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Author Topic: Zaludmomuz: Futurecrypt  (Read 2530 times)

Durmatagno

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Zaludmomuz: Futurecrypt
« on: November 08, 2012, 05:50:39 pm »



All right, so I tried to make a succession game earlier but something I was doing while working on another mod flooded the entire map every hour or so with (RL) with magma, every open space, above, or below, sealed or open, flooded. Unplayable. So after a little while I decided to try again. Below I'm gonna lay down a few rules.

Rule 1) Vanilla DF for this one, the only mods I'll accept are to grazer values of creatures that would once starve in the largest pasture.
Rule 2) We're doing this Boatmurdered style, images and journals are to be posted.
Rule 3) Every leader makes a crypt for themselves, and it must be equal in size to the first, but otherwise is fair game. They can then do one upgrade to it every turn. If a ruler dies between turns, then they MUST be buried and they must not have their crypt disturbed by any other player.
Rule 4) Only retractable bridges, no atom smashers or shotguns so its more fun
Rule 5) Don't attack or steal from dwarven caravans, the others are fair game.
Rule 6) Pop cap will be 20 till me and TheBlueSteel increase it. Please leave it there.
Rule 7) Have !!FUN!!

The embark will be the vanilla embark with the basics doubled and the skills increased as much as I can get them to.

The fort:

http://durmatagnons1.deviantart.com/art/Futurecrypt-336761101

Wellp........I think I covered Everything

1) Durmatagno
2) TheBlueSteel
3) Scruffy

Also, I would just link a zip file for the following needed mods, but I have adventure mods rampant and don't want to mess your stuff up (and I'm lazy)

Spoiler (click to show/hide)
« Last Edit: November 08, 2012, 07:53:59 pm by Durmatagno »
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TheBlueSteel

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Re: Zaludmomuz: Futurecrypt
« Reply #1 on: November 08, 2012, 05:53:46 pm »

I am EXTENSIVELY ready for some !!FUN!!.

Tut will weep in envy of my tomb.
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Scruffy

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Re: Zaludmomuz: Futurecrypt
« Reply #2 on: November 08, 2012, 06:02:01 pm »

Sounds interesting. Mind if I take a turn?

Edit: Do you mean that everyone must make a crypt that is equal in size to the one made by the first leader? How large can these "upgrades" on the following turns be? I doubt that we will manage many full rounds so people won't most likely get many chances to upgrade.
« Last Edit: November 08, 2012, 06:06:18 pm by Scruffy »
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The weredwarf Urist McUrist has come! A bearded drunkard twisted into minute form. It is crazed for booze and socks. Its unwashed beard is tangled. It needs alcohol to get through the working day and has gone without a drink for far too long. Now you will know why you fear the mines.

Et tu, Urist

Durmatagno

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Re: Zaludmomuz: Futurecrypt
« Reply #3 on: November 08, 2012, 06:17:17 pm »

Sounds interesting. Mind if I take a turn?

Edit: Do you mean that everyone must make a crypt that is equal in size to the one made by the first leader? How large can these "upgrades" on the following turns be? I doubt that we will manage many full rounds so people won't most likely get many chances to upgrade.

Yep, however big I make mine, is the size of the rest.
One upgrade can be four statures, one in every corner, or engraving everything, upgrading this item here, or increasing the crypt from, for example, 5x5 to 6x6. Upgrading the coffin is the only upgrade that does not count.
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Durmatagno

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Re: Zaludmomuz: Futurecrypt
« Reply #4 on: November 08, 2012, 07:25:50 pm »

All right people, the map has been fixed, HAVE AT THEE.
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TheBlueSteel

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Re: Zaludmomuz: Futurecrypt
« Reply #5 on: November 08, 2012, 07:49:55 pm »

Spoiler (click to show/hide)

Here's yer RAW Durm.
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Durmatagno

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Re: Zaludmomuz: Futurecrypt
« Reply #6 on: November 09, 2012, 10:02:41 am »

My name, is Durm, and I have been put in charge of this expedition by, and for Lokum Ros. I write this as the wagon stops for the night, just a few days from the region where the king told us to stop. I fear the area, its got a sinister, foreboding feel, and the name doesn't help "Futurecrypt" in the humans tongue. As I am not a leader by any means, I will be stepping down at the end of the first year.

Spring:



We have arrived at the forest, and have stopped the wagon next to the water to let the animals drink. Myself, and the other miner started carving a start of a fortress into the mountain side to our west. The soil here is dry, but we hit clay inside the mountain, so farming will be easy. The silt-stone around here provides a good source of stone for further building, but we must dig deeper so that we can really thrive.



As what is to be the meeting hall nears completion, the carpenter runs inside. After a few minutes of talking, he finally tells me that Rhinos and Hippos have been spotted, so far they are stayed on the other side of the river, but who knows how long that will last. Before I send him away, I ask him the name of the forest, and he tells me it is the "Forest of Disloyalty". This does not bode well on top of the name we were given by the king.



Its nearly mid-spring, and nothing of note has happened. I stop to write this as I drink some wi--what, what is that? Its.....no...its raining blood, tossing aside my wine, I rush inside to finish the indoor meeting hall so the other dwarves won't be caught in the blood. This does not bode well, it seems the tower to the south-west was not abandoned after all. I can only hope that this blood is merely and after effect of some evil magic, and is not directed at us.



Spring is drawing to a close and the blood rain is finally stopping. Normal water is finally dropping from the sky, and I only hope it lasts long enough to get rid of all the blood. Two new immigrants also arrived today, lucky them. We got a potash maker and another miner, I have the potash maker a hammer and chisel and set him so smoothing out the walls of the bedrooms we were making, and the miner, well he joined us.

Autumn:



Most of the year has be uneventful, none of the Goblins nearby attacked us, no undead, nothing but the cursed blood rain. I suppose that this is a good omen, but at late autumn with no caravan, I fear we may be-....I have just been told that the caravan has arrived, and I have ordered all the mechanisms I ordered made into the depot to buy anything and everything I could. My one regret is that they arrive to a field of crimson and a lake of blood in front of the fort. Also, I recived word sometime in summer that the king has banned the use of anything but retracting bridges, strange, a minor setback, nothing more. If nothing else happens, I leave a note below for my successor.

Notes:

Finish the Kitchen, and dining hall
Dig for ore
Get a Smelter
Get a Forge
Mechanisms are worth much, I had them set to be built constantly, but had to cancel the order for the caravan.
The Rhinos of the area are tamer than most, perhaps capture and tame them. If we can, they will be valuable in war

End

Yep, uneventful year :(

Anyway, TheBlueSteel, here's the save for your turn.

http://ge.tt/9NvjWIR/v/0
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TheBlueSteel

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Re: Zaludmomuz: Futurecrypt
« Reply #7 on: November 09, 2012, 10:36:42 am »

Once more into the breeeeaaaaccccchhhhh!

D_init popcap at 20 right?
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Durmatagno

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Re: Zaludmomuz: Futurecrypt
« Reply #8 on: November 09, 2012, 10:48:40 am »

Once more into the breeeeaaaaccccchhhhh!

D_init popcap at 20 right?

Yeah
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TheBlueSteel

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Year 2: TheBlueSteel
« Reply #9 on: November 09, 2012, 03:16:09 pm »

Armok on an anvil, Durm just abandoned his post as expedition leader.... babbled something about not being worthy and held his pick rather menacingly, so we let him go.  The rest of the dwarves have voted, and I've been elected our leader now. Time to make some sense of this mess.

I am "BlueSteel" Ber, our resident fisherdwarf/hauler what have you under Durm's reign as expedition leader. No longer! I'm going to do something useful with my life- masonry.

As my first order of business I have taken the few pig tail fibers we have and charcoaling up some basic name-tags for our dwarves. I couldn't figure out what any of the chuckleheads did despite living with them, and though they were a touch offended most liked the clarity in their daily lives. I feel as if our productivity will improve immensely.

1st Granite

I feel so vulnerable here. The very sky rains blood, and the only thing between us and the undead or goblins that I am sure shall accost us is a bridge we can't even raise. I will try to remedy this state of affairs, as soon as I haul this.... wait.... no! I have stopped much of our stockpiling activities and given the other dwarves far more streamlined jobs. Hopefully this will help our efforts.

No sooner do I take command then some random lad runs up and tells me our Mountainhome representative left unhappy. Blast it! That bastard was supposed to bring me more seeds! Well, fuck.

I also notice we have no means of storing food, no secure depot, and no butcher's shop to digest the creatures our hunters have so foolishly killed. I commission digging for all of them.

20th Granite

I was told today that one of our dwarves was very unhappy. Apparently he wishes for a well, and hasn't been able to sleep well due to noise. I will monitor this situation.

22nd Granite

Migrants today! Marvelous! We receive a farmer, a potter, a fisher, another miner, two hunters, and two children. I have put them all to work, but the hunters.... well, they will haul stones.

4th Slate

Suddenly, horribly, I realize we are out of booze, and have been for some significant amount of time. Now that I think about it, I am FAR too sober. I immediately order a still constructed, and it is put up so quick I barely have time to leave the room before the brewer rushes in to make us some much needed booze to the cheers of the assembled mob.

5th Slate

We have struck an enormous cavern underground! Finally! I order it sealed off, but the spores will prove useful to getting ourselves out of that miserable rain.

19th Slate

Our unhappy fisherdwarf was struck by a strange mood today, and I momentarily feared for my life when he passed me with a fell glance. Thankfully he merely claimed one of our crafting workshops and began demanding bones and metal bars, but I shall now have to manufacture some metals to satisfy him.

14th Felsite, Late Spring

An elven caravan arrived today. We shall buy all their booze, because only four units are on hand due to a precipitous barrel shortage. I have also ordered a large area of our soil dug out underground so we may set up a tree farm that isn't CONSTANTLY COVERED IN ELF BLOOD.

16th Felsite, Late Spring

A goblin thief AND a snatcher are both detected by our war dog... which promptly rips the arms off of the snatcher. Both of them. It promptly escaped and disappeared, and tracking it by its trail of blood is impossible due to our accursed weather. I doubt the gobbo will live long.

3rd Hematite, Early Summer

We smelted some limonite for our crazed fisherdwarf, and he promptly claimed some and started some strange project. Probably will be some iron spiked mugs with our luck....

8th Hematite, Early Summer

The dwarf emerged from his craftshop bearing.... an artifact figuring of dwarves laboring. I've put him to making stone crafts, since he's now apparently very good at that. Meh, not useful, but whatever.

The elves also left today without even warning me or giving me a polite note, damn it! I wanted that Giant Dingo they had in their cages!

12th Malachite, Late Summer

Just as I finish isolating the fort from all potential dangers, a migrant wave arrives! So... many... children. No idea exactly what we got, but I think it was three farmers, a hunter, and a fisherman. Exactly what we don't need.

13th Galena, Late Summer

Another mood, Herbalist this time, nothing much to report. I have begun making more quarters in the 3x3 pattern preferred by my predecessor, but we are running low on wood, and so progress is slow. There is much wood outside, but I am loathe to attempt to retrieve it, as a massive herd of zombie Rhinoceros some eight strong is lurking beyond our doors. Surely we are better waiting for the trees to grow underground than facing those abominations. I am vindicated in my decision to shut ourselves away from the vile outdoors.

14th Galena, Late Summer

Oh joy, a human caravan! Hopefully they brought wood... I will even trade them our ever so valuable stone mugs for wood...

No luck though, but we did get a lot of barrels and booze in exchange for worthless rock crafts and cut clay loam. Silly humans.

19th Sandstone, Late Autumn

A new migrant wave! .....six hunters......... oh my, that is SO useless. I immediately drafted them into a squad of crossbowdwarfs, which will hopefully come in handy.

20th Sandstone, Late Autumn

Today one of the farmers came over and told me one of our new recruits had died rather messily in the meeting hall. I expressed shock, but apparently a Rhino had gored him in the spleen on the way in, tearing it horribly. I immediately ordered his corpse buried in the more peaceful part of our fort.

22nd Sandstone, Late Autumn

Oh Armok preserve us! That migrant has returned to the living on his way to our burial grounds, as an undead abomination! He is now mauling the cook who was hauling him. I have ordered our miners into a squad and sent them to put him down.

23rd Sandstone, Late Autumn

A Giant Rat somehow got in to our fortress.... uhhhh.... yeah we caught it in a cage trap. A future source of lots of rat meat I suspect.

24th Sandstone, Late Autumn

Our miners are approaching the zombie, along with the crossbow squad. They only have wooden crossbows, but I hear bludgeons work well on the undead. The cook has been killed, sadly.

2nd Timber, Late Autumn

Well THAT was a clusterfuck.

We killed the zombie easily enough, though one of the lads lost a hand to the monster's teeth; it hands useless now, nerves severed, and we'll need to treat him soon else it will get infected. The corpses were being hauled to the refuse pile when the contents of our butcher's shop (in a neutral biome!) got up and killed both haulers in a maelstrom of hair....

I suspect a necromancer managed somehow to get to that part of our fort, as our refuse pile and the four dead dwarves have now been ressurected as well, none of which are in the evil area which most of our fort is built upon. I have NO idea how the vile creature managed to avoid the horde of dwarves that we have around, but somehow it happened. I had a door build on the entrance, and the undead are trapped, thankfully.

17th Timber

Our mechanic was taken by a mood today, babbling about old gods and whatnot. Hopefully he makes something useful, as apparently the dwarves killed in the undead escapade were actually rather well liked. Three of our dwarves are currently unhappy.

19th Timber, Late Autumn

Oh horrors! One of our children has been kidnapped today! I have no idea how [really, no fucking idea] since our drawbridge has been closed and our fort has been inaccessible to the outside except for merchants, but the parents are most distraught. I have ordered chains constructed for some dogs near our entrance to combat any more sneaking enemies.

2nd Moonstone, Early Winter

Bollocks. Our legendary miner/broker tantrumed today, and broke a crafters leg in a fist fight. I haven't done anything to him, but we now have six unhappy dwarves, as he broke one of the levers with a masterpiece mechanism in it in our meeting area.

17th Moonstone, Early Winter

Curses! It turns out our brewer was the farmer that was killed in the zombie incident.... I just realized now that dwarves have been drinking water laced with elf blood, as we have run out of booze. For some reason dwarven wine was forbidden, so I've let them drink that now, but only no-quality booze for us for the foreseeable future. Still at six unhappy dwarves.

20th Moonstone, Early Winter

Ffffffffff...... One of our dogs went through the zombie door, and promptly was set upon by the beasts. I had forgotten to tightly close the portal to the undead, and the creature was killed IN THE DOOR AS IT LIMPED BACK OUT BLEEDING! This jammed the door open, and the zombies set upon the rest of the fort with vigor. We are rushing to engage them now, our six miners and five crossbowmen with crossbow wooden hammers.

26th Moonstone, Early Winter

The zombie threat is ended, and the necromancer is dead, but not without serious losses. It had to be done, else the zombies would have set on the civilians, but we lost two miners (one legendary :( ) and two crossbowdwarfs to the mobs of animated hair and our former brethren. All corpses have been hauled to the refuse pile, and thankfully have not reanimated.

2nd Opal, Mid-Winter

I fear for our fort diary. I really do. A full ten dwarves are now unhappy due to all the death and losing of friends that has been going on, and Unibmat is downright miserable. Poor fellow was the husband of Olonthocit, our legendary miner that died, and despite my best "Up with yourself program" he is simply inconsolable. Also, our mechanic is demanding raw glass for her project, and we have none. I have set up a glassmakers workshop, but our original supply of sand has already been used up for glass trap objects. I can only hope she makes it to the next caravan, but I have my doubts.

14th Opal, Mid-Winter

Bollocks! My expedition outside to collect wood has met with tragedy! A fucking ambush of gobbos, fuckidy fuck. All I wanted was to smelt some good furniture to make our dwarves happy, but NO, fucking gobbos.

15th Opal, Mid-Winter

As we all run inside, I suddenly discover goblins walking in our front door in another ambush. I..... I have no words..... 12 goblins versus our untrained 5 crossbowdwarves..... and one friendly cave swallow spearman? Yes, I am told a friendly cave swallow spearman is deep in the caverns below us.

Slaughter ensues as we manage to close the bridges with only two invaders inside. Some children are killed by the goblins outside, but the two inside are swarmed by mass-drafted dwarves, and we only lose a single stonecrafter (legendary........) in the melee.

No more outside for us, and of the remaining 29 dwarves 16 are unhappy....






My game promptly crashes. I propose we expunge my year from the historical record. Everything went wrong.
« Last Edit: November 10, 2012, 05:52:23 pm by TheBlueSteel »
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Durmatagno

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Re: Zaludmomuz: Futurecrypt
« Reply #10 on: November 10, 2012, 01:24:21 am »

Anyone else interested?
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Gavakis

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Re: Zaludmomuz: Futurecrypt
« Reply #11 on: November 10, 2012, 08:57:53 pm »

disregard post.
« Last Edit: November 10, 2012, 08:59:36 pm by Gavakis »
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Rhyme

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Re: Zaludmomuz: Futurecrypt
« Reply #12 on: November 11, 2012, 05:56:08 am »

I'd like a turn, however my computer is being a bit uncooperative, so i won't be able to play for now.

PS: Been reading the forums for 2 years. Registered for this
« Last Edit: November 11, 2012, 06:08:25 am by Rhyme »
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Most people's relationship with Dwarf Fortress is akin to Stockholm Syndrome.
Dwarf Fortress doesn't mean to do it... I just can't behave sometimes so it has to correct me.
Wait, there's a player list?

Durmatagno

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Re: Zaludmomuz: Futurecrypt
« Reply #13 on: November 11, 2012, 11:34:21 am »

I'd like a turn, however my computer is being a bit uncooperative, so i won't be able to play for now.

PS: Been reading the forums for 2 years. Registered for this

All right, G-Techs turn went to all kinds of hell, so if Scruffy doesn't grab his soon, it'll go to you.
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Rhyme

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Re: Zaludmomuz: Futurecrypt
« Reply #14 on: November 11, 2012, 11:48:11 am »

As I said, i don't know idea i'll be able to play soon. My computer seems to think i like dwarf fortress crashing andrea i am trying to solve that. However, i love the  smell of ˇˇFUNˇˇ in the morning
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Most people's relationship with Dwarf Fortress is akin to Stockholm Syndrome.
Dwarf Fortress doesn't mean to do it... I just can't behave sometimes so it has to correct me.
Wait, there's a player list?
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