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Author Topic: Suika Fortress: Free mode! CrossedHorns over...  (Read 58718 times)

Totaku

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #360 on: September 22, 2012, 05:32:48 pm »

I left a second message to GoombaGeek via PM to give him a heads up that he has 1 day to complete his work since he hasn't responded yet. (Gotta keep everyone on schedule yo!)
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GoombaGeek

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #361 on: September 22, 2012, 07:59:03 pm »

Right, right, sorry.

I'll work on it. I probably won't finish all the engineering before next spring, but I have managed to pare us down to one entrance inside the pit-moat (which was a great idea). What we really need, other than map tunnels, are traps on the only way across the moat to knock zombies in. Unfortunately nobody can successfully create them without getting murdered.
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Grimlocke

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #362 on: September 22, 2012, 08:23:26 pm »

What you can do, is put the traps on the z-level below the moat and then dig the ceiling out.
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GoombaGeek

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #363 on: September 23, 2012, 02:14:30 pm »

Oh shit I don't know what time zone extension plz

This will be finished up soon, I'm just worried that it's like 5 in the afternoon wherever you guys are.
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Totaku

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #364 on: September 23, 2012, 04:28:48 pm »

Good thing you said something, cause I was about to say the same thing since your time pretty much ran out.


Anyways, you will now have till Tuesday 2 PM Central Time to complete your run with the requested extension.
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That's one small step for man, one giant leap for Otakukind!

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Totaku

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #365 on: September 25, 2012, 08:32:50 am »

Ok, I'm going to make it clear that GoombaGeek has 6 hours to complete his turn and post the entire event...

I will notify NekoRex of his turn in the mean time...
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GoombaGeek

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #366 on: September 25, 2012, 08:58:25 am »

I can't do it!

Okay, so I got until mid-autumn. Then a black kedama got in through an entrance I couldn't figure out how to close, Patchouli ran outside and got slaughtered by a disembodied head (not a yukkuri but someone's actual head). Population is still at 21. If anyone wants this save (with my designations and plans) then you can take it, but things pretty much went to hell and I don't expect anyone to play it - it would be nice if the person next year could implement the tunnels and aquifer-drowning traps, though.

It's pretty funny how fast my dreams were crushed by this place. Am zipping up the save now, but it probably won't upload until I get home after school (they frown on large file transfers with their internet, funnily enough). Patchouli is dead in the non-blighted region and some poor sucker named AaronIII died really early on. There aren't any other named deaths I found. However, all our migrants are dead. For the next turn... dig the migrant tunnels first... I was totally unprepared for all the entrances and bridges we have. Most of the levers don't even work, and they're right next to the kedama-blighted entrance, meaning that instead of a secure fort you get Noob cancels Pull Lever: Interrupted by black kedama corpse x9999. And zombies are bum-rushing the fort and we have one person with a weapon skill: I checked.

This is pathetic :U
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Grimlocke

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #367 on: September 25, 2012, 03:16:40 pm »

Ah the blighted lever room... had trouble with that on my turn too, proly realy should have moved that to some deep part of the fort.

I wish the next person better luck!
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Totaku

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #368 on: September 26, 2012, 05:09:03 am »

GoombaGeek I thought you had some time after school to do the post the link.

It's been almost a day since you last posted and NekoRex is waiting. Please try the link to file in 4 hours or I'll have to mark the turn and file as null and void.
« Last Edit: September 26, 2012, 05:37:40 am by Totaku »
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That's one small step for man, one giant leap for Otakukind!

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GoombaGeek

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #369 on: September 26, 2012, 08:39:30 am »

Sorry, I had homework.

Honestly, though, the save is invalid since the entrance is stuck open and we have no way to kill anything (stonefall traps are un-reloadable). NekoRex should probably just start over D:
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Totaku

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #370 on: September 26, 2012, 09:06:43 am »

So in other words, the fortress is pretty much doomed to be killed by the undead at this point....

Welp, I know what ending I'll have to write up now.  Well actually I don't  but I get the gut impression I know what ending I WILL have to write up if things don't improve.

So, for the sake of the event.... this event will be ROLLBACK'D to CaptainArchmage's save.

And as a heads up for you GoombaGeek, be prepared to have everything ready next time so you don't end up stuck like this. This will serve as a warning to any player who plays and doesn't post the save.

Anyone that doesn't get a chance to post the save following the completion of their turn in a day will get a warning first. Second time will result within in being removed from the participant circle. (They can still spectate) for a week or two. (This is so they can have time to get things straighten out on their end.)

I'm just adding this in as a safety measure. Course if you can get things done in a timely matter, and post the save we can keep things going. ^^;;

Anyways NekoRex, you will be using CaptainArchmage's save.
http://dffd.wimbli.com/file.php?id=6932


Rex, because your computer is slow, I want to see if you can hopfully make it to the beginning of spring by Wendsday 9 AM of next week, this'll mean you'll have to do Summer, Autumn and Winter.
« Last Edit: September 26, 2012, 09:13:10 am by Totaku »
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That's one small step for man, one giant leap for Otakukind!

And maker of the mod in progress known as Suika Fortress Now for 0.34.xx!

Nyotor Lizardhammers

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #371 on: September 27, 2012, 04:45:29 pm »

And from the ashes...



I, NekoRex, return!


Now let's just have a looksee around here before we get start-

HOLY SHIT THIS IS CONFUSING

I mean, what the hell?

What the fuck does this lever do?

WHY ARE THERE UNMARKED LEVERS?


WHAT THE FUCK DO THESE LEVERS DO

AAAA

GHOSTS!!!



Alright, NekoRex, keep it together. You're the greatest and first founder of this awful mess.
All we gotta do is...

Move the levers and mark them, secure the entrance, build walls around to block line of sight to prevent mishaps, rebuild a few bridges,...

...try and hope migrants come inside,...

...make use of my 20something peons,...


...and build slabs for our 100 or so dead comrades.

For that I'll have to dig a new room under the stockpiles which I will officially designate as "Slabtown".

Alright... now let's get to work...
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NotaPirate

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #372 on: September 27, 2012, 05:21:01 pm »

What? I'm not on the list? I request to be resuika-ed immediately!
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Darvi

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #373 on: September 27, 2012, 06:48:55 pm »

That left lever opens the hatch leading to the Blood God's quarters.
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Nyotor Lizardhammers

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Re: Suika Fortress: Cross Forum Edition! CrossedHorns: Spring 113
« Reply #374 on: October 02, 2012, 03:10:59 am »

Malachite 13 (this save put me in the middle of the summer)
And so things went underway. The entrance rebuilding got started, the levers were getting moved, and slabtown started getting dug out. Everything was going quite well.
Outside, I watched a yak get mauled by zombies. Left a pretty impressive trail of blood.

In fact, there are quite a few trails around here. Neat.

Anyways, the rest of this update is provided to you by Shrinemaiden IRC Enjoy!

Malachite 15
[19:45] <NekoRex> fuck I have migrants
[19:46] <NekoRex> shoul I try to make them military or something
[19:48] <NekoRex> they'r hell not going to get inside running around and sending the entire horde after them

[19:49] <NekoRex> whoever designed these magma forges are the worst, they'res holes right open just inviting some fire imps inside

[19:52] <NekoRex> gdi my entrance fixes aren't done either
[19:53] <NekoRex> those migrants have literally 0% chance to get inside I think without a huge amount of luck and military banding
[19:53] <NekoRex> I at least want to see them make it to the safe zone though

Malachite 18
[19:54] <NekoRex> I like how the only thing between me and about 8 zombies trapped in a moat is a single locked door

[19:55] <PurvisHasLeftThisTimestreamNWS> *Make a platform over them, turn them into archery practice*
[19:56] <NekoRex> That would require unlocking the door
[19:56] <NekoRex> and going outside
[19:56] <NekoRex> both of which are awful ideas
[19:56] <PurvisHasLeftThisTimestreamNWS> *You build up and over the door*
[19:57] <PurvisHasLeftThisTimestreamNWS> *The going outside part is harder to fix, though...*
[19:57] <PurvisHasLeftThisTimestreamNWS> *At least until you make a good cover for your murder platform*
[19:57] <NekoRex> uh oh, I think that I had more migrants before
[19:58] <NekoRex> but I didn't notice
[19:58] <NekoRex> and they died
[19:58] <PurvisHasLeftThisTimestreamNWS> *Whups*
[19:58] <NekoRex> that must be where that yak cow came from that had like 5 zombies after it
(Note: That wasn't actually the case as far as I'm aware)
[19:58] <PurvisHasLeftThisTimestreamNWS> *Nwo you have to figure a way to bury the fuckers*
[20:02] <NekoRex> you don't "bury fuckers" in suika fortress
[20:02] <NekoRex> you crush them with a drawbridge then you make them a gravestone
[20:03] <NekoRex> an only if you're lucky enough to get them to your drawbridge

Malachite 22
[19:59] <NekoRex> this one migrant won't move
[19:59] <NekoRex> he's just like frozen there with fear

Malachite 23
(Note: Eventually I put him into the military)
[20:26] <NekoRex> >go pick up equipment
[20:26] <NekoRex> >it's all forbidden
[20:27] <NekoRex> >still going anyway
[20:28] <heartsriker> Yeah stupid fucks
[20:31] <NekoRex> why do they not listen
[20:31] <NekoRex> zombies are after him now

<Later in the day>
[20:35] <NekoRex> well I inadvertently killed the runner
[20:35] <NekoRex> oh well
[20:37] <NekoRex> WHERE ARE THEY FUCKING GOING
(Not pictured: More militaried migrants not going towards the spot I wanted

Malachite 24
[20:46] <NekoRex> holy shit
[20:46] <NekoRex> they're making it
[20:46] <NekoRex> they're getting to the point

[20:51] <NekoRex> one made it in
[20:54] <NekoRex> this is my greatest achievment

Malachite 26
[20:55] <NekoRex> all they have to do is kill one undead and they'll all be in

[20:56] <NekoRex> 7 survivors

Malachite 28
[21:02] <NekoRex> the only casualties were chens
[21:03] <NekoRex> and all the animal pets from the migrants
[21:03] <NekoRex> these losses are acceptable
[21:04] <NekoRex> oh and they're all nearly miserable
[21:05] <heartsriker> Lmao
[21:10] <NekoRex> archmage is going to be so pissed when his cat inevitably dies

[21:16] <heartsriker> Neko it would  be funny if the migrants end up going mad
[21:16] <NekoRex> yes it wouldn't

Malachite 29
[21:16] <NekoRex> ps Pirate your custom profession is now "Armok's Chew Toy"
[21:17] <heartsriker> what
[21:18] <NekoRex> well you have died innumerable times

[21:20] <heartsriker> bull
[21:23] <heartsriker> i've only died twice
[21:23] <heartsriker> reported deaths anyway
[21:23] <NekoRex> archmage got a new pet cat today
[21:23] <NekoRex> too bad about his old one
[21:24] <NekoRex> pirate your death toll is at least 5
[21:24] <heartsriker> what
[21:24] <heartsriker> how
[21:24] <NekoRex> it's on the dead list
[21:25] <NekoRex> you died 5 times in the first 3 years
[21:26] <NekoRex> that or those are little pirate bits
[21:26] <NekoRex> no wait those are individuals
[21:30] <NekoRex> I counted 9 instances of Pirate being deceased
[21:31] <NekoRex> he's the Tidus of Pirates
[21:34] <NekoRex> I'll give you something useful to do in a bit

Galena 4
[21:35] <heartsriker> i only want to fight
[21:36] <heartsriker> set me as maeksman
[21:36] <NekoRex> I'm not doing military atm
[21:36] <NekoRex> and marksmen are useless
[21:38] <heartsriker> my archers in my new fort
[21:38] <heartsriker> killed undead like badasses
[21:38] <NekoRex> cool, well, I'm focusing on making the fort not a deathtrap atm
[21:41] <heartsriker> neko so how are you not making the fort into a death trap
[21:41] <NekoRex> I'm moving the levers for one
[21:41] <NekoRex> and I'm slabbing all the dead suikas


Galena 5
[21:41] <NekoRex> I HAVE NO CARPENTERS
[21:41] <NekoRex> WHY

[21:44] <NekoRex> so totaku and omba are the new carpenters
[21:44] <heartsriker> nice

Galena 7
[22:08] <NekoRex> next on my list of priorties is to build atom-smash bridges on this trader path / ulimate undead destroyer

[23:01] <pirate> are the stonetraps still there?
[23:01] <NekoRex> yeah
[23:01] <pirate> Replace em with hammer traps
[23:01] <pirate> it's annoying to reload them
[23:01] <pirate> hammer traps deal more effective damage and reload automatically
[23:02] <pirate> saves a bunch of mechs from dragging stones close to undead
[23:03] <NekoRex> hmm

Galena 13

Digging a shortcut to the traders so that the suikas don't have to walk through the entrance area. Fun.

Galena 18
[23:06] <NekoRex> lol traders are here
[23:06] <NekoRex> they're not staying long for sure
[23:06] <NekoRex> I hope they go away
[23:06] <pirate> the'll prlly just get killed

[23:07] <NekoRex> yeah. next season the path should be ready
[23:07] <pirate> caravans are simply a way to increase undead count
[23:07] <NekoRex> then we'll have safe trading
[23:07] <NekoRex> even the path isn't in the undead zone
[23:09] <pirate> let's hope they don't try to wage war on us before them
[23:09] <pirate> you know, all those lost caravans
[23:09] <pirate> make something with the silver to
[23:10] <NekoRex> i assigned it
[23:11] <NekoRex> it'll probably take forever tho

Galena 19
[23:18] <NekoRex> what
[23:19] <NekoRex> which fucker left the "suikas save refuse from outside" order on

[23:19] <NekoRex> no wonder they're constantly trying to go outside every time I open the front door

Galena 22
[23:33] <NekoRex> how the fuck are you people having trouble getting traders and shit
[23:33] <NekoRex> I opened the door and they're just coming right in with no problems

[23:34] <NekoRex> I'm even building a wall on one of the openings to the main entrance while the door is open

Galena 23
[23:38] <NekoRex> right now the biggest threat to my fort is an undead hampster arm


Galena 25
[23:51] <NekoRex> my tunnel is flooding for literally no reason

[23:56] <NekoRex> OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH
[23:56] <NekoRex> It's the aquifer
[23:58] <pirate> lolwtf
[23:58] <pirate> we had an aquifer?
[23:58] <NekoRex> yeah, on the good area
[23:58] <NekoRex> part of it at least
[23:59] <pirate> ooooh well done
[23:59] <NekoRex> good thing I reacted quickly


Limestone 1
[00:08] <Syanas> This should be right after tokaku's run isn't it?
[00:09] <Syanas> Or was Grimlocke after him?
[00:09] <Syanas> Whatever the case, a lot less undead are outside now.
[00:11] <NekoRex> yeah
[00:11] <NekoRex> or was
[00:11] <NekoRex> autumn has come
[00:12] <NekoRex> one of the humans eventually did die tho
[00:12] <NekoRex> so I didn't get any trading
[00:12] <NekoRex> oh well, traders are useless
[00:12] <Syanas> So are our shallow metals.
[00:12] <NekoRex> hahaha
[00:14] <NekoRex> on the other hand I got 7 migrants in!!!
[00:18] <Syanas> Awesome.
[00:18] <Syanas> It's been a while since our migrants exceeded 4.
[00:18] <NekoRex> we have 28
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