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Author Topic: The Millenium Bunker  (Read 2312 times)

Krevsin

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Re: The Millenium Bunker
« Reply #15 on: July 04, 2013, 09:38:38 am »

Lovely, lovely.

The only solution for the spawn problem I can suggest is producing more spawn than you have farm tiles.
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Argembarger

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Re: The Millenium Bunker
« Reply #16 on: July 04, 2013, 10:48:34 am »

This is beautiful. I could see this ending up Hall of Legends material. Posting to watch.
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Quote from: penguinofhonor
Quote from: miauw62
This guy needs to write a biography about Columbus. I would totally buy it.
I can see it now.

trying to make a different's: the life of Columbus

Liber celi

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Re: The Millenium Bunker
« Reply #17 on: July 04, 2013, 01:56:44 pm »

So, I come home, my face still full of Döner, and reread this thread. Excuse my hideous English, schnaps and no breakfeast is one hell of a drug.

Here is the first babby formed in the fortress:
Spoiler (click to show/hide)
*schniff* he is growing up so fast!

I continue to play. And whenever I look away there is a crisis. Turns out, not wearing a shirt and shoes can and will kill a dwaf's spirits:


Shortly thereafter he starved himself to death. Half the Fortress was crying, destroying farm plots and punching each others ears in, but they calmed down as the booze began to flow again.

It was a close call.

The graveyardstuffer got his resting place:

I kinda like the nekropolis' location: near the workshops and ressources, as if the deceased were but a tool used and stored away for another day, or a piece of rough material to be taken to the forge and refined when its time has come. Yeah.

I ordered fat, softened Tekkud to work out on the pumps and it... worked out:

Fit as a funeral suit.

While I installed a nice little system allowing me to keep an eye on my dwarves state of clothedness, I accidentally forbid a stockpile and overproduced a century worth of shirts:

There are no invaders or migrants to fear, but a couple strange moods demanding rough gems may fell this fortress.
I mean, look at that:

Simply ridiculous!

Well, I doubled the mushroom stockpile's size to 200 tiles so I can afford to only farm during summer... it feels like terrible waste to let 75% of the stacks rot, and I don't know if rotten plants are terminated from memory or continue sucking FPS.

Everything is crawling with rats or, as I call them, meatballs.

The second kill:

Mambas are the only dangerous wildlife here except for Rhinoceroi. The only stuff they can kill are my pets(three left!) or the diplomats. Those in turn do not thirst nor go crazy, but...

Do this sometimes, independly from when they arrived and if they were accosted by something.

Now the plump helmet spam has died down, I noticed that I was regularely informed about the nothing-to-catchiness of the local swamp. As it turns out, this guy here:

is honestly trying to angle in the well. I decided to leave him be, at least he is not doing drugs or listening to rap music.


Absolutely everything in this fort is crazy: My farmers are legendary, my pump operators are legendary, my weavers and clothiers are legendary and the dudes doing random stuff are legendary, at least when it comes to talking... these are the guys that can do things supernaturally fast at 100 FPS and here I am, at roughly 3000... they do not teleport, they phase in and out of reality, manifest in multiple places at once and influence matter with their minds.
Or that is what it looks like.

I think as soon as the kids grow up I will start a wrestling/boxing club. Good ol' Tekkud will be the commander, I mean, chairman.

LAST EDIT BEFORE I LEAVE THE BUILDING NOT UNLIKE ELVIS: A peasant diplomat just dodged an attacking elephant. Twice.
« Last Edit: July 04, 2013, 02:11:26 pm by Liber celi »
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Krevsin

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Re: The Millenium Bunker
« Reply #18 on: July 04, 2013, 02:09:39 pm »

Splendid progress so far.

I am having difficulties deciding whether this falls into !!SCIENCE!! territory or a community fort.

Anywho, keep it up.
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Liber celi

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Re: The Millenium Bunker
« Reply #19 on: July 17, 2013, 02:11:14 pm »

Just one thing: this isn't dead. I just have all kind of work to do right now.
Update either tomorrow or the day after.
« Last Edit: July 17, 2013, 02:22:03 pm by Liber celi »
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Braggroksmasher

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Re: The Millenium Bunker
« Reply #20 on: July 17, 2013, 04:11:03 pm »

You better continue the posts or I will go tantruming!!!
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Liber celi

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Re: The Millenium Bunker
« Reply #21 on: July 19, 2013, 09:39:44 am »

You better continue the posts or I will go tantruming!!!

That is the one thing that could take down The Crying Room, so I will have to oblige.

I will start playing again now, but there is some progress I didn't post about yet. Here it comes, in a somewhat confused order:


diplomats started piling up. After ~10 AD they stopped storming off stymied. Maybe the expedition leader stopped doing... something to telepathically piss them off? If I have to restart this I will mod out diplomats.

The valiant boar, seeing its animalistic companions companions slain by heinous mambas formed a tectical alliance with his noble friends, the Waiting Diplomats, to live out its days among equals.


Leaving the industry unattented for the shortest spans of time results in horror unknown to common men.


In the darkness, our broker forgot how to count the silver, the gold, the bones, how to make profit out of a man's hunger and a woman's sorrow. He became more like the birds, that fly high up in the despicable sunlight, not working, not plowing, but alive by god's hands.

He still plows a little, though.


What's left of a certain diplomat. some devil of a badger managed to hunt him down and rip him to pieces. He returned as the kind of ghost that haunts friends, but instead haunting his presumable friends on the surface he hung out harmless in the dining room until I remembered to memorialize him after a year or two.


The wrestling club is up and running! Five dwarves broke their hand and feet when they smashed each other into each other or the floor. One broke her neck, but got surprisingly better. It was simply terrible, like it is expected from a wrestling club.


No sports.


Sport ist Mord.


Trying to get rid of those surplus bags I made a cosmetic, rather sarcastic mat on the floor. It didn't help. I also installed a hospital to get those broken hands fixed. May suck FPS but better safe than sorry.


Remember Tekkud? That scrawny, untalented basterd that ate himself fat as fuck and then worked out until he was a muscleberg?
Well, now he is fat again, but he didn't loose a gram of muscle mass.

a few years and some wrestling later:

Note his development in appearance. That's pretty neat, I wonder which stats sire which description? Probably should look into the wiki for science.

Also note that Tekkud's character traits, which only seem mildly autistic on a weakly nerd are pretty disturbingly schizoid when attributed to a mountain of killflesh: HE TALKS TO HIMSELF OFTEN WITHOUT EVER EXPRESSION EMOTIONS

I need to take some comparative screenshots from his growing hill of hairy midget children. Let's see if the crazy is heritable.

Some random dwarf I made a screenshot from. Maybe my best wrestledude or something:


The year is about 30; I have to adjust the seed times for 'shrooms about every 2 years which is unacceptable, but I have a solution in mind.
What's worse is the clothing industry micromanagement atomsmashing thing. I may try modding out [CLOTHING] if Crying Room falls.
Sorry: Gatepalace.

Into the fray then!
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Person

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Re: The Millenium Bunker
« Reply #22 on: July 19, 2013, 10:31:44 am »

Sentient playable civs get bad thoughts from not wearing clothing even if all clothing is removed from the game by modding last time I checked, even if they don't have the [CLOTHING] in their raws. It's rather unfortunate.
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Liber celi

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Re: The Millenium Bunker
« Reply #23 on: July 19, 2013, 11:11:36 am »

well, the next best thing would be making clothing indestructable. Probably giving cloaks and shoes some armor-specific tags might suffice? I will have to consult the wiki(and failing that some grandmaster modder around here).
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Krevsin

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Re: The Millenium Bunker
« Reply #24 on: July 19, 2013, 11:39:44 am »

Mass produce pants, cloaks and shoes every 10 years  :P
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MrWillsauce

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Re: The Millenium Bunker
« Reply #25 on: July 19, 2013, 01:10:41 pm »

You need 20 dwarves in order to get strange moods.
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