Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Which Embark? **reformed**

mavj96's Mirthful/Sinister Embark
- 1 (7.7%)
Varni's Volcano Embark
- 2 (15.4%)
Metruption's Embark
- 4 (30.8%)
Imp's Ocean Side
- 6 (46.2%)

Total Members Voted: 13


Pages: 1 ... 12 13 [14] 15 16 ... 18

Author Topic: Anyone up for a parallel fort playthrough?  (Read 21167 times)

Gind

  • Escaped Lunatic
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #195 on: November 09, 2012, 09:02:23 am »

Hey Imp! you should update your savegames with the lazy newb pack, because your graphics are a littlebit wrong!
Logged

Qracle

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #196 on: November 09, 2012, 10:38:30 am »

The caravan had run into trouble.

Their food supplies were infested with vermin.  All that remained were some plump helmets

They had been harassed by elves.  In the dark of night, a crazed carnivorous elf had torn the throat from their leader, having glimpsed the mounds of logs they were hauling.

One pack mule was gored by a unicorn in the mirthful woods they had passed through a few days earlier.  The other had wandered out into some green stinking rain, as the seven remaining crew cowered in a shelter hastily built in a haunted marsh.  Now it was breathing laboriously, and was beginning to rot before their very eyes.

They put the unfortunate beasts out of their misery and were forced consolidate their load into a single wagon, abandoning half of their ore to sink into the stinking quagmire.

The remaining two horses pulled the cart slowly, its wooden wheels creaking under the weight.  A smell of fish and salt water wafted toward the group, and they could hear the faint crash of waves on a distant shore.

Hastily they forced a march which lasted two full days, hope in their hearts that they would find a human town on the edge of the water body.  There they could sell their load, and resupply with food, fish, and a crew of the towering humans to make the journey back to the mines.

As they crested the final hill, the smell hit them full force.  Death and decay hung in the air like the miasma around an abbatoir.  The ocean was filled with death.

With horror they recoiled as a reeking giant crab, dragging its broken limbs behind it, shambled up the beach towards their caravan.  The horses, spooked, bucked in their reins, tipping over the cart, shattering its wheels.

A moment of silence passed, as the seven survivors realized that their fates were linked to this beach.  They would either survive or die here.

Walking over to the remains of the cart, one dwarf hoisted a pick out of the rubble, and with a cold stare of finality regarded the other six.

In a voice, deepened with age and experience he said, "Strike the earth".


Spoiler: The survivors (click to show/hide)

Spoiler: The supplies (click to show/hide)

Spoiler: The Embark (click to show/hide)

Spoiler: The Farms (click to show/hide)


Spoiler: The Hive (click to show/hide)


Spoiler: The Neighbours (click to show/hide)

Spoiler: The Workforce (click to show/hide)

All in all, an uneventful start!  But that's great, giving us a chance to get established to prepare for the real fun.
« Last Edit: November 09, 2012, 10:45:16 am by Qracle »
Logged

Varnifane

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #197 on: November 09, 2012, 12:29:15 pm »

Start at the beginning...

I woke up in a sweat last night. In sheer terror I jumped out of my bed. Ignoring my nakedness I leapt over my shale coffer and my +limestone cabinet+ and bounding up the stairs three steps at a time (something I only recently learned I could do) I yelled "STOOOOOOOOOOP!!!!" at the top of my lungs.

"Wut?" said a vacant looking dwarf as he was placing a bloody mass of hair from a recently butchered corpse in the newly designated refuse stockpile.

"Take that mess back upstairs."

"Why?"

"DO IT!"  I screamed. "DOITNOW!"

A crowd had started to gather. I can only imagine what was going through their mind as I, their leader was standing there, naked and grimy (I really must get that well built, and the rock nuts pressed, and some wood burned, and some lye brewed, and some soap made, and take a bath) screaming at someone.

The new dwarf, I still haven't caught all of their names, picked up the mass of blood and hair and started walking away.

Move this stockpile over there, and take down these butcher shops and move them over there too.

They got to work, and no one said a word.

If someone had asked why, I don't know what I would have told them. I couldn't tell them the truth, not until more precautions are in place.

But I knew as I watched the dwarf carried that bloody mass of hair away, the bloody mass that had started twitching... I knew that when the hair stopped twitching, I had just averted disaster.
« Last Edit: November 09, 2012, 02:35:57 pm by Varnifane »
Logged
I regret to inform the community that the mass murder of puppies does not create a viable clock.
I don't know if you need other ideas when you have magma.

Imp

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #198 on: November 09, 2012, 01:15:27 pm »

Hey Imp! you should update your savegames with the lazy newb pack, because your graphics are a littlebit wrong!

Eeps.

I'd been running this with Ironhand graphics modified for Legends of Forlorn Lands mod... It's my favorite mod and thus my favorite tileset, though the customization does mean that certain graphics are just plain weird (Like fireflies, which look like fireflies in the modded games.... look like green saguaro cacti in this game.  Startling, but only at first... though I did think for a moment the desert trees had animated and were attacking when I first started...

I'll open my save in lazy newb pack game though before I take more screenies to share, so they'll look right for ya.
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Varnifane

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #199 on: November 09, 2012, 01:56:26 pm »

Start at the beginning...

14th Malachite 81

Snapshot


We just got another small wave of migrants. A couple of the children came of age, and we had three more babies. It appears the beds are working.

We are still pitifully armed and armored. I had someone come up to me and say we could make armor out of the moon snail men shells we've collected. I asked how well the shells protected the moon snail men. He just slunk away and didn't say anything. He's been reassigned to topside mason.

But we do have enough food and booze to supply the mountainhome for a season. And it is well done. This is one of the primary reasons so many of the dwarves are ecstatic.


Here is the location of the almost catastrophically designated refuse piles. We got lucky.
Note the four levers...

Spoiler (click to show/hide)
I set this up to catch the unwary. The kitten is bait. Bridges 1 and 2 form an airlock. Bridge 6 is for isolating the entire entrance. Bridges 3,4 and 5 are for smashing. It isn't open for business yet. But it will be soon. I know this is cheese-tastic. Once I get enough metal to outfit my military I'll take it offline. Except for necromancer sieges.


We have increased our holdings topside.


And have roofed off almost half of the area.

It is summer. I don't normally say things like this, but i hope the humans get here soon...
« Last Edit: November 09, 2012, 02:36:14 pm by Varnifane »
Logged
I regret to inform the community that the mass murder of puppies does not create a viable clock.
I don't know if you need other ideas when you have magma.

Metruption

  • Bay Watcher
  • They/Them
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #200 on: November 09, 2012, 03:50:50 pm »

My report: (contains language that some people might be offended by, if you are offended by words synonymous with "poop" or the profane version of "oh fudge" don't read this because you will be offended)
Spoiler (click to show/hide)

If we need to consolidate all of these elsewhere then whynot just make a wiki and every fort gets a page?
We just need to trust everyone to be respectful of eachother and not wreak eachother's stories.
Logged

Varnifane

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #201 on: November 09, 2012, 05:56:52 pm »

Start at the beginning...

Last summer I was having a hard time getting to sleep, so I went out and stood by the ocean.

As I stood there, at the edge of this immense and impenetrable thing, I was terrified. How big, how deep, how unknown. No axe, no pick, no bolt can harm it. Whatever you throw at it, it swallows up.

As I stood, there with my heart racing, a picture flashed in my mind and my heart stopped.

As I fell backward, and darkness clouded my vision I saw that no matter how big and deep and unsearchable the ocean is, thy sky is bigger... and darker... and deeper.

As I lay there, the last memory I have before I passed out is the sound of the waves crashing, crashing, crashing.

That was a year ago today.

Tonight we heard a terrible scream. One of our children was sitting up in her bed and making these... noises. The scream had come from her mother. The girl opened here eyes, or rather her eyelids because behind her eyelids was the same blackness that overcame my vision that night on the beach. She got up, and took over one of our craftsdwarf shops.

She gathered stone and rough gems and set to work, the whole time burbling, or mumbling, or clicking. Every once in a while something came out of her mouth that sounded dwarven.

It started with just a sound. Now I know you think I am mad to describe a sound as dwarven. Maybe I only think so now in retrospect because  I know full well what she finally uttered. But you have to understand, these other sounds she was making were...unnatural. But it started as a sound, and then a syllable, and more two syllables and finally, when she completed what she was working on, she turned to look at me (as I had taken to staying with her as she worked) and said "Uvelatol"..."Beartruths". After she spoke she walked over to me, pressed something into my hand, and walked away.

After watching her go I looked at what she had given me. It was an earring with a peculiar design. I held it up so I could get a better look, and what I saw caught my breath. It was the same image that came to my mind on the beach a year ago. I put it away in my pocket, because some truths are too much to bear.

3rd Galena 81



10th Galena 81









 
Logged
I regret to inform the community that the mass murder of puppies does not create a viable clock.
I don't know if you need other ideas when you have magma.

Imp

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #202 on: November 09, 2012, 06:06:32 pm »

Start at the beginning...

Fantastic idea.  And another awesome update that I enjoyed reading!
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Varnifane

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #203 on: November 09, 2012, 06:09:34 pm »

Start at the beginning...

Fantastic idea.  And another awesome update that I enjoyed reading!

Thank you (although I copied it from somewhere)

And thank you.
Logged
I regret to inform the community that the mass murder of puppies does not create a viable clock.
I don't know if you need other ideas when you have magma.

Varnifane

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #204 on: November 10, 2012, 03:46:55 am »

Start at the beginning...

6th Moonstone 81

It's the dead of winter and snow covers the landscape. We've been lucky the last few months as we have seen nor heard none of the albatross corpses that plagued us at the end of the first year. I don't know if you have heard an albatross song before. They are mildly unsettling, but take the same song and run it through the rotten throat of an albatross corpse and its enough to put you off your whiskey.

In the place of the corpse birds we've seen monstrous varieties of ravens, peach aced lovebirds and chitinous bugs. We were able to capture some of the lovebirds and I intend to place them in cages throughout the fortress, yes I am willing to use that word to describe our hole in the rock, and have their song drown out the sound of the waves.

We number 100. There are numerous children and if we hadn't had so many come of age they would make up 1/3 of our population.



We've expanded on what we had already built. We have more smelters, more bedrooms, more room for underground farming and pasture, more animals, more industry (and industries), more of the topside walled and roofed and we even built a wildlife trap. The way the wind blows everything around I figured it would funnel unwary creatures into our cage traps. It may seem cruel to the animals, but it's not my fault they're made of meat.



We now have a "proper" military. They are outfitted in leather except for metal helmets and carry an assortment of weapons we have bought off of the caravans. Currently they number 10 dwarves, but soon the leatherworker will finish the kit for another 10 dwarves and we will have a respectable 20 dwarf militia. On a side note, the leatherworker got herself elected mayor and it has been quite pleasant. She, like all mayors, makes periodic demands. But she keeps telling me to halt the export of bucklers, which I have no intention of exporting, and when she tells me to make up a number of bucklers I reply, That's a great idea. Why don't you take care of that for me?" And she runs off and does it. She still doesn't have what she considers a decent living arrangement, but every time she starts complaining I order up another round of bucklers and sh skips (yes I believe it was skipping) off happily.

Someone else came under the influence of the same force as the little girl. It was a grown dwarf this time; a carpenter. I hear he made a coffin though I haven't worked up the nerve to go check it out.  At some point I'll have to, but today is not that day.
« Last Edit: November 10, 2012, 03:51:55 am by Varnifane »
Logged
I regret to inform the community that the mass murder of puppies does not create a viable clock.
I don't know if you need other ideas when you have magma.

mavj96

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #205 on: November 10, 2012, 11:38:56 am »

Hello everyone, been very busy lately so sorry for the lack of quality updates. Starting a new game today. Going to see if I can utilize leatherworking and trading to get a military up and running.
« Last Edit: November 10, 2012, 11:44:37 am by mavj96 »
Logged

Varnifane

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #206 on: November 10, 2012, 11:40:47 am »

Welcome back =)
Logged
I regret to inform the community that the mass murder of puppies does not create a viable clock.
I don't know if you need other ideas when you have magma.

Mo3636

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #207 on: November 10, 2012, 11:59:07 am »

Having trouble getting a steady supply of water anyone else having the same problem
Logged

mavj96

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #208 on: November 10, 2012, 12:08:42 pm »

Having trouble getting a steady supply of water anyone else having the same problem

About half the guys somehow have aquifers.

I my self am having plenty of trouble with everything. The 0 weapon metals is the part that's kicking me in the shins the most.

That and I have no idea how to build floors over walls.
Logged

Imp

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #209 on: November 10, 2012, 01:51:50 pm »

Having trouble getting a steady supply of water anyone else having the same problem

Weirdly, my map does not have salt water except in the actual sea.  This confused me SO much I asked questions about it on the questions forum:

http://www.bay12forums.com/smf/index.php?topic=118870.0

I have heard people complain and complain about the difficulty of seaside embarks, because all the water is salt.  So that's why I warned as I did.  But I've got normal stagnant water (drinkable, unhappily) in my standing pools.  I've not found an aquifer or reached for the caverns yet, but I messed up and let my drinks reach inadequate (update tonight when there's time) and found out because dwarves were complaining about there not being enough buckets (I had 3 at the time)... and the only tasks that might call for a bucket then were any spontaneous 'give water to the sleeping thirsty'.  That made me shudder, to think that dwarves were pouring salt water down each other's throats while they were asleep, but checked the health screens and nothing looked wrong on the overview, so I guessed it wouldn't kill anyone.... then I noticed dwarves going to drink themselves from the stagnant ponds.

Huh.

So I've got freshwater seaside, somehow.  Though the sea itself is salt.

Otherwise, a well may be your answer.

Apparently a well makes water pure and clean, even if it's being drawn from the sea or from polluted water.  I have not tested this to verify yet.
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.
Pages: 1 ... 12 13 [14] 15 16 ... 18