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Author Topic: Sabotaged Fortress (prev. Jenga Fortress)  (Read 53129 times)

TheFlame52

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #300 on: May 17, 2016, 01:48:12 pm »

There's one with deadly blood, I think, and one has poisonous gas.

Tuxfanturnip

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #301 on: May 17, 2016, 09:26:08 pm »

Heya, I'm a bit busy now but I'm out of school in a couple days. I could take a turn on Thursday, but I'm really rusty and have no idea what to make of this situation... Could be fun.
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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #302 on: May 18, 2016, 09:39:37 am »

Heya, I'm a bit busy now but I'm out of school in a couple days. I could take a turn on Thursday, but I'm really rusty and have no idea what to make of this situation... Could be fun.

Rusty players are hilarious in succession games. By all means, play rusty!

Linksxc stepped in and grabbed their turn though, so you have until the end of their turn before you need to check in.
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Linkxsc

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #303 on: May 18, 2016, 10:04:27 pm »

Started in ernest today.
Going to write up an rp post later after i get the first migrants.
But, we're inside, were secure for the time being, preparing for migrants to come and working on opening up "old" parts of the fort, to get access to equipment and such.

And good god is this echidna skeleton is still putting up a fight with these demons. Armok help us if that thing ever gets lose in the fort. Nothing is able to harm it. It survived the cave in that theflame orchestrated.

I havent dfhacked the removal of contaminents yet, becuase im having dorfy ideas of how i might cdeal with them ingame... depending on how many migrants i can get. Havent checked stocks yet in a bit  armok only knows just how much pterosaur demon venom is sitting in the floor.
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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #304 on: May 19, 2016, 10:12:32 am »

Remember to save before you check the liquid stocks. Apparently there's so much it'll make the game crash.
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Linkxsc

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #305 on: May 20, 2016, 11:56:03 pm »

Going to post the first installment of the happenings. Sorry for my poor RP skills, I don't do this often. I have pictures to go along with parts of this, but I will upload them in bulk and link them later on.
Couple notes. Whole time I average 10FPS at best. I opened another copy of the save just to wipe things and see whats causing it. All of it, every single bit is from the never ending fight between the demons and the echidna skeleton. Also I believe its messing up my announcements window, as there's nothing that appears there for more than the single frame of when something happens and pauses the game. As I can find no way to specifically avoid deleting the syndrome causing contaminants, the fort is still covered in goo and misc fluids.
Spoiler (click to show/hide)


Granite 1, A vile force of darkness arrives. 1 lone goblin bowman sits upon the periphery of the fort, we watch him, as he watches us. Never advancing towards the fort. Just watching. We are worried he is a scout for a greater force.
Spoiler (click to show/hide)
Or maybe hes just dumbfounded staring at this.
Spoiler (click to show/hide)

Granite 4, Outpost Liaison seeing this hightails it to the south, leaving but 4 and 3/4ths dwarves to attempt to repair the fortress.

Granite 5, Goblin continues to watch as Urist "Flame" Ingishathel finishes sealing the roof over the cave in. We wonder why he did not attack as Flame is crippled and would have perhaps need easy pray to a skilled archer. Work continues on sealing other breeches in the fortress's winding passageways.
Spoiler (click to show/hide)

Granite 15, All entrances to the fortress are sealed both above and below ground, we breathe a short sigh of relief. The goblin continues to watch, not moving from his spot north of the fort.

Granite 20, A bridge is built to allow in migrants, as we don't trust any of the other existing bridges, and the topmost level of the fortress is lost to layers upon layers of demon blood and extract. The risk will have to be taken to secure the whole second soil layer to allow farming space. An artifact earring was found in this space, on fire. The goblin continues to watch.

Slate 1, Farming space is secured, orders are given for wild plants about the fortress to be gathered. Our drink supply is low, orders for rock pots are made as are drinks. All supplies of wooden barrels are considered lost to the poisonous demon blood on the surface. Some beds have finally been arranged into a makeshift dormitory, away from any of the remains of... everything.

Slate 5, Some drink has been made, we should pull through for a while. Mass slab engraving/burial begins taking place.

Slate 26, Some migrants arrive despite the danger. Goblin has died, killed by the half dozen earthworm demons circling above the fortress. After they killed him they went and wiped out all of the migrants.

Hematite 20, More migrants. In a stroke of luck they arrive at a point far from the demons plaguing the sky. Of the 8 who arrived, 7 successfully made it into the fort. One was lost to running too quickly up to the bridge and getting smashed. The remaining 7 made it through the gate and raised the bridge just in time before one of the demons was able to start spraying webs at them.
Now that we're safe inside and actually have some bodies to do stuff, the mass slabbing of the dead might actually get completed on my turn so the next poor sap doesn't have to deal with it.
Spoiler (click to show/hide)


But that will be the end of what I'm doing so far this evening. By far, has been the most tedious game of dwarves I've played in a while, as the majority of this turn after getting all the breeches sealed, was sitting and watching 1 dwarf farm, 1 engraving slabs, 1 making drinks, 1 making pots, and the last half putting the slabs up. Got quite exciting there for a minute though with getting everyone inside before getting wrecked by the demons like the first group of migrants.
Hopefully the next several months I'll be able to start getting some stuff done.



The stupid thought however occurs. Perhaps I could build a ballista at the end of a long hallway (outside of web range), firing through a fortification, down the hall through a second fortification. In the hopes that after a few shots, one might get lucky and start killing some of the demons fighting the echidna skeleton, and alleviate the framerate issues.


Also for dorfing purposes, here's a list of the ones in the fort if you'd like to pick.
Spoiler (click to show/hide)



In other news, I need to actually hit "save" more often when using the snipping tool, as I lost about half my pictures because I just didn't actually save them.
« Last Edit: May 21, 2016, 12:03:17 am by Linkxsc »
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Spriggans

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #306 on: May 21, 2016, 05:21:14 am »

It looks like the fort will rise from its ashes after all.
Lunatic is still there, leading the pack of mads.
I guess many have 'doesn't care about anything anymore' ?


In other news, I need to actually hit "save" more often when using the snipping tool, as I lost about half my pictures because I just didn't actually save them.
Use Greenshot. It's amazingly useful for screenshots.
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[ETHIC:MURDERING_DWARVES:UNTHINKABLE]
[ETHIC:CUTTING_TREES:REQUIRED]
[ETHIC:USING_EXPLOITS:JUSTIFIED_IF_GOOD_REASON]

Gwolfski

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #307 on: May 21, 2016, 07:02:00 am »

Dorf me as the siege operator pls
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Linkxsc

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #308 on: May 21, 2016, 08:19:28 am »

It looks like the fort will rise from its ashes after all.
Lunatic is still there, leading the pack of mads.
I guess many have 'doesn't care about anything anymore' ?
The 5 I started this turn with all could care less about anything. All of them have instances of "didn't care about seeing death (x150)" or something like that according to therapist

Quote
In other news, I need to actually hit "save" more often when using the snipping tool, as I lost about half my pictures because I just didn't actually save them.
Use Greenshot. It's amazingly useful for screenshots.
I'll give it a try.

Dorf me as the siege operator pls
Roger
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TheFlame52

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #309 on: May 21, 2016, 08:20:33 am »

Yeah, I did all the fun stuff and left the boring recovery bit to you.

Also, what do you mean, "half a dozen earthworm demons"? There was only one last time I checked! I think we need to seal hell's path into the fort.

Elagn

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #310 on: May 21, 2016, 09:53:20 am »

I would guess that it is the babies, earthworm demons breed well.
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TheFlame52

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #311 on: May 21, 2016, 09:55:38 am »

Right. I don't know what gender the one on the surface was, but it could have been a female.

Linkxsc

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #312 on: May 21, 2016, 11:00:56 am »

When i get to play tonite ill reopen the initial save and have a look. But after sealing the fort and getting ready for migrants, i decided to peek at the goblin to find he was dead, and there were about 7 total earthworm demons above ground flying about. And 1 way down in the spiral path by the adamantine.

Edit. So doing a quick check. As far as the start of play, the demons weren't present. And somewhere in the first 3 months they appeared from I dunno where, Perhaps the underworld tunnel.
It might be good to point out however that if someone wanted to run out at the same stage I started, the fort itself can be sealed aboveground with 5 blocks. (I opted to use a few more, thus leaving a large soil area that was already dug to work with), and belowground with 9 (I used 12 because the game was spamming me with "can't build there, blocked" so I had to floor a space and waste a bit of time)
If one wants to seal the hellbreach though that would take exactly 1 block on a particular staircase. There are hundreds of blocks that one could perhaps sacrifice a group of migrants to trying to block off. I'm not going to try this during my turn though as, though we're safe, and there's plenty of weapons and stuff around... the prospect of trying to fight through all those demons seems a little iffy. Though I could as one of my missions, mine a path over to the breech itself and seal that belowground while the demons are away. Wouldn't deal with the demons that are out there, but would at least be a start.

In other news. My virus blocker seems to have decided that "gamelog.txt" is a trojan, because it's constantly being filled with combat logs, and as of typing this... is a 150mb text document... with 21653 lines of text in it. From what had been a clean install... So for all subsequent players. You might need to delete your gamelog.txt occasionally for better game performance.



______________________________________________________________________________________________________________________________________________
Continuing turn.

The seige engineer Tosid Koligath was nicknamed Gwolfski. And promptly ordered to start making slabs. We have ghost problems
I Took a wood burner Lor Arekducim for my own, "Nikarus"

From there, orders were given to continue the mass graving, and food production. Noone had farming skills, but our food stocks are growing slowly.
Past that nothign of real interest starts till mid Limestone where the caravan shows up, and is promptly destroyed.

Sandstone 1, more migrants show up. And were promptly killed by the flying earthworm demons before they could make it more than 5 tiles from where they spawned. 8 lives, wasted.

Just make some more slabs. Finally the majority of dwarves have been memorialized and the ghosts are starting to go away. Now shifting all the demon bodies and such into refuse piles.

For some reason my framerate has been slowly climbing up though, averaging about 35-40FPS now so thats good.

Beginning of winter, 1st moonstone more goblins arrive, 20 total, all of them archers of some sort. Hopefully they'll do something about the 14 earthworm demons and 9 pterosaur demons on the surface.

A path is being dug to prepare to seal the path to hell.

The 20 goblins are all dead, but they managed to take 1 pterosaur with them, and injure a handful of other demons.

18 Moonstone, hell is successfully sealed. 25 demons roam the surface, plus the 6 trapped in flame's cave in. An airlock type entryway is mostly built now, I'll leave it up to the next player to complete it. The levers are laid out in a manner that should be understandable. The odd section to the right is a space intended for a future ballistae, however as we have 0 wood stocks, that'll have to wait.

More mundane food making and cleaning up follows.

Just before spring arrives, we have finally memorialized every dead dwarf related to the fort. So you shouldn't have too much trouble dealing with ghosts.


« Last Edit: May 22, 2016, 10:42:15 am by Linkxsc »
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Linkxsc

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #313 on: May 22, 2016, 01:36:36 am »

So for ending my turn. I'll be upfront and say I have done no destabilizations this turn. Ofcourse it would be simple to pull 1 of many levers and doom the next person's turn within the first several minutes...
Spoiler (click to show/hide)
but that seems a little lame and unfun.

So for what we're looking at, you'll have 12.75 dwarves. Though Flame's crutch walker skill is reaching the point where they can actually move around at reasonable speed.

4 are 3+ in growing skill, and you have a supply of meat and drink to last a while. There's not enough bags to do large scale quarry bush production for meals, so I haven't ordered any meals made yet, most just eat a plump helmet.

Spoiler (click to show/hide)
All the dwarves currently are either laid to rest or memorialized. There are 2 spare slabs, someone might want to make a few more to deal with the migrants who are surely to die.

Spoiler (click to show/hide)
One of the earthworm demons above ground is female, and breeding. She must be so proud.

Spoiler (click to show/hide)
This is a list of the demons currently aboveground. All others are either in the cavein (the bottom 6 of the full list) and the top ones if any are trapped in hell.

Spoiler (click to show/hide)
But, you've got some farms. The lever immediately south of the bridge and door to the west controls the bridge. Id suggest you don't open it, due to the afformentioned demons. Instead, complete the airlock.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
You've got some open space that a few trees should be popping up in soon (I forget, can trees form in a single zlevel anymore?), and is a good secondary supply of plants and seeds. Also note the flaming smoking earring to the left. And the large supply of blocks.

Spoiler (click to show/hide)
There's a small dining room directly below the farms for easy food stocking. And for sleeping accommodations you have exactly 13 beds for 13 dwarves.

Spoiler (click to show/hide)
And these are the beginnings of an airlock (the tunnel to the south is the one that headed off to seal hell) The bridges are all closed, and the levers are installed. The levers in the 2 control rooms to the north are laid out in a physical pattern to the bridges they control, so it should be easy to complete that. The room to the right is a thought for the long term, of building a ballista shooting down the hall, but stupid me, I put a bridge in the way. There are 2 fortifactions flanked by 2 bridges, for the express purpose of being able to close the ballista while loading, as most of the demons around have web attacks.
I might suggest tunneling out to the edge of the surface, laying 1 more bridge right before the breech so you don't automatically lose a miner as they run back through the main airlock. The demons move quite fast.
The 5x5 room in the airlock is planned to be storage for breeching supplies (mainly blocks) in future attempts to reclaim the remaining upper portions of the fort. Upper fort includes large supplies of charcoal, food, and equipment. There is however also some probably syndrome causing blood and other things around there though. So do at your own risk. I'll detail what my plan of attack would be below.

Militarily, you have a supply of assorted weapons, but not many bolts (there is some bone around though to make them with). There is metal armor about as well. There is 0 wood however, so you can't produce anything currently. Assuming trees need 2 levels to grow, there are areas where you could mine out a section of soil 2 Z high for treegrowing.

If one wished, you could slowly start breeching areas of the large aboveground area and reclaiming that. It could possibly be done at times when migrants or outpost liaisons show up. But one of the previous players at the end of their turn ran around dropping random channels from the surface...


Spoiler (click to show/hide)
On this picture I detail all of the areas necessary to be blocked to achieve full sealing. The southwest and northwest corners would be the easiest to tackle. Both requiring 10 blocks to seal. And assuming some dwarves were prepared on the outside of the airlock, they could probably complete sealing one of these rooms before the demons come from their corner... they like the south east corner of the map for some reason.
Rooms labelled 1 and 2 require 10 blocks to seal each. Room 3 would take 14 after the first 2 were done, or 18 if you tried to take the whole surface at once. However several of the breeches to the east could be handled 1 at a time by mining around behind them, and setting up a block and burrows for the miner to close it, so that might actually be a more effective option, as 7 of them could be handled in relative safety.
If I were doing it, I'd do rooms 1 and 2, mine around fo rthe east, and then unforbid all the surface blocks and give the order to rush the remaining 7 holes. Also note, the 1 breech in the column in the center.


But alas, that's my turn come to a close. Good luck next guy, hope you don't like migrants.
Spoiler (click to show/hide)


File link
http://dffd.bay12games.com/file.php?id=12063
« Last Edit: May 22, 2016, 11:48:17 am by Linkxsc »
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TheFlame52

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #314 on: May 22, 2016, 01:40:05 pm »

Well, that was a serious population explosion. Also, I say marksdwarves over ballistas. Ballistas are useless.
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