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After reading the post, what do you think of this?

I can't wait to try it out!
- 2 (10.5%)
Sounds interesting.
- 13 (68.4%)
Not certain yet.
- 2 (10.5%)
Nothing original.
- 1 (5.3%)
I don't like it.
- 1 (5.3%)

Total Members Voted: 19


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Author Topic: Terrorhounds - the Plague of Plagues (old and new players welcome!)  (Read 13418 times)

slowpokez

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #15 on: August 01, 2012, 06:34:56 am »

I could take a turn, looks quite interesting and so forth :P
I might not make my usual updates (drawings, songs and movies) but sure I think I could pump out some posts following the normal formula :D

towerdude

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #16 on: August 01, 2012, 04:20:53 pm »

I could take a turn, looks quite interesting and so forth :P
I might not make my usual updates (drawings, songs and movies) but sure I think I could pump out some posts following the normal formula :D

You bet. You are after CaptainArchmage.

I would also like to tell (in general) that if anybody cancels own turn, then the one after him/her, will resume. I also hope nobody will abandon a turn in progress, because that needs some more "complicated" methods to resolve.
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

celem

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #17 on: August 02, 2012, 07:25:49 am »

Still at it, hope you can bear with me.  Progress through the year is slow, micromanagement is insane just to stop it from all dying everytime anything spawns on the map.  Cancellations from zombies in the sea too, but I will make it!
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towerdude

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #18 on: August 02, 2012, 06:59:24 pm »

To the horror of former leader 'Towerdude' the citizens of Terrorhounds began ripping up the furthest section of rutile bridge where the future fort-proper was being planned.  His protests were waved away, the fort construction was some way down the road and the blocks were needed for the new cistern.
Spoiler (click to show/hide)

Forgot to ask: how did you manage to dismantle the floors without the bricks falling into the ocean? When I designate a construction for removal my dwarves never catch the materials, and they always fall down.
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

CaptainArchmage

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #19 on: August 02, 2012, 07:44:25 pm »

To the horror of former leader 'Towerdude' the citizens of Terrorhounds began ripping up the furthest section of rutile bridge where the future fort-proper was being planned.  His protests were waved away, the fort construction was some way down the road and the blocks were needed for the new cistern.
Spoiler (click to show/hide)

Forgot to ask: how did you manage to dismantle the floors without the bricks falling into the ocean? When I designate a construction for removal my dwarves never catch the materials, and they always fall down.

It needs confirmation, but I think this changed in a recent update. Dismantling floors in the most recent version has resulted in the building materials for floors getting moved over to an adjacent tile, if one is available.
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celem

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Re: Terrorhounds - the Plague of Plagues (beware!)
« Reply #20 on: August 03, 2012, 11:40:35 am »

^^  yes the blocks are salvagable.  Again apologies for the delays.  I actually crumbled the fort 6 times yesterday but managed to move my savepoint to the dwarvern caravan and winter so almost full year done.

Yes im being forced to savescum this quite a lot.  Its not ideal, but our position in year 2 is tenuous at best.  I should be able to produce a spring save for the next guy though.  Tonight should see the final update, diary logs and upload.  I'll include a little ooc discussion afterwards so the next guy knows the threats and you guys understand why this was such a struggle.  Its well worth the wait, the backstory should be epic given the amounts of Fun im having.
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towerdude

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Re: Terrorhounds - the Plague of Plagues (beware!)
« Reply #21 on: August 03, 2012, 11:49:35 am »

^^  yes the blocks are salvagable.  Again apologies for the delays.  I actually crumbled the fort 6 times yesterday but managed to move my savepoint to the dwarvern caravan and winter so almost full year done.

Yes im being forced to savescum this quite a lot.  Its not ideal, but our position in year 2 is tenuous at best.  I should be able to produce a spring save for the next guy though.  Tonight should see the final update, diary logs and upload.  I'll include a little ooc discussion afterwards so the next guy knows the threats and you guys understand why this was such a struggle.  Its well worth the wait, the backstory should be epic given the amounts of Fun im having.

Ths is a bit odd, since I only savescummed once, but only because my Adequate swimmer soldier dwarf dodged a horse hair into the abyss, fallen into the ocean, and suddenly forgot how to swim. I have never come close to general fort death, not even during the Giant Albatross Corpse siege. I just simply locked my dwarves in, and waited out, they were fine drinking salt water. I am not degrading your skills though, everybody plays differently. It was just a bit odd at first glance, albeit I have no information on what horrors have occured at the fort.
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

celem

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Re: Terrorhounds - the Plague of Plagues (beware!)
« Reply #22 on: August 04, 2012, 02:01:37 pm »

Celem's Log

Moonstone - Wow, I haven't written in my journal since the summer.  I had always planned to keep a regular log, yet the events of this summer and autumn have defied logic and kept me running flat-out from dawn to dusk.

Where to begin.....

Well firstly trade with the humans went well, we exchanged some well cooked prepared meals for a few odds and ends of weaponry in iron and bronze, plus all the alcohol they had brought with them.  It was not a moment too soon really, the booze supply had run out the week before and despite the new freshwater well, tempers were frayed.

Real disaster struck as the humans left the depot in late summer however.  Without warning a horde of hamster men swarmed the bridge, making it into the depot airlock as the bridge dropped to let the humans leave, unfortunately to enable our haulers to remove the carcass of a reindeer calf that had just starved to death the internal bridge was also down, the combination allowed the chittering freaks to rush onto the bridge proper.

Thankfully these things were not initially hostile, causing instead waves of panic through the citizens who dropped the goods bartered from the humans and fled hither and thither across the bridge.  Cracking open the envelope containing threat instructions from 'Towerdude' I realised that our defensive plan basically involved piling everyone into the little tower and waiting for hostiles to leave...  Fair enough I thought, they may not be hostile but they certainly stop us working...  So I called the dwarves into the tower.

Plan sounded good, in practice however not many dwarves made it into the tower, instead ending up trapped at the far ends of the bridge, scared to approach the tower which now had the hamsterman swarm outside it.  After a week or two of almost comical panic I was forced to intervene however, it appeared that the hamstermen wanted to leave, but were as afraid of the dwarves as the dwarves were of them.  Stalemate.

I gave a shout up the stairs and our militia trooped down and out to slaughter the trespassers.  It was a sight to behold I can tell you, the hamsters stood little chance as the militia cut a swathe of red through their numbers.  All was well and the enemy fleeing when a terrified hamsterbeast took a blind swing at our mason as it fled.  The stoneworker nimbly dodge to one side, only to find a distinct lack of rock beneath his feet causing him to plummet into the sea below.  Dwarves rushed to the edge as the hamsters faded into the distance, but nothing could be seen but a faint plume of spray.  Damn!

But wait...it gets worse.  Once we had properly mourned our lost brother I directed the dwarves to the depot to retrieve the remainder of the goods bartered from the humans.  Right as they approached the depot however the corpse of the reindeer calf (dropped in the scare of the hamstermen and later overlooked) rose with a clattering of bone and creaking of sinew.  Back fled the dwarves, pursued by the shambling monster.  Again I ordered our militia into combat and they swiftly dispatched the rotting corpse.  It was so swift infact that it could have been beautiful, the rotting reindeer having time to swing only once before sucumbing to a hail of hammer blows.  Of course the dwarf at whom this blow was aimed dodged expertly.... SPLASH!  Not again!

This was getting bad, over the next few days we got the booze and weapons out of the depot but grumbling had begun amongst the dwarves, particularly the militia.  Apparently undead attacks had not been in their job description.  You see what happens when you let the buggers unionize?!

Turning a deaf ear to their complaints I began construction of my great autumn project.  Farming on the exposed beach had proved futile, with the planters being interrupted constantly by animals, and so I had decided to have a small tower constructed that would link at the third floor to our bridge.  This was intended to allow our farmers to continue to plant and harvest, even when the outer airlock was closed and the bridge isolated from the mainland.

As early autumn set in work continued apace on this, interrupted only by reports of a human peering at the dwarves from the seabed by the coast.  Apparently one of the summer caravan guards had fallen prey to the reindeer corpse too, dodging to his doom in the same way as our militiadwarf and mason.  Thankfully the undead horror could not climb the ramp to land but its haunting visage peering from beneath the waves  terrified the dwarves assigned to construct the tower.  Meanwhile the corpses of said militiadwarf and mason had both also reanimated on the seabed, neither moving but both right beside the bridge they had fallen from.  This meant that dwarves moving from our residential tower to the landward end were forced to tread a narrow track down the center of the bridge to avoid seeing this unpleasantness.  In addition many goods stockpiled at the sides of the bridge were now completely unreachable, with haulers fleeing in terror before laying hands on the items in question.

This was getting messy.....

Thankfully my stern leadership won out, I issued orders forbidding many of our stocks to avoid haulers wasting their time only to get scared, I also informed everyone that traffic was restricted to the center of the bridge.  In this way work gradually resumed. and the shoreside farming tower neared completion.  I was on a clock though, the little booze we had aqcuired from the humans was furhter depleted when our bonecarver hurled several barrels into the ocean from the bridge in a blindrage.  I was shocked to find moral had fallen so low in our little community.  Once he had calmed down I was able to ascertain that he was indeed deeply unhappy with life at Terrorhounds.  The single cramped dormatory was barely adaquate with our newer arrivals, and whilst the food was good the booze bought from the humans was mediocre at best and hadnt lasted.  Dwarves drinking water are unhappy dwarves!

With my suspicions raised I conducted a further survey of the inhabitants and was alamred to find moral to be exceptionaly low across the board.  The military were verging on psychotic.  Whilst happy to sit and train in the barracks (where I had been pleased to see them sparring regularly) they were not happy with the number of callouts they had recieved recently to put down threats on the bridge.  Several animals brought by migrants had starved and reanimated in the meeting halls.  The corpses were seized rapidly by my standing orders but were frequently dropped along the bridge in inaccessible locations when the hauler strayed too close to the edge and spotted a dwarven zombie or sea monster corpse.  In each of these occasions I had ordered them to stand by while I waited for reanimation so that I could kill it in a more convenient spot and summon another hauler. These constant assaults were leaving them weary, and light injuries were being sustained since leather, bone and shell comprised the best armor we could muster.  Bad news in the militia then, though the joy taken by hacking everything to pieces over and over again was keeping them inline...barely.  The rest of the workforce was likewise pissed off.  Bad quarters, no booze and little time to socialise had worn them to breaking point.  these accidental drownings were going to cause a landslide...

Mid Autumn true disaster struck.  It had been bad enough but this was getting out of hand!  Work was complete on the farming tower, though whether I could get the farmers to plant without spotting a rotting friend could be interesting.  I had just decided to sacrifice a bird...we dropped it from the bridge at a corner just out of sight of the rotting corpse scaring workers near the farm tower.  The poor thing drowned really fast, but in the moments before as it thrashed and kicked I was pleased to note the nearby zombies on the seabed converging on it.  This dragged them out of sight of the farming tower, hopefully.  As the dwarves grabbed seeds and headed out I remembered a corner on the ground floor of the tower that we had never completed with all the corpses scaring folks.  Cursing i sent a mason with the farmers to stop that leak, it left our airlock bridges of little use.

Alas!  Too late!  A swarm of boar men and women chose this moment to pour in sending the workers fleeing back.  Biting back a curse I yet again sent the volatile milita to battle.  I dont even need to tell you what happened.  Hack, hack, bash, slash....SPLASH!  You stupid bloody dwarves!!!
Dodge the other fucking way!
As the militia dwarf went down like a rock all hell broke loose.  The boars fled, I saw this and sent the farmers out.  Unfortunatly the returning squad was on the boil, most headed straight for the barracks but a swordsdwarf, foaming at the mouth put his bronze short sword straight through the stomach of the closest farmer.  Boom, another dwarf down.  I rushed the corpse away personaly and returned to the tower to find what I only too well recognised as a tantrum spiral getting warmed up.  Dwarves in both the meeting hall and barracks swinging punches, bruises for now, but this could only get uglier.  No decent home for 2 years of constant zombies attacks, the loss of friends to stupid dodging deaths, no booze half the time and a diet comprising of '101 things you can do to a fish'.

Time for drastic action!  I disbanded the militia immediately and disarmed them, dumping them back into the general populace.  This pissed most of them off even more and sent another few into tantrums.  Fine, dont care, you aint holding an axe now.  Next I got everyone out of that tiny room and invented a million and one jobs along as much of the bridge as possible.  I sent them spread out to dismantle random bits of bridge, to give everyone time to cool down.  Of course as soon as they headed for the blockpile blows started again but i swiftly had em off out again.

Ok, they aint killing each other I thought, now what?  They wont be getting happier either...

And that brings us to today dear reader.  To this bloodstained pit where the inhabitants are tearing each other to bits.  As I think back over this year I shudder at the hand the fates have dealt us.  I had us shut up tight as often as was possible, yet at everyturn we were harassed by wildlife, and the interruptions caused by the remains of our dead friends has cost us weeks of time.  I am not even certain how many of us are left, the violence in the meeting halls when we take inevitable breaks to eat and drink together has escalated and there have been a number of murders.  Some wander drowned in sorrow, unresponsive and desolate.

I must break through this winter and hold us together until the thaw!  Surely some migrant will be stupid enough to venture here, I can offload the overseer's badge to the first sucker i see.  HAHAHAHAHAHHAAHAHAHHAHAHAH!!!!
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celem

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Re: Terrorhounds - the Plague of Plagues (beware!)
« Reply #23 on: August 04, 2012, 02:57:58 pm »

Alright guys your call.  As much as it embarrasses me to say this.....I cant actually do this :p

No matter how hard I try I cannot keep the dwarves happy for the second year, they murder each other when i shut them in due to undead attacks, and the corpses rise in the tower unless i let them out to clear up.

The military ALWAYS dodge off the damn bridge.  As soon as any corpse reanimates on the bridge itself its gotta be gone immediately, so you sent the troops and they fall/drown.  I got lots of supplies in terms of anvils, weapons, all sorts of random goodies, 500 units of booze bought from the dwarves (so no quality), loads of food.

but no stone other than some preprocessed blocks and precious little wood.  I cant build stone coffins, i cant carve slabs, i could build wooden coffins but have nowhere to put them. the beach is full of bonepiles, the bridge is lined with task-canceling zombiedwarves.  It can take weeks of ingame time to get a single corpse of the bridge during which time it raises 3-4 times.

So.  Either you write an alternate timeline and someone else try year 2.  Or someone can have a go from my dwarf caravan save and see if they can finish my year plus their own.  Seems i need to go practice with undead more :(  The save I have is viable, not too many casualties, dwarves still in depot.  start of a spiral if you think you can catch it.  Very sorry again guys:(  It just doesnt work out no matter what i try.  Ive played this year some 10 times now.

http://dffd.wimbli.com/file.php?id=6743 Autumn save, dwarves in depot
« Last Edit: August 04, 2012, 03:02:10 pm by celem »
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slowpokez

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Re: Terrorhounds - the Plague of Plagues (beware!)
« Reply #24 on: August 04, 2012, 03:08:05 pm »

After playing a bit of Markedangels I find this hilarious :P
Imagine hundrens of basically immortal zombies, neverending goblin seiges, freerunning HFS, fort filled with forgotten beast, a fps of 3, a population that accually decreases due to the carnage claiming lives in the dozens. Oh, did I mention the plague?   

celem

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Re: Terrorhounds - the Plague of Plagues (beware!)
« Reply #25 on: August 04, 2012, 03:15:57 pm »

What i mostly found a challenge is that we have no fort.  We have a bridge, a 10x10 beach most of which is unusable due to edges and a tiny tower with low quality rooms.  Theres no stone, no wood, you cant mine and i couldnt manage to grow plants.  I just couldnt keep them safe without locking them all up, and then they fought like cats.  When i did let them out they starved and dehydrated right beside food, caught in eternal flee loops from the zombies in the ocean.  I had to ninja traffic designations and forbid a lot of stuff just to break the loops so they didnt die of neglect.  A few I couldnt free from the loops did starve on the food stockpiles, their corpses were not haulable for the same reason they got stuck....therefore zombie waves.

edit: theres not actually many zombies about in that save.  you could even abandon it and run a reclaim with non unhappy dwarves.  Im pretty sure my dwarf is dead anyway.  Towerdude lives by some miracle though.
« Last Edit: August 04, 2012, 03:20:05 pm by celem »
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CaptainArchmage

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Re: Terrorhounds - the Plague of Plagues (beware!)
« Reply #26 on: August 04, 2012, 05:17:13 pm »

Will download the save and get started as soon as I can.
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towerdude

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Re: Terrorhounds - the Plague of Plagues (beware!)
« Reply #27 on: August 04, 2012, 05:26:39 pm »

What i mostly found a challenge is that we have no fort.  We have a bridge, a 10x10 beach most of which is unusable due to edges and a tiny tower with low quality rooms.  Theres no stone, no wood, you cant mine and i couldnt manage to grow plants.  I just couldnt keep them safe without locking them all up, and then they fought like cats.  When i did let them out they starved and dehydrated right beside food, caught in eternal flee loops from the zombies in the ocean.  I had to ninja traffic designations and forbid a lot of stuff just to break the loops so they didnt die of neglect.  A few I couldnt free from the loops did starve on the food stockpiles, their corpses were not haulable for the same reason they got stuck....therefore zombie waves.

edit: theres not actually many zombies about in that save.  you could even abandon it and run a reclaim with non unhappy dwarves.  Im pretty sure my dwarf is dead anyway.  Towerdude lives by some miracle though.

Epic dude, magnificient. I like your writing style it is more colorful than mine. You had what you had to do, this isn't an easy fort.

I have a few advice though:
- try using crossbows on the zombies
- try building walls beside the bridge, to prevent dodging attacks as soon as you can, use metal bars too if needed
- forgot to say, that during winter the sea will froze for 1 second, this destroy both the floor grates and the well
- the bird dumping was pretty smart, try do it with building an 5x1 floor rod, and dumping from its edge, so the underwater zombies wont disturb you
-try using the military next to the entrance of the shelter-tower, because it already has walls on both sides

Remember this is Terrorhounds, which is also named THE PLAGUE OF PLAGUES for a reason.

Our group wasn't named Braveddwellers the Vigorous Life for nothing, we confront death with life. Life will always prevail! Onwards dwarves!
« Last Edit: August 04, 2012, 05:30:43 pm by towerdude »
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

CaptainArchmage

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Re: Terrorhounds - the Plague of Plagues (beware!)
« Reply #28 on: August 04, 2012, 07:03:54 pm »

I've noticed there are some cast obsidian walls over the ocean. WTF?

The Journal of Lord Mana, Arkmagus, 4th of Moonstone of the Year 4

The letter came from the Mountainhomes today, saying I am an Arkmagus. I have tried my hand at the arts of magik, but never took it seriously until today. Whilst I was getting ready to leave, at around midday in this little fortress of Angzakrorung Elcur Elcur, the current leader Celem Razamost stormed into my room and slammed a pile of papers onto my desk*.

"That's it!" he roared. "I quit."

*For the sake of simplicity, by room is a dormitory, and my desk is my bed.

So, Pa, looks like I'm now the leader of this one-horse town. Hell, we don't even have a horse, the closest we have is a Llama in some godsawful state I can't begin to describe. Let me present the current state of the fortress to you. We're located on the coast, and by that, I mean the fortress is built over the ocean. Right over it. Literally the only thing stopping us from falling in is a stone walkway attached to a hut. No counterweight, the whole thing is held up by ten few bricks and a bit of freaky magiks that even I can't grasp. Did anyone say that this place is infested with undead? If that's not freaky enough, anything dead on or over the ocean comes back to kill us. Hell, I've been here long enough not to use the usual grammar when describing such shit.

The most solid piece of housing we have is a hut containing our food and booze on one level, half a dining room on the next, half a dormitory on the one above, and some kind of inaccessible watchhouse on top. We have barrels next to our beds, a carpenter's shop in our dining room, and next to no wood.
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celem

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Re: Terrorhounds - the Plague of Plagues (beware!)
« Reply #29 on: August 05, 2012, 06:06:42 am »

Ahh sorry yes.  I had thought of walling the bridge to prevent the cancelations as towerdude just suggested.  But we had no stone and the dwarves wouldnt build there anyway so its DF-hacked obsidian walls.  Its just along the strip that caused the mopst spam, lotta bodies on that side
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