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Messages - Salmeuk

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76
lovely read. you always capture the day-to-day and have these fleshed out conversations, awesome stuff.

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Bėmbul the Bookkeeper-Manager had taken to fishing. His nerves needed some relaxing and what better way to do that then sit at the pool fed by the stream, shielded by sturdy stone from the dangers of the outside world? He was still a bit distressed after seeing Thīkut's mangled body when he made the first run for the wagon. And to make matters worse, he had got into arguments with other dwarves. It made him bitter.

But here, at the pool, he felt good.

now I wish I had one of these underground pools fed by mountain streamwater.

uhm, any special notes for fortress defense? like, if you notice the undead arriving on map in a specific location? Id rather not kill a bunch of these fools if I can help it.


77
looking forward! glad we sorted out the modifications

78
AWESOME these spectres are certainly curious. and if we get them working they might add some serious vibes to the world. right now, they add some serious horror, since collapsing piles of ectoplasmic goop slowly rolling down the forested hills are only slightly disturbing

79
yeah, i tried running in 50.09.. no dice. I dunno. we may need a mod list to check against, to move forward. or try exporting save again perhaps.

80
I did not mess with any of the raws. good luck to anyone who tries..

Dorf me, Salmeuk! Preferably a smithing sort. Also, signing up for a turn.

sodafountain I failed to dwarf you properly. . I forgot until I was about to pass on the turn, and even then I managed to dwarf you as the doctor instead of the smith (of which we now have quite a few). So I petition Maloy, who is next in line, to re-dwarf you as one of these smiths.

anways here is the save. short journal follows.

****
dont forget you can click on these images to resize.

subterranean bedrooms because i was too lazy to build exclusively aboveground (trust me this saves us all a ton of headaches hehe)

Spoiler (click to show/hide)

worth every penny GIANT PUMPKIN GIANT PUMPKIN GIANT PUMPKIN GIANT PUMPKIN GIANT PUMPKIN



working on the second floor



a forest retreat or something?



we later ate these piggies



a number of great pumpkins have joined our ranks, and begun the process of having little baby pumpkins. they are bloodthirsty.


these pumpkins were led into a new fenced grazing pen.
Spoiler (click to show/hide)

like there was a bear and it totally tried to steal our brews and like holy hell man this bear came right up to us and nearly hit us with our claws man! like it was for sure gonna kill us bro like we were gonna die bro! and we had to stop everything and just run, like we had no choice man would you stop for a bear I dont think so man I dont think so



moat in progress 1
Spoiler (click to show/hide)

moat in progress 2

Spoiler (click to show/hide)

the moat... filled.
Spoiler (click to show/hide)

a barony? hmm. I elected the Head Doctor, a brilliant character, however nothing has happened as of the end of my turn. curious.



our mayor, Dels, is also part of the gun fighter squad, who carry muskets and shoot copper balls at our enemies These currently consist of large numbers of deer and boars. Woe betide the boar who wanders into these forests.



a ratling visitor meditates on chaos in a shrine



i dwarfed myself as the manager...



I spent a little over a year here. there are three squads training 2/3rds of each year.. two melee and one musket. not much armor but hey they all have weapons and a fair amount of skill. there are now like 70 pumpkins so I dunno, will we be attacked?

the only extant work orders are for brewing. all the mason shops connect to their respective stone. and there is quite a bit of stocked gold / charcoal and other metals. basically, i reasoned that if we traded some underground bedroom use for a year or two, we could prep our fortress with the needed labor to actually build aboveground with some kind of efficiency beyond, you know, one building a season or whatever. when you have 30+ haulers / builders on hand (which is now true) that makes everything fairly painless.

81
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As a note, the blighted ash we're having on the map seems to fortunately only stick to a small northeast corner where there's another evil biome overlapping ours, so it probably won't be a big problem unless some migrants or other visitors happen to come through that spot.

*looks at smallhands* yeah I'm sure we'll be fine. . just make sure we get one of those brush mats to put out front so dwarves clean their shoes before stepping inside

82
*pokes avolition with a sharpened elf bone* SPOOKS I NEED THEM

83
nice embark

the large number of side passages and hidden doors will serve our dwarves well as they scramble to survive against the oncoming hordes. and this entrance crusher appears sufficient, for now..

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Why did Thīkut go outside? Was it an accident? On purpose? He has been awfully silent about it. Mayhaps it was a trick? A trap. Deception. Perhaps Thīkut is trying to befoul this venture of ours? To lead us to ruin? Is he alone in this? Or is he working on someone's behalf?

Thikut, may he rest in peace, was somewhat foolhardy and definitely of poor judgement. But what climbing skills!

84
working on this today! is there anything I should really be careful with? I'm not super familiar with the pumpkin lore

85
reanimating? OH GOD

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The forest was far, far from all civilized lands (and elf lands -- a dwarf can hardly call them civilized), but it was thought to be within the reach of humans and, unfortunately, goblins.

and goblins. nice. needless to say, sign me up. yall have managed to go from 0-100 on these community fortresses hah but I'm here for it. also... the banners are amazing.

***

Oh great Seer, the one who leads us on this terrible quest, alone as we are in this deathly muck-forest, it would be fitting for us to search the caverns for a place to farm underground. Some mud-filled cavity to turn into our subterranean outpost. A mere suggestion, of course, oh great Seer...


86
wow. nice concepts. looking forward for some interesting challenges here.

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One twist with the Seer's death. For each ten citizens one dwarf mutinies (chosen randomly from others than the overseer and Seer) until the end of the turn of the current overseer. The mutineers want the overseer to resign. A mutinying dwarf has ALL labors removed.

Speaking of deaths... Since we revere ancestor spirits, ghosts are very much welcome in the fortress. So, don't memorialize dwarves (bodies probably need to be disposed of, since it is likely that this is a reanimating biome). That said, a particularly nasty ghost can be put to rest, but one dwarf will mutiny for the rest of your turn...

ok ok. so we're collecting ghosts like pokemon.. just not the ones that tear out spines.. or are those the kind we're saving?? ghosts beget ghosts, dontcha know....

oh, and clarification, are you saying that upon the death of an overseer, 1/10 dwarves should have all labors disabled (these dwarves chosen at random)? and these represent 'mutineers' or rebellious individuals?

87
Sign me up. It's always nice to have neighbors . especially the ones that bring us varieties of food, fruits, and giant animals

88
Avolition, can you dwarf me as one of the cooks? or brewers? or farmers?

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I wasn't talking about graphics, I more meant handling saves between people, since there's no raw folder for saves in v50.

ah. I haven't run into any issues just dropping the folder in as per the old methods, but we will see as Avolition plays. I take it we used no sprite mods, and thus have no need to hunt down and install them on our end?

 just fyi I'm generally available to step in and play for a turn if someone has to skip


89
DF Suggestions / Re: Custom engraving of objects
« on: October 03, 2023, 10:39:29 pm »
Of course. This would be a perfect addition for the engraving-freaks like us who feel the need to draft up intricate and hyper-specific image combinations.

one cute addition might be that, when a dwarf bestows a name upon a normal item, that dwarf would then engrave the name into the artifact, perhaps at an increased skill level.

the ability to attach gemstones to weapons.. also appropriate here

90
alright, good to know.

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Ballista arrows etc. that chop down trees now count for treecap diplomacy

Saiko's post, amazingly, was invalidated in only two days, after the most recent update. heh



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