Eve of the Apocalypse: Twilight

An Aeon of Strife map for Warcraft 3
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 Post subject: Re: Fort Yak
PostPosted: March 10th, 2012, 2:46 am 
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I don't think any of the elves survived to make it off the map (mostly because they decided to exit off the far endof the map instead of leaving off the map edge 5 feet away). If they're out of my fort its not my problem anymore so I don't care.

I had to turn off beekeeping for mian, for some reason he was going berserk over something inaccessable. Whatever, the fort is overflowing with honey taking up all the food stockpiles already.

Another human siege. Quite large. On pigs again. Lead by a general that isn't a military unit, so the guards around the general all ran off and the general is running away from a single zombie. They also brought a group of war bobcats that already died to the zombies.


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 Post subject: Re: Fort Yak
PostPosted: March 10th, 2012, 11:13 am 
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I'm trying to clean up/improve my backdoor, but there's a few random zombies stuck in random spots that are being assholes and scaring the workers (even though they can't reach them), so i'm having to dig out spots just to kill the zombies.

A gremlin appeared in the cave, first time i've seen that.

A werebeast has arrived. Can't say I'm very scared from everything i've read. Oh wow this thing got swarmed immediatly but it takes one hell of a beating. Almost every bone broken but not dead yet. There it went.

...Somehow my vampire dwarf ended up in the lake near the sponge. I was watching that vamp too, he was happily walking along the shore. Now he's stuck at the bottom, seemingly trying to swim up the waterfall instead of taking the far route. The sponge moved closer to attack an undead. I don't think sponges are hostile to dwarves (except defensively), but the vampires are undead so...
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As you can see they're quite close now. It figures that this would happen on the very last square of building that area of the perimeter wall - after this they have no reason to go near there. And now the sponge moved into reach of the vampire. But they didn't seem to fight. Vamp's still trying to swim up the waterfall. I've even restricted the area above the waterfall in hopes he would swim out the shallow end. He won't. AND HE MADE IT UP AND PAST THE WATERFALL. Only a 'Novice' swimmer from that, bullshit.

The zombie forgotten beasts have shown no interest in eating this tastey rabbit I made available to them, rendering my trap useless. I had hoped to expand my ownership of the caverns, but not sure its worth dealing with open cavern combat. Granted, my dwarves did kill them fairly easily before except for the hedgehog (who's now dead and gone).

A new ghost has appeared that isn't on the engrave list, so now there's 2 annoying ghosts I can't get rid of.

Opening up my back door caused a new wave of random zombies from all over the map to try to get in through there. I don't really understand what triggers some zombies to charge in after a single turkey and others to only go in after a different door opens. There's been an available chicken at a different door exposed this entire time.

A new interesting problem has arisen.
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Apparently the zombies the werebeast bit before it died gain the werebeast properties, causing them to turn from a zombie hand or whatever into a full fledged werebeast at full moon. Living werebeast. Which means the remaining undead fight with them. So eventually all the zombies on the map are going to become werebeasts. I might not be able to keep my vampires outside for much longer.


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 Post subject: Re: Fort Yak
PostPosted: March 10th, 2012, 2:39 pm 
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One of the animals i bought died in its cage cause it had no food. Its corpse magically got out of the cage and killed some random dwarf kid. Make that 2. Disco walked right past the second child being attacked without doing anything to help, despite being ordered to kill the zombie. So heartless.

Dwarven caravan arrived and almost made it in, but it walked into a goblin crossbowmen ambush.

Goddamnit you stupid dwarves. They didn't throw away the corpses after i told htem too, and so they came back after the military left and are causing all sorts of annoying troubles. And they killed one of the 2 pigs the fort has.


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 Post subject: Re: Fort Yak
PostPosted: March 10th, 2012, 6:15 pm 
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Rabbitbane has grown into an adult. She's been made a militia captain and paired with some other random dwarf to start training.

The vampire dwarf whose's one job in existance is to pull levers is "on break" while levers need to be flipped. He spends 99% of his time doing nothing already. Clearly a government worker here.

A random dwarven child (I think injured by the zombie animal a bit ago) died of thirst. There's always at least 10 idle dwarves (and 100 idle children). A few times there was spam about not having empty buckets but thers' at least 20 empty ones laying around.

OH SHIT IT WAS MY FAULT. I locked the door to the apartments to prevent a zombie from chasing a dwarf in there. Then forgot to unlock it. Another child died of thirst while drinking wtf. NOOO RABBITBANE TOO. And now a zombie killed two sleeping dwarves. This is bad. Another 3ish dwarves down to zombies/thirst (most of the dwarves trying to drink are getting interrupted by zombies). This is quickly leading to a complete collapse of the fort. Yea, I'm restarting this from the last save.


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 Post subject: Re: Fort Yak
PostPosted: March 10th, 2012, 10:12 pm 
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Figured out why my speardwarves all had a higher mortality rate - I forgot to assign helms to the spear uniform. Yay for a terrible interface.

Another minotaur has shown up. Yawn.

Nothing really exciting happening now that I prevented the mass death from a locked door. Just random expansions of the fort (more housing, storage areas, etc.). The surface perimeter wall is still being built, once that's done I'll get a tower up, but that won't be soon.

One particular "zombie" had decayed to more of a skeleton. The dwarves kept dumping its remains in the bonepile, where it would just rise up and terrorize them again. The other bones are from butchering, it makes them safe somehow.

I opened up the caverns to see if the zombie forgotten beasts had any interest in charging into the fort at all. So far they don't seem to want to move at all. Currently walling off that part of the caverns, hopefully nothing happens.

A legendary stonecrafter child (I've had like 10 kids have moods, and they always end up some useless crafter) was found dead in the zoo. I have no fucking clue what happened to him. Wait, why is there a fucking GIANT MANTIS ZOMBIE. Fuck, I guess they're grazers but of course it was locked in a cage. And the instant the kid dies another dwarf pops out a new baby. Fuck the zombie mantis ripped off a hammerdwarf's leg. My military has like 10 dwarves with injured legs. Oddly, its beneficial in a way because they end up becoming legendary crutch walkers and move way faster than normal dwarves. Not sure they can weild a weapon+shield while using crutches though.

9 zombies just transformed into a weremonitor. Thankfully they're all sticking in one spot, dying quickly (possibly fighting each other? "rawr I'm a werebeast and I hate zombies. Hey you're a zombie, fuck you" "No, i'm a werebeast, and you're the werebeast, ITS ON").

The cavern is almost completely sealed off now. Pretty strange that zombies invading the cavern actually made it safer. Only waiting on one small lake to drain (which i accidently created from runoff from the water trap), and some dwarves to cut down mushrooms in the way. I've assigned like 5 extra woodcutters and none of them are being useful.

Great, another forgotten beast appears right before construction finishes, near where the construction is. "Beware its hunger for warm blood!" Not sure what that means. Military intercepted it and killed it without any wounds or casualties so far as I can tell. One of the dwarves named his steel spear (Embracedcobalt the Angelic Wires), but its the first and only thing the spear's killed. Pretty cool anyway. i'm having my entire army escort this corpse to the dump since it's so heavy it's taking a long time to move.

Fucking children are running around outside the wall I'm building, and i have to wait for them to get back in before sealing it off. Or I could leave htem to die outside...it's tempting, but then another dwarf woudl have a baby and that will take longer ot become a useful dwarf.

Apparently the dwarves want to parade the corpse through the fortress to take it to the furthest garbage dump. Good plan idiots.

Up to 12 zombie werebeasts transforming at full moon.

Ok, the thing i was worst affraid of ended up happening. The dwarf dumped the corpse into the bridge smasher, then the corpse rose as a zombie at bottom. This fucks things up because you can't smash a living corpse, only a dead one, and it breaks the smasher. Now I have to dig it out, kill it again, rebuild the smasher, and hopefully throw the corpse in another one. First though, I need to give my military a break before they go fucking breserk.

I may need to turn off farming for a year or so, my plant stockpiles are nearly full and i have something like 4000 plants.

I've been having the vampires drag in random caged animals. One of them was a giant weasal, which somehow died. It's inside the vampire area of the fort, so it's kind of like they have a pet giant weasal zombie now.

Elven caravan arrived next to the werezombies. That one's not getting in. And there's about 5 goblin ambush groups. That's one really nice thing about all the zombies, they instantly reveal, and deal with, everything on the map. Not so good for trade, obviously, but in truth there's very little I need from the outside world anyway.

The cavern walloff has been completed.


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 Post subject: Re: Fort Yak
PostPosted: March 11th, 2012, 5:26 am 
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Apparently a large rat got in before the cavern was completely walled off. It ripped a dwarven child apart.

Dug out the FB from the garbage, killed it again, and succesfully smashed it in another one.

The werebeast infection has spread to near one of the clumps surrounding the one giant sponge that's been mercilessly beat down the entire game. I assume the sponge will become infected eventually. Wonder what results that will have.

Crap, game crashed and i lost about an hour and a half doing a bunch of annoyign management and building crap.

Ok, redid everythig mentioned above. The werebeast infection is getting out of control fast, but i can't quite figure out what they're doing. Sometimes they seem to attack each other, othertimes they just gang up on zombies. i'm also getting werebeast corpses that turn into the original werebeasts. Its madness outside. So far the giant sponge hasn't transformed, so it might be immune.


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 Post subject: Re: Fort Yak
PostPosted: March 11th, 2012, 4:15 pm 
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Being sieged by the humans again, timed right with 3 pages of werebeast transformations. As usual not worried at all about the siege, beyond making sure my 2 vamps get inside safely. This time the humans brought horses instead of pigs, so their much more effective in combat.

Finally finished butchering all the animals that were either worthless or consumed too much food. Had to do it 2-4 at a time so there wasn't a flood of zombie donkey skins killing everyone.

Nevermind, just realized the horses are just horses, not war horses, so they run away too. Fail. A single zombie just caused a giant stampede into a corner. Works incredibly well for the archers though.

The one sponge is now completely surrounded by werezombies. Still not turning itself so it must be immune.

Some of the humans moved into my nearly walled off surface area. Smartest thing they've ever done.

Some random dwarf usurped Elreth as mayor. And he's demanding quivers be made, fuck him.

One of my army dwarves got a mood. Been a while since it wasn't some random crappy child. FUCK IT CRASHED. I'm pretty sure he was going to be legendary weaponsmith. Fucking hell. Whoa my gamelog.txt file is 350mb. And its almost entirely from combat with the stupid giant sponges. Crap like:
Code:
The sponge man head pushes The Giant Sponge in the body, but the attack passes right through!
The weremonitor corpse shakes The Giant Sponge around by the body!
The Dozokuk Ulugspastrum's right hand punches The Giant Sponge in the body with its right hand, bruising it!
The weremonitor corpse punches The Giant Sponge in the body with his second left hand, bruising it!
The Sagusugsnor's corpse punches The Giant Sponge in the body with his first left hand, bruising it!
The Xostenrodaz Exostbaxxe D“ng's corpse shakes The Giant Sponge around by the body!
The Olnge Utuxlusspu Ugsnor Uzo's corpse strikes The Giant Sponge in the body with his ({eagle leather right glove}), bruising it!
The wren woman mutilated corpse shakes The Giant Sponge around by the body!
The Arrosiklist's corpse punches The Giant Sponge in the body with his first right hand, bruising it!


It crashed again. Might be the werezombies.

Yea, I think it is the werezombies. The gamelog.txt shows some of the transformations at the very end of its log, but nowhere near all of them. Which means this fort is screwed, at least untill an update fixes it.

I've submitted a bug report for the crash, hopefully toady will fix it (like just disabling undead from transforming).


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 Post subject: Re: Fort Yak
PostPosted: March 22nd, 2012, 9:39 am 
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What's happening with Fort Yak? 10 days and no updates.

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 Post subject: Re: Fort Yak
PostPosted: March 22nd, 2012, 10:06 am 
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Waiting on one of two things: either an update to df that fixes the crashes, or alternately one of the external utilities (runeforge i believe is its name) to be updated since it allows teleporting units, which would let me teleport all the zombies into one of my smashers and solve the crash the hard way. I filed a bug report and uploaded a save game but it hasn't even been looked at, and probably won't unless others run into the same bug (which unfortunately seems unlikely since not many people seem to have long term forts in zombie areas)

The only other alternatives are to go back in time to before the werebeast showed up, and hope one never shows up, or to give up and start a new fort.

DarnYak


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 Post subject: Re: Fort Yak
PostPosted: March 23rd, 2012, 11:17 am 
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New version out. It didn't fix the crash. It would probably be fixed if he just removed zombies turning into werebeasts in general (from what i understand, that it happens at all is a bug), instead of whatever is causing my specific crash.

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 Post subject: Re: Fort Yak
PostPosted: March 26th, 2012, 10:10 pm 
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Code:
•stopped crash from body transformations on certain critters (werebeast thrips man, for example)

My report was changed to resolved, Fort Yak will live on next version release!

DarnYak


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 Post subject: Re: Fort Yak
PostPosted: March 30th, 2012, 8:03 am 
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New version released, currently waiting on dfhack to be updated and then FORT YAK CAN RESUME

Edit: Yea, it's not crashing anymore. Awesome. Still waiting on dfhack & therapist update. dfhack i can probably live without for a while, but not therapist.

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 Post subject: Re: Fort Yak
PostPosted: March 30th, 2012, 3:49 pm 
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Ok fuck waiting for dfhack getting updated, my dwarves have waited long enough!

Previous projects have been put on hold due to a probable crisis. Clothing has been fixed, causing all dwarves to be pretty pissed off that they're running around naked. So now I have to churn out massive quantities of cloathing to prevent a tantrum spiral.

It appears ghosts have been fixed as well, so I can now get rid of those annoying ghosts haunting my fortress.

I'm trying to get clothes made here, but pool, the manager, seems to be altenrating between being on break, drinking, and sleeping, so the orders aren't getting placed. Damnit pool.

Nevermind, I was wrong about the ghosts. Got rid of two, but two more are still impossible to eradicate.

Pool finally stopped taking a break. To go eat. Fucking pool. Now he's drinking again.

It says i'm still under siege but the only thing left are the human's horses running around the map.

Oh god the children are starting to tantrum in mass. Despite the patch note saying "removed negative clothing thoughts for children". Crap. The first child just went melancholy, from the only bad thought of being naked. This is going to get much worse. There went another child. Emo-ness is sweeping over the fort. And this is only the first wave before all the deaths kick in.

The zombie apocalypse has more or less spread to the entire first cavern layer at this point. I can only imagine this is just the start of the entire world's caverns being filled with undead.


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 Post subject: Re: Fort Yak
PostPosted: March 30th, 2012, 5:26 pm 
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Is Dekar still alive?

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 Post subject: Re: Fort Yak
PostPosted: March 30th, 2012, 7:57 pm 
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He is, somehow.

Another child went insane, this time berserk, in the middle of the crowded beer hall. And another melancholy. I'm presuming these are all dwarves that were born here, and thus have been naked this whole time. Everyone else has clothing still but its all in tatters, thus preventing a fort wide meltdown. That or everone else is busy and that's preventing them from being upset. Child #5 has gone melancholy (in the middle of sleeping). #6. #7. I'm starting to think toady tried to stop children from going insane from clothes but ended up cauing only children to go insane. One more berserk. I give up keeping track.

OH YOU LITTLE FUCKERS. So, the big ass cistern has a floodgate control setup so if i ever need to close/empty it i can. One of the little fucking dwarves went into the control room, and destroyed that fucking lever. Now I can't close the cistern if i ever need to again. Which is not an unrealistic future. Holy fuck that could be a problem. I had considered adding redundancy, but i figured what could break it in the middle of the fort. Goddamnit.

A tantruming dwarf is fighting a zombie of one of the dwarves that went berserk. And kicked its ass. Of course now its more unhappy because of being attacked by the undead. Oh god now there's a berserk dwarf beating down a grand master cook in the middle of my barracks, and none of the dwarves are waking up to stop this dwarf from being beaten to death by a child.

There's really nothing happening at the moment besides non stop tantrums, frequent children going melancholy, and the occational berserk child being put down. Oh god a child went berserk in the barracks and started beating down a grand master cook in her sleep. There were two military dwarves next to her, but they didn't wake up. Thankfully there was only bruising and the military arrived in time - usualy an unconsious dwarf is an instant death. Guess children aren't all that dangerous. Or they are, just found a random adult dwarf dead. And now a tantruming child beat down a berserk child. The berserk child had a shirt, I assume the tantruming one wanted to take it.

NO GOOGLYPOO HAS BEEN STRUCK DOWN BY SOME CHILDS ZOMBIE HAND. FUCK. Cause these stupid fucking dwarves won't throw out the corpses beucaes they'd rather do something useless. There's zombies getting out of control all over the place now. And some dwarf killed a chicken. And the chicken murderer got messed up by a zombie, karma's a bitch.

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And Emu begins tantruming, so it's spread to adults now. The entire fort has one of three jobs at the moment: Hunting down berserk dwarves/zombies, making clothes, or throwing corpses away. I'd estimate there's 30 melancholy children and 15 deaths so far. Luftwaffles has killed two dwarves so far this year, I'm not sure if that's from tantruming or if they were berserk. One of their zombies went on to kill a military dwarf somehow. Nope, Luftwaffles murdered an innocent dwarf during a tantrum, which explains how the zombie was actualy dangerous this time since it was an adult dwarf.

Another forgotten beast in the first cavern layer. Good luck with the zombies.

FUCK NO WATERMELON. MY EXPERT WEAPONSMITH. YOU FUCKING ZOMBIES. I am a hair from locking all the children in a room and just fucking sealing it for eternity. Of course all the melancholy ones are the problem and they wouldnt listen to those orders. Theres' 200 fucking dwarves left. About 30 melancholy useless kids, and about 60 other useless kids. And you fucking zombie children manage to kill two seperate founding dwarves, and noone else. What the hell.

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The odds of what happened are realy asounding actually. 6 out of ~200 dwarves are founders (Mills died early on). Of those, 4 are in the military (Yak, Siege, Dekar, and Warskull) and thus fully armored and capible of killing zombie children easily, so theres really only 2 of 200 targets that are both vulnerable and highly valuabe. And they manage to kill only those two amongst the giant crowd of dwarves crawling around the fortress, when one of the military dwarves isn't nearby (there's abotu 40 military dwarves total).


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 Post subject: Re: Fort Yak
PostPosted: March 31st, 2012, 5:38 am 
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I've started training Pool as the new weaponsmith, hopefully he doesn't die or go insane.

On top of all the other troubles the fort has, somehow the two entrance bait birds both got killed. Either I have horribe luck or something changed to make my entrances much more vulnerable. A zombie dwarf actualy smashed up all the windows up there too, where the zombies formerly didnt seem to attack doors etc. However they've shown no interest so far in going into my vampire's entrance, which is acutaly quite vulnerable.

The first adult dwarf has falen to melancholy, a promising recruit. Not upset about being naked, only about losing a child. And another legendary farmer has been found dead, probably murdered in a tantrum.

Yay, like 6 goblin ambushes just popped up. I really needed more zombies.

Emu is the one that murdered the farmer.

Population is now 188, down from around 230. This means we're likely to get more migrants at some point in the future. Too bad they have no way in since all my entrances are also busted up.

NOOO Emu has fallen to melancholy. After killing two decent dwarves in tantrums. Fuck you emu.

Spring has arrived. I'd like to hope the long winter of despair is over, but I have a hard time beleiving that. No, its not. Now a goat is somehow dead and its zombies is rampaging amongst the other goats. Its like everytime I get a handle on something a few more dwarves die and start up another cycle of chaos and death.

This is probably an appropriate theme song for my fort at the moment.

A dwarf clother got a mood, so i got an additional legendary clother to help out with things. Of course he only made a stupid artifact bag. WE NEED CLOTHES DAMNIT.

The giant sponge has left the lake and traveled further downstream. It left a giant pile of zombies in the lake too, sadly.

Casval has gone berserk! Now I need to find a new clerk, damnit. Looks like Pheonick isn't doing anything useful. Grats. Now Nick.Scryer has gone melancholy. Emu has finaly left this world.

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Another minotaur has arrived, but I can't really open up the entrance to mess with it right now anyway.

Clothes are starting to pile up in the workshop, so I THINK we're nearing the end of the crisis. Meaning all the naked dwarves are insane/dead, and everyone else is now clothed. Current population is 172, 51 of which are children.

Ok dwarves, what the hell. There's been a crisis due to a lack of clothes. I send like 2 of you to go clean out one of the entrance traps so I can open it back up. And you dump your brand new masterwork pants there, just begging to get destroyed and piss off the guy that made it. What the hell is wrong with you.

Down to 3 melancholy dwarves and about 3 very unhappy ones.

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Clothing Aftermath.jpg
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Here's most of the tombstones to dwarves that were slain since the clothing spiral began. It doesn't look like that many, but not all dwarves ended up getting a tombstone (I missed thier deaths). The other major dwarves got their tombstones in thier own special shrines.

An elven caravan has arrived. Sorry, I don't think I can deal with you guys yet. Espeicaly when you bring a goblin siege behind you. One of my vamps got cut off from the entrance and is now trapped outside. Not sure he's going to make it, evne though he's surrounded by zombie friends.


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 Post subject: Re: Fort Yak
PostPosted: March 31st, 2012, 11:10 am 
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The stranded vampire didn't make it. He was happily cutting trees when a group of trolls came upon him and sent him fleeing. Unfortunately it was right into a group of crossbowmen, which is impossible to survive. Down to one spare vampire now, debating if I want to make more.

Nick.Scryer died. And promptly rose as a zombie and tried to kill her son. Luckily some military dwarves were around. Nevermind, the kid bleed to death. Sorry Pheonick, you lost both a spouse and a kid. One of the few kids that didn't emo out.


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 Post subject: Re: Fort Yak
PostPosted: March 31st, 2012, 9:29 pm 
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The last vampire was outside when a bunch of his zombie friends turned into werebeasts and savagely mauled him. So now I have no extra vampire workers to send outside. The perimeter wall is mostly done at this point, I was just trying to wall off the far side of the river so archers can't be a threat. Oh well, I'll find some way to deal with it, or make new vampires. Damn, I should have fed all the kids to the vampires.

The human caravan arrived but was mostly killed. I manage to allow one of the traders inside, but since he was alone he wouldn't trade. Now zombies are clogging the entrance, so he's going to have to just wait around and die. I tried to open up my vampire entrance for them, but that just caused a flood of zombies to rush at that bridge and i had to close it immediately.

Coramoor engaged a zombie Giant Weasal. He lost his left foot long ago, now he lost his other foot. He managed to kill it, but now he has no feet. Good thing he's already a legendary crutch walker.

Fortress life has calmed down significantly, and I've been focused on some mundane tasks, primarilly digging out stockpiles & work areas. I had started a new lumber area prior to the version change, then I had to switch to clothing (although i've yet to add a section for dyes), which turned into needing a dedicated graveyard (prior to this i had been throwing tombs in random old unused rooms/corners). I also ended up having my plant stockpile fill up, so I needed more area for that too. Just lots of huge boring and empty rooms basically.

I've had a few people ask me for pictures of the fortress. Problem is, I build spread over lots of Z layers, so it's kinda hard to encapsulate. Still, I might throw some up of the main layers tomorrow.

I just randomly saw a zombie werebeast get its teeth smashed out and fly up a few z-levels in all directions. I think that's a good point to call it a night.

SIDENOTE:
It was pointed out to me that I've never mentioned Boatmurdered, the most famous, hilarious, and epic of dwarf fortresses. Note that this occurred in one of the earlier versions, so it's drastically different now (elephants aren't very dangerous anymore, and more importantly the entire map was 2d - there were no multiple levels, although the map size itself was considerably larger, and this meant all the old map features were implemented in quite a different way).


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 Post subject: Re: Fort Yak
PostPosted: April 1st, 2012, 7:12 am 
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The merchants have gone crazy, including the horse going stark raving mad.

Giving rabbit pets to dwarves was the worst idea I ever had, since they spawn bunnies constantly which aren't assigned to a pen and they end up starving to death randomly around the fort because thier too stupid to find food.

All the child deaths has naturaly caused a giant explosion of new babies. Kinda frustrating, since many of the children that died were getting close to the age where they can start doing work.

The fort now has two Spearmasters. All the other dwarves are training pretty inefficiently. I don't know what it is, they all have the same military setup, but sometimes two dwarves spike to legendary while the rest just screw around doing dabbling biting demonstrations. There's a few other master fighters at least. And a lot of legendary crutch walkers. I don't know why so many dwarves end up with foot injuries. It's like that's all enemies target, feet or head. And legendary crutch walkers end up moving faster then normal dwarves somehow - but they usually can't hold stuff. Unless thier like Coramoor apparently, who has no feet but isn't using crutches somehow, and has a shield/mace.

I wonder if I could start cage trapping all these zombies and then sell them to the next merchant. Chambertwilight: The world's #1 exporter of zombies! I'd probably run out of wood making traps though. Nevermind, moving the cage to the trade depot results in letting the creature inside out. Dissapointing.

6 pages of transforms to werebeasts at full moon. I thought undead contracting that curse was fixed. No way there were this many before. Unless, maybe, if its a bunch of ripped off limbs. Since they morph back into a complete werebeast every cycle, its possible they then loose their arms/head/etc., which becomes animated as seperate zombies with the curse. The proper answer would be to flood the world with magma to get rid of it, but apparently zombies just enter a permanent die->revive cycle, sadly. I suppose I could try to coat the surface with a layer of obsidian...

Another goblin siege. Yea, whatever, its not like i have any reason to go up there anymore.

To my shock, one of newer the forgotten beasts in the first cavern layer has been fighting zombies, yet is still alive. It has many wounds, but none of the others survived nearly as long.
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Flee beast! There is no hope here!

I've started digging shafts to give vision of the third cavern layer, since I may do some digging down there and a breach into the caverns would end badly.

Pro goblins are attacking the zombies in the water around the giant sponge. Including jumping into the river to fight.

Whoa. One of the child dwarves came back as a howling ghost, which i hadn't heard of before. It just makes sleeping difficult for dwarves (although that's still a bad thing).

Goddamnit two zombies got into my back door and messed everything up. Something definitely changed with zombies (my suspecion is the werebeasts now get trap avoid so they just walk in and smash the door).

Taking a break for now, so here's some screenshots of the fort.
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This is the topmost stone layer, where the original stuff was all built. The hospital is still here since its the closest spot to the water source. The vampire containment + control room is on the bottom. In the middle was the original trade depot (the main entrance is off to the right), now it's been converted into a memorial to Googlypoo. There's also a graveyard here in what was the original, temporary, dining room. Also you can see some mine shafts where I dug out a bunch of iron. You can also see some of the beehives.

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Fort2.jpg
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This is a few layers below. It's a mix of the happiness layer and the royal layer. In the middle is the legendary dining room. There's only like 8 tables, but I've never seen it get crowded so I haven't bothered to build more tables (this may be becuase theres like 3 other dining rooms around the fort, and the soldiers never seem to eat in the dining room itself). Next to it is the former dormintory, now a statue hall. Across the corridor from that is a beer hall, with states and a mist generator. The hall leading northwest goes to the royal housing, which is just Yak and Elreth (due to being the former mayor). I actually need to expand it for the other asshole that got elected to get his own rooms. The big room towards the bottom center is the trade depot that gets no use. Not shown, but up the ramp from there is the primary barracks. The bottom is all the offices of the dwarves. Sadly ther'es so few nobles now so the area is tiny. The big room on the right is the other training barracks, where the main teacher military dwarves do their training with larger groups. So far that's been ineffective, so I may have to do something else for them.


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The next layer down is the one with the tombs shown a few posts ago. It's too large to get a good view with Stonesense, so I used an ingame shot instead. To the right is the crappy dorms that I'm still filling with furniture when i find time. Those extend down two more layers with the same layout. The hall next to that is all the tombstones from the child emo madness. The center has food storage and processing. The left is the clothesmaking and storage area. Sadly most of the clothing in that pile is old rotted clothes that the dwarves didnt' throw away for some reason (wonder if i need to make a clothing refuse pile..)

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This part of the fort is in the first cavern layer. There's a giant meeting hall built into this central pillar overlooking all the caverns. It also overlooks a underwater lake but stonesense won't show that many layers down for some reason. The farming area can be seen towards the bottom. Emufarmers has his own memorial next to the crops. Not shown but off to the side is the plant storage area and the brewererys. It also has the primary booze stockpile, where most dwarves seem to go for a drink instead of the beer hall. Also underneath the crops is another small living area that was intended to be where all the kids were located, and they would help out with the farming. That didn't work as mentioned above, so now random dwarves just hang out down there.

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This the final area, WAYYY down in the third cavern layer. Smelting and forges are below this hall, as well as a secondary legendary dining room (for the blacksmiths). There's also a beer hall and another meeting area here. There will eventually be some more stuff down here to act as a backup should the main fortress get breached with something I can't handle (believe me I was really worried of that occurring with the clothing crisis). In the hall is a memorial to Watermelon.


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 Post subject: Re: Fort Yak
PostPosted: April 1st, 2012, 10:27 am 
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One of the farmers, which is a novice weaponsmith, got a strange mood. This most likely means I have a new legendary weaponsmith! Pool, you're fired.

Creating a refuse stockpile for old clothes worked. Time to dig out an area near the good clothes stockpile.

Goddamnit, the human merchants finally died, came back as zombie and killed a good mechanic. Mechanics are such a bitch to train too.


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 Post subject: Re: Fort Yak
PostPosted: April 1st, 2012, 9:38 pm 
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So I'm trying to get shit done, when I see the message, "Pool has organized a party at the hyena cage". Great asshole, I really don't need you distracting guys right now. Nothing I can do about it though. Shortly thereafter, I get the message "Pool cancels attend party: interrupted by rabbit corpse". Ok what kind of fucked up party are you throwing involving dead rabbits. The rabbit zombie then attacks the fort's only cat. And kills it. What a failure of a cat. Which reminds me, how do I have no cats, usualy dwarves bring these things often and then they breed like...well, rabbits. This time they all brought horses and donkeys or sheep or some other random animals.

The weapon artifact has been finished!
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Silver Sword.jpg
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Wiff. You could have made a completley badass blunt weapon, but instead you make a sword. Silver is a terrible metal for edged weapons. Damnit. Either way, you're my new legendary weaponsmith, thus you need a name. Lets just call him Silversword to mark his dumbass decision. Way to let everyone down.

I checked in on Pool's party, to notice there were only little dwarven boys around. Then I realized the little boys weren't attending the party, they were just there. A party with dead rabbits and little boys. Pool, that's one fucked up party. Oh wait, all the little boys are Pool's children that follow him everywhere. I should probably be even more horrified. Good thing this party was organized at the zoo, and not at an "empty cage" for some freaky child bondage party. Wait, this does mean animals are involved. GODDAMNIT POOL.


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 Post subject: Re: Fort Yak
PostPosted: April 2nd, 2012, 8:58 am 
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I've decided its time to cheat a little bit. I'm getting sick of waiting around for all my dwarves to get shit done. This is mostly because there's like 40 worker dwarves supporting 40 military dwarves (who do work part time and are pretty damn important) but also the giant horde of children. Therefore I'm just using Dwarf Therapist to enable hauling on all the little bastards. Child labor ftw.

This is particularly because of the new clothing refuse pile. Now the dwarves are endlessly picking up their old clothes from around the fort, carrying it to the refuse pile, waiting a few day sfor it to rot, then going to get a new one.

Or maybe it doesn't work anymore since they're all still doing exactly nothing. Except being chased around by this zombie cat nobody will throw away despite having killed it 4 or 5 times now. And again. Killing this cat corpse has become the test of whether my dwarves are ready for the next project. If it gets thrown away, I setup the next thing for them to build.

They did it! The stupid cat corpse is gone! Now, time to repair my back entrance AGAIN.


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 Post subject: Re: Fort Yak
PostPosted: April 2nd, 2012, 12:51 pm 
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Spring is here. I've started digging out YET ANOTHER entrance. This one I think has promise, because its in a corner behind the other back entrance, which has remained consistently clear of zombies (they all shuffle into the other entrance). And under the assumption that it'll be fairly zombie free, it'll contain just a crapload of traps - but hopefully it'll get low traffic so cleaning it out will be simple.

And two dwarves fell over dead from old age. One of them being my legendary speardwarf. Come fucking on, I finally get a good military dwarf smart enough to train himself and he dies of old age? UGGH. The other dwarf was ok, but most importantly a USEFUL dwarf. And then that dwarf immediatley revives as a zombie and kills one of my doctors, as two of my miltiary dwarves stand mere steps away, with orders to kill that zombie, looking around like they dont know where to find it.

And goddamn pathing is terrible. Theres' a garbage pit like 10 steps away from where one of them died. A dwarf picks the corpse up and hauls it through the fortress to reach a different dumping spot about 6 floors down (requiring like 80 steps total instead), because its technically the closest if they were a fucking ghost.

Hey thanks for crafting a masterwork memorial to the random dwarf, but a completley shitty one for my legendary speardwarf that killed one of the forgotten beasts.

Uh, that's odd. Like 5 random animals just went missing for a week. I'm hoping they were just caged animals that were left by the merchants, but two of them were named (ie pets) cavys. Maybe they died of old age. Now the Giant Jumping Spider in the zoo died of old age. I need to stop making zoos out of giant insects, they have patheticaly short lifespans. Maybe its killing everything...I'm not sure because i can't acutaly find the spider. Oh there it is, it chased a turkey into the back of some mineshaft. My god this fucking spider has killed 3 military dwarves and maimed another. Well that fucking sucks, 10% of my military gone to one dumb shit spider.

Now a dwarven child ghost attacked a living dwarven child, ripping off his leg. Like you little bastards didn't cause enough problems the first time.

And of course the dwarves make moving the giant deadly spider corpse their last priority. I hve my entire military corpse camping it, but it still managed to rip out a dwarf's tongue.

Down to 165 dwarves, but I've had like 5 new births recently.

One of the military dwarves has been majorly tantruming lately, most recently resulting in throwing his bronze gauntlent at Roflfax and breaking his ribs. At least its kinda justified, her husband was killed by the goddamned spider, and then rose from the dead and attacked her.


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 Post subject: Re: Fort Yak
PostPosted: April 2nd, 2012, 11:14 pm 
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Quote:
The hauling changes have begun. This afternoon there were dwarves running around with bins, bags and barrels, vacuuming up items. Seeing a single dwarf clean up a seed-ridden dining room as a single job is a beautiful thing.

Hearing this makes me want to stop playing until the next patch. But I won't.

After a bunch of tantruming, that dwarf that assaulted Roflfax finally snapped and went beserk. Amazingly some random military dwarf was nearby and easily disbatched the well equiped beserk dwarf without anyone getting hurt. Can't complain too much.

Another goblin siege! Because my fort hasn't been sealed for like 2 years now.


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 Post subject: Re: Fort Yak
PostPosted: April 3rd, 2012, 2:02 pm 
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Backdoor/trap has been fixed, improved a little bit, and reopened to attract more zombies. The new alternate entrance is also getting closer to completion, with luck I might be able to invite the dwarven caravan in this fall.

The goblin siege is lasting a surprisingly long time. Lot of archers this time, which does incredibly well against the undead until they run out of ammo.

Things are pretty quiet, just some more general construction. I've gotten the entire third cavern layer revealed at this point, nothing exciting there. Currenty 415 non-citizens (aka like 5 forgottne beats, 10 random cavern creatures, 15 remaining goblins, and the rest zombies).


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