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Author Topic: Targetguild, a 31.25 MixMod Succession fort.  (Read 14111 times)

nogoodnames

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #30 on: July 16, 2011, 12:28:10 am »

Good god, there is so much... everything! I don't even know where to start. It's like trying to learn DF all over again, only worse because nothing is immediately obvious.

Crazy Cow, do you want a dwarf?
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Crazy Cow

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #31 on: July 16, 2011, 09:00:58 am »

I'll dorf myself when my turn rolls around, thanks.

Person

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #32 on: July 16, 2011, 11:49:21 am »

My advice? Just go ahead and start. It's the best way to figure out all this stuff at this point. The rockworm sentry wasn't too bad an idea right? there should be two other ropes. Either remove them or assign a cat to them or something.
« Last Edit: July 16, 2011, 11:50:53 am by Person »
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nogoodnames

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #33 on: July 17, 2011, 02:37:49 am »

Drifting through an empty abyss, surrounded by a darkness no living creature can know. I can feel myself being reformed, stitched back together from pieces strewn across the cosmos. A memory bubbles up from the distant reaches of my shattered consciousness. Searing pain... no, it is less pain and more a sudden shock. A terrible sense of loss, and then a slow fading... That probably explains how I got in this predicament.

I do not know how long this goes on, there is no time here. I can feel something on the horizon, something pulling me onward, driving my reconstruction. A wall appears in front of me, roughly hewn from a speckled white stone. The craftsmanship appears dwarvish, though inexpertly done. Yes.. dwarves.. I can remember now, I am, or was, a dwarf, and that stone is called syenite. I do not know from where this knowledge comes, only that it is true. The wall twists and folds, surrounding me. It is no longer a single wall but a box, a coffin, my prison.







Aaaaaaaaaaaaaaaaaaaaaaaaaaaaauuuuuuuuuuuuuugggggghhhhhhhh!!!!!!!!!!!!!!
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davros

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #34 on: July 17, 2011, 04:02:55 pm »

MADNESS! THIS IS... actually, this is madness. I want in.
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I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

Teneb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #35 on: July 17, 2011, 05:27:11 pm »

Deathsword has mandated the construction of an update


Well, at least give us a teaser, this waiting is killing me.
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nogoodnames

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #36 on: July 18, 2011, 12:47:39 am »

As time has gone past I have gradually become able to project myself outward from my stone prison. I can feel other graves around me, but none of their occupants are like me. This is a mass grave I have been interred in, I must have been very important in life. But if so then why am I still here? I can think of no unfinished business I might have, or any other obvious reasons. I suppose it is a mystery I will have to accept for now.

My reach continues to grow. I can see the entire level now, from a perspective far beyond that of my fellow dwarves. I can see them as well, the dwarves, scurrying about the halls and going about their insignificant little lives, completely oblivious to my presence. They are laid bare to me, all their thoughts and feelings exposed so that I might sift through them on a whim. Unfortunately this does little to relieve my boredom, they are pitifully stupid creatures. It is hard to imagine that I was once one of them. Hmm... If I can see their innermost thoughts, perhaps I can influence them as well! Let's see,

HRRRRRRRNNNNNNNNNNNNGGGGGGGG!!!!!!!!!!!!!!

Damn, that didn't work. I suppose that-


“Oy, Likot, what's wrong with ye? One moment we're discussin' the benefits of good old iron armour an th' next yer bein' dead quite.”

“Bah, me head hurts, tell the manager I'm going on break.”

“It's that blood brew I'm tellin' ye. Don't trust anything you get from a vampire!”

Well, I seem to have had some sort of effect on him. I wonder if.. no it's too idiotic to work, but....

“You there, worthless hauler, remove that coffin in the mass grave, you know the one I mean, and the bones in there are off limits!”


“Yessir Mr. Voice-in-my-head sir!”

Wait, that actually worked? That was unexpected. I suppose there is something to be said for the direct method. Well this certainly opens up a whole new world of possibility, and I'm glad my corpse is no longer staring at the inside of a poorly made syenite coffin.




I can see the entire expanse of the fort, and a good deal beyond it now, and I must say that it is not a very pleasant sight. The fort itself is a jumbled labyrinth full of oddly placed stockpiles and seemingly useless rooms. It is a wonder that the dwarves here can find their way around at all. Perhaps I have underestimated them, for all their other mental deficiencies they seem to have an excellent spatial memory. Only a select few elite seem to have bedrooms, and by 'select elite' I mean whoever showed up first and isn't engaged in active military duty. Even Person, seemingly the former overseer, has a bedroom despite having a perfectly good bed in his study/dining room and three apparently unused rooms to boot. The four free beds allocated to the homeless are simply abhorrent, being situated next to the farming area just below a layer of swamp peat. I will tell the miners to dig out new bedrooms for the homeless but there is a far more severe problem to deal with. Situated just outside our entrance is a combined force werewolves and horrible beasts I have learned are called 'Greater Devourers'. I have no illusions as to our untrained and poorly equipped militia's chances against such beasts, but I fear what will happen if this siege persists. The vampire merchants trapped within our trade Depot will likely go blood-mad if their hunger is allowed to build. I can only hope that their better disciplined guards will side with us in such an event. There is also the worry of migrants, I can scarcely imagine the carnage if a migrant wave chose to arrive now.

As it stands, the only way I can see of dealing with these monstrosities is to create a long, trap filled corridor leading into the fortress that will hopefully kill or at least weaken them. The previous overseer must have though so as well, because he has left orders for battle axes to be made for just such a trap


==================================================================================================================

Sorry for the lack of updates, I am very busy right now, and it's been hard to figure this fort out. Hopefully I can get down to really playing it soon.
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katana

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #37 on: July 18, 2011, 12:54:29 am »

Woo slimelands.
This won't end well.
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Jake

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #38 on: July 18, 2011, 01:07:02 am »

Can't join in right now, but is there any chance of dorfing me as resident gunsmith and powder-maker? Assuming my mod actually works, of course...
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

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Ieb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #39 on: July 18, 2011, 01:19:13 am »

Well I'm at very least able to say that through a week of error-fixing there are no issues with any file anymore.
So in theory your mod should work. However I didn't exactly have time to TEST all of these new reactions.
That and there are more than one gun-mods.

We're about to find out sooner than later though.

Also, let's make a bazillion thunderblusses and arm everyone with them.
Mandatory military service for everyone!
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Person

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #40 on: July 18, 2011, 11:53:35 am »

Yeah sorry about the poorly made coffins, I had tons of people on mason duty to build the wall, and I er... forgot to remove them once it finished. Also, I do really recommend bolt spam at this point. I tried spamming the drawbridge but that either did nothing or very little damage. And I have no idea how I forgot how much better serrated discs are, cancel the axes, and build those instead. Unless of course you want a military too. ;p And of course, remove my claim to my old bedroom. The new one was kind of a last minute thing in winter.
« Last Edit: July 18, 2011, 11:57:49 am by Person »
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nogoodnames

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #41 on: July 19, 2011, 01:56:04 am »

I must say that it is far more cheerful here than one would expect for a besieged fortress. A few dwarves even decided to have a party, probably in celebration of the second anniversary of this madhouse's creation. If I were still alive, I would probably consider surviving two years here to be a celebration worthy accomplishment as well.

I have given up on the trapped hallway plan, it is too risky and would take too long to execute. My new plan is to construct a small tower above our entrance, arm every out of work dwarf with a crossbow and have them rain down a hail of bolts on the invading monsters. There is little risk involved in this plan as the beasts lack even basic ranged weaponry to strike back at us. Of course we only have one dwarf with experience as an archer, but surely even inexperienced dwarves can do some damage if there is a lot of them. Besides, it will give them valuable experience for any future sieges.

In preparation for our new archer squad I have ordered the forges to shift from making blue phazon axes to making gryl crossbows and ammunition. I bought out the vampire caravan's disturbingly extensive supply of leather for a few unused garments of clothing in order to make quivers. The tower will hopefully be completed quickly enough. It will have an ammo stockpile at its base so the marksdwarves can quickly run back down to safety to rearm themselves.

An ekans has been randomly biting dwarves in the meeting hall, even going so far as to knock out a suturer with a bite to the head. I think it is agitated from the crowds. I could solve the problem by having the stray animals penned up in one of the empty rooms on the upper levels, but I think it would be easier to just butcher the offending animal.

The vampire merchants have expressed their desire to leave soon. Hopefully we can clear the way for them soon enough.

I've noticed one of the engineers thinking over an idea for a mechanical sparring machine our soldiers could train with, but he needs some delicate mechanisms, and to make those he'll need a precision toolset. Unfortunately, no one seems to know how to make such a toolset, or which workshop it would fall under.

Confound it! The greater devourers are apparently so terrifying that the builders refuse to construct the tower! As if that wasn't enough, one idiot has gotten herself trapped on the roof!



She takes two steps toward the stairs, gets scared and runs back. I'll have to get someone to rescue her before she falls off or dies of dehydration.

In more pleasant news the weaponsmith is almost done making the crossbows, the quivers are taking longer though. I suppose I will just have the archers stand on the roof and fire since there is no need for them to have extra protection for the time being. Also, one of our brahmin had calves today. I don't even know how that would work with the two heads, it would have to- Augh! Best not to think of that.

The vampires announced that they are leaving. Unfortunately with those greater devourers and werewolves still waiting outside our gate, we can't risk letting them go anywhere. I just hope we can clear up that little problem before they go berserk.

The rockcutter worker chained at the entrance succumbed to an infection today. It was probably a mercy, the thing was permanently crippled and in constant pain. Now we need a new watchdog. I suppose we have a use for that temperamental ekans after all.





One of the woodworkers has had an odd feeling about him lately. Yes, a great artifact he must construct, a masterpiece. That's all I can find out, it's almost like he's hiding his thoughts, shielding himself from my gaze, conscious of it or not. This is very odd and disturbing. Is he aware of me? How can he close out his mind like that? I don't like it.

He promptly claimed the carpenter's workshop for his own purposes, gathered two logs and went to work.

Damned lazy haulers let a butchered pig rot. I don't even remember ordering a pig to be slaughtered so it must have been sitting there for quite some time. Now it's emitting a rather unpleasant looking purple fog that the dwarves seem to hate and everyone's too busy hauling away clothes from the depot to do anything about it.

The woodworker has completed what he was working on, it turned out to be a nice wooden statue depicting the founding of the fort. Value wise it is underwhelming, but it will look nice in the new communal dining room being set up in the new housing district.





Now that the dwarf has completed his artifact his mind is open to me once more. Very strange....


Finally everything is at an acceptable level of readiness to begin the effort to drive the besieging forces away! I have the archer squad's captain relay the order back to the nine other dwarves I have selected for the job. It is a disorganized mess as untrained dwarves fumble around trying to equip themselves. A single figure emerges onto the entrance roof with a crossbow held high and a baby strapped across her chest. It is the very same dwarf who mere days ago was too scared to come down from the roof! Whatever change has come over her, it has taken away her fear. She calmly aims her crossbow and begins firing into the ravening horde. I have gained new respect for this dwarf. But why is no one else joining her? They go up to the roof, ignore the monsters they are supposed to be shooting at and run back to the safety of the ammo depot, cowards! I see I will have to take a more active role in ordering them around if I want them to do anything! I will need to think of a suitable punishment for the captain after this utter travesty, and a suitable reward for that single brave dwarf in this fort full of cowardly morons.

It is working! The devourers are scattering, and it looks like the werewolves are retreating as well! We've won!




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Teneb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #42 on: July 21, 2011, 12:39:18 pm »

How is the fort going?

Sorry if I sound a bit impatient, but with nothing to do, I tend to get that way.
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nogoodnames

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #43 on: July 23, 2011, 11:25:43 am »

I'm sorry, but I won't be able to finish my turn. I thought I would get some time for it this weekend but I am just too busy right now. I might want another turn further down the line, but for now I'll pass it on.


A few things to note:

-It is exactly one month into the year, so you'll have to decide how long the next turn runs for.

-The invaders seem to be retreating but I can't know for sure. I suggest shifting the forges back to making phazon gear and generally getting the militia up to an acceptable level.

-The fort is a bit of a mess right now, and I didn't get to reorganizing everything to make it easier to find stuff. There aren't many workshops, and I constructed a few custom workshops just to see what they did. I would just build a more centralized production area and scrap the old shops.


Without further ado: The Save.

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Teneb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #44 on: July 23, 2011, 12:44:07 pm »

Got the save, will start right away. I'll let the others decide the length of the turn.


Edit: found a couple of small bugs. Werewolves and Ezrakim Elfs don't have a symbol, appearing instead as a black square.

Edit 2: can't seem to find the lever to the upper brige-gate. Will have to find another way to kill the invaders.
« Last Edit: July 23, 2011, 01:18:18 pm by Deathsword »
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