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Wait for Next Version, Use current (.40.24,) or use older release (.34.11?)

Wait for the next release. I want usable mugs damn it!
- 55 (71.4%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 17 (22.1%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.5%)

Total Members Voted: 77


Pages: 1 ... 138 139 [140] 141 142 ... 815

Author Topic: [34.11] Spearbreakers - It shudders and begins to move  (Read 2195926 times)

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2085 on: June 23, 2012, 03:02:31 am »

.... I don't have a poetic mind. Can someone translate?

Also: This place became insane on a disturbing scale now thanks to Mr Frog. I approve of this. Updated the main post of those who've been dwarf'd. Can anyone tell me the names of any necromancers we've killed? I wanna stick them in notable kills of the fortress.

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2086 on: June 23, 2012, 03:07:52 am »

@storm:

I was kind of hoping for more 'traditional' character-based stuff, honestly (part of the fun of DFLPs is watching fleshed-out characters react to the various mind-warping atrocities inherent to DF), but if that's not really your thing I'm personally cool with it. Just try to include pictures, as it helps create a visual context or something less floopily-worded (my vocabulary's gone to bed already :p).

...For some reason, I'm picturing stormtemplar-the-Overseer as being some sort of deranged psychopath whose Thing is poetry.

@Splint:

Okiedokie, so it turns out everyone loves my daft little sci-fi-flavoured detour or something. I'm not sure how to react to this.

EDIT: We have overtaken Deathgate in terms of page number. Huh.
« Last Edit: June 23, 2012, 03:09:45 am by Mr Frog »
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2087 on: June 23, 2012, 03:29:01 am »

 I'm with Mr Frog on the updates.  And as far as that detour, wormholes with a known issue involving maiming thier users is perfectly in line with DF in general, not just Spearbreakers. Afterall, it it isn't at least partially hazerdous it's no fun!

I think we like it cause it's another thing that makes this so interestingly messed up.

stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2088 on: June 23, 2012, 04:10:56 am »

Okay. No problem, that was just a random fun diversion, and I do plan to do normal text updates. But seriously, I'm trying to figure out what I can spend my time doing, and I'm not really finding it. The fort more or less seems to do the essentials well enough, there are plenty of bedrooms and food and drink and everyone seems to be happy. There won't be any military conflicts for months if I can help it, so any ideas?
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2089 on: June 23, 2012, 04:18:34 am »

Well if we have any spare hand assign them to aussie's ranger squad to prepare for the assult, or try to pick apart the undead piecemeal by airlocking the bastards? I still think we need a nice statue garden on the surface. Some double thick walls, a nice courtyard.... It'd also help cure us of that cave adaptation. Then Fischer would be able to kill things more effectivly on the surface if they ever get some down time.

Talvieno

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2090 on: June 23, 2012, 08:09:37 am »

Mr Frog, I'm particularly worried now about the future of the Mr Frog-Talvi-Joseph saga. Well done. lol   Definitely a big bravo to you. What originally began as an imaginary friend of a not-all-there dwarf has turned into a very epic evil villian and a decent sci-fi story... I imagine he isn't so nice when he's angry, though. That would just make him look a bit insane, and I have a feeling he isn't. His appearing nice definitely explains why Talvi fell for his act, though - she's ridiculously trusting... to an extent. She still probably believes Joseph is the good guy.

Stormtemplar, Mitch - nice poetry. :)  I vote for traditional updates (with pictures?) too, though. But, let me get this straight.
  You're angry with however the militia was scheduled and want to kill the moron who did it (not unusual for Spearbreakers, seems to happen yearly);
  You're digging down to the caverns for some awesome forgotten-beast fun (we're screeeewwwwweeeedddd agaaaaiiinnnnn);
  You found gold down there (possibly a large vein);
  You're putting some of our already stretched population into the militia (in particular, skilless morons);
  You couldn't find the farms so you dug new ones (enh, it happens, but WHAT ABOUT THE TEXT-BASED CATACOMBS SLASH FARM DIRECTIONS?!?!);
  You evilly destroyed Mitch's happy face (beds work, and so does storing equipment, so that's fine with me);
  Annnd... A forgotten beast came (probably in the same cavern that you opened...  ::) )

Okiedokie, so it turns out everyone loves my daft little sci-fi-flavoured detour or something. I'm not sure how to react to this.

EDIT: We have overtaken Deathgate in terms of page number. Huh.
React by making more to appease our sci-fi appetites?
Also, booyah. Spearbreakers is, by my standards, now officially an epic. We're approaching Hellcannon too, are we not?

Stormtemplar - What I would suggest, first and foremost, is an actual garbage chute. Straight to the magma. I did it on a personal save, after Sus's turn, so I know it's possible - there's  a little space that it can work (just barely) (unless Mitch did something there) at the southeast corner of the top level. Also, if we've updated to minecarts, a minecart track to the upper levels from the forges is definitely a necessity, if Mitch hasn't handled that. But be very, very careful about casualties... please. It would be horrible if the fortress died due to a tantrum spiral because of a poorly-placed minecart track...

edit: Also, next story piece coming after somebody posts.
« Last Edit: June 23, 2012, 08:38:23 am by Talvieno »
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Quote from: Mr Frog
Talvieno ... seems to be able to smash out novella-length tales on demand

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2091 on: June 23, 2012, 08:46:03 am »

Be careful of the flame man running around down there too. As far as farms go, if you missed them on the fueled forge level.... I'm sorry but that's an epic fail.


No we haven't gone to minecarts, largly because we're too far gone to implement them now within this fortress. It'd require too much time and resources we don't have or can't spare. AKA dwarfpower since migrants insist on dying constantly. I support the trash chute though.

Talvieno

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2092 on: June 23, 2012, 09:00:03 am »

I had to... First poem I've written in months... thanks, stormtemplar.

edit:
Okay, Splint, I misread then. I thought the save had been updated to 34.08 or above.

Let me tell you a tale...

Let me tell you a tale
Of a land drained of ale
With mugs to the horizon
A large sturdy fort
Of the strangest sort
That will keep on surprisin'

"Spearbreakers" it's called
You'll find it's apalled
E'en vets of battle gory
"A prison" say some
While drinking their rum
And telling old ghost stories

"A minotaur's lair"
They eerily croon
"That stumped e'en the minotaur,
And people thrown there
Died not in its room
But lost among the doors"

The children shudder
When these tales are told
And some might run and hide
Those older wonder
How one'd be so bold
As to ever step inside

Apart from the rain
(Of blood, say stories)
And ghosts that linger on,
There's always the bane
Of dwarf and glory:
The cruel Holistic Spawn

They ravaged the hills
And blood they did spill
Of the barbarians
Ever wreaking doom,
Sending dwarf to tomb
And standing hair on end

"Abandon topside!"
Overseers cried,
But those tactics would fail
As a thousand spikes
And pits, if you like
Could not the Spawn impale

The army of dwarves
Refused to give way
With pikes they stood their ground
They braved the horrors
And kept evil at bay
While strewing teeth around

Their blood never spilled
For that they more feared
Than a stray asteroid
They knew they'd be killed
(Or lose more than their beard)
If doctors they di'n't avoid

What became of that place
So far underground
That taunted even hell?
By gods' saving grace
It'll ne'er be found
Or terrors seen so fell.
« Last Edit: June 23, 2012, 09:18:13 am by Talvieno »
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Talvieno ... seems to be able to smash out novella-length tales on demand

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2093 on: June 23, 2012, 09:24:38 am »

I didn't notice much difference between 07 and 08, but if I absolutly need to I'll adjust the topic accordingly.

Talvieno

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2094 on: June 23, 2012, 10:04:38 am »

Yeah, .08 is when minecarts were first implemented. We might want to just update to 34.11 if it's actually currently at .08, to take advantage of the bug fixes (like guts being strewn multiple tiles :D ).

More from V's Journal
Spoiler (click to show/hide)
« Last Edit: June 23, 2012, 06:05:40 pm by Talvieno »
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Talvieno ... seems to be able to smash out novella-length tales on demand

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2095 on: June 23, 2012, 10:26:52 am »

Huh.... I thought it was 09 they were implemented. oh well I don't use them anyway. I have to compromise defense to install the stupid things and that's not on my to-do list of things for a fortress.

Excellent work on the story, couldn't've done better myself!

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2096 on: June 23, 2012, 12:39:42 pm »

I like the garbage chute idea. Especially if 'unwanted' fun could enter through it. Another great update, Talvieno. All this complicated continuity between stories is getting interesting.
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stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2097 on: June 23, 2012, 07:48:47 pm »

How do I get dwarves to drop things down the chute?
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2098 on: June 23, 2012, 08:08:38 pm »

Mark them for dumping and make the chute a garbage dump.

stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2099 on: June 23, 2012, 08:27:41 pm »

Will they drop it down or do I need to make a trapdoor thingy for them to place it on so I can dump it?
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