Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 277 278 [279]

Author Topic: Museum III, adventure succession game (DF 0.47.05)  (Read 472351 times)

Lurker Z

  • Bay Watcher
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4170 on: November 15, 2024, 06:43:45 am »

That's true, yes, well spotted. I like the description on the front page, so it can probably be left like that.

I think I said on this thread earlier, I founded this for a silver project. I wanted to give procedural generated sites some silver walls, but it turned out once an adventurer leaves the site, the modifications are reset.

The Mine of Silver is founded in the extreme north of the Realm, where no mortal man has dared create a settlement in the freezing colds of Zepave Arido, formerly inhabited only by goblins and Prince Irka Irnatvispol's (Jas Anthad's son) necromancer tower Omonpapos. (You could probably add that to the description.)

Though I later found that several dwarf fortresses that I created or reclaimed from world generation also had silver, so in the end the Mine wound up a hole in the ground that's probably not going to be updated except as a storage depot for anyone who wants to use it as such.

Also to clarify your questions you asked in PM, my last adventurer was Zokun, and I gave up on writing the last chapter of his travels because it was more of a null-point. All I managed to do was retire him.
Thanks for the answer. That... might be bad. I remember I did a test adventurer once and because he did nothing of note, nor talk to important historical figures, he was literally erased once retired. (RIP Mos.) I'll see if I can find this Zokun.

There are 4 Zokuns, the most storied is the dwarf Zokun Snarlcalls the Holy Reverence of Tragedy born in 1049. There's a Zokun Sunbirth the gremlin. The other two are an ancient human and a dingo, both of which are from before World Activation.

Unless someone knows of a way to edit a specific hist_fig's body and teleport them without them being physically present, I don't think certain Returned can be made interactable again. But maybe this can be used for some weird astral-projection / wandering spirit playthrough? It'd certainly be a challenge to make it to Boltspumpkin like this.
Maybe add to them the tags that makes them wandering scholars or troupe members? (Though I have no idea how to do this.) Long dead ancient troupe members arrived at my fort bodyless and I could use DF Hack to restore their bodies. Hopefully, they keep their bodies in adventure mode too.

Also worthy of note are that several adventurers, after having been dormant for centuries, are now in a state of Quantum Flux (as coined by Lurker). They are alive, but don't exist anywhere in the world until someone sees them by random happenstance, they are affected by a world-gen war, or they are unretired. This can be easily seen by going to the unretire screen of Ketas or Nom or anyone whose map screen doesn't appear immediately. Go in and out of their confirmation screens, and you'll see that the unretire location changes every time. So if someone wants to find them for whatever reason, they might have to unretire them first.
That's not what I meant with quantum flux (though I'm pleasantly surprised that you read that article). That's for creatures that weren't historical. For example, in the year 700, if you built a fort over Señamatem, it had about 800 monks. The number remained, but their names and everything else about them changed.

Another strange example is that if you regen the world up to year 50 and put a fort over a populated place, write down those creatures' name, then kill the game, do it again and again and again, you'll find the same names, except they exist neither in Legends Mode or Legends Viewer. Their description always matches the name, though I suspect their age changes depending on the time you put a fort over that place. So you could have creatures that just exist for over 50 years, they constantly change their birthdate, are as mortal as can be, but do not appear in either Legends Mode or Legends Viewer.

What you're witnessing is something similar to Dark Queen Vafice Falethefama. King Bralbaard had left the capital in 826 to find her for diplomatic relations, but while she was a historical figure and she was supposed to be in some parts of the map, she in fact wasn't, or continuously moved. He also did the thing you did with possessing her to find out where she is, but when he arrived to that place with his character, she was once again not there. If you want to coin a name for whatever that state is, that'd be fine. I'm thinking it's something of a perpetual wanderlust state, similar to what wandering scholars and troupes go through.
« Last Edit: November 15, 2024, 07:53:49 am by Lurker Z »
Logged
Sigtext updated 13-03-2024.

dikbutdagrate

  • Bay Watcher
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4171 on: November 15, 2024, 01:38:07 pm »

I've skimmed the thread, yes. I understand the climate has gone mad too? I hope it is still playable without dfhack.

No lol, the climate is fine for now. However, I would like to install the possibility of it being liable to go completely nuts, which would be contingent on player actions.
http://www.bay12forums.com/smf/index.php?topic=175875.msg8549549;topicseen#msg8549549

This gimmick will, if approved, be the last modification I would make to the Museum III's save file. In this post I have sketched out the proposed blueprint for the change, and thread members are encouraged to review and comment: 

Recently, I have made a working prototype of the "Sun" in a test world, and was absolutely blown away by the results of the triggering of its "test curse." Results far exceeded my expectations.
If I may, please direct your attention to the attached images and
               BEAR WITNESS TO THE FATE OF ALL WHO WOULD STEAL THE SUN FROM ME!

Here are the images.
Sample World Before the Triggering of the Curse for Disturbing the 'Tomb of the Sun':
Spoiler (click to show/hide)

Sample World After the Triggering of the Curse for Disturbing the 'Tomb of the Sun'; after roughly one in-game year in fort mode later:
(Note that we attempt to embark on top of the same 3x3 as the previous image, and that the listed biome and number of trees has changed. What was once a tropical moist broadleaf forest, is now a barren tundra.)
Spoiler (click to show/hide)

Quick notes before asking permission:
The very obvious shift demonstrated in this prototype is more radical than may be necessary. In terms of how rapid it is, the prototype is a very immediate plunge to absolute zero.
This might place too much power into the hands of the singular little toilet gnome individual who decides to F' with "the artifact Sun" I would build, and subsequently trigger the curse.

Rather than the curse being an immediate foreclosure on Reality's ability to sustain heat in any capacity, except several z levels beneath the surface, "the curse", if it were ever triggered, could easily be made a more gradual thing. Wherein, the temp might lower in every world region by exactly 1 - 50% of the time, essentially 'flip a coin for each region every year' for every region that gets heads, that region drops exactly one degree during a year; if tails, do nothing.

If people aren't interested in that, I would understand that too.

To dispel any misunderstandings that might exist at the present time There is nothing automated in terms of climate right now.
Any "changes" that have been observed are purely natural ones, which are rendered organically by DF's biome-climate engine.
Spoiler (click to show/hide)

If people are too afraid of the potential fallout of a curse, I would at least like, at a minimum, alter the good aligned savage mountains to the west of Honeyhammer to about ~4000 degrees Urist hotter than they are now, as I have plans to build a very tall pillar~ish lamp-tower from which to house an artifact called "the Sun", which improves the fluff there. Nobody else needs those mountains, so I would request the rights to their biome. 


--=--=--=--=--=--=--=--=--=--=--=--=--=--
My lord, Bralbaard I submit to you
A Request For Permission For Any Of The Following: Obviously, contingent on how other players feel about it.

I.) Construction of the Sun of the Mountains West of Honeyhammer, converting the Good Mountains into a fiery hell scape, where it rains lava.

II.) Construction of a "curse-mechanic" tied to the Sun, which could ultimately spell ecological disaster for the entire world if triggered.
      a - Have the curse be a very immediate mechanic or;
      b - Have the curse be a yearly sort of game mechanic
« Last Edit: November 15, 2024, 01:50:24 pm by dikbutdagrate »
Logged

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4172 on: November 15, 2024, 07:28:19 pm »

Your dfhackery is impressive, but I just want to have a normal game.

tonnot98

  • Bay Watcher
  • Damp stone located.
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4173 on: November 16, 2024, 12:54:59 am »

This game's at the end of its lifespan as Premium Adventurer Mode gets closer to "finished." I'm okay with getting weird with it, but I just hope it doesn't sour the feeling of whatever ending this world gets.

If you want to coin a name for whatever that state is, that'd be fine. I'm thinking it's something of a perpetual wanderlust state, similar to what wandering scholars and troupes go through.
Quantum Superposition? The wandering spirit using fast travel to possess random people could be called Quantum Entanglement
Logged
Not sure if dying of old age is an honor or a shame for weaponmasters. On the one hand, it means they never got the opportunity to die in glorious battle. On the other hand, it means nothing could beat them in glorious battle.
Meow.

Bralbaard

  • Bay Watcher
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4174 on: November 16, 2024, 02:02:48 am »

I agree with TheFlame, I'm very impressed by all the Dfhack stuff, intrigued even. But it is a bit much for the museum game which I've always wanted to stay close to vanilla, with dfhack used for fixing bugs, and to aid in unretiring and that sort of stuff.

It would be fine with me if a spin-off or copy of the world is started where the full powers of Dfhack are unleashed. A world where tainted honey rains from the sky, a world that has turned inside out, where demons roam the surface while elves and fluffy wamblers frolic around in the underworld. I think I'd even do some turns, but I'd like to keep the main game clean.
« Last Edit: November 16, 2024, 02:04:21 am by Bralbaard »
Logged

dikbutdagrate

  • Bay Watcher
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4175 on: November 16, 2024, 03:52:30 pm »

Your dfhackery is impressive, but I just want to have a normal game.
I agree with TheFlame, I'm very impressed by all the Dfhack stuff, intrigued even. But it is a bit much for the museum game which I've always wanted to stay close to vanilla, with dfhack used for fixing bugs, and to aid in unretiring and that sort of stuff.

It would be fine with me if a spin-off or copy of the world is started where the full powers of Dfhack are unleashed. A world where tainted honey rains from the sky, a world that has turned inside out, where demons roam the surface while elves and fluffy wamblers frolic around in the underworld. I think I'd even do some turns, but I'd like to keep the main game clean.

Thank you both for your consideration of the proposal. And fair enough, no worries. Clean from now on it shall be.
Bralbaard, you in particular have some interesting ideas, and I wish to subscribe to your newsletter.

Alas, I take it the mountains to the immediate west of Honeyhammer are also off-limits? 
I will admit that this response is slightly disappointing to hear, as it is but a single mountain range in a very large world, however I do understand the ethos behind this decision.
Further, I will consent and agree to not secretly tamper with the course nature takes in the western mountains. And shall forgo construction of the Pillar of the Sun indefinitely. 

This game's at the end of its lifespan as Premium Adventurer Mode gets closer to "finished." I'm okay with getting weird with it, but I just hope it doesn't sour the feeling of whatever ending this world gets.

Well the plan™ was to begin setting the groundwork for the fireworks, as opposed to sitting idle for the duration of a near endless descent into a state of inactivity.
One of the previous suggestions in the thread for closing out the save, which I believe gathered the most amount of enthusiasm, was to hold some kind of world-ending tournament?
I'm a little fuzzy on when exactly that would actually be held though, and who would even still be around to observe it. And perhaps a little eager to get on with the spectacle of it.
Logged

Maloy

  • Bay Watcher
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4176 on: November 18, 2024, 06:42:16 am »

I'm playing now!

Sorry for delay I needed a couple of days to catch up on work and then I got sick

kesperan

  • Bay Watcher
  • [PREFSTRING:rugged beard]
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4177 on: November 18, 2024, 12:06:12 pm »

"Dishmab Heartblade 1" - Turn 155

The Returning

A catacylsmic event has occured, believed to be somehow orchestrated by the sinister honey fiend, twisted into a dragon in the guise of the Doom of Keyconjure. In the year 1129, every living being that had ever walked and breathed and died on Orid Xem was ressurected. Many of them, of the mortal races, suddenly withered and crumbled as quickly as they had returned, as centuries of time caught up with them in an instant. Others, those cut down in battle or robbed of a full life, grabbed their new second chance with both hands. Immortal goblinkind slain in battle took up their swords again and rallied their banners of old for war.

All of this was very troubling for Moldath Mournsaints, given he had sent five thousand souls to the underworld himself. He brooded over the best course of action...

Something other calamity has happened, Moldath mused. He can feel it on the wind. The climate of the world has somehow shifted. The malevolent being talks of birthing a new sun! The river that cuts through the lush valley of The Eternal Citadel froze in the winter for the first time in two hundred years.

To the north, King Ineth Relicward of The Matched Hame surveyed mighty Palacework blanketed in frost all year long. The world was getting somehow... colder.

Troubling still, reports from Treatyseed suggested vampiric heathens had taken hold of this once proud capital, ressurected by foul magic. A council was formed, representatives of the Four Clans were called. Something must be done.

A champion is proposed, a warrior to head to Treatyseed and root out this villainy. King Ineth of The Matched Hame volunteers his only son, Dishmab Heartblade, for this grim task.

The Quest of Dishmab Heartblade

23rd Limestone 1149

I am Dishmab, son of Ineth and Thikut, of The Matched Hame. I have been chosen by the Four Clans to investigate the devilry in Treatyseed, and to free it from whatever chaos The Returning has wrought. Little has been heard from that place in the twenty years since that fateful night, but rumours of vampire priests and foul werebeasts abound.

I leave Palacework with the steel battle axe Crushtempts, Ombecor, and my silver shield, and a pot full of prickle berry wine. The mountains loom large to the north, and the earth is frosty under foot. Heading northweast, towards eventual destination of Treatyseed, I set off on my adventure.

I arrive at Wheeldells, a dwarven hillock, as the sun sets. Two dwarves are huddled in the civic mound, and they grant me rest for the night.

Spoiler (click to show/hide)

24th Limestone 1149

Over the ice-capped hills to the north is the settlement of Futureseals, on the shore of a vast frozen lake. The icy wind claws at me through my cloaks. I will stop here for provisions and rumours.

Ah, what is this place? A frozen hellscape scattered far and wide with many corpses. I slay a couple of snapping turtles, which will provide some meat. Half buried in the snow is something which seems oddly familiar, a sword worn and etched with time. The Doom of Tempests!

Spoiler (click to show/hide)

My old master Stinthad "One-Arm" Laboredseasons told me of this blade. The strange dwarf known as Thedwarfyone Shieldtempests was slain in Palacework four hundred years ago by an elven hollow hunter wielding this bronze sword. Old Stinthad was Shieldtempest's companion at that time, originally an Adilatir militia dwarf from Championvault, not far to the west. The elven wight took her arm and slew her, only for her to rise again centuries later at the whim of some necromancer. Now Stinthad serves the Matched Hame, as the commander of Kosothducim, and it was she that taught me the axe.

Shieldtempests was an Adventurer of the Museum, one of the first, and the brave soul who slew the traitor Cog Wildnesswork and thus won vengeance for Palaceork. This blade would be a treasure back home and yet here it lies tarnishing in the sun. I stow the blade in my pack.

I explore the fort and help myself to some beer and some forgotten beast tallow. It is a bit chewy and tastes of eldritch horror, but it packs a calorific punch for trekking the snowy wastes. I find a short hammerer who is babbling about Longwatch, but no other dwarves are apparent. I press on. Deeper I delve towards what I hope will be forgehalls. Before long I run into a serpent man caught in the web of a giant cave spider. He greets me in his sibiliant tongue. He agrees to guide me in the underdark here, and tells me of his battles with rodent men. It seems this once proud dwarven fort is almost overrun. I name my serpent warrior friend Ssssteven.

Sadly we can soon travel no further. The bottom levels here are flooded, though I do find a gleaming spire of what can only be the fabled Adamantine.

Spoiler (click to show/hide)

We in Kosothducim know well enough not to delve too deep. Steel is good enough for us.

We retrace our steps, Ssssteven and I. On the surface he slithers off to attack a turtle. His wooden darts patter off its shell, so he resorts to bashing it on the head with his blowgun and biting it. Serpent man venom is injected into the emaciated turtles blood.

Suddenly Ssssteven performs a mighty lash with his tail and the turtles neck erupts in a fountain of blood. Maybe start with that next time, Ssssteven. The blowgun is terrible.

Spoiler (click to show/hide)

We make our way east across the frozen lake. If I am not mistaken, Pricerings lies half a day in that direction, where my father began the task of ressurecting the Matched Hame. It would be nice to visit.

Sadly, every attempt to head too far east in the direction of Pricerings is thwarted by unseen forces. We endeavour to head northwards through the snow capped mountains. Ssssteven is not used to the cold, his white scales rattle as he shivers. We make camp in the foothills.

25th Limestone 1149

Travelling north westerly, we find ourselves in the town of Growlsuppers. Within the keep is a strange fellow going by the name Sut Whirledown. He fingers a foreign coin nervously and claims to be an Overlord. We chat for a while. It seems Sut here is one of the Returned. She was previously slain by a dwarf in 1129? Ssssteven seems to enjoy my oratory. Oh, and it also appears she is a bloodsucking vampire!

Spoiler (click to show/hide)

The serpent man and I quickly denounce the fiend and slay her. We burn her cursed corpse, so that it may not return again.

At a monastery to Kas Bannershocked, I roll the icosahedral die to be granted improved armour! My tattered cloaks are new once more, and my armour gleams and sparkles.

Spoiler (click to show/hide)

Snow blankets this land, in early Autumn even as we continue north from the tundra that scars the centre of Orid Xem. It never used to be this way. My father told me that near the great Museum the climate was gentle and a dwarf need not melt his waterskin each morning. Something has happened to this world. Perhaps the madness of Treatyseed will hold answers? Perhaps not.

We press on through fields of thick snow, stopping at a village called Lawtaker. On a pedestal there I find the skin of the infamous Cog Wildnesswork! Alongside it are the skins of demons and buckets of lye - this must be a relic of when Moldath Mournsaints was trying to find his 12th secret, locked in the broken mind of the undead Cog. My father told me of this plan - The Sadist planned to ressurect Cog from her butchered skin and restore her somehow with the magic of an altar die. Then Cog would inscribe the secrets on parchment of flayed demonskin. Sadly, he was beaten by the evil scorpion fiend who launched a massive expedition to excavate the fallen tower of Glazedriven and found the primordial slab that Shieldtempests lost four centuries ago.

26th Limestone 1149

We find ourselves in a strange dwarven fort surrounded by a wooden pallisade. A number of small green-skinned beings joke and cackle incessingly. Too small to be goblins, these must be gremlins! It appears we are in a place named Healerlashes.

Spoiler (click to show/hide)

Continuing west we arrive at The Museum. Unceremoniously dumped outside I find Rhythmshowers the Pure Crosses - the gift of Mournsaints which brought my people back from the mists of time. Truly the Musuem has fallen to disrepair. This disrespect should not be allowed to stand. I hope some brave soul one day restores this place.

Spoiler (click to show/hide)

The treasures which remain in the Museum proper are no less spectacular. Backpacks stuffed with forbidden knowledge and pedestals groan under the weight of massive and ancient corpses. The monk Thep and Honey Fiend Glubbo greet me warmly. They are both clearly driven insane by the task of cateloguing the treasures and sundries brought here from all corners of Orid Xem. I release Ssssteven from his bond to accompany me. Perhaps he will find a role here among the musty tones and forgotten blades.

Spoiler (click to show/hide)

A stern looking Fell One swordmaster is clad in the armour of The Walled Dye. He is silent as many of their kind are. I wonder who he could be?

I bid the faculty good day and head north, towards Treatyseed. It seems no matter how far I travel the land remains frosty and inhospitable. What dark magic is this?

27th Limestone 1149

The Iron-Deep. This ancient fort seems to have been the site of a great battle between dwarves and goblins. Many skeletons litter the cold block floor.

Spoiler (click to show/hide)

I leave and travel to Pastimegears, where I slay a goblin hammerman. The local militia commander is grateful.

I travel northwards skirting the mountains to the west on the way to Treatyseed. Small goblin camps are dotted to the east along the chain of dark pits which for centuries have warred with The Walled Dye. I silently strangle a patrolling goblin bowman, and continue my quiet journey through the snow.

I find a cave entrance on an icy outcrop. Scattered around are what I think must be ettin teeth? I find a carved figure of Thon Scarone, an ancient adventurer. I do not expect to bump into a human down in the dank depths of the cave! Sekur Handgoal bears the mark of the Keeper of The Seal of The High Confederacies and he is a long way from home! She is also clearly a night creature, as she calmly tells me her husband died of old age four hundred years ago. I kill her where she stands. I retrieve her masterwork goblin bone crown, crafted by the ancient dwarf Nabasbardum, as a trophy. In the muck of the cave I find many strange things, including Cancersucks, a dwarf bone cage! This grisly artefact is originally from Treatyseed. I will take it from this place.

1st Sandstone 1149

Treatyseed, home for many years of the last remnants of the dwarven race. If stories are to be believed it is now a debauched symbol of a fallen empire, packs of werebeasts and vampires desecrating its proud history. As I arrive I see a group of human nomads fall to the earth clutching their throats.

Spoiler (click to show/hide)

This does not bode well. These appear to be humans from the High Confederacy though I am unsure why they would be so far north. Many priests are present in the shrine atop the fort. Most of them are vampires. I denounce them and my artifact steel axe starts harvesting their foul skulls. There are a number of necromancer barons here who take unkindly to the beheadings and carnage breaks loose.

Forty vampires are slain, in the end. I find no werebeasts, perhaps they have all died of old age. Plenty of zombies are also struck down. I find no sign of the King of Adilatir. From what I gather, he may be secluded on the island fort of Ancientknowledge. The mortal dwarves, grateful for my purge, tell me that they have recently reclaimed Kindlingrings to the north, and I endeavour to check it out.

Amidst the blood and bone, Cancersucks the dwarf bone cage is returned to its rightful home. If the king returns, he is welcome to it as a gift from The Matched Hame.

2nd Sandstone 1149

Kindlingrings was destroyed by Oddom Girdergrove's Scholarly Manors a thousand years ago and has lain in ruin since then. It appears that in the last decade or so, brave dwarves of the Walled Dye have reclaimed it. They call themselves The Stirred Constructs. I soon see the obsidian block fort on the horizon, with evidence of recent activity. Chopped wood in neat stacks, and a wagon outside. Oh no, what is this? A blighted thrall! It seems to be a dwarf mechanic, systematically murdering the livestock.

Spoiler (click to show/hide)

I charge at the fiend and hack at his head with my axe. It sails off and immediately vanishes, as does his corpse. One of the Returned it seems - neither living or dead. A goblin priest looks on in concern. Why are there goblins here!? It seems there is a temple here to the Mine of Ambers and the goblin claims peaceful intent. I strap my axe to my back and eye him warily.

Spoiler (click to show/hide)

Bizarrely, it seems the central staircase descends directly into a magma pipe! What lunacy is this? The lower levels of the fort are completely flooded with magma. A curious glass roof allows one to watch the lifeblood of the mountain bubbling underfoot. It is most magnificent. I find one more thrall, a farmer. He too vanishes when his neck is split from his body. I find no further threats here, nor great treasure. It seems this place was ransacked many centuries ago and all her spoils were taken to Heroicgem.

I feel my mission more or less complete. Treatyseed is cleansed, though whether it will rise again is another story. I guess in a way I did submit something to the Museum - Ssssteven the serpent man blowgunner! I spend some time at a nearby human fort, before returning to my home in Palacework satisfied that the seat of the ancient dwarves will stand strong.
Logged
Wow. I believe Kesperan has just won adventurer mode.

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4178 on: November 18, 2024, 02:00:36 pm »

People dying of old age en masse reminds me of the later days of the first Museum.

dikbutdagrate

  • Bay Watcher
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4179 on: November 18, 2024, 03:50:05 pm »

Big turn!

So wait, did you leave Ssssteven the serpent man blowgunner in Orid Xem?

And this bit about you slaying 40 vampires seems to have been glossed over. Where exactly did you find 40 vampires?
Logged

kesperan

  • Bay Watcher
  • [PREFSTRING:rugged beard]
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4180 on: November 18, 2024, 04:46:17 pm »

Big turn!

So wait, did you leave Ssssteven the serpent man blowgunner in Orid Xem?

Ssssteven is an official Museum submission. He is chilling out in Boltspumpkin. This is from a few turns back, and it's now year 1160 - not sure how much longer he will be around, they don't live very long?

Quote
And this bit about you slaying 40 vampires seems to have been glossed over. Where exactly did you find 40 vampires?

Treatyseed - there were tons of vampire priests and nobles. They're all dead now. Some of them I had to kill more than once, on account of all the necromancers. Check Dishmab Heartblade on LV for more information.

I reclaimed Treatyseed after this turn and cleaned it up a bit. For some reason it's still not viewable in LV.
« Last Edit: November 18, 2024, 05:03:49 pm by kesperan »
Logged
Wow. I believe Kesperan has just won adventurer mode.

Maloy

  • Bay Watcher
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4181 on: Today at 07:46:39 am »

I'm working the save! My main time sink is developing the metropolitan area outside of Makbor. I want it to be a large cramped city vibe. I also am wanting to fill it with goodies, treasures, puzzles and lore snippets from the long running history of this game and its players. Also mine cart tracks to try and get through the whole city faster so it doesn't feel like an obstacle

I know I can just unretire the proper city of Makbor, but I have concerns: The city currently has an endless population of humans. They pass their names onto their children too so the city never runs out of humans unless it just gets genocided. I am afraid by unretiring that function would cease. Also the conflicting rulership of Wolf King and the dwarven government would be weird...
Idk I like the lore implication that the city is so tied up in conflicting bearacracy, legal traditions and conflicting authorities that locals just gave up on developing the main area and just grow outside of it instead.



Also just some wholesome story telling with Arthur and Miarai's children,


I intend to explore dikbut's doomsday fortress soon I just wanna finish these projects lol

dikbutdagrate

  • Bay Watcher
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4182 on: Today at 11:25:58 am »

I'm working the save! My main time sink is developing the metropolitan area outside of Makbor. I want it to be a large cramped city vibe. I also am wanting to fill it with goodies, treasures, puzzles and lore snippets from the long running history of this game and its players. Also mine cart tracks to try and get through the whole city faster so it doesn't feel like an obstacle

I know I can just unretire the proper city of Makbor, but I have concerns: The city currently has an endless population of humans. They pass their names onto their children too so the city never runs out of humans unless it just gets genocided. I am afraid by unretiring that function would cease. Also the conflicting rulership of Wolf King and the dwarven government would be weird...
Idk I like the lore implication that the city is so tied up in conflicting bearacracy, legal traditions and conflicting authorities that locals just gave up on developing the main area and just grow outside of it instead.


I intend to explore dikbut's doomsday fortress soon I just wanna finish these projects lol

Well, that sounds awesome! I'll have to pay a visit it, even with the more than likely terrible framerate.

My "doomsday" fortress isn't anything special. 

A lot the quirkier puzzle traps that I constructed for Honeyhammer were lost due to save file instability and crashes which occurred during the attempts to save the work. Losing all of that work manipulating individual tiles with gui/adv-fort and trying to do it again, just wasn't worth it. Like the hidden smoke tunnel ventilation shaft, which was the only entrance into Honeyhammer, which had been enclosed in a giant protective dome. The underground vent shaft would require you to learn the timing on the magma venting, and hide behind these alcoves along the walls of the ventilation shaft, in order to infiltrate inside.

And all of the most recent the additions I made, along with the entire length of the space bridge I was working on, were cancelled on account of raccoons. So that's a bit of a bummer.

So unless you want your character to get Shrek'd by an 18 ton towering monstrosity with coffins for fingers, rats for brains, and an artifact spinal cord, I would advise against traveling to the land of sour milk and fetid honey!
Logged

Bralbaard

  • Bay Watcher
    • View Profile
Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4183 on: Today at 04:17:51 pm »

So wait, did you leave Ssssteven the serpent man blowgunner in Orid Xem?
Not to be confused with the original Steve. I've added him to the list of submissions, and updated the other lists.

And this bit about you slaying 40 vampires seems to have been glossed over. Where exactly did you find 40 vampires?
At some point the vampires were extinct, I think.
I guess someone must have been handing out goblets of blood wine again. or was it the anti-rapture?

Speaking of which.
About your earlier request about the mountain range near this unholy wall construct of yours. I could personally live with it if any calamities remain perfectly contained to this yellowish mountainrange in the North-West section of the map that nobody visits anyhow, unless others object. But just to make it clear no planet-wide catastrophies or changes please.

It's hard to predict when the main game will be in a state where it would be good to start museum IV, but we are not there yet, and I don't think many people have signed up to the death-by-dfhack end of the world.   

 
« Last Edit: Today at 04:25:50 pm by Bralbaard »
Logged
Pages: 1 ... 277 278 [279]