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Author Topic: StNPO - 2 - A new challenger approaches!  (Read 111557 times)

Lightningfalcon

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Re: StNPO - 2 - Actually pretty alive!
« Reply #600 on: September 24, 2012, 07:15:03 pm »

Was going to finish up tonight and tommorow, but my English teach had the brilliant idea to give us a five paragraph character analysis due Wednesday, on top of our regular asignment of fifty vocabulary words, and our four paragraphs based on themes surronding those words.  And I also have to memorize all twelve of the Orders of the Sentry by Friday.  So will attempt to finish by Thursday instead.
Also, Gar the 2nd was killed while trying to engage a horse, who by then was named, in axe to hoof combat.  The hoof won, after killing half of our military and another dwarf who was trying to move the dead body to the non-evil zone.  I'm currently mining out numerous veins of tetrahedite, so that we might be able to expand our military to numbers sufficient to retake the outside, and then hold it.  The zombie pit is almost complete, and is currently being stocked with zombies.  I doubt I'll have the time to build a trap, so instead I'm going to make the pit hard to defend against in case some other player accidently 'Forgets' to lock it. 
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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

Lightningfalcon

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Re: StNPO - 2 - Actually pretty alive!
« Reply #601 on: September 29, 2012, 01:21:49 pm »

26 Sandstone, year 12-
The situation is bad.  Sedme Omsosirum Galeh Kish, a beast forgetten by time itself, has somehow managed to reach us from the lower cavern.   How I know not.  It is a giant rattlesnake, with external ribs providing extra armor.  It has already killed four over the past week, including the masked dwarf.  We were able to lock it in the dining room, but that will only buy us a few hours at most.  I have organized a desperate counteroffensive.  It will come in two parts.  Our standing militia will hit first, followed by a squad of six, all armed with picks, which I will personally lead.  If we are succesful, we will quickly dump it's body in the deepest part of our fort we can find, and lock it away for the rest of time.  If not, then let this journal be a warning to all who come here.  Leave while you still can. 

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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

Lightningfalcon

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Re: StNPO - 2 - Actually pretty alive!
« Reply #602 on: September 29, 2012, 01:57:22 pm »

http://dffd.wimbli.com/file.php?id=6978 All I managed to do was dent it's scales.     
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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

peregarrett

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Re: StNPO - 2 - Actually pretty alive!
« Reply #603 on: September 30, 2012, 03:39:17 am »

So, reclaim again? Or start another fort somewhere else?
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

GreatWyrmGold

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Re: StNPO - 2 - Actually pretty alive!
« Reply #604 on: September 30, 2012, 06:57:26 am »

Reclaim!
This me lasted a while... Can I have a new one?
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Lightningfalcon

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Re: StNPO - 2 - Actually pretty alive!
« Reply #605 on: September 30, 2012, 08:11:29 am »

I say reclaim.  I really want to see someone fighting Kish. Who, as a side note, was originally stuck in the caverns, until I loaded the save last night and was apparently in the dining room with a trail of dead bodys.  I have absolutely no idea how I had managed to miss that, but I'll blame all the "Urist McWeaver cancels gather web- Needs ten webs" messages. 
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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

Ifeno

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Re: StNPO - 2 - Actually pretty alive!
« Reply #606 on: September 30, 2012, 09:40:20 am »

Alrighty guess next player has a really fun job XD
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

Ifeno

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Re: StNPO - 2 - Actually pretty alive!
« Reply #607 on: September 30, 2012, 09:47:57 am »

slowpokez has been pmed
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

Lightningfalcon

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Re: StNPO - 2 - Actually pretty alive!
« Reply #608 on: September 30, 2012, 02:23:56 pm »

Can I get added to the end of the waiting list for player turns?
Also, should I post a challenge, or is reclaiming a fort full of giant rattlesnakes and zombies enough of one?
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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

jesternario

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Re: StNPO - 2 - Actually pretty alive!
« Reply #609 on: September 30, 2012, 06:10:22 pm »

Can I get added to the end of the waiting list for player turns?
Also, should I post a challenge, or is reclaiming a fort full of giant rattlesnakes and zombies enough of one?

Post it. Fail or succeed, it's part of the rules, and tradition
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You are never lost as long as you have a trusty and reliable Compass. Mine kept pointing North, so I just removed the red Needle! Problem solved!

Then I proceeded to pick up the rest of the bunnies, the masterfully crafted bronze statue, and its head. The head will be his trophy... But I need money.

Lightningfalcon

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Re: StNPO - 2 - Actually pretty alive!
« Reply #610 on: September 30, 2012, 06:52:30 pm »

You are to create a fully self sufficient airlock capable of supporting up to ten dwarves.  It must have at least one trade depot, which can be accessed through it's own seperate airlock, three workshops, in order to train the migrants, and anything neccasary to keep the dwarves self succiciant.    The chamber will be occupied by each migrant wave, until either the season ends, or until a new migrant wave arrive. 
Bonus- Construct a dormitary capable of housing ten dwarves, a dining room, and a barracks, to train the dwarves into a militia. 
Second Bonus- Smooth all the stone in the airlock, and then engrave the walls. 
Reward-
Your dwarf will be given a bedroom that is a minumum of 6 by 6 tiles wide, that is too be completely smoothed.
Completion of one bonus- Your dwarf is to be given a personal dining room.
Completion of two bonuses- Your dwarf will be given his own throne room. 
Punishment-
Since the airlock has not been completed, the migrants won't have a safe way of entering the fort.  Your dwarf is too be given a set of armor and a weapon of his choice, and must go out each migrant wave to cover the mirgrants as they attempt to enter the fort.  Once he is able to safely escort a total of fifteen migrants, he may retire from this duty. 
Logged
Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

TSTwizby

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Re: StNPO - 2 - Actually pretty alive!
« Reply #611 on: September 30, 2012, 09:00:04 pm »

26 Sandstone, year 12-
The situation is bad.  Sedme Omsosirum Galeh Kish, a beast forgetten by time itself, has somehow managed to reach us from the lower cavern.   How I know not.  It is a giant rattlesnake, with external ribs providing extra armor.  It has already killed four over the past week, including the masked dwarf.  We were able to lock it in the dining room, but that will only buy us a few hours at most.  I have organized a desperate counteroffensive.  It will come in two parts.  Our standing militia will hit first, followed by a squad of six, all armed with picks, which I will personally lead.  If we are succesful, we will quickly dump it's body in the deepest part of our fort we can find, and lock it away for the rest of time.  If not, then let this journal be a warning to all who come here.  Leave while you still can.

NOOOO!!!!! You killed us all!!!!!
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I got a female and male dragon on my embark. I got cagetraps on the exits but im struggling to find a way to make them path into it.
Live bait.
3 dwarfs out of 7 dead so far

jesternario

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Re: StNPO - 2 - Actually pretty alive!
« Reply #612 on: September 30, 2012, 09:03:56 pm »

You are to create a fully self sufficient airlock capable of supporting up to ten dwarves.  It must have at least one trade depot, which can be accessed through it's own seperate airlock, three workshops, in order to train the migrants, and anything neccasary to keep the dwarves self succiciant.    The chamber will be occupied by each migrant wave, until either the season ends, or until a new migrant wave arrive. 
Bonus- Construct a dormitary capable of housing ten dwarves, a dining room, and a barracks, to train the dwarves into a militia. 
Second Bonus- Smooth all the stone in the airlock, and then engrave the walls. 
Reward-
Your dwarf will be given a bedroom that is a minumum of 6 by 6 tiles wide, that is too be completely smoothed.
Completion of one bonus- Your dwarf is to be given a personal dining room.
Completion of two bonuses- Your dwarf will be given his own throne room. 
Punishment-
Since the airlock has not been completed, the migrants won't have a safe way of entering the fort.  Your dwarf is too be given a set of armor and a weapon of his choice, and must go out each migrant wave to cover the mirgrants as they attempt to enter the fort.  Once he is able to safely escort a total of fifteen migrants, he may retire from this duty.

I like this idea. It reminds of something said earlier. And the almost death sentence for the dwarf in question means they should probably have a permanent position in the "waiting fortress."
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You are never lost as long as you have a trusty and reliable Compass. Mine kept pointing North, so I just removed the red Needle! Problem solved!

Then I proceeded to pick up the rest of the bunnies, the masterfully crafted bronze statue, and its head. The head will be his trophy... But I need money.

Lightningfalcon

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Re: StNPO - 2 - Actually pretty alive!
« Reply #613 on: September 30, 2012, 09:17:02 pm »

26 Sandstone, year 12-
The situation is bad.  Sedme Omsosirum Galeh Kish, a beast forgetten by time itself, has somehow managed to reach us from the lower cavern.   How I know not.  It is a giant rattlesnake, with external ribs providing extra armor.  It has already killed four over the past week, including the masked dwarf.  We were able to lock it in the dining room, but that will only buy us a few hours at most.  I have organized a desperate counteroffensive.  It will come in two parts.  Our standing militia will hit first, followed by a squad of six, all armed with picks, which I will personally lead.  If we are succesful, we will quickly dump it's body in the deepest part of our fort we can find, and lock it away for the rest of time.  If not, then let this journal be a warning to all who come here.  Leave while you still can.

NOOOO!!!!! You killed us all!!!!!
Exactly why we need a bunker.  Without one, all I could do was to try to zerg rush it.  It was that or waiting for it to pick us off one by one.
No, the challenge is not at all related to what anyone said at anypoint earlier in this fort.  Also, you have to give the poor dorf some hope, eh? 
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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

Ifeno

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Re: StNPO - 2 - Actually pretty alive!
« Reply #614 on: October 02, 2012, 04:25:05 pm »

2 things regarding the challenge:

1.  How far did you get with your own challenge Falcon?
2.  Don't we already have a bunker challenge / project?
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.
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