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Author Topic: ☼MASTERWORK☼ DF - 1.9 - Succession Fort  (Read 87895 times)

Rumrusher

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #180 on: June 20, 2012, 06:30:59 pm »

You guys got bigger troubles under you... click this if you want to be warned
Spoiler (click to show/hide)
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
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Panopticon

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #181 on: June 20, 2012, 06:41:31 pm »

... Yeah we know, it's sorta why we built here.
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smakemupagus

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #182 on: June 20, 2012, 06:51:23 pm »

If it's lost, go ahead and abandon, or if anything comes to mind it could be fun to set some kind of obtainable goal that the 11 survivors in a couple years can accomplish before leaving.  It might be fun to have the chance to get your named dwarves back as migrants if we re-embarked from the same civ.  Or, do you think the no-migrants problem would be permanent?

Masterwork gives plenty of tricks to gear up even in an isolated fort.  If the 2nd cavern is breached there are crystal pikes and nethercap-bark leather to be had which are decent weapons (maybe from a soil-layer tree cave rather than exploring the cavern itself).  ...  Not to mention that Overseer Ishar's private dining room had, what, 32 pieces of furniture in it?  If they are wood I am pretty sure that there is some MW building would let us burn them down for charcoal.  If they were stone we can pile them on top of each other and tell the king we built his damn tower after all.

Panopticon

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #183 on: June 20, 2012, 06:53:47 pm »

Heh, I stole his private dining room after he died. Pretty sure it was all stone stuff though.
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Panopticon

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #184 on: June 20, 2012, 06:57:05 pm »

Man, I got no idea what is up with our migrant situation, I just played a new fort in the same world located right next to the old one, I even arranged for a mishap to occur with the first caravan, just like in this for. still got the big spring migrant wave.
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Rumrusher

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #185 on: June 20, 2012, 07:03:04 pm »

... Yeah we know, it's sorta why we built here.

welp egg on my face I guess I could recover from this goof of not reading 2 threads on this site and find the hidden necro who been reanimating folks. unless you guys already found said necro then.
2 eggs on my face then. okay to make up for that blunder I found the two ambushers. one a necro and the other is a berzerker non necromancer elf. The bandit hunter necromancer is right on top of Stasost Nguslusletbu dead body. send a guy there to investigate. I found this one from switching into the drow that was running around for it's life and scan the area.
« Last Edit: June 20, 2012, 08:29:31 pm by Rumrusher »
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Ishar

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #186 on: June 21, 2012, 03:34:16 am »

The office computer just crashed from trying to open the save... meh. I'll play it when I'm back home then. I think I'll just use a cheap trick to salavage the situation, I feel everything is justified at this point.
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Shadytorments, a Masterwork DF community fort - RESTARTED as Newtorments!

zenerbufen

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #187 on: June 21, 2012, 03:42:13 am »

If it doesn't work we can try a reclaim, or strike the earth again and start a new fort.

Panopticon

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #188 on: June 21, 2012, 03:42:34 am »

Fine by me, I think we either resort to cheap tricks or just reclaim or restart, I still have the pre game world saved.
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Rumrusher

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #189 on: June 21, 2012, 09:43:48 am »

The office computer just crashed from trying to open the save... meh. I'll play it when I'm back home then. I think I'll just use a cheap trick to salavage the situation, I feel everything is justified at this point.
hmm do you guys have any mine carts? you could just send one guy in via adventure mode with a mine cart and ram into the two necromancers. also there one dragon that still alive and not zombified
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Child of Armok

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #190 on: June 21, 2012, 09:57:08 am »

Is this kind of an OOC thread or aren't their going to be journals?
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Panopticon

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #191 on: June 21, 2012, 11:53:27 am »

This is an OOC thread, you can find the link to the journals on the first page of this thread, fourth or fifth post I think,
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Child of Armok

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #192 on: June 21, 2012, 12:02:01 pm »

oh, thanks.
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Ishar

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #193 on: June 21, 2012, 01:31:06 pm »

I'll try to do something from jakmak's save, posted summer already. I think I can deal with the zombie problem, though not in an elegant way, and possibly it won't be done till the end of my turn, so the next overseer may have to finish it.

Also, no migrants again, which got me thinking. Fine, we can last in the fort for as long as we want. Fine, we'll have a ton of stuff once the zombies are dealt with. But with this population, we won't build any giant tower of any sort. I want to kill the fucking zombies just to see if I can, but sadly, I think we should restart after that - reclaim is not an option, a fresh expedition would be torn apart by all these undead.
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jakmak

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Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« Reply #194 on: June 21, 2012, 02:48:56 pm »

i agree with ishar implying that we get rid of those zombies. i gave up because it was ludacris out there. give me credit i DID uncover a few caverns (not to ground level of those caverns) so that we could get some spores up there.
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