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Moltenchannel's council decisions

Our uniform shall be blood (red)
- 0 (0%)
Danger room training shall be forbidden.
- 0 (0%)

Total Members Voted: 0

Voting closed: April 02, 2013, 10:22:42 am


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Author Topic: Moltenchannels - The magma flows - FINAL TURN (Ardentdikes II)  (Read 383814 times)

Urist McKiwi

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #270 on: March 05, 2013, 02:47:46 am »

Oh God the Unicorns

Have the necromancers gone away? Because I'd just love to see zombie/skeletal unicorns around the place goring people to death and generally subverting the whole "happy land of sunshine" image that Good biomes have going.

...I mean, goring people to death more than usual, obviously.......
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CaptainArchmage

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #271 on: March 05, 2013, 12:24:23 pm »

Oh God the Unicorns

Have the necromancers gone away? Because I'd just love to see zombie/skeletal unicorns around the place goring people to death and generally subverting the whole "happy land of sunshine" image that Good biomes have going.

...I mean, goring people to death more than usual, obviously.......

What? I'm not playing this turn unless something radical has happened. The necromancers were there at the start though.

We could hack it in so unicorns are exotic pets. The only thing is untamed, they don't need to eat.
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Wastedlabor

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #272 on: March 05, 2013, 05:35:27 pm »

I've PMed FearfulJesuit, but his signature says "On hiatus for a few months to cool down. Be back sometime this summer or fall, likely."

So...
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

UristTheGrey

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #273 on: March 05, 2013, 06:01:01 pm »

I say just give the turn to the next guy then
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Wastedlabor

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #274 on: March 05, 2013, 06:07:34 pm »

Ok, skipping. Next overseer PMed.
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

bp920091

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #275 on: March 05, 2013, 07:25:53 pm »

I am ready to take on the challenge that is Moltenchannels.

FIRST CHALLENGE!!!

Figuring out how to install/download it...
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

Psuedonym

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #276 on: March 05, 2013, 07:42:39 pm »

Oh, well, I can help you there. You want to put the thingee in the thingimajig, and the other thing goes on top of the thing on top of it, and I think you should just leave the thingiemabob alone.
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Triaxx2

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #277 on: March 05, 2013, 08:15:36 pm »

Presumably you already have Dwarf Fortress? Then download from the link Wasted labor provided, then unzip the contents into the data/save folder.
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Urist McKiwi

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #278 on: March 05, 2013, 08:25:46 pm »

I'm torn between wanting to have a go at overseeing the fortress, and actually trying to work out the military system. It's the only "basic" I haven't really worked out yet, and judging by how the fort has gone thus far, I'm at least going to need to find the "kill this thing" button. I've got training more or less worked out, it's just the whole "stop training and go save the stranded migrants being killed by the dozen" thing...

...actually, no. Screw it. If I keep procrastinating I'll never get this done. So sign me up, good sir Udib! If I haven't worked out the military system I'll just roleplay the resulting madness.
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bp920091

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #279 on: March 06, 2013, 06:22:01 am »

Ok, ive got the save all loaded up and barring a few wierd image changes (like the image for minecarts being used for alunite), its all ready to go

First Thoughts:

DAMN, im under siege....
Wait, im all sealed off
hmm... that's a lot of undead
... why is there a waterfall leading to a sealed off dining hall covered in blood
Are we starting a unicorn concentration camp?
We have a pissed off vampire chained in a sealed room, but everyone else is happy (or at least content)

All in all, not the most confusing fort that ive ever tried before, but it's close.
At least most of the levers are labeled...

Never before have i seen a Dwarf Corpse corpse
« Last Edit: March 06, 2013, 06:31:58 am by bp920091 »
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

Wastedlabor

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #280 on: March 06, 2013, 07:27:15 am »

Ok, ive got the save all loaded up and barring a few wierd image changes (like the image for minecarts being used for alunite), its all ready to go

For graphic tileset you'd want to use IronHand's, as that's the one the fort was started with (that's my fault) :-\

There's nothing customized in the raws, save for enabling human and elven merchants, so feel free to replace the save raws with (unmodded) ones from a different 34.11 tileset --but specify which raws the save has when you post it.

I've added a clarification to the initial post.
« Last Edit: March 06, 2013, 07:31:14 am by Wastedlabor »
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

Wastedlabor

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #281 on: March 06, 2013, 07:41:12 am »

Stonesense time!

(Warning: Big pics)
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

CognitiveDissonance

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #282 on: March 06, 2013, 11:44:14 am »

Stonesense time!

Wait, Stonesense works with the current version? I haven't used that since ... many versions ago

*cough* This fortress looks like a blast, even if I know nothing of its origins. Could I have a dwarf and a turn? If possible, I would like the leader of the marksdwarves squad. Name him Cog, and prepare for many bolts and towers on my turn.
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eharper256

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #283 on: March 06, 2013, 12:05:51 pm »

Wait, Stonesense works with the current version? I haven't used that since ... many versions ago
Yup, it runs through DFHack these days though.

I spot two streakers on the surface! Heh... also the roads I built look a bit mismatched in stonesense. Ah well...
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Wastedlabor

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Re: Moltenchannels - We collect diplomats and necromancers (Ardentdikes II)
« Reply #284 on: March 06, 2013, 03:57:29 pm »

*cough* This fortress looks like a blast, even if I know nothing of its origins. Could I have a dwarf and a turn?

Added to the turn list.

All you need to know is that Ardentdikes was cursed to the "corrupt save" dimension, that its mayor Urist McDuck had become an enemy of its own civilization and had to be entombed alive (true story), and that Udib Wastedlabor was the last overseer.
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...
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