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Messages - TSTwizby

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76
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: September 07, 2012, 11:55:54 am »
At McDonalds waiting.  Just got it downloaded.  Expect true update at some point Sunday.  Few questions.
Why is there a bat man spearman listed as friendly in the caverns?
Which part of the map is evil/dead-raising?

I'm pretty sure that wherever corpses are right now in the fortress is safe, since most of them have been there for most of my turn, as well as the corpse stockpile on the right in the courtyard (currently unacessable) but part of the one on the right is not safe.

Also, can I sign up for another turn?

77
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: September 06, 2012, 03:43:44 am »
Just had my first full-blown sleep-deprivation induced hallucination, after only 18 hours awake no less. I'm staring at the wall when a large brown rectangle skuttles across it, stops for a moment in front of me and then walks off.

I'm not sure what, if anything, this says about me.

78
Spoiler: Question for Seriyu (click to show/hide)

79
I got kind of... lucky? with .flow when it comes to the more horrible things and missed most of them on my first playthrough, but I'd say that there's still one horrible thing left, though it might be just me.


So I guess I disagree with Lectorog a bit.

80
Other Games / Re: Yume Nikki - Social Detatchment, Dreaming, and You.
« on: September 04, 2012, 03:39:29 am »
They is money in the game as well as vending machines. The game was likely going to have more RPG elements but they never got around to.

I'm pretty sure that these things, like health and the levelup thingy were mostly hardcoded into the RPGmaker engine rather than planned elements.

81
This is an excellent game, though I do understand Neonivek's sentiments. Though I disagree with him.

In what way? Do you want the creator himself to explain the story of Yume Nikki?

Because it was pretty well explained...

Spoiler (click to show/hide)

I meant more about the 'better as an LP than as a game' thing. I like it as a game, though I can see why people would find it boring.

And I disagree with you about the story, except for the insular character bit.

There's no way to determine which interpretation is correct, and that's part of the charm.

82
This is an excellent game, though I do understand Neonivek's sentiments. Though I disagree with him. Also, I recommend .flow as the best fangame, though I'll admit to having little experience with the others. Has a bit more plot (for a given definition of plot) a more interesting ending and a much more 'horror' atmosphere.

This is coming from nowhere, but how interested would people be in a series of short 3-D animated movies, depicting parts of the game? It's a project I've wanted to do for a long time, but as I'm not very good at 3-D animation, I've been putting it off until I could build some interest and get someone to model and animate the humanoid things. And maybe help with texturing and atmospheric effects.

83
You said you don't mind criticism, so I'm here to criticize! Feel free to take it to heart or ignore it completely as you wish.

edit: Sorry, for some reason when I was looking at this the second chapter wasn't appearing, so this will only take into account the first chapter's events. I'll take a look at the rest later.

First off, I'm liking what I'm reading so far. You do a good job of balancing dialogue and description, and the description is neither too purple nor too beige. There's a bit of weirdness sometimes when you're trying to avoid using 'said' ("You can't smoke here," Lillian cried), but apart from that your dialogue is mostly sensible and natural sounding. The only large-scale problem I have is with your characterization of Lillian. It gets more consistent towards the end of the chapter, but sometimes it's hard to tell if she's supposed to be fourteen or eight. I can't really speak much as to the father or Mr. 'Smith', but their characters, such as they are, seem fairly well defined.

Now to get into the specifics. Take these with a grain of salt, as I am being intentionally over-judgmental and probably letting my own preferences slip in.


84
DF General Discussion / Re: What if Dwarf Fortress was a chess game?
« on: August 30, 2012, 11:52:38 pm »
I am quite frankly disappointed in you all. If DF were chess, it would not just lie quietly and obey the feeble rules imposed upon it, expressing itself only through the names and physical appearances of the pieces. No, it would take the rules, and bend them to its will! The player's ballistae rooks would remain immobile, but would be able to shoot at anyone in a straight line away from them, while the enemy's bogeyman rooks can cross the board in a single turn to catch a fleeing pawn! War giant eagles, the knights, fly above the board each turn, passing over the enemy's ranged-attacking marksman bishops! The pawns, the dwarves, can take on a job each turn, to attack, to move, to build a new ballista or to forge new armor! They will not be simple chess pieces, but equipable action figures! With removable limbs!

And then you get too close to the opposite side of the board, and it turns out the enemy king is HFS and kills all your pieces in one turn with a deadly dust attack.

85
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 30, 2012, 11:24:13 pm »
Thanks guys. I do have to say, I didn't really complete the challenge, but I think I might have completed the 'bedrooms for every dwarf' one. I prefer that reward anyway...

I totally forgot about a challenge. How about this:

Challenge 6:

Challenge: You are to capture as many zombies as you can and either:

1. Drop them into a moat around the fortress. The moat must be at least 2 z-levels deep where possible, though to avoid damaging the fortress limiting yourself to 1 z-level is permissible, and must not be exitable or filled with water. Similarly, it is preferred that it be two tiles in width, though again where it would damage the fortress or expose the moat to water it is permissible to limit it to one tile.

Bonus: Just completing this one is a bonus, as this is the hardest option by far.

2. Drop them into a large, deep pit beneath the entrance to the fortress. The pit must be at least 100 tiles in area and 2 z-levels deep, and roughly rectangular in shape (though minor variations, such as a rectangle with rounded edges or a rectangle with a pinch in the middle are fine). The pit is to be partly covered by a bridge which retracts rather than raising.

Bonus: Set up pressure plates so that incoming invaders will be dumped into the pit as they run over the bridge

3. Drop them into a labyrinth deep within the fortress, which can be used as punishment and for disposing of prisoners. Have one exit to the labyrinth which leads to outside by a convoluted route to give the prisoners hope. Do not put any traps in the labyrinth, but putting in pressure plates to cause walls to 'shift' (with raising/lowering bridges) is encouraged.

Bonus: Put a glass ceiling on the labyrinth and build a dining hall above it, filled with levers that control parts of the labyrinth below. Have the dwarves place bets on whether or not a prisoner can escape.

Reward: Your dwarf gets a masterwork room in the safe house.

Bonus Reward: Your dwarf gets an artifact of his choosing, provided useful ones exist at the time.
Punishment: Someone's certainly going to make a zombie death chamber, and when they do your dwarf is the first victim. Your dwarf will be given one chance to escape, perhaps by breaking down a wall and building it up behind him before the first zombie gets dumped in after him. If he survives, all is forgiven. If not, all is forgiven but it ceases to matter to him.


86
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 30, 2012, 05:44:34 pm »
Okay, this is the last update. Link to save at end of post. Also...

Btw, who are you dorfed as Wizby?  I updated the OP for all the new dorfs but I don't know about yours.

Update time. By the way, all requests have been dorfed... Also me as Rimtar Etaslikot, Record Keeper



1st Granite, 11, Early Spring

And so another year has come and gone. Looking back on all we have accomplished... starting with just me and the captain, with nothing but a pick, a bed, some food and the clothes on our backs, and now there are twenty of us, with almost the entire fortress at our disposal, and most importantly, safe.













We have food, sand, metal, a working set of forges, and plenty of room for beds and tables, now that our miners are finished with the temple.







There is still much work to be done; we must finish the windows, and the altar, and the masons say that they cannot finish the columns without scaffolding. The traps also need some work; while my bridge is set to drop any intruders into the caverns below, we need some means to power the minecart-track which will serve as our primary defense.

But once the temple is finished, our next step is to rid the surface of these cursed ones, once and for all.



It will be a challenge, but considering what we've done so far, it seems there is nothing we cannot do.




save: http://dffd.wimbli.com/file.php?id=6849
I forgot to change the folder's name to STNPO Year 5. Whoops.

The only potentially dangerous thing I think for someone loading the game now is that I've got a dog zombie in the ballista area who is refusing to walk into the cage traps to his immediate right. So long as you don't actually send anyone into the room, everything should be fine. Good luck!

Also, exactly 50 pictures in my updates, the same as the first stnpo. This makes me happy.

87
General Discussion / Re: Ancient Graffiti
« on: August 28, 2012, 10:58:36 pm »
I'm pretty sure Secundus is just like John: a generic, often used name. Basically means 'second', so given to the second son born. Prima would mean first born daughter, so I wouldn't be surprised if many of these are pseudonyms.

88
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 28, 2012, 09:57:44 pm »
Update time. By the way, all requests have been dorfed. (That's peregarret as 'Gar the 2nd' Zasitmend, Mechanic, who is unfortunately no longer the most badass thanks to the artefact, jesternario as Bomrek Rimothbakust, the masked dwarf, and andyman564 as 'Reginald the 2nd' Duthnurnish, Woodcutter. Also me as Rimtar Etaslikot, Record Keeper)



10th Timber, 11, Late Autumn

Now that the staircase is ours, work has begun on a glorious new temple to Armok.



We have little in the way of fine statues or gems to fill the temple with, but I am sure now that we will only grow stronger from here. Meanwhile, we have started moving into the fortress proper, now that our bunker is no longer necessary.



We have decided to leave the bunker as it is for now, as a safeguard against future dangers. I and a few others have decided to take charge of the bunker, to make sure it does not fall into disrepair before we need to use it.

Also, our carpenter ran off in the middle of removing some excess cage traps today, muttering about a great idea he had come up with.



The captain decided to let him do as he wishes, in the hope that it will be something worthwile.


19th Timber, 11, Late Autumn

The merchants from the mountainhomes have come, and will likely soon be gone.



The carpenter has been tinkering around in our mechanic's workshop for some reason, gathering wood and logs, but now he is demanding cut gems. None among us is a skilled jewler, but our soaper, who otherwise has little to do beyond hauling things around has agreed to try his hand at it.

Work on the temple is slow, as there are only two miners between us. The captain has begun to smelt more picks, by melting down the useless weapons lying around the fortress.



1st Moonstone, 11, Early Winter

And now, winter is upon us.



Work progresses on the temple, as it has. We have gotten a jewler's workshop set up, and Oddom has begun carving gems.



We have begun preparing the old bedrooms which had been planned for use in the old fortress. Until the temple is complete there will be no time to dig out the rest of them, but we can wait in the bunker until then. The captain has begun producing statues, and our carpenter has begun to work furiously. We shall see what this amounts to soon enough, I suppose.

Ordinarily I would take inventory, but the fortress is in complete disarray at this point. Too much construction is going on to gather together what we have reclaimed, and no one seems to care overmuch that they are constantly maneuvering around the clothes left by the deceased, so I suppose that this is fine for the moment.



10th Moonstone, 11, Early Winter




Litast the carpenter finished his work today, a truly wonderful piece of mechanics.



Looking at this, I was struck with inspiration for a way to defend our temple. I shall not discuss it here, but rather let my design speak for itself once it is complete.



I might do another mini-update tonight, depending on how quickly my homework gets done. Based on how quickly the temple is moving, I'm thinking I'll leave what to do with the zombies up to the next overseer.

89
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 27, 2012, 11:10:09 pm »
Bleh. My computer died while I was playing. Didn't lose significant progress in game, but I lost everything I'd been writing for the update. So this one will be shorter and more disjointed than usual.



11 Malachite, 11, Mid-Summer

Little of note has happened since we reclaimed the upper layer of the fortress. We have begun developing plans to retake the central staircase, the better to expand on from there, though we are hampered by our lack of cages. Wood has been mostly set aside for beds, while glass, though accessible, requires the use of bags, all of which are currently being used for seed storage. A group of goblins has arrived outside for some reason, and seems to be making a point of attacking the cursed ones.




18 Galena, 11, Late Summer

Work has been progressing slowly on retaking the central staircase.



Retaking them by force is not an option for us, despite our recent successes. The risk is simply too great that we will allow the cursed ones back into what we have reclaimed. Thanks to the efforts of Nish and Ast, we have created a few bags and started glass production. When he realized that there were a bunch of nickel bars lying around the fortress, the captain began forging cages as well. The central stair may well be ours by the early autumn.


19th Limestone, Early Autumn

Once again, despite the considerable danger, immigrants have come.



I can only imagine what kind of horrors they must have been facing to decide that this place was worth traveling to to escape. For that matter, I have never asked any of the immigrants here why they came to this fortress. I must make a note of asking them in the future.

Work on the cages is nearly complete; soon we will lure the cursed ones in.


23rd Limestone, 11, Early Autumn

Amazingly, the immigrants managed to break into our fortress with no problems, not encountering either the goblins nor the cursed ones wandering about.



While having a population of twenty, along with a rooster and a horse, is certainly something wonderful, it nevertheless puts a strain on our wood stocks. For now, most of them will have to wait their turn to get a bed in the dormitory. One among them is a skilled surgeon, but the lack of beds precludes construction of a hospital at the current time. Meanwhile, our attempt to capture the stairwell shall begin tomorrow. Let us hope our luck still holds...


15th Sandstone, 11, Mid-Autumn

Our plan did not quite go as hoped.



The hole in our defenses left by the immigrants seems to be to blame here; fortunately we had a secondary defense: a door. Construction is underway of a second trap corridor to contain this new intrusion.




1st Timber, 11, Late Autumn

The stairwell is ours.





And, done.



I should pull off an update tomorrow. Probably not Wednesday; my classes are basically all M/W/F, so my update schedule should change accordingly.

Also, the reason the immigrants got in safely was because the goblins (who were about fifteen squares away) were busy fighting the zombified head of a human merchant they'd killed earlier, which was backed up by some zombified teeth they'd knocked out of it earlier.


This is the best fort ever.


edit: By the way, any ideas on what to do with the caged zombies? I was thinking to just toss them in a pit so I could reuse the cages before glass production started, but now I'm leaning towards just having a bunch of caged zombies around the place. Maybe have the next challenge be to build a zombie moat.

90
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 26, 2012, 10:22:23 pm »
I'm almost hoping for the other shoe to drop, to be honest.

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