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Author Topic: Ardentdikes - Absolute disaster - (31.25) (Succession)(Need Players!)  (Read 222331 times)

Daetrin

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #615 on: March 19, 2011, 09:15:20 am »

Sorry for not responding quickly, I have a couple projects and a midterm coming up so you'll have to skip me.

Aw, okay.  That brings us to Di, then.
Put me on the list to run this place if possible....

I've forgotten what the main issues are, but nothing I can't make worse, I think...

Done.
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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?

Zeocin

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #616 on: March 19, 2011, 02:34:16 pm »

Is Di a bad enough dude to defeat Re'al Lyphe and rule the dwarf fortress?
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Pukako

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #617 on: March 21, 2011, 12:47:33 am »

To work out if I wanted to be part of this, I downloaded the most current save last week and had a look.

WHAT THE H%LL IS GOING ON???

It's..... I'm out of words.  Why? What? Why all the dead bodies EVERYWHERE? Why the strange arcane fort that MAKES NO SENSE?

I unpaused it, set 'pick up rubbish from outside' - one dwarf started picking up rubbish. That's all. The rest were doing .... something...

Also, a giant arrived, wandered in, and got killed by a copper pick in a weapon trap.  A rotting giant corpse no one cares about right in the middle of the entrance seems very appropriate.

Looking forward to my turn...
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Glacial

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #618 on: March 21, 2011, 11:47:32 am »

I unpaused it, set 'pick up rubbish from outside' - one dwarf started picking up rubbish. That's all. The rest were doing .... something...

Industry.
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Pukako

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #619 on: March 21, 2011, 04:05:24 pm »

I unpaused it, set 'pick up rubbish from outside' - one dwarf started picking up rubbish. That's all. The rest were doing .... something...

Industry.

It more seemed to involve dropping rocks in the middle of nowhere then going back to get more.  The Palace guard are pretty impressive, though.
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Daetrin

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #620 on: March 23, 2011, 07:07:23 am »

All right, no Di, so on to Korva.
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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?

Korva

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #621 on: March 23, 2011, 08:45:34 am »

Acknowledged. I'm grabbing the savegame off the front page now and will start having a look at things after lunch.
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Korva

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #622 on: March 23, 2011, 10:14:18 am »

Right, this is my first succession game so I have a question. I'm using Mayday's tileset, but even after replacing the save's graphics folder with my own, some of the graphics are still borked. Would replacing all the save's raws fix this, and if so, is this an unmodified 31.18 game? Don't want to mess anything up, I can live with the slightly borked graphics if a raw update would be problematic.
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Dariush

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #623 on: March 23, 2011, 10:44:18 am »

I'd like a turn. Let's see what changed in those ohgodhowmany years... :)

Daetrin

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #624 on: March 23, 2011, 10:52:06 am »

Right, this is my first succession game so I have a question. I'm using Mayday's tileset, but even after replacing the save's graphics folder with my own, some of the graphics are still borked. Would replacing all the save's raws fix this, and if so, is this an unmodified 31.18 game? Don't want to mess anything up, I can live with the slightly borked graphics if a raw update would be problematic.

You should be able to replace the save raws with the Mayday ones without any issue, the game was made with standard raws so people could swap tilesets.  There does seem to be an issue with upgrading, but I suspect that's due to the changes in the raws from 31.18 to 31.21.
I'd like a turn. Let's see what changed in those ohgodhowmany years... :)

Done.
« Last Edit: March 23, 2011, 10:54:34 am by Daetrin »
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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?

Korva

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #625 on: March 23, 2011, 06:13:31 pm »

Journal of Korva Rinulaban

1st of Granite, 1068

I should've kept my big mouth shut last night. You know how it goes: New Year's party, booze flowing even more freely than usual. Well I clambered up on a table and gave a speech. I'm rather blurry on the details because I passed out in the end, but I seem to remember some bits about "cleaning up messes" and "for the glory of our Ardentdikes". Either it was a good speech or everyone was even more drunk than me, because this morning that lass Frosty comes to my room chipper as you please and says I'll be the one running things for this year. I was right sure she was pulling my leg, but no, she was serious as an axe to the neck. So I went and stuck my head in a bucket of cold water and had a look around our home to see what's what. I can handle this, right? Can't be harder than fending off a siege or giving a beast from the deeps what-for. Ha, bet that claim will come back to bite me in the arse.


Later:

For the love of Sirab, this place is confusing. I've lived here for years and now I see I don't know my home half as well as I thought it did. Half-finished projects are tunneled into the ground here and there and I have not a bleeding clue what they were intended for. Stockpiles are strewn about at random. Our workshops have a big backlog of orders for stuff like copper helms and lead toys. What looks like a former storage room two levels down is full of smoke and I don't know why. This won't do. On the bright side, we have booze and chow enough to last us for years, and plenty of living space too.

So I had everyone lined up in the dining hall for a head-count, another speech and my first set of orders. All tasks are suspended until I figure out who's doing what and why. Work on the western fortifications can continue, that's a good, sensible military project. No one is to touch any of the junk cluttering the surface, we've enough to do inside here without picking up old goblin socks. Or goblin guts, for that matter. Once the marksdwarf tower is done, we'll see about reorganizing our stockpiles.

For the record, there are 52 of us currently living at Ardentdikes. Everyone said they have a room of their own, but many of the better quarters are empty so I'll take requests for moving. Sirab knows everyone here has earned some comforts after all we've been through together.

Now, let's get those fortifications up before more of the green blighters show up. It's only a matter of time.




OOC note: I'm overwhelmed and amused all at once. :D My original plan was to go for a slightly loopy miner who wants to live in a mined-out vein away from the fort where she can "hear the stone sing", but then I picked a pessimistic soldier instead to "instill some order". I've not really finished looking around yet, still need to check all the notes for levers and whatnot. But I should be able to properly start playing tomorrow.
« Last Edit: March 23, 2011, 06:28:17 pm by Korva »
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Korva

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #626 on: March 24, 2011, 08:42:26 am »

Journal of Korva Rinulaban

15th of Granite, 1068

As we were working on the marksdwarf tower, a cry of alarm went up:



The Bronze Furies rushed out to meet the thing. Urist Melbilamkin was the fastest and made short work of it before the rest of us could so much as get a swing in. I'd have loved to wet my own axe in cylcops blood, but there'll be other battles to fight. On our way back to Ardentdikes, we spotted our absent squadmate Avuz in a rather embarrassing position:



Azuv you kobold-brain! You can sit there and stew and think about the proper order of building things for a while.


1st of Slate, 1068

Onul Idengatin, one of our doctors, suddenly ran off in the typical manner of a dwarf struck by inspiration. I eagerly await her creation. They say she was a carpenter in her youth so it'll probably be something wooden. If it's a bed, I'll have it placed in her room. If it's a crutch, I'll club her over the head with it.


20th of Slate, 1068

Nine new migrants have just arrived! Good, we are always in need of more hands, even if none of them possess any noteworthy skills.

Onul has finished the artifact she had been working on so feverishly and proudly presented it to us:



I have allowed her to put in in her room.

Also, the marksdwarf tower has been completed according to the plans left behind by a previous overseer, now it's time to work on the stockpiles. I spent a few days looking over what is stored where, and where I want it to be. I mainly left the stockpiles in our last-ditch retreat of Lesser Ardentdikes alone, but in the main fort there is a lot of hauling to be done now.


12th of Felsite, 1068

Sirab help me, but I got a morbid laugh out of finally noticing that there are two diplomats still hanging around our fort. Why morbid? Well, the mayor they want to talk to about trade arrangements is our mad old Seer, Urist McDuck, who is sequestered away in his lavish bunker and not coming out anytime soon. I told them as much, but they just gave me a blank stare and mumbled about "proper procedure". As a military dwarf I'm all for that, but running into Duck's axe does not meet the definition in my book. They asked me why we don't just replace him. Ha! You don't "replace" a living legend. He is a symbol of all that Ardentdikes has been through


16th of Felsite, 1068

Three kobold thieves have crept into the fort! The Furies chased them out, making mincemeat out of two of the little pests. I should have some guard animals chained up by the entrance. The yearly elven caravan arrived on the horizon shortly afterwards, so we marched out to escort them. Not that we really need more junk to clutter our home, but I want to see if they have any interesting animals with them this year.


28th of Felsite, 1068

Goblins! The small ambush party was hardly worth charging to the gates for, but they provided a brief distraction from our daily work.

Our broker, Deviled, bartered a breeding pair of wolves off the elves before deciding to go for a bite to eat -- and then a drink -- and then a nap. There are some other interesting beasties among the caravan's cargo so I hope he gets his arse back to the depot before the elves decide it's time to go.

That one room on the second underground level is still full of smoke, and there is steam rising from the northeastern part of the magma moat. Why? No one can tell me. Just another curiosity in Ardentdikes.
« Last Edit: March 24, 2011, 10:45:44 am by Korva »
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Daetrin

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #627 on: March 24, 2011, 10:45:06 am »

Actually, the smoke is from an artifact that's on fire. You'll have to flood the room to put it out.
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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?

Korva

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #628 on: March 24, 2011, 07:11:47 pm »

Yeah I suspected as much though I didn't look closely enough to find the offending object. Here's the rest of the year.



Journal of Korva Rinulaban

6th of Malachite, 1068

Tsarvash, the elder son of my squadmates Urist and Mafol, was seen running off to the workshops with the typical glee of sudden inspiration in his eyes. I wonder what he will make for us.

As we are in the process of hauling out junk to the atom smasher that one of my predecessor was kind enough to build, I have made it a priority to examine all the clutter in the hospital. One of the bedrooms contained items with dubious beast fluids on it so I ordered it locked shut. There are also two potentially tainted items square in the center of the hospital. We will build walls around them, just in case.

The reassignment of living quarters is complete, and our engravers are busy smoothing out the rooms on the eighth sublevel. While we are at it, I ordered my room cleaned of loose rock and statues of Sirab and Ritas installed there. The statues were rather crudely made by clearly inexperienced hands, but they will do for now.


14th of Malachite, 1068

Another group of eight migrants have found their way to Ardentdikes. Again, none of them possess skills of special value for us, beside one talented metalcrafter if we ever feel any need for such things. Right now, it's off to join the hauling team for all of them while I see about finding them some decent quarters.

Hm. I am told Tsarvash apparently demands "body parts" for whatever he's working on. By Sirab's molten blood, lad, we have the remains of dozens upon dozens of creatures strewn about and around our home! That's not good enough for you? There's not a single useable bone among the mess? Fine, I will have someone slaughter you a cow or something. You'd better make us something good for the trouble.


27th of Malachite, 1068

When I said "something good", I was thinking of a statue depicting our victories, or a weapon rack, or even a door. What Tsarvash created, though, was this:



A floodgate. Granted, it's probably the finest floodgate ever made -- our broker estimates its value at a grand total of 105,600 Dwarfbucks. And yes that is a very fine rendition of the founding of Ardentdikes on it. Maybe I or a future overseer will figure out a good use for it. And Tsarvash's now-legendary skills as a mason shall be put to use making some better furniture for our quarters.


16th of Galena, 1068

The human caravan has been spotted on the horizon. I doubt they carry anything we could possibly need, but we can always pawn off some of our junk to them. I'm marching out with the other soldiers to ensure a safe arrival.


1st of Limestone, 1068

Half of my year as overseer of Ardentdikes has passed now, and quite uneventfully too. There was not even a goblin ambush or even a single thief to spice up our day in the wake of the caravan. We are making progress on clearing out random clutter and rocks out of the living quarters and dining halls, at least, and the entryway to the fort is passable again without tripping over anything. I don't want any civilians stumbling over some dead goblins's trousers and falling face-first into our weapon traps.

I am not amused at trying to keep track of all the more-or-less hidden spots where our dwarves are dumping junk, though. By now I think I have found them all and ordered the piles to be moved to the smasher instead. That contraption is a thing of genius.


9th of Sandstone, 1068

While in the process of caging the animals who had accompanied this year's migrants, we heard a maniacal laughter ringing trough the halls. Dariush, our legendary miner, was gibbering to himself as he made for the workshops. A textbook case of possession! I will make sure to keep a wary eye on him till this is over. You never know what those strange spirits drive their hosts to do, and demand.


21st of Sandstone, 1068

As the spirit left him, Dariush dazedly staggered out of the mason's workshop pushing a fine armor stand along:



We could put that one in our training room, but I decided to give it to Dariush for his own quarters. He deserves it after the ordeal and all his hard work.

In the meantime, I have begun sorting through our piles of armor and weapons and designating the lowest-quality gear for meltdown or dumping. Lielac, our armorer, will get busy cranking out new suits of steel armor to practice her skills.


2nd of Timber, 1068

Another group of migrants came to Ardentdikes today, including a family of four. I greeted them personally, inquired as to their skills, and assigned them quarters and duties. While none of them are particularly remarkable, they strike me as proper, hard-working dwarves. And that is exactly what we need.


17th of Timber, 1068

Despite the fact that the Mountainhome's trade liason is still waiting for a word with Urist McDuck (no matter how many times we tell him it is not going to happen), the yearly caravan has arrived -- and with a good haul to boot. We do not truly have need of anything, but I had Deviled trade for all the metal bars, gems and bolts they had. Maybe a future overseer will make good use of the metal and gems in a grand project for the greater glory of Ardentdikes.

Some kobold thieves made the last mistake of their lives trying to rob from us during the trading. Ha! The Furies need only sneeze, and the pests explode into a dozen pieces. Still, I really need to get some guard animals chained up in the entryway. Who knows when a kobold might get a lucky shot in with his dagger or grab an unattended child, Sirab forbid.


16th of Moonstone, 1068

While the snow and icy rains are uncomfortable to be out and about in, one has to admit that this weather has its good sides, too: it does a fine job at washing away the blood, ichor and other assorted fluids. None of us is so keen on doing that work ourselves.


17th of Opal, 1068

Today we celebrate the birth of Lor Avuzostath's new daughter! Lor and her husband were among the migrants who arrived in spring, and have settled in well by now. The proud parents have decided to call the girl Zefon Ifindeler. "Hardysteels" is a fine dwarven name, and the lass looks strong and healthy all right.


17th of Obsidian, 1068

As the atom smasher destroys another pile of garbage with a satisfying crunch, I have decided to give us all the rest of the month off. Everyone has been working almost non-stop over the year, and while hauling rubble and refuse is as brainless as it gets, it was hard enough work. At least now we can enjoy our quarters and dining halls without tripping over loose rock, and the stockpiles are in order as well.


30th of Obsidian, 1068

And so the year ends. It was surprisingly uneventful, with no more than that cyclops, a single ambush and a few thieves to entertain us. Or I should say, entertain my squadmates. Administrative duties have kept me so busy that I didn't get a single swing of my axe in this year. Still, I am relieved that none of us came to harm. For my successor, I have drafted an overview of our resources as of today:



Some of the migrants who came to live with us this year have the makings of decent soldiers, if anyone feels the need to draft another squad (not that the Furies can't handle anything that the goblins might throw at us). Good luck. Now, I will head down to our barracks and go back to doing what I do best: soldiering.




I will upload the savegame tomorrow, now bed is calling me rather loudly. Three pointers for the next player:

1) I halted all farming since the food stockpiles are overflowing and we have a huge amount of drinks and prepared meals. Even considering that Urist McDuck has a good chunk of those supplies in his bunker, I don't think farming will be necessary for a good while.

2) I believe I found and removed all garbage dump zones, so the atom smasher should be the only active one now.

3) I left most of the population idle (or eating/drinking/sleeping) so whoever goes next can jump right into whatever crazy plan you want to embark on. ;)


Now that I know the fort, I wouldn't mind a second turn in which to tackle some ideas of my own. That "battleaxe" in the south is just begging to be used for something, for one ...
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Deviled

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Re: Ardentdikes - Our trees are hardcore - (31.18) (Succession)
« Reply #629 on: March 24, 2011, 07:19:34 pm »

Wait it's my turn already?
« Last Edit: March 24, 2011, 07:32:59 pm by Deviled »
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