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Reclaim???

OMG YES
- 9 (81.8%)
No...
- 2 (18.2%)

Total Members Voted: 9


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Author Topic: This Fortress has been abandoned... Reclaim???  (Read 50886 times)

Monkeyfacedprickleback

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #345 on: December 01, 2011, 05:26:50 am »

I suppose you can keep my seat warm for me. As long as you don't get too Attached.
(i will Shiv you with my scalpel)

>.>

<.<

>.>
 
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Hubris Incalculable

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #346 on: December 01, 2011, 09:56:58 pm »

We can haz update plox?
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Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #347 on: December 01, 2011, 10:04:22 pm »

We can haz update plox?
Halfway through rolls...
Also, grats on making some +Crumbed Fried Perch+ It is only one Unit worth but this amount will give bonuses to whom ever eats it, name is also pending... ^_^
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Hubris Incalculable

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #348 on: December 01, 2011, 10:14:06 pm »

Saweet. Finely crafted breaded perch! Yum!
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IronyOwl

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #349 on: December 01, 2011, 10:36:48 pm »

Can't wait til we get actual food to mix. :P
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Hubris Incalculable

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #350 on: December 01, 2011, 10:39:55 pm »

Yeah, working on it. with the farms, you know.
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Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #351 on: December 01, 2011, 11:41:48 pm »

\\::The Forth Week:://
With the first Month of Spring coming to a close, life has been settling with the Dwarves, a few sprouts have begun to rise from the Ropereed Plot and it won't be long until the plant is harvestable, another month or so in fact. But right now the Dwarves are eyeing the Booze that their brewer had made during the month, it hadn't been distributed to any of them so it remains untouched as they share out the Rum Rations. Moral is ebbing slowly, good moments are here and there but of late a few bad events and poor substance has been taking its toll. Though some friendships have been formed by those working with the picks, there compatible personalities have given them the boost they need, helping one another as they mine. A few Grudges but nothing that would effect their works, but continued conflicts on who uses what would cause problems...

- Consumed 1 Weeks of Food and Booze at Half Rate. 4 Units of Hard Tack, 4 units of Rum
- Gained 8 Empty Mountain Home Barrels (Low Quality)
- Low Moral +1DR to all Tasks.
- Friendship Level increase Rasul, Athor and Kagrenac. Piggybacking Skill boost. Stacks.
Lower Level Skills are boosted by one Stage while working with another Friend.

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

Spoiler: Kagrenac Stungnthumz (click to show/hide)

The task of Sharpening the Picks was continued by Rasul after she discovered that she only needed a few hours to sharpen her own, handing it over to Kagrenac earlier in the morning allowed him to get a full day's job in before the first night feel. It didn't take him long to carve a good amount of stone from the walls of the cliff, diggin deeper into the rock...

Spoiler: Litast Cerol (click to show/hide)

Taking upon himself to do the work he alone thought he could do, he set about carving a Log into a Training Dummy of sorts that he could use a Wrestling Practice item, but within the first day he had carved too much out of the base causing it to become useless. Un-deterred he collected another log the next day and began to take his time over rushing it, but by the end of the week, he had nothing to show for his time...

Spoiler: Ashtot Watermurdered (click to show/hide)
The fish were biting this week, haling in five units of Perch to the banks over just three day, enough to fill 2 and a half barrels with the fish alone, with a happy though he began to clean, gut and prepare the filets of fish before returning them to the barrels. After washing his hands in the river water he pulled a good lump of stone from the new Entrance way and built a Stonecrafter's workshop, using another stone to make a few Stone Hooks, their weight alone would allow for deeper river and lake fishing, more resistant then the simple bone hooks that were part of the original tool kit.

Spoiler: Nikuz Nanothnunok (click to show/hide)

The Farms were coming along nicely, Fisherberries and Ratweeds were planted while the Ropereed were starting to sprout, wouldn't take long before the Fiber Plant had grown for their first Harvest, about four weeks away if anything. He guessed that the Ropereeds had a growing time of SEVEN WEEKS considering the rate of growth it had shown so far...
Finally for the last couple of day he set about boiling up the oil they had brought within the group basics and started cooking some hardtack and perch. He crumbed the Hardtack, which itself was not an easy task, and used it to coat the perch before dipping it into the oil and cooking it, the smell attracted a few dwarves to the Kitchen to see what he was doing, no doubt this meal could give a good boost of strength to a few dwarves...

Spoiler: Athor Nauzir (click to show/hide)
With Rasul handing him the second Pick she had sharpened in the first day, he along with Kagrenac were able to start earlier then first though. Yet dispite a small setback as his pick got caught in a large boulder, he nearly dug as deep as Kagrenac...

Spoiler: Hintz Okthun (click to show/hide)

Setting out southwards he began to look for some game to bring back to the group. With Crossbow in one hand and a few bolts in the other due to the lack of a quiver, he moved as quiet as he could through the trees and undergrowth. Early on he discovered the trail of a small creature and began to follow it due to it being the very first sign of an animal for the whole month they had been at the site for. After a few days of tracking it, he came across his prey, it was a Rabbit, not that great of a first kill but still it was meat and the only trail that ever presented itself. Slowly moving forward he lifted his bow level with the animal, but he must have taken a step too many and the loud snap of the twig beneath his foot alerted the creature into a startled sprint from the area. He made chase only to lose the creature in the undergrowth. The next day though he had picked up some thicker tracks but those ran dry before the weeks end...

Spoiler: Rasul Cavernropes (click to show/hide)
It didn't take her long to discover how easily she could sharpen the Picks, she didn't even use up all the Whetstone in the act, leaving enough to sharpen one more tool at least. On the second day she joined the others in the carved out entrance, and began to mine along side them, getting pointers when she did something wrong. Then disaster struck her twice, though pulled back by the other two, all her work was lost and even then a bit of the work done by the others had caved in as well...

Spoiler: Sandow Lombukog (click to show/hide)
With great plans there is a requirement of having plenty of resources, and soon Sandow realized that he hadn't been keeping count with the amount there actually was left to use. After completing the first door and approaching the wood pile, he found that Litast had grabbed the last log, muttering something about getting the right frame for his task. With a heavy sigh he grabbed an axe and began his work to cut down a few trees, only stopping to finish his planned jobs before returning to the woods for more logs as he needed them...

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

By the end of the month the Dwarves had set up some Farms, a few workshops around their wagon and had begun to dig into the cliff face after finally bridging it in the second week. They had finally started their new home. Each night was quiet and dark as no one had remained up as watch and to the sleeping dwarves the Shadows from the first week remained unseen as they moved around their camp...

It was the morning of the First Week of the Second Month that something was sighted coming out of the woods, a small group of dwarves had arrived to join them, trekking across the world by foot they had finally arrived...

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

End of Month Map.
So I don't have to draw each Workshop as they are in game (which is difficult due to Ascii Draw lacking many tiles that DF uses) I have decided to make them all the same 3x3 blocks with a letter or two of the Workshops name, K is kitchen, C is carpenters, S is Still, SC is stone crafters, and so on. The Bridge spans the river is 4 wide, this can be changed if its wrong, and same with the dug out area and the predesigned area. These are welcome to change...

Spoiler (click to show/hide)

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Kingfishers determination to work at jobs he has no skill in for the 4th turn in a row is starting to make little sense. SERIOUSLY MATE, you do realize that your dabbling in nearly everything you have asked to do, so that means HIGHER Chance of Fumbling and getting a setback or something worse, and a very low chance of hitting the number of needed DR Hits to make something. You keep trying to do jobs that you don't even have a workshop set up to do so in, I give a little freeform on some things but this is just stupid, do you even read your results and see what modifiers are being placed on what your doing and for what reasons...

Adwarf. You found game, then critically failed on the next roll with a d100. It ran away. T_T

Irony. You had two MAJOR setbacks, caused an extra tile that the other two had just carved out to cave in. Not lifethreatening due the fact the other two were there. Perhaps I should look into more bonuses from working with skilled dwarves. Basicly your Rolling only 1 die so the there is 1/6th of a chance of critically failing where with more dice it gets harder to fail when only Half of them need to show 1s.

Hastur. Someone hasn't been keeping their own count on Logs. Defaulting you to woodcutting duties as you get the required amount of logs to do a job, yoyoing between log getting and log using... :P

Migrants :: I will be now recollecting your profiles, after that I will be giving each of you a random number out of the total, then rolling a die equal to that number, the result is the amount of you that have arrived, it could be 1 or it could be all. After knowing that, I will random out which profiles have been picked, and will PM you if you still with to participate. If you were not successful, don't fret because I am getting better with the rolls and setting up that it shouldn't take too long for us to roll through another month. While it may take me a couple of hours to write up the turn, making sure that I have everything right is up to the players... Good luck...
« Last Edit: December 04, 2011, 10:34:40 pm by Neyvn »
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #352 on: December 01, 2011, 11:51:58 pm »

Heh...
ALL FOUR OF YOU ARE COMING!!!

That's if I didn't miss any Migrant Profiles out there...
If you are reading this please PM me, if not I will PM you...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Hubris Incalculable

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #353 on: December 01, 2011, 11:57:02 pm »

Oh- I need to hand out booze? Okay.

Day 1: Cook with hardtack and fisherberries. Yum, cranachan.
Day 2: Brew stuff. Make sure people know about it.
Day 3: Hunt down a beehive. Hopefully I can get down to making my favorite drink - MEAD! (Yes, this means walk around all day looking for bees)
Day 4: Cook, with fish and ratweed. should be interesting.
Day 5-7: Brew nice things for these grumblers, and add it all to the mystery booze pile.


"Oi, Minery types. D'ye think ye could open oop some room fer dedicated food an' drink production? an' mak sure there's room fer growin Plump Helmets!"
« Last Edit: December 02, 2011, 01:19:38 am by hubris_incalculable »
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Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #354 on: December 02, 2011, 12:00:28 am »

Oh- I need to hand out booze? Okay.
Just quickly, you don't need to hand out the booze, just knowing who wants to drink what helps, same with food. Mixing them in doesn't help me or you keep track of stuff. Also, don't forget you make Beehives in Workshops remember...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Hubris Incalculable

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #355 on: December 02, 2011, 12:01:46 am »

Re: bees: I know. I just want to find out where their hives are, for future reference.
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Monkeyfacedprickleback

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #356 on: December 02, 2011, 01:10:52 am »

So I can make my move now?

Day 1: Set up tent next to that tree off to the left. Admire tree for it's branches and say a prayer to my god of trees and mercy.
Day 2-5: Volunteer to Practice wrestling with Litast Cerol.
Day 6: Inspect groups health.
Day 7: Look For sand. To see if we can use the glass industry.

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Ahra

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #357 on: December 02, 2011, 01:34:06 am »

1-4 mine
5-7 choppinī trees
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Kestrel_6

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #358 on: December 02, 2011, 01:57:39 am »

Day1-6 MINE!!!
Day7 I cannot stress how important patrols are. Part of the Aussies' Success in Vietnam against the Viet Minh was that they RULED THEIR AREA! So Patrol!
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Kestrel, ITS A TRAP! It's luring you into false security! DON'T FALL FOR IT!!
Tomb of Horrors can pretty much be summarized by "ackbar.jpg"

kingfisher1112

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #359 on: December 02, 2011, 02:54:25 am »

Sorry.
I just want to be useful.
1: Health check on everyone.
2-5: Wrestle!
6-7: Health check on everyone!
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Quote
I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13
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