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This thread is about the shared fortress of the bravest, the most handsome, the most intelligent and most creative people of Teamliquid.net. If you don't know Dwarf Fortress, check out this thread. No, really. Do it. It's worth it. And since some of the links in that thread are kinda outdated, don't miss the Wiki ("lifesaving!" - Fealthas), the official DF forum, the Lazy Noob Pack for a cheap ass start (hahaha. There is no access to Dwarf Fortress except for the painful, lifecomsuming, egodestroying one) and a list for mods, programs and tutorials.
Players, Disqualified Players, Current Ruler, (Report):
- Obsidian
- Ulfsark
- r.Evo
- KharadBanar
- Blazinghand
- ]343[
- Kurumi
- Shi
- ShloobeR
- Hoosegow
- Alak
- Flameberger
- vaderseven
- iGrok
- Shackes
- Dfgj
The Starting Seven The first 7 overseers will get to personalize their starting dwarf!
- Obsidian - Stonecrafter/Mason, no non-stone hauling
- Ulfsark - Mechanic, miner
- r.Evo - engraver/social
- KharadBanar - Furnace Operator, Weaponsmith, Armorsmith
- Blazinghand - anything useful (farmer/brewer, non-wood/food hauls disabled)
- ]343[ - "Backho[WHITE]", Skilled Miner, Adequate engraver
- Kurumi - Suicidal Speardwarf
The Rules: + Show Spoiler + 1. Wellbeing and FUN 1.0 You will not intentionally harm dwarfs or damage the dwarf fortress without good reason 1.1 If by your inexperience or actions you inflict extreme damage to the fort, consider if it is still playable. Reload if it's not. 1.2 Leaving the fort in a worse state then you received it is FUN. 1.3 Take as good care of player dwarfs as you take care of your own named dwarf.
2. War and Rights 2.0 Constructing weapons of mass destruction is prohibited by the dwarfen granite convention. These include. 2.0.1 Use of magma as a external military weapon. 2.0.2 Use of water as a externalmilitary weapon. 2.0.3 Use of bridges as a military weapon like bridge-a-pults or bridge-hammers. 2.1 a dwarfen player enjoys the right of a tomb. It is the players responsibility to create one in his rule. if it could not be completed or he was unable to construct such a thing, it's up to the next ruler's kindness to finish the project or not. 2.2 The use of Vampiric power to run machinery is prohibited 2.3 Violence against peaceful traders is frowned upon, but only prohibited against dwarven traders. 2.4 The use of dangerrooms is prohibited. 2.5 The mayor must be elected by the dwarfs and can never be assigned by the ruler. 2.5.1 The current ruler may not reduce the number of possible candidates to one dwarf by sending the other candidates into letal accidents and other cases of cartain death. 2.6 Regarding justice, the ruler may not question the words of his dwarfs. Dwarfs are always telling the truth, as unlikely as their accusions may look. 2.7 You may enable as many professions as you please but must not disable any dwarf's most developed profession. 2.8 The starting 7's professions cannot be changed at all.
3. Mega projects 3.0 mega project are protected under dwarfen law. The players are forbidden to destroy or alter the project without consent. 3.1 Exception to this rule is only when the fortress is in danger as a result of a mega project.
How To Play Your Turn: + Show Spoiler +1. Check the thread for updates from the former leader. As soon as his turn finished, ask for his savegame. If the former leader already finished his turn and/or passed his savegame, you have 24 hours to download the game, thank the former leader and confirm that you recieved the savegame by posting it in the thread. If you do not respond in time, you are disqualified from the game, the savegame is passed to the next person on the list and you may apply for the next team fortress. 2. Start your game. You have 72 hours (aka 3 days) to play one ingame year from spring to spring. Follow the rules that are listed above. Make notes and screenshots of the fort and wrap everything into a nice little story so you can once tell this story to your grandchildren. 3. As soon as you read the announcement "Spring has arrived!", save the game, make your final thoughts and updates and pass the savegame to the next person on the list. To do so, you have to zip the files upload it to http://www.speedyshare.com and post the link to the zip-file in the forum or pass it via PM to the next person on the list (as written in this post). If you pass the savegame via PM, confirm that you sent the message and when you sent it. 4. If a ruler can't manage to play one ingame-year within the given time, he has to save the game, and pass it to the next person just like he would do when he would have finished his year. The next player can finish the year and play his own year. This does not include an increase of playtime. 5. If the next ruler on the list does not respond within 24 hours, confirm it in this thread and send the savegame to the next person on the list. 6. Feel free to comment or criticize the leadership of everyone and complain about how everything keeps getting worse and that the golden ages have gone after the year under you as the ruler of the fort.
The goal A Fortress that is built by tl members. Everyone plays one ingame year untill he must save the game and pass it to the next person on the list. You have two (real life) days to play the (ingame) year. The more people participate in this project, the more FUN it will become.
This embark will be on a Sinister (Benign Evil) biome. Evil regions are much more dangerous than their Neutral and Good counterparts across the board. At their root, Evil regions are modified Neutral regions. In addition to a pack of other creatures that are nasty, dangerous, and spiteful such as beak dogs, harpies, and ogres, Evil regions may modify their Neutral base by infecting many (but not all) of the indigenous creatures with various forms of undeath. Undead cannot be killed through conventional means (dismemberment reanimates the individual body parts, creating even more enemies than before) and must be either butchered and tanned or exposed to magma in order to kill them permanently in certain (always evil) reanimating biomes. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy. Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal. Undead shrubs are useless for gathering, too. Even the weather is dangerous, as the toxic rains and dangerous clouds of creeping murk inflict various syndromes on par with those of forgotten beasts, then immediately reanimate their corpses into nearly-indestructible thralls. Sometimes the rain is just "acrid" and will inflict nausea, a bad thought and a desire to wash. The most noticeable effect of this kind of rain is that murky pools will never refill. Even Benign Evil is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only.
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If you are one of the starting seven, please post your starting dwarf!
Rules have been updated.
If someone could link me the original community fortress, that would be appreciated.
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Someone needs to die first, so make me a Speardwarf. Allocate skills like you want, just make me a fearless Speardwarf.
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Keep it up, guys. These are quickly becoming my favorite threads on TL.
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How did we get to (4) whats going on.
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On July 17 2012 08:08 Dfgj wrote: How did we get to (4) whats going on. Apparently (2) was really (3), so i just bumped us to (4)
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Add me to the bottom of the list.
And I'll be one of the first immigrants again, preferably a useful profession
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I'm getting back on that list too!
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I'd be happy to be the surgeon when we get one. Would love to play but I work a bit too much right now
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United States10328 Posts
I want my dwarf to be named "Backho[WHITE]", skilled miner, adequate engraver.
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If I could have a fearless (read: mindless) soldier named after me I would appreciate it
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Blazinghand
United States25551 Posts
This is gonna be so awesome <3 I hope we get to my turn.
BTW I don't mind whatever you want to make my dwarf into, as long as it's useful.
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I will be a Stone Crafter/Mason. Obsidian McStoneskull finds solace in stone, and cares for nothing else. Talking to it, petting it, even going so far as to sleep with it. He shall also carry naught but stone.
On a more serious note, since I'm taking Year 1. Are we maintaing the proud tradition of Skydwarves? All sleeping quarters must be above ground?
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On July 17 2012 11:45 Obsidian wrote: I will be a Stone Crafter/Mason. Obsidian McStoneskull finds solace in stone, and cares for nothing else. Talking to it, petting it, even going so far as to sleep with it. He shall also carry naught but stone.
On a more serious note, since I'm taking Year 1. Are we maintaing the proud tradition of Skydwarves? All sleeping quarters must be above ground? Hell no, not in an evil biome lol
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Blazinghand
United States25551 Posts
On July 17 2012 12:02 iGrok wrote:Show nested quote +On July 17 2012 11:45 Obsidian wrote: I will be a Stone Crafter/Mason. Obsidian McStoneskull finds solace in stone, and cares for nothing else. Talking to it, petting it, even going so far as to sleep with it. He shall also carry naught but stone.
On a more serious note, since I'm taking Year 1. Are we maintaing the proud tradition of Skydwarves? All sleeping quarters must be above ground? Hell no, not in an evil biome lol We're maintaining the proud tradition of "trying the hell to stay alive" instead :D
I think our biome will provide plenty of fun in lieu of extra restrictions
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one day, we'll do a skyhall again.
One day when I'm one of the starting 7.
There shall be no stills.
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So long as you do it in a warm environ with a brook/river of some sort. No point having them all drop dead so quickly.
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Here is the original Fortress
http://www.teamliquid.net/forum/viewmessage.php?topic_id=226191
For my Dwarf
As for my dwarf, Just have him be a miner so he will stay nice and safe and just name him Ulfsark. I will probably have him join the militia when it is my turn as he needs to earn his place in dwarven Valhalla.
Make him a mechanic! I think traps will be helpful in an evil place. Though give him some mining or something so he is useful early on as well, I don't want to ruin the game.
Also a fun(real world fun) semi mega project I have been experimenting with in my own games is to make a museum.
In my museum I have statues that tell of my fortress's founding and fortress events as well as the corpse of our murderous mayor as well as the furniture from the bedroom I locked him in once he was convicted.
Also, post links to all the other fortresses
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I'll stick to my good old engraver/social dude.
This time I might actually hit my turn, huehue. Pure evil or a mixed biome? =S
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Ruleset in OP still has keep-all-skills-enabled.
Didn't you guys get rid of that since everyone's going to be too busy melting in acid rain and running from severed, reanimated hands to waste time with idle tasks?
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My dwarf shall be KharadBanar, The Smith. He somehow managed to escape the goblin rampage at Martyrtomb and longs to find a home where he can stay. (I doubt this will survive for long either... )
Skill set: Furnace Operator, Weaponsmith, Armorsmith
Thanks to amatoer and iGrok for finding the time to host these games, and also thanks to everyone who read my fun update in Martyrtomb and didn't rage at me for losing the game :D
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Ok, starting 7 are set. I think I'll gen a new world. Maintaining a constant liquid world is nice, but our current one is really kind of bland.
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Are you going to set up the starting 7 and first loadout too? Just drop me the save file after embarkation?
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On July 18 2012 01:19 Obsidian wrote: Are you going to set up the starting 7 and first loadout too? Just drop me the save file after embarkation? Yeah probably. Its just easier that way. I've got a saved profile with all the starting items and such
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Blazinghand
United States25551 Posts
On July 18 2012 00:15 iGrok wrote: Ok, starting 7 are set. I think I'll gen a new world. Maintaining a constant liquid world is nice, but our current one is really kind of bland.
Maybe one of us with a faster computer can generate a large-sized world with lots of places to embark and civilizations, and we could use that as the liquid world from now on?
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On July 18 2012 01:20 Blazinghand wrote:Show nested quote +On July 18 2012 00:15 iGrok wrote: Ok, starting 7 are set. I think I'll gen a new world. Maintaining a constant liquid world is nice, but our current one is really kind of bland. Maybe one of us with a faster computer can generate a large-sized world with lots of places to embark and civilizations, and we could use that as the liquid world from now on? Yeah, that was my plan.
I'm going to put us at around year 700 as well
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Blazinghand
United States25551 Posts
On July 18 2012 01:29 iGrok wrote:Show nested quote +On July 18 2012 01:20 Blazinghand wrote:On July 18 2012 00:15 iGrok wrote: Ok, starting 7 are set. I think I'll gen a new world. Maintaining a constant liquid world is nice, but our current one is really kind of bland. Maybe one of us with a faster computer can generate a large-sized world with lots of places to embark and civilizations, and we could use that as the liquid world from now on? Yeah, that was my plan. I'm going to put us at around year 700 as well
A large old world sounds good. Typically making a world that old depletes all the megabeasts and stuff, but in a large world there will probably still be plenty wandering around. I don't think my computer would be able to handle that, though. Typically my worlds are either 250 years old OR very small-- could someone else generate it?
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On July 18 2012 01:34 Blazinghand wrote:Show nested quote +On July 18 2012 01:29 iGrok wrote:On July 18 2012 01:20 Blazinghand wrote:On July 18 2012 00:15 iGrok wrote: Ok, starting 7 are set. I think I'll gen a new world. Maintaining a constant liquid world is nice, but our current one is really kind of bland. Maybe one of us with a faster computer can generate a large-sized world with lots of places to embark and civilizations, and we could use that as the liquid world from now on? Yeah, that was my plan. I'm going to put us at around year 700 as well A large old world sounds good. Typically making a world that old depletes all the megabeasts and stuff, but in a large world there will probably still be plenty wandering around. I don't think my computer would be able to handle that, though. Typically my worlds are either 250 years old OR very small-- could someone else generate it? Yeah, I can gen it.
I'm thinking 65x65?
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Blazinghand
United States25551 Posts
On July 18 2012 01:36 iGrok wrote:Show nested quote +On July 18 2012 01:34 Blazinghand wrote:On July 18 2012 01:29 iGrok wrote:On July 18 2012 01:20 Blazinghand wrote:On July 18 2012 00:15 iGrok wrote: Ok, starting 7 are set. I think I'll gen a new world. Maintaining a constant liquid world is nice, but our current one is really kind of bland. Maybe one of us with a faster computer can generate a large-sized world with lots of places to embark and civilizations, and we could use that as the liquid world from now on? Yeah, that was my plan. I'm going to put us at around year 700 as well A large old world sounds good. Typically making a world that old depletes all the megabeasts and stuff, but in a large world there will probably still be plenty wandering around. I don't think my computer would be able to handle that, though. Typically my worlds are either 250 years old OR very small-- could someone else generate it? Yeah, I can gen it. I'm thinking 65x65?
Yeah that should give us several continents without having to go up to 129x129
EDIT: increasing the number of beasts to "High" is probably a good idea if you're adding more history, just so we don't run out of them.
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Oh man, you guys are going to LOVE this world when its done
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![[image loading]](http://i.imgur.com/RxA0Y.png)
What do you think? Should I keep it?
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That sir, is fucking badass... My girlfriend is impressed as well.
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Did I mention theres a location named "The Hill of Dragons"?
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Blazinghand
United States25551 Posts
That's so awesome. That needs to be in the Op
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Oh wow it took me staring at it (I was looking at the little details) for a minute before my brain tapped my eyeballs on the shoulder and said "Horsehead:" =D
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So, good news and bad news.
We won't be embarking to "The Hill of Dragons". It's Calm. But, I did some history digging on it for you guys anyways
Apap Tamun, "The Hill of Dragons "
In the early summer of 25, The Bent Kingdoms attacked The Heavy Dungeons in The Hill of Dragons. The human Obin Beltbastion led the attack, and the defenders were led by the freak bride of the night Sive Tonedworker the Sable Bone.
In 161 the midnight ogress Ome Skullscaverns the Murk of Burying was struck down by the human Ilre Beachedtax.
In 248 the cyclops N*** Wildflicker the Red Top of Zephyrs was struck down bythe human Mel Trammelcastles.
Between 1 and 656, roughly 30 historic figures were killed.
List of notable non-human/elf/dorf Creatures: The goblin Ber Sinpaints The giantess Th'b Bravegleamed The minotaur Utux Flyeel the Golden Strike The cyclcops N*** Wildflicker the Red Top of Zephys The ettin Zebna Glimmersparkle the Prim Indignation The cougar Lin Fistserpent The midnight ogress Ome Skullscaverns the Murk of Burying The freak bride of the night Sive Tonedworker the Sable Bone The woman consort of evil Dang Nightmareglow The crooked troll consort Zilar Assaultangels the Fated Night The cyclops Nikot Brightstance the Sky of Meteors The woman of evil Vucar Diedtunnels the Caernous Crypt of Ghosts The woman of evil Iquila Cavernshadow the Twilight of Funerals The giant Udib Questedbreaches
[EDIT] Found our Embark: ![[image loading]](http://i.imgur.com/Qc8HQ.png)
Soooo much of this world is Terrifying...
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On July 18 2012 14:29 iGrok wrote: Apap Tamun, "The Hill of Dragons " None of the included were dragons. I feel lied to.
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Blazinghand
United States25551 Posts
On July 18 2012 14:29 iGrok wrote:So, good news and bad news. We won't be embarking to "The Hill of Dragons". It's Calm. But, I did some history digging on it for you guys anyways Show nested quote +Apap Tamun, "The Hill of Dragons "
In the early summer of 25, The Bent Kingdoms attacked The Heavy Dungeons in The Hill of Dragons. The human Obin Beltbastion led the attack, and the defenders were led by the freak bride of the night Sive Tonedworker the Sable Bone.
In 161 the midnight ogress Ome Skullscaverns the Murk of Burying was struck down by the human Ilre Beachedtax.
In 248 the cyclops N*** Wildflicker the Red Top of Zephyrs was struck down bythe human Mel Trammelcastles.
Between 1 and 656, roughly 30 historic figures were killed.
List of notable non-human/elf/dorf Creatures: The goblin Ber Sinpaints The giantess Th'b Bravegleamed The minotaur Utux Flyeel the Golden Strike The cyclcops N*** Wildflicker the Red Top of Zephys The ettin Zebna Glimmersparkle the Prim Indignation The cougar Lin Fistserpent The midnight ogress Ome Skullscaverns the Murk of Burying The freak bride of the night Sive Tonedworker the Sable Bone The woman consort of evil Dang Nightmareglow The crooked troll consort Zilar Assaultangels the Fated Night The cyclops Nikot Brightstance the Sky of Meteors The woman of evil Vucar Diedtunnels the Caernous Crypt of Ghosts The woman of evil Iquila Cavernshadow the Twilight of Funerals The giant Udib Questedbreaches
[EDIT] Found our Embark: ![[image loading]](http://i.imgur.com/Qc8HQ.png) Soooo much of this world is Terrifying...
You know, except for the Sinister part of that embark, it's basically the perfect place to get started.
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Wow, good job sir, Tl logo :O I think imma steal it for personal use if you don't mind :D
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Requesting that whatever fortress name is picked, it be suffixed 'Shedim Recus' (the Shadow of Thirst).
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On July 18 2012 15:21 Blazinghand wrote:Show nested quote +On July 18 2012 14:29 iGrok wrote:So, good news and bad news. We won't be embarking to "The Hill of Dragons". It's Calm. But, I did some history digging on it for you guys anyways Apap Tamun, "The Hill of Dragons "
In the early summer of 25, The Bent Kingdoms attacked The Heavy Dungeons in The Hill of Dragons. The human Obin Beltbastion led the attack, and the defenders were led by the freak bride of the night Sive Tonedworker the Sable Bone.
In 161 the midnight ogress Ome Skullscaverns the Murk of Burying was struck down by the human Ilre Beachedtax.
In 248 the cyclops N*** Wildflicker the Red Top of Zephyrs was struck down bythe human Mel Trammelcastles.
Between 1 and 656, roughly 30 historic figures were killed.
List of notable non-human/elf/dorf Creatures: The goblin Ber Sinpaints The giantess Th'b Bravegleamed The minotaur Utux Flyeel the Golden Strike The cyclcops N*** Wildflicker the Red Top of Zephys The ettin Zebna Glimmersparkle the Prim Indignation The cougar Lin Fistserpent The midnight ogress Ome Skullscaverns the Murk of Burying The freak bride of the night Sive Tonedworker the Sable Bone The woman consort of evil Dang Nightmareglow The crooked troll consort Zilar Assaultangels the Fated Night The cyclops Nikot Brightstance the Sky of Meteors The woman of evil Vucar Diedtunnels the Caernous Crypt of Ghosts The woman of evil Iquila Cavernshadow the Twilight of Funerals The giant Udib Questedbreaches
[EDIT] Found our Embark: ![[image loading]](http://i.imgur.com/Qc8HQ.png) Soooo much of this world is Terrifying... You know, except for the Sinister part of that embark, it's basically the perfect place to get started. Its deceptive, isn't it.
This world LOVES extremes. 90% of purple is Terrifying (Savage Evil). most of the southwest corner is Untamed Wilds (Savage Neutral), mixed with Joyous Wilds (Benign Neutral). This is going to be a great world! I've got the embark mostly set up, I think i'll write something for it first and then post it. Ulfsark, are you ready to start?
On July 18 2012 15:26 Dfgj wrote: Requesting that whatever fortress name is picked, it be suffixed 'Shedim Recus' (the Shadow of Thirst). Will do!
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Blazinghand
United States25551 Posts
You know, of course, not to bring hunters or fishterdwarves, I assume. Will we have military skilled dwarves to start? I think a miner would be a decent military dwarf, as well as a woodcutter, since they'll get big physical boosts from the jobs.
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EMBARK!
Fortress: Nazushmörul Shedim Rëcus - Bloodpages, the Shadow of Thirst Group: Durthnur Mabug - The Guard of Ale Starting Seven:- Obsidian Kolkeskal
- Ulfsark Tomusmosus, Mechanic
- r.Evo Kadoldesis, Expedition Leader
- KharadBanar Cerolmothdast, Metalsmith
- Blazinghand Olinokang, Planter
- Backho[WHITE] Ïtebselor, Miner
- Kurumi Shamebgeshud, Poleshevik
Embark Stocks: Drinks: 84 Meats: 53 Picks: 2 Axes: 1 Spears: 1 Plump Helmets: 15 Plump Helmet Spawn: 22 Assorted Seeds: 15 Assorted Pig Tail shit: 18 Bucket: 1 Anvil: 1
r.Evo was in trouble.
All dwarves love booze. Some dwarves love booze more than others. And r.Evo was one of those dwarves. In fact, she needed booze just to make it through a day's work. Her friends found this strange, as in all other respects she could handle stress, but something about work, and the rules involved, drove r.Evo to drink.
The 28th of Timber, 700, was a day much like any other. r.Evo went to work on some engravings in the noble's quarter. Today she was engraving the food storage. Why the food storage needed to be engraved didn't make a whole lot of sense to r.Evo, but then, the nobles kept mandating that every dwarf in âgothzas, "The Competitive Crystal", maintain a supply of at least 3 Pig Tail fiber ropes at all times, or rutile bucklers, or other silly mandates, so she was used to stupid orders.
At midday, she stopped to take a break for lunch, and realized, to her horror, that her flask was EMPTY.
This was not good. r.Evo could handle most things, but NOT a lack of alcohol. She started to panic, just a little bit. But her good intellect and very good intuition saved the day. She was standing in the middle of the noble's food stockpile. Surely there was booze here!
r.Evo began rummaging through the different barrels, looking for one with alcohol inside. Eventually, she found one. 632 vintage dwarven wine! What a find! She tipped the barrel back to drink from it, but nothing came out of the spout. But r.Evo could hear the sloshing of liquid... she tipped it a little farther, and a little farther, and a little farther, and...
CRASH!!! The barrel tipped completely over and r.Evo lost her grip. The barrel rolled and bounced out the door, picking up speed as it descended down the hill that the stockpile was perched on top of. r.Evo lost sight of it, but heard the KA-SPLOOSH when the barrel finally stopped against a wall. She hurried to finish her work, and then ran home, hoping to avoid getting in trouble.
Unfortunately, she was not so lucky. The Dwarven Queen's cat Mittenwhiskers had found itself caught between a barrel traveling at 40 urists per hour and a Dolomite wall. r.Evo was hauled before the queen by the Hammerer, a champion of immense strength, and was given an ultimatum. The death penalty, locked in a room with plenty of food but no booze, or assignment on an Outpost settlement.
r.Evo had heard horror stories of the booze-less dwarves of Skyhall. They had gone so mad, they built their fortress above ground like elves! So there was not really a choice.
As soon r.Evo agreed to lead a new settlement, she was marched to a pair of wagons with 20 other dwarves, none of who she had met before, and sent off into the wilderness. Months passed, and the scenery began to grow more foreboding. At night, strange shrieks could be heard, and during the day flickers of movement could be seen out of the corners of their eyes. But r.Evo chalked it up to animals being animals, and the caravan journeyed onwards.
That is, until the 28th of Obsidian, 700.
AMBUSH! Curse them!
The goblins attacked at dusk, just as the dwarves were beginning to tire. The military escort moved to engage the foes, but more waves moved in from different directions. r.Evo was at the reins, and immediately spurred their horse to has fast a pace as could be mustered. She didn't dare look back, but drove through the night, finally stopping when their horse slipped trying to cross a frozen brook. It was the 1st of Granite, and they were hopelessly lost. Their surroundings looked positively Sinister, but they could neither go farther nor turn around to face the goblins. Only six other dwarves had been on the wagon when she took off. It was now up to these starting seven to make a new home for themselves. But one thing was for sure. The Guard of Ale would never, ever go thirsty.
You have arrived. After a journey from the Mountainhomes intothe forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven is to make an outpost for the glory of all of *gothzas. There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook , provide for your dwarves. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings ere the dingoes get hungry. A new chapter of Dwarven History begins here at this place, Nazushmörul Shedim Rëcus, Bloodpages, the Shadow of Thirst. Strike the Earth!
Save File
Obsidian, you're up first! If you can't start yet, let us know and we'll bump you one slot down the list.
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Blazinghand
United States25551 Posts
Our mechanic's gonna have a lot of work ahead of him, isn't he.
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Even when I'm not playing these games are so much fun. Good luck surviving the evil biome.
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This is some absolutely amazing flavour text, iGrok. Good job.
I won't be able to play until Sunday of next week because I'll be on a vacation in Croatia, so I would appreciate to be placed a few slots further down the list please. I will have internet however, so I can check out the thread as it goes.
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I will be starting tonight. Excellent looking world.
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there will be FUN. good luck with the ravens
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omg. that world. how?
Also that text is A++ - for the sake of making it cooler to read and since I noticed I'm female, mind naming my dorf revokra or something? I hate this ID in texts because it's so hard to read. =S
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6 of our starting dorfs are female. Kharad is one lucky maledwarf
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Starting on an evil embark with 1 military dwarf, no armor, and a non-severing weapon is pretty ballsy. I like it!
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On July 18 2012 13:22 iGrok wrote:![[image loading]](http://i.imgur.com/RxA0Y.png) What do you think? Should I keep it? FUCK YA SON amazing job igrok ^_^
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btw how do you make a custom map like this. is there a utility or something?
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Yeah, its called PerfectWorld. Takes some playing with and Photoshop really helps when you want to make stylized worlds
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hmm. I don't think I can start yet. I am out of town until this Friday. However I will be completely free this weekend so I can probably do my entire play through on Saturday If that works out. I keep getting unlucky with the fortress, I hardly got to play in the 2nd fort as I had it with one dwarf then had to skip my turn because I was out of town haha. I shouldn't complain, its all my fault 
I look forward to playing
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Granite 1, 701
So, through a rousing game of Dwarves, Humans and Elves (The secret is to pick Dwarves, they always win). I was elected as leader of this 'expidition' for the first year following old dwarf expidition traditions. Damnit! They never told me why we were playing...
The goblin assault left us severely understaffed, undergeared, and lost in a creepy dead forest. I swear, that tree just turned and glared at me. I must insure that Ulfsark cuts it down at earliest possible convenience (IE. RIGHT NOW). I mean, I'd expect sentient trees from those pansy elves, but this ain't no elf forest. I noticed that right away because all the trees are dead, again... except that they seem to be moving slightly and glaring at us from time to time. What do you call that? Undead Trees? Well, they burn just as well as other wood.
On another note, the wagon we all rode away from the green skin ambush decided to break, right in the middle of a frozen brook. With spring here, this ice is going to melt quickly, which of course will doom our supplies if we don't move them quick.
Taking a quick glance at our meager supplies and fellow dwarves, I was immediately forced to task our cowardly guard 'Kurumi' to help 'Backho' start digging us a defensible position. Damn idjit slept through the whole fight.
![[image loading]](http://s19.postimage.org/irrxieovn/df1.png)
Granite 4, 701
GAH! We be cursed, straight from the start! Undead Ravens have begun to dive upon us. Our valiant guard has has re-killed them, but they continue to raise again and plague us all the more.
Granite 11, 701
Well, that was quick. Our valiant guardian has already fallen to the raven attack. Oh, now he's getting back up and coming this w.....
![[image loading]](http://s19.postimage.org/kkzfkgzg3/df2.png)
Granite 25, 701
Well... Being Dead isn't so bad. I mean, lots of stuff to eat out there in the world. Lots of it with brains. I mean, sure, being coated in blood and having bits fall off all the time is problematic, but I can deal with that.
FUN FUN! I'm going to try again
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LOL wasnt there a guy like a page ago who predicted this exact situation?
How are you supposed to deal with the significant issue of undead?
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Try #2, Survived the first wave of Undead Raven. Our mighty Spearmen killed them in short order. Then came a wave of Undead Badgers... Started loosing people instantly again.
Try #3 coming up.
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Blazinghand
United States25551 Posts
On July 19 2012 08:19 PassiveAce wrote: LOL wasnt there a guy like a page ago who predicted this exact situation?
How are you supposed to deal with the significant issue of undead?
Your only option is probably to immediately use the stone and wood you've brought with you to get up a wall. Ideally you'll get a roof overhead as well to deal with flying creatures, then you dig downwards and start excavating and playing as normal. Your dwarves that aren't constructing the enclosure will guard you. You're basically enclosing literally your wagon and a couple down stairs to start things off.
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Try #3, Lost Spearmen and 2 others due to Undead Ravens going for throats on day 4.
I'm fairly sure this isn't going to happen...
Try #4
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Wow thats really brutal o.O;
Good Luck Obsidian! ^_^
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Blazinghand
United States25551 Posts
Oh man, sounds brutal. You gotta get that wall up if you want to liiiiiive
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There is nothing to wall with. There are no stone/wood supplies in the wagon and the clay layer is at least 4Z thick. I don't even have time to dig a path down before the ravens swoop down.
Try 4 and 5 are bust. Lost people very quickly. I can't even get supplies off the wagon when ravens attack within 3 days.
At this point, I say, anyone who can make a go of it with the initial deploy, go for it. Anyone with a viable save after a year can be our first.
Shall we start a #5? Or re-start with a slightly more hospitable location? Perhaps only partially sinister? Or at least not undead? We may need a different starting loadout if were going into hostile territory from the get-go.
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On July 19 2012 08:25 Blazinghand wrote:Show nested quote +On July 19 2012 08:19 PassiveAce wrote: LOL wasnt there a guy like a page ago who predicted this exact situation?
How are you supposed to deal with the significant issue of undead? Your only option is probably to immediately use the stone and wood you've brought with you to get up a wall. Ideally you'll get a roof overhead as well to deal with flying creatures, then you dig downwards and start excavating and playing as normal. Your dwarves that aren't constructing the enclosure will guard you. You're basically enclosing literally your wagon and a couple down stairs to start things off. Easier to immediately dig down and seal off the surface.
Strike the Earth.
On July 19 2012 08:36 Obsidian wrote: There is nothing to wall with. There are no stone/wood supplies in the wagon and the clay layer is at least 4Z thick Wagon itself is worth some wood, enough to seal off a tunnel after some frenzied food-dragging belowground.
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Lol. Ill set up a new embark
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Blazinghand
United States25551 Posts
On July 19 2012 08:43 Dfgj wrote:Show nested quote +On July 19 2012 08:25 Blazinghand wrote:On July 19 2012 08:19 PassiveAce wrote: LOL wasnt there a guy like a page ago who predicted this exact situation?
How are you supposed to deal with the significant issue of undead? Your only option is probably to immediately use the stone and wood you've brought with you to get up a wall. Ideally you'll get a roof overhead as well to deal with flying creatures, then you dig downwards and start excavating and playing as normal. Your dwarves that aren't constructing the enclosure will guard you. You're basically enclosing literally your wagon and a couple down stairs to start things off. Easier to immediately dig down and seal off the surface. Strike the Earth. Show nested quote +On July 19 2012 08:36 Obsidian wrote: There is nothing to wall with. There are no stone/wood supplies in the wagon and the clay layer is at least 4Z thick Wagon itself is worth some wood, enough to seal off a tunnel after some frenzied food-dragging belowground.
Yeah that's also an option, if you're in a real rush you can descontruct the wagon, and use one of the three wood to wall yourself in lol
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Please dont tell me its over D: Can't someone get this off the ground? (or, more likely, into it.)
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Got a start with only 1 Undead Porcupine, that's taking it's sweet time getting to the wagon. We may have viable start!
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Ok, I got you started Obsidian. Currently, everyone and most of the gear is holed up underground. Saved Ulfsark too. Want the save?
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I am not cowardly! I am fearless! Rough start, did not expect that. Well, I guess 6 military dwarves + miner setups are indeed good...
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Nope, Died again. Undead starts are friggan insane. There's no way to get rid of shit.
I ended up getting a wombat that came in, and slowly died to re-animated bits of it, piece by piece.
Reanimated Horse Hair killed my Spearman... really... Note to Dev. Add 'Torches' and Funeral Pyres for quick disposal of corpse bits. Patches of 'ghostly' skin killed a few of my dwarves too.
Oh great, said patch of skin just earned itself a name... Fastamtomus
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Obsidian, do you want my start?
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omg I had no idea evil would be this insanely hard.
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Don't understand why it is not enough to just have hands and foots trying to kill you. Fingers and hair etc. is a bit too much . Would it be better with mace-/hammerdwarves?
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Yes, but alas. I honestly don't think a full evil start is the way to go. Maybe partial evil, but even that's going to hurt. Undead are just VERY VERY nasty in DF.
iGrok, you can push me back in the list if you need too. I can't get a start up with our current embark.
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This is what happens when you start with 1 mil dwarf, no armor, and a freaking SPEAR!
Next time start with a hammer, axe or sword!
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Partial Evil is just Untamed Wilds :p
Tell you what, since I've already got a functional start, I'll jsut take the first year and you take the second. Worst case scenario, everyone dies of thirst and we have to start over anyways right?!
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Lol.
Well then, good luck, status update when you can.
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GoGo Bloodpages Hwaiting!!~
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I just wanted to come in and say hi to everyone. Hi everyone! I'm just a lurker who wishes he understood how to play Dwarf Fortress so I'm living vicariously and having a lot of fun following your adventures!
Good luck with the undead!
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Found in a diary clutched by an ancient dwarf skeleton during achaelogical digging in the year 922. All the writing is written in blood, and the drawings seem to be a mixture of blood and dirt, coagulated to form an extremely crude paint.
20th of Granite, 701 We're in. I don't even know how. By stout labor alone we managed to burrow into this forsaken earth before the undead beasts overran us. We even managed to salvage most of the gear, though we were forced to seal up the entrance before we could recover the last 8 barrels of alcohol. At least it can't go bad - we'll recover it eventually... if we ever see the surface again.
When I left the Mountainhome, I never realized how awful this "volunteer" trip would be. Our miners are working hard to hollow out enough space to live in, but my concern is wood. We only have three logs left, and no way to access the surface. We'll have to turn all three into beds, but even then... this will be a very uncomfortable stay.
![[image loading]](http://i.imgur.com/O12to.png)
23rd Slate The most important thing was to get food set up immediately. We set up a waterlock to flood our fields while keeping out any potentially dangerous creatures. Without farming, we will be dead shortly, so it is imperative that we begin food production as soon as possible.
![[image loading]](http://i.imgur.com/KDJBW.png)
10th Felsite Gold! At least there is one redeeming feature of this accursed place. We're currently digging a resivoir as well. Can't be too careful when it comes to thirst... everyone remembers Thirsthall. PS - How the hell did we get stuck with two engravers and only one mason?
1st Hematite Somehow, I can sense the days drifting by. Today is the first day of summer. And somehow, we've stabilized. The farm is already producing crops, our resivoir is half done, and we're working on a top secret project to allow trading and migrants to enter. We've been forced to endure countless hardships, but there is some pride to be found in having your way with the earth by force, overcoming all resistance. Theres a swarm of undead badgers outside, but we are dwarves - our home is underground, and we need not the comfort of the world above to survive. One day, all will know the name of Bloodpages, the Shadow of Thirst, and The Guard of Ale who forged it.
![[image loading]](http://i.imgur.com/Vjuoc.png)
The signature is illegible.
It is now summer.
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Well played
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Canada8031 Posts
On July 19 2012 11:43 iGrok wrote: The signature is illegible.
![[image loading]](http://i.imgur.com/O12to.png)
I dunno man, it looks pretty legible to me.
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Shiiit. This is difficult. Died in the summer after our mule Died and reanimated.
Alright, time to roll a Wilderness embark!
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What? But you were doing so well!
Is there anything you can give your guys at the start to make an evil embark possible? Even something that would otherwise be completely broken/hax. After this brief but hilarious saga, the rest of the world just seems so dull...
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On July 19 2012 13:38 Belisarius wrote: What? But you were doing so well!
Is there anything you can give your guys at the start to make an evil embark possible? Even something that would otherwise be completely broken/hax. After this brief but hilarious saga, the rest of the world just seems so dull... Yeah, 6 military & miner works. And completely open professions
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Do that then. Please. This is far too entertaining.
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All you had to do was pen/pasture the mules outside before digging in so they'd starve away from the fort.
I took a few stabs at it and had some good/decent starts. I actually drowned more than anything because I tried to dig out a cistern through the frozen river before it thawed.
Anyways the biggest thing is you had to do was make the carpenter into an axeman so you can tag-team any undead. Ravens will wound them too much to continue (no armor and no skills on the axeman!), but you can fend off incidental undead like a porcupine while you dig in. I think if you had 2 mil dwarves, 2 axes, and 2 copper shirts you could settle in relatively easily.
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The main problem with these starts is the pervasiveness of 'undead'. Insanely stupid things like bundles of hair, come back to life in short order and are still quite lethal. If there was a way to put it down for good, that'd be preferable, but I haven't found one besides a atom-smasher. Which isn't exactly something easily managed.
Needs to be an easier method for getting rid of 'bits' like hooves, hair, skin and such.
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I thought that as long as they were kept away from the weather/necromancers' vision it was okay?
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Ok, ... Honestly, Year 1 was rather booring.
we have no metal economy yet, as there are precious few metals worth a damn. I've tasked the dwarf caravan to rectify this, but who knows when that will work.
My own little mega-project
![[image loading]](http://dl.dropbox.com/u/76026015/df3.png)
and here's the save
https://dl.dropbox.com/u/76026015/region4_Obsidian.zip
I can do a little log-book if you want, but really... this place is 'SAFE' almost no FUN worth a damn .
@Shi
The environ itself was necromantic. No Necromancers or weather involved. Stuff that died underground still came back to life, multiple times even.
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lol that sucks
Looking forward to playing this time around since things are so boring eh? :D
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If we haven't had fun by my turn, we will lol.
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We did loose a hunter, he decided to get himself choked out by a peached-faced lovebird, then they dumped his body in a swamp, vengeful birds.
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On July 19 2012 08:25 Blazinghand wrote:Show nested quote +On July 19 2012 08:19 PassiveAce wrote: LOL wasnt there a guy like a page ago who predicted this exact situation?
How are you supposed to deal with the significant issue of undead? Your only option is probably to immediately use the stone and wood you've brought with you to get up a wall. Ideally you'll get a roof overhead as well to deal with flying creatures, then you dig downwards and start excavating and playing as normal. Your dwarves that aren't constructing the enclosure will guard you. You're basically enclosing literally your wagon and a couple down stairs to start things off.
You can start digging straight down RIGHT at the start, make sure that you can't directly see into the tunnel dug away from those stairs and assign burrows so your dorfs don't run out.
If they can't see you, they leave you alone. If they aren't close you can start making a wall around your initial stairway.
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Is the next person going to pick up? Ulfsark?
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If Ulfsark hasn't posted in thread by tomorrow, r.Evo will be next
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Iron and Coal is such a crapshoot as far as getting it. Stuff is rarer than.. well adamantium actually.
If you get the right mineral layers, your normally going to have plenty, but if you don't... such worthless minerals. It's near impossible to build a good military on trade alone.
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I am here. Looks like youy guys had to fight... Tooth and Nail... to get this started :p
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Ok, so in this situation (copper, alleged flux stone), what should you order from the Dwarven liason to get as much iron (and maybe tin) as possible? Let's assume that money is no object as you can spam gold crafts at a ridiculous rate.
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Without a heavy surplus of trees, or access to coal, spamming metal crafts is impractical. There are some good gold deposits on site, so were ok on that front. Basically, you just order Iron, Steel, and the ores that make it.
@Uls, my save isn't the super-hard one, it's the second embark iGrok set up. Simply put, nobody seemed to be able to survive a year with that embark in the undead-lands.
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Expect my write up by the end of today. 
Obsidian, I made my tomb identical and across the hall from yours.
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I didn't have any time to spruce up my tomb, completely forgot.
Seriously though... how bad do you have to be to get choked out by a peach-faced lovebird?
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Are these lands still undead though? or is this just a new fortress?
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No, not undead, new embark, tame to the point of sopoforic.
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On July 22 2012 04:38 Obsidian wrote: No, not undead, new embark, tame to the point of sopoforic. It's technically and Untamed Wilds...
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Damnit... I was doing my writeup as if it were undead haha...
gotta get rid of shit like this now haha
The scouts reported zombie dwarves on the horizon... They thought they were the remains of the initial caravan coming back for vengeance for how we abandoned them. Upon hearing the scouting report fear sank into my stomach like a lead block into water.
Turns out however, They were immigrants...
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Apparently Obsidian and I... Are... In love...
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Blazinghand
United States25551 Posts
That's so beautiful.. Hopefully you'll get marries and have many children
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Journal of Ulfsark, Mechanic extraordinaire.
+ Show Spoiler +1st of Granite We have gotten the fortress up and functioning, it took a good amount of time. Though the walls keep us safe, I know that there is not a soul among us who still has their eyes held open by the hands of fear each and every night. While we have locked doors to keep out bad things, I am going to start mass producing traps in an effort to strengthen our defenses. You can never have too many traps! With our current supply of mechanisms I was able to add several simple yet effective stone fall traps to our entry way. Though I fear that the undead may make it past our first line of defenses, It would be fun to see my masterpieces in action. 12th of Granite In an attempt to defend the depths by creating a trapped tunnel leading to our stairway, The miners accidentally discovered an underground cavern. Urist knows what lies in those forgotten and forsaken depths. One of the miners broke through to the cavern and almost fell straight down 10 levels. Though we have broken into the cavern, there is no way to actually get down there as of now, We will build a wall to keep out any flying beasts that may exist in the cavern. 16th of Granite My tomb has been completed... a dieing dwarfs only wish, is to be buried in a good and dwarfy tomb. And a barrel of dwarven wine of course. The miners have been gathering tetrahedrite which can be smelted into silver which makes for wonderful warhammers. 18th of Granite The other starting dwarves are jealous of the tombs that were crafted for Obsidian and myself. The miners have begun digging several more tombs for the whiny bearded bastards. Soon we will embellish them as well. 20th of Granite I have been ordered to focus on mechanics for the time being, The administrators have realized the need for traps in this fortress of ours. Ulfsark loves traps... and traps love Ulfsark. Nothing like the sound of a good old stone fall trap being triggered and hearing the thump and splat of a goblin skull. 4th of Slate We have begun crafting some trinkets, odds and ends, that sort of thing to trade if any caravans are brave enough to make their way out here. 9th of Slate15 immigrants made their way into our humble fortress, one of them is decent with a spear, he has been drafted into our military. 12th of Slate Further investigation reveals that the cavern we discovered, has a decent amount of gold trapped within its ancient walls. 20th of Slate![[image loading]](http://i.imgur.com/PLByC.png) The first child has been birthed in this dreary place. This is good news however and has increased the morale of the party. She is a beautiful baby, I suggested the name Kezia to the parents, They accepted it. It is the child of Garbanzo (I named a dwarf after you buddy <3) and Datan. May she grow to see adulthood. 21st of Slate The dwarves have build a small defensive position that will allow us to defend from the depths a little bit more easily. The hall will be lined with traps, The tunnel has also been widened behind the doors so that we have have our military dwarves rally there. Soon a marksdwarf tunnel will be added with fortifications that allows our men to shoot into the trap lined hallway. 24th of Slate A hospital area has begun to be dug out. I have a feeling that we will need it pretty soon. 15th of Felsite A snatcher! We must not let the snatcher take Kezia! Huzzah! My expertly designed cage trap has captured the goblin right when he entered the fortress. Kezia is safe and now we have a goblin in a cage... What shall we do with said goblin... 17th of Felsite Our carpenters are creating splints and crutches for the inevitable injuries of our brave military dwarves. Crossbows are being produced as well for when we decide to increase our military. 19th of Felsite An elven caravan is spotted on the horizon! They are just as surprised to see us as we are to see them. The elves had nothing good, so we traded some simple stone crafts for some lumber. The caged giant mosquito they had made me nervous, I wanted them to get out of our fortress ASAP. 13th of Hematite As I was walking to work on one of my traps, Sibrek bumped into me in the hallway knocking me to the ground and sending my mechanisms flying through the air like a cavy pups caught on a drawbridge. He did not even apologize or acknowledge the fact and continued stomping off towards the Bowyers workshop... 18th of Hematite Turns out Sibrek was on his way to craft something. He made a Blowgun out of maple... Do any dwarves even know how to use a blowgun? How ever it is our first artifact in the fortress, and it does look very stunning. ![[image loading]](http://i.imgur.com/8ykSg.png) 22nd of Hematite The decision has been made to explore the caverns. We are taking the proper precautions however to ensure the safety of our fortress. We have begun to cut our precious gems as well. One cannot have too many shiny and nicely cut gems! 6th of Malachite We have broken into the cavern's ground level. There are not any threats as of yet. Bless the great Urist! Cave spider silk! Loads of it! ![[image loading]](http://i.imgur.com/mm2J7.png) One of the miners got a bunch of it tangled in his beard... I suspect that he had been rolling around in it in jubilation. 13th of Malachite Our military has been exploring the cavern finding a wide variety of gems as well as various rocks and minerals. Silk production has started as well. Soon we will have silk glorious glorious silk! Silk good enough to run out into a siege to loot! 10th of Galena Some immigrants have arrived! A talented gem setter and a talented gem cutter have arrived. This will prove helpful. One of them also is skilled in medicine. A bone carver is amongst them as well. 17th of Galena I knew I smelt humans... A caravan has arrived... AND AN AMBUSH! They are attacking the human caravan! We must help them... or let them die and take their things... ![[image loading]](http://i.imgur.com/NJIFj.png) ![[image loading]](http://i.imgur.com/W8hu6.png) There are even more of the mountain toothed, troll shaving, loincloth soiling fungus skinned bastards! To arms dwarves! 18th of Galena The banks of the brook are stained crimson... What would normally be mistaken for the damp morning dew, is just the remains of those who we slew. The goblins were massacred, but the Human caravan was unable to make it to our depot and the caravan took heavy losses as well. ![[image loading]](http://i.imgur.com/i90xS.png) We can only hope that we are not blamed for their losses. With the remaining humans gone, and the wretched greenies dead... Their ill gotten gains are now ours! The entire human caravan belongs to us! It will take days to store all of the loot! 1st of Limestone Nobody apparently told r.Evo That the human traders were killed, He was waiting patiently at the depot for days! 15th of Limestone To protect our valuable furry friends, as well as the livestock, We have begun construction of a walled in pasture with an entrance only reachable by underground tunnel. In the event of a siege where there are things that can break the walls, We can simply remove the slop upwards after our animals escape which will prevent enemies from coming down that way. 16th of Sandstone More immigrants have arrived, The military has drafted a few more soldiers as well. The first squad is now 10 dwarves strong. The majority of them have already developed some skill, there is only 1 completely raw recruit who will need to be trained a lot. None of the immigrants are particularly useful unfortunately. However it appears they all still have both their hands so they can haul things, which is always needed. 15th of Timber A dwarven caravan as well as our outpost liaison have arrived! As I sat wondering if they brought anything good, I see r.Evo scurry his way to the depot knocking over haulers left and right and causing quite a cacophonous commotion. Our craftsdwarfs have been hard at work churning out lots of stone amulets, jewelry, scepters etc. As if they have an internal trade clock, the fungal breathed rot colored greenies have returned! Shouts and clashes of weapons and clangs of armor sunder the ears of those near the barracks as the military adorns its gear and rallies for battle. One of the caravan guards smashes a goblin skull sending what little brains it has flying through the air, Without admiring the carnage he rushes towards the rest of the slimly bastards only to be pinned to the earth by crudely produced goblin arrows. Red eyed with rage, the military dwarves charge the goblins their warcrys echo off the moutains loud enough to wake the earth itself. ![[image loading]](http://i.imgur.com/9eN0j.png) Kurumi Leads the charge recklessly the others, trailing. The fearless leader Kurumi draws blood from a goblin bowman cutting his hands and arms. With the blunt end of the spear he smashes the goblin in the face liberating several teeth from the gummy prison. The goblin falls to the ground and is impaled by the spear wielding mad dwarf. Spitting on the corpse he moves to engange the next, his eyes crimson with rage. Asmel cries for help from on up the hill. Further investigation reveals that they are heavily wounded and their blood flows like dwarven wine from several wounds with the left leg being broken as well. Blood begins to erode the dirt from the mountain side, both dwarf and goblin blood. An axe dwarf gains the upper hand by removing one of his opponents. A severed goblin foot twitches as it is drained of blood. The last goblin's breath is released as the body relaxes sinking into the dampened earth. Tufts of grass have been torn apart by arrows and the trampling battles can cause. Though we are victorious many of our men are wounded. Surprisingly Kurumi made it out unscathed. However, his skin and hair are marred by goblin blood. Many of our warriors have broken limbs as well as cuts and bruises. A dedicated medic has been appointed. 16th of Timber We trade some crafts for some metal weapons, armor, and bars as well as several dogs that we can breed to raise war dogs! 24th of Timber Another cavern has been discovered within the depths of the earth... 8th of Moonstone The hospital was up and running just in time. All of the beds have been filled. There are farmers and 3 soldiers in the hospital beds being tended to by our medical dwarf. It would benefit from some soap however. 13th of Opal Hermod our medic stormed into the meeting hall red faced with veins popping shouting about how the water has all frozen and that he cannot clean his patients or give them water. We have some frozen water but it is behind a flood gate and we cannot access it from the surface. Construct of a well has been started that will draw water from the caverns below. 24th of Opal The well shaft has been dug, However we lack the chain and mechanism to build the actual well. Hopefully that gets taken care of soon enough. Good news though, is that we found a good amount of gold while we were digging the well. 14th of Obsidian Whilst stuffing my face with plump helmets one of the woodcutters stumbled down the stairs like a goblin with its legs cut off trying to say something... “am am a a am bush bush!” “What about plant gathering?” I inquired. He shook his head furiously. “greenies!” he shouted “bushes are green aren't they?” “Ambuuuuuuuuuush!” The alarm has been sounded, the military dwarves suit up and charge into the battle. ![[image loading]](http://i.imgur.com/zDPjw.png) Two goblin squads are spotted across the river. Several dwarves are out there including one of the longbeards! (founding fathers) by the name of Backho[White]. Backho[White] tries to outrun an arrow but it makes contact with his left leg breaking it. I watch in horror as the goblins draw closer to my longbeard brother. Unable to run Backho[White] is overwhelmed by the fell beasts. My heart sinks deeper than adamantine when I catch his gaze as he writhes in a pool of his own blood being torn limb from limb by the bastards. ![[image loading]](http://i.imgur.com/SLHtc.png) “ I will avenge you!” I shout, I quickly grab the nearest amor and weapons I can find and run into the battle myself. One of the miners is trapped on the other side of the stream unable to cross the bridge as it is guarded by goblins... He will buy us valuable time at least... Kurumi and I stand back to back fighting to avenge the fallen longbeard. There are goblins on either side of us. We both fell our goblins at the same time. We turn to see the rest have been slain in a most gruesome matter. The militia commander pants heavily as he just left his martial trance... ![[image loading]](http://i.imgur.com/Pde4T.png) Though we are victorious... It is still a sad day and the death of Backho[White] will be mourned for weeks to come. A dwarf has affectionate placed some lama wool trousers in his tomb to commemorate him. May Urist bless his soul. We will miss you Backho[White]. 15th of Obsidian. Somber. That is the only way to describe the fortress this day. It appears even the brook has kept quiet out of respect for the dead. Even the most loud and obnoxious dwarves, hold their tongues this day, if not for respect, then out of fear that somebody will rip it out. I have ordered a slab to be made, and eventually engraved, lest we forget... 16th of Obsidian One of soldiers injured in the last ambush passed away early this morning due to infection. We are producing soap, but none has been completed yet. 17th of Obsidian Due to a lack of buckets... another wounded dwarf died of thirst... More buckets are being produced... Nobody wishes to end up like Skyhall... even dwarves with the shortest of whiskers know that tale... The ambush took 3 lives in total... That is 3 too many. Good news, the chains for the well are almost complete at least.
Sorry if it is light on screenshots, or if some of them are a tad messed up. I thought the imgur hourly upload limit was 20 not 25...
Whoever is up next finish the well please.
Here is the save game (originally uploaded the wrong one, I fixed it now) http://www.speedyshare.com/wRsPf/TL-DF-Save.zip
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On July 22 2012 09:01 Blazinghand wrote: That's so beautiful.. Hopefully you'll get marries and have many children
Or one die horribly and the other one go Berserk :D
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Lol, good to see the caravan brought the iron and dogs I requested. Can never have enough war dogs. I asked them to bring some more cats too...
Sorry to hear about the chain of ambushes. I was unable to find good materials to attempt to armor our military. I realize I left our metal economy non-existent.
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It made it fun Nothing terrible happened. I did not grab cats from the caravan though they brought 1-2 I am not entirely sure what they are good for other than dealing with rodents.
I just made a metalsmith to make chains for a well. I hate not using magma to smelt, but that is just habit from my main fortress not having a ton of wood haha
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Urgh. I'd like to delay my turn until after KharadBanar if possible, don't think I got the time in next few days to do this properly. I'll PM him right away.
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I am currently on vacation in Croatia, with terrible internet and little time to play DF. I thought I had said that in this thread, but apparently not. I apologise for not saying it sooner, but I want to delay my turn as well. Sorry guys
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Blazinghand
United States25551 Posts
On July 22 2012 18:03 r.Evo wrote: Urgh. I'd like to delay my turn until after KharadBanar if possible, don't think I got the time in next few days to do this properly. I'll PM him right away. On July 24 2012 01:11 KharadBanar wrote:I am currently on vacation in Croatia, with terrible internet and little time to play DF. I thought I had said that in this thread, but apparently not. I apologise for not saying it sooner, but I want to delay my turn as well. Sorry guys 
On July 17 2012 07:58 iGrok wrote:Players- Obsidian
- Ulfsark
- r.Evo
- KharadBanar
- Blazinghand
mission accepted
erm, well, when I get home tonight that is
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United States10328 Posts
On July 24 2012 01:18 Blazinghand wrote:Show nested quote +On July 22 2012 18:03 r.Evo wrote: Urgh. I'd like to delay my turn until after KharadBanar if possible, don't think I got the time in next few days to do this properly. I'll PM him right away. Show nested quote +On July 24 2012 01:11 KharadBanar wrote:I am currently on vacation in Croatia, with terrible internet and little time to play DF. I thought I had said that in this thread, but apparently not. I apologise for not saying it sooner, but I want to delay my turn as well. Sorry guys  Show nested quote +On July 17 2012 07:58 iGrok wrote:Players- Obsidian
- Ulfsark
- r.Evo
- KharadBanar
- Blazinghand
mission acceptederm, well, when I get home tonight that is
ofuck that means i have to go next??
probably can't until the weekend >___>
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On July 24 2012 01:27 ]343[ wrote:Show nested quote +On July 24 2012 01:18 Blazinghand wrote:On July 22 2012 18:03 r.Evo wrote: Urgh. I'd like to delay my turn until after KharadBanar if possible, don't think I got the time in next few days to do this properly. I'll PM him right away. On July 24 2012 01:11 KharadBanar wrote:I am currently on vacation in Croatia, with terrible internet and little time to play DF. I thought I had said that in this thread, but apparently not. I apologise for not saying it sooner, but I want to delay my turn as well. Sorry guys  On July 17 2012 07:58 iGrok wrote:Players- Obsidian
- Ulfsark
- r.Evo
- KharadBanar
- Blazinghand
mission acceptederm, well, when I get home tonight that is ofuck that means i have to go next?? probably can't until the weekend >___> i think evo will go after blazinghand
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On July 24 2012 01:18 Blazinghand wrote:Show nested quote +On July 22 2012 18:03 r.Evo wrote: Urgh. I'd like to delay my turn until after KharadBanar if possible, don't think I got the time in next few days to do this properly. I'll PM him right away. Show nested quote +On July 24 2012 01:11 KharadBanar wrote:I am currently on vacation in Croatia, with terrible internet and little time to play DF. I thought I had said that in this thread, but apparently not. I apologise for not saying it sooner, but I want to delay my turn as well. Sorry guys  Show nested quote +On July 17 2012 07:58 iGrok wrote:Players- Obsidian
- Ulfsark
- r.Evo
- KharadBanar
- Blazinghand
mission acceptederm, well, when I get home tonight that is
I love you. Around the weekend I'll have time npnp.
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@Ulfsark: The save file you linked is from the end of the first year, not the second.
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On July 24 2012 06:06 jaj22 wrote: @Ulfsark: The save file you linked is from the end of the first year, not the second.
okay ty! I will fix that now!
edit: Fixed!
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Blazinghand
United States25551 Posts
Alright, I'm getting this party started <3
My streaming software isn't working on this computer since my old one broke but it runs DF np.
EDIT: alright, most of the way through spring, and what's the deal with this stockpile setup ._.
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counting on you Blazinghand!
jk, do love to read these no matter the outcome ^_^.
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Blazinghand
United States25551 Posts
Alright, I should be done tonight. Since it's mid-week rather than weekend I had to break it up over a couple of days.
BLEAGH. Ok, I'm never playing without LNP again. My mac can only run the base client and it's impossible to do or see anything. I'm sorry guys, but I can't c-c-c-combo break this chain of people not taking their turns ;_; someone else will need to go first
EDIT: also, you'll probably get attacked by goblins in late spring / early summer. just sayin
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WHERE IS YOUR PASSION, TL.NET
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On July 29 2012 01:22 Shi wrote: Hi, ]343[/kurumi? D: Yeah?
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Blazinghand
United States25551 Posts
On July 29 2012 02:28 Dfgj wrote: WHERE IS YOUR PASSION, TL.NET
It died with my gaming comp ;_; but ill get a new one soon in t)3 mail
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Bumping this back up, any update Blazing?
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On August 01 2012 00:04 Obsidian wrote: Bumping this back up, any update Blazing? Well, up above he asks someone else to take-over for him because his computer's kaput. Probably no point expecting an update beyond that.
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and so TL Dwarf fortress succession dies with Blazinghands computer, it was a good run. gg wp all.
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On August 01 2012 00:23 PassiveAce wrote: and so TL Dwarf fortress succession dies with Blazinghands computer, it was a good run. gg wp all.
The list is long enough so that someone can stand up and say YO MY CHANCE LET ME PLZ. I'm kinda failing my duty as well this time around, now I'm moving to a new apartement over the next week. =X
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Well hopefully it picks up again when you guys are settled, I would offer to do it but I am still very noob. And thanks so much to everyone who participates, it really is a joy to read the fruits of your labors
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United States10328 Posts
oops, was too busy arguing in the dumb algebra thread this past weekend instead of checking this thread. I'll attempt to play through tonight/tomorrow night (and hopefully not die).
I should probably also get the latest version of DF T_T
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If this picks back up, I'll keep updating, but I'm not interested in keeping this bumped/updated if no one else is playing lol
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Yea see... I read the thread a few times, and I understood that his computer may have gone kaput, but nobody seemed to come out and say it directly. So... I blame others or something... Maybe a bit more clarity?
343 is picking it up, on deck is... Kurumi
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Sure looks like it's picking up... Don't die now, thread! I still want to get to my turn! (And I'm back from Croatia in the meanwhile, so I can play again.)
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Blazinghand
United States25551 Posts
So I could do my turn, but not easily. My PC died, and Mac doesn't support the tools I play with, making the game exceedingly difficult. Also my mac is an old PoS
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United States10328 Posts
urgh, linux is having some problems running it... hopefully should be able to play by tonight @_@
(also, I haven't played 34.11 at all; I heard the main new thing is wheelbarrows?)
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Blazinghand
United States25551 Posts
On August 02 2012 01:52 ]343[ wrote: urgh, linux is having some problems running it... hopefully should be able to play by tonight @_@
(also, I haven't played 34.11 at all; I heard the main new thing is wheelbarrows?)
Yeah, actually wheelbarrows are sorta huge. You make them out of wood or metal, like barrels, and basically any dwarf carrying an object for Hauling moves slow depending on object weight UNLESS they are using a wheelbarrow. Wheelbarrows can carry a bunch of objects at once, sort of like bins-- highly useful. You assign 0-3 wheelbarrows per stockpile in the stockpile building options. 0 means haul by hand, 1-3 means only haul using wheelbarrows, and store that number in the stockpile for hauling. Therefore, you don't want your stockpiles to be TOO big, size-wise, because then the speed of adding and removing objects is limited by your 3 wheelbarrows.
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United States10328 Posts
Ah, thanks for the tip!
Got it running... for some reason my ASCII tileset looks very different after the update T_T
Hopefully can play after work today
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You'd better, or I'm hijacking the save and spending an entire year building monuments to myself.
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Wheelbarrows can take one item at a time, but they let the dwarf move at their full speed. So it could be a chuck of the heaviest stone and they'd still move fast.
The problem is, they are only used when moving material into a stockpile. Nothing else, so it's good to have them, but not all that. In addition, if a stockpile has them attached, only that number of dwarves will stock it simultaneously.
1 Wheelbarrow, 1 dwarf. 0 Wheels, unlimited # of dwarves.
Minecarts can carry up to 5 objects at a time, but I still haven't figured out how to work them. They require tracks to be engraved/carved/built and then have rules concerning them.
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United States10328 Posts
k i'm almost halfway done with this turn >___>
mostly building up infrastructure... why was there never a manager previously?? and why is there no dining hall??
hopefully I can finish up this turn tomorrow and pass on the fort... probably can't do writeup until later, because I'm traveling for OSL finals this weekend :/
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On August 02 2012 05:44 Obsidian wrote: Wheelbarrows can take one item at a time, but they let the dwarf move at their full speed. So it could be a chuck of the heaviest stone and they'd still move fast.
The problem is, they are only used when moving material into a stockpile. Nothing else, so it's good to have them, but not all that. In addition, if a stockpile has them attached, only that number of dwarves will stock it simultaneously.
1 Wheelbarrow, 1 dwarf. 0 Wheels, unlimited # of dwarves.
Minecarts can carry up to 5 objects at a time, but I still haven't figured out how to work them. They require tracks to be engraved/carved/built and then have rules concerning them. Really? Those wheelbarrow rules suck.. Still, I think it's good to assign them to stone stockpiles. Also, you can always make a lot of stockpiles instead of one...
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Blazinghand
United States25551 Posts
On August 02 2012 18:51 Kurumi wrote:Show nested quote +On August 02 2012 05:44 Obsidian wrote: Wheelbarrows can take one item at a time, but they let the dwarf move at their full speed. So it could be a chuck of the heaviest stone and they'd still move fast.
The problem is, they are only used when moving material into a stockpile. Nothing else, so it's good to have them, but not all that. In addition, if a stockpile has them attached, only that number of dwarves will stock it simultaneously.
1 Wheelbarrow, 1 dwarf. 0 Wheels, unlimited # of dwarves.
Minecarts can carry up to 5 objects at a time, but I still haven't figured out how to work them. They require tracks to be engraved/carved/built and then have rules concerning them. Really? Those wheelbarrow rules suck.. Still, I think it's good to assign them to stone stockpiles. Also, you can always make a lot of stockpiles instead of one... You can still put bins in wheelbarrows, so you can haul large numbers of stones, crafts, etc if you need to. The main thing is that stockpiles with more than, say, 50 squares in them, becomes pretty ineffecient even with a full 3 wheelbarrows assigned.
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I've started organizing workrooms in new ways. Allows for specific Item-Type choice and the convenience is just so good.
X=Wall W=Workshop #=Material-Specific Plot S=Stair =Open Space (Fill if claimed and you can't fill the demands)
Top Floor
XXXXX11111XXXXX XWWW 11111 WWWX XWWW 11111 WWWX XWWW 11111 WWWX XXXXX11111XXXXX XXXXXSSSSSXXXXX XXXXX22222XXXXX XWWW 22222 WWWX XWWW 22222 WWWX XWWW 22222 WWWX XXXXX22222XXXXX XXXXXSSSSSXXXXX XXXXX33333XXXXX XWWW 33333 WWWX XWWW 33333 WWWX XWWW 33333 WWWX XXXXX33333XXXXX XXXXXSSSSSXXXXX XXXXX44444XXXXX XWWW 44444 WWWX XWWW 44444 WWWX XWWW 44444 WWWX XXXXX44444XXXXX
Bottom Floor
X1111111111111X X1111111111111X X1111111111111X X1111111111111X X1111111111111X XXXXXSSSSSXXXXX X2222222222222X X2222222222222X X2222222222222X X2222222222222X X2222222222222X XXXXXSSSSSXXXXX X3333333333333X X3333333333333X X3333333333333X X3333333333333X X3333333333333X XXXXXSSSSSXXXXX 44X44444444444X X4444444444444X X4444444444444X X4444444444444X X4444444444444X
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I do something kinda similar:
_ are workshops D are doors S are stairs . are stockpiles
+ Show Spoiler +
Top & Bottoms Floors XXXXXXXXXXXXXXXXXXXXX X....S.........S....X X...................X X...S...........S...X X...................X X...................X X...S...........S...X X...................X X....S.........S....X XXXXXXXXXXXXXXXXXXXXX (you can expand out the top and bottom floors for more room of course).
XXDXXXXDXXXDXXXXDXX X___XS___X___SX___X X___XX___X___XX___X X___SX___X___XS___X XXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXX X___XS___X___SX___X X___XX___X___XX___X X___SX___X___XS___X XXDXXXXDXXXDXXXXDXX
For when you want specific item types just turn the middle two workshops into a stockpile and re-arrange the doors (which is when it looks a lot like your setup).
Then usually I'll do something like put the raw materials on one side (say above) the block of workshops and the finished goods below. Depending on how many workshops of a type/group you need you can adjust the size of the blocks and/or change the way it's hooked into the rest of your fort. Just keep in mind what workshops will block off access to the stairs if put in a certain position.
Though this layout isn't designed to let you easily wall in dwarves you can't finish demand (where's the fun in that).
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On August 03 2012 06:16 Logo wrote:I do something kinda similar: _ are workshops D are doors S are stairs . are stockpiles + Show Spoiler +
Top & Bottoms Floors XXXXXXXXXXXXXXXXXXXXX X....S.........S....X X...................X X...S...........S...X X...................X X...................X X...S...........S...X X...................X X....S.........S....X XXXXXXXXXXXXXXXXXXXXX (you can expand out the top and bottom floors for more room of course).
XXDXXXXDXXXDXXXXDXX X___XS___X___SX___X X___XX___X___XX___X X___SX___X___XS___X XXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXX X___XS___X___SX___X X___XX___X___XX___X X___SX___X___XS___X XXDXXXXDXXXDXXXXDXX
For when you want specific item types just turn the middle two workshops into a stockpile and re-arrange the doors (which is when it looks a lot like your setup).
Then usually I'll do something like put the raw materials on one side (say above) the block of workshops and the finished goods below. Depending on how many workshops of a type/group you need you can adjust the size of the blocks and/or change the way it's hooked into the rest of your fort. Just keep in mind what workshops will block off access to the stairs if put in a certain position. Though this layout isn't designed to let you easily wall in dwarves you can't finish demand (where's the fun in that). I get enough fun just from drinks and necromantic terrain.
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I like to put doors on my workshops, just in case I need to lock em down.
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On August 03 2012 07:56 Obsidian wrote: I like to put doors on my workshops, just in case I need to lock em down. Who needs doors? Just wall them in!
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United States10328 Posts
Ok, short summary if you're interested (just quick notes I took during the game); hopefully writeup sometime next week.
Screenshots are here (2MB).
+ Show Spoiler + Damn unorganized :/ Not enough workshops Snatcher got a baby NO MANAGER
thieves are boring dwarves are lazy--need jobs! no booze!!! make booze!!! (gather plants!) cerol enters mysterious mood, makes ______ migrants arrive
FORGOTTEN BEAST! but it's made of snow lol so I kill it right away WEREPANTHER! ... kills the trader and leaves...
(Summer.)
elves came to trade; dump gems / finished goods. thief / snatcher appear but run away... hopefully no ambush... and yep, ambush. pretty successful defense, but some hurt dwarves... elves run away :/ and another ambush. lose 4? dwarves. also have a ghost... coffin + slab time!
put the ghost to rest! noble needs better office, so engraving low on hard stone (for mechanisms, doors, etc.), so mining lots of it. mining out more bedrooms... AND A DINING HALL HELLOOOOOO WHY NO DINING HALL mandate, blah (3 beds) more migrants no export of figurines
human traders! kobold thief gets one-shotted (???) by hunter lolol trading: gems + finished goods (except one of clothes) for wooden/metal things + military supplies + some rope / seeds / thread. Traders have a "Large Little Penguin Leather Loincloth"???
another fey mood! ilral makes muskox bone earring random dwarf is missing a hand...
put up more traps traps traps (labeled levers to control bridges) another mood! Dwarf traders! Trade more gems / crafts for wood, military stuff, seeds. building walls outside, ballista places in hillside, setting up dining hall; mining down for lava ... oops, dwarf went berserk (forgot about him!!) killed him.
found 3rd level cave... unfortunately the "stairs around the 2nd level cave" failed, so we need to fortify that position now too. WEREPANTHER ATTACK (same one I think?)... killed 2 dwarves but we got him. added coffers + cabinets to bedrooms.... digging more tombs
Another pair of ambushes... some casualties :/ merchant goes berserk; killed him too as I'm cleaning up... WEREPANTHER BABY. killed.
Spring has arrived!
72 dwarves, mostly happy. 7 legendary! Military sort of weak, but hopefully bought enough equipment. Number of infections (need soap?) (Ulfsark is missing a hand...) Have a good amount of charcoal + gold bars.
Save file is at this link.
Also, I left some 'N'otes for the next player (mostly on levers.)
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United States10328 Posts
^lol thanks (though I just spent like 5 minutes cropping out my toolbars in pictures which contain them, heh)
also, if people want, I can take SSes of interesting floors of the fort too (though it's all ascii keke)
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United States10328 Posts
lol I've been running around in adventure mode
it's pretty fun, though travel is extremely annoying (and being in a not-dungeon all the time makes things really visually cluttered)
I was doing pretty well (passed the "level 1" townspeople quests), wandered into a castle dungeon (?? though it wasn't locked), and got stabbed by a spearman, but my three followers took him out. Then I slept because I was bleeding... woke up, ate something, and another spearman appeared and stabbed me.
Fun!
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Blazinghand
United States25551 Posts
As roguelikes go, DF Adventure mode is only "ok". Most of the experience is in Legends and Fortress, though every now and then it's fun to make an Adventure game and check out your fort. If you want a fun and relatively easy-to-play roguelike, I'd check out Dungeon Crawl.
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United States10328 Posts
^lol , I've been playing crawl for almost 2 years now, so most of my complaints were comparisons to crawl... (I have like the 4th most posts in the TL DCSS thread, despite still having no wins T_T)
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I play Adventurer mode once in awhile - I posted two short adventures (the second one stopped halfway) of trying to explore our previous forts. It's fun.
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Should I pick up the save now or wait for the write-up?
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On August 04 2012 02:06 iGrok wrote: Go ahead Well, expect the report tomorrow. We need some resocialization centers...
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On August 04 2012 01:41 Dfgj wrote: I play Adventurer mode once in awhile - I posted two short adventures (the second one stopped halfway) of trying to explore our previous forts. It's fun.
And you're a pretty good writer. I will keep reading if you keep writing.
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Pretty sure that I lost that hand when I went into battle to try and save you 343
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On August 04 2012 05:30 Jotoco wrote:Show nested quote +On August 04 2012 01:41 Dfgj wrote: I play Adventurer mode once in awhile - I posted two short adventures (the second one stopped halfway) of trying to explore our previous forts. It's fun. And you're a pretty good writer. I will keep reading if you keep writing. The biggest issue is finding something to do. DF Adventure mode is so goddamn open that it can be difficult to encounter a situation that isn't a repeat. But I'll go give finding the Martyrtomb another shot.
NO FORT UPDATES MEANS ADVENTURE TIME!
+ Show Spoiler +We now return to the glorious adventures of Nemen Risasgirus Gethdazkud. He is known as 'the Splattered Cleft' for the undoubted manliness of his blood-splattered face. He is a hero of the realms, having slain many night trolls and brigands. He is heir to the Crusade - the hunt for Martyrtomb. When we left off, Nemen had just been issued a grand quest - to kill a nefarious megabeast. This is the kind of quest that wins you a princess and a kingdom. I'm still waiting for the update that lets you trade noble children for megabeast slaying.Unfortunately, it is also the kind of quest that has to wait. Nemen says nothing, but shelves this new duty. Martyrtomb calls. Before we leave, Nemen swipes a bunch of armor from the castle. An adventurer knows better than to march into battle without adequate protection. There's a reason we're a legendary thrower. Arrows can hurt. Fortunately, this castle is decently equipped, and we end up with a proper set of bronze equipment. We're a little behind on our shoe fashion, but there ain't no peasant wenches where we're going.Having a breastplate and a mail shirt is not overkill, no sir. The breastplate does not cover arms, and Nemen likes his arms. The mail shirt will prevent the dismembering blows we so gleefully deal out, especially because there are no vambraces to be found. So, popping his mail-shirt collar out from under his breastplate, Nemen swaggers off into the night, followed by his rag-tag army of followers. He really hopes the lord doesn't wonder where all his soldiers went. The hardest part of finding a fortress is finding the damn fortress out in the endless wilderness. I compare maps - Martyrtomb is situated in the Mire of Boulders, which sounds like a godawful place to want to build a fortress. Armok save us from whatever drove dwarves to push boulders into a swamp. Hell, maybe the place was named after Martyrtomb's failure in the first place. In any case, Nemen's path is westward, past the Remarkable Forests towards the shores of the Putrid Oceans. Dwarves pick weird sites. Our first obstacle comes from how close we are to the sea. No longer are we crossing narrow brooks, but truly raging rivers. Did Nemen learn to swim when he was young? Why, yes, of course. Is he going to swim across a murder-fish-filled river while encased in armor? Hahahahaha. I employ an alternative method. I chill. And in proper snap-freeze fashion, so does the river. Or it could just have been temperatures dropping for the night. Ask not 'how does an entire water system freeze instantly?' Instead ask 'how do I weaponize it?'On the other side, some sort of 'Thrips Woman' assaults us. I don't know why. The remnants of my injured forces, many of which have died of wounds inflicted in the previous quests, immediately pummel her. Black eyes are the least of your worries, miss.We collect some free combat XP and move on our way. Slowly. Equipping all this new armor with no skill in using it has resulted in our move speed being agonizingly slow, turning Nemen into a well-protected but relatively harmless creature. This is not good, but neither is losing your upper body to a thrown loincloth. Our surroundings, fortunately, are largely non-hostile, so we move quickly across tremendous amounts of ground. Days pass as the Mire of Boulders is found and passes ceaselessly beneath our feet. Was the world always this big? Or is my memory too small? It doesn't matter. We're getting close. Why yes, I did get lost and have to loop back around from the west, thank you for asking.Those of us that survived the trip are greeted by the sight of a shattered civilization. Supplies and bodies litter the ground. The dirt is slick with blood and gore, as dwarves rot in the sunlight. There is no order to the wreckage, no sign of retreat or ransack - as if this fortress had been broken by a force of nature that made no distinction in its targets. There aren't tornadoes in the Mire of Boulders, are there? Sea-borne hurricanes? What had struck down this place? Regardless, where you find dwarves, goblins are rarely far behind. Nemen and his forces move in quickly, and are ready for when it happens. The real story here is two ranged soldiers trying to bite each other to death.Goblins are here in force. Nemen takes a bolt to the leg and falls to the ground. Anything dealing that much damage at range is not something we want to deal with. Whipping out a crutch, Nemen rises and commences a slow, shaky retreat to the west. Dabbling crutch-walker gives us no bonus speed over crawling, and we've no time to run circles training it. By the time we escape, only a few of us are left alive. Martyrtomb has repelled us at the gates. Three of them can't even walk. We shall crawl to victory!Nemen takes a little bit of time to rest, healing his wounds - the gash on his leg is not severe and he makes a full recovery. And with that, we're once again ready for war. This time, we know what we're up against. This time, we will deploy a weapon of disproportionate power. The Right Arm of Nemen shall unleash a bitter, steel hail. Why does anyone even bother with bows? Nemen's an arrow-throwing ubermensch.The fight is brief, but it leaves Nemen with badly crippled companions. The goblin, annoyingly, had iron armor - better than anything we have and completely unusable due to its size. It also meant Nemen took awhile to pound on the goblin's helmet, which proved resistant to bronze two-handed swords, nails, teeth, and crutches. Eventually, the cruel and unusual array of weaponry breaks the goblin's skull, ceding to Nemen control of the entrance to Martyrtomb. Get off that fortification corpse, you'll ruin the property value!We find another goblin near the doorway, one that relieves Nemen of the last of his companions. But we've done it. We're at the entrance. Nemen carefully edges around a few traps and enters the trading post. Guys. Seriously? Traps out there?The fall of Martyrtomb is evident - goblins, with perhaps a side of nightmare weather. Its history, though, is something we know little of. Nemen takes a brief moment to admire the art of Martyrtomb. It's no Planepacked.A dingo man? This could have been dreadful to the safety of the fort, though Nemen has heard dwarves often hate to host children in their fortresses. Perhaps this statue signified their reverence of a creature that came to remove the nuisance of babies. The ways of the dwarves are strange indeed. Further inside, a curious contraption is discovered - a set of traps that have no harmful properties. Perhaps these were established as some sort of dwarven honor ritual, helping their enemies train as they attacked, thus granting the dwarves a better fight. Surely, they have no actual defensive value. Nemen gawks at the dwarves apparent lust for war, and gives the devices a whirl himself. He comes out with a greater understanding of his armor and how to use it! WHICH ONE OF YOU MADE THESENemen's journey continues deeper into the heart of the fortress - to the first stairway. This path is guarded. It's time for war. Let it begin, the great battle of our time. Man to man goblin. 'Pikeman', 'her silver pike'? Someone's confused here and it's not Nemen.The goblin instantly gets a tremendous amounts of attacks off with a slow pike, a result of Nemen's turns taking a hilarious amount of time due to his heavy armor. Fortunately, the first volley of pike-strikes do next to nothing, also due to his heavy armor. This is our one advantage - the goblin's soft weapon will be unlikely to penetrate our bronze plating, while our own attacks should do exceptionally well if they avoid the goblin's iron armor pieces. Nemen's shots will have to count. An attack during or after an attack is a counterattack. An attack following a parry is a riposte. This error bugs me!The goblin parries the strike, then whirls the tip of the pike into Nemen's arm. The mail shirt, that lovely trinket we so admired earlier, takes the force of the blow and leaves us largely unharmed. It's time to try something different - a heavy, long weapon like a pike loses much of its leverage when parrying away from where it is held... Nemen strikes low! I attribute this success to the Goblin Feminist Movement allowing their lady-soldiers to wear silk shoes.Nemen's stabbing attack gores clean through the goblin's foot and severs it entirely. The goblin limps away, traveling down the staircase in a panicked retreat. A triumphant cry, and our hero vaults after the cowardly foe. Only to find something waiting for us. The goblin wasn't running away. It was luring us. dont flame me broThus, the adventures of Nemen came to an end, as he was laid to rest within his goal of Martyrtomb. The tale of Nemen is perhaps not the longest, nor the most glorious, that is told. It is not the most exciting, or one with a great moral. In fact, I don't know why it's told at all. Goddamn Martyrtomb.
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Okay, I am not quite sure what should I pursue in my turn: Getting to magma sounds good. Making sure caverns are walled off, what's the deal with open Fortress? We don't even have a bridge. Is this the fort with the Vampire? We had like.. two fortresses now in this thread? I am lost. No enough bedrooms... I am fixing that. There is no barracks? What's the purpose of that big two rooms with two bridges? I think that's good place for multiple barracks.
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The tale of Nemen is perhaps not the longest, nor the most glorious, that is told. It is not the most exciting, or one with a great moral.
Great story! I spent the entire time wondering where the dragon got off to.
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On August 05 2012 00:03 Logo wrote:Show nested quote +The tale of Nemen is perhaps not the longest, nor the most glorious, that is told. It is not the most exciting, or one with a great moral. Great story! I spent the entire time wondering where the dragon got off to. I thought it was dead :<
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On August 04 2012 09:10 Dfgj wrote:Show nested quote +On August 04 2012 05:30 Jotoco wrote:On August 04 2012 01:41 Dfgj wrote: I play Adventurer mode once in awhile - I posted two short adventures (the second one stopped halfway) of trying to explore our previous forts. It's fun. And you're a pretty good writer. I will keep reading if you keep writing. The biggest issue is finding something to do. DF Adventure mode is so goddamn open that it can be difficult to encounter a situation that isn't a repeat. But I'll go give finding the Martyrtomb another shot. NO FORT UPDATES MEANS ADVENTURE TIME! + Show Spoiler +We now return to the glorious adventures of Nemen Risasgirus Gethdazkud. He is known as 'the Splattered Cleft' for the undoubted manliness of his blood-splattered face. He is a hero of the realms, having slain many night trolls and brigands. He is heir to the Crusade - the hunt for Martyrtomb. When we left off, Nemen had just been issued a grand quest - to kill a nefarious megabeast. This is the kind of quest that wins you a princess and a kingdom. I'm still waiting for the update that lets you trade noble children for megabeast slaying.Unfortunately, it is also the kind of quest that has to wait. Nemen says nothing, but shelves this new duty. Martyrtomb calls. Before we leave, Nemen swipes a bunch of armor from the castle. An adventurer knows better than to march into battle without adequate protection. There's a reason we're a legendary thrower. Arrows can hurt. Fortunately, this castle is decently equipped, and we end up with a proper set of bronze equipment. We're a little behind on our shoe fashion, but there ain't no peasant wenches where we're going.Having a breastplate and a mail shirt is not overkill, no sir. The breastplate does not cover arms, and Nemen likes his arms. The mail shirt will prevent the dismembering blows we so gleefully deal out, especially because there are no vambraces to be found. So, popping his mail-shirt collar out from under his breastplate, Nemen swaggers off into the night, followed by his rag-tag army of followers. He really hopes the lord doesn't wonder where all his soldiers went. The hardest part of finding a fortress is finding the damn fortress out in the endless wilderness. I compare maps - Martyrtomb is situated in the Mire of Boulders, which sounds like a godawful place to want to build a fortress. Armok save us from whatever drove dwarves to push boulders into a swamp. Hell, maybe the place was named after Martyrtomb's failure in the first place. In any case, Nemen's path is westward, past the Remarkable Forests towards the shores of the Putrid Oceans. Dwarves pick weird sites. Our first obstacle comes from how close we are to the sea. No longer are we crossing narrow brooks, but truly raging rivers. Did Nemen learn to swim when he was young? Why, yes, of course. Is he going to swim across a murder-fish-filled river while encased in armor? Hahahahaha. I employ an alternative method. I chill. And in proper snap-freeze fashion, so does the river. Or it could just have been temperatures dropping for the night. Ask not 'how does an entire water system freeze instantly?' Instead ask 'how do I weaponize it?'On the other side, some sort of 'Thrips Woman' assaults us. I don't know why. The remnants of my injured forces, many of which have died of wounds inflicted in the previous quests, immediately pummel her. Black eyes are the least of your worries, miss.We collect some free combat XP and move on our way. Slowly. Equipping all this new armor with no skill in using it has resulted in our move speed being agonizingly slow, turning Nemen into a well-protected but relatively harmless creature. This is not good, but neither is losing your upper body to a thrown loincloth. Our surroundings, fortunately, are largely non-hostile, so we move quickly across tremendous amounts of ground. Days pass as the Mire of Boulders is found and passes ceaselessly beneath our feet. Was the world always this big? Or is my memory too small? It doesn't matter. We're getting close. Why yes, I did get lost and have to loop back around from the west, thank you for asking.Those of us that survived the trip are greeted by the sight of a shattered civilization. Supplies and bodies litter the ground. The dirt is slick with blood and gore, as dwarves rot in the sunlight. There is no order to the wreckage, no sign of retreat or ransack - as if this fortress had been broken by a force of nature that made no distinction in its targets. There aren't tornadoes in the Mire of Boulders, are there? Sea-borne hurricanes? What had struck down this place? Regardless, where you find dwarves, goblins are rarely far behind. Nemen and his forces move in quickly, and are ready for when it happens. The real story here is two ranged soldiers trying to bite each other to death.Goblins are here in force. Nemen takes a bolt to the leg and falls to the ground. Anything dealing that much damage at range is not something we want to deal with. Whipping out a crutch, Nemen rises and commences a slow, shaky retreat to the west. Dabbling crutch-walker gives us no bonus speed over crawling, and we've no time to run circles training it. By the time we escape, only a few of us are left alive. Martyrtomb has repelled us at the gates. Three of them can't even walk. We shall crawl to victory!Nemen takes a little bit of time to rest, healing his wounds - the gash on his leg is not severe and he makes a full recovery. And with that, we're once again ready for war. This time, we know what we're up against. This time, we will deploy a weapon of disproportionate power. The Right Arm of Nemen shall unleash a bitter, steel hail. Why does anyone even bother with bows? Nemen's an arrow-throwing ubermensch.The fight is brief, but it leaves Nemen with badly crippled companions. The goblin, annoyingly, had iron armor - better than anything we have and completely unusable due to its size. It also meant Nemen took awhile to pound on the goblin's helmet, which proved resistant to bronze two-handed swords, nails, teeth, and crutches. Eventually, the cruel and unusual array of weaponry breaks the goblin's skull, ceding to Nemen control of the entrance to Martyrtomb. Get off that fortification corpse, you'll ruin the property value!We find another goblin near the doorway, one that relieves Nemen of the last of his companions. But we've done it. We're at the entrance. Nemen carefully edges around a few traps and enters the trading post. Guys. Seriously? Traps out there?The fall of Martyrtomb is evident - goblins, with perhaps a side of nightmare weather. Its history, though, is something we know little of. Nemen takes a brief moment to admire the art of Martyrtomb. It's no Planepacked.A dingo man? This could have been dreadful to the safety of the fort, though Nemen has heard dwarves often hate to host children in their fortresses. Perhaps this statue signified their reverence of a creature that came to remove the nuisance of babies. The ways of the dwarves are strange indeed. Further inside, a curious contraption is discovered - a set of traps that have no harmful properties. Perhaps these were established as some sort of dwarven honor ritual, helping their enemies train as they attacked, thus granting the dwarves a better fight. Surely, they have no actual defensive value. Nemen gawks at the dwarves apparent lust for war, and gives the devices a whirl himself. He comes out with a greater understanding of his armor and how to use it! WHICH ONE OF YOU MADE THESENemen's journey continues deeper into the heart of the fortress - to the first stairway. This path is guarded. It's time for war. Let it begin, the great battle of our time. Man to man goblin. 'Pikeman', 'her silver pike'? Someone's confused here and it's not Nemen.The goblin instantly gets a tremendous amounts of attacks off with a slow pike, a result of Nemen's turns taking a hilarious amount of time due to his heavy armor. Fortunately, the first volley of pike-strikes do next to nothing, also due to his heavy armor. This is our one advantage - the goblin's soft weapon will be unlikely to penetrate our bronze plating, while our own attacks should do exceptionally well if they avoid the goblin's iron armor pieces. Nemen's shots will have to count. An attack during or after an attack is a counterattack. An attack following a parry is a riposte. This error bugs me!The goblin parries the strike, then whirls the tip of the pike into Nemen's arm. The mail shirt, that lovely trinket we so admired earlier, takes the force of the blow and leaves us largely unharmed. It's time to try something different - a heavy, long weapon like a pike loses much of its leverage when parrying away from where it is held... Nemen strikes low! I attribute this success to the Goblin Feminist Movement allowing their lady-soldiers to wear silk shoes.Nemen's stabbing attack gores clean through the goblin's foot and severs it entirely. The goblin limps away, traveling down the staircase in a panicked retreat. A triumphant cry, and our hero vaults after the cowardly foe. Only to find something waiting for us. The goblin wasn't running away. It was luring us. dont flame me broThus, the adventures of Nemen came to an end, as he was laid to rest within his goal of Martyrtomb. The tale of Nemen is perhaps not the longest, nor the most glorious, that is told. It is not the most exciting, or one with a great moral. In fact, I don't know why it's told at all. Goddamn Martyrtomb. What I got from this is that "ubermensch" is my new favorite word.
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Canada8031 Posts
The tale of Nemen is perhaps not the longest, nor the most glorious, that is told. It is not the most exciting, or one with a great moral. I dunno about you, but not pissing off war dragons seems like a pretty great moral to me.
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On August 04 2012 23:18 Kurumi wrote: Okay, I am not quite sure what should I pursue in my turn: Getting to magma sounds good. Making sure caverns are walled off, what's the deal with open Fortress? We don't even have a bridge. Is this the fort with the Vampire? We had like.. two fortresses now in this thread? I am lost. No enough bedrooms... I am fixing that. There is no barracks? What's the purpose of that big two rooms with two bridges? I think that's good place for multiple barracks. There's no vampire in this one, as far as we know. There's one barracks on the southwest of the first underground level, IIRC. I think that big room on the left was intended for ballista emplacements, which seems like a pretty good idea on a flat map.
Making as much steel (and bronze, maybe) as possible out of junk iron (goblins, anvils etc) and the marble is probably a good use of time.
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My one complaint so far... you guys destroyed my mega-works I spent a lot of time making that Teamliquid symbol room!
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On August 04 2012 09:10 Dfgj wrote:Show nested quote +On August 04 2012 05:30 Jotoco wrote:On August 04 2012 01:41 Dfgj wrote: I play Adventurer mode once in awhile - I posted two short adventures (the second one stopped halfway) of trying to explore our previous forts. It's fun. And you're a pretty good writer. I will keep reading if you keep writing. The biggest issue is finding something to do. DF Adventure mode is so goddamn open that it can be difficult to encounter a situation that isn't a repeat. But I'll go give finding the Martyrtomb another shot. NO FORT UPDATES MEANS ADVENTURE TIME! + Show Spoiler +We now return to the glorious adventures of Nemen Risasgirus Gethdazkud. He is known as 'the Splattered Cleft' for the undoubted manliness of his blood-splattered face. He is a hero of the realms, having slain many night trolls and brigands. He is heir to the Crusade - the hunt for Martyrtomb. When we left off, Nemen had just been issued a grand quest - to kill a nefarious megabeast. This is the kind of quest that wins you a princess and a kingdom. I'm still waiting for the update that lets you trade noble children for megabeast slaying.Unfortunately, it is also the kind of quest that has to wait. Nemen says nothing, but shelves this new duty. Martyrtomb calls. Before we leave, Nemen swipes a bunch of armor from the castle. An adventurer knows better than to march into battle without adequate protection. There's a reason we're a legendary thrower. Arrows can hurt. Fortunately, this castle is decently equipped, and we end up with a proper set of bronze equipment. We're a little behind on our shoe fashion, but there ain't no peasant wenches where we're going.Having a breastplate and a mail shirt is not overkill, no sir. The breastplate does not cover arms, and Nemen likes his arms. The mail shirt will prevent the dismembering blows we so gleefully deal out, especially because there are no vambraces to be found. So, popping his mail-shirt collar out from under his breastplate, Nemen swaggers off into the night, followed by his rag-tag army of followers. He really hopes the lord doesn't wonder where all his soldiers went. The hardest part of finding a fortress is finding the damn fortress out in the endless wilderness. I compare maps - Martyrtomb is situated in the Mire of Boulders, which sounds like a godawful place to want to build a fortress. Armok save us from whatever drove dwarves to push boulders into a swamp. Hell, maybe the place was named after Martyrtomb's failure in the first place. In any case, Nemen's path is westward, past the Remarkable Forests towards the shores of the Putrid Oceans. Dwarves pick weird sites. Our first obstacle comes from how close we are to the sea. No longer are we crossing narrow brooks, but truly raging rivers. Did Nemen learn to swim when he was young? Why, yes, of course. Is he going to swim across a murder-fish-filled river while encased in armor? Hahahahaha. I employ an alternative method. I chill. And in proper snap-freeze fashion, so does the river. Or it could just have been temperatures dropping for the night. Ask not 'how does an entire water system freeze instantly?' Instead ask 'how do I weaponize it?'On the other side, some sort of 'Thrips Woman' assaults us. I don't know why. The remnants of my injured forces, many of which have died of wounds inflicted in the previous quests, immediately pummel her. Black eyes are the least of your worries, miss.We collect some free combat XP and move on our way. Slowly. Equipping all this new armor with no skill in using it has resulted in our move speed being agonizingly slow, turning Nemen into a well-protected but relatively harmless creature. This is not good, but neither is losing your upper body to a thrown loincloth. Our surroundings, fortunately, are largely non-hostile, so we move quickly across tremendous amounts of ground. Days pass as the Mire of Boulders is found and passes ceaselessly beneath our feet. Was the world always this big? Or is my memory too small? It doesn't matter. We're getting close. Why yes, I did get lost and have to loop back around from the west, thank you for asking.Those of us that survived the trip are greeted by the sight of a shattered civilization. Supplies and bodies litter the ground. The dirt is slick with blood and gore, as dwarves rot in the sunlight. There is no order to the wreckage, no sign of retreat or ransack - as if this fortress had been broken by a force of nature that made no distinction in its targets. There aren't tornadoes in the Mire of Boulders, are there? Sea-borne hurricanes? What had struck down this place? Regardless, where you find dwarves, goblins are rarely far behind. Nemen and his forces move in quickly, and are ready for when it happens. The real story here is two ranged soldiers trying to bite each other to death.Goblins are here in force. Nemen takes a bolt to the leg and falls to the ground. Anything dealing that much damage at range is not something we want to deal with. Whipping out a crutch, Nemen rises and commences a slow, shaky retreat to the west. Dabbling crutch-walker gives us no bonus speed over crawling, and we've no time to run circles training it. By the time we escape, only a few of us are left alive. Martyrtomb has repelled us at the gates. Three of them can't even walk. We shall crawl to victory!Nemen takes a little bit of time to rest, healing his wounds - the gash on his leg is not severe and he makes a full recovery. And with that, we're once again ready for war. This time, we know what we're up against. This time, we will deploy a weapon of disproportionate power. The Right Arm of Nemen shall unleash a bitter, steel hail. Why does anyone even bother with bows? Nemen's an arrow-throwing ubermensch.The fight is brief, but it leaves Nemen with badly crippled companions. The goblin, annoyingly, had iron armor - better than anything we have and completely unusable due to its size. It also meant Nemen took awhile to pound on the goblin's helmet, which proved resistant to bronze two-handed swords, nails, teeth, and crutches. Eventually, the cruel and unusual array of weaponry breaks the goblin's skull, ceding to Nemen control of the entrance to Martyrtomb. Get off that fortification corpse, you'll ruin the property value!We find another goblin near the doorway, one that relieves Nemen of the last of his companions. But we've done it. We're at the entrance. Nemen carefully edges around a few traps and enters the trading post. Guys. Seriously? Traps out there?The fall of Martyrtomb is evident - goblins, with perhaps a side of nightmare weather. Its history, though, is something we know little of. Nemen takes a brief moment to admire the art of Martyrtomb. It's no Planepacked.A dingo man? This could have been dreadful to the safety of the fort, though Nemen has heard dwarves often hate to host children in their fortresses. Perhaps this statue signified their reverence of a creature that came to remove the nuisance of babies. The ways of the dwarves are strange indeed. Further inside, a curious contraption is discovered - a set of traps that have no harmful properties. Perhaps these were established as some sort of dwarven honor ritual, helping their enemies train as they attacked, thus granting the dwarves a better fight. Surely, they have no actual defensive value. Nemen gawks at the dwarves apparent lust for war, and gives the devices a whirl himself. He comes out with a greater understanding of his armor and how to use it! WHICH ONE OF YOU MADE THESENemen's journey continues deeper into the heart of the fortress - to the first stairway. This path is guarded. It's time for war. Let it begin, the great battle of our time. Man to man goblin. 'Pikeman', 'her silver pike'? Someone's confused here and it's not Nemen.The goblin instantly gets a tremendous amounts of attacks off with a slow pike, a result of Nemen's turns taking a hilarious amount of time due to his heavy armor. Fortunately, the first volley of pike-strikes do next to nothing, also due to his heavy armor. This is our one advantage - the goblin's soft weapon will be unlikely to penetrate our bronze plating, while our own attacks should do exceptionally well if they avoid the goblin's iron armor pieces. Nemen's shots will have to count. An attack during or after an attack is a counterattack. An attack following a parry is a riposte. This error bugs me!The goblin parries the strike, then whirls the tip of the pike into Nemen's arm. The mail shirt, that lovely trinket we so admired earlier, takes the force of the blow and leaves us largely unharmed. It's time to try something different - a heavy, long weapon like a pike loses much of its leverage when parrying away from where it is held... Nemen strikes low! I attribute this success to the Goblin Feminist Movement allowing their lady-soldiers to wear silk shoes.Nemen's stabbing attack gores clean through the goblin's foot and severs it entirely. The goblin limps away, traveling down the staircase in a panicked retreat. A triumphant cry, and our hero vaults after the cowardly foe. Only to find something waiting for us. The goblin wasn't running away. It was luring us. dont flame me broThus, the adventures of Nemen came to an end, as he was laid to rest within his goal of Martyrtomb. The tale of Nemen is perhaps not the longest, nor the most glorious, that is told. It is not the most exciting, or one with a great moral. In fact, I don't know why it's told at all. Goddamn Martyrtomb.
Great writing.
Pity Nemem had to die.
Pity we don't have other places to adventure to...
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On August 06 2012 11:06 Jotoco wrote: Great writing.
Pity Nemem had to die.
Pity we don't have other places to adventure to... If we don't get an update soon I might just go wandering around with a Demigod and have random adventures.
I'll name companions for people in the thread or something.
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On August 06 2012 11:08 Dfgj wrote:Show nested quote +On August 06 2012 11:06 Jotoco wrote: Great writing.
Pity Nemem had to die.
Pity we don't have other places to adventure to... If we don't get an update soon I might just go wandering around with a Demigod and have random adventures. I'll name companions for people in the thread or something.
It is been so long I don't play DF that I don't know anymore.
Could you make the hero a dwarf? Dwarves are more fun, aren't they?
And, I would rather watch a hero getting progressively better than see a newly created Demigod torning everything apart.
But that is just me.
I wish I had the time to play it again. I remember how much I struggled getting my first fortress up many years ago. Much before Lazy Noob Packs were around and even before youtube tutorials were created. THAT was challenging.
Edit: Name a HammerDwarf (or man, as the case may be) after me if I may be so bold as to ask you to.
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On August 06 2012 22:09 Jotoco wrote:Show nested quote +On August 06 2012 11:08 Dfgj wrote:On August 06 2012 11:06 Jotoco wrote: Great writing.
Pity Nemem had to die.
Pity we don't have other places to adventure to... If we don't get an update soon I might just go wandering around with a Demigod and have random adventures. I'll name companions for people in the thread or something. It is been so long I don't play DF that I don't know anymore. Could you make the hero a dwarf? Dwarves are more fun, aren't they? And, I would rather watch a hero getting progressively better than see a newly created Demigod torning everything apart. But that is just me. I wish I had the time to play it again. I remember how much I struggled getting my first fortress up many years ago. Much before Lazy Noob Packs were around and even before youtube tutorials were created. THAT was challenging. Edit: Name a HammerDwarf (or man, as the case may be) after me if I may be so bold as to ask you to. The main issue with dwarves is the vast majority of accessible civilization is human, and that's where the bulk of your armor comes from. Of course, you could always make and abandon a fort to loot it for gear, but that's harder to find and everything gets scattered on an abandon meaning sometimes you'll just find nothing left at all.
The problem with the 'progressively better' thing is, while true, it tends to lead to you getting killed really, really fast if you don't start from a strong point. Demigods can at least start with 'Great' or higher weapon skill, which is an immense advantage in a fight. You still have to level up all your other abilities, but being able to quickly incapacitate enemies sure helps. Even then, you're hunting named beasts and enemies that frequently have Great or higher weapon skills themselves, so it in no way means you won't die quick.
Nemen was a 'Hero' (medium starting stats) and I pretty much had to lug around an army because a lot of the stuff he was fighting would one-shot him if he bore the brunt of it, and he didn't have the strength or weapon skill to dismember them fast.
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On August 07 2012 00:18 Dfgj wrote:Show nested quote +On August 06 2012 22:09 Jotoco wrote:On August 06 2012 11:08 Dfgj wrote:On August 06 2012 11:06 Jotoco wrote: Great writing.
Pity Nemem had to die.
Pity we don't have other places to adventure to... If we don't get an update soon I might just go wandering around with a Demigod and have random adventures. I'll name companions for people in the thread or something. It is been so long I don't play DF that I don't know anymore. Could you make the hero a dwarf? Dwarves are more fun, aren't they? And, I would rather watch a hero getting progressively better than see a newly created Demigod torning everything apart. But that is just me. I wish I had the time to play it again. I remember how much I struggled getting my first fortress up many years ago. Much before Lazy Noob Packs were around and even before youtube tutorials were created. THAT was challenging. Edit: Name a HammerDwarf (or man, as the case may be) after me if I may be so bold as to ask you to. The main issue with dwarves is the vast majority of accessible civilization is human, and that's where the bulk of your armor comes from. Of course, you could always make and abandon a fort to loot it for gear, but that's harder to find and everything gets scattered on an abandon meaning sometimes you'll just find nothing left at all. The problem with the 'progressively better' thing is, while true, it tends to lead to you getting killed really, really fast if you don't start from a strong point. Demigods can at least start with 'Great' or higher weapon skill, which is an immense advantage in a fight. You still have to level up all your other abilities, but being able to quickly incapacitate enemies sure helps. Even then, you're hunting named beasts and enemies that frequently have Great or higher weapon skills themselves, so it in no way means you won't die quick. Nemen was a 'Hero' (medium starting stats) and I pretty much had to lug around an army because a lot of the stuff he was fighting would one-shot him if he bore the brunt of it, and he didn't have the strength or weapon skill to dismember them fast.
Ok, not a problem, then.
I though you would be near-invincible.
I admit to never playing the adventure mode. Last time I played DF Adventure mode was just created.
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On August 07 2012 01:10 Jotoco wrote:Show nested quote +On August 07 2012 00:18 Dfgj wrote:On August 06 2012 22:09 Jotoco wrote:On August 06 2012 11:08 Dfgj wrote:On August 06 2012 11:06 Jotoco wrote: Great writing.
Pity Nemem had to die.
Pity we don't have other places to adventure to... If we don't get an update soon I might just go wandering around with a Demigod and have random adventures. I'll name companions for people in the thread or something. It is been so long I don't play DF that I don't know anymore. Could you make the hero a dwarf? Dwarves are more fun, aren't they? And, I would rather watch a hero getting progressively better than see a newly created Demigod torning everything apart. But that is just me. I wish I had the time to play it again. I remember how much I struggled getting my first fortress up many years ago. Much before Lazy Noob Packs were around and even before youtube tutorials were created. THAT was challenging. Edit: Name a HammerDwarf (or man, as the case may be) after me if I may be so bold as to ask you to. The main issue with dwarves is the vast majority of accessible civilization is human, and that's where the bulk of your armor comes from. Of course, you could always make and abandon a fort to loot it for gear, but that's harder to find and everything gets scattered on an abandon meaning sometimes you'll just find nothing left at all. The problem with the 'progressively better' thing is, while true, it tends to lead to you getting killed really, really fast if you don't start from a strong point. Demigods can at least start with 'Great' or higher weapon skill, which is an immense advantage in a fight. You still have to level up all your other abilities, but being able to quickly incapacitate enemies sure helps. Even then, you're hunting named beasts and enemies that frequently have Great or higher weapon skills themselves, so it in no way means you won't die quick. Nemen was a 'Hero' (medium starting stats) and I pretty much had to lug around an army because a lot of the stuff he was fighting would one-shot him if he bore the brunt of it, and he didn't have the strength or weapon skill to dismember them fast. Ok, not a problem, then. I though you would be near-invincible. I admit to never playing the adventure mode. Last time I played DF Adventure mode was just created. Nah, demigod just means you have more starting stats/skill points (highest setting - Peasant, Hero, Demi-god). Adventure mode has really undergone a lot of changes: there are proper towns and better trading, there are tombs, forts, and other things to find on the map, and the quests scale up more interestingly imo. It's nowhere near as well-polished as Fortress mode, but it can be fun to spend a little bit of time dabbling with.
For lack of something better to do: The Short Journey of Jol Dressedbright!
+ Show Spoiler +Jol was a man, and by gods, did he dress bright. Not only was it right there in his name, but years of cavorting around in fancy clothes, looking like some sort of loot pinata to invaders, had solidified his reputation. That wasn't important anymore. What was important was that being chased by trolls, goblins, and occasionally kobolds on a dare, had led to him being surprisingly competent in handling armor. He therefore inhabited heights Nemen would never aspire to. Moving with armor on. For all his fancy nomenclature, Jol was a bit of a brute. Superhuman strength, toughness, and dexterity led to a man that was a force of nature when unleashed, particularly when wielding a mace. Few things could withstand his thunderous strikes - and to everyone's surprise, Jol had the presence of mind to learn about three of them: he learned to read words, swim in water, and hide in the darkness. No ordinary thug was Jol - knowledge truly led to greater bashing. There's a reason I always put a point in reader, but you're not gonna find out today.Jol came from a little village in the Hills of Flax. When your entire region can be named after a single, tangible noun, then that says a lot about the excitement of life there. It was time for adventure, for setting out, for getting away from the godawful snow. If this was Runescape, Jol would already be rich.We've got much starting information. True to the 'deal with it' nature of the world, Jol began with a questionable-quality bronze flail. Still, it was at least a decently dense metal, suited for caving in skulls. If the world was truly unfair, it'd have given us silver, and the bad luck would have rewarded us greatly. Second, Jol's 'dressedbrightness' consists of a wool dress. Either he's fitting some very specific masculine stereotypes, or was called to adventure midway through exploring a farmer's daughter. The world may never know. Jol can sneak, dropping his move speed from the 1400s to 528, which, amusingly, is still faster than Nemen could walk normally. Our hero will be sneaking around a lot to build up experience, it's a stat that can be trained right off the bat and there's no reason not to. They should just let us start with Legendary Ambusher/Knapper/Thrower/Archer/Swimmer and be done with it, really. The ground is caked with frost. Snow and ice build up against Jol's dainty slippers. We go indoors, a temporary shelter from the tormenting needles of the relentless chill. Jol is not the best in social circumstances (indeed, a point in empathy is a point not in hitting things), but he minds his manners and greets the first man he sees. A man named Hode. Older women are responsible for 48,207 deaths a year in these lands.Hode presents Jol with a quest, to kill Behal Mansionrisked the Cougar. Who knows what mansion was risked, or what crimes Behal the Cougar has committed in Searedabyss the Bloody Hollows. Perhaps a crime against decent innuendo. Jol can read and appreciate words, you know. In any case, Hode chides our Mace Lord for daring to travel alone. He does not know our power, but he has Jol's best interests at heart. We're going to find some friends, and then bash some skulls. I briefly considered renaming their professions to 'Bridgebuilder' and 'Thread Updater', but that would be in bad taste. They're about to die horrifically, after all.Our own village is too boring to have other brave men - all the martial skill and adventurous spirit has funneled into Jol himself. We march to the Famous Hill, where a nearby village yields to us two mighty men, ready for war. We also collect some more tasks, for why not - there is much evil in the world to kill and be lavishly rewarded for. The group sets out to the north, braving the snow that had somehow not fallen on the Famous Hill but lay everywhere else. It impeded progress, froze waterskins to ice, and made the surroundings boring, boring, boring. A village elder once told Jol, 'back in our day, we walked uphill in the snow both ways to slay dragons!' Jol is unconvinced of the veracity of this story. The man was a Potash Maker. Encountering some Turkeys, we engage in some target practice. From now on, all Thanksgiving Turkeys must be caught this way by the buyer. Bam, just solved obesity in America and created a new reality TV show.Taking the clear shot, Jol maims the turkey gobbler's leg, then closes in to unleash more devastating blows. The battle tactics for blunt and edged weapons are similar - by crushing the bones in the limbs, the mace or hammerman removes the ability of his foe to attack or move, much like dismemberment. Hits to the upper body allow the attacker to knock out his opponent by damaging the lungs, in the same way the sword or axeman might cause them to black out from lack of blood. Eventually a clear shot at the head opens, and the head is destroyed. Jol has less ability to remove limbs entirely, but his attacks are more effective against armor, making him better-suited against foes from civilized races but less effective against big, fleshy monstrousities. Jol's still wearing a dress during this, you realize. A pretty one.We kill the Turkey Gobbler to realize we have no way of butchering it, because Jol did not bring anything sharp. Onwards, to the north! A good amount of the travel is done outside the travel screen, rapidly training our Ambusher skill: 1exp per step. Is that the edge of the snow I see? At last, we can drink something besides the blood coating our clothes!Our group at last drops out of hyperspace the travel screen near a mighty Fortress. No doubt the Lord of this place has tasks of great heroism for us to perform. Dragons to hunt, princesses to rescue and then abscond with. In that order, traditionally. Pretty tempted to scroll one option down at this point.We swipe everything of value in the Fort for compensation. Emotional damage. Wouldn't want a tantrum spiral. ![[image loading]](http://i.imgur.com/VlQ81.png) A good haul! Jol now sports armored boots and a helm. He's replaced his terrible, terrible copper shield with one befitting his ability, and collected a second waterskin as well as a sword for butchering things. He's still wearing a dress - over some trousers and under a robe, but that might actually give us some protection. I'm beginning to think Mr. Dressedbright just put on everything he owned, called it armor, and stepped out the door. This still implies he owned a dress. We've nothing to train the thrower skill with, however - the fort only has two levels and not that much stuff. Regardless, we're better off than we were, and at no cost to us. The Lord may not have thought we were any good, but we'll show him. We'll show them all. And by pure chance, we encouter a way to do so before we even reach our tasks. Bet you're glad I picked a blunt weapon now, aren't ya?Tombs. Tombs are homes of powerful undead, and lots of treasure. They are cursed. Things that die there don't stay dead. All I hear is 'combat xp'. This is a surprisingly rare case of the game assuming your character is actually competent.Jol approches the grey, grim walls of the tomb. The stone is dry and old, beginning to crumble in places. Nobody comes here to maintain it. A single door is set into the sheer face. This is not a place that wants multiple ways in, or out. The lock is picked, and entrace earned. iGrok and Kurumi, our two lackeys, ready their weapons, and we sneak into the darkness. Items lay strewn here. Offerings or remains, it no longer matters. A pair of cheap copper greaves, a stack of arrows now belong to us. There's a stone marker standing in remembrance to someone no longer remembered. We head deeper into the tomb. And we are seen. I did not walk here sneaking just for this guy to see me, what the hell.This raises some questions. What is a mummy farmer? Two troubling possibilities. Firstly, this thing farms mummies, meaning his crop could be around, shambling from their plots. Alternatively, he could be a mummified farmer, in which case clearly even the lower castes of society have earned eternal life in death, and their numbers are without limit. Jol is not an anthropologist, however. He attempts to hit the thing. The undead, especially one so powerful, must be approached with caution. Removed body parts will move under their own power. Our objective, then, is to shatter the limbs while not severing them, leaving this mummy with no tools to fight us with. The blunt weapon becomes ideal here, because we don't need living toes chasing us down. This creature is unarmed, so we must disable all of its limbs. Swing for the right hand! ![[image loading]](http://i.imgur.com/hw0Pr.png) Ah, fuck.Mummies are apparently pretty frail, for a single attack and a counterattack send two parts of the corpse sailing off. How much power does it take to tear someone's hand off with a flail, anyway? In the interest of science, we shall now name this unit the 'Jol'. Hands and feet take one Jol to remove. Mummy, you just got scienced. At least he's one hand down, so he can't grapple us, and one foot down, so we can't be chased. A living hand on the ground is probably a lot less dangerous than a mummy with that hand for wrestling. This might be looking up. Then there's the matter of the curse. I don't know what it does but there's no good outcome from that. Jol's speed is drastically reduced, so he's not just throwing a fit when it says 'you feel horrible'. herewego.jpgWith a gesture, the shattered parts begin to rise. Jol is unimpressed, for the fight goes well. iGrok stabs the mummy's left arm, dealing critical damage to it. Without a right hand and with a shattered left arm, the mummy no longer has offensive capability of note. A few already-smashed parts on the ground can be handled via the 'whack-a-mole' style of combat. Things are looking up. And then they aren't. The mummy has one weapon left. Lunging forward on one foot, he sinks his teeth deep into Jol, and all of a sudden, we are caught in an unbreakable grip. The mummy and his dancing parts are unable to truly harm us, but we cannot escape the hideous, rotting jaw of the creature, and blood flows freely. Our flail is ripped from our grasp; it is a struggle to recover it. Panicking, Jol flails at the mummy, trying to smash the body, the head, anything that will potentially force it to release us. He grows pale at first, then faint, as blood flows unceasingly from the ragged, ripped hole in his flesh. Suddenly, he is free - and only one smart option remains. I hope the two inside are ok!Jol runs into the night, in fear and in pain. The sounds of the battle fade behind him as he escapes the darkness of the tomb. He checks his body parts - all accounted for. His wounds are deep but not fatal, and should heal with a bit of rest. His companions are forgotten within the tomb. Perhaps they will triumph regardless - iGrok has the glow of one who is legendary. It is not something Jol concerns himself about. In fact, he concerns himself with a lot of things that aren't the thing he needs to worry about. The Mummy's curse. And with an otherworldly 'bing', it strikes. I like to think the game really does have a malevolent power that can do this, to be honest.The power of the curse erases Jol's entire life to the point no-one in his world ever knew of him. No saved records of him remain, for what value are saved games in such an Adventure? As the universe collapses around him, Jol ponders a last, cryptic thought. 'Why is 0.34.11 so damn unstable?'
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On August 07 2012 01:53 Dfgj wrote:Show nested quote +On August 07 2012 01:10 Jotoco wrote:On August 07 2012 00:18 Dfgj wrote:On August 06 2012 22:09 Jotoco wrote:On August 06 2012 11:08 Dfgj wrote:On August 06 2012 11:06 Jotoco wrote: Great writing.
Pity Nemem had to die.
Pity we don't have other places to adventure to... If we don't get an update soon I might just go wandering around with a Demigod and have random adventures. I'll name companions for people in the thread or something. It is been so long I don't play DF that I don't know anymore. Could you make the hero a dwarf? Dwarves are more fun, aren't they? And, I would rather watch a hero getting progressively better than see a newly created Demigod torning everything apart. But that is just me. I wish I had the time to play it again. I remember how much I struggled getting my first fortress up many years ago. Much before Lazy Noob Packs were around and even before youtube tutorials were created. THAT was challenging. Edit: Name a HammerDwarf (or man, as the case may be) after me if I may be so bold as to ask you to. The main issue with dwarves is the vast majority of accessible civilization is human, and that's where the bulk of your armor comes from. Of course, you could always make and abandon a fort to loot it for gear, but that's harder to find and everything gets scattered on an abandon meaning sometimes you'll just find nothing left at all. The problem with the 'progressively better' thing is, while true, it tends to lead to you getting killed really, really fast if you don't start from a strong point. Demigods can at least start with 'Great' or higher weapon skill, which is an immense advantage in a fight. You still have to level up all your other abilities, but being able to quickly incapacitate enemies sure helps. Even then, you're hunting named beasts and enemies that frequently have Great or higher weapon skills themselves, so it in no way means you won't die quick. Nemen was a 'Hero' (medium starting stats) and I pretty much had to lug around an army because a lot of the stuff he was fighting would one-shot him if he bore the brunt of it, and he didn't have the strength or weapon skill to dismember them fast. Ok, not a problem, then. I though you would be near-invincible. I admit to never playing the adventure mode. Last time I played DF Adventure mode was just created. Nah, demigod just means you have more starting stats/skill points (highest setting - Peasant, Hero, Demi-god). Adventure mode has really undergone a lot of changes: there are proper towns and better trading, there are tombs, forts, and other things to find on the map, and the quests scale up more interestingly imo. It's nowhere near as well-polished as Fortress mode, but it can be fun to spend a little bit of time dabbling with. For lack of something better to do: The Short Journey of Jol Dressedbright! + Show Spoiler +Jol was a man, and by gods, did he dress bright. Not only was it right there in his name, but years of cavorting around in fancy clothes, looking like some sort of loot pinata to invaders, had solidified his reputation. That wasn't important anymore. What was important was that being chased by trolls, goblins, and occasionally kobolds on a dare, had led to him being surprisingly competent in handling armor. He therefore inhabited heights Nemen would never aspire to. Moving with armor on. For all his fancy nomenclature, Jol was a bit of a brute. Superhuman strength, toughness, and dexterity led to a man that was a force of nature when unleashed, particularly when wielding a mace. Few things could withstand his thunderous strikes - and to everyone's surprise, Jol had the presence of mind to learn about three of them: he learned to read words, swim in water, and hide in the darkness. No ordinary thug was Jol - knowledge truly led to greater bashing. There's a reason I always put a point in reader, but you're not gonna find out today.Jol came from a little village in the Hills of Flax. When your entire region can be named after a single, tangible noun, then that says a lot about the excitement of life there. It was time for adventure, for setting out, for getting away from the godawful snow. If this was Runescape, Jol would already be rich.We've got much starting information. True to the 'deal with it' nature of the world, Jol began with a questionable-quality bronze flail. Still, it was at least a decently dense metal, suited for caving in skulls. If the world was truly unfair, it'd have given us silver, and the bad luck would have rewarded us greatly. Second, Jol's 'dressedbrightness' consists of a wool dress. Either he's fitting some very specific masculine stereotypes, or was called to adventure midway through exploring a farmer's daughter. The world may never know. Jol can sneak, dropping his move speed from the 1400s to 528, which, amusingly, is still faster than Nemen could walk normally. Our hero will be sneaking around a lot to build up experience, it's a stat that can be trained right off the bat and there's no reason not to. They should just let us start with Legendary Ambusher/Knapper/Thrower/Archer/Swimmer and be done with it, really. The ground is caked with frost. Snow and ice build up against Jol's dainty slippers. We go indoors, a temporary shelter from the tormenting needles of the relentless chill. Jol is not the best in social circumstances (indeed, a point in empathy is a point not in hitting things), but he minds his manners and greets the first man he sees. A man named Hode. Older women are responsible for 48,207 deaths a year in these lands.Hode presents Jol with a quest, to kill Behal Mansionrisked the Cougar. Who knows what mansion was risked, or what crimes Behal the Cougar has committed in Searedabyss the Bloody Hollows. Perhaps a crime against decent innuendo. Jol can read and appreciate words, you know. In any case, Hode chides our Mace Lord for daring to travel alone. He does not know our power, but he has Jol's best interests at heart. We're going to find some friends, and then bash some skulls. I briefly considered renaming their professions to 'Bridgebuilder' and 'Thread Updater', but that would be in bad taste. They're about to die horrifically, after all.Our own village is too boring to have other brave men - all the martial skill and adventurous spirit has funneled into Jol himself. We march to the Famous Hill, where a nearby village yields to us two mighty men, ready for war. We also collect some more tasks, for why not - there is much evil in the world to kill and be lavishly rewarded for. The group sets out to the north, braving the snow that had somehow not fallen on the Famous Hill but lay everywhere else. It impeded progress, froze waterskins to ice, and made the surroundings boring, boring, boring. A village elder once told Jol, 'back in our day, we walked uphill in the snow both ways to slay dragons!' Jol is unconvinced of the veracity of this story. The man was a Potash Maker. Encountering some Turkeys, we engage in some target practice. From now on, all Thanksgiving Turkeys must be caught this way by the buyer. Bam, just solved obesity in America and created a new reality TV show.Taking the clear shot, Jol maims the turkey gobbler's leg, then closes in to unleash more devastating blows. The battle tactics for blunt and edged weapons are similar - by crushing the bones in the limbs, the mace or hammerman removes the ability of his foe to attack or move, much like dismemberment. Hits to the upper body allow the attacker to knock out his opponent by damaging the lungs, in the same way the sword or axeman might cause them to black out from lack of blood. Eventually a clear shot at the head opens, and the head is destroyed. Jol has less ability to remove limbs entirely, but his attacks are more effective against armor, making him better-suited against foes from civilized races but less effective against big, fleshy monstrousities. Jol's still wearing a dress during this, you realize. A pretty one.We kill the Turkey Gobbler to realize we have no way of butchering it, because Jol did not bring anything sharp. Onwards, to the north! A good amount of the travel is done outside the travel screen, rapidly training our Ambusher skill: 1exp per step. Is that the edge of the snow I see? At last, we can drink something besides the blood coating our clothes!Our group at last drops out of hyperspace the travel screen near a mighty Fortress. No doubt the Lord of this place has tasks of great heroism for us to perform. Dragons to hunt, princesses to rescue and then abscond with. In that order, traditionally. Pretty tempted to scroll one option down at this point.We swipe everything of value in the Fort for compensation. Emotional damage. Wouldn't want a tantrum spiral. ![[image loading]](http://i.imgur.com/VlQ81.png) A good haul! Jol now sports armored boots and a helm. He's replaced his terrible, terrible copper shield with one befitting his ability, and collected a second waterskin as well as a sword for butchering things. He's still wearing a dress - over some trousers and under a robe, but that might actually give us some protection. I'm beginning to think Mr. Dressedbright just put on everything he owned, called it armor, and stepped out the door. This still implies he owned a dress. We've nothing to train the thrower skill with, however - the fort only has two levels and not that much stuff. Regardless, we're better off than we were, and at no cost to us. The Lord may not have thought we were any good, but we'll show him. We'll show them all. And by pure chance, we encouter a way to do so before we even reach our tasks. Bet you're glad I picked a blunt weapon now, aren't ya?Tombs. Tombs are homes of powerful undead, and lots of treasure. They are cursed. Things that die there don't stay dead. All I hear is 'combat xp'. This is a surprisingly rare case of the game assuming your character is actually competent.Jol approches the grey, grim walls of the tomb. The stone is dry and old, beginning to crumble in places. Nobody comes here to maintain it. A single door is set into the sheer face. This is not a place that wants multiple ways in, or out. The lock is picked, and entrace earned. iGrok and Kurumi, our two lackeys, ready their weapons, and we sneak into the darkness. Items lay strewn here. Offerings or remains, it no longer matters. A pair of cheap copper greaves, a stack of arrows now belong to us. There's a stone marker standing in remembrance to someone no longer remembered. We head deeper into the tomb. And we are seen. I did not walk here sneaking just for this guy to see me, what the hell.This raises some questions. What is a mummy farmer? Two troubling possibilities. Firstly, this thing farms mummies, meaning his crop could be around, shambling from their plots. Alternatively, he could be a mummified farmer, in which case clearly even the lower castes of society have earned eternal life in death, and their numbers are without limit. Jol is not an anthropologist, however. He attempts to hit the thing. The undead, especially one so powerful, must be approached with caution. Removed body parts will move under their own power. Our objective, then, is to shatter the limbs while not severing them, leaving this mummy with no tools to fight us with. The blunt weapon becomes ideal here, because we don't need living toes chasing us down. This creature is unarmed, so we must disable all of its limbs. Swing for the right hand! ![[image loading]](http://i.imgur.com/hw0Pr.png) Ah, fuck.Mummies are apparently pretty frail, for a single attack and a counterattack send two parts of the corpse sailing off. How much power does it take to tear someone's hand off with a flail, anyway? In the interest of science, we shall now name this unit the 'Jol'. Hands and feet take one Jol to remove. Mummy, you just got scienced. At least he's one hand down, so he can't grapple us, and one foot down, so we can't be chased. A living hand on the ground is probably a lot less dangerous than a mummy with that hand for wrestling. This might be looking up. Then there's the matter of the curse. I don't know what it does but there's no good outcome from that. Jol's speed is drastically reduced, so he's not just throwing a fit when it says 'you feel horrible'. herewego.jpgWith a gesture, the shattered parts begin to rise. Jol is unimpressed, for the fight goes well. iGrok stabs the mummy's left arm, dealing critical damage to it. Without a right hand and with a shattered left arm, the mummy no longer has offensive capability of note. A few already-smashed parts on the ground can be handled via the 'whack-a-mole' style of combat. Things are looking up. And then they aren't. The mummy has one weapon left. Lunging forward on one foot, he sinks his teeth deep into Jol, and all of a sudden, we are caught in an unbreakable grip. The mummy and his dancing parts are unable to truly harm us, but we cannot escape the hideous, rotting jaw of the creature, and blood flows freely. Our flail is ripped from our grasp; it is a struggle to recover it. Panicking, Jol flails at the mummy, trying to smash the body, the head, anything that will potentially force it to release us. He grows pale at first, then faint, as blood flows unceasingly from the ragged, ripped hole in his flesh. Suddenly, he is free - and only one smart option remains. I hope the two inside are ok!Jol runs into the night, in fear and in pain. The sounds of the battle fade behind him as he escapes the darkness of the tomb. He checks his body parts - all accounted for. His wounds are deep but not fatal, and should heal with a bit of rest. His companions are forgotten within the tomb. Perhaps they will triumph regardless - iGrok has the glow of one who is legendary. It is not something Jol concerns himself about. In fact, he concerns himself with a lot of things that aren't the thing he needs to worry about. The Mummy's curse. And with an otherworldly 'bing', it strikes. I like to think the game really does have a malevolent power that can do this, to be honest.The power of the curse erases Jol's entire life to the point no-one in his world ever knew of him. No saved records of him remain, for what value are saved games in such an Adventure? As the universe collapses around him, Jol ponders a last, cryptic thought. 'Why is 0.34.11 so damn unstable?'
Aw, fuck...
Good try. Why does things latching onto you so powerful? More dwarves and men have died because someone has sunk teeth on then than they die from weapons and arrows...
I truly don't understand combat in this game...
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Haha, well actually, we ended up making peace with the mummy and he invited us to share with his treasure. Why, I just got back from tea with his foot.
I also found out that he does actually farm mummies - quite an interesting process really.
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On August 07 2012 06:13 Jotoco wrote:Show nested quote +On August 07 2012 01:53 Dfgj wrote:On August 07 2012 01:10 Jotoco wrote:On August 07 2012 00:18 Dfgj wrote:On August 06 2012 22:09 Jotoco wrote:On August 06 2012 11:08 Dfgj wrote:On August 06 2012 11:06 Jotoco wrote: Great writing.
Pity Nemem had to die.
Pity we don't have other places to adventure to... If we don't get an update soon I might just go wandering around with a Demigod and have random adventures. I'll name companions for people in the thread or something. It is been so long I don't play DF that I don't know anymore. Could you make the hero a dwarf? Dwarves are more fun, aren't they? And, I would rather watch a hero getting progressively better than see a newly created Demigod torning everything apart. But that is just me. I wish I had the time to play it again. I remember how much I struggled getting my first fortress up many years ago. Much before Lazy Noob Packs were around and even before youtube tutorials were created. THAT was challenging. Edit: Name a HammerDwarf (or man, as the case may be) after me if I may be so bold as to ask you to. The main issue with dwarves is the vast majority of accessible civilization is human, and that's where the bulk of your armor comes from. Of course, you could always make and abandon a fort to loot it for gear, but that's harder to find and everything gets scattered on an abandon meaning sometimes you'll just find nothing left at all. The problem with the 'progressively better' thing is, while true, it tends to lead to you getting killed really, really fast if you don't start from a strong point. Demigods can at least start with 'Great' or higher weapon skill, which is an immense advantage in a fight. You still have to level up all your other abilities, but being able to quickly incapacitate enemies sure helps. Even then, you're hunting named beasts and enemies that frequently have Great or higher weapon skills themselves, so it in no way means you won't die quick. Nemen was a 'Hero' (medium starting stats) and I pretty much had to lug around an army because a lot of the stuff he was fighting would one-shot him if he bore the brunt of it, and he didn't have the strength or weapon skill to dismember them fast. Ok, not a problem, then. I though you would be near-invincible. I admit to never playing the adventure mode. Last time I played DF Adventure mode was just created. Nah, demigod just means you have more starting stats/skill points (highest setting - Peasant, Hero, Demi-god). Adventure mode has really undergone a lot of changes: there are proper towns and better trading, there are tombs, forts, and other things to find on the map, and the quests scale up more interestingly imo. It's nowhere near as well-polished as Fortress mode, but it can be fun to spend a little bit of time dabbling with. For lack of something better to do: The Short Journey of Jol Dressedbright! + Show Spoiler +Jol was a man, and by gods, did he dress bright. Not only was it right there in his name, but years of cavorting around in fancy clothes, looking like some sort of loot pinata to invaders, had solidified his reputation. That wasn't important anymore. What was important was that being chased by trolls, goblins, and occasionally kobolds on a dare, had led to him being surprisingly competent in handling armor. He therefore inhabited heights Nemen would never aspire to. Moving with armor on. For all his fancy nomenclature, Jol was a bit of a brute. Superhuman strength, toughness, and dexterity led to a man that was a force of nature when unleashed, particularly when wielding a mace. Few things could withstand his thunderous strikes - and to everyone's surprise, Jol had the presence of mind to learn about three of them: he learned to read words, swim in water, and hide in the darkness. No ordinary thug was Jol - knowledge truly led to greater bashing. There's a reason I always put a point in reader, but you're not gonna find out today.Jol came from a little village in the Hills of Flax. When your entire region can be named after a single, tangible noun, then that says a lot about the excitement of life there. It was time for adventure, for setting out, for getting away from the godawful snow. If this was Runescape, Jol would already be rich.We've got much starting information. True to the 'deal with it' nature of the world, Jol began with a questionable-quality bronze flail. Still, it was at least a decently dense metal, suited for caving in skulls. If the world was truly unfair, it'd have given us silver, and the bad luck would have rewarded us greatly. Second, Jol's 'dressedbrightness' consists of a wool dress. Either he's fitting some very specific masculine stereotypes, or was called to adventure midway through exploring a farmer's daughter. The world may never know. Jol can sneak, dropping his move speed from the 1400s to 528, which, amusingly, is still faster than Nemen could walk normally. Our hero will be sneaking around a lot to build up experience, it's a stat that can be trained right off the bat and there's no reason not to. They should just let us start with Legendary Ambusher/Knapper/Thrower/Archer/Swimmer and be done with it, really. The ground is caked with frost. Snow and ice build up against Jol's dainty slippers. We go indoors, a temporary shelter from the tormenting needles of the relentless chill. Jol is not the best in social circumstances (indeed, a point in empathy is a point not in hitting things), but he minds his manners and greets the first man he sees. A man named Hode. Older women are responsible for 48,207 deaths a year in these lands.Hode presents Jol with a quest, to kill Behal Mansionrisked the Cougar. Who knows what mansion was risked, or what crimes Behal the Cougar has committed in Searedabyss the Bloody Hollows. Perhaps a crime against decent innuendo. Jol can read and appreciate words, you know. In any case, Hode chides our Mace Lord for daring to travel alone. He does not know our power, but he has Jol's best interests at heart. We're going to find some friends, and then bash some skulls. I briefly considered renaming their professions to 'Bridgebuilder' and 'Thread Updater', but that would be in bad taste. They're about to die horrifically, after all.Our own village is too boring to have other brave men - all the martial skill and adventurous spirit has funneled into Jol himself. We march to the Famous Hill, where a nearby village yields to us two mighty men, ready for war. We also collect some more tasks, for why not - there is much evil in the world to kill and be lavishly rewarded for. The group sets out to the north, braving the snow that had somehow not fallen on the Famous Hill but lay everywhere else. It impeded progress, froze waterskins to ice, and made the surroundings boring, boring, boring. A village elder once told Jol, 'back in our day, we walked uphill in the snow both ways to slay dragons!' Jol is unconvinced of the veracity of this story. The man was a Potash Maker. Encountering some Turkeys, we engage in some target practice. From now on, all Thanksgiving Turkeys must be caught this way by the buyer. Bam, just solved obesity in America and created a new reality TV show.Taking the clear shot, Jol maims the turkey gobbler's leg, then closes in to unleash more devastating blows. The battle tactics for blunt and edged weapons are similar - by crushing the bones in the limbs, the mace or hammerman removes the ability of his foe to attack or move, much like dismemberment. Hits to the upper body allow the attacker to knock out his opponent by damaging the lungs, in the same way the sword or axeman might cause them to black out from lack of blood. Eventually a clear shot at the head opens, and the head is destroyed. Jol has less ability to remove limbs entirely, but his attacks are more effective against armor, making him better-suited against foes from civilized races but less effective against big, fleshy monstrousities. Jol's still wearing a dress during this, you realize. A pretty one.We kill the Turkey Gobbler to realize we have no way of butchering it, because Jol did not bring anything sharp. Onwards, to the north! A good amount of the travel is done outside the travel screen, rapidly training our Ambusher skill: 1exp per step. Is that the edge of the snow I see? At last, we can drink something besides the blood coating our clothes!Our group at last drops out of hyperspace the travel screen near a mighty Fortress. No doubt the Lord of this place has tasks of great heroism for us to perform. Dragons to hunt, princesses to rescue and then abscond with. In that order, traditionally. Pretty tempted to scroll one option down at this point.We swipe everything of value in the Fort for compensation. Emotional damage. Wouldn't want a tantrum spiral. ![[image loading]](http://i.imgur.com/VlQ81.png) A good haul! Jol now sports armored boots and a helm. He's replaced his terrible, terrible copper shield with one befitting his ability, and collected a second waterskin as well as a sword for butchering things. He's still wearing a dress - over some trousers and under a robe, but that might actually give us some protection. I'm beginning to think Mr. Dressedbright just put on everything he owned, called it armor, and stepped out the door. This still implies he owned a dress. We've nothing to train the thrower skill with, however - the fort only has two levels and not that much stuff. Regardless, we're better off than we were, and at no cost to us. The Lord may not have thought we were any good, but we'll show him. We'll show them all. And by pure chance, we encouter a way to do so before we even reach our tasks. Bet you're glad I picked a blunt weapon now, aren't ya?Tombs. Tombs are homes of powerful undead, and lots of treasure. They are cursed. Things that die there don't stay dead. All I hear is 'combat xp'. This is a surprisingly rare case of the game assuming your character is actually competent.Jol approches the grey, grim walls of the tomb. The stone is dry and old, beginning to crumble in places. Nobody comes here to maintain it. A single door is set into the sheer face. This is not a place that wants multiple ways in, or out. The lock is picked, and entrace earned. iGrok and Kurumi, our two lackeys, ready their weapons, and we sneak into the darkness. Items lay strewn here. Offerings or remains, it no longer matters. A pair of cheap copper greaves, a stack of arrows now belong to us. There's a stone marker standing in remembrance to someone no longer remembered. We head deeper into the tomb. And we are seen. I did not walk here sneaking just for this guy to see me, what the hell.This raises some questions. What is a mummy farmer? Two troubling possibilities. Firstly, this thing farms mummies, meaning his crop could be around, shambling from their plots. Alternatively, he could be a mummified farmer, in which case clearly even the lower castes of society have earned eternal life in death, and their numbers are without limit. Jol is not an anthropologist, however. He attempts to hit the thing. The undead, especially one so powerful, must be approached with caution. Removed body parts will move under their own power. Our objective, then, is to shatter the limbs while not severing them, leaving this mummy with no tools to fight us with. The blunt weapon becomes ideal here, because we don't need living toes chasing us down. This creature is unarmed, so we must disable all of its limbs. Swing for the right hand! ![[image loading]](http://i.imgur.com/hw0Pr.png) Ah, fuck.Mummies are apparently pretty frail, for a single attack and a counterattack send two parts of the corpse sailing off. How much power does it take to tear someone's hand off with a flail, anyway? In the interest of science, we shall now name this unit the 'Jol'. Hands and feet take one Jol to remove. Mummy, you just got scienced. At least he's one hand down, so he can't grapple us, and one foot down, so we can't be chased. A living hand on the ground is probably a lot less dangerous than a mummy with that hand for wrestling. This might be looking up. Then there's the matter of the curse. I don't know what it does but there's no good outcome from that. Jol's speed is drastically reduced, so he's not just throwing a fit when it says 'you feel horrible'. herewego.jpgWith a gesture, the shattered parts begin to rise. Jol is unimpressed, for the fight goes well. iGrok stabs the mummy's left arm, dealing critical damage to it. Without a right hand and with a shattered left arm, the mummy no longer has offensive capability of note. A few already-smashed parts on the ground can be handled via the 'whack-a-mole' style of combat. Things are looking up. And then they aren't. The mummy has one weapon left. Lunging forward on one foot, he sinks his teeth deep into Jol, and all of a sudden, we are caught in an unbreakable grip. The mummy and his dancing parts are unable to truly harm us, but we cannot escape the hideous, rotting jaw of the creature, and blood flows freely. Our flail is ripped from our grasp; it is a struggle to recover it. Panicking, Jol flails at the mummy, trying to smash the body, the head, anything that will potentially force it to release us. He grows pale at first, then faint, as blood flows unceasingly from the ragged, ripped hole in his flesh. Suddenly, he is free - and only one smart option remains. I hope the two inside are ok!Jol runs into the night, in fear and in pain. The sounds of the battle fade behind him as he escapes the darkness of the tomb. He checks his body parts - all accounted for. His wounds are deep but not fatal, and should heal with a bit of rest. His companions are forgotten within the tomb. Perhaps they will triumph regardless - iGrok has the glow of one who is legendary. It is not something Jol concerns himself about. In fact, he concerns himself with a lot of things that aren't the thing he needs to worry about. The Mummy's curse. And with an otherworldly 'bing', it strikes. I like to think the game really does have a malevolent power that can do this, to be honest.The power of the curse erases Jol's entire life to the point no-one in his world ever knew of him. No saved records of him remain, for what value are saved games in such an Adventure? As the universe collapses around him, Jol ponders a last, cryptic thought. 'Why is 0.34.11 so damn unstable?' Aw, fuck... Good try. Why does things latching onto you so powerful? More dwarves and men have died because someone has sunk teeth on then than they die from weapons and arrows... I truly don't understand combat in this game... Latching isn't a horrible thing in terms of the damage it deals, but it prevents you from moving at all if you can't break it. In a fight where a lot of stuff can accumulate to hit you (dismembered undead), that's bad. I ended up with a couple red bodyparts before the game crashed. More worrisome was that I was tired/pale from exertion and blood loss, and I thought I might just end up collapsing entirely.
There might be some other stuff, and probably is, but I don't know the full details of how some aspects of wrestling work, especially with teeth.
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On August 07 2012 06:24 iGrok wrote: Haha, well actually, we ended up making peace with the mummy and he invited us to share with his treasure. Why, I just got back from tea with his foot.
I also found out that he does actually farm mummies - quite an interesting process really.
Does it involves killing people and mummifying then?
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Ahahahah best ending ever. Dfgh, you're awesome.
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Very quality read. As said before, you keep writing and I'll keep reading.
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I think someone should start a new thread...
A new world...
A little bit less dangerous, but still not to be so successful as the first.
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On August 08 2012 20:11 Jotoco wrote: I think someone should start a new thread...
A new world...
A little bit less dangerous, but still not to be so successful as the first.
I am still waiting on the report and advice what to do next.
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I think a sinister environment is fine, just we were very unlucky and found one that was Necromantic. Other environments probably won't be necromantic, maybe?
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On August 08 2012 21:20 Obsidian wrote: I think a sinister environment is fine, just we were very unlucky and found one that was Necromantic. Other environments probably won't be necromantic, maybe?
I liked the necromantic thing. But people just couldn't survive it.
If there is a way to give us an unfair advantage to head start something in a necromantic environment, like a year to settle down and build up, it would be AWESOME.
imagine all the FUN it would be to see 100 dwarves in a necromantic environment......
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A different (intelligent Military Heavy) Starting 7 could still probably make a good go of a Necromantic environ. Definitely requires a different play-style.
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Blazinghand
United States25551 Posts
It's also probably a good idea to bring a Mechanic in the Starting 7 since you'll need to get traps going in that environment. I think if you knew an embark was Necromantic, it'd be doable, but you'd have to prepare for it and it'd take longer for the dwarven economy to get started.
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My best attempt at a necromantic start lasted till mid-winter before a heroic piece of horse skin choked a few of my dwarves out, kinda went down hill from there.
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*shameless bump*
Would iGrok or someone else be interested in restarting this?
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United States10328 Posts
yo yo yo I'm doing my writeup
should post by end of today
(and Kurumi, if you want to start your turn... I thought I said you should earlier, but apparently not???)
but basically: - make some more walls/traps on ground level. room to the left is for ballistae. levers to raise bridges should be marked: one on floor -1, one on floor with dining hall (-4?) Hotkeys have been set for convenience. - also make more walls/traps on the level where two of our stairwells ran into caves. - dig down to lavaaaaa. hopefully we're getting pretty close. make magma forges wooooo - make more workshops as needed? probably more food-related stuff near the dining hall; I made some kitchen space there (most food stuff is on -1 right now near the tiny farms, which should also maybe get expanded) - random room to the left on -1 (below ballista room) can be a barracks area. The dwarves need military training, lots of it. - might need to expand office for nobles soon. Also, engrave dining hall once smoothing finishes.
edit: ohhhhhhhhhhhhhhhhhhhhhhhhhhh I finally realized where the TL horse was. SORRY
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I sure wish I could map-travel irl. Just flew from Washington to Singapore.
What I'm saying is I'm jetlagged to infinity and you guys better keep this going until I recover.
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On August 10 2012 09:49 Dfgj wrote: I sure wish I could map-travel irl. Just flew from Washington to Singapore.
What I'm saying is I'm jetlagged to infinity and you guys better keep this going until I recover.
Lol. Standaaaaaaaaaaaaard.
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Anyone willing to teach a newb how to play? I literally know nothing of the game but it looks interesting.
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if you are patient enough there are really good tutorials on youtube. captainduck's 2012 tutorials are probably the best among them. if you dont want to watch tutorials, you can use the wiki and trial and error method. and you really should get Lazy Newb Pack.
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United States10328 Posts
I'd been hiding from those damned goblins all winter. This wasn't exactly what I had in mind after dropping out from the College at Miluanba... but I'd heard that some dwarves had started a fortress named "Bloodpages" or something in the near vicinity. Despite their tendency to get completely wasted all the time, I probably had a better chance holing up with them.
When I arrived at their fort in the spring of 704, they were having some trouble with goblins too; the difference was that these goblins were running away from them. But as it turns out, dwarves aren't immune to goblin threats either: as I made my way to their gates, I heard some poor bearded lady crying about how her one-year-old daughter Bembul was snatched by a goblin. Tough luck.
A great start!
As I began wandering the dwarven-halls, it became painfully obvious that these wretched little men were currently leaderless and confused. Half of them stood around with no job; the famed dwarven mines and industry were non-existent; there was no dining room; and hell, they didn't even have any BOOZE. What kind of dwarves don't have booze?
I decided to take things into my own hands, seeing as there were apparently no dwarves competent enough to lead the settlement.
Spring 704. First things first: we need booze. I'm a bloody human and even I can't survive with no booze... poor dwarves. Soon, the dwarves begin gathering nearby plants, and booze production (re)starts in earnest.
Next, there's nowhere near enough space for workshops on the second floor (counting down, of course; otherwise the dwarves wouldn't understand what I was talking about.) I ask the miners to clear out more space so we can put up more workshops--we need a hell of a lot more than one mason, one carpenter, and two craftsdwarves working at a time! Not to mention there are 0 (zero) dwarves engaged in metal production. Go, my little men, and find work to do.
I order as many dwarves as I can afford to engage in working useful things like stone and wood rather than shearing sheep or whatnot. The dwarves have plenty of clothes, but almost no furniture to speak of. The newly allotted bedrooms, in fact, contain nothing but a bed; with such spartan furnishings, no man (or dwarf) could be happy!
Meanwhile, some incompetent goblin thieves attempt forays into the fortress, leaving empty-handed. Suckers. Not like there's much to steal... wait, actually, Cerol Channelmornings has gone a bit crazy. He begins screaming madly about all the animal skin and bones he wants; I guess we'd better let him have it...
The goblin's cue to enter.
Migrants! Apparently dwarves would rather live in a run-down settlement with no booze and not enough beds instead of in the comfort of a real mountain fortress. Whatever suits them, I guess.
Alas! As work begins, a terrifying beast of the deep appears in one of our underground cave networks! I quickly rally all of the fort's best troops to attack the foul creature, which turns out to be made of...
Snow?
SNOW?
After an overly dramatic sigh of relief, the dwarves hack it apart in no time, and everyone returns to their daily work. Cerol suddenly emerges from his favorite Craftdwarf's Workshop carrying a birchen crown, which he names "Release of Trotting." I guess trotting has to do with "Bloodpages," but doesn't have much to do with crowns or the crowned dwarf depicted on the crown. Whew, I'm getting tired just thinking about that...
The peace doesn't last long, though, as reports of a shapeshifting goblin send the military into, as usual, a panic. Luckily, the monster leaves, sated, after devouring an unsuspecting trader. Better them than us.
Yes, I'd fear the night if I could tell when it was nighttime.
The rest of the spring are uneventful; I continue helping the dwarves build up infrastructure (and booze!). Then a dwarf becomes depressed and commits suicide...
Summer 704. Summer arrives. A band of elven traders comes to visit (a bit late? Perhaps the werepanther scared them), followed closely by some curious thieves. The military scares away the thieves, but I can feel an amb---shit. A squad of goblin bowmen pops out of nowhere and attacks the traders. I cower in fear bravely sit in my office as the dwarves courageously engage the goblins. Another band of goblin axemen presses the assault, but the dwarves and traders hold them off; we take a handful of casualties, while the elves... run away like the elves they are. After the requisite weeping and gnashing of teeth, we gather our dead.
The soldiers' deaths expose another deficiency in the planning of this fort: though there seem to be nice tombs for the upper-class dwarves, there's nowhere to bury these poor soldiers' bodies. The dwarves dig out some more tomb space and set up some coffins, burying the soldiers and the suicider, while putting an angry ghost to rest as well.
Sorry I didn't get screenshots of the battles 
I find an aging dwarf, Tosid, willing to take an office job managing the fortress's workflow. I'm getting tired of walking up to each and every dwarf, stooping down, and hoping he (or she) is sober enough to understand what I'm saying; hopefully one of their own kind will be more effective (and incidentally save myself a lot of pain.) Some of the other white-collar nobles are getting uppity as well, demanding better living conditions, requesting production of whatever amuses them, banning the export of figurines... well, I guess the mayor really loves figurines.
Reports come in that the dwarves don't have enough stone to build things with. Seriously? We're completely surrounded by stone everywhere, and you don't have any stone? To hit two birds with one stone (ha...), the miners scurry down a few floors and begin clearing out a dining hall. + Show Spoiler [Note] + Apparently I defaced the Liquid horse at this time. Sorry  A gremlin appears in the stairwell, but fails to do much before getting clobbered. Good job, dwarves!
Another wave of hapless migrants arrive. Apparently some of them are extremely famous for some useless tasks like bonecrafting or whatnot; they can work on stone instead, because unfortunately for them, we don't have that many bones lying around. Unfortunately, this exacerbates the fact that the dwarves have recently run low on food.
Also of note: some dwarf randomly dies of thirst.
Luckily, human traders arrive to conduct their annual rip-offs trading with the dwarves. A kobold thief tries (ineffectually) to sneak in with the traders, but a wandering hunter dismissively shoots it in the face, ending its sneaking.
Boom! Headshot!
The dwarves trade piles of crafts and gems for wood, weapons, and seeds (to hopefully jump-start the farming industry again.) As the traders leave, I can hear them snickering about the good deal they got. Good riddance.
Wat
A dwarf named Ilral goes a bit batty and claims a Craftdwarf's Workshop. Good for her, I guess.
Autumn 704. The fall is relatively free of excitement. The dwarves diligently construct walls and traps outside to stop invaders, while continuing to dig their famous tunnel networks for reasons I don't know. Thanks to all the migrants this year and the addition of a manager, the dwarves' productivity has skyrocketed. Ilral finishes her muskox bone earring, which the dwarves seem to regard in awe; I guess I don't understand earrings well enough to see why it's so amazing.
Dwarven traders arrive near the end of autumn, along with an "outpost liaison," who appears to be some sort of bigwig from the dwarven mountain-homes. The dwarf broker r.Evo trades yet another large haul of crafts and gems for more functional things, and the traders are again giddy with their profits. The dwarves, on the other hand, seem quite happy to get all that crap off their hands.
Another dwarf pushily claims a workshop for himself. Go for it, I guess.
Mood that I later forgot about. I really shouldn't be so sloppy about them...
Winter 704. The hill to the east seems like a good place from which to rain death on invaders, so I suggest the dwarves clear enough room to place siege weapons there. The dining hall is taking shape nicely; the dwarves begin smoothing the stone, because they like that sort of thing. The miners dig down in hopes of finding lava to power their metal industry, since charcoal has been in short supply. Meanwhile, the dwarven ambassador informs the colony that he'd be actually willing to give good prices on some items!
Looks like they got a new king?
The moody dwarf suddenly goes crazy! I didn't really pay attention to what he wanted, so... oops. The military converges on the berserking dwarf, easily putting him down.
Ugh.
Those dwarves digging for lava instead run into a cave, despite doing their best to try to avoid caves. As they try to dig around this cave, they end up in another one. Unfortunately, this means that there are more angles for monsters of the deep to attack from; the dwarves hastily begin building walls and traps to protect the stairways.
But even as the dwarves toil underground, news comes from above: another werepanther has appeared! He maanges to tear two poor bearded souls apart before the soldiers kill him. This place is getting a bit too... exciting for me.
Turns out there are just werepanthers everywhere...
As the dwarves start digging tombs for the newly deceased, more goblin ambushes arrive! A few dwarves are caught in the open and shot down, while the rest retreat into the fortress for cover.
Try to spot the bow-goblins. Ouch.
As the goblins try to approach the entrance, traps and a waiting military make quick mincemeat of the invaders. However, one of the dwarven merchants (who is still hanging around for some reason) snaps, and has to be put down as well.
To top it all off, one of the dwarven babies morphs into a werepanther! That's it; as soon as the weather warms up, I'm out of here.
Guess he got bitten.
Spring 705. Farewell, Bloodpages the Shadow of Thirst. I am thankful for your gracious hospitality, but I really need to get the hell out of here.
A new year, a new leader.
Other stuff from this year Artifacts:
Summary:
Sorry to all for the super-super long wait. And sorry the images are too wide; I'm too lazy to fix that now...
Time to sleep T___T
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Awesome writeup, but I totally can't read any of the screencap text despite squinting at the screen from about two inches away.
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Eh, my interest of DF kind of died.. sorry guys. I must forfeit my turn. Really sorry.
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United States10328 Posts
On August 13 2012 20:27 Belisarius wrote: Awesome writeup, but I totally can't read any of the screencap text despite squinting at the screen from about two inches away.
Hmm, try viewing the images separately and zooming? >< I agree it's really hard to read 
And Kurumi: sorry man
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Blazinghand
United States25551 Posts
Interest in DF comes and goes. I know I will put it down for a few months, then come back and play. it's always a good game to return to, and we all take breaks.
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United Kingdom3482 Posts
I love the fact that the TL forts have a habit of being invaded by purple eyed were creatures.
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Shi is next in line, then ShloobeR. Either of them around?
Edit: Or we could go back to one of the many players who dodged turn 3 :-)
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Blazinghand
United States25551 Posts
Heh, I'm still dodging until I get a new PC ;_; but I'm also still watching <3
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I'm here! I've been visiting this thread like 10 times a day for updates lol.
I'll try to play tomorrow.
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United States10328 Posts
On August 14 2012 08:14 Shi wrote: I'm here! I've been visiting this thread like 10 times a day for updates lol.
I'll try to play tomorrow.
lol my bad... gogo!
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On August 14 2012 01:48 imallinson wrote:I love the fact that the TL forts have a habit of being invaded by purple eyed were creatures. The fortress is probably near a lair that houses a family of them, hence similar characteristics.
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I'm here too and will be ready for my turn : )
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United States10328 Posts
On August 14 2012 11:18 Dfgj wrote:Show nested quote +On August 14 2012 01:48 imallinson wrote:I love the fact that the TL forts have a habit of being invaded by purple eyed were creatures. The fortress is probably near a lair that houses a family of them, hence similar characteristics.
Based on the werepanther baby that appeared, it seems like when a creature is bitten, he turns into the same type of werecreature as the biter.
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I just got slammed with a pretty big assignment at work. ShloobeR would you mind going? Sorry for skipping :3
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United States10328 Posts
bump to keep this on first page--I hope shloober is playing; otherwise I feel super bad about killing this ;;
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On August 16 2012 03:10 ]343[ wrote: bump to keep this on first page--I hope shloober is playing; otherwise I feel super bad about killing this ;;
Yeah... and you didn't even kill it with FUN...
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United States10328 Posts
On August 16 2012 20:25 Jotoco wrote:Show nested quote +On August 16 2012 03:10 ]343[ wrote: bump to keep this on first page--I hope shloober is playing; otherwise I feel super bad about killing this ;; Yeah... and you didn't even kill it with FUN...
there was surprisingly little FUN in my year, heh.
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United States10328 Posts
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Blazinghand
United States25551 Posts
I breathlessly await the outcome of his turn.
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United States10328 Posts
anyone going to play a turn? ^^ ShloobeR didn't reply to my PM...
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Blazinghand
United States25551 Posts
Well, I got a new comp, so I could do it. I won't have time for like 2 days though.
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I would love to read another of your writeups Bh ^_^ just got my new comp too
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Well, I just started another year of college so I'm a little busy. Get it done, Blazinghand!
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