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Author Topic: Ardentdikes - Absolute disaster - (31.25) (Succession)(Need Players!)  (Read 215616 times)

Glacial

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #510 on: January 24, 2011, 10:32:05 pm »

Hey Glacial, please add socks to the military uniforms :P . It would solve a lot of trouble for the rest of the militia.

You see, here's how I think this works:

Overseer: Welcome to the military! You need to wear socks!
Dorf: Oh, I should get military socks. My socks are civilian socks.
Dorf discards socks
Dorf: You know, I need a whole lot of gear now. I should get socks... last. Oh, but these steel boots with the white goo on them are nice!
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Megaman3321

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #511 on: January 24, 2011, 10:37:15 pm »

Yep.
And, I'm sigging this.
Quote from: me
Hey Glacial, please add socks to the military uniforms :P . It would solve a lot of trouble for the rest of the militia.

You see, here's how I think this works:

Overseer: Welcome to the military! You need to wear socks!
Dorf: Oh, I should get military socks. My socks are civilian socks.
Dorf discards socks
Dorf: You know, I need a whole lot of gear now. I should get socks... last. Oh, but these steel boots with the white goo on them are nice!

Maybe you could micromanage the uniforms, making it so that they first pick up socks :P
« Last Edit: January 24, 2011, 10:45:44 pm by Megaman3321 »
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Glacial on dwarves being assigned socks:
Quote
You see, here's how I think this works:
Overseer: Welcome to the military! You need to wear socks! Dorf: Oh, I should get military socks. My socks are civilian socks. Dorf discards socks Dorf: You know, I need a whole lot of gear now. I should get socks... last. Oh, but these steel boots with the white goo on them are nice!
I know you can pick up water, then throw said water, while underwater, to kill a fish -He_Silent_H

Maquox

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #512 on: January 27, 2011, 05:54:50 am »

Why hello there...
Are you still with us ?
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Don't you just love magma-baked cookies?

bayar

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #513 on: January 27, 2011, 06:46:00 am »

Add me to the overseer list.  8)
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Glacial

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #514 on: January 27, 2011, 01:15:15 pm »

I'm still plugging along. I'm in late Autumn, and Deviled has started brokering soles.
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NightmareBros

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #515 on: January 27, 2011, 05:40:07 pm »

Quote
Deviled has started brokering soles.

I think I see what you did there


In before the trade lison is a demon
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Glacial

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #516 on: January 29, 2011, 11:17:10 am »

Done. I'll work on the writeup and get the save posted later today.
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Glacial

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #517 on: January 29, 2011, 07:36:10 pm »

Dear Diary

I'm a simple dwarf maiden. I like cryolite, rose gold, picks, animal traps, and cats for their aloofness (not that we have any since Tsarwash melted all their feet with forgotten beast goo). I work in the Ardentdikes hospital as a nurse; away from work, I'm a bit of... no, a total loner. I had a dog, but he also melted. For fun, I write cross-dimensional Queen Led/Queen Edem slash. Yes, I'm pretty much as normal as a dwarf gets.



There's just one little secret: at night, I put on my mask and leotard, talk to animals, and fight for love and justice. Yes, I'm a magical dwarfgirl. Quit your laughing, person reading my diary!

Spoiler (click to show/hide)

I'm sure everyone understands why I was appointed overseer of Ardentdikes.

4th Granite, 1067
Today a giant eagle was sighted over majestic Ardentdikes. It dropped a package, with a note:

FEERZ DEZ GOBWIN HORDEZ. WE IZ CUMIN FER U.

Oh snap!

16th Granite, 1067

Noooooo Ingish! I couldn't save you! What sort of nurse am I!

Sixteen pages of Twilight-esque angst omitted

19th Granite, 1067
Eight immigrants arrived today. I asked them to present themselves. They include a talented weaponsmith named Zeocin, a self-professed Tactical Genius named Rentorian, and a rather hunky dwarf who introduced himself as Megaman1847574323838.

I locked Zeocin up in the Magic Workshop, shortened Megaman's name and put him in a special squad, and told Rentorian he was in charge of leading Ardentdikes' offensive against mess. It's good to be the boss.

17th Slate, 1067
It's a rite of passage among Ardentdikes overseers to move the fortress entrance. We're low on marble, so I set the miners to digging out more, and uncovered a new cavern.

Spoiler (click to show/hide)

I've had it resealed; there doesn't seem to be much of immediate interest in there.

19th Slate, 1067
I have no idea why overseers order things like this to be built.

Spoiler (click to show/hide)

21st Slate, 1067
While inspecting the gate for my new entryway, I found the following disgusting creation of one of the past overseers.



Have you ever walked on a patch of grass and stone slicked with the rendered fat of kitties? Is there any question as to why the Ardentdikes courtyard is always covered with vomit?

1st Felsite, 1067

Today the small kitten Mafol Emetlor came to me while I slept. "Hey, stupid!" it told me. "Weren't you supposed to be an agent of love and justice? You could start by doing something about the plague."

He showed me what was left of his paws, and puked on my pillow.

"What should I do?" I asked the kitten.

"Find the bad guys and punish them."

"Oh, yeah, I can do that." I agreed. Granny Whiphammer taught me a thing or two when I was a little girl.

"Good," the kitten told me. "There are mysterious enemies in the fortress. Do something about them." Then he expired messily on my floor, turning into a bubbling pile of ooze as I watched.

8th Felsite, 1067
Reminded of my sacred duty, I've started investigating the disease plaguing Ardentdikes. Many of the animals roaming the fortress show signs of infection, with rotted paws and stomach. Worse, while interviewing the immigrants, I discovered that several of them showed signs of infection; all three of the new military immigrants, including hunky Megaman, have rotten stomachs, and  one, Ilral has rotten feet as well.



I'm worried that the fortress is going to go into another epidemic.

11th Felsite, 1067
I had the miners work on a little side project for me. This is an engraving of a dwarf and dwarves. The dwarves have sealed themselves in a small chamber and feel like idiots. "Frosty" Whiphammer is weeping. The artwork relates to another day in the life of the dwarves of The Cunning Labors.



I discovered two splotches of mingled forgotten beast blood and poison along the main fortress entrance. I have prioritized laying floor over the patches to eliminate them. Naturally, the workers decided to walk through the first patch to cover up the second patch.

14th Felsite, 1067
Watchers reported the arrival of an elven caravan today. Elves often bring golden salve, and if I were the developer, I'd make that a cure for disease. I was thinking we should stockpile some against future updates.

As I watched the elves approaching--



Oh, snappity snap!

I've taken to pulling levers to try to get the existing drawbridge up. I love how this fort has almost every lever labeled. I love even more how some of the labels are over levers that no longer exist.

Let's pull some levers and see what breaks!

16th Felsite, 1067
One of the crafters celebrated the siege by creating an artifact. Ever seen an artifact gemstone before?



By the nineteen wives of Tesum Cradlecherished the Music of Patterns, what the blazes is a grossular anyway? I always thought it was a male infirmity. So, I did some research.

Spoiler (click to show/hide)

Then, I remembered something: there are ghosts in the fortress. Perhaps one of them might know something?



"Hey, Ilral..."



"Er, excuse me, Sakzul..."



Oh, geez. It's like they don't like me!

Just as I was about to give up, I heard about a new ghost:



I rushed out to meet with the cute deceased child. I should've known better.



15th Galena, 1067
For the last season, I've been working on building a nice bathing pool to rinse off dwarves that get covered with toxic slime killing the fort's sizeable population of forgotten beasts. Just as I was headed downstairs to inspect the very slow progress--



This siege was mostly bow-goblins. I ordered the new drawbridge raised and the civilians inside. Naturally, someone didn't listen.



20th Galena, 1067
Five days in, the siege ended, broken by traps around Lesser Ardentdikes. The Bronze Furies were dispatched to mop up a handful of troll and goblin stragglers. The military here may be small, but they're very well-trained. Which gives me an idea...

26th Galena, 1067
I got a magic rod power-up today.



9th Limestone, 1067
My secret adamantine harvesting project is underway. It's surprising no other overseers have claimed any. Unfortunately, the first spike of adamantine yielded only one block.

I must find more!

11th Limestone, 1067
I ordered the Bronze Furies down into the deepest cavern to explore for more exposed adamantine. Reports indicated the presence of a forgotten beast named Stibmer. Though venomous, it lacked any of the cloud or slime attacks that can unleash disease throughout a fortress.



The Bronze Furies approached the lake Stibner lurked in, girded for battle. Then, nothing happened.

Consulting the histories, I discovered other reports of eyeless beasts failing to notice threats near them. Not relishing losing dwarves to drowning in the lake, I called off the attack and ordered the Furies to explore the cavern further.

Our first discovery was the tragic remains of a once-proud cave swallow man civilization.



I'm pretty sure slash gets written about cave swallow men. The Bronze Furies moved on, quickly discovering what we'd come for -- an untouched spire of pure, accessible raw adamantine!



Yet even as we discovered it, a new peril moved in: the dire beast known as Lic.



Really, a gigantic snail with deadly spittle?

Between the cave swallow men and Lic, I have declared this the Cavern of Porn. May the name resound through the ages.

Meanwhile, in the battle against Lic:

Spoiler (click to show/hide)

And that, friends, is how we get it done in Ardentdikes 1067.

22nd Limestone, 1067
Births! Slaughter one, raise the other, right?



1st Sandstone, 1067
I've decided to catalogue the surviving forgotten beasts of Ardentdikes, as a prelude to getting rid of them.


Verdict: Fortress-wrecker. Handle with care, crossbows, or cave-ins.


Verdict: Harmless.


Verdict: Ornamental. I tossed a mule into a cavern in the hope it would kick Iminu to death.


Verdict: Bad news. Handle with care, crossbows, or cave-ins.

8th Sandstone, 1067


23rd Sandstone, 1067
Megaman is my hero!



I'm in love! I'm sure he feels the same.



26th Sandstone, 1067
I've been curious about the effects of the sea of toxic slime on the top level of the caverns. I tossed in two goblins and a mule. Oddly, the water (contaminated with toxin) washed all the toxin away. Both goblins wandered away; the mule is roaming the caverns looking moist.

Draining the lake and repeating the experiment seems unlikely, given the time I have left.

1st Timber, 1067
It's bothered me all year that the river is no longer flowing. I've fixed that.

8th Timber, 1067
I have a theory on the disease. I believe it attacks through the skin, but destroys the stomach as well as whatever tissue it contacts. I've examine every sock and steel high boot in the fortress, and found traces of the poison on them.

To deal with the problem, I've given our broker, Deviled, the job of exporting every unused piece of footwear in the fortress.

12th Timber, 1067
Caravan sighted. Prepare the shoes!

17th Moonstone, 1067
We have been invaded by an unpleasant pheasant, attacking the level where I have the goblin drop laboratory and the partially-complete bath.



The pheasant quickly found the lost mule, which led it on a chase long enough for me to get the passageway resealed.



Unfortunately, I didn't see the effects of the bird's poison on the mule before it ripped its head off.

22nd Moonstone, 1067
We have another artifact; this one's potentially useful.



2nd Opal, 1067
Zeocin has produced the first adamantine weapon for the fortress: a masterpiece adamantine axe.

The Bronze Furies are eager to test their new weapons.

8th Opal, 1067
The Llama in Winter.



17th Obsidian, 1067


What, again?

21st Obsidian, 1067
Busted.



The Bronze Furies appreciated the chance to go out and bust some heads. The siege was two squads of pike-goblins, one squad of bow-goblins, and a pack of trolls. They had no chance.

Ardentdikes should be well-prepared to resist future sieges.

1st Granite, 1068
Final tally:
Spoiler (click to show/hide)

For fun, here's a map of the various entrances to Ardentdikes:
Spoiler (click to show/hide)

Finally, a bit of decor at the new gate:



Save here.
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Akaros

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #518 on: January 29, 2011, 09:51:51 pm »

Noooooo Ingish! I couldn't save you! What sort of nurse am I!

Sixteen pages of Twilight-esque angst omitted

How could you omit that!?  I need a constant IV drip of angst or I'll go into a coma!

Also, who the heck built a cat soap road?  I think I might have to read through everything again.
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Hey, don't look at me.  I told you we should have butchered the cats years ago!

Deviled

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #519 on: January 29, 2011, 09:56:42 pm »

Why do we have trees growing in MAGMA.
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Glacial

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #520 on: January 29, 2011, 11:10:06 pm »

Why do we have trees growing in MAGMA.

Because in Ardentdikes, even the trees are INDOMITABLE.
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Akaros

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #521 on: January 30, 2011, 12:48:35 am »

Why do we have trees growing in MAGMA.

Because in Ardentdikes, even the trees are INDOMITABLE.

Also, shows those pansy-ass elves how dwarves do some Armok-damned gardening!
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Maquox

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #522 on: January 30, 2011, 03:22:42 am »


19th Slate, 1067
I have no idea why overseers order things like this to be built.

Spoiler (click to show/hide)


I must confess to building this, it was supposed to be another entrance to Ardentdikes (yes...I, too, wanted to create my own entrance), this one would function while on sieges to kill enemies one by one with siege weapons. But I never got around to carving fortifications, the next overseer might want to continue the project (or leave it as it is... anyway)

Nice Year, Glacial :)
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Glacial

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #523 on: January 30, 2011, 11:01:23 am »


I must confess to building this, it was supposed to be another entrance to Ardentdikes (yes...I, too, wanted to create my own entrance), this one would function while on sieges to kill enemies one by one with siege weapons. But I never got around to carving fortifications, the next overseer might want to continue the project (or leave it as it is... anyway)


I like that idea! I can see how the design would work.

I was guessing you were building a trapped entry path, but wasn't sure where you'd intended to open it up to the surface.

Oh, snap! I forgot to list the entrance Urist McDuck(?) built north of Lesser Ardentdikes, with the spear spike grindy chamber, or the underground flooded residence filled with drowned trolls that might have been an entrance.
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Daetrin

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Re: Ardentdikes - We have ghosts! - (31.18) (Succession)
« Reply #524 on: January 30, 2011, 03:13:37 pm »

That was great, but did you ever get that footwear exported?
Also, I'm sad glad the fortress didn't almost die out due to the epidemic this time.


Okay, our next victim player is Lielac.
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All you need to know about Ardentdikes
It is really, really easy to flood this place with magma fwiw.

Doors stop fire, right?
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