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Messages - Deus Asmoth

Pages: 1 ... 146 147 [148] 149 150 ... 185
2206
Not sure why the stairs are 3x3, they were like that when I got there and I didn't want to have them suddenly narrowing. There'll be a year long update with my end save up in a few hours, doubt I'd get much more done.

2207
The entrance to the caves on the left is already blocked off at a higher level, and the empty spoiler has Wax's profile in it. Not sure why you can't see it.

2208
DF Community Games & Stories / Re: Demongate: Legs are for Cowards.
« on: August 25, 2014, 06:54:07 pm »
How's the fortress going, padre?

2209
Asmoth's Log, 20th of Opal 254.
Now that some of the new bedrooms are reasonably kitted out, I got one of our up and coming artists to make a drawing of the rooms:

Spoiler (click to show/hide)

The rooms to the left are going to be converted into office space and various chambers for the nobility if I get any say in it. Doubtless they'll just end up as stockpiles for turnip seeds instead.

He must be pretty good to remember the locations of everyone while he drew it, but I suppose that's what you get when you take the time to find a good artist. Unfortunately, that obsessive attraction to detail seems to be carried over to every part of his life, judging by this description of our militia commander that was written on the back.

Spoiler (click to show/hide)

In accordance with the wishes of our founder, I've also taken the time to send directions to our fortress back to the mountainhomes so that they can locate our amazing floodgate in the case of an emergency.

25th of Opal
With the laying down of a layer of cage traps at the top of the stairs, the caves have once again been opened for business at this entrance. We also have three crundles, one male and two female (we had another male but someone killed him for food). In any case, this should make sure that our fortress is adequately supplied with food and wood.

Spoiler (click to show/hide)

2210
DF General Discussion / Re: Killing a Master goblin?
« on: August 24, 2014, 09:12:09 pm »
He'll pass out from exhaustion eventually, or one of your dwarves will get a lucky hit.

2211
Er, yeah, it's a floodgate so I'll probably stick it in some noble's bedroom.

I put some cage traps down where the cave crawler got in while I was ordering the stairs sealed up, but didn't take them back up again, so they caught a few crundles.

Only the first cave was breached, it just feels weird writing it in the singular when talking about something as big as they are.

2212
Asmoth’s Log, 11th of Sandstone:

Pagetower, the next great fortress of the Aqua Treaties. Hah. This place barely qualifies as a hovel, if we’re being generous, but apparently it’s my burden to try turn it into a place someone might be willing to take refuge in if their life depended on it. My first order of business is going to have to be removing all those traps in front of the depot, since they’re preventing any traders actually getting into the fortress. I’ve just been shown the bedroom they expect me to sleep in, and it looks like that’s going to have to be rectified as soon as possible as well.

In order to train up some weaponsmiths and protect our fortress more adequately, I’ve commissioned the forging of a hell of a lot of copper trap components, which ought to stop invaders from murdering us all in our sleep. The glassmakers aren’t out of work anymore either, since the new bedrooms I’m having dug will require some nice furniture.

1st of Timber:
A voracious cave crawler gained access to our main stairway, which is apparently directly linked to and completely undefended from our subterranean caves. I sent our militia to deal with it, only to find out that they’re completely unequipped. This didn’t deter Limul Thobevost, who punched the creature to death. In any case, I’m sealing off the caves for now and will create a more defensible passage once the miners are finished with the bedrooms.

15th of Timber:
I just noticed that we actually have quite a lot of bismuth and tin, so we won’t be using up all of our copper on those trap components then.

20th of Moonstone:
Excavation of some burial sites has begun, which I imagine will be helpful once the place descends into anarchy and bloodshed like it inevitably will. In other news, we caught a few crundles in the caves, so I’ll have to think of something to do with them. Probably befriend them and then butcher them for their delicious innards.

27th of Moonstone:
Asob Lolokrurast, one of our miners, has withdrawn from society and taken over our mason’s workshop.

14th of Opal:
Asob created this thing:

I'm sure we'll find a use for it somewhere.


That picture got cut in half for some reason. Hrm.

2213
Obtaining the save now. Might keep the ridiculously small bedrooms for children and other parasites.

2214
Does that make it my turn then?

2215
DF Community Games & Stories / Re: Demongate: Legs are for Cowards.
« on: August 22, 2014, 11:53:39 am »
Stuff happened, people died. There are still links to the overseer posts on the first page.

2216
DF Suggestions / Re: Dwarven quality time
« on: August 21, 2014, 04:58:19 am »
They definitely eat and drink faster at any rate, though I haven't noticed if they do it more.

2217
DF Suggestions / Dwarven quality time
« on: August 20, 2014, 10:25:15 am »
So, I know that there are plans to have dwarves that share a skillset or god associate more, but what about ones that are just friends or lovers? Why not give each meeting hall a higher priority for each dwarf when they have no job/are on break based on how many of their friends are already idling in that room, with a negative modifier for and grudges that are present? It would make it easier for dwarves to build relationships and get married, though whether or not this is a good thing would be a matter of opinion, I guess.

As part of this, maybe add some code that makes friends or lovers arrange to take their breaks simultaneously so that they can hang out more.

2218
DF Community Games & Stories / Re: Demongate: Legs are for Cowards.
« on: August 19, 2014, 03:06:29 pm »
Aren't invaders immune to traps that their merchants have seen, or is that only diplomats?

2219
DF Community Games & Stories / Re: Demongate: Legs are for Cowards.
« on: August 19, 2014, 09:13:04 am »
Thane's journal.

I am beginning to see Vlad's point about the lunatics in this place. Clearly, I was blinded by my belief in the good nature of dwarves before. Some woman has popped up, claiming to be the reincarnation of Dan, probably inspired by whatever Fallen Angel we're on now. More worryingly, someone seems to have been raiding our burial chambers. At first, I thought that this was a minor problem but the bodies have started turning up again, horribly mutilated and covered in burns that are very similar to those you'd get from molten metal. Is this some form of terror tactics, or just some madman? I cannot tell yet, but I plan to find out. They will pay for this madness.

2220
DF Community Games & Stories / Re: Demongate: Legs are for Cowards.
« on: August 18, 2014, 02:55:59 pm »
Kind of makes you miss the vampire baby.

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