Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

In what manner shall death be dealt with?

One death is it! Afterwards, either upload the save or build a fortress for future adventurers.
- 2 (16.7%)
Everyone shall have two goes at it! If you die once, you can start fresh with a new adventurer. Die twice, and you're done - upload the save.
- 5 (41.7%)
As many tries as you like; so long as you stick to the one-week limit, you may start as many new adventurers as it takes.
- 3 (25%)
Save scumming is fine. However many tries it takes to get your chosen hero to her/his destination.
- 2 (16.7%)

Total Members Voted: 12

Voting closed: August 02, 2012, 07:17:16 pm


Pages: 1 ... 4 5 [6] 7 8 ... 13

Author Topic: [Succession] Adventurer's Retirement Home  (Read 22062 times)

Burnup

  • Bay Watcher
  • Kill until you can't, Then savescum.
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #75 on: September 01, 2012, 03:57:05 pm »

If enough people sign up, this game mode may be enhanced by shortening the turns. Exp: 24-78hours a turn.
Adding the possibility of signing up for a fortress turn may be beneficial as well.
Logged
Just tell her that you were merely doing what the voices in your head were telling you to do.

Manze

  • Bay Watcher
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #76 on: September 01, 2012, 05:32:23 pm »

My name is Iden Whipfainted. After hearing that my longtime friend Adil Shieldmachines had gone off searching for adventure, I decided to go look for him.


I started by asking around the local town to see if anyone had seen him. It seemed, however, nobody knew of him at all. Had he even passed through here? Concerned for my friend, but unable to do anything about it, I figured I might as well help out the townsfolk, in case they were hiding Adil's location from me out of mistrust.



Unfortunately, it seems the people here did not feel like I could help them. What are they hiding from me? I must find out.

There are some mighty strange people in this town. I met this ranger who claimed that the North Jungles are to the south. Yeah, I believe that. Uh huh. Okay you tall crazy freak. What the hell is a sloth anyways I mean really.

I decided to move west, towards a fortress I had heard was there. Upon entry, it appeared empty, but a more thorough investigation found a human by the name of Timta Breedcharm. She seemed somewhat suicidal, as she asked me to lead her to death, but hey, now I have an adventuring buddy!



Entering the main hall, I found a human Lady, and while asking her about the nearby area, I heard tales of a famous hero whose name had been spread back to my hometown. Maybe Adil had become a legendary hero like Milo, and had gone to retire! I've heard only legendary heroes can go to Releasedsouls, where Milo is rumored to have settled, so I'll need to go make a name for myself.



While traveling south and east to a cave I'd heard about, Timta and I were set upon by a pack of dingoes.



They didn't stand a chance.



NO! Damn you, you horned hellspawn! You killed her! What did she ever do to you? No, seriously, you completely murdered her before she even got a swing off, so she did nothing to you.



You... You killed both of us. I can't move my arms or my legs. That stab... Must have hit my spine. I wonder if this is what happened to Adil. I'm sorry, old friend, that I could not have seen you one last time.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Well, that went badly. Again. It was a lot of fun, though, trying to kill a unicorn when my only weapon was an iron shield and a copper two-handed sword. The damned thing ran up, slaughtered my follower, then ran away.

Would tyou all prefer that I make a fort, or just upload the save and PM the next guy on the list?
« Last Edit: September 01, 2012, 05:37:27 pm by Manze »
Logged

Manze

  • Bay Watcher
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #77 on: September 06, 2012, 02:58:13 pm »

Double post, my apologies, but my last post was days ago.

Okay, so I've got a decent fort up right now. A few artifacts (one of which being a gold sword), no candy, and it's self-sustainable to the point I don't even check food stores anymore. The question is, would you rather I leave it in the world populated using DFHack, or find some way to get it destroyed? I haven't had a siege in an in-game year (and the last one was one squad), and I get the feeling demons would be too much for most adventurers. Loyalty cascade, maybe? I don't know.

Would you prefer abandoned or populated?
Logged

melkorp

  • Bay Watcher
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #78 on: September 06, 2012, 03:17:48 pm »

Abandoned.  Make em work for that gold sword.
Logged
He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...It should be pretty fun though.

Manze

  • Bay Watcher
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #79 on: September 06, 2012, 03:19:23 pm »

Alright, can do. Any idea how exactly to get this fort to fall? A sufficiently large siege would probably do it, as my military is mediocre at best (although the guy with that gold sword does completely decimate things), but sieges (and ambushes) are few and far between.
Logged

MrWillsauce

  • Bay Watcher
  • Has an ass that won't quit
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #80 on: September 06, 2012, 03:20:45 pm »

Leave an open entrance to the caverns. That'll kill the fort eventually.
Logged

melkorp

  • Bay Watcher
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #81 on: September 06, 2012, 09:48:19 pm »

Hey, just stop making booze.  And deconstruct all your coffins.  And your refuse piles.  And your chairs and tables and hospitals.  And your gate.  And your wells.  And your nobles' quarters.  And quit hunting and cooking.  And draft every dwarf into squads and put them on permanent station over some rotting corpses with no clothes or equipment.  And stop making bolts.  Leave your trading depot where it is but kill anyone who tries to set up and trade with you.  Never fulfill mandates or production orders.  Put a dump order on every item of clothing.  Do you drink?  Have a drink.  Have several.  You'll have earned it.  Because you'll be having "Fun", Manze.  You'll be having "Fun."   
Logged
He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...It should be pretty fun though.

MrWillsauce

  • Bay Watcher
  • Has an ass that won't quit
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #82 on: September 06, 2012, 09:51:52 pm »

Also I've never had an artifact stay in a fort after abandonment and reclamation. If it's possible, it'll take extra effort (I hear lead bins work nicely).
Logged

Manze

  • Bay Watcher
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #83 on: September 07, 2012, 12:53:09 am »

Hey, just stop making booze.  And deconstruct all your coffins.  And your refuse piles.  And your chairs and tables and hospitals.  And your gate.  And your wells.  And your nobles' quarters.  And quit hunting and cooking.  And draft every dwarf into squads and put them on permanent station over some rotting corpses with no clothes or equipment.  And stop making bolts.  Leave your trading depot where it is but kill anyone who tries to set up and trade with you.  Never fulfill mandates or production orders.  Put a dump order on every item of clothing.  Do you drink?  Have a drink.  Have several.  You'll have earned it.  Because you'll be having "Fun", Manze.  You'll be having "Fun."

I've got over 3K plant alone, probably another 1K meat. And at least 2.5K booze. If I stop I can keep going for quite some time. And that's not Fun, that's surrendering. If all else fails I'll trigger a loyalty cascade tomorrow.

Also I've never had an artifact stay in a fort after abandonment and reclamation. If it's possible, it'll take extra effort (I hear lead bins work nicely).
Huh. I've seen artifacts stay. One of my adventurers once ended up getting a kill with an artifact high boot he found in one of my old forts, because I hadn't figured out equipping myself yet. They're just a bitch to find.

quick thought the next guy should make a fort with crutches, also if they could some viles would be nice. (just an idea you dont have too.)



The mayor has a hardon for crutches and bracelets. I made a stockpile specifically for crutches, juuuuuust for you.



~~~~

Okay. So I managed to get a forgotten beast. It was composed of salt. One of my military dwarves decided to solo it as it ran by. He completely dismembered the damn thing in four hits, then cut it in half. Why couldn't it have been made of diamond or something? At least then I'd need my shock troop squad (artifact sword and  bronze whip) to stand a chance of killing it. Jesus christ. I haven't had a fort this resilient in a long time, and I was trying to get this one killed. Oh, did I mention the mayor's a vampire? He got a grand total of one kill before I tracked him down.

All three cave levels are currently open. My front gate is open, removing the need for enemies to path along my trap hallway (although I wish they would. There are ~250 obsidian swords, at least half of which are masterwork, along a winding path upon which a ballista can fire, after which there are cage traps. Only [TRAPAVOID] is getting through that unscathed). My military (with the exception of first squad( is exclusively stationed at the gate, training. I have one crossbowdwarf who isn't even training (jesus christ how do I get them to train). I'm genuinely hoping for a massive siege so I can go down in a blaze of glory, as opposed to having to selfdestruct.
Logged

MrWillsauce

  • Bay Watcher
  • Has an ass that won't quit
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #84 on: September 07, 2012, 01:12:50 pm »

If you really want to end the fort, there's always opening up the funmobile (it's a clown car).
Logged

Manze

  • Bay Watcher
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #85 on: September 07, 2012, 02:30:46 pm »

Okay, now I'm extremely worried. A full siege (four squads - one lasher, two bowmen, and one ogre) showed up at my front step. I waited patiently at my entrance with my military. Three quarters of them died instantly (forgot to wall off the upper section of my entrance, so the bowmen shot down on them).

I survived.

Because of an error in military training scheduling, fifth squad wasn't active and had no gear. So they went around looking for it. They gathered it up and went to the entrance right as the siege (now down one hammerlord) entered. With no bowmen cover, my meager force routed them with only 50% casualties.

At this rate, it looks like I'll need to find the clown car. I haven't found any candy yet at all, which is kind of strange.
Logged

Sprin

  • Bay Watcher
  • I am Sprin Dragon, Master of Madness!
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #86 on: September 07, 2012, 02:56:02 pm »

actualy I need to be pushed back ANOTHER MONTH...
Fuckin school...
Logged
Quote from: Karnewarrior
HOW DID YOU KNOW I WAS LOOKING UP RULE 34 OF D*CKS?
Sprin is certifiably insane, but there is no denying his brilliance.

Manze

  • Bay Watcher
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #87 on: September 07, 2012, 05:22:18 pm »

Alright, once this fort burns out I'll PM whoever was below you on the list.

Finally found candy and proceeded to mine straight to the clown car. Over 600 units of raw candy were mined in the making of this pathway. Unfortunately I didn't actually get to *make* anything out of these. The fort is rapidly being taken over by clowns.  Out of 200 dwarves remaining, 86 are children/babies. Jesus.

Artifacts:


I think that the low boot and the blowgun were on fire when the fort ended, but I'm not sure.

The bed was constructed in a noble's room, but is probably gone. Happy hunting.

Save file: http://dffd.wimbli.com/file.php?id=6889
Logged

MrWillsauce

  • Bay Watcher
  • Has an ass that won't quit
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #88 on: September 07, 2012, 05:26:39 pm »

Those are some pretty bitchin' artifacts. Is it possible to wear two crowns? It should be.
Logged

Manze

  • Bay Watcher
    • View Profile
Re: [Succession] Adventurer's Retirement Home
« Reply #89 on: September 07, 2012, 05:27:49 pm »

I just noticed that the blowgun's name is DivineTwig. That`s hilariously awesome.

I've sent Bralbaard a PM informing him that it's his turn. If he hasn't responded in three days I'll PM whoever was after him, unless Sappho comes back.
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 13