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Messages - Urist McKiwi

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91
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I'm sorely tempted to request being dorfed with that same name again just to see if the game is trolling me. Though I admit, I was immensely amused.

I gave you a militia dwarf shortly after the last batch of deaths just in case. You're a bit tougher this time so there's that at least. I'll recover the stats when I do an IC update and you can ask the next overseer to keep/toss the dwarf.


Anyway, updating! It's the 21st, just, so...OOC for now and basically streamed as I play. IC update will be later on


Good news! I found the magma sea! And Adamantine!


Unfortunately we're just a little bit flooded with magma on the lower levels now. And Triaxx maaaaaaay be a little bit dead and on fire. I'm not actually sure about that though. He was certainly on fire the last time I saw him (also swimming in magma), but he seems to have gone away a bit since then.

In my defense, it was his idea to lie down and have a nap immediately after breaking through a wall into an ocean of magma. my plan was for him to run like hell once I realised I was a z-level too low for a safe breakthrough.....but nope. Guess he was just dying for some rest.


Oh, and another strange mood! And we have everything for it! And it's a blacksmith which is really nice since that means a lot of skill gains without using any coal.


Even better...it's a floodgate. And because it's an artefact, that means that even though it's made of copper....it's magma safe! Yaaaaaay! :)
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I've redorfed a whole bunch of people as various random dwarves. And started adding labels to my new levers. And for some reason the game decided that one of our dwarves is secretly a wagon, and rebound the F1 hotkey to follow them, rather than zooming to the wagon site. I've fixed that though. I've also got the old "Dwarves won't build a floor because the rock needed to create the floor is getting in the way" bug.

We're down to 52 people all up, which....well...if I'm honest, I'm disappointed. But it's paved the way for a much, much safer fortress.

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Ah, babies. Yes. Wonderful. Back to 54. And I've finished the new entrance (Well, enough of it to be functional when the jobs are completed) with mere days to spare! Our trade depot is now isolated, so we can let traders in without exposing the fortress to external hazards!

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I just handled our cold-cases. Since I appointed myself as commander at some point (or captain, or whatever), Sir Humphrey just tracked down our ranger (who beat someone a while back) and punched him until his hand exploded. Fantastic. Admittedly this presents an issue, as he was convicted for two counts of disorderly behaviour....Gwolfsky was convicted for about ten.



...yeah, 5 days later and I'm still beating the ranger while he sleeps. I can't wait until we get a hammerer.



And my last act as overseer is to beat Gwolfsy into unconsciousness in the middle of the hospital. Before realising that I can stop him dying just by vacating the position. So yeah, you may well survive this one, you dastardly criminal!

This has been a great turn. Oh, and we have a forgotten beast in the caverns. I'm glad I didn't try colonising them....it wouldn't have gone well.


I'll edit this with the save once I've got it uploaded. I'll let others handle the screenshots (and a stonesense render or whatever might be cool as well).


EDIT: Righto! The savegame is HERE. Game is saved looking at the new entrance and trade depot...which is set to have the depot open for trade, but the fortress sealed. Check notes screen for info. Levers are in top left of screen.

92
Every dwarf you claim dies within two weeks, thats like putting a price on their head...

That is at least better than Zuglarkun's record at this point.

93
Train wreck in slow motion.

Not really. Things went pretty well....it's just that our fort has some issues with 1: Body recovery and 2: Lacking a source of iron and steel armor (well, except what I bought from the traders). We're still gaining people rather than losing them, and I was always expecting something horrible to turn up while everyone was outside building. It's just that this was a bit closer than I'd expected.



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Btw, did you notice my dorfing request?

I didn't, sorry. I'll dwarf you when I start the final play-session.

Edit: The other problem we have is that usually I'd install dozens of weapons traps specifically to mop up stray imps and the like. But we have no coal, and no spare weapons. So that....hasn't happened.

Edit2: I'll try to do that last session today....getting close (might even be past) the 2 week limit and I still have a lot of work to do for courses.

94
Ok, didn't have time to big IC write-ups, so I just wrote down what happened as I played. I'm now up to winter!

-Armorer (not a dorfed one) got a strange mood. Required cloth. Took me all three goes getting peeps and materials to the depot to get the sort he wanted. Dunno what he's making, but it's made of copper, alpaca wool, and kitten bone. If I'd had a bit more warning I'd have sent the steel ingot I bought from the traders down there ahead of time. Oh well.
-Speaking of which, I am killing every unclaimed cat and kitten in the fort. There were a lot of them. Now there's about 15 less. We'll still be breeding them, but I'm fine with that. Gotta have those bone bolts!
-Dike construction continues. I've built the service ramps that will let us continue working on it when the outer wall is complete.
-Also set up a little island in the dike. We can make a tower there, or we can build the trade depot there for giggles later.
-Some bits are getting ignored though....we have a massive farming backlog, and some construction jobs are getting ignored. Still, it's going well. These traders are lovely people and have really been useful this year.

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Continued from a bit later in the same session:

-You know, playing "I don't want to set the world on fire" in the background works really well for DF. No lava to play with, alas.
-It's.....a copper low-boot! Worth 6960, no special images. No images at all, actually. It's just a really, really good low-boot.  Since our soldiers are set to only have one boot each, I've given Sir Humphrey the honor of having this one.

-MIGRANTS! We're now back over 60 dwarves. And one of them is a rather competant bone doctor and other general medical person. And a macedwarf to boot. That's going to be very useful.

-It occurs to me that I've only made about 10 new bedrooms this year, and they're all rather crap. Oh well. Someone else's problem.

-AAAAAH. Zuglarkun II's corpse has risen and is killing people.
-And a fire imp has made it into our stairwell, somehow, and is attacking the mayor. Oh well. Nobles.
-AAAAAAAAAAAAAAAAAAh


Ok we've beaten Zuggles II back to death  (That's, what, four deaths now? And you've only had three dwarfs named after you.), the mayor is not on fire, and we've only lost four or so people. This fortress seems to like having things appear right at the door.I think the lake did something funky to the corpse because there's no massive undead army outside killing us.....a death in the evil biome would mean eventual rising as a zombie, so that's probably what happened...I also think walling off the lakeside would be a good idea, if it weren't such a risk to attempt it.

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-Nice to see that dwarves recognise that "on fire" is not a good condition for a bed.
-We need to work out how that imp got in....I closed the bridge to the caverns. There should be no way in.

-Oh and our hammerdwarf is on fire. BTW. He thinks this is a great time to go do some sparring. While on fire.

-Yeah, that didn't end well.

-Death toll is now at seven or so. Maybe a few more. We really need better gear for the military....they're good soldiers, but they don't have what they need to do their job.
-I've built a temporary hospital where the trade depot used to be. This needs to get replaced at some point as it's too small and can't be cleaned up if we get an extract problem.

However.....winter has just arrived.....and the dike is completed and ready to be filled.....eventually. If people get around to it.

The end-caps that will stop it draining into the lake mean it needs to extra walls to block climbers. Ideally, the dike would be an extra z-level higher...but that would mean ripping out the bridges and starting again. So that looks a bit odd and may need some revisions...but it's working!

So apart from that, it's.....

'Zuglarkun II', Inethugosh, Ghostly Mason can be heard howling throughout the fortress!


Dammit Zuggles! GO AWAY and STAY DEAD ALREADY.


95
Right, I'm not dead....but I've had a few issues with my studies and updates may be a bit delayed. I'm hopeful I'll be able to work in some more gametime tomorrow and do an update though...it just depends on how much work I can get done. Lots of major projects to get done, and not that much time to do them in. If things do go pear-shaped I'll just upload the save as of Autumn and let the next person have an extra bit of turn.

96
My favorite in my current fortress is a wombat demon who settled in her slade tower, The Adorable Tower (of course), to reign over a goblin civilization and basically enjoy a peaceful life. Her only companion was a female goblin, the Lady of the Smooth Sins. This weird human civ, called the Intense Kingdom, spent years attacking this tower with dozens of men and being driven off by the goblin. Then one of them got the better of her and the wombat demon went nuts and slaughtered them all. She then wandered off and has been roaming the land killing humans ever since. I see it as a tragic romance.

Who's next up on the turn list for this fort?

Deus Asmoth, once I finish up the year.

97
BTW, Zuglarkun, that throne room image is kinda neat and you should definitely put it on the front page inside the queen's description!

Done.

The Dangerous Onslaught of Boring, what a name. So that one human killed all our six brethren and the two goblins just watched and hanged around? Geez..

Nice storytelling, btw!
I concur, that was really well-written. The fortress is still young, but we already have a ton of backstory and lore about the world, moreso than many, many other successions. Hopefully this will keep people inspired...
I like when people find ways to work a worlds backstory into the fort and give the whole thing some life, so to speak. I don't want to offend any undead who may be wandering the shores of the haunted lake.

Thanks for the feedback guys. Its really encouraging :)

Really surprised at how the mountainhomes were able to hold up thus far with only 20 defenders against some 2000+ invaders, they must have some pretty solid defenses or a pretty elite crew. They've gotten sieged just about every single season in 201.

Eh.....combat in legends/offscreen modes is still a bit.....interesting....in terms of who wins a one-sided engagement.

Once, in a world I had in a slightly earlier version.......there was an elf who had a very interesting time while I was having my fort run. He'd escaped from slavery (goblin civ) and decided to settle down by himself. His former masters sent about 1700 peeps at him. He killed and ate 1500 of them before they ran away.

....sadly, they came back with ~30 dudes the next year and killed him. I assume he was an immobile blob of flesh by this point from all the people he'd eaten.

But yeah, it's pretty much par for the course to have 2000 dudes get slaughtered in improbable fashion by a small group of defenders. It certainly makes for better stories.

98
I like when people find ways to work a worlds backstory into the fort and give the whole thing some life, so to speak. I don't want to offend any undead who may be wandering the shores of the haunted lake.

Don't worry, the ghosts are reasonably friendly right now.

I'll update probably tomorrow or the day after: it's the end of the semester and I've got a couple of weeks to write 15K words on various topics, so time's a bit short.

99
"The assaults of combat" is a pretty dwarven name for a battle.

I did get some news from the traders, but I forgot to screencap it. It was a bit out of date anyway.

100
THe inner wall gives us some protection already though. It looks like there's a gap to the south....but there isn't. I'm also trying to build (semi-temporary) line-of-sight blockers around the corpse piles.
the dumping pit for corpses is right next to the pile. you could diminish the horror effects by emptying it, it usually takes like a day.

It's not so much "horror" as "undead" that I'm worried about. I'll look into it though....we're a bit short on haulers.

101
The continued continuation of the account of Sir Humphrey Cactusson, Cactus


20th Limestone

Finally got myself a calender so I can keep track of things. Autumn already! This fortress only has one-year terms of leadership, so I don't have all that much time left before I have to step down. However if I may be so bold, this year has been a fantastic year for the fortress vis-à-vis actually being a fortress. When I arrived, this place didn't even have walls....let alone this "magma dike" I heard so much about. Well! We still don't have a dike, but we've got a good head start on making one! I scribbled down some maps of the fortress as it is now....



Alas, the wagons bought by traders cannot handle the entrance.....the new traps jam the wheels. I had thought to built a new trade depot near the south wall...but I feel that given the slowed pace of development of late, it would be better to simply dismantle the traps. The entrance is secured, however.....the levers were connected in the middle of summer and seem to work most satisfactorily.

Speaking of trade, the second caravan of the year arrived in our splendid little abode. We traded for a great deal of wood, and also some steel weapons, armor and bars. It's not as good as what could be made here, I'm told, but it's better than what we have. If werebears are as much of a "thing" as they seem to be in these parts, we will have need of fine weapons soon. My leadership has quite literally transformed this fortress.....I do not think that the outer wall of the magma dike will be completed before my turn is over, but that won't stop me trying!

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OOC
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Yeah, ignore the little depot thing south of the walls....I've deleted it since. The actual plan was to have a new depot hanging over the lava...but I ditched it and forgot to delete the extra traps. Oh well. But hey! I just need to cap the ends (and cover them in traps to stop climbers) and build the outer wall and southern bridge....and we'll have a nice empty magma dike ready to be filled. :)

THe inner wall gives us some protection already though. It looks like there's a gap to the south....but there isn't. I'm also trying to build (semi-temporary) line-of-sight blockers around the corpse piles.

102
Wow, I actually put up a hell of a fight. Shame I forgot to use a proper weapon, really. And yes, "I've been wounded, it's annoying" is a WONDERFUL response to having your neck exploded into gore. I actually landed several blows (including one that bruised the bear to the very -bone-!) after having my throat ripped out. A most glorious death indeed.

....still need to work on the not-dying part of combat though.

Yes, you're the reason we didn't lose a lot more people....you distracted it long enough to get everyone inside and the gate shut. As well as the administrator getting thrown around. Which, given this fight was literally right in front of the door, was pretty dang good.

103
i need a bit of forced rest6 in my office with a barrel and some cat biscuits and a locked door

I particularly like that your first victim was going to report the crime, then decided he was so injured he needed a rest. And then died.



You stopped right after I uploaded all that though, so that's all good until we get a hammerer.

I've now played through to Autumn, and will update tomorrow with a full set of screenshots. Unfortunately I forgot how wagons work these days, so we couldn't trade quite as well as I'd liked....but the fortress is now secure......ish. And I'm improvising a solution to the trade depot problem I created.
The fort's also quite a bit bigger, and a lot slower (35-40fps, from 60 at beginning of the year). But that's mostly pathfinding from peeps looking for individual blocks. Also: we have a catsplosion issue......I may not be able to do it myself, but slaughtering all the cats is probably a good idea for frame-rate.

104
The continued account of Sir Humphrey Cactusson, Cactus

Early Summer

Well, things are going rather well if I do say so myself. The little outcrop has been propped-up and expanded a little, and I've had a new entrance set up. Got the beginnings of a proper outpost of civilization here, we do!

Unfortunately, the locals seem a bit......strange. This "Zuglakun II" lady started sketching pictures of rocks and cloth.....and then went insane. Well, more insane. Apparently this is a dwarven thing. Oh well. Another batch of migrants arrived with some useful skilled dwarves among them.....and a siege engineer who took a piece of paper off the corpse and declared herself"Zuglarkun III". Jolly good then.


-----------------------------

It's been.....oh....about a week since my last entry. A day ago everyone was out and about doing an absolutely cracking job on the walls.....and then a bloody werebear turned up. One of the cats ran up for a petting and.....alas....it did not end well:



A kitten fared similarly badly. I had the doors slammed shut...but not everyone made it inside. Our administrator, a cracking chap who did a fantastic job keeping things going smoothly, got roughed up right and proper before the beastly thing threw him into our brand new weapon-trap.



Zuglarkun II lived up to her predecessors by dying horribly.



Haerdalas, a veteran of some sort, did a noble job...but a crutch was hardly an effective weapon.




(Athough I must say, having overheard them....those were truly dashing last words)


The bear turned back into a human. I sent our troops out to deal with this interloper....but they couldn't run fast enough. Oh well. At least no one got infected. And the sacrifice of those three probably saved the fortress......the outer wall isn't quite finished. I'll have to fix this soon. It may be some time before I write again....


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OOC Section
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Yeah, that wasn't a fight that we could win. I just had to grin and bear it.

Or rather, those three did. And the cats.


Ok, that's the backlog almost cleared. Next update will cover the changes to the fortress layout, and the plans for the rest of the year.



EDIT: Oh, and to make things more fun, the administrator got thrown in the trap twice.

Edit2: Oh, And Gwolfski just got possessed by the ghost I'd already slabbed and killed our clothier. I think the criminal justice system is a bit bugged though....



They're not reporting the crime because they're too shocked by witnessing it.

Edit3: And our butcher. Sorry Gwolfski, but I'm sending in the military if you don't stop soon.

105
kiwi, you there?
Yes, but nothing to report yet. Internet issues + I'm a fulltime student. Updates are a little erratic (when I can play, I update a lot, but might be a day or two between each burst). Maybe later today.

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