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Author Topic: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]  (Read 30010 times)

PyroTechno

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #60 on: August 25, 2015, 12:14:37 pm »

I'll get started soon.  :)
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LordBrassroast

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #61 on: August 25, 2015, 02:26:17 pm »

Who's in charge of the turn list? I haven't got put on yet...

QuQuasar

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #62 on: August 25, 2015, 04:58:53 pm »

Who's in charge of the turn list? I haven't got put on yet...
Updated.

PyroTechno

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #64 on: August 26, 2015, 09:13:32 pm »

So.

About that "getting started soon" thing.

Anyone else want to go?

Anyone? Anyone? Bueller? Bueller?
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QuQuasar

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #65 on: August 26, 2015, 09:28:09 pm »

Alright, if you're passing on your turn PyroTechno, Iamblichos can start theirs. Thanks for letting us know.
               
Iamblichos: yer up.

Gwolfski

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #66 on: August 27, 2015, 04:41:21 am »

add me to end of turnlist pls
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Eventually when you go far enough the insane start becoming the sane

Iamblichos

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #67 on: August 27, 2015, 11:58:09 am »

Ok, just saw this.  Next time forum mail me pls :)

Will grab the save tonight and see what kind of a mess we've got.

LATER: Ok, mess is about what I expected.

Please welcome our newest possessees, Fawnek:

Spoiler (click to show/hide)

And Isengrim!

Spoiler (click to show/hide)

Now let's see if I can keep them (and us) alive...
« Last Edit: August 27, 2015, 05:20:08 pm by Iamblichos »
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I'm new to succession forts in general, yes, but do all forts designed by multiple overseers inevitably degenerate into a body-filled labyrinth of chaos and despair like this? Or is this just a Battlefailed thing?

There isn't much middle ground between killed-by-dragon and never-seen-by-dragon.

Iamblichos

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #68 on: August 27, 2015, 05:44:49 pm »

OOC - Initial reactions:

The elves have arrived.  There is no trade depot.  And this place is an even worse warren of 1-tile-wide tunnels than Doomforests.

What is with people and these damn 1 tile wide halls?

There are a thousand submerged ramps.  Why are there so many ramps into the aquifer?

Which levers work what?  I know there's an airlock, but I have no clue at all how to work it.

In fact, there doesn't appear to be any connection to the outside at all... nor do the connections from the upper to the lower fort make any kind of sense.  Apparently they were built at the direction of an epileptic snake in the midst of a seizure.

This is going to be a long year.
« Last Edit: August 27, 2015, 05:50:50 pm by Iamblichos »
Logged
I'm new to succession forts in general, yes, but do all forts designed by multiple overseers inevitably degenerate into a body-filled labyrinth of chaos and despair like this? Or is this just a Battlefailed thing?

There isn't much middle ground between killed-by-dragon and never-seen-by-dragon.

DDDragoni

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #69 on: August 27, 2015, 06:37:52 pm »

OOC - Initial reactions:

The elves have arrived.  There is no trade depot.  And this place is an even worse warren of 1-tile-wide tunnels than Doomforests.

What is with people and these damn 1 tile wide halls?

There are a thousand submerged ramps.  Why are there so many ramps into the aquifer?

Which levers work what?  I know there's an airlock, but I have no clue at all how to work it.

In fact, there doesn't appear to be any connection to the outside at all... nor do the connections from the upper to the lower fort make any kind of sense.  Apparently they were built at the direction of an epileptic snake in the midst of a seizure.

This is going to be a long year.

The airlock levers are labeled in the notes- press N to see them. Should be on the south of the main hall.

The depot is in the airlock, which is probably closed.

Hot keys are your friend. 

I'd guess the ramps were channels for aquifer investigation.

The hallways and weird stairs and ramps were there when I got the fort. Spend a bit of time investigating and it should make sense.
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Stuff I run:
Icehold(Second Thread)
Stuff I was/am involved with:
The Succession Tower, ConstructIvory
Bonepillar                    Thunderdoom
Parallel Fortresses

QuQuasar

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #70 on: August 27, 2015, 06:47:17 pm »

The ramps were my doing: channelling to work out the extents of the aquifer. It was bigger than I was expecting.
         
Pretty sure most of the tunnels and non-euclidean geometry were part of Gwolfski's trap attempt.
         
All of my tunnels are pretty simple: one leading from the depot to the main hall, one leading from the main hall to the (now hollow) dacite boulder, and a downward staircase to the workshop level. I left room for them to be expanded if traffic increased.

Iamblichos

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #71 on: August 27, 2015, 07:02:22 pm »

The airlock levers are labeled in the notes- press N to see them. Should be on the south of the main hall.

The depot is in the airlock, which is probably closed.

Yep, found them finally.  I was 2 months in and DF crashed.  Tileset is also screwy, so not sure what's going on.  Need to restart tomorrow, but it wasn't wasted... now I know the general layout of the fort.  Going to make a trap corridor and start caging/destroying undead.  We really need to get out onto the surface and get some wood.  Zulban was in the process of going insane from a failed mood due to no wood when it all crashed.

Re: hot keys, I hadn't looked at them yet... I just assume with succession forts that they point to a random tree, a dead cat, the bottom of the magma sea, and 'that place where the thing happened ten years before that left no mark on the landscape'.  Nice to see they actually correspond to something real  :)

I am also determined to leave accessible, functional magma forges/kilns/glass furnaces if I have to enslave the undead to do it.
« Last Edit: August 27, 2015, 07:08:02 pm by Iamblichos »
Logged
I'm new to succession forts in general, yes, but do all forts designed by multiple overseers inevitably degenerate into a body-filled labyrinth of chaos and despair like this? Or is this just a Battlefailed thing?

There isn't much middle ground between killed-by-dragon and never-seen-by-dragon.

DDDragoni

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #72 on: August 27, 2015, 08:37:29 pm »

Yep, found them finally.  I was 2 months in and DF crashed.  Tileset is also screwy, so not sure what's going on.

Tile set issue is on your end- I used ASCII.
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Stuff I run:
Icehold(Second Thread)
Stuff I was/am involved with:
The Succession Tower, ConstructIvory
Bonepillar                    Thunderdoom
Parallel Fortresses

Iamblichos

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #73 on: August 28, 2015, 04:48:30 am »

Fair enough... it seems to be a common problem when downloading Succession forts.  I will explore.  I tried to use ASCII, but it would have made me as blind as Immortalitytowers before long.
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I'm new to succession forts in general, yes, but do all forts designed by multiple overseers inevitably degenerate into a body-filled labyrinth of chaos and despair like this? Or is this just a Battlefailed thing?

There isn't much middle ground between killed-by-dragon and never-seen-by-dragon.

Gwolfski

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Re: Bonepillar, lair of the undead cave beasts - Succession Fort [40.24]
« Reply #74 on: August 28, 2015, 08:38:44 am »

Quote
cage traps

bad idea. BAD idea. VERY BAD IDEA!!!.

cages dont work. i tried. there is an incomplete trap. if you wanr, i can send you instructions on repairing it.
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Eventually when you go far enough the insane start becoming the sane
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