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Messages - Em3rgency

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1
DF Dwarf Mode Discussion / Lynch mob justice
« on: November 16, 2014, 07:08:50 am »
Just wanted to share what happened a few minutes ago in my fort.

Year 2 of a reclaim (first attempt everyone dehydrated in winter. Didn't bring enough booze, failed to notice the river freezes over). A lowly hauler peasant gets possessed. She doesn't take over any workshop, but proceeds to hangabout in the dining hall. Probably needs something obscure like a glass blowers workshop or whatever. I have over 70 dwarves, this ones just a hauler, and its a possession so no legendary status. I am beyond caring, too busy working on my waterfall project.

When the time comes the dwarf goes insane, of course, and enters a berserk mode. The nearest thing to her is a baby. I slightly cringe as I see the red streak, that is undoubtedly infant remains, sailing through the dining hall. She then proceeds to chase around the few melancholy dwarves along in there with her, who all promptly get out of the way. A child, however, doesn't run, but confronts the insane hauler. She also lasts a good long while, but eventually I see the kid also die. Next thing I know there is a bunch of various profession dwarves streaming into the great hall. Smiths and haulers and even other children. They all proceed to gang up on the insane dwarf, back her up against a wall, and just... go crazy on the crazy.

Amused, I go in to check the combat logs at this point. There are 15 pages, I start going at them line by line. There's always something gruesome, I find, about reading the logs. How you get to see all the gory details explained in such a clinical matter. The insane hauler grabbed the baby by the foot, twisted it out of its socket, and threw him across the hall. She also threw the daring girl around a lot. But not before the child got in a few good shots. The first of which was straight to the haulers gut, which made the insane dwarf vomit up its last meal. The kid even managed to tire the berserker out, and make it collapse from over exertion.

... And sadly, the brave girl also had horrible things happen to her. The first of which was having her true ribs fracture. Then her wrist twisted and collapsed. Then her knee joint, other wrist, shoulder socket... The insane hauler systematically bent and twisted joints and socket as it got its hands on them. As mentioned, she also threw the child around a lot, even charged at her several times. The girl managed to get a bite hold on the dwarves wrist at one point. After it got her to release it, the berserker grabbed the girl by the shirt and punched her in the face. Eventually, after her ribbcage collapsed, the girl finally died.

This was somewhere around page 10 of the combat logs. And this is when the other citizens rushed in and swarmed the insane hauler. I let the game run after this, keeping an eye on the proceedings. When the child murderer finally died, I went back into the logs. There were 55 pages. 45 of which were just the mob punching the hauler in the head. Nothing else. Everyone just punched the insane hauler dwarf in the head, for 45 pages of combat logs. The cause of death, you ask? Surely a caved in brain? Nope. Asphyxiation. On page 55, when I assume someone decided enough was enough, the crazed dwarf was put into a strangle hold and got chocked to death, WHILE still being punched in the head by everyone else.

I think I'll go look into the dead children. I'll build them a grand crypt. But not in the lower levels with all the other dead and angry dwarf burial chambers. No. Their final resting place will be grand, with waterfalls and statue gardens and golden/platinum sarcophagi. It will be a happy place. I feel like that needs to be done.

Spoiler: Aftermath (click to show/hide)

Combat logs: http://imgur.com/a/CtGXS

EDIT: There were two children and a baby. The fighting girl was an 8 year old legendary bonecarver, she had created an artifact floodgate.  I will use it to control the fortress deep waterfall. All the happy thoughts my dwarves will get will be in memory of her. The other child was a 2 year old boy, who merely got in the way and got his throat crushed. The baby survived! Its mother is taking her to the hospital.

2
DF Gameplay Questions / Re: Problem with my Forges
« on: May 02, 2013, 03:25:06 pm »
What do you mean refuses to produce? Does he cancel the task? Make sure the task is not suspended (no big red S next to it).

3
DF General Discussion / Re: Dwarf Fortress Haiku
« on: May 02, 2013, 04:53:01 am »
Stop derailing thread
About dwarf fortress it is
Urist is angry

4
Too unstable? Meaning you tried again and it crashed again? :/ You only played a month in this log, and I love your style so far, if you haven't, would be awesome if you just re-tried.

P.S.
The labor assignment is just the way I play, and it works! :P The 20 "idlers" are never never idle when I manage things. And I only make dedicated brewmasters with populations of at least several hundred, till then, the farmers handle all food production and processing.

5
DF General Discussion / Re: Dwarf Fortress Haiku
« on: May 01, 2013, 04:27:51 pm »
Seriously, how does one write a haiku?

Haikus are japanese poems. Being japanese, they're different than your average run of the mill poems. For one, they follow a 5-7-5 syllable pattern. They also don't have to rhyme at all. So you write 3 lines. First line has to have 5 syllables, the second 7 and then 5 again. Its rather fun to try to get your story/point across in just 3 lines and 17 syllables.

Adamantium
You would think it is strongest
But nothing beats sock

6
DF General Discussion / Re: Dwarf Fortress Haiku
« on: May 01, 2013, 03:32:06 pm »
This thread was bumped
My fluttering heart skips a beat
We must now more

Five and eight is wrong
And at the end only four
Google haiku please :p

***

A major battle
Dragon and zombies and more
The fort must prevail!

7
DF General Discussion / Re: Dwarf Fortress Haiku
« on: May 01, 2013, 03:22:37 pm »
Story must be told
Dwarf haiku is awesome... est
Wanted to make thread

Reason overtakes
The search button I must use
Find a proper place

Join my folly please
Write some dwarvenly haiku
Thread I must necro

8
Hades, please.

This idea is awesomeness incarnate.

9
DF Dwarf Mode Discussion / Re: Draining Water
« on: May 01, 2013, 12:55:27 pm »
Floodgates! You dig out wherever you will want the water to be, and ALMOST link it to your water source. Make a way to drain the water, most commonly with a screw pump (or pumps if you need to go up several levels). Then you build all the floodgates where you will need them. That would be where your water would soon come from. Link the floodgates to a lever, test it if it works, build walls to close any connections to your fort and finally mine out the remaining bits connecting your reservoir to the river/lake/ocean and watch the water flow. Close the floodgates when its full or half full or whatever and test out your draining system if you bothered to make one.

Tl;dr;
Floodgates.

10
Not to be mean or rude or anything, but how about you actually get to it? :D You said episode 2 would be out a week ago! :P

11
Alright, the more the merrier! There just seems to be problems with people taking over the save... ProfHockenbery hasn't responded to my PM or on the forums since his turn "started"...

12
Woops :D For as long as I've been playing Dwarf Fortress I always had my trade depot outside, so traps were never involved. I had no idea!

13
DF Gameplay Questions / Re: Bituminous coal road?
« on: April 28, 2013, 08:18:08 am »
 It can be done, it won't burn. For extra dwarfyness make it soap instead.

14
DF Community Games & Stories / Re: The Domain of Dawns
« on: April 28, 2013, 04:02:34 am »
1st Granite, 1052
Gold! Don‘t you just love the way it sounds? Gold. Feel it roll off your tongue. Magnificent! All my life I spent looking for it, yearning for it, working for it and, dredfully, spending it. As a consequence I‘ve gotten pretty bloody good at managing all things gold related. I suppose thats why they‘re sending me to supervise Idokrigoth. Apparently the dregs there ran into native gold veins while digging out their bedrooms!
I took 20 more volunteers with me, an operation like this will need the dwarfpower. Problem is, this doubles the outposts population. I had to move ahead and come 3 weeks before the migrants, so I can get a proper grasp on things and prepare for their coming.


***

The embark
Spoiler (click to show/hide)
Farms
Spoiler (click to show/hide)
Workshops
Spoiler (click to show/hide)
Dining Hall
Spoiler (click to show/hide)
Living quarters
Spoiler (click to show/hide)
Status screen
Spoiler (click to show/hide)
Gold!
Spoiler (click to show/hide)

First thing I do is get someone to sketch me a quick plan of the whole outpost, to get an idea of whats what (and to use it as a map later on). The layout is... different than what I‘m used to. After thats settled, I gather everyone up in the main dining hall (if you can call it that). The labor assignment is non existant. Everyone just does whatever the hell they feel like at the time...

“The miners are no longer going to do any more hauling jobs. Their job is too important to be hauling furniture around.“
I was greeted by blank stares from all. Has this lot been sniffing magma fumes?
“Well, what are you two waiting for? Get to work! Find us some more gold!”
To which mastahcheese and BirdBrainf4 promptly respond by making for the staircase, their picks in hand. It seems these dwarfs aren’t used to getting direct orders like that. Explains why the place is so poorly organised. A dwarf dreg with his own idea how things should be run is a dangerous thing.

“We got a legendary stone detailer? Well congradulations, son, no more farming or hauling for you either, engraving is your life now. Get to it! Does anyone else have stone detailing assigned? You two? No, no you dont. Carpenters, show of hands. Damn, four of you?  Which two are the better ones? You‘ll also have the privelage of chopping down trees. *mocking voice* But I‘ve never touched a live tree in my life. *mocking voice*  Do I look like I care? You‘ll learn.“
Lets see, two miners, an engraver and two carpenters. Five settled, fourteen to go.
“Does anyone know how to make rock crafts? Ooh you‘re a legendary crafstdwarf!? Then why aren‘t you in your workshop? I don‘t want to see you leave that workshop. Ever.“
Six. Bloody hell all those blank stares. They really do seem half brain dead. Maybe its the food? Which reminds me...
“I need five, at least semi-competent dwarves at either farming, brewing or cooking. Good, you five will do. You guessed it, no more hauling, just food and booze production for you lot.”
Eleven. Right, looks good. As I‘m about to step down and go inspect the premises, the remaining dwarves put two and two together and I see the horror in their faces. I smile.
“That’s right. Nothing but hauling duty for everyone remaining. Should’ve picked useful professions.”.

Right, now lets go have a look at those farms…


16th Granite, 1052
The farm plots are a tribute to dwarven engineering. And I mean that literally. Oh, we have rock floors not suitable for farming? Lets irrigate them with the murky pool nearby! Nothing but dirt just a few steps towards the direction of the said pool? Farm THERE instead? Are you crazy?! Thats not dwarvenly at all!
In either case, thats what I did. The new proper farms are set up. I‘m in the process of moving the kitchens and stills closer to farmable land, as the same farmer dwarfs will be managing those.

Meanwhile, the miners are being kept busy. They begun calling themselves legendary now.


21st Granite, 1052
The migrants I “came with” have arrived. This brings the forts total population to 40. Out of all of them, only 2 masons got picked for jobs, the rest I assigned to hauler dregs. Volunteers, what can you do…

1st Slate, 1052
I‘m beginning “Project gold hungry“.

17th Slate, 1052
So there I am, re-organising the workshops into something more manageable, and this crazy-eyes bursts into the halway, beelines it for the gemmers workshop and locks himself in! One Bomrek Astlor, so I‘m told. I ordered the doors locked and bolted from the outside if anyone hears... unsatisfactory noises.

22nd Slate, 1052
I take back everything I said. Bomrek is a true dwarf! An artifact crown! Udeshuthir Nirmekstizash ‘Defensive kindling’. No doubt an innuendo to my superior rule.

Spoiler (click to show/hide)

23rd Slate, 1052
Miners discover an undeground cavern, with a deep pit, with another cavern that can be seen at the bottom of the pit. Continuing to dig down.

1st Felsite, 1052
Hot stone! This is it. We‘ll have the industry up and runing in no time.

3rd Felsite, 1052
Tragedy! OH great tragedy! Those poor, poor miners. I TOLD them the lava is probably all around and not underneath! I begged them to stop! I pleaded, but they didn‘t have it. It was probably gold fever or something... Yeah... Thats right! Yeah, it was gold fever! They went mad with it. Completely NOT my fault! Memorials! Memorial slabs must be engraved to commemorate the heroic effort of mastahcheese and BirdBrainf4. No ill shall be spoken of them while I’m here!

Spoiler (click to show/hide)

18th Felsite, 1052
The carpenters working outside report an elven caravan is on the way.

22nd Felsite, 1052
Grabbed some cages, beer, cloth, thread, seeds.  Sent them packing with tripple what they asked for. Maybe next year we‘ll have more goods to pick from.

14th Hematite, 1052
Its unmistakable. There is a forgotten beast lurking in the deeper caverns. We can hear its bellows. Sometimes it even scratches the walls. Our noise must attract it. We are not yet ready to handle such a thing, but luckily we don‘t need to. Those who have heard of it say it matches the description of Osmat Smestheustba ‘Osmat the Afflicted Fragments’ from our folk tales.

Spoiler (click to show/hide)

4th Malachite, 1052
Decided to put that legendary gem setter to work. He should learn cutting them too. Additionally, I’ve set up a bridge at the entrance, linked to a lever in the dining hall. Also the main hallway has cage traps set up. That takes care of any immediate dangers.

11th Malachite, 1052
Memorials for dead miner heroes have been completed. Digging out a burial level for any future dead to be buried.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

16th Malachite, 1052
Ten migrants, total population now forty-eight. All migrants designated as hauler dregs.

3rd Galena, 1052
Mistem Ozoluthir has been possessed! We were forced to build a bowyers workshop for him.

5th Galena, 1052
Project gold hungry, the magmaworks, has been completed! My ingenuity truly has no bounds. Additionally while piercing the magma from above, we have spotted what we call candy in the mountainhomes! Praise be to the *new* miners!

Spoiler (click to show/hide)

7th Galena, 1052
Ngure Roastedsears the Frothy Juice has come! No doubt he wants our candy!

Spoiler (click to show/hide)

11th Galena, 1052
The battle with the minotaur rages. Nelasvunom, The Flickering Lung, an ashen blowgun has been completed.

12th Galena, 1052
Captured the Minotaur. A maze must be built to commemorate this great achievement! Two brave dwarves dead, several more injured.
Human caravan arrived. Wagons were forced to bypass because there is no route through the thick forest. Future overseers should consider a road. Additionally, you can see the new farm layout.


Spoiler (click to show/hide)

14th Galena, 1052
As expected, the human caravan had many more items we need than the elves. I can only curse at the thought of what other useful goods couldn’t reach us in those wagons. Bought every metal item they had. No weapons grade metals of our own, so until we strike goblinite, melting trade goods will have to do. Got some raw glass, leather, wool and silk cloths and threads for the mad and possesed. Obviously took all their food and drink. Damn that turtle looks tasty.
Gave them only 200% of the desired price for the goods, as this was a much larger transaction than that with the elves. And if anyone reading this journal believes I’m an idiot and I could’ve easily gotten away with a mere few percent above what the goods are worth, jump into a lava smelter and die. I know what I’m doing. I want these bastards to come here next year with their wagon wheels half way into the mud. I want their bloody mules to pull and strain at the wagons. We need to get their merchant guilds attention. If a representative comes we can ask for metal.
(used DF hack to make elven and human diplomats come next year)

15th Limestone, 1052
Constructed two more magma forges with the anvils I bought from the traders and assigned dwarves to them.

4th Sandstone, 1052
Ten more migrants. Some are actually useful this time.

15th Timber, 1052
Outpost liaison. Damn, no wagons. We really need that road.

21st Timber, 1052
Dodok Mozibiden, administrator withdraws from society

22nd Timber, 1052
IS THIS FORT FULL OF NIGHT FIENDS??!?! Who’s the lunatic that placed the order last year? Why would anyone fulfill that order? Half of what the traders brought are blood barrels, a third are ichor barrels, and only the remaining 17% is useful! I’m GLAD the wagons didn’t come on this one. FUCK THAT.
For next year ordered everything and anything that’s made from metal. Plus some food and seeds. Also gave an offering of 30 000 DB to the moutainhomes. Seeing as one gold crafts bin comes in at 20 000 DB, and we had plenty of those, it seemed appropriate.


7th Moonstone, 1052
Libash Nugreth, The Axe of Weather. A right. I suppose it will look nice with my crown.

Spoiler (click to show/hide)

13th Moonstone, 1052
We sure have a lot of gold piling up…

14th Obsidian, 1053
I’ve… I’ve been busy. There were some giant rat and elkbird attacks, there's blood in a few levels, I think we caught one of them, but who cares about all that? It doesn’t matter, don’t you see??! All that matters is that its finally finished! And oooh how beautiful it is! When you look at it… it… it mesmerizes. It makes you want to never look away, to never leave… And its MINE!

Solid gold everything!
Spoiler (click to show/hide)
Status
Spoiler (click to show/hide)

So that's my year. A very active beginning, some fun in the middle and very mellow at the end. mastahcheese I suggest you PM BirdBrainf4 if you want a go, as it would now be your turn. Anyone else, feel free to ask for your turn. If we get more people, BirdBrainf4 should edit the first post to show the roster :)

For future overseers:
There is no military. I'm not much for military, so I never bother. Also consider setting up a hospital. A road should also be on your priority list, as we cant get wagons now. Uhh... what else... Some walls and fortifications above ground maybe? Oh and we have a caged minotaur and giant rat. I see the beginning of a zoo/arena.

Final note: I used a texture pack on my turn, but re-converted the save file back into ascii.

15
DF Gameplay Questions / Re: Do layers change at cavern levels?
« on: April 25, 2013, 07:56:07 am »
Nice surprise about this shorter form. Can you tell us what it is you are talking/writing about?
Has any info. about this shorter form been posted before (and i just missed it)?
... what?

To answer Szkeptik, it very much depends on what you saw on the embark screen. If you had shallow ore(s) marked, you'll find ore(s) in the layers before the caverns. If you had deep ore(s), you'll find them after the caverns. This is a generalization though.

If your embark only has the one biome and you had shallow ore (not ores), means you already found it, the galena, and there is no reason to expect any other kind of ore to be in those layers.

For your problem... there's always the candy...

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