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Author Topic: The Axe of Impaling (succesion game)  (Read 16204 times)

addictgamer

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Re: The Axe of Impaling (succesion game)
« Reply #45 on: December 13, 2009, 05:49:15 pm »

Ya...I always use marksdwarves standing on my walls, and a bunch of war dogs.
So ambushes never really are a big threat for me.

As for tress, that sucks...

For the tower, goodluck.

Well, this will go down as the most confusing fort in the history of the forum...
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I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

Kinoko_Otoko

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Re: The Axe of Impaling (succesion game)
« Reply #46 on: December 13, 2009, 08:01:24 pm »

It actually is not as bas as I thought at first glance. Once I started trying to do things I realized that all the workshops are more or less right under the meeting areas, and everything important is basically clustered vertically. Except the farms and stills, for some reason. It's still confusing though...
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addictgamer

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Re: The Axe of Impaling (succesion game)
« Reply #47 on: December 13, 2009, 11:32:24 pm »

Well, goodluck. I'm interested to see what you can come up with.
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I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

Kinoko_Otoko

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Re: The Axe of Impaling (succesion game)
« Reply #48 on: December 15, 2009, 02:54:07 am »

Oh, wow. I'm pretty sure there's at least 3 goblin ambush parties out there somewhere, and our king just arrived dressed as a peasant.

I'm tempted to keep the fort sealed and see if they get ambushed (would be in character, too).
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addictgamer

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Re: The Axe of Impaling (succesion game)
« Reply #49 on: December 15, 2009, 12:07:18 pm »

A KING!?!?
lol

I never did get a king before in a fort, so how high is the population and wealth?

As for the goblins, show them what dwarves can do.
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I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

Kinoko_Otoko

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Re: The Axe of Impaling (succesion game)
« Reply #50 on: December 15, 2009, 06:47:32 pm »

I've barely progressed past the beginning of the year to be honest; I wanted to wait and make sure no one would be pissed if I got the king killed somehow.

Are you saying I should conscript everyone and make a mad rush for the king to escort him to safety? We only have a handful of recruits, and they're not very combat worthy. Most have only just now become wrestlers.

My 'character' is only here because of the adamantine (which is actually the only reason the king is here too - a monarch shows up when your fort gets rich enough, and you guys have been digging up adamantine, so that does it). I was actually going to basically say 'Well, if the king wants my bloody adamantine he can damn well earn it by assuaging my (completely justified) paranoia concerning goblin ambushes'.

EDIT: 329,411 created wealth (262,220 of it in 'other objects') and 243,986 imported wealth (with only 13,710 exported). Also, it's a queen, not a king.
« Last Edit: December 15, 2009, 11:27:18 pm by Kinoko_Otoko »
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addictgamer

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Re: The Axe of Impaling (succesion game)
« Reply #51 on: December 16, 2009, 12:40:34 am »

Good storyline twists, eh?

Well, if the king dies, who really cares?
Just as long as what you do has a good story to it, use your judge of intent skill. Actually do anything oyu want as long as the fort lives through it. ex, no mass magma flood that drowns everyone in the fort.
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I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

Kinoko_Otoko

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Re: The Axe of Impaling (succesion game)
« Reply #52 on: December 16, 2009, 09:57:17 pm »

1st Granite, 204
   So, I hear a story. It's a story about the most confusing, sprawling, backwards-minded fortress a dwarf ever carved into a mountain. It's a story involving the corpses of several dozen brave dwarves, lost to the foul goblin hordes that somehow managed to breach said dwarven fortress. It is a story about some of most atrociously poor management our land has ever seen, and a horrifyingly leaky, perhaps nonexistant security arrangement. It's a story about seven strangely dressed dwarves with a bizarre accent that apparently came from the Depths themselves to lure good, sane dwarves to their doom! Some people have done some asking around, and turns out no one has ever heard of'em, much less figured out where they got the funding to start a settlement in that deathtrap of a spot.
   In short, it's the kind of story that would strike a sober dwarf dead in his tracks. Thank the gods for good booze! So after hearing this story, I decide, 'I can do something about this. I've got experience, I'll show these strangers how it's done!' Now, you might be reading this and thinking I must be stupider than any of those poor souls who wandered to this place before I did, because I got to see ahead of time how dangerous it is. Well, you'd be right, weren't it for one word that happened to be attached to this story... That word.The word. Adamantine.
   Of course I fully anticipate a horrible death at the hands of some incompetence or other here, so, bein' the generous sort I am, I figure'd I'd leave a diary, in case some other poor sot decides to follow in my footsteps.
   It's my first day here at Ticktorch - no, don't ask me about the name - and I'm already exhausted. I believe I've done more work today than I've had to suffer since I was a full-time hauler in the Mountainhome. And I've only taken meself a quick tour of the place. The private bedrooms - and there're plenty of beds, given the recent decline in the fort's population - are thirty-six carping floors beneath what I take to be the main entrance to the fortress. Not that I'm one to complain of being surrounded by good, solid stone, but ye gods! The stairs! And what's at the top of the stairs but the dining hall! There're corridors leading to stairs leading down into the earth to the mining pits, which are on top of the bedrooms. Here and there are large rooms full of nothing but furniture... Seemingly nothing but cabinets and coffers. I haven't seen any soldiers or even mercenaries, but I'm told there's a military somewhere... I still haven't found the stills, and this has me worried. I have, however, found the otherwise empty room with three ominous levers inside. I haven't pulled any of them, and I'm going to make sure that I don't - I'll be on top of the mountain some leagues away after arranging for some other sap to do the deed. I've heard too many horror stories of measuring once and striking twice instead of the other way around, if you catch my drift.
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addictgamer

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Re: The Axe of Impaling (succesion game)
« Reply #53 on: December 17, 2009, 02:30:43 am »

Well, I'll play next turn and see what's up. I remember starting to train a wood guy to be a wrestler till I get extra axes. Then I would have an axe dwarf as the first military. IDK what the players have done, but the maze fort storyline is cool. I wonder how i'll mess up the fort agian...
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I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

Kinoko_Otoko

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Re: The Axe of Impaling (succesion game)
« Reply #54 on: December 17, 2009, 03:36:41 am »

Note - The following is all in character; I didn't really forget anything

Spring
   I actually forgot about this thing. I'm in kind of a good mood, though, so I'll continue. Forget about keeping dates - Springtime is already over. And I mean that in more than one manner. Some two dozen or so dwarves met their end, leaving a bloody field of goblin gore, dwarf chunks and discarded weaponry.
   But did they get inside the fortress? You bet your crusty beard they didn't! We wouldn't have had losses at all this spring if it weren't for the suicidal waves of immigrants that keep trying to get here. The only reasonable explanation for this phenomenon is that word must be spreading about the Adamantine. But I'll get to that later.
   First, the story of the goblin ambushes. The local population seems to be either suicidal or fatally stupid, as they kept insisting on leaving the safety of the fortress to retrieve 'booty' from the goblin corpses littering the surrounding hillsides (and, I suspect, from the even more copious dwarf bodies accompanying them). A caravan of elves showed their pale, scrawny, beardless asses shortly after my arrival as well. I knew this was bad news, and not just because they were elves; the goblins had already smelled blood, and I suspected they would be following the hapless traders like a harpy after a wounded cat. I declared a 'holiday' from all labors for all dwarves. Once the citizenry was inside for the 'holiday' (and unfortunately, the elves with them) I promptly ordered the drawbridges raised.
   The drawbridges were a clever bit of engineering. It turns out that was what those levers I found earlier were for. They're the only thing about this place that exhibits any kind of competence, forethought or indications of a desire to remain alive. Well, the massive food stores indicate a will to survive, but given that said stores are composed entirely of evaporated wine 'minced' and turned into 'biscuits', survival might prove to be the less preferable alternative.
   Yes, I said evaporated. Yes, that means the carp-loving bastards took perfectly good alcohol and evaporated the carping alcohol out of it! When I came across this stockpile of misery in semi-solid form I broke down and wept.
   I mentioned in my last entry that the so-called founders of this encampment weren't from around here? Well, I finally cornered the last surviving member of that bunch and had a talk with him. He brought me aside (me with a hand surreptitously on my dagger, in case he tried anything funny) and leaned over toward me, with a hand to one side of his mouth, and whispered conspiratorially to me. He told me that he and the other six 'founders' were from another world. I nodded sagely, as if this made perfect sense. And indeed it did, in a way - it definitely explains some of the insanity in this place. I promptly took the tasks of brokering with traders and keeping a tally of the fort's resources and gave them to someone who didn't seem like his vein had been all mined out, if you catch my drift. The elves provided a convenient opportunity to train this new clerk in a bit of brokering, although Mas knows the lass still can't find her way about the trade depot.
   But the ambush! Of course, the ambush! You see, here we were, all safely isolated in our mountain fortress, with months of supplies on hand and fertile caverns for increasing our booze stockpile, when who should show up along with those previously mentioned two dozen or so dwarves, but the Queen Dumatnin herself!



   That's right, our beloved Queen has proven herself both incompetent and completely mad by having shown up here, no doubt after my Adamantine. Well, I tell you I'm not too keen even now on giving her any of that. The Metal is far too precious to be wasted on ought but weapons, and armor!
   I decided if she wanted my bloody Metal she could damned well earn it by acting as an ambush detector. I kept the the fortress locked down for a few days. I would have kept it that way for a good while longer, but the citizens were getting restless. They demanded I let the Queen in, and treat her with proper respect. I can't imagine why they think anyone who would want to be in this blasted place deserves their respect, but I suppose it works to my advantage, given that I'm here too.
   With great trepidation I ordered the drawbridges back in place, to allow our revered leader to claim her rightful place in our glorious fortress. She and a few of the other immigrants had barely managed to reach the safety of the fortress before the cry went up that there had been a goblin ambush spotted. I was not surprised. I was, however, ready. I promptly ordered the drawbridges raised again, and told the majority of the immigrants that were still trapped outside that if they wanted in they could prove their worth in battle. Most of them failed to do so, instead dying horrific, honorless deaths by goblin crossbow. It was a pathetic sight, but desperation can do wonders for a dwarf's courage and determination. They eventually drove the goblins off over a sea of bearded corpses.



   Sometime during the ambush a preoccupied-looking dwarf ran up and informed me gravely that a local cave swallowman had been given the name Urdim Asmelshem.



   I asked him why in the carp-infested Depths I should care about what someone decided to call a bleeding cave swallowman, and he became incensed, telling me with a righteous air that no fewer than seven of the local swallowmen were now so named, and that I could expect more to be named in the future.



Sure enough, over the next weeks several more swallowmen were given names by the locals, and I was kept fully up to date. It is events such as these that make me wonder if even the Metal is worth putting up with these lunatics.
   You might be wondering at this point what could possibly have me in a good mood. Well, what else? The Metal! Adamantine! It is here, and I have seen it with my own eyes; felt it with my own hands! These dwarves have seen fit to do as I say so far, now we'll just see if I can't get them to forge me a full set of plate and a weapon to match.
« Last Edit: December 17, 2009, 03:45:44 am by Kinoko_Otoko »
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Vayre

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Re: The Axe of Impaling (succesion game)
« Reply #55 on: December 17, 2009, 10:45:36 am »

O_O whats up with the ground in that tileset? looks very wierd...
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And, they came. My fingers tingled, my nose twitched and my toes tickled... they came around the corner, over my bridge... Into my courtyard... Onto my trade depot...

Then everything near it exploded in a cloud of blood.

Kinoko_Otoko

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Re: The Axe of Impaling (succesion game)
« Reply #56 on: December 17, 2009, 10:54:07 am »

I dunno. What's weird about it? It is more than just a tileset...

I don't usually use tilesets, but they were using one for this so I decided to as well to keep it aesthetically consistent.
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Vayre

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Re: The Axe of Impaling (succesion game)
« Reply #57 on: December 17, 2009, 11:11:17 am »

the colours are more pronounced that usual, its more noticeable on the soil, also normally when seeing one level down it is a coloured dot with a black background, for someone used to that (me) the coloured background on this looks a wee bit wierd
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And, they came. My fingers tingled, my nose twitched and my toes tickled... they came around the corner, over my bridge... Into my courtyard... Onto my trade depot...

Then everything near it exploded in a cloud of blood.

addictgamer

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Re: The Axe of Impaling (succesion game)
« Reply #58 on: December 17, 2009, 09:45:59 pm »

Well...Nice story.

I really like how you incorporate the fact  that the fort has the worst layout in existence on these forums.
Can't wait to get my turn and kill any nobles that mandate stuff xD

Maybe I'll straighten up the fort...And get the military up o where it should be.
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I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

Kinoko_Otoko

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Re: The Axe of Impaling (succesion game)
« Reply #59 on: December 18, 2009, 03:58:04 pm »

Sorry it's taking so long. It's been more than a week since I volunteered...

Let me know if you want me to end my turn, and I can stop early.
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