Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - bp920091

Pages: 1 ... 11 12 [13] 14 15 ... 24
181
I guess the forums say no :)

182
sorry i havent been more active, i should be able to get the remaining part of my turn up by the middle of the weekend (currently under a REALLY heavy exam load, with a professor who missed the whole point of finals week, and had his final this week).

On the bright side, other than nearly every single dwarf in the new hammerdwarf squad getting wiped out (including Sauvage, but there was one dude who was chilling in the dining "area" who got all sad (now he's better) that all his friends died), we have not lost a single dwarf to... anything

Quick questions though. Are danger rooms allowed? I haven't been using them, but they seem necessary to get the sheer amount of training needed to take on necros and the zombie horde. If we are allowed to use them, i can probably have a few legendary dwarves within a couple of months.

183

You truly deserve your title, Legendary +5 Organizer :D


I do try, putting my business schooling to use (Testing out project management styles and psychological evalutations are MUCH easier in DF than RL

I note we have a road, does fire burn wooden roads?

Nope, it just burnt around it

184
12th Limestone:

In order to speed up the destruction of the zombie horde, i have deployed the magma pumps that were created for this purpose.

However, the magma doesnt go anywhere, and it just starts a fire that is spreading across the map.



185
10th Malachite:

A sad day, Sodel Ilingkesal, a dwarf that got a strange mood awhile back, went bezerk.

Lucky that i planned ahead, and had the ENTIRE Hammerdwarf squad waiting next to him.

A short and bloodless fight, solved by a single blow from a silver war hammer, straight to the head.

11th Malachite:

An Opportunity has presented itself.

While we do have over 75 zombies still on the map, we have only two or three zombies guarding the FIVE necromancers. As long as we go after them with hammerdwarves, and have the axedwarves hold the base, we might be able to end the siege with ZERO casualties (or injuries).

12th Malachite:

Unfortunately, they failed. All of them. I did follow proper quarrantine procedures, and as a result, no zombies have gotten in. A hammerdwarf did shatter the shin of one of the necromancers. I guess these zombies are actually Zoombies (I told them that they shouldnt be able to run, but they didnt listen...)

I guess it is back to lobbing rocks in the direction of the necromancers, until one hits...


186

19th Hematite:

A boy has grown up to be a fully grown dwarf :)

Glad to see that there is a sense or normalcy in the lives of dwarves here.

Its funny really... there is no way that the zombies can get to our "Island," Yet, the catapult that i have designated has only been started.

4th Malachite:

The first shot out of the catapult is a dud, but a piece of good news arrived at my office.

A wolf has attacked a necromancer, shortly before being killed by a zombie...




im dealing with the siege right now, and you know my initial conclusions?

This is Substantially easier to deal with than a regular siege. Right now, ive killed about 50 zombies (to zero losses), and everyone within a good THIRTY tiles of the island is dead (Zombies).

The biggest concern i have right now is the construction of enough ammo, as 10 marksdwarves burn through it FAST. All i need to do is to keep the gates up, and eventually wait for the catapult to finish construction. After that, i will eventually hit one of the necromancers. Rinse and repeat until they all are dead...

Even if a goblin siege shows up, they will either deal with the necromancers or will be killed by them. Win-Win scenario.

Zombies, The Marksdwarf's Danger Room

187
19th Felsite:

A Necromancer showed up. along with a good 60 undead. Lucky for us, we had the gates up, and had purged all the corpses inside of our base. The military is put on immediate standby, and the archers have orders to report to the walls.

20th Felsite:

Lucky for us, the zombies ran into a kobold ambush. Poor things, we're taking bets on how long it will take until they get slaughtered.

22nd Felsite:

Unlucky for us, its not one necromancer, it's FIVE!


188
30th Granite:

This has been a very productive month, as all nine ghosts that were screaming through the fortress have been put to rest, and a good 90 additional coffins have been constructed and are ready to be filled (with pets and dwarves, since we have so many).

This includes the ghost that was screaming at the non-bezerk vampire. As the ghost was laid to a rest, the screaming stopped, and you could hear a whispered "Thank you" from down the hall.

Additionally, a complete rework over the squads seems to be needed. After interviewing all of the millitary, i can see that the squads have.... little to nothing in common within their squads. The squads may seem to have the requisite skills, but in fact, have little to nothing in common, skillwise.

I have rearranged the 5 unskilled and actually pretty well equipped squads into 3 squads

The Gears of Living: Hammerdwarf
Sauvage as the Millitia Commander and 9 other dwarves

The Blockades Arches: Marksdwarfs
UristTheGrey II as the millitia captain, and 9 other dwarves (of note is Led Nirdoren Tangathniral Birir, or Led as he is normally called, who has killed 7 zonbies and 6 goblins/trolls

The helmed Taxes: Axedwarfs
Lef by Erush Lorod, Magmaman as the millitia captain, and 9 other dwarves.

Of second note, we have little to no bedrooms for the average citizen. As such, i have mandated construction of 196 bedrooms, in a windmill villa style (28 1x3 bedrooms per floor, 7 floors). Each dwarf will get a bed, cabinet, and chest.

This part of an arcane design that took many years and better dwarves than I to work out. As i discovered this on a hidden tome sealed away for hundreds of years.

30th Granite:

This has been a very productive month, as all nine ghosts that were screaming through the fortress have been put to rest, and a good 90 additional coffins have been constructed and are ready to be filled (with pets and dwarves, since we have so many).

This includes the ghost that was screaming at the non-bezerk vampire. As the ghost was laid to a rest, the screaming stopped, and you could hear a whispered "Thank you" from down the hall.

Additionally, a complete rework over the squads seems to be needed. After interviewing all of the millitary, i can see that the squads have.... little to nothing in common within their squads. The squads may seem to have the requisite skills, but in fact, have little to nothing in common, skillwise.

I have rearranged the 5 unskilled and actually pretty well equipped squads into 3 squads

The Gears of Living: Hammerdwarf
Sauvage as the Millitia Commander and 9 other dwarves

The Blockades Arches: Marksdwarfs
UristTheGrey II as the millitia captain, and 9 other dwarves (of note is Led Nirdoren Tangathniral Birir, or Led as he is normally called, who has killed 7 zonbies and 6 goblins/trolls

The helmed Taxes: Axedwarfs
Lef by Erush Lorod, Magmaman as the millitia captain, and 9 other dwarves.

Of second note, we have little to no bedrooms for the average citizen. As such, i have mandated construction of 196 bedrooms, in a windmill villa style (28 1x3 bedrooms per floor, 7 floors). Each dwarf will get a bed, cabinet, and chest.



In order to prevent the mass raising of corpses, i have started dumping the corpses of non-dwarves into the magma moat.

26th Slate:

We get some more migrants, 7 of them, and we also have a baby boy being born.


1st Felsite:

another baby boy is being born, someone might have slipped in fertility drugs into the local booze supply. At least this is not birthed over the volcano (but it was birthed over a staircase...)

10th Felsite:

Shockingly, we have filled up all the coffins needed... Sixty were filled, with another fifteen standing ready.



189

Strange, since this has never before affected any DF game, and
Game crashed AGAIN, i think i figured out the issue though, and fixed it. Now onto try #3.

I hate when people does this. Please, say what you think you fixed so other people down the line can try it too if they have the same problem.

I Didnt say why becase it was completely unrelated to DF.

I run a program called BOINC, used for data crunching for large organizations, and while i had it turned off (No tasks running, they were suspended), BOINC would strangely use the same memory that DF was using and DF would crash as soon as i hit the 14th of Granite.

Since i turned BOINC off (made sure it was NOT even running), i have had no issues.

Odd, because it shouldnt have been using the same data, and BOINC without any tasks running has the footprint of an internet browser with nothing running on it.

190
Game crashed AGAIN, i think i figured out the issue though, and fixed it. Now onto try #3.

Overseer's Log:

Granite 1:

After two very vivid dreams about me being the overseer of this fort, i awoke to realize in fact, that i had NOT been overseer, and that i still had a whole year ahead of me.

After perusing the gargantuan stack of papers that CaptainArchmage gave to me, i have a general idea of how the fort actually works now.

first off, we need to take care of the ghosts that are just hanging around in our forts. We have no less than NINE ghosts around the fort, and a necromancer in a cage...

Food Situation is, actually pretty good. Over 750 units of drink and over 2400 prepared meals (I had the cook stop working on them)

Time to see what the status is on those slabs.

*Many hours later*

After tracking down the mason's workshop, i found that in fact, previous overseer s HAD created the slabs, they just never got around to having them engraved. Time to fix that situation.

After going to the craftsdwarf's shops and getting them to engrave NINE slabs, i have checked on our current tomb situation to find that we are FULL. So full in fact, that i see no vacancies. As a result, i have designated a 9x26 area to be FILLED with coffins (the right third is going to be where the slabs are kept. If we cant give them good tombs, we can at least have our dead sleeping in coffins, rather than on the floor.

4th granite:

In order to boost morale, i have put the military on break, but told them to keep all of their equipment, so they wouldn't have to run and go get it when invaders show up.

5th Granite:

A dwarf's pet cat gave birth to two kittens. That however, is not the scarring part of it. The scarring part of it is that she gave birth so hard that the kittens were BLOWN 25 feet away from her (What a way to enter the world). Made even MORE impressive by the fact that she still had them stay on the tiny ledge that overlooks the main entrance.

That's right, MoltenChannels is so hardcore that the cats give explosive birth!

191
Sorry about the delays, ive been working on the fort, and ill try and get the first season out tomorrow.

Damn game crashed on me about halfway through granite, had to redownload it. Game was getting corrupted.

192
Still going over the notes, and trying to decipher how everything works here. Ill get an update tomorrow (Technically, later today).

193
i have been going through the lore, but its rather slow going (on page 75), Rather entertaining, but ive been just using the forums. Is there an offline version or something for the various lore?

194
I for one am incredibly happy that i never grew wisdom teeth (Never figured out why, they just didnt show up)

Additionally, are you still taking overseer slots? if not, can i be dwarfed (I dont think i have, but i did post WAY back in this thread)

195
Downloading the save now

I already have a previous version of it downloaded (long story), so it should just be a matter of overwriting the saves.


Jornal of Bp920091, Overseer of Moltenchannels, 1090

As CaptainArchmage resumes his position as a champion, he ran into me, LITERALLY, and said, "Good, I was looking for an overseer. Congratulations, you have the job!" "
I stammered "But, i dont know anything about running this place!"
"Nonsense", replied Archmage, "Here's Everything you need to know in ten seconds," and proceeded to talk so fast for the next ten seconds that i could not make out a single word. "The fort is in your hands now, random guy, and remember, The champions will be watching..." He then ran down the hall, shouting "Im FREE!"

So, this is a bit of a change from my existing life as a hauler in the fort. I have kept my head down so low that people dont even know my name. From being a nobody to being in charge of everybody.

First thoughts:

Huh... that's a lot of caged unicorns...

second thought:

Who designed this?

I see a whole bunch of levers, many labeled, many NOT labeled (only one mechanism in there, so many arent hooked up to anything). Additionally, there's a magma pump that looks as if all it needs to turn on is a bunch of axels to finish. The design of this axel will spread lava all across the pipe, as there is no SEAL on the top (flowing magma may not overflow, but pumped magma SURE will). Additionally, i dunno if the pump-stack is all made out of magma proof materials, and as a result, the whole thing may melt/catch fire when it's turned on. I also do not see a shutoff switch for the magma deployment system.

If everything goes allright, we have a magma deployment system that can melt things on the north side of us... which isnt particularly useful (as our entrance is on the east).

We also have a completely secondary fort, down MANY levels, because.... i dunno why, the top floors seem habitable (if a bit confusing).

Time to go over the previous few overseers notes, that i found in an abandond office, just to see what's going on.

Pages: 1 ... 11 12 [13] 14 15 ... 24