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Author Topic: Dwarves Of The Dead Succession  (Read 11053 times)

andfhe

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Re: Dwarves Of The Dead Succession
« Reply #90 on: August 25, 2010, 08:02:58 pm »

My name isn't capitalized because it isn't a proper noun, it's just a jumbling of letters a put down at random with DF in the middle.
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Well if you remove the [MULTIPLE_LITTER_RARE] tag from dwarves I think they have like 2-4 children each time they give birth. And if you get enough mothers up on the pillars you can probably get a good waterfall going.

OmnipotentGrue

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Re: Dwarves Of The Dead Succession
« Reply #91 on: August 25, 2010, 10:41:38 pm »

Looks good, I will be watching this.
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SethCreiyd

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Re: Dwarves Of The Dead Succession
« Reply #92 on: August 26, 2010, 06:08:10 pm »


When we saw the Mall, we couldn't believe it at first.  Thankfully our legs got us there without having to consult our brains.  Greennesstreaties Shopping Mall was the biggest collection of salable junk this side of the Kingdom of Commerce.  That kingdom no longer exists, and neither does the Mall, in every sense but physical literacy.  There were dead bodies surrounding the place, which caused considerable tension until Kagus made sure they wouldn't get up by removing their heads with an axe.

Kagus was the handiest, but we all carried axes, each stained with blood.  Blood of dwarf, elf, human, it didn't matter anymore.  Once the Zeds (never say the Z-word) reach a certain point of decay it's impossible to tell the different races apart anyway.  Not that it matters, mind!  They all act the same.  We kept an eye out for them -- we always kept an eye out -- as we made our way inside the Mall.


You could tell the place had once been a thriving center of commerce.  The main entryway exposes one to what was once a fantastic dining room that could have sat a hundred dwarves easily, and it was surrounded by kitchens, emblazoned with varying logos relating to assorted Merchant's Guilds.  The next two levels up were basically comprised of wide hallways with workshops set in the walls.  There was plenty of room for several Trade Depots and if the leftover documentation can be trusted, this Mall could see up to nine trade caravans a day during its prime.   Unsurprisingly, the outpost log stopped short about nine months before we'd arrived.  It seems they were caught by surprise.

The structure of the Mall itself was falling apart from lack of maintenance, and the first thing we did was patch up a few gaping holes in the walls that would have eventually spelled "disaster for us" in bright red letters.

We needed shelter, certainly, and food, too.  And booze.  Gods know Dwarves were not meant to go this long without booze.  At least we were spared the harsh sunlight during our journey.  Only a fool sleeps at night in the wilderness, and not for very long.  Daytime is safer; the Zeds seem to prefer the dark, and they don't truly roam the day.  The only real dangers during the sunny hours lie in stumbling upon a nest of the buggers and not running away quietly enough.  There were eight of us before we did this a few weeks ago.  Poor Meng.  I miss him.


The Gods were kind to us, for once!  Food, booze and even clothing were hidden away in the Mall, and so I owe breadbocks an apology for all the complaining I made on the journey.  existent was right, this is exactly where we needed to go.  The place is a mess but not messy enough to show there had been any kind of violence - bloodless floors, no bones to be found.  The Mall was abandoned, yes, but quietly so.  We found a goat rummaging about in the living quarters on the basement level.  We fell upon it like starving animals, which is exactly what we were.  It's been so long since we had good meat.  I hope there are more beasts in the fields around us, perhaps some that we can tame.  We came here with every intention of staying, and that means we need a sustainable of filling our bellies and quenching our thirst.

After we toured our new home, existent and I (lowercase on purpose, long story) took the liberty of gathering a few berries near the outside of the entrance, while Rob and Kamudo fashioned a crude drawbridge to seal the front entrance in case we have unwelcome visitors.  The Zeds are neither slow nor weak as their rotten countenance should suggest.  They are quick and fierce fighters, mindless though they be, but the worst part is just what they are.  They're bodies, dead bodies.  But they move.  Gods, I hate thinking about them.  But what else is there?

We spent a full year cleaning the place up, personalizing the dorm rooms for personal use.  There were exactly seven rooms, and exactly seven of us.  I'm not sure whether to be relieved or suspicious.  It's been quiet, there haven't been any attacks, but just a few nights ago we saw some figures pouring into a small enclosure far south of the Mall.  They didn't look like Zeds but it's hard to tell from a distance, and not any one of us is foolish or brave enough to get close enough to be certain.  Watch your sister get eaten alive by her undead mother and you'll become paranoid too.


(These are dying migrants, the sods.  Who told 'em to come here?)

So we are safe, for the time being.  We still need to establish a farm and store drinking water that won't freeze during the winter months.  The pond went icy just a few days into the cold season and we had to go outside and gather plants for enough cheap booze to keep us from parching to death.  We did without much complaint, after all, we didn't survive the apocalypse just to shrivel up in a glorified marketplace from lack of drink.


But we still have much work to do, and it's only a matter of time before the Zeds find us here.  What happens after that depends entirely on what we do now.

What to do...



Save is here.  I'm sorry for the delay, real life can be a burden for some things.  I would've fine-tuned the narrative a bit more but I don't want to hold things up any longer.  Everybody is pretty happy, and the names of each dwarf should have the requested grammatical qualities.

Our big problems are food and booze.  We need farms and water control as soon as possible.  Also, remember to turn the migrants off in the init file or you'll need to make use of the Burrow of Death, which you'll recognize by the forbidden migrant corpses within.  The cinnabar lever controls the front bridge.

I can't wait to see where this goes.  With only 7 dwarves and their unfortunate kids, we should have a lot of interesting social dynamics and character development.  If they form grudges it'll be hard for them to avoid each other.  Anyway, good luck to you and have the obligatory fun!

Edit:  breadbocks, I went with Chief Rubble Procurer etc.  I forget who the broker is, cappstv I think.  Pretty unnecessary in our position, but it does turn a dwarf purple.
« Last Edit: August 26, 2010, 06:12:04 pm by SethCreiyd »
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breadbocks

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Re: Dwarves Of The Dead Succession
« Reply #93 on: August 26, 2010, 07:04:40 pm »

We'll need a broker for when the humans come.
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Clearly, cakes are the next form of human evolution.

cappstv

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Re: Dwarves Of The Dead Succession
« Reply #94 on: August 26, 2010, 07:58:11 pm »

I was going to ask if we are going to say the z word. Im so glad we are using zeds.
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The French were adept of the "Losing is Fun" philosophy long before Dwarf Fortress.

Evergod41

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Re: Dwarves Of The Dead Succession
« Reply #95 on: August 26, 2010, 08:41:43 pm »

Z-word? dont you know how to spell xombi?

Kamudo

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Re: Dwarves Of The Dead Succession
« Reply #96 on: August 26, 2010, 09:57:42 pm »

I'll get started sometime tonight. I've got Lokumidek, Lisidadil and D.C. to contend with as well. But Dwarves of the dead shouldn't take too much of my time~

Nice storytelling, Seth.
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Lisidadil - A story of one of my first forts.

The continual tale of survival in a harsh land of hate, Fun, betrayal, love, and maybe a random elf or two... If we're unlucky.

existent

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Re: Dwarves Of The Dead Succession
« Reply #97 on: August 27, 2010, 01:15:18 pm »

Very nice. My classes just started, and I was foolish enough to get it in my head that I could work on a short film amidst the chaos of the beginning of the school year, so if I'm somewhat quiet, now you know why. Don't let that fool you- I might not be as active as I used to be (WotR has been put on indefinite hiatus :(), but I'm still here..... ever watchful.

Ever vigilant.
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Kagus

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Re: Dwarves Of The Dead Succession
« Reply #98 on: August 27, 2010, 01:36:37 pm »

Good luck with Ye Olde Filme.  Having gone through a year of 'hands-on' film school, I happen to have some small appreciation for what a timesink the damned things are.


Also...  In that picture of the main dining hall, there are a couple orphan gems that are just sitting in a couple of the side rooms.  Both are on the same line, and they're both one tile away from the wall that separates their room from the main hall.

...ooh, freaky...

existent

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Re: Dwarves Of The Dead Succession
« Reply #99 on: August 27, 2010, 02:32:36 pm »

Good luck with Ye Olde Filme.  Having gone through a year of 'hands-on' film school, I happen to have some small appreciation for what a timesink the damned things are.
Oh man, timesink doesn't hit the half of it. It's going to be under 10 minutes long and it's going to take about 30 hours to produce >.<

The upside is that I only need one actor, and one location, to shoot it. It's based on a French short film called "Prebloc". It's on youtube if you want to watch it, it's very excellent.

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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Kagus

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Re: Dwarves Of The Dead Succession
« Reply #100 on: August 27, 2010, 02:46:41 pm »

That's...  That's actually a damn good time conversion.  Damn good.  Heck, the rule of thumb for just editing is that a highly competent, experienced, professional editor can produce one minute of finished product for every three hours of work.

We made a 12-minute film in a month.

Duane

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Re: Dwarves Of The Dead Succession
« Reply #101 on: August 27, 2010, 02:54:54 pm »

So, this is probably a stupid question, but I was just about to make a map based around this and was wondering if, in the event this ends with all seven of the survivors passing away, you could use the map I made? Not really demanding, but throwing it out there. It's going to be more based around a section of a city on a larger embark, though. Which would either lead to more lag or just be too much to focus on. Since drinks are such a problem what with the lack of plant life, I'm probably going to end up doing something akin to a sewer system.
« Last Edit: August 27, 2010, 02:59:02 pm by Duane »
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Kagus

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Re: Dwarves Of The Dead Succession
« Reply #102 on: August 27, 2010, 03:00:55 pm »

I tried making a city block for a 'Dwarf-Noir' detective story way back when, but I had to bail when the lag got to insane levels.  I'd only made the highway overpass, most of the streets, a warehouse, and half the lobby of the main skyscraper.  This took me quite a ridiculously long time to build, even with superdwarves.

If it works, it would be awesome.  But I think you'd need a very small map in order to get away with it, as the lag from mass construction can quite quickly become unbearable.


Oh, by the way...  Don't use roads or bridges to build the roads.  You can use small road blocks to make a halfway decent sidewalk, but don't do it for the streets themselves.  I learned that after tearing up the entire city network three times and re-doing them.

Duane

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Re: Dwarves Of The Dead Succession
« Reply #103 on: August 27, 2010, 03:04:03 pm »

Sounds like a dwarven hell. I'll be using superdwarves to initially make it, but I'm not planning anything too tall. 2-story houses, maybe. 50-z-level tower, probably not. I'm thinking a 5x5 embark. Do you mean that I shouldn't use the Paved Road for roads, or the opposite?

Also, do zombies die of old age? Because well over 300 of them are taking up residence in this ONE tower. ._.
« Last Edit: August 27, 2010, 03:10:41 pm by Duane »
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Kagus

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Re: Dwarves Of The Dead Succession
« Reply #104 on: August 27, 2010, 03:09:15 pm »

Yeah, don't use paved roads for roadwork.  They just end up just looking strange.  It's a pain to make, but use floor tiles instead, it's definitely worth it.  Paved road blocks can work for concrete sidewalks, but they have some odd quirks (stuff flashes on them).  Still, they're pretty good at emulating the concrete slabs, and it lends some nice distinction between them and the actual streets.

5x5 is insanely huge.  Way, way too big for something like that, even suburbia.  I was playing on a 3x3, and it was completely unplayable.
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