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Author Topic: Skyscrapes, the Tower-Fortress (Succession) IS COMPLETE!  (Read 156103 times)

John Keel

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #390 on: July 17, 2010, 05:09:10 pm »

Oh, that reminds me. I'll start playing tomorrow, so before I do that- what version should I be using? AFAIK, the saves should be compatible with 31.10, but am I forgetting something?
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Cheddarius

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #391 on: July 17, 2010, 05:14:48 pm »

31.10, I think.
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John Keel

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #392 on: July 18, 2010, 04:41:18 pm »

We seem to have a lot of forgotten beasts underground. Although I can't really handle the military system, they should all be killable as of the newest release, so the next person might want to try.
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John Keel

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #393 on: July 20, 2010, 11:19:00 am »

NOTE: All soap has been forbidden to stop the "clean self- area inaccessible" bug. Unforbid it if someone is wounded. I have taken a siege operator (with a custom job title as hauler) for myself. Also, the main staircases have been designated as high-traffic areas. I'm going much slower than I expected, due to being more used to 50 fps than 10- I probably won't finish my entire year before I leave at the end of the week.
Diary of "John Keel" Atîsostath
1st Granite, 1064
The new year has come, and something feels… different. Yes, with the exception of the strange beasts, the fort is somewhat peaceful, but there's a faint feeling of wrongness. Perhaps it's just me being nervous- after all, it is my first day taking part in leadership of the fort. Maybe if I make it easier to kill those who might attack us things will seem safer. Since no one claims to be a mechanic, I will be taking over the production until someone steps up. After all, I was once a fairly talented siege operator. It can't be all that different… I'll start with a rapid intruder-flooding mechanism while I expand the dining room. I also need the miners to stop lazing around and reopen our Dwarven Infinite Reactors.

3rd Granite, 1064
Oh kittens. We have no easy way to refill the infinite reactors without the power they provided in the past. I hope that my fellow dwarves are good with pumps. I'll have to cage the animals all over the fort- they're quite distracting, and make everything seem slower.

9th Granite, 1064
We've gotten the wheels running. The reservoir isn't full yet, but thanks to the Armok-blessed miracle of Dwarven Science, what little water there is will power the wheels and pull up more water.

10th Granite, 1064
Some minor flooding has occurred when the generator was allowed to fill beyond capacity. Everything should be fine.

11th Granite, 1064
PULL THE LEVER, YOU STUPID BREWER! RUN!

Magma is too good for him.

17th Granite, 1064
It has come to my attention that some dwarves have been left out to decay, instead of receiving coffins. This must be rectified.

27th Granite, 1064
Someone else ("Deler Solozakrul") finally stepped forward to help with mechanics. He's an adequate mechanic, if not great.

Aaand he's an idiot as well. While trying to connect the cutoff lever, he fell into the power generator. There's a boulder with him, though, so he should be able to quickly deconstruct the floor and block the gap with a ramp, then finish the job. That is, if it's not too much for his small brain.

28th Granite, 1064
That utter moron. He FELL DOWN THE HOLE LEFT BY THE FLOOR. Hopefully, our pumps will prevent too much spillage while I create a door-hole to access the dry spot and close up the hole. I'm having my fellow dwarves build floodgates and a door as a temporary solution to make sure nothing else leaks out of the hole we open to close the first one.

2nd Slate, 1064
The floodgates and door have been installed. There's only minor leakage for a change.

6th Slate, 1064
I'm starting to doubt rescuing Deler was even worth it.


7th Slate, 1064
What the Fun? He wasn't even near the water… [images 4, 5]



8th Slate, 1064
WHY ARE THESE DWARVES SO ATTRACTED TO FALLING DOWN THAT HOLE?


10th Slate, 1064
The hole is finally closed. This is the water that made it through in the end:

We will now begin construction of the top floor. Hopefully nothing interesting will happen.

13th Slate, 1064
Something fishy is going on here. We need more traps.


14th Slate, 1064
Migrants. Hopefully they won't be morons, and maybe there'll be a mechanic.

Ooh, they might be useful. High Master Wound Dresser/Surgeon, High Master armorer, some useless WHY DID ANOTHER KITTEN JUST BLEED TO DEATH?
This is clearly a sign from Armok. He wants more mechanics to build deathtraps, as I thought. I'll make a migrant join me in my OH SHIT NOW A FULLY GROWN CAT DIED OKAY OKAY TWO MIGRANTS

THREE OF THEM
[Note: I have no clue why this is happening. Did something have poisonous blood? All the announcements zoom to tiles covered in it.]

This is bad. We must build not just traps, but a temple to Armok on the new floor in addition. I will be its Mechanical Priest, and the migrants will be acolytes. I just hope I can convince the others before the Forgotten Beasts start teleporting through walls and kill us all.

18th Slate, 1064
The injury reports keep pouring in. So far around 20 people have been hurt by some unexplainable thing. I only hope we can get the temple built fast enough.

20th Slate, 1064
Crap. "Kezar Bothon Rotik" has broken an axle. I have no idea how it happened- maybe my joke of teleporting beasts became reality. All the stairs lead nowhere. I'll try and see how the military can handle him after reopening the way…

21st Slate, 1064
This is very bad. Now "Arak", another forgotten beast has moved. He's taken down 2 doors so far. Both of these were thought safely kept out of our mechanisms- somehow they're getting in.

SWEET ARMOK, HE'S BREAKING THE MAGMA PUMPS! CHAAAARGE!

23rd Slate, 1064
Wait, why is my army heading upstairs?

24th Slate, 1064
Seriously, you guys, what are you doing? I told you to be stationed right above the former block, not to stand around without gear.

25th Slate, 1064
Those morons. I've told them to just station themselves near the beasts- let's see how that works.

Where the hell is the rest of my army?




There we go.

Wait a minute- why do only two of the five down there have any equipment at all? These people are stupider than I thought.

Phew. We've beaten them both- WHAT?

That moron. Arak, the beast that killed him, went down in 3 swings of an axe- he only died because he refused to do anything but go streaking, instead of actually putting on armor or maybe grabbing a weapon.

26th Slate, 1064
Reconstruction has begun of the pumps. Maybe things will get a bit better now that we've shown some properly dwarven strength in dealing with beasts.

7th Felsite, 1064
So many random injuries… they just won't stop coming. I have decided on a plan for the temple: there will be one chamber full of coffins to honor our most dwarven dwarves, a passageway of spike traps to get anywhere else on the floor, some mechanic workshops to create deadly tribute, and then rooms for myself. As the priest of this temple, I should CLEARLY get some very nice living space. Some of the other dwarves are a bit annoyed about the whole thing, but I doubt they'll rebel.

18th Felsite, 1064
THIEEEEF! PROTECT THE HOARD FROM SKULKING FILTH!


ANOTHER ONE! GET THEM, WAR DOGS!
… Fine. GET THE OTHER ONE TOO, LEGENDARY AXEDWARF!
Ugh. One got away. The other was slaughtered though.

20th Felsite, 1064
ANOTHER THIEF! KILL IT!
Heh. Wimpy kobolds. They die so fast.

[It is HARD writing so much. I probably won't do as much for the rest. Anyway, that's the first season.]
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Cheddarius

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #394 on: July 20, 2010, 11:48:28 am »

That's bizarre, that Arak went down so easily. In my turn, he quickly slaughtered every last militiaman and was starting to rampage. I had to savescum.

You should definitely wall off wherever Arak came through, though. I thought I'd blocked his exits but apparently not.

Yeah, so if you look on floor -1, the mining floor, and go northwest, you'll see a long hallway, doors at both ends. At the end of the hallway is a lever. This activates upright spikes in the hallway. What I do, to raise FPS and prevent catsplosion, is tell dwarves with cats to pull the lever, and then lock the door behind them. When their cats follow, I lock the door behind the cats too, so the dwarves skewer their own cats over and over again. A few times, because I thought it was funny, I let the cats be stabbed onto the verge of death and then let them go. They're probably the ones who bled out.
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John Keel

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #395 on: July 20, 2010, 01:34:09 pm »

I actually was just looking through the raws, and I think I know why now- troll blood has some sort of poisonous reaction. I'm not sure why it reports as death by blood loss, or why people won't clean it up, however.
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Microcline

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #396 on: July 20, 2010, 02:31:47 pm »

I was wondering what happened to all of the mechanics, so I looked at the save.  I found out that my dwarf died sometime during the previous turn.  The fortress seems to be losing mechanics left and right.
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John Keel

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #397 on: July 21, 2010, 01:24:03 pm »

Which levers control the obsidian generator? We're running out.

EDIT: Derp, never mind. I was expecting them to be higher up rather than near the bottom.
« Last Edit: July 21, 2010, 01:25:57 pm by John Keel »
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John Keel

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #398 on: July 21, 2010, 08:21:07 pm »

Note: Looks like I might actually finish. Any advice on how to get rid of all the troll blood? The dwarves don't want to because it's above ground.

6th Hematite, 1064
The shell for the small-scale Dwarven Perpetual Motion Machine to power the drowning trap with is complete. Some mechanisms and the waterwheel have already been placed as well. The ceiling of the temple is well underway, but we may need more obsidian.

14th Hematite, 1064
The flooding trap is almost complete. Once its water source has been filled, we can build a pump and it will be complete.

21st Hematite, 1064
We got no migrants this season. I'm a bit happy, truthfully.

22nd Hematite, 1064
Our weaponsmith has been possessed. Armok is clearly pleased with our progress.

28th Hematite, 1064
This should be good- he's collected a lot of material, and isn't finished yet.


1st Malachite, 1064

What? Why is this suddenly happening now? Have we grown complacent?

I know! For your glory, Armok, I will live with magma always near my bed. A single pull of a lever, and my bedroom will be full of your glorious blessing. The floor above, too, will be full of it. In a personal method of coping, Onul Thaddastot has banned the export of tables.

Finally, to top off this eventful day, a forgotten beast has arrived. We can just block it out, though.


4th Malachite, 1064

It has begun… and with quite an impressive collection of materials.

10th Malachite, 1064



He's finally finished his project. A silver spear- perfect for the spike traps in the temple. Especially since it's a spike that menaces with more spikes! Too bad Rovod didn't learn anything from this whole thing.

24th Malachite, 1064
A rather stupid mason trapped himself on the roof of my tomb while deconstructing the bridge he used to get there. I guess we can just build him a ramp, but it hardly feels worth it.

4th Galena, 1064
We need more obsidian. This should be interesting… Luckily, my predecessors left notes.

6th Galena, 1064
The first layer is full of magma. Now it's time for water.

9th Galena, 1064
The water draw is rather substandard. I still haven't finished the water pumping. Maybe pumping from the river's source will speed things up…

10th Galena, 1064
The layer is finally complete. Time to mine…

15th Galena, 1064
Mining is going very slowly. Only two of the three are actually working, and we're about a quarter done. Down on the ground floor, some dwarves are doing work on an increased-flow water pump system.

19th Galena, 1064
A human caravan! It's a tough decision to make.. do I test the drowning system on them, or do I trade?
Let's see what they have. There's always the elves if we spare these folk.

21st Galena, 1064
Just as the caravan enters the tower, the flooding device is completely floored over. No trees will grow in it. All that's left is channeling the holes to allow in water.






22nd Galena, 1064
Aaand of course a miner has to almost drown. He should be glad that I installed doors in the bottom layer.

WAIT, WHAT THE HELL? THEY'RE ALL FALLING IN OVER AND OVER!
Damn lemmings. At least it makes the reservoir suitably bloody.

23rd Galena, 1064
NO! NO! BAD KID! THAT IS NOT A BATH! WHY DO YOU EVEN NEED A BATH? YOU'RE A DWARF, NOT AN ELF!


24th Galena, 1064
And now there's two of them, of course. And people are playing in the moat due to its temporary lowered level. I have told everyone to stay out [designated restricted traffic] in the hopes that they will pay attention.

26th Galena, 1064
Hey! Broker! Wake up and get over to the depooaaugh thief! Kill it!

27th Galena, 1064
It got away. Dammit!

28th Galena. 1064
Half a year has already past. Hopefully I'll be able to finish all my projects before the rest is up.

[Seriously- should I kill the humans? Or should I wait for the elves and then kill them if they're lacking in strange animals?]
« Last Edit: July 21, 2010, 08:23:13 pm by John Keel »
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Cheddarius

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #399 on: July 21, 2010, 09:05:51 pm »

Wait for the elves.
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Microcline

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #400 on: July 21, 2010, 10:15:05 pm »

Do the elves have access to the fort?  I don't remember seeing them during any of my years.
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Sizik

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #401 on: July 22, 2010, 11:58:13 am »

No elves, just humans and kobolds.
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Skyscrapes, the Tower-Fortress, finally complete!
Skyscrapes 2, repelling the zombie horde!

John Keel

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #402 on: July 22, 2010, 04:29:54 pm »

Another forgotten beast got in, and the only militaman to bring a weapon with them got killed. Anyone mind if I mod in some natural weapons to dwarves temporarily? I can't exactly savescum (I already tried- the only save I have was too late to stop it from getting in).

EDIT: No objections yet, and I'm low on time- I'm just going to go ahead.
« Last Edit: July 22, 2010, 07:11:59 pm by John Keel »
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John Keel

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #403 on: July 23, 2010, 11:27:28 am »

1st Limestone, 1064
My advisors have informed me that there are not actually any elves that come to the fort. I'm a bit happy, but also sad that we can't test traps on them. Those humans better hope they have nice goods for trading.

3rd Limestone, 1064
Broker! It's bad enough that you sleep for half a week, you don't need to clean off when you wake up! Get to the depot!

5th Limestone, 1064
WHY THE HELL ARE YOU NAPPING YOU STUPID BROKER
I DON'T CARE IF YOU THINK YOU'VE BEEN INJURED
GET TO WORK NOW

7th Limestone, 1064
YOU WUSS! WHY DOES IT TAKE YOU SO LONG TO HEAL?

9th Limestone, 1064
Finally. Let's see what the humans have… Ooh, lots of metal bars, raw clear and crystal glass… Rope and waterskins, not so useful but we don't exactly have anyone who could make them and they're cheap. Lots of bronze items to melt down… A bunch of cages, pretty much useless… Barrels of blood! The perfect offering for the temple! We must have them! Booze too, this is pretty good. Bronze weapons, those are nice but we could make better ones.  A huge amount of large bronze armor… stupid humans. Why would we want that? I guess we can melt the cheaper stuff. Bags of sand? What the hell? We're practically swimming in sand. Just plain bags we could always use more of, though. A couple kiloUrists of cloth and leather, which we'll never use if we get. Lots of bolts which, again, are overpriced and which we could make better versions of. Cheap meat, but we have around 2000 meals worth of it already. Nope. Might as well grab some fish, though. Turtle meat is supposed to be delicious. We need plants, too, for brewing. Cheese! I haven't seen that in a while! Some medical supplies, might as well get them since they're cheap. Our final bill is D$ 9627, but we've got plenty of goods to cover it. Lots of gold chains. Hmm… Wow, these are rather poor traders for humans. Only D$ 319 for profit and they accepted! Back to work, everyone.

15th Limestone, 1064
Ahh, that cheese was worth it.


20th Limestone, 1064
My rooms are constructed. All that remains is to complete the magma reservoir and fill it, as well as finish linking up the levers of doom to their respective hatches and doors. Luckily, I have been informed that obsidian will not melt.

21st Limestone, 1064
ARMOK'S UNDISTILLED BLOOD, THERE'S A FORGOTTEN BEAST IN THE WOOD STORAGE AREA! TO ARMS!


Onul Catteninal is a hero. I have never seen such a rapid response time. It only took him two hauler casualties to reach the beast and begin fighting. Maybe this will be your fourth forgotten beast kill?




Dammit. Another military member (this time Vucar, a wrestler) arrived just as he died. A little too slow… And he's only wearing a mail shirt for armor. Let's hope he survives long enough for someone with a weapon to arrive.

Nope, now he's dead too. These are the beast's wounds at this point:


I am deeply thankful to the war dogs that are distracting it while the rest of the militia gets there.

THOSE IDIOTS! They're grabbing food and drink before they head out! Lucky I noticed before too much time passed…
[they were set to carry 1 drink and 3 units of food…]

All the dogs are dead now. They did some damage, though:


22nd Limestone, 1064
Some more militiamen have finally arrived, though the idiots brought no weapons:


24th Limestone, 1064
They can do nothing but bruise it. Oh great Armok, please help us!

25th Limestone, 1064
I wasn't expecting that to work, but it did! For a moment, it looked like the soldiers sprouted tentacles and claws to kill the beast with! [modded them in for a moment, instructions to do it again are in creature_standard] It's certainly dead, but there's no evidence of them being anything but normal now. I just hope we can wall off the entrance before something similar happens.
The final carnage (note the stupid dwarves that all ran down the stairs but wouldn't run back up):


Now I have to recreate a squad, since the leader of the last one died… unfortunately, all the dwarves are scared and refuse to be the militia commander. [that stupid bug where the position disappears]

6th Sandstone, 1064
Nothing interesting has happened in a while. Progress is continuing on the topmost floor.

8th Sandstone, 1064


Not like we really care. It'll just be kept out, considering no one wants to be part of the military.

14th Sandstone, 1064
The top floor's floor is complete- all that is left is walling it in and filling it with magma.

18th Sandstone, 1064
We're almost done with the walling, but we need more obsidian. Dammit.

7th Timber, 1064
I was browsing the fortress while I waited for the last few walls to be installed, when I noticed this:

What the hell? They're just stuck there.

10th Timber, 1064
Time to start pumping.




15th Timber, 1064
The magma is flowing. Excellent.

17th Timber, 1064
A dwarven caravan has arrived, along with the liaison. More booze for everyone!

Wait… "A diplomat has left unhappy." Why?
Ohh. There's no mayor. It probably used to be the head militiadwarf.

19th Timber, 1064
OH SHIT OBSIDIAN MELTS DAMN LYING ADVISORS

[I have no idea why that happened. Obsidian hatch with obsidian mechanisms… Obsidian has a higher melting point than diorite, which isn't melting. Maybe it's the [LAVA] tag. The coffins are also melting.]

Luckily, that section was already doored off, as I had included a lever to pour magma in for Fun. We just need new entrances to that floor.

21st Timber, 1064
Poor elite masons. Losing so many masterwork coffins…

24th Timber, 1064
Shorast, a mason, is throwing a tantrum over the loss of his masterwork.
And of course a Forgotten Beast takes this opportunity to start smashing pumps. I'll leave that for the next person to handle- I have no idea how to convince these people to start fighting again.

25th Timber, 1064
Iden Kuletgusil, another mason, has been stricken by melancholy. Poor guy.

27th Timber, 1064
Shorast just can't decide what to do. He calms down, then throws another tantrum.
[I'm ending my turn early. I have to leave on Sunday, and I don't really feel like finishing up the year by rushing it. I do ask that the next person finish up the spike traps on the temple floor with 3 copper spears each and link them to the lever in the north-west with the appropriate note. Save is here.]
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Shaostoul

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Re: Skyscrapes, the Tower-Fortress! (Succession) 22 z-levels!
« Reply #404 on: July 23, 2010, 11:42:43 am »

I'm going to have to delay my turn for now. I've been extremely busy and don't know whether or not I'll be able to spend enough time on DF for playing a succession game effectively.
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