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Author Topic: Tallguilds (Community Fortress)  (Read 3273 times)

Duriel

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Re: Tallguilds (Community Fortress)
« Reply #30 on: September 22, 2010, 11:09:51 am »

!!WARNING!!

!!IMAGE HEAVY UPDATE!!

Summer

1002, 6th Hematite

I have replaced one of the war dogs with the Giant Desert Scorpion we bought from the elves. It should give intruders a nasty surprise.

Spoiler (click to show/hide)

And I handed woodcutting over to Vucar Zegonol, as I can't wield two weapons at once. And Sigun Rigòthtegir also went outside to fell trees.



1002, 10th Hematite

Dag the Wise found some very valuable gems today. I think I'll spare them for something special.

Spoiler (click to show/hide)



1001, 17th Hematite

More migrants. And the first one to arrive was... Uh...

Spoiler (click to show/hide)

She said she was a Legendary Blowgunner. I'm not sure I believe her, as she was wielding a hammer at the time.

The barracks have been finished. I can finally begin training, as I am getting a bit rusty...

Spoiler (click to show/hide)



1002, 15th Malachite

Urist the Red made some coffins for our (future) dead.

Spoiler (click to show/hide)

---

I have finally began training, and Gatleos Assigned me a training partner, Datan Vabôkadril I believe. He seems quite skilled with his hammer.

Spoiler (click to show/hide)



1002, 23rd Malachite

Spoiler: DAMNIT (click to show/hide)

That's it, the zombie elephants have come too close. They'll pay! CHARGE!

---

The elephants have fallen, but I saw another herd approaching from the west. I think they saw what happened to the other elephants, and probably won't come too close.



1002, 27th Malachite

The insane herbalist died from thirst today.

Spoiler (click to show/hide)



1002, 14th Galena

Another dwarf has been possessed, this time it's Olin Nåzomatír.

Spoiler (click to show/hide)

And he has claimed a Metalsmith's forge.

Spoiler (click to show/hide)

He grabbed some brass bars, some blocks and he has now begun a mysterious construction! I wonder what he'll create...

Spoiler (click to show/hide)



1002, 19th Galena

The humans are here! I wonder if they'll find the entrance, as it is just a small unnoticeable hole in the ground.

Spoiler (click to show/hide)

And the zelephants are scaring the workers again. Damn.

---

Olin has finished his construction...

Spoiler (click to show/hide)

It's quite pretty.

Datan apparently took care of the zombie elephant problem while I was asleep.

We got some leather, drinks, some sand bags for the windows for the towers, plants and some hospital supplies. I think we may have to expand the food stockpiles once again.



1002, 27th Galena

Aurora ordered another smelter to be constructed, as she felt that steel production was too slow.

Spoiler (click to show/hide)

End of Summer

(OOC: First death, first artifact, another wave of migrants and zombies everywhere.
And I'll have to prepare an another list of the new migrants. ARGH.)

EDIT: Migrants!

Ustuth Ustuthkikrost, Fisherdwarf/Master Blowgunner (Female)
Endok Thobigër, Clerk (Female)
Vucar Delerthad, Mason/Craftsdwarf (Female)
Lorbam Elbelzefon, Bone Carver (Male)
Monom Tadavuz, Thresher/Swordsdwarf (Male)
Inod èzumuker, Furnace Operator (Female)
ònul Loloråkum, Engraver/Axedwarf (Male)
Tulon Tabardodók, Woodcrafter (Female)
« Last Edit: September 22, 2010, 11:18:59 am by Duriel »
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dwarf -lover-

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Re: Tallguilds (Community Fortress)
« Reply #31 on: September 22, 2010, 05:42:14 pm »

Holy crap noone told me there would be zombies, at least they actually gave me a job today. I'm gonna make the best damn smelter they have ever seen it's going to menace with spikes of awesomeness I tell you.
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Dariush

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Re: Tallguilds (Community Fortress)
« Reply #32 on: September 23, 2010, 04:35:07 am »

At the screenshot where humans have arrived and you said that the entrance is just a hole, I spent 5 minutes scanning every tile on the screenshot, looking for it  :D

ushilzagith

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Re: Tallguilds (Community Fortress)
« Reply #33 on: September 23, 2010, 06:01:59 am »

Does anyone sell blowguns or do we have to get a kobold invasion to loot some?

Because, seriously, Ustuth needs to show her skills with one of those.
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Urist Imiknorris

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Re: Tallguilds (Community Fortress)
« Reply #34 on: September 23, 2010, 07:54:08 am »

The only races that make blowguns are the underground civs.
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ITS THE WHOLE POINT OF THE GAME
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Duriel

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Re: Tallguilds (Community Fortress)
« Reply #35 on: September 23, 2010, 08:09:59 am »

The only races that make blowguns are the underground civs.
Speaking of that, the map does have an underground civilization. Maybe we should dig down there...

EDIT:

Autumn

1002, 6th Limestone

Spoiler: STOP IT (click to show/hide)

The zombies are becoming a real problem... I'll go kill it now.

---

And it's dead.



1002, 20th Limestone

Even more migrants, and they think this may be their tomb. Are they really such pansies that a single death scares them off?



Though I must admit, this place is really creepy.

Oh hey, they had a guard dog with them.

Spoiler (click to show/hide)

And a legendary lasher, who was wielding a shield in each hand. This place seems to get all the weirdos...

Spoiler (click to show/hide)

They sent us another medical dwarf. Aurora will have to look at this one, as she is a lot more competent than Tazuk is.

Spoiler (click to show/hide)



1002, 28th Sandstone

Spoiler: Not again... (click to show/hide)

OH NO YOU DON'T

---

The problem has been exterminated.

1002, 3rd Timber

I saw elephants once again, but they were not walking corpses! Perhaps we cleansed this area from evil? I think I'll tell Urist the Red to install some cage traps to capture them.



1002, 17th Timber



The miners broke into a cavern! I wonder what we'll find there...



Uh oh.

Wait, they can't actually get in. I was a little worried right there... But it has to be sealed up anyway. I really don't want any unexpected surprises.



1002, 18th Timber



The supply caravan has arrived again.

---

Dariush bought more drinks, some steel bars and sand bags for windows in the towers.




1002, 26th Timber

The normal elephants have gone... And the zelephants returned. It seems I made my earlier claim a little bit too early. The cage traps are being removed, as I don't think anyone wants to see horrible abominations inside the fortress.

The cavern entrance was sealed up with a floor hatch. I wonder if that'll hold...

Spoiler (click to show/hide)

End of Autumn

(OOC: Uhh, normal elephants in a Terrifying forest? That's got to be a bug. And we do have blowguns and -darts, it's just that they are in the hands of Olm Men.)
« Last Edit: September 23, 2010, 11:08:32 am by Duriel »
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Dariush

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Re: Tallguilds (Community Fortress)
« Reply #36 on: September 23, 2010, 11:16:00 am »

Currently I'm too lazy to write in character, so I'll get to the point:
1) Why don't you wall off enough of the outside world (with trees enclosed) not to fear any zombies?
2) Why don't you capture some zelephants and drop them to olm men? Two problems solved at once :)

Duriel

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Re: Tallguilds (Community Fortress)
« Reply #37 on: September 23, 2010, 11:24:33 am »

Currently I'm too lazy to write in character, so I'll get to the point:
1) Why don't you wall off enough of the outside world (with trees enclosed) not to fear any zombies?
2) Why don't you capture some zelephants and drop them to olm men? Two problems solved at once :)

1) The zombies die really easily, so all they cause are some job cancellations. And trees don't seem to grow in this map. :(

2) I suppose that could work, but I think the zelephants would lose, because of the HP system zombies and skeletons currently have. And the Olm Men might waste all of their precious darts if I did that.
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Dariush

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Re: Tallguilds (Community Fortress)
« Reply #38 on: September 23, 2010, 11:36:03 am »

Why do you need darts for a single legendary blowgunner who (as any dorf) may die at any moment and even if he doesn't his darts will run out and even if they don't how are you going to take them anyway?

Duriel

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Re: Tallguilds (Community Fortress)
« Reply #39 on: September 23, 2010, 12:44:09 pm »

Well, I guess we don't need them really. Her other skills were extremely good (High Master Dodger and Armor User), so I think I will put her in the military, just not as a blowgunner.

And a short update:

Winter

1002, 18th Obsidian

This is quite interesting, nothing of note has happened this season.



1002, 23rd Obsidian

Scratch that, Tuxman, Glassmaker, now a swordsdwarf withdrew from society today. Someone has to build a Glass Furnace soon, or she'll die like that herbalist...



1002, 25th Obsidian

Spoiler (click to show/hide)

Dave and Kikrost constructed the furnace in record time!

And Tuxman promptly took it over.



She grabbed two pieced of glass and got to work. I am glad that she did not go berserk, especially with a sword in hand. Though I can't see what she's doing...

Spoiler (click to show/hide)

---

Steel production really picked up as the second smelter was finished.



But that's still only a few bars. I want to see a goblin get shredded to pieces by a -large, serrated steel disk-... I wonder if the goblins come at all, as I haven't seen any.

End of 1002

Fortress Map

Spoiler: Unit list (click to show/hide)

Spoiler: Fortress Wealth (click to show/hide)

OOC stuff:

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Urist Imiknorris

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Re: Tallguilds (Community Fortress)
« Reply #40 on: September 23, 2010, 01:01:03 pm »

GO LEGENDARY GLASSMAKER
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Quote from: LordSlowpoke
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Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Svarte Troner

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Re: Tallguilds (Community Fortress)
« Reply #41 on: September 23, 2010, 02:10:25 pm »

I, Most noble king of all dwarf kind, Dag the Wise have decided that this fortress can no longer languish in idiocy and mismanagement. The peasants, especially this one who calls himself Tazuk, have been throwing parties and slacking off!!! I've even seen our so called "leader" Aurora taking a month long hiatus from all work!!! I have lost all hope for my fellow dwarves... aren't we supposed to be an industrious race?!

They shall all be crushed under my iron adamantine fist!!! *Incoherent babble.*
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Duriel

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Re: Tallguilds (Community Fortress)
« Reply #42 on: September 24, 2010, 10:52:09 am »

Year 1003

Spring

1003, 1st Granite

Something... feels a bit different. I cannot tell what it is. The other dwarves say they feel it too. Strange...





1003, 2nd Granite

Tuxman finished her artifact!

Spoiler (click to show/hide)

It's good, but I have seen better. And Tuxman seems to have gained a lot of skill in glassmaking.



1003, 24th Granite

More migrants? Oh come on, we don't need any more immigrants. Those extra dwarves are becoming a burden...



1003, 14th Felsite

The elves have arrived. I hope they brought more exotic animals for us...

And it seems our broker has gone asleep.

Spoiler: GET BACK TO WORK (click to show/hide)

Slacker...

---

The zombies harassed our workers again, but I (and Datan) solved the problem quickly.

---

Dariush got to making business after he had finished his nap. I saw him become excited about something. I looked over and...

Spoiler (click to show/hide)

They've got another Giant Desert Scorpion! YES!

Apart from that, we got more drinks, plants, some other animals and empty cages.

End of Spring

Spoiler: The migrants (click to show/hide)

(OOC: Tallguilds: now with 100% more Giant Desert Scorpion! I think we may need a dungeon master... If he/she comes at all.)
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Urist Imiknorris

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Re: Tallguilds (Community Fortress)
« Reply #43 on: September 24, 2010, 02:51:41 pm »

Praise the elves! (This time)
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Duriel

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Re: Tallguilds (Community Fortress)
« Reply #44 on: September 25, 2010, 11:14:55 am »

Hm, I just genned a new world in 31.14. I embarked on a Terrifying forest and lo and behold, it has skeletons! I am contemplating whether to start a new community fort in that world, or keep updating this one.
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