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Author Topic: The Eternal Halls - An Endless Succession Game  (Read 214246 times)

Greiger

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Re: The Eternal Halls - An Endless Succession Game
« Reply #585 on: November 02, 2008, 01:19:11 am »

I have never participated in a succession game before, and I can't now because I get 10 FPS with the last save.  10 Fps is bearable for me but it will only be worse by the time I would get a turn so I won't be joining in.

I just wanted to mention how awesome this whole thing was.  I never saw a succession save before (other than some skimmed over maps of boatmurdered) and I was skeptical about not being able to figure out what stuff did.  So I downloaded the save to have a look around.

I was wrong, I figured my experience would see through all disorganization.  But still I must ask...
Why is everything covered in mud? 
Why are there fresh corpses floating in the water? 
Why are there 4 siege workshop on the surface but one sitting all by its lonesome in the middle of nowhere 1 z level down? 
Why is Zan Ducimil starving to death on a rickety staircase over magma? 
Why is there a fancy statue in the middle of all the skull totems?
Why are there 2 loaded cage traps in the countesses room? 
Is that a smiley face in the statue stockpile?
Is there anything Furniture Stockpile #53 does NOT accept?
Why the heck does the BROKER have 8 kills?
Why the hell is Zan Ducimil starving to death slowly roasting on a rickety staircase over magma?

I apologize.  This is just stunning...so incredibly awesome there are no words...

Keep up the good work.
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Aqizzar

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Re: The Eternal Halls - An Endless Succession Game
« Reply #586 on: November 02, 2008, 01:29:26 am »

I was wrong, I figured my experience would see through all disorganization.  But still I must ask...
Why is everything covered in mud? 
Why are there fresh corpses floating in the water? 
Why are there 4 siege workshop on the surface but one sitting all by its lonesome in the middle of nowhere 1 z level down? 
Why is Zan Ducimil starving to death on a rickety staircase over magma? 
Why is there a fancy statue in the middle of all the skull totems?
Why are there 2 loaded cage traps in the countesses room? 
Is that a smiley face in the statue stockpile?
Is there anything Furniture Stockpile #53 does NOT accept?
Why the heck does the BROKER have 8 kills?
Why the hell is Zan Ducimil starving to death slowly roasting on a rickety staircase over magma?

These are the goddamn Eternal Halls.  We've abandoned distracting things like "reason" and "answers".  Honestly, nobody can really explain any of that stuff.

I'm curious, because I don't look around.  Even with the .500 batting average on player availability, this seems to be a pretty long lived succession game by comparison.  What's it been now, eleven years?

EDIT: Okay, I'll try some.

Mud: The well system.  My bad.
Corpses: No clue, but it's awesome.
Workshops: Ballista Madness
Roasting Zan: Something ill advised, I'm sure.
Skull Statue: I was bored.
Countess Traps: Vindictiveness
Smiley: Probably bad luck.  Or sparring.
#53: Nope.  Untangle that at your own risk.
Broker: That's Dadam, the Super-Accountant.  He got a few of those kills on my turn.
Roasting Zan: Man, I gotta check that out.
« Last Edit: November 02, 2008, 01:38:18 am by Aqizzar »
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Dadamh

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Re: The Eternal Halls - An Endless Succession Game
« Reply #587 on: November 02, 2008, 08:59:40 am »

Is there anything Furniture Stockpile #53 does NOT accept?

Haha, the first turn, I used my normal stockpile, which is a 'custom' that accepts everything except corpses and refuse.  Organization?  BAH.

Also yes, the fort is awesomely confused and retarded.  That's the best way to do it!
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Sizik

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Re: The Eternal Halls - An Endless Succession Game
« Reply #588 on: November 03, 2008, 08:24:00 pm »

Quote from: Greiger
Furniture Stockpile 53
Zan Ducimil
Corpses
Mud

If that's the large square one above the nice dining room, then it doesn't accept bins made of gold, rose gold, or silver.

Zan Ducimil was the one who went to remove the floor adjacent to the staircase, and ended up on the wrong side. I recommend rescuing him ASAP as he is a legendary stonecrafter and makes nice obsidian short swords.

Accidents.

Flooding.
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Dadamh

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Re: The Eternal Halls - An Endless Succession Game
« Reply #589 on: November 05, 2008, 07:38:05 am »

The weekend was a bust due to Fallout 3 and bad time management.  However, I'm getting to it today and tomorrow, and should write everything up shortly.  I say "today and tomorrow", but ARGH THIS FORT IS A MESS.

Haha, that is awesome.  I don't know about huge projects on my turn, but I do think I will try to get things sorted out a bit.
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Antlia

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Re: The Eternal Halls - An Endless Succession Game
« Reply #590 on: November 05, 2008, 12:04:07 pm »

Just for you to know, I'm still in this :)

I just have been quite quiet and waited for my turn to come.
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PTTG??

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Re: The Eternal Halls - An Endless Succession Game
« Reply #591 on: November 05, 2008, 12:21:57 pm »

he he he... I'd love annother turn to see how it's gone. Can you notify me when it rolls around?
lesse... assuming it takes an average of 4 days a turn, it will take 13 weeks until the next open spot- but that's if everybody actually plays.
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nahkh

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Re: The Eternal Halls - An Endless Succession Game
« Reply #592 on: November 06, 2008, 05:15:41 pm »

Bump for updates? (Stop playing Fallout for five minutes ok?)
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BlakeKoris

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Re: The Eternal Halls - An Endless Succession Game
« Reply #593 on: November 06, 2008, 06:25:20 pm »

And still, I wait for my crack at this.

Dear god, my FPS wil probably be 1 or 2 by my turn...!!!

Hmm, who's up for a catastrophe?
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Aqizzar

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Re: The Eternal Halls - An Endless Succession Game
« Reply #594 on: November 06, 2008, 08:14:20 pm »

Hmm, who's up for a catastrophe?

I've got a couple in mind.  Subject to change when I get there.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
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Dadamh

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Re: The Eternal Halls - An Endless Succession Game
« Reply #595 on: November 07, 2008, 06:10:09 am »

I have been stopped playing fallout.  It's just that I've spent a lot of time trying to figure out why apparently everything that everyone owns is inaccessible.  I've got spammed cancelled tasks for that reason everywhere.  Also I have an 8-5 job that soaks up time otherwise useful for DF.  Plus, y'know, FPS.


Edit:
Also we were short about 15 coffins for all the unburied dead.  Also we don't have enough stockpile space and crap is piling up in the depot.  Also there's a random trench outside for no reason.  Also the fort makes no sense.

Heh.
« Last Edit: November 07, 2008, 07:47:02 am by Dadamh »
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ChazzyBurger

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Re: The Eternal Halls - An Endless Succession Game
« Reply #596 on: November 07, 2008, 11:03:15 am »

Also the fort makes no sense.

Heh.

Ahhhh, we love you Enternal Halls, we really do
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Sizik

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Re: The Eternal Halls - An Endless Succession Game
« Reply #597 on: November 07, 2008, 06:23:29 pm »

The trench was to facilitate the draining Of a nearby pond as there were some gems in it.

And if I remember correctly, the two with the inaccessable items were Sibrek the legendary stonecrafter and the dungeon master. 
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Dadamh

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Re: The Eternal Halls - An Endless Succession Game
« Reply #598 on: November 07, 2008, 06:53:26 pm »

Why are they inaccessible?  It's driving me crazy.

Edit:
Maaaaaaaaan time moves slow.  I'm not doing much with my turn, just sort of... holding the fort. It's mid-late autumn now.  A few moods, but mostly an uneventful year.  This is good because I don't want to be the guy that wrecks the fort somehow.

Edit again:

Ok, turn over.  I'll write this up tomorrow at some point, though it was a fairly uneventful year.  Sorry for such a long turn.  I blame the forums being down, as well as me being lazy and playing too much F3 instead of DF.
« Last Edit: November 07, 2008, 10:28:09 pm by Dadamh »
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Dadamh

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Re: The Eternal Halls - An Endless Succession Game
« Reply #599 on: November 08, 2008, 06:28:23 pm »

Like I've said, a fairly bog standard year.  I'm not one for megaprojects, so I just held the line for my year.  Here's the RunComrades, if he's still around.



Eternal Halls, Year 110:

1st Granite:  I was the first overseer of this fortress, The Eternal Halls, back in 101.  It's been nine full years, and the fortress has seen a number of rulers, both for better and for worse.  Some lowly peasant has been masquerading as overseer for the past year, but I've deposed him.  For the moment, I'll resume command.  The place is... sort of a mess.  I can't blame the peasant, it's just the way fortresses tend to get after a time.  I'm not even sure if we have a food stockpile, while tons of meat are rotting in the trade depot.  There's goblin and dwarf clothing littered around outside, half of the fortress is devoted to confusing an incomprehensible engineering projects, and Zan Ducimil seems to have locked himself over a lava pit and is hunting for vermin to eat.  Welcome to the glorious future mountainhomes!

3rd Granite:  Zan has been freed, and immediately ran off to drink.  Can't blame him.  Also it seems that I'm getting a lot of reports about submerged building sites.  I'm understandably a bit concerned, as even if I could find out where the hell the flood is occurring, I'm not sure I could figure out how to turn it off.   People seem to be having problems crossing the bridge to the front of the fort.  I'm not sure how to maintain security while also letting people outside.  I'm not even certain that the bridge is the problem.  Thirdly, To be honest, I think there is no way to get into our artifact storage room.  There's no staircase in, and the room has been walled off.  It's annoying the good dwarves that own artifacts, as well as being a puzzling design decision.  I would remove the wall, except that the hallway outside appears to be waist deep in water for all time.  I'm going to go find Zan; I need a drink.

5th Granite:  Vucar Eszulban, just a child, has withdrawn from his childhood society.  He promptly claimed a Crafting workshop in some area that I can't readily identify.  I'm anticipating that he'll make an object of great craftdwarfship and beauty, but next to no practicality and usefulness.

6th Granite:  A sad situation.  Vucar is requesting perhaps ten items for his mysterious creation, among them, at least two kinds of shells.  I have no idea what is stopping his work.  I do not predict a terribly long or bright future for the lad.  As a side note, I turned off the waterfall.  There is flooding somewhere, and that's just about the only lever that wasn't holding a note saying that it would flood or otherwise destroy the fortress.

7th Granite:  The bridge/gate out front has been dismantled, and still people seem to have issues understanding that they can go outside and get things.  I can't find any standing orders telling them not to, but the trade depot is full of meat and the lands outside have scattered clothing and armor, but no one is getting anything.  Let alone that my desk is full of reports about inaccessible items.

12th Granite:  The elves have arrived, gaily traipsing towards our depot.  I hope they don't mind the carcasses stacked five deep in there.

13th Granite:  While watching the elves cross our lands, a strange feature just came to my attention.  There's a long, half-finished trench, connecting what used to be a small lake to absolutely nothing.  There are random small islands with trees on them in this trench.  What is the purpose of this construction?  I understand that dwarves need work to do, but this seems... counterproductive?

14th Granite:  Found out what the lever near the smithy does.  It raises/lowers some floodgates INTO LAVA.  Thankfully the obsidian producing mechanics had produced obsidian outside the gates, and nothing happened.  Still, I'm putting a note on that thing.

17th Granite: An elven diplomat has arrived, presumably to talk about logging.  I'm not sure I've ever heard them talk about anything else.  I do hope his forest friendliness protects him from the pack of wolves directly to the south of his current position.  I've ordered our champion squad to go decimate the wolves regardless.


18th Granite:  Why, sure, Mr. Suvasdatan.  We won't cut down any trees at all.  I give you my word as an axe-wielding hoardmaster.

20th Granite:  Traded with the elves today.  We've procured a number of caged animals, both domestic and exotic, in exchange for random stonecrafts.  We have piles of both items, so why not?

5th Slate:  I want you to take a look at my desk here.  These are just about all the complaints I've been receiving lately:


6th Slate:  Someone finally heard Estan Genetlogem banging on the wall that he created today.  I don't know how long ago Estan walled himself in, but he's probably near death in there.  I've ordered his wall deconstructed so that he can get out.  Idiot.



8th Slate:  Ha.  "May be their tomb"  No one leaves the Eternal Halls.  No one.  Anyway, immigrant count is 20.  Mostly useless peasants, glassmakers, and the like.  Still, might be good for our woefully insufficient fortress guard and royal guard.

13th Slate:  Found some old exploratory mining underground, as deep as our miners say the region is safe to dig.  I'm not really sure what my predecessor was hoping to find down there, but I feel like the only likely result is some horrible gate into the hells.  I don't think I'll be continuing that project at the moment.

15th Slate:  I had the two goblins we had in captivity tossed into the pit that Zan Ducimil was previously roasting over.  There's lava in the canal below, for whatever reason, and they both promptly incinerated.  I consider it no loss.  Speaking of caged things, Nearly every war dog in the fortress is in some cage somewhere, but I don't know why.  I'll just assume that there is a purpose and then not do anything about it.  Also:  I'm going to lay off journaling day-to-day events for a while.  My desk is piled with enough complaints without adding my own.


1st Felsite:  In the interest of getting the piles of garbage out of our trade depot, I've begun construction on a new 'whatever you want to put in here' stockpile.  As a measure to increase speed of mining, I've handed out picks to everyone who looked bored.  Don't give me "No job".  The economy isn't THAT bad.  I've also put every animal I could find up for slaughter.  We don't need to be ankle deep in dwarf vomit AND animal feces.  One or the other will suffice, thank you.

20th Felsite:  Screw you pointy-eared bastards.


21st Felsite:  It's been a while since I've done anything purely narcissitic and selfish.  I've designated a grand tomb for myself.  It may take a while to finish, but it provides the benefit of paying work for a number of miners, metalcrafters, gem cutters, gem setters, and engravers.  Also it provides a suitable resting place in the case that I ever need one.

1st Hematite:  First of summer.  Things are going well overall in the fortress.  I don't see much cause for worry or anything.

12th Hematite:  The human caravan has arrived!  They aren't far from the front walls, so they should make it in fine, even in the unlikely event of goblins appearing.

13th Hematite:  Goblins ambushed the caravan to little effect.  A squad of champions and elites have been pacing back and forth in the entry hallway for my entire tenure thus far, and they proved their worth in this combat, to say the least.  Also a human diplomat arrived, doubtlessly with important news and not just idle talk.

20th Hematite:  A guard has drowned somehow.  I'm looking into it.  There is no reasonable entrance to the piping he's drowned in.  Also, the human diplomat predictably said a number of words with no real meaning and then wandered off.  Time well spent.

18th Malachite:  Things are going smoothly, with no real problems.  One of the piddling peasants has taken on glowing red eyes and a deep demonic voice.  In short, he's possessed.  I'm not sure what he'll craft, but if it's anything like that drum the other fellow crafted a while back, I'm not interested.  He's laid claim to a craft shop, and so we know that it will be some useless trinket.  The amount of demonic possession in this fort feels like an omen.

2nd Galena:  The peasant gathered perhaps a dozen ingredients for his device, and has set to work.

6th Galena:  Well, the peasant's item is finished.  He's crafted "FadeDecay", an Alunite Trumpet.  To be honest, making a trumpet out of stone is no small feat to start with, but...  I don't know.  The only one who can make the thing sound is the peasant that crafted it, and though it's perfectly pitched and tuned, there's just something... wrong with it.  I think we'll keep this item inside the fort, for safekeeping.  I don't know what it does, but whether it fades things or decays things, I don't want to be responsible for it falling into the wrong hands.


22nd Galena:  Well, my tomb is done, for the most part.  It could use a bit more furniture, but I'm not going to do too much else to it.  Other than that, the fort is still running smoothly.

10th Limestone:  The caravan from the mountainhomes is here, along with the city liason.  Certainly goblins will follow.

15th Limestone:  The caravan made it inside with no problems, though we honestly don't need to trade for anything.  We made some trivial trade contract just to keep relations good.

15th Sandstone:  The caravan has left.  I didn't bother trading.  We have all that we need here.  The days are passing slowly, but we'll get through the year.

19th Moonstone:  An elf-led group of goblins has ambushed our front gate!  The champion squad killed them all, though we lost a lesser wrestler.  On the whole, a solid victory.

22nd Moonstone:  I think the elves are using goblins as mercenaries.  Regardless, another ambush!  Despite their very deft killing of a kitten, our champions once again proved the better of goblins and elven pike... elves.  Pikeelves.

1st Opal:  The countess gave birth to a boy.  Not sure we need more dwarves that refuse to work, but that's how it goes, I guess.

8th Opal:  A child has withdrawn from society!  I fear the worst.

16th Opal:  The child has begun construction on some silly thing.  Craftdwarf shop implies something worthless.  Still, good that he found whatever his inspiration called for.

20th Opal:  A fine, pine scepter was produced by the child, but with fairly uninspiring details.  I have ordered it tossed into the pile of other masterworks generated here. I'm forbidden to tell the child to be a woodcrafter by trade when he grows older, so remember the name  "Ushat Mistemtosed" for when he's of age.

1 Granite:  My year is over.  Things went smoothly, with minimal casualities and tolerable growth in places.  I wish the best of luck to my successors!



Save is thus:
http://rapidshare.com/files/161962531/region13.rar.html
« Last Edit: November 08, 2008, 06:32:13 pm by Dadamh »
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