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Author Topic: /v/'s potentially fail, fortress succession thread!  (Read 37102 times)

TKGP

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #165 on: January 28, 2010, 05:51:01 pm »

So I hear tell Vasily's absence has expedited my turn. Beginnan now.

Edit: Good God, I didn't know it was THIS bad.
« Last Edit: January 28, 2010, 06:04:44 pm by TKGP »
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Quote from: tomio175
Quote from: Mrhappyface
Well if COD players all have ADHD, and Minecrafters autism, then what do DF players all have?
Cave adaption.

TKGP

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #166 on: January 28, 2010, 06:35:25 pm »

Well, apparently Winter was not yet over when I began, so I'll post what I did during that time.

Firstly, fuck animals, man.
Spoiler (click to show/hide)

Secondly, fuck that hill outside the entrance, it looked bad. You can also see the new walls and channels.
Spoiler (click to show/hide)
Small, unobtrusive hills receive no mercy.
Spoiler (click to show/hide)

Thirdly, fuck un-obscured engravings, improperly placed farms, STONE STOCKPILES WHAT THE FUCK, and general disorderliness.
That said, I'm enjoying patching up the multifarious holes in our defenses and getting the fort to look a bit nicer. More substantial updates to follow.
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Quote from: tomio175
Quote from: Mrhappyface
Well if COD players all have ADHD, and Minecrafters autism, then what do DF players all have?
Cave adaption.

Lazareth

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #167 on: January 28, 2010, 07:41:56 pm »

Nice to see that my giant channel is getting used.
If I could name it it would be "Giant Channel of the Mighty Haar, the bringer of Happiness, Water and resourcefulness".
A giant name for a giant channel that claimed so many dwarf lives.

>bringer of Happiness, Water and resourcefulness

I'm pretty sure a lot of our dorfs died on your turn due to the lack of those three.

Gotta weed out the weak.

There was one survivor. He died the next year.
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KaelGotDwarves

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #168 on: January 28, 2010, 08:31:10 pm »

So, how many days should I wait before skipping after TKGP, should the guy in front of me not start?

Lazareth

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #169 on: January 29, 2010, 08:27:55 am »

4 is reasonable. I suggest you PM them before you start however.
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Haar

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #170 on: January 29, 2010, 03:39:22 pm »

Nice to see that my giant channel is getting used.
If I could name it it would be "Giant Channel of the Mighty Haar, the bringer of Happiness, Water and resourcefulness".
A giant name for a giant channel that claimed so many dwarf lives.

>bringer of Happiness, Water and resourcefulness

I'm pretty sure a lot of our dorfs died on your turn due to the lack of those three.

Gotta weed out the weak.

There was one survivor. He died the next year.

Because you made everything easier.
If he stayed between life and death, sleeping above his dead friends and family, he would probably create adamantine from sand, would enter a mood requiring absolutely nothing, at a barracks that would make him a Legendary Axedorf, tame a zombie Hydra and make it spew masterfully made booze from each of it's heads.
But nooo, "we have to continue the game, we have to let everyone play"...
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TKGP

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #171 on: January 29, 2010, 03:57:59 pm »

Autumn has come! Nothing mind-blowing happened during these two seasons, but whatever.
We ran out of booze (and barrels) fairly early, and one dorf died before I could get production back up. However, even after I got more booze made than there were dorfs to drink it, two other dorfs decided that going to sleep and dying of thirst would be better than, you know, actually drinking anything. I did some more extreme landscaping, and that's always fun.

Some wacko made us a basalt mini-forge. Woo. I'm just surprised there are no dying dorfs on it.
Spoiler (click to show/hide)

SUPER SECRET PROJECT started. 10 dorfbucks if you can guess what it is.
Spoiler (click to show/hide)

Other than that, not much to report so far.

Oh yeah, to whoever left this message:
Spoiler (click to show/hide)
Oh you.
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Quote from: tomio175
Quote from: Mrhappyface
Well if COD players all have ADHD, and Minecrafters autism, then what do DF players all have?
Cave adaption.

Moogly

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #172 on: January 29, 2010, 07:00:34 pm »

Oh yeah, to whoever left this message:
Spoiler (click to show/hide)
Oh you.
Oh god damn, that's just hysterical. Good to know the note system isn't going to waste.
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As Always

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #173 on: January 29, 2010, 07:48:18 pm »

Speaking of the note system, someone needs to make a note on the centre of that channel, and label it "Giant Channel of the Mighty Haar, the bringer of Happiness, Water and resourcefulness", just like Haar wanted.
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"...Although, how you misplace an entire corpse is beyond me."

TKGP

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #174 on: January 30, 2010, 11:16:50 pm »

So, Spring has arrived!
Again, nothing too interesting, but I got a lot done.

SUPER SECRET PROJECT completed!
Spoiler (click to show/hide)
What's that you say? Pointless, what with the lack of goblins or kobolds? Unnecessarily dangerous? YOU BET IT IS. Pull the lever immediately to the left of the main entrance to open the drain. The lever to the far left doesn't do anything.
By the way, the bridge is now a drawbridge to actually seal the hole. Made out of steel, too, cause, you know, steel!

The janky workshop setup was really beginning to bother me, so that's all been revamped. All stones in the fort are being dumped next to the mason's workshops for easy access.
Spoiler (click to show/hide)
I haven't placed a new Mechanic's workshop yet, but we have a bunch of mechanisms anyways.

The kitchens and stills have been moved next to the new farms.
Spoiler (click to show/hide)

Speaking of the note system, someone needs to make a note on the centre of that channel, and label it "Giant Channel of the Mighty Haar, the bringer of Happiness, Water and resourcefulness", just like Haar wanted.
Yes indeed. That channel has been a lifesaver.
Spoiler (click to show/hide)

Last but not least, an overview of the main fortress. It's been fun, kids.
Spoiler (click to show/hide)

http://dffd.wimbli.com/file.php?id=1816
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Quote from: tomio175
Quote from: Mrhappyface
Well if COD players all have ADHD, and Minecrafters autism, then what do DF players all have?
Cave adaption.

Hexon

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #175 on: January 31, 2010, 04:01:55 pm »

So, how many days should I wait before skipping after TKGP, should the guy in front of me not start?
If he makes absolutely no contact with anyone anywhere about it you should take your turn within 1 1/2 days.
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KaelGotDwarves

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #176 on: February 01, 2010, 01:12:14 am »

Alright, standing by...

KaelGotDwarves

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #177 on: February 02, 2010, 01:45:14 am »

The great powers above have told me to commence my turn, I will abide by their judgement by morn' tomorrow should we not hear from the other.

Slashcko

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #178 on: February 02, 2010, 02:39:18 am »

I thought this went to shit, but I'm going to begin my year tomorrow, luckly a thread on /v/ was made about it.
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KaelGotDwarves

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Re: /v/'s potentially fail, fortress succession thread!
« Reply #179 on: February 02, 2010, 02:40:32 am »

Yeah, I made that thread foo. ::)

Okay, guess I'm waiting again.

Brotip: I took a look at the map, the idiot that made the ramparts above the main entrance didn't realize that he didn't get rid of all the ramps on the mountain above it. A siege could waltz in past the magma moat and traps and massacre everyone inside.

Might want to jump on that.

Also I had no idea what any lever did, and there's about 2 unfinished megaprojects for every finished one. The moat and working channel were well done though. There was an aqueduct leading to nowhere suspended in the sky unfinished.
« Last Edit: February 02, 2010, 02:46:48 am by KaelGotDwarves »
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