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Author Topic: [Succession Game] Markedangels The Water Of Living  (Read 134838 times)

CognitiveDissonance

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #585 on: May 03, 2012, 01:21:30 pm »

Wooh anvil!
Time for a magma forge!

Also: Why did you let the animal in?! When you butcher them they zombify D: (The skin and stuf anyway)

I was under the impression that if you process them in a timely manner, they don't come back
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Felcis

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #586 on: May 03, 2012, 04:17:15 pm »

Also: Why did you let the animal in?! When you butcher them they zombify D: (The skin and stuf anyway)
Does our area zombify normally without the smoke? I've only seen those smoke-zombies, never any "normal" ones. And believe me, we got enough body parts and corpses lying around everywhere. x_x

And yep, I've already put the anvil to use. A shame we only got access to copper and silver so far, but at least we got no shortage of picks and axes anymore.
Just finished a pretty uneventful summer. Might try to get a new journal up tomorrow, but maybe I will also finish autumn first.

Edit: There just was a pretty big migrant wave and I got most of them inside. There are 11dwarves in safety and two who are stuck with a cowardly zombie in a room (I am trying to get them inside on an alternative way). So if anyone wants to get dorfed: Now is the time. I will wait till the end of autumn with my next journal.

MarcAFK

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #587 on: May 04, 2012, 11:48:03 am »

Time for a copper clad squad of hammerdorfs maybe?
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

CognitiveDissonance

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #588 on: May 04, 2012, 01:12:37 pm »

Time for a copper clad squad of hammerdorfs maybe?

Or a squad of copper-clad crossbowdwarves...
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ninjanomnom

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #589 on: May 04, 2012, 04:35:39 pm »

I would NOT like to be dorfed as of yet, will do that when it's my turn. So hold off on me anyways.
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Twangykid

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #590 on: May 04, 2012, 06:51:37 pm »

Soldiers are not really the way to go. I had a spearmaster and a hammerlord from the dwarf caravan outside the base for my whole turn.
1 whole year, and you know how many kills they got?

1.

Copperclad hammerdorfs are not the way to go. I think that magma will be markedangels salvation.
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Chilton

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #591 on: May 04, 2012, 07:00:44 pm »

I love how I was busy for 2 days, and barely anything has changed. :P
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MarcAFK

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #592 on: May 05, 2012, 09:43:27 am »

I wouldn't imagine a handful of non legendary Militia could clear the surface, but having a few around just in case theres a breech or something would be a good idea.
Also make sure there isn't piles of corpse pieces lieing around the fort, since everything seems to be going smoothly ATM i'm imagining the RNG gods might send us a sneaky necromancerin in the near future.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

slowpokez

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #593 on: May 05, 2012, 05:52:43 pm »

Time for a copper clad squad of hammerdorfs maybe?
One word. -Brilliant.


Felcis

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #594 on: May 05, 2012, 07:32:46 pm »

Journal of the overseer and stone-artisan Felcis Lularasen, 14th Hematite 256
The Summer has been very peaceful, if you ignore the constant noise of the goblins punching a bunny on the surface. I will try to use the time to transform this artless hole into something remotely resembling a civilized place, starting with living rooms and some cultural trinkets.

The mayor, a calm dwarf called Vieto, is supposedly a pretty respected figure around here, since he is one of the founding members of this hellhole. That would explain why he gets so much attention from ghostly fans.

Earning his trust might be crucial to securing my position here. I will take care of his stalker and also try to organize an adequate room for someone of his position.

Meanwhile Twangykid le third, supposedly the leader of our so called "militia", is lying still wounded and starving on a hospital table. It seems that he was forgotten there and no one wants to feed someone not in a bed. It is a disgrace for our society that nobody here can find the time to just give a wounded fellow dwarf some plump helmet to nibble.

Now excuse me, I have to continue making stone trinkets.

17th Malachite 256
Never mind Twangykid, someone brought him food and water a few days later. The sudden kindness lifted his spirits and he now seems to be whole and healthy again. He just got out of bed and started fletching some traning ammunition from our spare bones.

Also more bonding beyond the verge of death.


Another child shows to have more useful hobbies and got a sudden urge of inspiration.

He quickly finished his little school-project after a short time.

Spoiler (click to show/hide)

26th Malachite 256
Remember those goblins? They supposedly achieved some pretty impressve skills while beating a helpless bunny for weeks. All of them achieved the "Elite"-Rank of their caste. That did not protect them from the dark powers of this place though.

A big part of the entire siege-force got instantly turned into horrifying creatures, moaning in pain. After a short time of confusion they wandered of, most likely for the lack of a visible foe to gnaw on. The rest of the army that was still uncursed shat their weasel leather pants and ran away as well. The siege was broken and more migrants can come to this place. Huzzah...

28th Galena 256
Rooms got carved out, stone got mined, wood got chopped. And most importantly, more ghosts got busted (or "calmed down", if you want to be elvish). It is almost too quiet now without their antics. There is still that one Ghostly Hammer Lord called Edem Ezumdeleth, who I guess is just too powerful to banish. Even after several memorials, he still stubbornly haunts our halls.

And that is it for summer.



21th Limestone 256
Everything runs smoothly so far. More and more living rooms get finished and I managed to create some truly fabulous pieces of dwarven culture myself.
Noises from the outside indicate that one of the mysterious protectors engaged superior numbers in battle but is still holding on. He most likely even fights with that horrible Wrestler-zombie that haunts this site.

The other one is still living as well, constantly poking zombies with his pointy stick.

28th Limestone 256
Some dwarf called Cain III. got it into his head that heavy weaponry will be the key to solve all our problems and built an impressive catapult in an empty room to work on his aim. I am sure the cursed smoke will be sooo~ scared when we throw rocks at it...

Nevertheless he seems to be pretty good at what he is doing and it might come in handy later. It's not like we have a lot of other important industries at the moment.

12th Sandstone 256
Good News! We had a huge migrant-wave arriving the last days. 13 dwarves in total.

Since most of the zombies seem more fearsome than actually agressive, I opted for a simpler strategy this time. I just opened the way on the entrance that we used to get the anvil. I hoped that the zombies would stay outside while migrants would run for their lives to reach our fortress.
And I was right! The dwarven convoy moved swiftly to the stairs. The zombies were just as scared by the living dwarves as the other way around, so the superior numbers were able to drive them away. Even the one zombie that managed to get into the underground corridor was just run over by most of the dwarves and animals alike. It all went by perfectly...until two reckless idiots decided to pick up a fight with the zombie and provoke it. One Fisherdwarf got his leg ripped open and he and a tanner are now trapped between 2 insecure zombies. They might not be worth the effort, but I will try to get them inside on an alternative way.
But first the smart migrants have to be put to work...

19th Sandstone 256
Nevermind that, the zombies got too annoyed by the whining...

Both dwarves and a keet got killed and supposedly eaten. At least the lamb that was still outside was smart enough to run away and into safety. Remember: being dumber than a lamb quickly serves you death in places like this.
Now we still got annoying zombies blocking the corridor. I hope that they will get bored and just leave when we keep it blocked of. Another cloud of smoke drifts by in the meantime.

Meanwhile our armed forces get reinforced by new recruits. Twangykid switches from militia commander to the captain of the guard and gets help from a new marksdwarf called CognitiveDissonance. A hammerdwarf with the strange name of MarcAFK will be our one-man army for now.

26th Sandstone 256
As I expected, the zombies got bored from the bland corridor and went back up to breath the fresh, haunted air. I block of the way to the surface again and work on some plans for a defensive project in that area. It will take quite a lot of work and might be unchivalrous in some eyes, but playing fair is no option in this kind of world.

13th Timber 256
Our new captain of the guard Twangykid had some inspirational thoughts while making bolts and quickly claimed the bowyers workshop!

And if that's not enough, a dwarven caravan arrived on the very same day with an escort and liason.

I opened the merchant's entrance and waited for them to come in. The wagons just ignored the lumbering undead in the countrysite and continued on their way, but the merchants on foot were scared away and couldn't move forward. Meanwhile the guards, instead of acting like proper escorts, all joined the spearmaster and clustered around the first zombie they saw.

Good thing those dangerous zombies don't seem to care much for merchants on wagons...

I ordered to build an alternative way to the trade depot from the inside, so we can reach it more easily with the trade goods. Then we closed the door, since waiting for the other traders seemed pointless.

29th Timber 256
Our way to the merchants was finished and we are still carrying trade goods to the depot. My crafts will make the speechless, I am sure.
Unfortunately we had to kill a valued member of our society to satisfy Twangy's need for bones: A mule. Hopefully his project will come to an end soon. His constant shouting for materials is getting on everybodies nerves.

More alarming tidings came from our main area in the caves. That weird beast is sitting there, right next to our walls. Everybody told me to calm down since we have solid walls, but I am not convinced. It's body might not be impressive, but at least it has WINGS.

Let us pray that it won't learn to use those. Not much else we can do about it on a short-term.

And that should be it for autumn.


-----------------------------------------------------------------------------------------------------------------------------

Three seasons down, one to go. The FPS improved slightly, but Winter might be more eventful again, from what I've seen so far. I hope everyone is satisfied with the dorfing choices so far. There is still room for more.
I already played a month of winter and hope that I can finish my turn tomorrow or Monday.

@Hammerdorfs: slowpokez nailed my thoughts on that. xD
Cutting weapons might be effective against the zombies (since their body parts most likely don't revive) but both piercing and blunt are almost completely useless. We might still need soldiers in general against goblins and threats in caverns, though.

Twangykid

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #595 on: May 06, 2012, 03:48:34 am »

I just thought of something. Caravans can leave (but not arrive) from the cavern exits, right? We should have an exit through the caverns (closable with a lever so that enemies don't spawn from the sides) so we don't have to open the surface again. Half the danger!
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Felcis

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #596 on: May 06, 2012, 04:32:55 am »

Mhm, considering what happens in Winter, that gave me an idea for another use of your plan. Not sure if I still have the time to execute that though.

Chilton

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #597 on: May 06, 2012, 11:08:43 am »

I wouldn't imagine a handful of non legendary Militia could clear the surface, but having a few around just in case theres a breech or something would be a good idea.
Also make sure there isn't piles of corpse pieces lieing around the fort, since everything seems to be going smoothly ATM i'm imagining the RNG gods might send us a sneaky necromancerin in the near future.

I think 30+ Militia killed all of 4 or 5 in the past.



Looking good Felcis!
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Panopticon

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #598 on: May 07, 2012, 12:19:35 pm »

Then all we need to defeat the zombies on the surface is 300 or so militia, no problem.
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Vodrilus

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Re: [Succession Game] Markedangels The Water Of Living
« Reply #599 on: May 07, 2012, 01:11:58 pm »

Then all we need to defeat the zombies on the surface is 300 or so militia, no problem.
Cue Abominable Cloud. Happyjoy! :P
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