Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5]

Author Topic: Clawedgears: A Gnome Artifice (Masterwork DF)  (Read 21131 times)

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #60 on: June 22, 2014, 01:35:43 pm »

There is still space before the doc destroy the world?

If so, I'd like to wield one of those ranged contraptions, because I am a loyal and totally not a possessed spy.
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #61 on: June 22, 2014, 03:20:18 pm »

There was an incident involving a forest titan and a stable time loop, and I kind of got sidetracked summoning the avatars of various gods into the fortress.  I suppose I might as well try to finish this fort off in an appropriate manner before the big update.

HooliganintheFort

  • Bay Watcher
    • View Profile
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #62 on: June 22, 2014, 05:21:24 pm »

Good luck.
Logged

Timeless Bob

  • Bay Watcher
    • View Profile
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #63 on: June 23, 2014, 03:56:56 am »

...Stable time loops, where the it's ALWAYS feeding time for the livestock...
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #64 on: June 23, 2014, 03:06:13 pm »

Granite 27, 103

Spoiler (click to show/hide)

A fearsome weresquirrel attacks!  And is almost immediately killed by drow arrows.  We put it through the grinder with the rest of the bones.

Slate 13, 103

The crap-apult is completed!  Now we can safely load up rocks, corpses, tables, whatever we feel like and fire them at will, neatly destroying any enemies that happen to walk directly into the narrow line of sight directly in front of it.  Perhaps this could have been thought out a little better.

Spoiler (click to show/hide)

Also, some idiot tried standing on it while it was running.  He was thrown through the air, skidded along the ground, skipped across the river, and slammed straight into a kid who was trying to recruit some animals.  Fortunately, neither was seriously injured.  But it gave me an idea.  I'll have to ask Doc about the viability of it, though.

Spoiler (click to show/hide)

Slate 27, 103

We've been in need of some new materials, so we constucted a geological seismograph on the surface to scan the area belowground.  With all the power being fed into it, it is revealing quite a bit of space.  I haven't seen any conspicuously empty areas that can indicate caverns, though.  There might be caverns below us, but I suspect they are unusually far down.

Spoiler (click to show/hide)

Also, Doc seems to be intent on creating another artificial river full of water wheels.  What does he need all that power for, anyway?  A caravan of elves has pulled in, following in the footsteps of the Drow.  I hope they don't notice the heavy logging that's been going on.

Felsite 26, 103

I was in the dining room when it happened.

Ima, a rather fat elvish ambassador, had just gone into the Mayor's office to discuss matters involving trade.  Everything seemed perfectly normal until the waterfall stopped.

Well, stopped isn't the right word.  More like froze.  But not like ice.  it just...stopped moving.

I stared at it.  Slowly, I stood up and walked over to the cloud of mist that usually filled the center of the dining room.  It was hanging in midair, not billowing out, not fading away, just...

I stifled a scream and ran downstairs to the kitchen area, where we've been having a fish stockpiling problem as usual.  A cloud of miasma was hanging, frozen, in the middle of the room.

"Someone help!" I screamed in a panic.  "I think someone's broken the universe!"

I ran through the halls, shouting.  I passed a room full of children, who were just STANDING there.  Not running, not talking, just standing as if dazed, or as if their brains had switched off...

And then, as suddenly as it started, it was over.  The children started running and playing.  The cool mist from the waterfall started billowing out.  The miasma spread out and stank up the kitchen.

What.  Was.  THAT?


Hematite 5, 103

I was sitting on the riverbank, thinking hard.  What was that thing that happened the other day?  Was it a dream?  A vision?  As I was thinking, a gnome named Ahzodorn approached me with a warning.  Seems he was running the Nature Shrine and he spotted an owl, who gave him news from afar...


Spoiler (click to show/hide)

Looks like we've got to get ready for company.  Goblins, orcs, and a 'mighty beast', perhaps a titan.  A titan!  The cage traps won't be much use against that, and I don't think we'll be able to fight it head-on.  Well, this might be the chance to try out those new weapons, then.  A new recruit has claimed Palu's lightning gun and is now insisting on being called by the name 'Boltgun'.  Meph has been spending time with his mammoth, Stompy Soapysounds, who might be of help.  But we'll need to focus on getting some better preparations, and quickly.  Maybe more catapults.  I decided to go and find the Doc.

I passed by the Tinkerer's area and asked Palu and his friends if any of them had seen the Doc.  "He's in his room," one of them told me.

I checked his room.  One of Doc's many children was sleeping there, but the Doc himself was nowhere to be found.  But... wait.  Was that trapdoor always there?


Spoiler (click to show/hide)

I looked inside.  There was a long stairway, leading deep into the earth.

Very deep.  I passed a layer of schist, some malachite veins, and finally a layer of marble.  There the staircase ended.

I emerged into a cavern, and in it was a THING.


Spoiler (click to show/hide)

"Oh!" said the Doc.  "I didn't realize you were coming."

Comrade Shamrock

  • Bay Watcher
    • View Profile
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #65 on: June 23, 2014, 06:03:38 pm »

The last picture looks like a disturbing pair of eyes. It creeps me out!!!  :'(
Make it a smiley face.  :)

HooliganintheFort

  • Bay Watcher
    • View Profile
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #66 on: June 23, 2014, 09:55:05 pm »

It's here!
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #67 on: June 25, 2014, 06:48:54 am »

Why are there two of them?
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #68 on: July 01, 2014, 10:17:57 am »


Hematite 26, 110

The fortress has flourished.

It has been ten years since the Fortress of Clawedgears was founded, at least according to the calendar.  Not all of that time has progressed in a linear manner, of course, thanks to the Doc and his wonderous time device.  Sometimes, we prolonged a day to last a month in order to finish a project in anticipation of an incoming enemy.  Other times, we skipped ahead, living out ten days in the time of one, watching as the sun spun across the heavens, bewildered caravans and invaders arriving in rapid succession.  Our military has grown, outfitted in powered armor and armed with various deadly weapons, and are more than capable of defending our fort against most foes, and the traps take care of the rest.  Meph himself has killed over 50 enemies with a mithril vibroblade in one hand and a slade-spewing dark matter caster in the other.

And that was where we made our big mistake.


"Doc," Meph grunted from the back of the room, dumping the corpse of his freshly-killed mammoth on the floor.

"Ah, Meph!  So sorry to hear about your loss.  I'm not even going to ask how you managed to carry it in here."  He paused.  "So, why are you here?  You've never shown much interest in my work."

"Doc.  I need you to turn back time."

"Ah."  Doc frowned.  "You want me to bring back your pet.  Unfortunately, I'm afraid that the machine doesn't work like that.  You can't simply bring back a dead creature by infusing it with residual chronal energy."

"Why not?  I saw you do it with Arcvasti."

"Arcvasti," Doc explained, "died of old age.  All the machine did was pull his personal timeline forward so that he was born later, and therefore wouldn't have died of old age at that time.  By the look of it, your mammoth died of severe blood loss and a massive blow to the head.  Pushing his birthday forward wouldn't have helped that."

"..."

"Furthermore, the machine doesn't actually work on corpses.  It locks on to the point the creature was alive in the past.  In Arcvasti's case, it only worked because he was already here.  If you recall, that was the entire point of the experiment -"

"LIAR!"  Meph shouted, dragging the corpse of the mammoth toward the crackling, spinning Cosmic Gear.  "Every time I want to get a mighty creature to-"

Meph and the mammoth vanished.  The Doc stood for a few moments, sighing.

"Doc," Meph grunted from the back of the room, dumping the corpse of his freshly-killed mammoth on the floor.  "Doc.  I need you to turn back time."

"Listen, Meph.  I'm afraid you won't be able to-"

"DON'T TRY AND TELL ME WHAT I CAN OR CANNOT DO!"  Meph shouted, dragging the corpse of the mammoth toward the crackling, spinning Cosmic Gear.  "Every time I want to get a mighty-"

He vanished.  The Doc whistled a short tune.

"Doc," Meph grunted from the back of the room, dumping the corpse of his freshly-killed mammoth on the floor.  "Doc.  I need you to -"

"Turn back time, I know.  Listen, Meph, perhaps you shouldn't get too close to the naked storm of residual time energy."

"Um."  Meph scratched his beard.  "I've done this already, haven't I."

"Twice.  You keep getting thrown backward.  The door's open, remember?"

"Oh, right.  Well, the lever's over there, so I guess you should probably step outside.  I'll handle this myself."

"You can't -"

"DON'T TRY AND TELL ME WHAT I CAN OR CANNOT DO!"  Meph shouted, grabbing the Doc and shoving him out of the room.  The door slammed shut with a loud bang.

"Meph?"  Doc said, knocking on the door.  The sound of time being turned inside-out came from the room.  "Meph, open the... oh, what's the use."  The Doc sighed and slumped against a wall.  "The poor kid's going to be in for a disappointment, but I guess when he's older he'll understand."  He paused for a second, scrunching up his face.  "Wait.  Oh dear. The druid.  I understand now.  Oh dear oh dear.  This is not good.  This is not good at all."

"Is something wrong?"

"Havis, my dear.  Thank goodness you've come.  Listen, we have to get the children together.  Go quickly!  I have to try and get this door off its hinges."

"What's the problem?"

"It's Meph.  He's locked himself inside the negative time chamber and in only a few moment's he'll be - "

"Meph?  The boy wonder?"

"Yes, who did you think?"  The Doc slammed on the door.  "Meph!  Open the door this instant!  You're going to be saturated with negative time and in a few moments -"

"Not coming out 'till Stompy comes back," a child's voice said from inside the room.

"He's not coming back!  Listen, if you come out right now, I think there might be another way.  If you can bring me to the place where the creature who killed him died then we might be able to invert...oh, gods, I'm too late, I'm too late..." The sound of a baby crying came from inside the room.  "No, no, no, no!"

"What's the matter, Doc?"

The Doc paused, looking a little confused.  "Um.  I, er, locked myself out?"

"Well, dat's dissapointing," said the large orc hiding in the shadows.  "Guess you won't be able to hide in dere, huh?"

"Good gods!  Where did YOU come from?"

"Been hiding dere."  The orc said, scratching his head.  "Been hiding dere for... uh... six years?"  He shrugged.  "Don't matta.  Gonna chop you up now."  He grinned horribly.



EPILOGUE

By the time you're reading this, I won't have been born yet.

Clawedgears fell.  Will fall.  You know what, let's just say it fell.  It was conquered years ago, but for some reason nobody noticed the monsters and fiends that have been wandering our halls the whole time.  To be honest, I think something's fishy about the whole business.  It smells of temporal weirdness and cheese.  To the best of my understanding, a hero could have saved us, but was never born due to some time-related accident.  And so we had to take... other measures, to clear the fort of foes.  Measures involving a drill to the center of the world, and copious amounts of magma.

I took/will take precautions to save myself and my family, of course, though it was/will be a deadly gambit.  I erased/will erase us all from the timestream, save this message.  You will find the machine in the basement, though how it got there, I cannot say, since I will never have existed.  And in another sense... I am already there.

Reverse the machine's polarity and turn it on.  If my calculations are correct, it should move our birthdays backwards in time, aging us all back into existence.

If that doesn't work, I'd just like to say it's been a fun ride, if a short one.

Good luck!

Doc

P.S.: If the rumors are true, reality itself may soon undergo a massive rewriting.  It is unlikely that all my inventions will operate without a hitch in the new world.  If you find yourself unable to push any levers in the fortress, it may be a cause of para-dimensional chronal backlash, suggesting that actually doing so will destroy the world.  If this is indeed the case, I suggest restraining yourself.

HooliganintheFort

  • Bay Watcher
    • View Profile
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #69 on: July 01, 2014, 06:35:53 pm »

Thanks for the stories Indigo, hope you can get this mod to work in the new release soon after it releases.  :)
Logged

greycat

  • Bay Watcher
    • View Profile
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #70 on: July 02, 2014, 01:19:57 pm »

Thanks for the stories Indigo, hope you can get this mod to work in the new release soon after it releases.  :)

Masterwork relies heavily on DFhack, so there won't be a Masterwork mod for the new version until DFhack catches up, which could take a while.
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #71 on: July 02, 2014, 04:44:37 pm »

Thanks for the stories Indigo, hope you can get this mod to work in the new release soon after it releases.  :)

Masterwork relies heavily on DFhack, so there won't be a Masterwork mod for the new version until DFhack catches up, which could take a while.

Yeah, and apparently creature behavior is being completely reworked, so even when DFhack catches up some things might not be doable.

Machinery probably won't be changed much for the time being, but the effects of time manipulation in a dynamic world where mobile units have real locations instead of just abstract arrival times may work very differently, and creature spawning might need to be completely overworked.

I wonder if Masterwork's going to take an adventure mode focus now that that aspect of DF is being more fleshed out?

HooliganintheFort

  • Bay Watcher
    • View Profile
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #72 on: July 02, 2014, 08:57:28 pm »

Thanks for the stories Indigo, hope you can get this mod to work in the new release soon after it releases.  :)

Masterwork relies heavily on DFhack, so there won't be a Masterwork mod for the new version until DFhack catches up, which could take a while.

Well, atleast we have bugs to squash in the mean time.

Thanks for the stories Indigo, hope you can get this mod to work in the new release soon after it releases.  :)

Masterwork relies heavily on DFhack, so there won't be a Masterwork mod for the new version until DFhack catches up, which could take a while.

Yeah, and apparently creature behavior is being completely reworked, so even when DFhack catches up some things might not be doable.

Machinery probably won't be changed much for the time being, but the effects of time manipulation in a dynamic world where mobile units have real locations instead of just abstract arrival times may work very differently, and creature spawning might need to be completely overworked.

I wonder if Masterwork's going to take an adventure mode focus now that that aspect of DF is being more fleshed out?

I hope so.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #73 on: July 03, 2014, 06:47:44 am »

Quote
I wonder if Masterwork's going to take an adventure mode focus now that that aspect of DF is being more fleshed out?
Not by me at least, I am the strategy guy. But if someone else wants to have a go, I will help as I can.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: Clawedgears: A Gnome Artifice (Masterwork DF)
« Reply #74 on: July 03, 2014, 07:02:18 am »

I'll add more adventure mode stuff once there is actual succubus settlements in the world.
Logged
Pages: 1 ... 3 4 [5]