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Author Topic: Incestchained, a militaryless, trapless succession game (need players!)  (Read 15709 times)

Talvieno

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #30 on: November 13, 2011, 05:07:36 pm »

From the first-year post, it sounded like there was a whole ton of engineering and mechanism-producing going on - big surprise. How do you make a huge hatch-trap without mechanisms?  :P
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Loud Whispers

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #31 on: November 13, 2011, 05:10:40 pm »

From the first-year post, it sounded like there was a whole ton of engineering and mechanism-producing going on - big surprise. How do you make a huge hatch-trap without mechanisms?  :P

Dwarves, soap, magma, a lot of blood and a pickaxe.

FearfulJesuit

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #32 on: November 13, 2011, 10:05:21 pm »

No mechanism-producing, actually. Not yet. Just mason's workshops and elbow grease.

Oh, and Wyrm, don't forget screenies.
« Last Edit: November 14, 2011, 09:42:34 am by dhokarena56 »
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GreatWyrmGold

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #33 on: November 14, 2011, 04:24:59 pm »

From the first-year post, it sounded like there was a whole ton of engineering and mechanism-producing going on - big surprise. How do you make a huge hatch-trap without mechanisms?  :P

First thing I tried to do after looking around was try to build a pressure plate. "Needs mechanisms." Not only that, but when I double-checked the dwarf list, no mechanics.

No mechanism-producing, actually. Not yet. Just mason's workshops and elbow grease.

Oh, and Wyrm, don't forget screenies.
I won't, I just didn't think I needed to since nothing had happened yet. Screenshots will be where they are relevant.
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GreatWyrmGold

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #34 on: November 14, 2011, 06:25:58 pm »

...What is making the FPS so low? Is the embark oversized or is there a hidden water reactor or something?
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Talvieno

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #35 on: November 14, 2011, 06:35:29 pm »

That's got me worried. lol - I run DF on a laptop. This could turn out to be lots of Fun...
How slow is the framerate?
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GreatWyrmGold

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #36 on: November 14, 2011, 07:26:48 pm »

It's probably better than my DF computer--I usually use my netbook. And the FPS picked up once I had been playing for a while, but at first it was taking a while just for one frame.
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GreatWyrmGold

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #37 on: November 14, 2011, 10:41:50 pm »

[Continued from the last entry]
Okay, no manager, no carpenter, no mechanic, no woodcutter, more masons than we really need...tons of crap strewn about the surface, even the wood from he wagon...literally no defenses...
Let's get started.

I assign the first dwarf I see with carpentry experience to the carpenter's position, someone who doesn't look like he gets a lot of work to mechanics, and some fisher guy and a gem cutter to cut wood. Wood is more important than fish or gems by my reckoning. Cog Paddledlove, the expedition leader and a humanophile
Spoiler (click to show/hide)
but still the best man for the job, is now the manager and bookkeeper. Also, as an appraiser, a merely-competant mason was made the broker for when we trade. Mostly because of the appraisal skill, but also partly because with a name like “Dagger,” he should be an intimidating figure. After setting up orders for a bit of encircling wall, I call it a day.

Granite 2, 127
A cow, a donkey, and a goat were saved from starvation by being hauled to a pasture. At least, I hope that'll happen. I wonder why the previous leader left them in their cages?

I order a large amount of furniture made.


I also looked at the now-communal bedroom. Its engravings are of battles, monsters, and clouds. What was this guy thinking? I even see stylized dwarves that symbolize our civilization and learn that clouds are this settlement's symbol. Probably everyone here has their heads in 'em.
I have a large room expanded, to form a future dining room...

...and choose a spot to build some neat, little rooms.

These will be bedrooms (102 of them) and meeting areas (25 of them, including the central one by the staircase).

Work is beginning on the dining area.

Granite 3, 127
I order all three of the cats we have to be put into the food storage area. I also set some kitchen orders. Oh, and the mechanic's workshop was built.

Granite 4, 127
My next bit of progress on the Deathway is being started.
Native copper was struck in the northeastern walls of our future dining hall. We've got galena galore, native aluminum, and a wide variety of other minerals at our disposal, so I won't be mining the copper. Aside from the little bit in the corner. Continuing the mineral report, there is microcline in the southeastern part of the room. Also, there is still pyrite, tetrahedrite, and some native aluminum in the room, lke there was before, with the main minerals being alunite and obsidian.

Granite 5, 127
Muthkat Letterflags, the engraver, is starting to smooth the dining room. The miners are almost done with their mining bit there, too, but they've still got about a tenth of the room to d-
That was fast. Muthkat just started his second section of wall when the miners went to start the sleeping area. When they say “Legendary,” they mean it...Anyways, work is beginning on the meeting/sleeping areas.

Granite 6, 127
I choose a spot for the bureaucrat's office near his once and future bedroom. It's much bigger than said bedroom, but it'll also be his personal dining room and we struck amethyst in the walls. To compensate, we're putting a nest box in there.

Granite 7, 127
A llama grew up.

Granite 8, 127
The nest box was set up, and a guineahen screeched, sensing a chance to unload its load of eggs. Omlettes, anyone?

Granite 9, 127
A llama grew up.
Also, the guineahen, after traversing the staircase, claimed the nestbox in what would surely be one of the great tales of travel and triumph if it wasn't so stupid.
Cobalite and milk quartz were struck in one of the meeting areas.
Since the first part of the wall was completed, I have another, larger section started.

Granite 10, 127
Microcline was struck in the future meeting/sleep areas.

Granite 11, 127
The office is dug out now.
A dog gave birth.

Granite 13, 127
Finally, a bedroom was started to be dug out. Now a bed can be placed!
Mechanisms are being built. The pressure plate to trigger the hatches and such is being built. Yippee. According to the mechanic, the triggering when people step on it is inevitable, so a hole in the wall is bring left for now, people are being restricted from stepping on the plate, and the ehtire pathway has been designated as low-traffic.
Cinnabar has been struck in a meeting area.

Granite 15, 127
The bed has been installed. Another bedroom is being dug. Soon the beurocrat will have his own bedroom.
Stibnite has been struck in the doorway of a bedroom.

Granite 16, 127
Another puppy was born.

Granite 17, 127
One bedroom was fully dug out! Too bad a bed hasn't been added yet.
I'm going to stop being so exact about how much is all dug out and stuff. I'M starting to get bored of it, I hate to think of a non-intellectual dwarf (most anyone not running stuff) reading this all at once would think.

Granite 19, 127
Our woodcutter announced himself as such-wait, he's a better carpenter than our current one! Fixing immediately!

Granite 21, 127
A dog gave birth to to more puppies! I'm building a kennel and having the puppies kept in a cage until they can be trained for war.
The last bed was used...well, designated for use.

Granite 22, 127
Two more puppies! Soon they will overrun us!
The cage was placed. The full dozen puppies we have will be placed in said cage until ready to be trained.

Granite 23, 127
My new plan for dealing with puppies is much the same as the old, but leaves us with more future breeding stock.
The cook is cooking a meal of llama and donket cheese, reindeer meat, and camel eye, having already graced us with a good number of roasts.

Granite 24, 127
It is official: We have more bedrooms than beds.

Granite 25, 127
As I believe was the original intent of the first overseer of this place, I ordered a third jewler's workshop built. Not sure why, but it was his choice. Or implication of a choice.

Granite 28, 127
The next part of the Deathwalk is well underway.
And on this note the month ends.
Here is how the living quarters are shaping up:
Spoiler (click to show/hide)
When I came here, Incestchained was just a big hole in the ground. It is starting to resemble a real fortress.
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Kogut

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #38 on: November 15, 2011, 07:38:14 am »

need players? I'd like a turn.
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FearfulJesuit

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #39 on: November 15, 2011, 09:06:49 am »

Ooh, don't kill too many of those dogs.

You can force goblins to step on a pressure plate between two chambers filled with cages, which in turn are stuffed with vicious dogs. When the pressure plate is stepped on, the dogs will all jump out and, in such little space, lash out at the goblin. Then you can use a lever to get 'em back in the cages. Might make a good defense system.

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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

kerlc

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #40 on: November 15, 2011, 11:31:39 am »

nice bedroom design. did you use architect?
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Talvieno

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #41 on: November 16, 2011, 02:15:42 pm »

Looking great so far. I'm looking forwards to more updates. =D Hopefully you'll get a siege or something this year, that would be Fun... >)
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FearfulJesuit

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #42 on: November 17, 2011, 12:36:18 pm »

How's it goin'?
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

GreatWyrmGold

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #43 on: November 17, 2011, 10:29:54 pm »

nice bedroom design. did you use architect?
Did I use what now?

How's it goin'?
Well, between FPS, RL interruptions (major issue, zero playtime today and barely more than that yesterday), a huge migrant wave, interruptions worsening my FPS, and TV Tropes (protip: NEVER visit TV Tropes when starting a succession game), I've only gotten about another half a month done. Still, here's what I've got.

-----

Slate 2, 127
I've decided to leave in a couple of weeks, when the next migrant wave comes.

Slate 6, 127
We struck gold! In a bedroom, so we'll likely get more! Yippee! Quickly followed by smokey quartz in that bedroom!

Slate 7, 127
Another puppy is born. After brief consideration of whether to put it into the “breeding stock” or “war fodder” category, I chose “breeding stock.”

Slate 9, 127
Migrants arrived: A depressed lye maker with some metalsmithing skill and expensive tastes; a gigantic yak calf; a tall beekeeper; an impulsive bone doctor; a cheerful animal caretaker and lye maker; a generally pathetic cook; a talented metalcrafter with a liking for gold and a horrible mind and a muscular pet bunny; a fat mule foal; a jack-of-all-crafts, master of none, and hunter; a tough but slow-healing bone carver; an untiring gem setter; a talented weaponsmith with a little skill in glassmaking and weaving, as well as some military preferences; a long-nosed wax worker with a gigantic, muscular pet kitten; a mead-loving long-haired muscular now-hauler; a weaver/shearer/tanner; a tall, scrawny woman with some random high-use but low-required-skill skills as well as a pet cat; a somewhat tough wound dresser; an impulsive slow-healing woodcutter; a stonecrafter/fish cleaner who likes stibnite and cave lobster; another worthless hauler; a muscular yak calf; a gem cutter/craftsdwarf of some crafts I find us unlikely to use for a while, if ever; a skinny herbalist/grower; another f&*^ing hauler, this one with a pet gosling named Vucar BURNBOULDER; a gigantic reindeer; and, finally, A HIGH MASTER MASON who a. is very useful, b. calls himself Cog GreatWyrm of the Gold Drinkpage, and c. believes in adamantine.

[I have claimed Cog, in case you can't guess.]

Slate 10, 127
Moss opal was struck in a bedroom.

Slate 12, 127
The migrants have all been processed. I've decided to leave the fort to the most useful migrant.
Incidentally, here is a list of all our citizens (including the non-dwarven ones):
Spoiler (click to show/hide)
And now I pass on the torch to my successor.

-----

From the journal of Cog GreatWyrm of the Gold Drinkpage
Slate 12, 127
I have received the torch. Let's glance at how the fort's doing.

36 dwarves, 46 animals, a couple hundred seeds, a crapton of food, an overlarge overcomplicated undercompleted deathtrap, barely any perimeter wall, and just barely any accommodations.
I lead these twentyish other dwarves here WHY again? Oh, yeah, I scored the highest on the Unvarying Rational Intellect Settlement-authorization Test (U.R.I.S.T.).
Well, it'll take a while, but I can make this place work.
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Talvieno

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Re: Incestchained, a militaryless, trapless succession game (need players!)
« Reply #44 on: November 18, 2011, 11:06:46 am »

If you had a nice goblin attack right now, with not even a full wall, that would make things very fun, very fast... Hope you get enough time to keep going. :)
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