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Author Topic: Quote your first-ever post on this forum.  (Read 11008 times)

SirAaronIII

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Re: Quote your first-ever post on this forum.
« Reply #15 on: June 08, 2012, 10:59:26 am »

They can't break walls or trees, and they can only spawn inside boxed-off rooms that have an edge open to the edge of the map (but I guess that wouldn't be very boxed-off, now would it?).
Can I request a dwarf? If possible, I'd like to be a planter named SirAaron.
It was in a succession game. This dwarf would later go on to get non-fatally beaten in the stomach by a blizzard man.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

Solifuge

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Re: Quote your first-ever post on this forum.
« Reply #16 on: June 08, 2012, 11:04:59 am »

Mine was a community fort for my first epic experience in DF; the last Dwarves in the world, going up against a Demon-led Goblin Civ that had captured innumerable elves and dwarves, including the Prince of the fallen Dwarven Empire as a commander (he led the final goblin invasion, and killed his own mother the Queen). Even better, most of the Goblins had died out by the time of the Fortress, and been replaced by enslaved Elves-gone-Demonic. Sadly, I lost the save, and don't know how I'd go about recreating it... an army of evil elves in iron gear were a thing of terror. The fact that it was completely vanilla made it even better.

This Community Fortress tells the tale of Blacksun, the final Stronghold of the Dwarves. The initial expedition team, and a handful of other refugees who escaped the fall of Distantrope, are all that remain of Dwarfkind, and their survival hinges on the success or failure of the Blacksun expedition... but in a land surrounded by corrupted elves, bloodthirsty goblins, and worse, do they have any hope to survive?

Journal Entries:
Arrival at Blacksun, Early Summer, 140
A Mystery, Early Summer, 140
Much Progress, Mid Summer, 140
Business at Hand, Late Summer, 140
Old Friends and New Enemies, Early Autumn, 140
The Wandering Lord (Part 1), Mid Autumn, 140


Prologue:
"At long last, our scouts have returned from the ruins of Distantrope. Their arrival was a welcome boost to the morale of the refugees, but the news they brought with them was as dreadful as we could have feared... the mountain homes are no more.

The statues of the Kings and Queens of old lay toppled and broken, strewn among shards of engraved legends and shattered steel. Worse yet, the corpses of the fallen lay mutilated or charred beyond recognition, with nobles mounted on wooden crosses to slowly die, and our dead Queen's body skewered upon a spear for the carrion birds to peck at. We share the same sorrow, the same loss.... and the same rage towards the Goblins of Omoamxu, and their Demon-Queen.

The invasion haunts my dreams some nights... I can still hear the clash of iron, steel, and stone, and the hoots and snarls of the goblin horde descending on our mountain home. I see the sun as it grew dark and cold in the sky, as though its radiance were stolen not by an eclipse, but by some profane magic. Visions remain of cruel iron scimitars and scourges cutting down warrior and worker alike, while the fires of the Demon Snang Cryptmenaced lay waste to everything we had created. I even recall the look in my childhood friend Ilral's eyes- that dark and frantic look of one pushed over the edge of madness- as he stuck his blade in our own Queens back, and kicked her to the Demon's feet... but tomorrow I awaken from these nightmares to a new dawn.

In the morning, a band of six refugees and myself will embark for a land to the Northeast, beyond the Goblins' eyes: a land of siltstone mesas and hot sands. The other survivors will stay with the elves to the south, until we can prove to the refugees (and to our newly-appointed Queen), that our expedition was successful, and that we have the strength to defend ourselves once more.

Armed with only what goods we've been able to salvage, and our trade skills, we will bring life and prosperity to the desert. As surely as I chisel these words today, I know that we will rise from these ashes to become a great civilization once more, and we will strike a blow of vengeance against those fiends who thought themselves our unmaking. From barren sands will rise the capitol of a new nation, a great fortress. For our fallen brothers and sisters, for the legacy left us by our forebearers, and for the honor and glory of all Dwarvenkind, we will strike the earth!"


Spoiler: Embark Location (click to show/hide)

-snip-
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Vattic

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Re: Quote your first-ever post on this forum.
« Reply #17 on: June 08, 2012, 11:08:41 am »

Not as cool as Solifuge's but something we can all relate to.

We all know the problem cats can cause when it comes to the performance of your fortress, unfortunately I have found out about it the hard way and I'm stuck with far too many.

Are there ways of simply removing the cats from an active game? I cant cage them and I cant slaughter them as my Dwarves love them...

Hope there is something I can do.

Cheers.

I can't have been playing long. Likely my first fortress not to fall to goblin raiders early on.
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DarkWolfXV

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Re: Quote your first-ever post on this forum.
« Reply #18 on: June 08, 2012, 11:12:57 am »

Normal dwarfy day in Datantosid Mabdug, also known as other races for "Ironarmor of Ale", dwarves are laboring, throwing tantrums parties, and training in danger room.
This day, has brought  siege to us. Humans attack us once more. So I, Overlord, sent my duchess, Fikod Bugold the Fenced Air, to combat, she is legendary in fighting, shield using, axe fighting, dodging and lashing, i always give nobility to my most usefull dwarves, like The Duchess.
She would normally tear them apart, like... like, atom slash/smash them with her axe to bits. but not today.
5 minutes later...
Vile force of darkness has arrived
I was ecstatic of this, finally a challange for duchess, two sieges in one, but isnt it strange to have humans and goblins attacking me at same time?
On top of goblin horde is their master... Belar, i though this could be hard for duchess, so i sent a squad to kill Belar.
2 minutes later...
Humans died, by hand of Duchess, Goblin squad number 1 died... Goblin squad number 2 died too, but not by hands of a dwarf.

Belar, has poisoned her own goblins and my bit of squad, while rest of it was chasing left over horse.
Those two were legendary, and only managed to bruise the Belar, seeing as they died so fast, im asking you, guys from forum, for advice.
How to kill Belar to Duchess kill him (preferable) and not being killed herself? i think using 20 other of dwarves is bad idea, dust kills pretty quickly, like in 5 seconds of inhalation, dwarf gets infected then bleeds out, no wounds needed.

Yeah...
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Svarte Troner

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Re: Quote your first-ever post on this forum.
« Reply #19 on: June 08, 2012, 11:36:28 am »

If he's not taken can I have "Astesh Ashm“neral" the male soldier?

And rename him Svarte.

Maybe train him to be an axedwarf?

edit: Oh, I didn't realize this was dead.

Lol. "Oh, I didn't realize this was dead."
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GaxkangtheUnbound

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Re: Quote your first-ever post on this forum.
« Reply #20 on: June 08, 2012, 11:56:58 am »

I'm creating a sort of bronze golem, that, when captured, can be sold as pets.
The raw data is here:
Spoiler (click to show/hide)
Will it work? If not, could you help a little bit?
First post. The attack tags were wrong, but hey, it was a small mistake.
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Flying Dice

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Re: Quote your first-ever post on this forum.
« Reply #21 on: June 08, 2012, 12:27:57 pm »

Unsurprisingly about DF.

The danger room and live action training room have been completed, as have the hospital and new barracks. Currently, my marksdwarves are repeatedly equipping themselves, dropping their equipment all over the fortress, and going back to pick up more, for no apparent reason. A new wave of 20 immigrants has arrived this spring, and I sense an upcoming draft, as soon as they have finished cleaning up the debris from the last goblin attack, although my hopes for that are somewhat diminished, as the year-old blood and corpses are still scattered around my main entrance. One of the craftdwarves was possessed recently, and is demanding raw green glass. As I don't have a glassblowing industry, and the next caravan is months away, I've taken the precaution of walling him in. The cyclops that was captured last autumn is still caged and waiting for my axedwarves, as soon as they've finished stripping themselves and disobeying orders.

Edit 1: Just had a rather strange large ambush. 4 groups showed up at the same time, each one a group of gobbos lead by a human. As soon as I unpaused after giving the deployment order, the gobbos turned on the humans, who promptly slaughtered them In the end, the last two goblin archers fled the map while a goblin swordsman bled out. Free junk to melt, though, so all is well.

That was before my long break from B12 last summer, before I migrated down here.
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JoshuaFH

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Re: Quote your first-ever post on this forum.
« Reply #22 on: June 08, 2012, 12:41:49 pm »

In October of 2008, Josh makes his terrible appearance!

hey everyone, i'm new to this game and these forums and i got some big newb questions. please take note that i've already read a lot of the beginner guides on dwarf fortress wiki.

after experimenting with wall and moat technology, my paranoia with possible oncoming hordes bothers me. i have yet to be attacked by anything, but i don't grasp the game enough to create a military and thus rely on my army of cats and dogs to scare most small critters away. the place i've chosen is apparenly non-hostile to the extreme, but any help on making my fortress actually resemble something that can repel possible invaders would be appreciated.

mechanisms are beyond my grasp, period. i've read all the wiki articles i could find on switches, but i've yet to make one work. in particular, i want to make a floodgate work. i'm not sure how to actually connect the floodgate with the mechanism. whenever i try it just says that i "need more mechanisms" which confuses and dumbfounds me, and i'm pretty sure that the floodgate only has two settings "open" and "close" so i'm not why i'd need more than one switch, secondly, i'm not sure how to connect all the mechanisms to begin with!

after playing so long, a liaison or something came over with all his buddies. they walked all over and the chief guy stalked one of my dwarves for like a good half-hour while he was trying to dig. then he accidentally fell into one of the pits that he dug and got trapped into the moat i was building. he stayed in the until all his friends left and my moat was completed, and as the final channel that connected the river with the rest of the ditch was dug, water rushed into my moat, and scared the little liaison. he ran from the water to the inevitable dead end, where he drowned to death. he looked real important, but i've yet to be told that anything negative has come of this. will their be consequences in the future?

sincerely, this forums newest newb, Josh

I can't believe I never used to capitalize my sentences...
« Last Edit: June 08, 2012, 12:44:33 pm by JoshuaFH »
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Moghjubar

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Re: Quote your first-ever post on this forum.
« Reply #23 on: June 08, 2012, 12:47:22 pm »

Why not, I'll bite.  First post that broke my lurking, had been playing DF on and off beforehand for awhile.  Post is on the soundsense modding project.  Go go random advice giving!

Just started playing dwarf fortress again and had an idea similar to this, so naturally I checked to see if someone had already done it, and found the project moving pleasantly along.  Since you are looking for ideas and whatnot...

First, you have several development possibilities available.  It looks like currently you are cranking out better functioning versions and let volunteers procure/produce all your sounds (which is what I recommend) and seem to be getting decent progress, and a few extra soundpacks to boot. If anything, try to focus on the core soundpack before all else.

Also, it currently seems that you are assigning roles for certain sounds/etc, but your  page at http://www.krauselabs.net/dump/todosounds.htm  does not currently list who is taking what role, and the bug page at http://df.zweistein.cz/soundsense/mantis/view_all_bug_page.php seems like it might, but is a bit hard to dig through. By the way, assume those that visit this thread can help with development, and edit your first post to>

A: Include these links for development purposes;
B: Include a list of people currently assisting, including who to contact to offer help (possibly with info like tyrspawn's message);
C: List formats that are acceptable for contributions, filesize limitations, etc.
D: Other stuff not directly related to functionality that you need assistance with- art, hosting, etc;

Another alternative (taking the to-do page for example) is to allow file uploads for the missing sounds specifically (with some limitations, see below) and enable a testing/voting system for them.  You can choose a number to keep based on rating from voting for the official soundpack, and might get original works contributed this way (though you might have to assume the worst and test every uploaded file for copyright issues, or at the leest have a 'copyright infringment' removal process that users can use to state infringements and remove).  In this case, it becomes more of an open-source effort, and you can even possibly open up the entire soundpack for suggestions this way and include high rated submissions.

I might have more to add later, admittedly I still have yet to test it (downloading it now, just got intrigued by it and read through all the pages of conversation).  Might be time to break out the MIDI editor and go to town :)

[Note, for other ideas: My original idea on this (without thinking HOW I would actually do it) was basically playing different music files based on seasons, events, and fortress status. I was thinking each season would have a base theme that gets modified for fortress wealth, seige status, dwarf mood problems (with an 'unhappy' theme for a fortress full of unhappy dwarves), and possibly landscape (sinister, etc) and z-levels dug/underground features exposed (more cavernous).]
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miauw62

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Re: Quote your first-ever post on this forum.
« Reply #24 on: June 08, 2012, 12:48:11 pm »

Do *not* want.
Looks fun.
But what if goblin sieges (and such) could arrive where some goblins are infected by parasites, and explode in a bloody mess or bite one of your dwarfs infecting them.
But i really like the idea of zombie parasites and human hybrids (resistance games, anyone?).
Toady (for as far as i know) wants zombies to have a realistic background to actually implent them.
Would be nice if you could tame the parasite animals (or hybrids) and have them infect other animals, wich you can then breed in a enclosed room. (or you could put a mini-parasite-zoo in the rooms of your nobles).
Parasite fortress.
(i just repeated evrything you suggested. lol)
oh, first post :D

I'm so derpy there.
SO GODDAMN DERPYYYYYYYYYYY D:


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Eagleon

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Re: Quote your first-ever post on this forum.
« Reply #25 on: June 08, 2012, 12:55:51 pm »

December 13, 2003, 04:00:00 pm, since I can't quote posts in the armok forums directly
Quote
First post. This looks like a really interesting engine. Anyway, just so that you know (you may still want to use what you're thinking of), bows and crossbows don't normally use elastic materials. They use tension from a taut string of some kind.

An un-strung bow is usually straight, you have to bend the bow to an unelastic string and hold it in place, and it's the arms of the bow itself that propels a projectile when they snap forward. A common mistake, which apparently even engineers make sometimes (Saw a Junkyard Wars arbalest that tried to use a whole lot of very large rubber bands. *headscratch*).

Completely unrelated, but anyone have any troubles with an FMOD.dll file? For some reason my system errors appear in finnish, so I can't really post anything that would be of use, but if anyone knows something about this, please message me.
God, that was annoying. Finnish everywhere.
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AlStar

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Re: Quote your first-ever post on this forum.
« Reply #26 on: June 08, 2012, 01:06:54 pm »

Well, in my most recent game, I found coal. Like lots of it. An entire vein, with 20 or 30 units of coal. And at the very tip of the end of the coal vein, I found iron ore.
This marks the first game I've ever found more than 5 coal in one place, and it marks the first time I havn't had to go four or five screens north to find iron.
That, in my opinion, is insane luck.

Talking about DF back when it was still 2d.

edit: Looks like forum tags changed some since then. Fixed slightly to get rid of the <>'s.
« Last Edit: June 08, 2012, 01:08:57 pm by AlStar »
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Hubris Incalculable

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Re: Quote your first-ever post on this forum.
« Reply #27 on: June 08, 2012, 02:28:41 pm »

hey.. i'm a very new forum member (first post woo), with very little experience modding.


anyway, while goofing about on wikipedia, i came across an article on egalitarian communities, and began to theorize whether or not it would be possible to create a playable civ in DF in which there are no nobles whatsoever, or whether that would be impossible.


thoughts?

Yeah. That was a noob.
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Scelly9

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Re: Quote your first-ever post on this forum.
« Reply #28 on: June 08, 2012, 02:31:09 pm »

World gen and cords Plz
Spoiler (click to show/hide)
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MetalSlimeHunt

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Re: Quote your first-ever post on this forum.
« Reply #29 on: June 08, 2012, 02:54:18 pm »

It seems that a good deal of demons are both magma and water invunerable. They might be vunerable to ice, but this is moot as your plan involves dropping it past your world's mantle and into hell. Even dwarven physics can't make that work.
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