were going swimmingly for what I think we were expecting. Or at least, what I was expecting. We didn't even get our first failed mood!

So, wait, what ended us, exactly? The Undead? The Nefarious Mist™? Dwarves just deciding that they're going to wake up and murder everyone?

TAD pulped the local undead with a silver war hammer before going insane.  What killed us was the migrants all stepping in a pool of Nefarious Mist that had somehow settled atop the Fetid Muck.  They rotted and died shortly after reaching the fort.  The others fell to insanity.

250
cousac, I'm giving you till the end of today, server time (it could still have been the weekend in a few parts of the world when I made the first warning), to at the very least check in or I'm passing the turn on officially to slothen

251
make a new one with minecarts. dwarven auto-shotguns.

Haven't been playing much lately due to being busy, but I am tinkering with the basics of a new megaproject fortress

252
Oh, I guess it's my turn then.  I'll download the save later today.

Good luck.  Bring hammers.  Big ones.

253
Oh, sign me up for another turn.  I have plans once the fort's (probably) stable and well-populated. 

Edit:  Oh, and I'll need to be in the next Starting Seven, for obvious reasons.  Such clever, devious reasons...

254
Sandstone 17, 501 -

We number 11 now.  I have taken to feigning insanity as people are starting to question my taking all the major leadership positions.  It was that or turn ruthless, and that would not work to the fort's benefit or to those of the Plan.  I managed to feign my death in a cloud of miasma that swirls through our small fort, though I don't know the cause of it.


GoombaGeek and Erica have perished, though I don't know the cause. 

Sandstone 21, 501.

We number 3.  The migrants that ventured to our fortress crossed across not only what  I have termed "The Blistermuck", but apparently a pool of nefarious mist.  This caused them to rot from the inside-out as they entered the fortress and perish horribly.  I am watching from the shadows, looking for someone suitable to disguise myself as, but I fear for this fort's sustainability in the short term.  We need dwarves safe, and we desperately need stone.  I intend to steal the expected caravan's entire stock of goods, as it may be our only chance for short-term viability. (I'm going to un-build the depot when it arrives and steal their goods.  We really need a decent amount of supplies to survive in the short-term.  If you don't want me to, let me know and I won't do it)  Project derailed.  Mist is not viable for weaponization and should be purged.  Weaponization options for other site elements still viable upon worker force increase


Some Time in Mid-Timber -


The others are dead.  I have concealed myself in a small chamber with food and booze, enough to sustain me until another expedition is brought to this place by the machinations of the Australis Engineerum.  I have laid basic notes and the beginnings of a power source for the next group to follow, I merely hope they do so.  When I can integrate with the next group, I plan to nudge their leader into building a pump system to flood the surface - flushing the muck away would improve our survivability immensely.

THE FORT HAS FALLEN, LONG LIVE THE FORT!


--Notes for the next guy in general--

The Fetid Muck isn't dangerous long-term, it blisters any dwarf or animal that touches it from head-to-toe, but they recover in time.

Nefarious Mist, however, is a death sentence.  There's a pool of it mixed with the fallen Much to the west of the fort (the streams of grey mixed with the yellow) and anything that steps in it will rot COMPLETELY and die in weeks.  There is also a cloud of it that passes from South-east to North-East and generally avoids where the fortress is. 

Wilddeath - There's undead ravens in the area.  They're more a nuisance than a threat, but still be careful.  The zombification region SEEMS to be restricted to the north-east area as well.  Keep the fort tunnels away from there if possible.

For the next expedition Come ARMED and ready.   The object scatter on reclaim means you'll potentially have corpses scattered into the Haunted region.

255
Right, I've dwarfed the following


Spoiler: Mego (click to show/hide)

Spoiler: GoombaGeek (click to show/hide)


Spoiler:  Erica Blank (click to show/hide)

I was going in descending order, but some jobs simply aren't available at the moment.



Also, somehow TAD has gotten ahold of a Silver War Hammer.  He is WRECKING undead shit with it. I recommend leaving him as the sheriff and military commander after my year is up, we could get a Doren in our fort if he continuously murders his way through the local zombies like this  Edit:  He just went stark raving mad.  He smashed DevilEd to pulp with his hammer and he's busily clearing out the zombie cat population.  Whoever added all the cats to our starting group caused a lot of trouble - they died and became an even bigger pest than live ones.

Edit:  I just learned our Civilization is the Mechanism of Insanity.  Whoever picked that, you're a wonderful person.

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