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Messages - mastahcheese

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13861
DF General Discussion / Re: Future of the Fortress
« on: January 05, 2013, 09:08:31 pm »
I think it'll stay abstract for this release - battles and other such stuff won't happen in real-time either, AFAIK.
Dang it, you could have so much fun with holding immigrants hostage.

13862
STOP!


Banhammer time.

EDIT: Oh, yeah, if my dorf gets married this time, can they be named Esther1 like last run?

13863
DF General Discussion / Re: Future of the Fortress
« on: January 05, 2013, 09:00:10 pm »
With people moving from site to site, and actually have them travelling, does this mean that if we embark our fort on a road, we might see people from one city travelling to another city, and possibly stop them?

Will this be similar to how adventurers appear when taverns are introduced?

13864
DF Community Games & Stories / Re: CraftedDreams - A 2-D Succession Fort
« on: January 03, 2013, 09:50:20 pm »
Ok, that explains a lot.

25th Slate

LightingFalcon stumbled upon some eerie glowing pits during some exploratory mining. Further investigation is underway.



26th Slate

OH NO......

A spirit of fire has manifested itself from within CaptainArchmage's private tomb. there are nine people in here engraving, including Peragarrett and myself.

Update:A second one has appeared just outside of the room.
Update:and a third one.
Update:There are now five, and a dog is dead.
Update:Six now, and a mason is dead, also I'm on fire.
Update:Seven, and Peragarrett and another mason have burned to death.
Update:Eight, and another mason has died, along with my own dwarf.
Update:Another mason is dead,and a statue has been toppled.
Update:The other statue has been toppled, the coffin that made up CaptainArchmage's tomb has been destroyed, and a dog and a cat have been thrown into the lava. They have made it to the Magma River.



27th Slate

Another dog and two of our marksdwarves are dead, I fear this might be the end.

Update: Two of our sworddwarves are dead.
Update: Another Marksdwarf and three dogs have died.
Update: a miner and another dog have died, also, they have kicked in a section of wall that was near the magma river.


28th Slate

An axedwarf was killed, and his squad of "The Deep Oars" was destroyed, "The Slippery Irons" was slain with the death of it's last sword dwarf, and two more dogs have died.
Our population is now down to 60, and we have only 44 animals left.
Numbers are dwindiling fast.

Update: A craftsdwarf was killed, and to add on top of all our other problems, a ratman just sprung from ambush.
Update: More ratmen are crawling from the chasm, another mason is dead, and now the monster from the deep have reached the chasm, lighting the ratmen on fire. Also the Trade Minister has prohibited boxes and bags from being sold.



1st Felsite

A farmer bled to death, and then, from the hills, the Berite Tosid Olonegen has arrived with migrants, so we have a new noble, now, to go along with all of our chaos.

Update: Splint has now fallen.
Update: a puppy, foal, and bull have all died.
Update: A baby and a speardwarf have been killed, and I can now see many ratmen corpses.


2nd Felsite

Perhaps not all is lost, although a sworddwarf and two horses have recently joined the list of the deceased, so have the underworld monsters, our dwarves have begun pushing back toward the former tomb, the smoke is clearing, and although there have been casualties, it seems we may have won this round.


3rd Felsite

It seems the battle is still not yet over. Another mason died, and Pitchblende burned up from being on fire.
We have slain six of their number, yet two still survive that we know of.  The new migrants have just reached the gate, and it has begun raining.

Update: A mason has burned to death, as has Aseaheru.
Update: Another mason and a carpenter have fallen, and the previous overseer, CaptainArchmage, whose tomb was where this all began, has sucumbed to the Deep.
Update: A miner has died, and the Broker's mandate has ended with his death.
Update: Two peasants, a carpenter, and a cow have died.
Update: An axedwarf, and three more civilians have perished.



4th Felsite

A miner, a marksdwarf, a farmer, and two calves have been incinerated.

Perhaps these are the mysterious creatures that Mr Frog had been hearing whispers from, the creatures of the deep from just beyond our walls, until now.

Update: The second I unpaused after writing that, Mr Frog bled to death.
Update: A mule has died, and the Mayor mandates for one item to be made of Red Spinel.
Update: A mason has died, miasma is creeping near the river for some reason, and a kitten has been struck down.
Update: Our population is now down to 51 with the death of SanDiego's third dwarf, there are still two living monsters, and seven ratmen.
Update: A mason has died. The ratmen are starting to wreck havoc amongst the populous, and one ratman has become enraged.
Update: A farmer, a carpenter, and a craftsdwarf have fallen, and a child is throwing a tantrum. There is an almost non-stop cloud of smoke from the tomb beyond the magma river, all the way to the cave river where it's starting to blend with the miasma cloud.

13865
DF Community Games & Stories / Re: CraftedDreams - A 2-D Succession Fort
« on: January 03, 2013, 09:17:18 pm »
21st Slate

Who designed this place? I've tried to find the stills to produce some drinks, and three times i've found them, but in three different places!
At least I won't have to worry about not making booze fast enough, but still, shouldn't they be centralized?
Also, I set Scruffy to make mechanisms on repeat a good while ago and just now remembered after he made a couple masterpieces. At least we have a lot of trading material now.


Moonstone is white stone, and you can order the masons to use only white stone. You can also use stockpiles to store only moonstone around a specific workshop (mason's shop, craftdwarf's shop, mechanic's shop), and order items to be made from stone in there.

Alternatively you can have your miners dig out moonstone, since merely digging out moonstone boulders counts as producing the items. You'll need to dig out quite a few tiles though since the drop mechanism for stone is not 100%, even for legendary miners (except ore, which moonstone is not).

Yeah, I knew how to just use light stone, now we have marble coffins because they just won't use any moonstone!
I did not know about the mining thing, however, I'll have to do that. Thanks.

13866
DF Community Games & Stories / Re: CraftedDreams - A 2-D Succession Fort
« on: January 03, 2013, 08:29:50 pm »
13th Slate

Due to the insane traffic in the very small hallway leading into the area of the cave river, (Seriously, it takes like half a day just to push your way through) I've ordered for some of the walls to be torn down to expand it to have two lanes.
Why no body thought to do this before puzzles me.
The doors have been removed and will be reinstalled when the area is dug out, and the hall shall be re-smoothed.

The Gold artifact armor stand has been dropped by it's creator, she just stared at it for a long while, muttered something, and dropped it on the floor and walked away.  I also found out that the name of the artifact is the same name as it's creator, which is not suprizing.

The artifact has been set up in the chasm barracks, and an archery target is under contruction in there as well.

Update: The mayor just mandated for three Moonstone items to be made. Do we have any Moonstone?



16th Slate

A two lane hall is not enough, I'm having the hall be expanded to an expansive four lanes, no bedrooms will have to be changed for this, and the only real difference is that the old jeweler's shop will have to be torn down, but since we have a more secure one deeper in the fort, this is not a problem.

Also I found out that we already had archery targets in the barracks, my mistake.

13867
DF Community Games & Stories / Re: CraftedDreams - A 2-D Succession Fort
« on: January 03, 2013, 05:19:47 pm »
Ok, well I have about zero experience with anything involving mechanisms more complicated than what it take to farm and create basic traps, nothing at all like a megaproject.
So should I let someone else make the second Lance, or try to duct tape it together myself?

Also, sorry for taking forever for updates, I get about ten minutes a day to reply to comments, but practically no time for actual play, but I'm trying my best.

13868
Man, I'm not the sheriff this time around?
Oh, well, could I be banhammerer?

Also, Woo! Farm Plots!

13869
DF Community Games & Stories / Re: CraftedDreams - A 2-D Succession Fort
« on: January 02, 2013, 07:31:57 pm »
So... We're to make a second, non-fuctioning cannon just so we have an excuse to make the first go haywire?

13870
DF Community Games & Stories / Re: DF2013: The Succession World?
« on: January 02, 2013, 07:30:01 pm »
Exactly: and Another thing is: one of the adventurers might peirce into the fortress and kill everybody.
I think we should have a rule against that.

13871
DF Community Games & Stories / Re: CraftedDreams - A 2-D Succession Fort
« on: January 02, 2013, 12:24:21 am »
So, we have floodgates, bridges a god damned lava spewing device and there are several levers of indeterminate purpose. Yeah, there is NO WAY this is going to end poorly.

We only have one doomsday device that we know about so far, and only about half-a-dozen levers to use it, what could go wrong?

13872
DF Community Games & Stories / Re: DF2013: The Succession World?
« on: January 02, 2013, 12:22:17 am »
Well, if I were to do the turn, I would probably have them work on real-time scales, rather than in-game years, due solely to the fact that while a year in fort mode is possible in less than 24 hours of real time, trying that in adventure mode would take a massively longer time-frame, and since some people would undoubtably want some adventure time(no pun intended), it would probably work best by limiting turns to real-time spans, I'd say greater than 24 hours, but less than a week.

Rules could always change, however, we still have months to go.

13873
DF Community Games & Stories / DF2014: The Succession World! At Long Last!
« on: December 31, 2012, 08:09:22 pm »
So I had this idea, and I looked around the community forum to try to find a thread on it, but I couldn't.

So now that we're going to have worlds that continue to grow even as we toil on our forts and the lives of our adventurers, and forts that can be left to work on unrelated matters, we should start having entire community worlds, that span across decades and beyond of in-game time, jumping from forts that span across the whole globe, connected by the wandering persuits of various adventurers.

Think of it, someone could be playing in one fort, then transfer the save over to another player, who runs a completey different fort on the other side of the continent, and if one needs help, you could ferry over supplies as an adventurer with demi-god level fighting power to save them from an incoming seige.

I can imagine a world being genned from year two (or zero if someone has figured out how), and advancing onward  into years with triple digits, possibly even quadruple if the world is just that good.

So who's with me? DF2013 DF2014 as the succession world project

UPDATE:

The game has been started by Glloyd here.

13874
DF Community Games & Stories / Re: CraftedDreams - A 2-D Succession Fort
« on: December 30, 2012, 08:05:44 pm »
6th Granite

Some loud banging came from a room a couple doors down from mine, hopefully those miners hurry up with the excavations of my new home, I would kick out that CaptainArchmage from his mansion, but all those levers in there honestly creep me out. However, I have concluded from this that those are the firing mechanisms for the Lance, and after reading on my poorly drawn map, I might know how to use it, but I think Scruffy is still working on some of the modifications that still need to be put in place.

I found some large houses that are still partially under construction in the south-eastern part of the fortress (Or is it south-east? Can't read this stupid thing) and have furnished a room to provide a new home for my loyal watchman.
I'd move myself into one of those places, but I should have a much better place in a week at the most.



10th Granite

The cave river is flooding, and a young foal has fallen in, at least it was a stray. I don't see any dwarves in the river, though.



12th Granite

The Elven Caravan from Thela.. Theli... Thelawem... Wherever, has arrived.  Hey, it's been a week now, and they haven't even started on my room!
I should issue some beatings.


16th Granite

That Crazy Blacksmith that took over the magma forge just walked out of the forge, I think she just found what she was looking for, I'm following her to see what's to come from this.


18th Granite

A kobold has been spotted in the fort, luckily, however, LightningFalcon was on the spot and rammed a pick through his face before he could make it two steps.


22nd Granite

A kobold almost made off with the artifact, Sidlegon, the bronze idol. However, for mysterious reasons, dropped the idol only feet away from the border, and ran off away from it. I don't know what happened between that idol and the kobold, but whatever it was, I'm not going out to retreive it myself.
On a happier note, my house is now usable, and I can sleep in it while it gets... Oh, wait, I'm the Fortress's best Engraver, I guess I'll do that part myself.



26th Granite

The elves finally made their way to the depot, and we bought their entire load of strawberries and bloated tubers for a single *Andersite Mechanism* and some stray iron bolts




1st Slate

My first month back in the Captain's chair is marked by the beginning of a mysterious construction! That mad blacksmith finally found all that she needed, now hopefully she makes something worthwhile.

5th Slate

An artifact has been created! And it's a Gold... Armor Stand...      Hmm... I guess it will make a nice addition to the chasm barracks.

Tosid Igamathel "Tosid Gorgeringed"
This is a gold armor stand. All craftdwarfship is of the highest quality. It is studded with gold and encircled with bands of red spinel and rose quartz. This object menaces with spikes of gold.

13875
DF General Discussion / Re: Future of the Fortress
« on: December 30, 2012, 07:53:08 pm »
Another problem with photosynthisis and other explanations is the fact that although goblins don't eat, they still vomit when punched in the gut.
This also means that if they feed off of evil, then evil is actually green like vomit, which would explain the skin color.

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