Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: Helmedlion, the fort of the shark  (Read 12405 times)

vp

  • Bay Watcher
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #15 on: August 11, 2017, 02:42:55 pm »

The tale goes on.

Mechanisms of the hell-breaking machine appeared to be not magma-safe. All hell broke loose, the dragon was hit by shockwave, clowns tore her apart while she was unconscious. Sad.

Spoiler (click to show/hide)

Army of clowns rushed through magma and caves:

Spoiler (click to show/hide)

Another army rushed straight to the fort's entry. 1610 bronze dildos met them:

Spoiler (click to show/hide)

The same time dwarves started up the power plant:

Spoiler (click to show/hide)

Later it raised power output to 23700, pumps use just 5343 out of it.

Clowns arriving:

Spoiler (click to show/hide)

They shall not pass:

Spoiler (click to show/hide)

New gladiators arrived to the arena:

Spoiler (click to show/hide)

It's funny!

Spoiler (click to show/hide)

The end is somewhat predictable:

Spoiler (click to show/hide)

Clowns breed as fuck:

Spoiler (click to show/hide)
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #16 on: August 11, 2017, 04:40:09 pm »

That was unfortunate fate for the dragon.


When you said 1610 dildoes, I expected dildoes to move horizontally, not vertically :P


Your arena...Is going to be clown breeding ground.

Tho even without breeding, their innumerable numbers and double elephant's body size mean that automatic clown slay, retrieve, butcher facility will have substantial food and bone production power.

bloop_bleep

  • Bay Watcher
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #17 on: August 11, 2017, 06:28:02 pm »

A demon of snow swimming through magma.
Of course.

Yes to giant clown breeding ground.

How about you bait them into another room with an artifact building surrounded by adamantine upright spikes? They will all gather into the squares exactly two away from the building, so that's where you should build the spikes. This compact formation will accelerate breeding and whenever you want to harvest some clowns, you just repeatedly pull the lever connected to the spikes. You then remove the corpses using water to push them into an airlock, to later be butchered by dwarves.

Code: [Select]
~ = water source
█ = wall
| = upright spike
@ = artifact building
- = bridge
$ = corpse stockpile
# = dwarf access
& = demon access

   █~█
   █~█
 ███-███
 █|||||█
██|   |█
&&| @ |█
██|   |█
 █|||||█
 █-----█
 █$$$$$█
 █-----█
 █#####█
Link a separate lever up to every bridge, as well as one to every spike. DON'T FORGET TO PLACE NOTES.

Logged
Quote from: KittyTac
The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
Quote from: thefriendlyhacker
The trick is to only make predictions semi-seriously.  That way, I don't have a 98% failure rate. I have a 98% sarcasm rate.

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #18 on: August 11, 2017, 07:09:52 pm »

Oh, you don't want breeding due fps. Better keep your facility turned off/inaccessible when not in use, so that they'll go off-map. Albeit gotta love how the water will qsp the results.

The moment I realized I could quickly kill every beast that enters the map with a funnel, scary dogs and harmless-to-dwarves syndrome trap I also realized it's too powerful to use.
A demon of snow swimming through magma.
Of course.
I adore this quote. In fact, I think I might cage-trap it.

vp

  • Bay Watcher
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #19 on: August 12, 2017, 12:10:53 pm »

How about you bait them into another room with an artifact building surrounded by adamantine upright spikes?

Great idea, thank you! Perhaps I'll make something like this in next fort.

Well, the story goes on. Clowns breed as fuck:

Spoiler (click to show/hide)

One sneaked into pump stack:

Spoiler (click to show/hide)

Not for long:

Spoiler (click to show/hide)

Goblin crossbow-woman named Aslot somehow managed to get in the inner part of arena, behind the fortifications:

Spoiler (click to show/hide)

Now she's just a spectator:

Spoiler (click to show/hide)

Severely beaten forgotten beats roams in caves. Clowns have no mercy:

Spoiler (click to show/hide)

Elven diplomat arrived, human law-giver arrived, the gentlemen had a chat:

Spoiler (click to show/hide)

Suddenly clowns left caves and gathered in the arena, almost all of them:

Spoiler (click to show/hide)

They move strangely, they may be dancing. It seems that they have complicated social life:

Spoiler (click to show/hide)

Goblin woman Aslot got mixed emotions about them:

Spoiler (click to show/hide)
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #20 on: August 12, 2017, 04:51:31 pm »

Huh. Hole in your pumpstack? That might be a problem sometime.

I'd guess Aslot was thrown through fortifications by a charge.

That's novel way to train armor user. Kinda resembling the spitting, which I know some use to train companions in adventure mode.

vp

  • Bay Watcher
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #21 on: August 13, 2017, 06:01:04 am »

Poor goblin Aslot got haggard:

Spoiler (click to show/hide)

Then she started to throw tantrum, I didn't know goblins can do it too:

Spoiler (click to show/hide)

I decided to try to conquer hell. 20 elite marsdwarves fight surprisingly good:

Spoiler (click to show/hide)

Sweet smell of victory:

Spoiler (click to show/hide)

Construction began:

Spoiler (click to show/hide)

One more clown emerged from magma sea. He's got some supernatural powers, he seems to hypnotize people:

Spoiler (click to show/hide)

Despite the thirst dwarves can't leave, they are hypnotised:

Spoiler (click to show/hide)

A tree grew up inside the magma-pumping tower:

Spoiler (click to show/hide)

The circus never stops:

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #22 on: August 13, 2017, 08:13:50 am »

Oh yeah, confined sentients can break stuff when tantruming even if they're not buildingdestroyers. Beware of having nearby vital bridges.


Nice job by marksdwarves, surprisingly good indeed. I assume the rest of car prevents new stuff from coming.


I've seen hypnotisizing as well, but with coyotes. Procedurals tend to be more able to attack.


Oh my. You placed your magma forges right on top of magma sea. And I assume your haulers not legendary combatants.

That's 1 meatshield and lot of arrows.

vp

  • Bay Watcher
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #23 on: August 13, 2017, 08:25:35 am »

Oh my. You placed your magma forges right on top of magma sea.

No, it's an isolated basin, like this:

Spoiler (click to show/hide)

Edit: typo.
« Last Edit: August 13, 2017, 08:32:06 am by vp »
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #24 on: August 13, 2017, 08:58:09 am »

Then how did the fun get in?

vp

  • Bay Watcher
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #25 on: August 13, 2017, 10:29:09 am »

The pumps need access to the sea.
Logged

vp

  • Bay Watcher
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #26 on: August 13, 2017, 01:58:53 pm »

Dwarven hell-outpost slowly grows:

Spoiler (click to show/hide)

The shark got approximately one half of final size. It's time to start mounting magma-spitting system:

Spoiler (click to show/hide)

Dwarves started to build bottom of magma reservoire inside the shark:

Spoiler (click to show/hide)

New clown comes, this time he looks like a theropod dinosaur. He's calm and peaceful, he sits at the door and meditates on something:

Spoiler (click to show/hide)

Eventually he got agressive, markdvarwes had to intervene, they killed him.

The hell-outpost reached the edge of the map. Another clown visited:

Spoiler (click to show/hide)

In Armok Vision he's much bigger:

Spoiler (click to show/hide)

Time for photos has come. This is how the shark looks from southeastern corner of the embark:

Spoiler (click to show/hide)

This is the whole embark from bird's view:

Spoiler (click to show/hide)

These are magma-spitting hatches:

Spoiler (click to show/hide)

This is the inside of shark's belly:

Spoiler (click to show/hide)
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #27 on: August 13, 2017, 02:25:30 pm »

 You can pull magma through floor grates.


Not sure what you're making down there yet.


The shark reminds me of chocolate easter eggs now. Hollow within.


Therapod Fiend - truly, being calm and ignored by dwarves. Unusual behaviour for a dinosaur. Was he born on-site?

*reads below*

Ah, I guess all things end.


Nice screenshot visiting clown. Multi-story with open halls is pretty neat.


I recall your previous fort has some beautiful views down straight down the side. Maybe take a picture of something like that?


Hm. Have you thought about a tree inside that belly?
Not possible naturally, but...It feels fitting.

vp

  • Bay Watcher
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #28 on: August 14, 2017, 08:51:31 am »

You can pull magma through floor grates.

I didn't know that. Thank you.

Hm. Have you thought about a tree inside that belly?
Not possible naturally, but...It feels fitting.

Yes, good idea, I'll try. Not sure if there's enough time though, let's see.

OK, let's continue the story.

This is what merchants see when they enter the embark:

Spoiler (click to show/hide)

This is what they see when they get to the surface out of tunnels:

Spoiler (click to show/hide)

Another clown invasion:

Spoiler (click to show/hide)

Even ghosts rise up to defend the motherland:

Spoiler (click to show/hide)

It's the same girl that stands in razed workshop in previous photo, few seconds before her death. It's her heroic ghost.

Clowns managed to partially destroy the pump stack:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Goblin woman Aslot who attended circus for 19 years, eventually got crazy:

Spoiler (click to show/hide)

Dwarves keep on mounting reservoire for magma in the shark:

Spoiler (click to show/hide)

Magma crabs invaded hell:

Spoiler (click to show/hide)

Elven merchants tried to leave the site through hell. Idiots:

Spoiler (click to show/hide)
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Helmedlion, the fort of the shark
« Reply #29 on: August 14, 2017, 12:36:20 pm »

The merchant views are excellent. I like them more than previous ground views.



Something all tilesets and lot of graphics set suffer from is the uniform appearance of the procedurals. I don't know if one can change that in stonesense.

Do ghosts look lik live units in stonesense?



Oh dear. So much magma from broken pumpstack. That's going to be annoying to fix.



Alsot continues to become more of a superweapon. Get her to topple a statue as well for even bigger bonuses?

Would be cool if she could eventually kill the clown car.



Reservoire from dwarven point of view feels like you're on a ship.  Very nice.

Hm, it'd make magma spitting kind of useless, but you could also surround the shark by an aquarium.



Q: How do elven merchants escape hell after leaving through there?
A: They don't.
Pages: 1 [2] 3