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Time to die in Dwarf Fortress.

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Re: Time to die in Dwarf Fortress.

Post by Arch Fiend on Sun Feb 19, 2012 3:08 am

holy crap, razgriz has his own online game now?

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Re: Time to die in Dwarf Fortress.

Post by V on Mon Feb 20, 2012 7:13 am

no

_________________




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Re: Time to die in Dwarf Fortress.

Post by Leb on Tue Feb 21, 2012 5:54 am

OKAY! Sorry it took so long, but it took a while to finish all the funky updates to the mod and so on. But now it's time to start the fort again after the game-corrupting bugs are dealt with(probably)! Also picked up Ironhand's graphic set, I HOPE DIGDOG IS HAPPY NOW.

The fort name, JETPACKHOEDOWN. It's a 1x2 mountain spot surrounded by 5 different sinister tropical grassland biomes. Either it'll be hilarious, or not special AT ALL. Let's hope for hilarious.

Renamed people again, Peregrine is in as well. Will name the new sign-up's once migrants show up. BUT NOW, HERE ARE OUR BRAVE HEROES!

AGAIN!
Mr. Sebi, the Miner/Stonecrafter.
Erik the Miner.
Tom Gaskarth, Blacksmith/Weaponsmith.
Tim Hortans, Brewer.
DigDog the Axewoman.
Cial the Crossbowman.
Peregrine the Carnie.

Here's the current relationships with people:
DigDog and Cial are lovers.
Tim and Erik are lovers.
Everyone but Sebi are friends, who's a long-term acquaintance to 'em.

Anyway. So the group parked the wagon in the middle of 2 hills. Pretty normal, and it's a pretty good spot to camp. It's the only safe biome around, so we should be safe with corpse storing as long as they're done within the middle of the map.

After breaking the neck of a zombie bird, we put up some quick walls and a raising bridge to get everything nice and sealed safe. Right now our only worry are the herds of undead rhinos that once already wiped the fort. I was doing expanding outside to secure a farming area, an aardvark had it's stuffings beaten out by Dig and then the herd of rhinos stamped all over him, Cial and everyone else.

Have a picture of the fort right now. I'm calling it now, we gotta tear down these two hills in the future and build two huge towers to replace 'em.

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Re: Time to die in Dwarf Fortress.

Post by DigDog on Tue Feb 21, 2012 8:33 am

This is one weird tileset. What have I done.

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Re: Time to die in Dwarf Fortress.

Post by Erik on Tue Feb 21, 2012 2:38 pm

Tim :) <3<3<3<3<3

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Re: Time to die in Dwarf Fortress.

Post by Leb on Tue Feb 21, 2012 4:46 pm

DigDog wrote:This is one weird tileset. What have I done.


There's just so much a tileset can do in a Dorf Fort game where you play a mod that has a bazillion creatures modded in, and the guy who did that doesn't do sprite art well to give 'em graphics. Seriously, it's tuff.

Also, there was some problems with how the game was showing some certain plants and grasses but that's fixed now. You also wouldn't believe how slow the game is to start up now.

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Re: Time to die in Dwarf Fortress.

Post by Leb on Wed Feb 22, 2012 6:04 am

Time to play again!

So there have been a few peregrine hawk attacks lately, undead ones. Luckily Cial and DigDog were more than a match for these fearsome beasts, although Peregrine did their fair share of help when we were building an atomcompressor to "process" the undead menace once and for all.



We also got a migrant wave who managed to not piss off the undead rhinos. Say hello to our new friends!

Felix the Clothier.
Ieb the Lye Maker.

Besides those two named migrants, there's also a farmer, weaver, tanner and a kid.
13 people in the fort now.

As Autumn arrived, we also found the magmasea. Which is good because I'm gonna kickstart the metal industry as soon as I find out whether or not this site has any warfare-metals. If not, then whooooo boy are we screwed.

Pic related, it's Erik digging a room to place the forges and smelters at. Sebi does nothing these days but sleep and go on breaks, that jerk.

EDIT:

Middle of autumn. Two things happened simultaneously.
First, we got migrants. Another metalsmith, a potash maker, a peasant and 2 more kids.

The second thing? We found out why there were all those damp stone warnings on our forge area. The tunnel I meant to use to channel open tile to let magma into the channels turned out to be holding back water from the 3rd cavern level. Right now our planned forge area is busy being submerged completely. Need to mine around it and replace it, because we don't have a lot of space to move since the flooded area is also one of the only spots where there's not magma immediately beneath, preventing further digging down.

EDIT2:
Well that's it for my first year on this fort. Didn't really do much but dig trenches, make fortifications and scrounge for metal desperately. We can make bronze with what we have right now, it's better than nothing but I had hoped we'd get steel from native sources.

We got enough bronze to gear up Dig and Cial on full bronze outfit, I think, so at least that's looking good. Too bad Tom decided to sleep and screw around for the last month instead of making the god damn armor. Oh well. As long as nothing breaches the entrance bridge, we're safe.

DUN DUN DUUUUUUN

Or some other appropriate sound effect.
Anyway, it's up to Peregrine now to run the fort for one year. Anyone is of course free to hop along this train to hell, because I found out that the mountain we're at isn't safe from reanimating the dead as I thought it was. Luckily so far the only things to come to life have been birds.

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Re: Time to die in Dwarf Fortress.

Post by Cial on Wed Feb 22, 2012 11:54 am

Erik wrote:Tim :) <3<3<3<3<3


Back off my man.

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Re: Time to die in Dwarf Fortress.

Post by Felix on Wed Feb 22, 2012 5:47 pm

Did one of the migrants names get changed to felix? wanna know who I am.. :P

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Re: Time to die in Dwarf Fortress.

Post by Leb on Wed Feb 22, 2012 7:47 pm

So I tried Adventurer mode on this thing, never played too much that mode so yeah.

I was doing pretty good. Killed some wild critters, made a backpack and some basic bone and leather armor, then went to do my first quest, to kill the moon monster nearby a hamlet.

Well it turns out that the moon monster had a whole family in its lair. Six or seven of 'em? Too bad for them my masterplan killed them all! Kited four of 'em out of their lair, into thick spiderwebs outside and when they were helpless, I stabbed their heads off.

Two I took out in melee combat inside their lair because I could. Tossed the corpses outside and set 'em on fire. From their lair I got a fair share of loot too, coins, steel and bronze armor. I was doing good.

Then I went to cross a river, jumped in and right next to me was a malgru. It tore off all my limbs before I knew what was going on and I bled to death.

Dang it.



And Felix, I already posted a link about your character. It's right there, above Ieb's profile shot.

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Re: Time to die in Dwarf Fortress.

Post by Tim Hortans on Thu Feb 23, 2012 6:57 am

dont hit on me slily boys ;)

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Re: Time to die in Dwarf Fortress.

Post by Leb on Thu Feb 23, 2012 3:32 pm

Because I'm a jerk I'm posting this instead of Peregrine.
Yesterday I found out that his comp is worse than mine.
Shocking, I know. This was found out by his computer being brought to it's knees by the raw processor-draining power of Dwarf Fortress.

The problem will be "solved" by yet another restart, this time it's his turn to generate a world and take the first year though. Let's hope that restart will be the last, eh?

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Re: Time to die in Dwarf Fortress.

Post by Felix on Thu Feb 23, 2012 6:22 pm

brought someone to bed lately? indestructible? crazed fellowship AND a member of jetpackhoedown? THE GAME MUST HAVE CAMERAS IN MY HOUSE!

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