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Should we mod in Platinum blunt weapons and armour?

Yay!
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Nay!
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Maybe... (Please elaborate in a post)
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Total Members Voted: 0

Voting closed: May 25, 2020, 03:39:38 am


Pages: 1 ... 22 23 [24]

Author Topic: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]  (Read 58304 times)

recon1o6

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #345 on: October 07, 2020, 02:56:51 pm »

save picked up if anyone's still here, will be a couple of days before first post

just...wow this is a big fort
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eightball8776

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #346 on: October 09, 2020, 11:48:45 am »

Looking forward to seeing what kind of madness ensures.
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recon1o6

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #347 on: October 14, 2020, 09:54:45 am »

apologies for the delay everyone. RL decided throwing curveballs was a fun idea. I'll have a post either today or tomorrow morning bst
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recon1o6

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #348 on: October 16, 2020, 08:49:45 am »

Overseer's log of Recon Avuzning "Mineburn": 1st of Granite 187

DAMN THEM, DAMN ALL THESE GOBLINS TO HELL

except that one with the solid gold pike, I want to impale that one on its own weapon with my own two hands!




and this is our military status?


We have over a hundred dwarves constructing buildings! WHY? WE COULD BE KILLING GOBLINS RIGHT NOW!

A large booze stain covers the writing
....tually after much discussion I was elected overseer. Somehow. I no longer need to rage at the goblins. Not when I have the power to see to their demise through smithsoldier's combined might and metalwork.

To begin with: a count of our caged prisoners. We have 5 pages of goblins currently sitting unprocessed in cages ready to be used in mine and my fellow smith's testing, or usage in entertainment or live training of our military.
Roughly half that number is the current goblin invasion force and their beasties to go in our dinners. I reckon about 120 ish invaders with 240 caged, the remaining 100 is all the animals and cavern monsters that have been spotted roaming about.

The mayor had the gall to interrupt me about putting an armour stand in the dining room. Ordinarily I'd have told him to piss off, but then I remembered I'm the overseer now. So I immediately sacked him and put myself in charge.
my first mandate: all dwarves who have been throwing tantrums in the last year, or who have any military skill and no secondary profession of any importance are to start arming themselves immediately! Cruel? yes, but half of these idiots would be get themselves killed anyway and I'm simply encouraging them to earn some last glory to Armok before entering his halls.

Refill the military, we have a fight on our hands!
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eightball8776

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #349 on: October 22, 2020, 08:59:56 pm »

Is this fort dead?
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recon1o6

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #350 on: October 23, 2020, 03:49:43 am »

tbh given the lack of response from others I'd say yes. I picked up the save but between irl giving me little time to play till this morning and the siege taking forever to lift nothing much has happened
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Salmeuk

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #351 on: October 23, 2020, 01:35:31 pm »

I think between this one and Smallhands, the latter proved more interesting story-wise. Still, Smithsoldier had it's moments!
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StrikaAmaru

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #352 on: October 25, 2020, 04:03:51 am »

Aw.

I'd be sad to see it go; this fort has some truly ridiculous amounts of adamantine to exploit, and use to cement dwarven superiority among other races. It's quite a shame we never got to using any of it.

There's always the option of playing on my own, but it's just not the same.

Plus, I was looking forward to my turn; there's a giant cave spider I could industrially exploit, and I have some artsy fartsy ideas about recreating and redesigning our 6 guilds; if the fort is really dead, I'd like to post those as a "what might have been" stonecap.
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[Sigtext. Contains links to mods, LPs and an index of all the things I wrote on this forum. Does not contain a viable sig. http://www.bay12forums.com/smf/index.php?topic=49316.msg6860463#msg6860463]

eightball8776

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #353 on: October 25, 2020, 09:17:55 am »

This fort doesn't have to die. I see at least a couple of people (including myself) that have interest in this fort.
« Last Edit: October 25, 2020, 02:01:37 pm by eightball8776 »
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eightball8776

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #354 on: November 14, 2020, 10:13:41 am »

If anyone is still here, would you mind if I picked up the save?
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StrikaAmaru

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #355 on: November 15, 2020, 11:06:43 am »

Recon's technically still on point; if he officially gives up (or doesn't answer), sure.

By the old list, the order was recon1o6 => me => eightball8776. Except I also had the turn before, and picking up two turns in a row kinda defeats the purpose of a succession game. I'd still like to grab the turn after, though.
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[Sigtext. Contains links to mods, LPs and an index of all the things I wrote on this forum. Does not contain a viable sig. http://www.bay12forums.com/smf/index.php?topic=49316.msg6860463#msg6860463]

recon1o6

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Re: Smithsoldier, Year 12: Clothes, Madness, and Beasts (And Candy) [47.04]
« Reply #356 on: November 15, 2020, 06:10:24 pm »

I've been distracted by smallhands ^^; and rl being a bit of an arse

that and there's currently a siege on, and the fps is not very fast. Smithsoldier is one hell of a fortress though thats for sure
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