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Author Topic: The Industrial Age... A Community Fortress  (Read 10825 times)

Marineking

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Re: The Industrial Age... A Community Fortress
« Reply #30 on: August 27, 2008, 05:04:47 pm »

@ Marineking: I meant if you write any narrative of the fortress, that is what I want my characters personality to be like.

Yeah, I figured, but it would have been cool to have it all customized and such. Anyway, sorry for the wait everyone. I'm writing up the intro narrative now, and I'll start up the game as soon as possible.
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magikarcher

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Re: The Industrial Age... A Community Fortress
« Reply #31 on: August 27, 2008, 05:13:10 pm »

Anything is possible... So... GET STARTED NOW!!  ;D
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magikarcher

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Re: The Industrial Age... A Community Fortress
« Reply #32 on: August 27, 2008, 05:21:39 pm »

I couldn't wait, so I am trying my own. The only problem is, I forgot to pick a map with sand  :-[
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Marineking

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Re: The Industrial Age... A Community Fortress
« Reply #33 on: August 27, 2008, 07:00:44 pm »

Journal of "James" Monomkun, Year 500, entry two.

I've finished the roster for my crew. I've decided on a smaller group, to begin with, as the king didn't give me all that many funds to work with, and I need to be able to feed these people. Furthermore, the king has forbade me any of the kingdoms farmers or hunters. His advisers have apparently informed him that a famine is possibly on the way, and now he is too paranoid to spare any for my party. I'll have to be sure to buy as much as I can on the way out, and perhaps trade with the humans as well, as much as I detest the thought of working with such savages.

The roster is as follows.

"Ryo" Monomkun: My own son. He is taking after his father as an architect, though his interests lie more with gadgets than masonry. He will be invaluable as an assistant at the construction site.



"Flint" Sazirmigrur: Since these towers are going to be so large, and tall, they are going to need strong supports. That means steel. Flint is the best smith around I could find who agreed to the paltry sum I was forced to offer.



Amma Morultomen: Yup. Steel. Lots of it. Amma can help Flint with the smelting efforts once we get things going.



Piledriver Asobarban: Hardly got two words out of this old miner. Called himself Piledriver, for whatever reason. He may be mentally ill. Nonetheless, he is a fairly good miner, and has some masonry skills to boot. That, and he is affordable.



Glacies Stibmerkubuk: A bit a mongrel, this one. Says she can tally books, swing a hammer, and brew a fine ale at the same time. She'll do.



Zako Talinsazir: And finally, a guard. Skilled in a myriad of martial techniques, she'll keep any goblins away until we can get a few more hands at the tower. She'll also do for a hauler, in her spare time.

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Marineking

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Re: The Industrial Age... A Community Fortress
« Reply #34 on: August 27, 2008, 07:03:11 pm »

One final question before we begin in earnest.

Do you guys want screenshots? I am using the below linked character set, if so. Would you prefer it if I turned off my set for screenshots (Which is doable, though a pain the ass), or do you not care?

http://mkv25.net/dfma/map-3345-steelfortress
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Boksi

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Re: The Industrial Age... A Community Fortress
« Reply #35 on: August 27, 2008, 07:26:51 pm »

I don't care much for screenshots, although they help. And I don't mind the graphics at all :P
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

magikarcher

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Re: The Industrial Age... A Community Fortress
« Reply #36 on: August 27, 2008, 07:40:13 pm »

My only request is that you post frequent saves, have the final screenshot be in normal 'curses' tileset, and that you don't make my character TOO mentally handicapped.  :P

Edit: HOLY CRAP! That personality profile PERFECTLY matches the idea I had for him! The fact that he likes coal is pretty cool too.
« Last Edit: August 27, 2008, 07:41:53 pm by magikarcher »
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Marineking

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Re: The Industrial Age... A Community Fortress
« Reply #37 on: August 27, 2008, 07:51:03 pm »

My only request is that you post frequent saves, have the final screenshot be in normal 'curses' tileset, and that you don't make my character TOO mentally handicapped.  :P

Edit: HOLY CRAP! That personality profile PERFECTLY matches the idea I had for him! The fact that he likes coal is pretty cool too.

Can do. Also, at the end of every year I'll upload the map to The Archive in Curses, so y'all can get a feel of the place without needing the saves.

***

Journal of "James" Monomkun, 1st Granite, Year 501, entry three.

We have arrived at our destination. A mostly flat area, there is the beginnings of a large hill to the west, and a small bump of a hill near the center (Which I have already designated to be removed by Piledriver). It is here that we shall begin our project. Thankfully, there is plenty of white sand around, and my old bones tell me that there is iron beneath the grass.



In addition to the removal of the hill, I have volunteered Ryo to chop down some trees around it, and have ordered everyone else to begin bringing the supplies from the wagon over to the site. As soon as things begin to settle down, we shall build some form shelter from the nearby materials until we can begin construction on the first tower.

« Last Edit: August 27, 2008, 11:00:53 pm by Marineking »
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Marineking

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Re: The Industrial Age... A Community Fortress
« Reply #38 on: August 27, 2008, 11:08:26 pm »

Journal of "James" Monomkun, 5th Slate, Year 501, entry four.

I have had four wooden posts set up in the center of our encampment. They represent the four corners of what is to become our first tower, eventually. In addition, I've drawn up a bare-bones blue-print of what I imagine it will look like. Being a first draft only, it will likely change many times before construction actually begins, especially since it is lacking in all details. Ultimately, it is a 'blue-print' in concept only.



We have also begun digging out a small enclosure in the nearby hill to house our food stores temporarily. With my current streak of luck, it will all spoil before we can get a roof built for it, and then we all starve. I'd set up some temporary housing in there, as well, but I don't trust the structural integrity of what is essentially a giant pile of sand.

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Marineking

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Re: The Industrial Age... A Community Fortress
« Reply #39 on: August 27, 2008, 11:36:50 pm »

Journal of "James" Monomkun, 1st Hematite, Year 501, entry five.

We were forced to sleep on the ground recently, for lack of better options. But now, our crude shelter is complete. The rocks are rough, and in places it looks like boulders were just stacked on top of one another. But it has walls, a roof, and is sturdy enough for it's purpose. Once the beds are inside, we'll no longer need to wake to the open sky, hopefully ever again.



***

EDIT: Here's the end of the first season, in save form. Not much going on so far, but it should get exponentially more interesting as we go along.

http://dffd.wimbli.com/file.php?id=488
« Last Edit: August 28, 2008, 12:01:34 am by Marineking »
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magikarcher

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Re: The Industrial Age... A Community Fortress
« Reply #40 on: August 28, 2008, 12:29:18 am »

Yay, I- I mean 'Piledriver'- got to work immediately!
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Marineking

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Re: The Industrial Age... A Community Fortress
« Reply #41 on: August 28, 2008, 12:45:24 am »

Journal of "James" Monomkun, 16th Limestone, Year 501, entry six.

"Traders" from the Capital have arrived. I had expected a supply train, but it seems we'll have to buy everything. Thankfully I had some bone and shell crafts made up - let's hope it's enough.



...

I had to give away nearly everything we've made thus far, including all of the leather we'd brought with us. But, we are now the proud owners of an Anvil. Once our miner strikes some ore, we can begin work on the tower.
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magikarcher

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Re: The Industrial Age... A Community Fortress
« Reply #42 on: August 28, 2008, 12:50:52 am »

Yay thats me- I mean 'Piledriver'- he gets to mine some ore soon!

Side Note: There better be flux in this map, I forgot to ask earlier.

EDIT: You should make it so that all new sand caves must have a support. And due to a rumor the Merchants brought, you will retro-actively fit all sand caves with supports too.
« Last Edit: August 28, 2008, 12:52:45 am by magikarcher »
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Marineking

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Re: The Industrial Age... A Community Fortress
« Reply #43 on: August 28, 2008, 01:31:41 am »

Yay thats me- I mean 'Piledriver'- he gets to mine some ore soon!

Side Note: There better be flux in this map, I forgot to ask earlier.

EDIT: You should make it so that all new sand caves must have a support. And due to a rumor the Merchants brought, you will retro-actively fit all sand caves with supports too.

You know, that's a good idea. I'll do that for our food cavern (The only one I plan on making, to be honest).

Also, the entire map is made up of Limestone once you get below the soil layers, so no worries there.
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Flintus10

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Re: The Industrial Age... A Community Fortress
« Reply #44 on: August 28, 2008, 04:19:33 am »

Ah an Anvil now my guy can get to work!! and plus all the layout stuff looks good so keep it up  :)
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