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 - Doctor_Whiteface

Pages: 1 ... 3 4 [5] 6 7
61
DF Community Games & Stories / Re: Urist of the Community
« on: March 14, 2012, 06:28:04 pm »
One more day before I go ahead and make him as dictated above.

62
From: Fortress Administrator Kel
To: Meatbags of Smoothbanners Outpost
RE: My election as Mayor

Vampire, suckers! Line up and prepare for feeding!

wait.

You walled me in five years ago.

Shit.

63
DF Community Games & Stories / Urist of the Community
« on: March 11, 2012, 04:31:30 pm »
A new Adventurer has arisen. Many have done so before, many have died. However, this Adventurer will not be any simple quester ordered vaguely onwards by Armok Almighty and a lust for death and glory. Instead, she will be the living avatar of Armok, directed firsthand by His Bloody Council.

In OOC-speak, I'm about to start an Adventure runthrough and I'm handing control over to the forum. Tell me what to do and I'll take Urist McPerson through the meat grinder and report on the resultant sausage.

For starters, though, characteristics. Demigod-level for skill distribution, dwarf, no other restrictions. I'll take whatever sounds best.

Hit me!

64
DF Gameplay Questions / Re: Dwarf Speed
« on: February 17, 2012, 11:32:12 pm »
If you want to mod their speed, go into the raws and add [SPEED:1] or [SPEED:0]. the former makes them insanely fast, the latter quite literally allows them to move at the speed of light. Normal creature speed is somewhere around 2500. The number refers, I think, to the units of in-game time that pass between each action a creature can take.

That's how you maximize a dorf's speed.

65
so I see in the newest release that adventurers can apparently use 'creature abilities?' and that they can be tested in the Arena? Is this something that's just really buggy right now, or can I actually breathe fire as a dragon now? Or am I just completely misinterpreting the line?

also, how in the world do I alter creatures in Arena mode so that I can have my zombie-apocalypse tournaments again?

66
DF Community Games & Stories / Re: Highpeak succession fort- Game thread
« on: February 04, 2012, 11:20:31 pm »
Don't go for deliberate death if there's no replication of the attack. Think of the bluescreen as Armok Almighty's way of making sure you get it right this time 'round.

Policy that's always stood me firm: The God of Blood enjoys narrow channels through which blood may flow, without diversions to either side. In other words, one-wide hallway into the outpost proper is a *very* good idea, both because it's more defensible and because it will reduce pathfinding algorithms when the fort population grows. Three-wide allows too much room for attackers to sneak by guards, two-wide less so but still problematic. The only real problem with one-wide halls is if you need a whole mess of hauling done at once, in which case all the dorfs moving back and forth will be slow. Double-wide within the fort might be a good idea, with a one-wide defensible entrance.

67
DF Community Games & Stories / Re: Helmsbridge, formerly Glowoar
« on: February 04, 2012, 03:32:48 pm »
Continuation for entries 32-36 to come never. HFS happened while I was searching for magma for a magma furnace. Dug sideways into the cotton candy.

68
DF Community Games & Stories / Re: Helmsbridge, formerly Glowoar
« on: February 04, 2012, 10:45:28 am »
agh. What is this I don't even.

Lesson to me: No posting before coffee. Continuation with Entries 32-36 to come after lunch.

69
DF Community Games & Stories / Helmsbridge, Entries 29-32
« on: February 04, 2012, 09:46:47 am »


5th of Timber, 304
Journal of Zuglar Martyrpaged
Entry 29
The entryway has been widened considerably to allow for high traffic in the future by way of the dumping of corpses and vermin remains. Cave moss appears to have spored its way up from the undercave to infest the surface. This will be useful as it will provide a small but steady source of material for the making of beds. Perhaps a side room will be carved in due time to act as a mushroom farm.



14th of Timber, 304
Journal of Zuglar Martyrpaged
Entry 30
On a positive note, the traders from the Mountainhome have arrived. On a negative note, so has a pack of wild horses. Now to form the first Helmsbridge Militia.



20th of Timber, 304
Journal of Zuglar Martyrpaged
Entry 31
The horses are gone thanks to the first Helmsbridge Militia, without a single wound to the defenders. Traps will be set to catch other horses if they choose to enter. Then tamers will be trained so as to train horses to guard against other horses. Groundhogs, too, may be tamed. The traders have come and set up in the trading depot, and a liaison from the Mountainhome seeks me. I will go now and speak to him.

70
DF Community Games & Stories / Re: Highpeak succession fort- Game thread
« on: February 04, 2012, 08:50:37 am »
Wow.

Is this going to be the next Boatmurdered, I wonder? Just with giant skeletal eagles instead of elephants? I can't wait for my turn.

71
DF Community Games & Stories / Helmsbridge, Entries 25-28
« on: February 03, 2012, 06:13:09 pm »


4th of Limestone, 304
Journal of Zuglar Martyrpaged
Entry 25
Moving to irregular entries, weeklies in an outpost this busy are a distraction one must do without. Updates will come as events necessitate. Yesterday it was discovered that the level chosen for quarrying stone in order to ensure safety during exploration of the Undercave was, in fact, within the Undercave. If quarrying had been a height-of-a-Dwarf deeper we would have avoided the issue entirely. Now the area must needs be sealed in case of intruders.



18th of Limestone, 304
Journal of Zuglar Martyrpaged
Entry 26
A shortage of alcoholic beverage noted today. The brewery will see much use in coming days. Only five of nine farm plots are currently producing, for some reason four lie fallow and unused. This must be rectified. Related to this, a reliable stonebound water source ought to be found. The open sky thins the beard, and having to go to it for water will be a very unnecessary evil in time. The Undercave will need to be explored.



5th of Sandstone, 304
Journal of Zuglar Martyrpaged
Entry 27
Two immigrants arrived yesterday, blessedly without animals as more corpses would be too great an inconvenience without readily-available pots to store the butchered products in. Construction on the roof finished several days ago and Chief Stoneworker Rith Workedways promises completion of the mechanical link between the main gate and the Sealing Lever within the week. All farms operate at full capacity, and items of comfort for the previous wave of migrants have very nearly been procured in full. Doors are all that remain now, and extra housing for the new migrants should not take long to procure.

A list of migrants:
Chief Gemcutter and Mechanic Erith Rakerocks will take over for former Chief Jeweller Goden Lancedmurk now Farmer Goden Lancedmurk
Potential Recruit Thikut Watchedtome arrived Thresher Thikut Watchedtome as we have no industry of cloth



20th of Sandstone, 304
Journal of Zuglar Martyrpaged
Entry 28
Wooden barrels are scarce and unreliable in the long-term, therefore a craftsdwarf's workshop has been constructed in the vicinity of the Brewery and dedicated to making Rock Pots for the storage of our alcohol. A smoky flavor is not worth perishable storage. The tetrahedrite vein continues to yield, albeit in low amounts. It is thin, and a low priority as we already have gold enough to craft should we ever create a magma smelter or forge. Coffers have been placed for the first wave of migrants who arrived in Malachite and beds are under construction for the women who arrived two weeks ago.

72
Dear Urist McEveryone,

Thank you for, despite my worst expectations, managing to wall off the entire lower Cavern layer without a single hitch. Seriously, having all you guys inside at the end of it all was a great bonus after a lot of hard work.

However, walling three GCS in with you was *not* a good move.

On the other hand, the four of you (with three levels of Fighting and two of Wrestler between the lot) managed to beat them to death in less than a week. Congrats. Boatmurdered has never been so strange.

Administration

73
DF Community Games & Stories / Helmsbridge, Galena 304
« on: February 03, 2012, 07:44:42 am »


7th of Galena, 304
Journal of Zuglar Martyrpaged
Entry 22
Progress has begun on a farmland expansion near the initial plot, and progress will shortly continue on stonewares for new immigrants. Beds have been made, and the last one is being moved into place as I write. A rock coffer, as well, for my room. I have little need of storage space, but it knots my beard to think of going without even a rock coffer while migrants have theirs queued. I confess I do worry to the status of our defenses, however.



22nd of Galena, 304
Journal of Zuglar Martyrpaged
Entry 23
There was no time for an entry in the logs last week, and barely time for sleep these past two weeks at all. Some thin-bearded genius decided that an overhang and Dwarf-crafted roof are of no difference, despite only the last protecting from the Rotmist which began to greatly disgust the Chief Stoneworker and Chief Mason and Assistant Masons who are also Assistant Miners who arrived as Chiefs of industries which we do not have at Helmsbridge. Water buffalo starve without grass, as all animals, and the bull's corpse was placed beneath a natural overhang so as to produce the rot. That it was direct next to the entrance hall into our warren is more plague on us all. The refuse pile has been consolidated and moved out of the Outpost walls. A walled-in area will be mined from the soil above in due time, in case it proves necessary during prolonged siege. Mining continues apace.



28th of Galena, 304
Journal of Zuglar Martyrpaged
Entry 24
Six months to the day since we set foot on the soil of Helmsbridge, and the Outpost is well-organized, peaceful, and efficient. The gold vein has not been exhausted, but the lengths-of-a-Dwarf arbitrary measurement that was given us by the Mountainhome has reached its boundary from the head of the river where we disembarked, and reprisals from the Mountainhome would be swift if we were to violate regulations. A Hammerer in the next migrant wave would be unpleasant in the extreme. Tetrahedrite exploration continues apace, it seems a well-appointed vein thus far. We will see how far this goes. Chief Miner Adil Swordsoars has requested we allow him mine to the first Undercave. I am not supportive of this action as of yet; it would be prudent to quarry stone so as to efficiently build a shaft-sheathe in order to prevent unwanted invasion by creatures feral in nature. We will quarry soon, though. Five heights-of-a-Dwarf below the Dormitories and we will quarry enough to reach the bottom of the first Undercave with material to spare.

74
DF Adventure Mode Discussion / Re: Kor Fightevil the Power of Mortals
« on: February 03, 2012, 06:53:42 am »
Any screenshots at all?  I think it's amazing, but i'm a little skeptical without screenshots.
see above. Back when I still had the flash drive I literally couldn't load his kill list without crashing DF. Anything other than that would just be generic-looking screenies of a little blinking @-sign standing among a pile of corpses. I have four of those, though, if you want them. One of them is from just after he took out his first bandit camp, before he earned his title. I took that one because I honestly never expected to survive multiple bandits at once with average combat skills. The second is of Kor's @-sign standing next to the "boogeymen-be-gone" sign. Third is bandits, fourth is (I think) goblins.

75
In all seriousness, my dwarves are geniuses. In my past five forts I've never had one bit of Dwarven Ingenuity, not even someone walling themselves in on accident. I've never had a cave-in, never had someone starve or dry out in a fort with adequate supplies, never had a death from infection in a soap-water-and-bucket-ed fort, nothing. Either I'm lucky or I haven't made a fort scaled up enough to invite the really bad shit yet.

Aaaaaaand here comes Urist McMurphy to beat you with his book of laws.
Another year continues to prove you wrong. The worst that happened in my non-LP fortress Boatmurdered (chose the name myself for irony's sake) was a single death, and that was because of a goblin ambush. The worst injury besides that was a missing third finger, left hand.

I think the low deathrate and stupidity count is aided by the fact that I set up underground farming and wells, then close off the fort from the outside world with a drawbridge, raise the drawbridge, and wall it off from the inside, all three as highest priority.

I'll be sure to post here if any unexpected !!FUN!! decides to occur.

Pages: 1 ... 3 4 [5] 6 7