Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Fight the power!

Row!
- 0 (0%)
Row!
- 0 (0%)

Total Members Voted: 0

Voting closed: December 16, 2013, 01:03:36 pm


Pages: 1 ... 9 10 [11] 12 13

Author Topic: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.  (Read 23976 times)

smurfingtonthethird

  • Bay Watcher
  • Legendary Shitposter
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #150 on: January 07, 2014, 03:33:07 am »

THE JOURNAL OF SMURFINGTON THE THIRD

(OOC: Sorry my image manipulation skills are rubbish)

After centuries of floating through the void, I find a host. Claiming their body, I am reborn for the third time!



... God damn it, I'm a female. This is... weird.

It appears I have claimed a dwarf in a fortress in crisis. For one, there's a bunch of goblins and corpses outside.



For two, the population has been absolutely decimated. For three, this place is a shithole, with a bigger mess then many I have seen before.

I take order, slapping the idiot in charge. He looks shocked, then yells at me, demanding that dice should not be exported. Fuggin dwarves.

This fortress has little technology, so I get to work on that. Finding no research equipment, I order a research lab to be completed. Seeing that we have a bit of warpstone, I try to start research on warpstone labs. Then I discover that we have no vermin remains. Impossible! I check the stocks, not a one. Theres plenty of live vermin, but where are all the vermin hunters? I check the stocks again:



You're fucking me. A duck. A single duck.

Suddenly, ghosts made their presence known.



Get them slabbed, you lazy bastards.

Once they are put to rest, I hear migrants announcing their arrival. Hopefully, they are far enough away from the goblins that they make it safely to the fortress. They spawned next to them. The rest was quick.



One dwarf was spared, however. A known serial killer had come to the fortress and was spared by the goblins for reasons unknown. I psychically got the traitor to attack a lone goblin. Results:



Apparently, the bastard is immortal.

A dwarf suddenly becomes secretive (these psychic dwarf powers are wierrrrd)



He claims a masons workshop.

Nymphs make off with some useless shit.



With some suitable magma technologies researched, I delve to the magma chute and order the construction of workshops INSIDE the mountain. Some idiot ordered the construction of a floating workshop over the sea. I order the tapping of the volcano, powering my new golemforge.



These goblins are going to get it.

The scourge of dwarvenkind rears their ugly head, elves have appeared. The goblins make quick work of them.



Seems the goblins aren't so bad after all.

More ghost shenanigans. Gettin reaaal tired of their shit.



The mechanic finishes his artifact, producing a door.



This door is interwoven with eldritch energies that hypnotise those that wish to destroy it. Creepy.

The goblins leave, and dark stranglers arrive, 4 squads of the bastards. If I can make some javelin infantry in time, they'll make a good edition to my food hoard.



The immortal bastard is still lying there. He has severe brain damage, but he still lives. What the hell is he? (OOC: serious, wtf?)



Summer has arrived.

(OOC: Part 2 coming soon. This be my first succession fortress, and it is in need of some serious regeneration. So, who's up for a fortress completely composed of steel golems?)
 
« Last Edit: January 07, 2014, 03:36:23 am by smurfingtonthethird »
Logged
RIP Moot ;-;7 Sigtext!

smurfingtonthethird

  • Bay Watcher
  • Legendary Shitposter
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #151 on: January 07, 2014, 07:20:09 am »

PART TWO OF THE JOURNAL OF SMURFINGTON THE THIRD

A new mayor was elected by the dwarves. He immediately demanded the creation of an amulet. Nobles will be nobles.

A dwarf was possessed!



Sadly, the immortal dwarf perished from lack of thirst, though not thirst of water. He probably was a vampire or something of the sort.

A thunderbird appeared, scaring the stranglers shitless.



The rival invaders went to war, with the thunderbird killing one of the stangler squads. However, it was avenged by the other 3.



The disheartened stranglers fled! The dwarves have entered the outside world for the first time this year.



Two new things: an artifact and a forgotten beast.





In light of the recent attacks, defenses are being erected. This is a primitive trap corridor, to try and save the few dwarves left in the fortress.



Another possession (I may have started a trend.)



A wizard ambush attacks the unprepared defenses! The miners are rallied and sent into battle:



One dwarf was hit by a fireball, he perished quickly. The trade depot went up in flames, and a miner by the name of Kivish killed 3 of the 6 invaders. Another squad was detected and the miners followed them out. One miner perished when he charged too early and was ganged up on. Kivish killed 5 of the murderers, which sent the remaining wizards packing. He then proceded to kill some dingos for no reason. All hail Kivish, the Hero of Silvergoose! The fire was doused by prayer rain. Thank Armok.


Some of the steeloak has been converted to steel. This, alongside whatever is made downstairs in the magma forge, will increase the amount of weapons and armor we can make.

Migrants finally arrive! This boosts our population to 29!


However, once everyone gets inside, all hell breaks loose. A few frost giant thieves appear in the trap hall, quickly dealt with by Kivish.



At the same time, a Drow caravan, an automaton ambush and a kobold ambush appeared:





(OOC: didn't manage to get any snaps of the bolds, but they were drow'd.)

The automatons, who were shelling the fort from their cliff, charged the fortress. They were either captured or killed. The crazyness was over, with no friendly casualties. Just before the end of the year, on the 24 of Obsidian, something crazily insane happened. After this glorious shitfight, the population actually grew by one. A baby was born.



(OOC: And that ends my year! Possibly some of the best fun i've had with DF in a while. Protips to my successor:
1. There's a large magmaforge downstairs. There should be enough equipment to create a golem or two, plus plenty of armor and weapons.
2. The far right lever in the gatehouse opens the trap corridor road. Try adding more traps until the population can actually fend off an attack.
3. Try and buy some more vermin hunters, they be driving the dwarves cray cray.)
Logged
RIP Moot ;-;7 Sigtext!

mensrea

  • Bay Watcher
  • Bane of COMEX
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #152 on: January 07, 2014, 09:07:09 am »

Excellent turn, and finished in record time! It looks like Silvergoose is slowly edging back from the precipice, gradually being talked down from the suicidal leap it was once seemingly committed to. I have to admit, the best games that I ever have are usually the ones where you are on the brink of total defeat and manage a complete rebound. Also, nice to see someone else appreciates Starcraft 2 (and now I have a strong urge to play through the campaign again).

On another note, dorfing people has been nearly impossible since the beginning due to a string of....setbacks. I will pick up the save, dorf everyone who requests it/has requested it, along with all the overseers, as well as providing some screenshots of the fortress/dorfed players. This way overseers can have !!fun!! and not worry about such trivialities. That is, if no one objects.

Grimmash's turn is next and no one is signed up beyond that so let me know if you are interested.

Logged

Jerbot

  • Bay Watcher
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #153 on: January 07, 2014, 09:10:45 am »

That did seem like lots of fun! I have to say, getting lots of invaders is hit or miss in DF, but its great to see this fort surviving (if that is what it is) against so many enemies. Someday we might even have a stable fort...or a military...
Logged

jimboo

  • Bay Watcher
  • Bastart
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #154 on: January 07, 2014, 09:25:36 am »

Must admit, I had serious doubts when he posted that he was opening the walls and betting all in with just a trap corridor for survival but hey, whatever works.  Without stationed invaders, the quickest way to jump-start the military is to use the Embassy to call a dwarven caravan and then hire away their escorts.  There are more than enough gold coins stockpiled for that and Armok knows this fortress has enough tradegoods to spare.  Then invite more immigrants (2K).  Maybe more than once.  Without a skilled ambassador, calling in the Legion was always iffy, anyway.  I suggest doing those soon, as another 80+ siege can come any day.   
Logged
Good walls make for good neighbors. -- Urist Frost
Avatar photo credit: NomeDaBoy@Worth1000.com, reposted from BoingBoing.net (great site)

4maskwolf

  • Bay Watcher
  • 4mask always angle, do figure his!
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #155 on: January 07, 2014, 09:52:37 am »

Indeed.

I would like to request a redorfing as anyone. My dwarf died shortly into my year.

Grimmash

  • Bay Watcher
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #156 on: January 07, 2014, 10:08:02 am »

I'll try and finish vamp fort tonight, then pick this up.  Smurfinfton, did you grab any mithril off the dead elves?  Would be nice to melt down and reforge into some useful arms and armor, assuming their guards had some mithril gear like they do.

smurfingtonthethird

  • Bay Watcher
  • Legendary Shitposter
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #157 on: January 07, 2014, 05:58:49 pm »

Derp, I forgot the save link: http://dffd.wimbli.com/file.php?id=8300

The guard hire option wasn't there, because this was built on an earlier version of Masterwork.

I did grab a bit of mithril, and I saw some raw mithril too. I focused on defenses though, so look out for that, and make it into welded mithril. There's plenty of steel armor to be made, try making steel or welded mithril platemail sets.
Logged
RIP Moot ;-;7 Sigtext!

Grimmash

  • Bay Watcher
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #158 on: January 08, 2014, 12:23:39 am »

Picked it up.  Anyone else think the difference between sand walls and floors is not the best?

smurfingtonthethird

  • Bay Watcher
  • Legendary Shitposter
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #159 on: January 08, 2014, 01:08:41 am »

I can barely tell. Annoying when creating passageways.
Logged
RIP Moot ;-;7 Sigtext!

jimboo

  • Bay Watcher
  • Bastart
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #160 on: January 08, 2014, 07:39:18 am »

I don’t cheat often but I typically changelayer SAND_BLACK to SAND_WHITE just for that reason.  Also for a bit of OCD.   :)

The guard hire option wasn't there, because this was built on an earlier version of Masterwork.
 

The option wasn’t there only because all the coins were spent.  I played with the save to mint more from all that stockpiled gold and the screen looks like this:

Spoiler (click to show/hide)

Quick other comments:
- the fortress is open to anything flying in from the caverns or out of the magma.  The FB currently down there is a spider and luckily unable to reach from his present position.
- Dugan is now a legendary Farmer but he isn’t tending the fields; that’s being done by six novices and dabblers with farming enabled. 
- In the week it took to mint the coins, another large migrant wave arrived.  Each game is different but it looks like the next Overseer won’t be burdened with the chronic labor shortage that’s existed ever since the tantrum spirals took us to only 18 so it might not be necessary to invite immigrants after all.  I'd still call a caravan and hire the guards as soon as possible but perhaps I'm just gun-shy after my turn.
Logged
Good walls make for good neighbors. -- Urist Frost
Avatar photo credit: NomeDaBoy@Worth1000.com, reposted from BoingBoing.net (great site)

Grimmash

  • Bay Watcher
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #161 on: January 11, 2014, 05:29:21 pm »

I am actually playing this now. Good news - in the first month we got a migrant wave that more than doubled the size of the fortress.  I'll have a proper update... Sunday?  Maybe Monday?  Soon.

smurfingtonthethird

  • Bay Watcher
  • Legendary Shitposter
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #162 on: January 11, 2014, 06:54:15 pm »

Spam migrants until you get a sizable population.
Logged
RIP Moot ;-;7 Sigtext!

Grimmash

  • Bay Watcher
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #163 on: January 12, 2014, 11:55:41 am »

Has anyone used arbalests?  Are they any good?  Like, good enough to make up some sort of arbalest star-fort layout above ground?

Also, the above ground portion of the fort is driving me crazy, so I think my goals will be:

Rearrange the forges.  The Phoebus tileset won't reinstall properly, and the Obisidian tileset with mixed ground is driving me nuts.  We also have a fair amount of gold so I plan to melt and mint gold coins en masse.

Double check food, as we hope to have a population increase.  This may mean re-expanding the farms to prevent mass die-off again.  If our population passes 80 again (currently at 62, so... that's going to happen), we will start getting nasty sieges.  Does that trigger count current population or historical population?

Due to the above, I will re-work the above ground defenses.  I am thinking, for now, a star fort with arbalests, as it will take at least a year or two to get a working militia that won't just die to a big swarm.  I will also put in some braziers to help thin sieges in case it gets really nasty.

I also want to get research up and running again. 

jimboo

  • Bay Watcher
  • Bastart
    • View Profile
Re: ☼SILVERGOOSE☼ Of Masterworks, Mephs and Magma.
« Reply #164 on: January 12, 2014, 12:12:46 pm »

If our population passes 80 again (currently at 62, so... that's going to happen), we will start getting nasty sieges.  Does that trigger count current population or historical population?

Once a trigger is tripped, it stays tripped.
Logged
Good walls make for good neighbors. -- Urist Frost
Avatar photo credit: NomeDaBoy@Worth1000.com, reposted from BoingBoing.net (great site)
Pages: 1 ... 9 10 [11] 12 13