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Author Topic: Fort Bloodcreek: Right place this time  (Read 1025 times)

Durmatagno

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Fort Bloodcreek: Right place this time
« on: November 06, 2012, 10:15:49 pm »

Hello, I've trolled around the forums reading an learning before this account was made, and I made this account just so I could do a succession game.

Embark Date: 1st Granite: Year 83, Age of Myth

The dwarves as follows (Yes we will be cycling them as the leader of the troop, when possible, during the turns, so claim one, and if he dies, you'll be out till the next migrant wave)

TheBlueSteel is the other "founder" of this, and he will be the next post, with any mods (most of these or minor, but he's covering adding new trade able items, such as unicorns (which we have set to be tamable and trainable). The start will be relatively easy, (TONS of supplies) and we will be using a pop_cap setup so we don't get overrun by migrants. This is so that when the nearby goblins and necro towers (nearby relative here) we will have more fun and a controlled population growth. We will be requiering you to make a "journal" entry of funny, or important events that happen.

Spoiler (click to show/hide)

And if the above stops working.

http://fc03.deviantart.net/fs71/i/2012/312/7/a/fort_bloodcreek_by_durmatagnons1-d5kdz9j.png

Deler Kubukikal, Trapper: My own
Olon Desisducim, Miner: melkor
Esthan Kubukatek, Mason: TheBlueSteeled
Thob Roldethomos, Butcher: Unclaimed
Kubak Alathnakas, Woodcutter/carpenter: Unclaim
Oddum Esmolducim, Trapper: Unclaimed
Sodel Rabral, Gemcutter: Unclaimed

Now, we will have some mandatory mods, such as the pop cap, and until either me or TheBlueSteel increase it, we ask that when you play you leave the pop cap here.

Pop cap:15

Mods to the raw files will be below, just search the creature name to replace them

Spoiler (click to show/hide)

History:

Unknown, I threw it in a river on the way here. We'll everyone went insane and we fled. Also, the nation that we are building under gave us the name Fort BridgedTrumpet, but we are calling it Fort Bloodcreek. Scare them goblins and necromancers off that will.

If I missed it, it'll be covered in another area
« Last Edit: November 07, 2012, 03:51:30 pm by Durmatagno »
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Fishybang

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Re: Fort Bloodcreek: Right place this time
« Reply #1 on: November 06, 2012, 10:25:29 pm »

Sorry wrong place
« Last Edit: November 06, 2012, 10:27:09 pm by Fishybang »
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waylon531

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Re: Fort Bloodcreek: Right place this time
« Reply #2 on: November 06, 2012, 11:16:42 pm »

Ill have a turn. Can I be the mason?
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melkor

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Re: Fort Bloodcreek: Right place this time
« Reply #3 on: November 07, 2012, 03:52:58 am »

i would like to have the miner and a turn.
and if you zip the entire dwarf fortres folder then people wouldn't need to change anything.
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what do postdwarvenists do with goblins?

Quote from: Andreus
We slaughter them by the thousands.
But... you know, we do it ironically.

Durmatagno

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Re: Fort Bloodcreek: Right place this time
« Reply #4 on: November 07, 2012, 08:44:57 am »

i would like to have the miner and a turn.
and if you zip the entire dwarf fortres folder then people wouldn't need to change anything.

TheBlueSteel has modifications that I don't have yet as he's still toying with them...........hence why I requested no one to post before he did. But it is first come first serve AFTER he posts, so once he claims a dwarf, I'll set you to the one you requested if unused. Be warned I don't do many big or complex things and don't understand wells and pumps yet (I took a six month break and started playing again six days ago) so expect none of that from my turns.
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TheBlueSteel

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Re: Fort Bloodcreek: Right place this time
« Reply #5 on: November 07, 2012, 02:18:05 pm »

Ah, finally found this! Righto, I'll take the mason Durm, sorry to whoever wanted it before  :'(

Also, the relevant mods will be up as soon as you get back to me about what all we need. Feel free to grab spots people, just finalizing some alterations to trade. Oh, and there will be War Giant Monitor Lizards that breathe fire involved in this fortress.
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Durmatagno

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Re: Fort Bloodcreek: Right place this time
« Reply #6 on: November 07, 2012, 02:59:39 pm »

All right folks, claim your turn and dwarf, we will have up to seven total people working on this one. Once this one crumbles, a new one will be made in the same area for the dorfyness of it all.
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TheBlueSteel

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Re: Fort Bloodcreek: Right place this time
« Reply #7 on: November 07, 2012, 03:06:38 pm »

Here's the monitor lizard code btw Durm.

Spoiler (click to show/hide)
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Durmatagno

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Re: Fort Bloodcreek: Right place this time
« Reply #8 on: November 07, 2012, 04:30:39 pm »

Sorry all those that signed up, I loaded the world and everything was magma, gonna have to stop this one due to an unknown error. Will set up another Bloodcreek (less newb friendly) soon. Bye bye for now
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waylon531

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Re: Fort Bloodcreek: Right place this time
« Reply #9 on: November 07, 2012, 07:48:08 pm »

Will it be on this thread or a different one?
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Durmatagno

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Re: Fort Bloodcreek: Right place this time
« Reply #10 on: November 07, 2012, 11:21:06 pm »

Will it be on this thread or a different one?

Another one, first were gonna finish working on a mod, and then it'll be used (and the other reason I provided just the raw is that some of my stuff is modded, and if I go through and grab that one, theres three others waiting to be used with different properties)
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ThurisLord

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Re: Fort Bloodcreek: Right place this time
« Reply #11 on: November 08, 2012, 09:10:05 am »

Im in too. I'll take the butcher. Should be open this/next weekend. I am a little new to dwarf fortress, but I know enough to run a standard fort. I haven't had any experience with magma, candy, or HFS, so I am going to be careful.
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waylon531

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Re: Fort Bloodcreek: Right place this time
« Reply #12 on: November 08, 2012, 10:07:09 am »

And when it does start, I will be the carpenter
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