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Author Topic: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]  (Read 8439 times)

Travis Bickle

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #45 on: November 01, 2023, 04:49:29 am »

We're at the end of spooky season, but we can keep going with the fort if ppl want to. Maybe with longer turns (a week or so)?
I'm of the opinion that the fort should continue, if only because I want to see the fort at critical ghost mass.
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Cum his qui oderunt pacem eram pacificus.

Salmeuk

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #46 on: November 01, 2023, 08:34:54 am »

i need a few days for other things, so maybe this weekend? It would be great to keep this fort going and I want to try to actually write something more substantial as a journal.

Quote
I'm of the opinion that the fort should continue, if only because I want to see the fort at critical ghost mass.

the last fortress i tried this with got to ~30 ghosts... it was impossible to continue with the poor morale.

It just so happens that witnessing the brutal death of a large number of your friends and family at the hands of a sentient incorporeal creature, and then having those same friends and family return as their own versions of similar ghosts...

its simply too much for the average dwarf.
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brewer bob

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #47 on: November 01, 2023, 11:13:31 am »

i need a few days for other things, so maybe this weekend?

Sounds good!

I'm also interested to see what happens with the ghosts, or rather how soon we have a fortress-wide tantrum spiral due to them. Let's keep the fort going then!

So, sign up for your turns, potential overseers!

King Zultan

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #48 on: November 02, 2023, 12:08:22 am »

Glad to see that this is continuing as I to want to see what happens with all the ghosts.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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brewer bob

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #49 on: November 02, 2023, 05:13:39 am »

I updated the rules slightly:

Quote
- try to finish your turn within a week of grabbing the save; you can play as long or short a turn as you want, but maybe not go over five ingame years

You guys ok with this?

Salmeuk

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #50 on: November 02, 2023, 10:19:14 am »

seems fair. one week is tradition, and 5 years is plenty of time to farm ghosts make very smart decisions
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Travis Bickle

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #51 on: November 03, 2023, 05:46:30 pm »

You guys ok with this?
I'm not in any position to protest this change because I took about a week myself.
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Salmeuk

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #52 on: November 22, 2023, 08:44:05 pm »

hey hey hey. I will have some time to return to this place, give it some time, grow some history, you know. . . the usual. expect a post in a day or two
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brewer bob

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #53 on: November 24, 2023, 03:45:53 am »

hey hey hey. I will have some time to return to this place, give it some time, grow some history, you know. . . the usual. expect a post in a day or two

Nice! No hurries with the game and looking forward to see where this goes. :)

Travis Bickle

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #54 on: November 30, 2023, 04:07:12 am »

Hopefully this thread, like the inhabitants of the fortress, will just keep rising from the grave whenever it dies.
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brewer bob

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #55 on: September 23, 2024, 02:09:43 am »

Seerspire has risen and is haunting the forums!
A restless haunt, generally troubling past overseers and forumites.


Spooky times are approaching once again!

So. Any interest in continuing this ghost-infested fortress and see what the Ancestors and the Seer have in store for the dwarves?

dikbutdagrate

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #56 on: September 23, 2024, 03:09:17 am »

Hell yeah! Just finished reading the rules. Love it.

This is the greatest ruleset I never knew I wanted.
« Last Edit: September 23, 2024, 03:12:42 am by dikbutdagrate »
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brewer bob

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #57 on: September 23, 2024, 07:14:00 am »

Hell yeah! Just finished reading the rules. Love it.

This is the greatest ruleset I never knew I wanted.

Great! I put you on the list, so you'll get the honor to start the turns this time, if you want to.

Here's a link to the latest save:
https://dffd.bay12games.com/file.php?id=16894

And the Seer's foretelling for your turn:



Whatever that means is up to you to figure out during your turn.

dikbutdagrate

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #58 on: September 24, 2024, 01:30:02 pm »

Hell yeah! Just finished reading the rules. Love it.

This is the greatest ruleset I never knew I wanted.

Great! I put you on the list, so you'll get the honor to start the turns this time, if you want to.

Here's a link to the latest save:
https://dffd.bay12games.com/file.php?id=16894

And the Seer's foretelling for your turn:



Whatever that means is up to you to figure out during your turn.

Well, I've certainly being doing a lot of "discovering" this turn. For instance, discovering what some of these levers do. To some extent, how the hell the place has managed to sustain itself. That there are dwarves who continuously fish for animals in this fort despite that they no longer spawn in the designated fishing hole. That for some reason, none of the nobles had any rooms. Some, if not all, of the horrors of this particular biome, and why we don't seem able to keep any meat in the fortress. That more than 60% of the fort's labor force has legendary in masonry, but that only roughly half of them have only the default peasant labors enabled. Also, I discovered how to occasionally let in migrants who manage to actually make it to one of the fortress bunker entrances, and then somehow survive, against all odds, for at least a week, before I happen to casually notice that they've been shouting and slamming on the door to let them in since they arrived, and all of their fellow migrants were devoured by whatever currently inhabits the nearby "tree of death", which is the name I've given to this particular tree that now houses a very large concentration of corpses of both varieties of death, including a megabeast now, which was killed by this tree dwelling undead horse. 

I'll do a full write up with screenshots and stuff. But we discovered and caught some glowworms in the 2nd (or possibly third?) cavern layer, which was cool, because they glow. Also, the 2nd cavern layer is somehow completely safe? We also discovered and harvested some adamantine, which is accessible from this layer.

But yeah, this happened:  >:(
Spoiler (click to show/hide)
I'm guessing I should resolve the mutiny before my turn is over? I was thinking of calling it at the start of spring 281, its mid autumn 280 now.

Unless you think my "solution" to the seer dying counts as "saving" them.
Spoiler (click to show/hide)

We've also been discovering the art of brand recognition.
Spoiler (click to show/hide)
« Last Edit: September 24, 2024, 02:39:53 pm by dikbutdagrate »
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brewer bob

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Re: Seerspire - The Trial of Spirits [Overseers Welcome! DF0.47.05]
« Reply #59 on: September 25, 2024, 12:43:22 am »

Oh my, sounds like there's been lots of stuff happening.

For instance, discovering what some of these levers do.

Ah yes, the wonders of community forts. "Wonder what the hell that lever does?" *pulls lever and all hell breaks loose*

But yeah, this happened:  >:(
Spoiler (click to show/hide)
I'm guessing I should resolve the mutiny before my turn is over? I was thinking of calling it at the start of spring 281, its mid autumn 280 now.

Unless you think my "solution" to the seer dying counts as "saving" them.
Spoiler (click to show/hide)


So, is that glass walls or windows surrounding the zombie Seer? Haha, brilliant!

I'll leave it to you to decide if your solution is enough. Maybe on the next turn we'll roll for a new Seer or you can roll for one yourself, if you decide your solution isn't enough.

Looking forward for the writeup!
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