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Author Topic: {Succession} Roaredattics: The Eternal Seige.  (Read 4015 times)

ArkDelgato

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #15 on: May 08, 2009, 11:36:45 pm »

DAMNED BE BY ARMOK IT FROZE AGAIN.
Spoiler (click to show/hide)

Did you play test this set up through autumn?

Look at the crash dates; last recorded diary is early limestone, it crashed mid limestone for both.

Is your autumn seige civ broken?
And  I guess my week is up, with no progress made  :-\
So I guess whoever's next can have a whack at this.
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Katsuun

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #16 on: May 09, 2009, 07:04:01 am »

God damn it, you choose the worst possible time, I'm out today.
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

ArkDelgato

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #17 on: May 09, 2009, 07:16:25 am »

I would try again but I don't know if it will go past autumn.
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varkarrus

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #18 on: May 09, 2009, 08:32:40 am »

Try saving in summer. Or play on a different computer.
Also, try checking the errorlog.
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Dip Stick! The newest candy! Just dip it, then lick it!
Or try FUBAR! The best chocolate bar ever!
And you can't eat them, either, sadly. Even though it'd make sieges so much more fun; dwarves lining the walls, drooling and carrying sharp knives and forks, ready for the upcoming meals.

Lav

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #19 on: May 10, 2009, 03:53:33 am »

And turn the autosave to seasonal in the init.txt file so you get the Autumn save. Just don't forget to backup it. :-)
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ArkDelgato

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #20 on: May 10, 2009, 10:18:03 am »

http://dffd.wimbli.com/file.php?id=1013

chaching!
SAVED AT AUTUMN FIRST.
The above writeup matches except that I didn't do limestone yet.
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Lav

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #21 on: May 12, 2009, 01:34:11 pm »

Well, I finally had time to play the save and I got a dwarven caravan on 11 Limestone. Not sure though, maybe it's not the caravan that breaks the game but the first siege instead.

P. S. The map seems to be quite large for my comp to handle, especially after I discovered the chasm and the underground lake. :-)
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varkarrus

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #22 on: May 17, 2009, 06:08:36 pm »

Ok. Whose turn is it now?
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Dip Stick! The newest candy! Just dip it, then lick it!
Or try FUBAR! The best chocolate bar ever!
And you can't eat them, either, sadly. Even though it'd make sieges so much more fun; dwarves lining the walls, drooling and carrying sharp knives and forks, ready for the upcoming meals.

Lav

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #23 on: May 18, 2009, 02:44:13 am »

If ArkDelgato's turn is done then it's Katsuun's turn now.

After him it's me.
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Seems to be the way with things on this forum; if an invention doesn't involve death by magma then you know someone's going to go out of their way to make sure it does involve death by magma... then it gets acknowledged as being a great invention.

Katsuun

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #24 on: May 18, 2009, 09:06:20 am »

I can't pick it up on non-weekend days. Actually, I've kind of lost intrest in DF, so I can't pick it up altogether. I'm sorry, but I'm going to have to pass. Again. For good.
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Lav

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #25 on: May 18, 2009, 09:55:35 am »

Damn. So it seems I'll have to pick up from Limestone 1 save. Oh well, at least I won't have to deal with a big number of dwarves.

Gonna post the situation review soon.
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Lav

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #26 on: May 19, 2009, 08:33:33 am »

So the situation is... a mess.

It may sound a cliche but I don't have a single idea what my predecessor was doing.

I mean, when I hear about founding a military-themed fortress, I do not expect to see a dwarf who's been smoothing the mountain since day one. What for? Perhaps the enemies are supposed to slip and fall on smoothed stone?

Does the fortress really need that much wood? Again, what for - to throw at enemies?

A cave that looks like it was supposed to become the main complex and a separate cave a bit far away where the farm is. Separated by a long stretch of completely open terrain, with no defences of any kind.

No weapons. At all.

No combat-trained dwarves either.

A single dog which wasn't even trained for battle.

No trade goods and no depot even though it's early Autumn.

Even exploratory mining hasn't been performed.

Oh, well, let's get this place rolling.

The very first order on Limestone, 1. "Whatever you do, STOP!"

Second order: "BUILD A DEPOT DAMMIT!"

Third order: "AND 7 CRAFTSMAN WORKSHOPS!!!"

Fourth: "AND MAKE TONS OF MUGS!!!!!"

Limestone, 11. Dwarven caravan arrived together with a trade liaison. Dwarves are making mugs like crazy.

Limestone, 27. I tried to talk to the liaison. The funny thing, I couldn't find him anywhere. Finally I looked at the units screen and zoomed to liaison. HE IS STILL ABOUT 20 DAMN PACES FROM THE EDGE! Looking at his wounds I see he has dark gray knee, foot and all 5 fingers. Looks like the caravan's road here was hard indeed. He's walking one square at a time and then drops unconscious for a day. Poor lad. But with a bit of luck I'll still be able to chat with him... sometime in Spring when he finally makes it to my fort.

Sandstone, 1. Dwarves made a damn lot of mugs and are hauling them to the Depot. Then suddenly a horrible, wicked message comes:

A thief has stolen a ({-giant cave spider silk sock-})!

First thought: Whoops, we had a thief?

Second thought: Whoops, WE HAD AN EXTRA SOCK? HOW COME?

Really. Where the hell did the sock come from? All my dwarves are fine, there shouldn't be any forbidden items lying around. I really, really fail to understand how this happened. Oh well.

Regarding trade, I want booze, food, an extra pick, some seeds, both horse cages and the regular junk like bags, barrels and ropes. And please some bolts if I have enough mugs to spare...

Sandstone, 8. An even more horrible message comes.

Stray Cat (Tame) has given birth to kitties.

We are doomed, I tell you. Truly doomed.

Sandstone, 10. Our 'Zany' herbalist really showed some courage today. With his lightning-fast reflexes he butchered both female cat and female kitten. The world is saved... for now. And the fortress now has two perfectly safe and sterile male cats, one fully-grown and another yet a baby.

Sandstone, 11. Trading completed. Caravan merchants are leaving soon. So far, the following goodies were purchased:

1. 65 units of food. This should keep the dwarves nice-fed long enough to complete the defensive projects without any need for farming ===> one extra mason. Only a couple of barrels of booze though, but lots of purchased food is plump helmets so the balance between food and drinks can be restored quickly.

2. A spare pick. 2 miners may be not enough.

3. Two bins of leather = bags and some basic armor.

4. 3 horse cages. We'll need a lot of cages for defence, and a lot of animals just for fun.

5. A few ropes, barrels and bags. There's never enough of them.

6. 1 copper bar, 1 lay pewter bar and a few pig tail threads. I never miss an opportunity to buy metal from merchants, and the threads can be made into extra ropes if (when) necessary.

7. Mule leather armor. It was looking nice and was real cheap. Besides, it was the only thing I could buy with the remaining mugs.

The merchants received 18 screens of mugs, all of regular quality. They must feel really lucky. I mean, I could just disassemble the depot. ;-)

P. S. Liaison's average speed seems to be 35 squares per month. He still has to cover approximately 140 squares. Estimated Time Arrival: February 11th. If you are reading this, please wish him luck. He needs it. Really.
« Last Edit: May 19, 2009, 09:34:21 am by Lav »
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Lav

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #27 on: May 19, 2009, 09:35:48 am »

All right, I'll play for some time without constantly updating my post now. Gonna build some defences quickly, and probably a caravan's saferoad. We do have thieves roaming around after all, and something DID mangle liaison's leg.
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Time Kitten

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #28 on: May 19, 2009, 03:13:31 pm »

Liason was probably wearing that sock onto the map, but his beg leg gave out on sight of your face.

I'd like to give a go, and I have a recommendation for the liason... dig an office right under him, then channel him into it and assign to leader.

Snip snap, dig him an escape tunnel and bar the other exits.
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Lav

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #29 on: May 19, 2009, 03:30:25 pm »

It is winter now. The twelth day of Moonstone looked like it would be just another peaceful day when suddenly...

A vile force of darkness has arrived!

An invincible force of one hamster lasher and 10 hamster pikemen decided to pay a visit to our defenceless fortress.

Or so they thought. Because the dwarves did not waste their time and the invincible perimeter now encloses the fort, with the exception of three breaches. One, which will become the future trade tunnel, and two currently left in operation to haul wood back into the fortified camp.

Yeah, haul wood. I may doubt the wisdom of such a large-scale woodcutting operation, but since the resource is already there I'm not going to waste them.

So, the situation looks as follows:

Minus: we have no weapons.

Plus: the defensive perimeter is nearly complete and can be easily sealed before the enemies arrive, and the enemies have no ranged weapons so even though the perimeter is still highly vulnerable to archers and crossbowmen, this weakness is of no help to our present enemy.

Minus: two of the dwarves are currently outside the perimeter.

Plus: they have already been recruited and ordered to hurry inside, look like they make it without problems.

Minus: liaison is still outside.

Plus: operation "Saving Liaison Uniblesast" is already underway. In the worst case scenario we'll just surround his nearly lifeless body with an impenetrable moat.

And then we produce some crossbows and make the bastards pay. We have wood, bones, copper and iron - what else is there to wish for?

Though when it comes to wishes... I'd like some girdles of giant strength, please.
« Last Edit: May 19, 2009, 03:45:54 pm by Lav »
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Seems to be the way with things on this forum; if an invention doesn't involve death by magma then you know someone's going to go out of their way to make sure it does involve death by magma... then it gets acknowledged as being a great invention.
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