FORT BALLSACKS TWO

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Re: FORT BALLSACKS TWO

Postby MagicManICT » Thu Jul 10, 2014 11:22 pm

Fuck... should have known to wait for the first bug fix before starting a game.
Fuck, fuck, fuck!!!
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Re: FORT BALLSACKS TWO

Postby DDDsDD999 » Fri Jul 11, 2014 3:06 am

MagicManICT wrote:Fuck... should have known to wait for the first bug fix before starting a game.
Fuck, fuck, fuck!!!

What happened in there, magicman? WHAT HAPPENED IN THERE?
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Re: FORT BALLSACKS TWO

Postby ScrodumGod » Fri Jul 11, 2014 4:51 am

Ok, ok, i'm just going to do it, and get it over with now. I am going to do this in one stand, and then we will get this started, hopefully.
Last edited by ScrodumGod on Fri Jul 11, 2014 1:40 pm, edited 1 time in total.
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Re: FORT BALLSACKS TWO

Postby ScrodumGod » Fri Jul 11, 2014 1:39 pm

Well, I'm going to make this world with instead of 9 titans, 100, made mineral occurrence max, and with doubled savagery, with 16x16 mesh size.
Oh yea, and the location will have 10 towers.
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Do you guys think that the amount of towers increase the chance of them attacking us?

Thus, The Sides of Squirting has embarked to build fort Ballsacks!

Spring


Soo... when I embarked apparently something has collapsed in the caves, weird. Anyways, I have started cutting trees, gather plants, placed the areas to mine, and started. This is how the base will look like, as you can see the trap hall, and the unhumanely small bedroom strips, that the dwarfs still call them as complete bedrooms.
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Oh yea, and maybe having the high mineral occurrence was alittle overkill, like is magnitite and limonite is already found, but It might be useful later. And we found ruby later...

Summer

Nothing much.
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Oh, well I noticed that a DEMON has be missing (probably dead) on the list, probably from the collapse from the begging.
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Dammit, we have some crappy role for our migrants. We have a weaver, dwarvan child, and a grower. And the weaver guy is a wrestler, which is pretty garbage, well at least he can be the suicide squad if we need it... 6 years till the child is usefull...

Also we have 2 yak cows, I could butcher them, but it only takes 1 bull to make 2 pregnant cows, so ill take my chances on a migrant bringing a bull one day.

woot
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Autumn

Man, I'm only half way there, and its like 4 am. I started when it was 12, I have a slow computer :c

Anyways I made a bunch of turtle pond shell armor, for the win.

Oh, traders have come, but something happend. The yak of one of the traders has CLIMBED a tree, and now the traders are just stuck there... Also, one of the merchants is also stuck in another tree too, woo bugs.
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currently:
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Well... looks like they are not going to come, I have a depot, but they are defiantly stuck. They eventually embarked, and they are still stuck...

New migrants, hope they are good!

Nope, complete bullshit, 2 people. novice farmer, that knows how to butcher, shear and press, and a a fisher dwarf that has noble skills...
Well atleast we are grinding through dozens of chicken eggs, Mateuzes_Zboj will become the cake boss.

Oh hey, one of the merchants escaped, it was the one with the yak in the tree, the merchant in the tree still needs to get out though...

Oh... the merchant is now raving mad now, and the yak has gone to malancholy, maybe I should cut down the tree... well... that did it, now I have all these items, I dont think I have to worry it, only thing that will happen is that stuff will be a bit more expensive now, meh.

I got like 2 cage traps and one weapon trap with like 7 "trap only" weapons in it... I'm exausted.


Winter

6 am, am I a night creature yet?

What... what is this... am I seeing things?
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when i press c, to locate them, nothing happens.
Bug are 2 real, where is the illuminate in this? can legends mode explain this?

Holy shit, its growing, it used to be 45 now its 50 :O

yea, its not stopping, its at 62...

We need to do sacrificing for the toady one, it has to do with our yak cows, they r so sassy, they must be sacrificed.

why toady, why
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wait, what, it just refreshed, and now its just doing the same thing?
I didnt even sacrifice.

Oh, i figured it out, bug, you can put extract from dead animal on repeat on the butchers workshop.

I just did little things after that, I'm done.
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Re: FORT BALLSACKS TWO

Postby ScrodumGod » Fri Jul 11, 2014 1:58 pm

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Re: FORT BALLSACKS TWO

Postby DDDsDD999 » Sun Jul 13, 2014 11:50 pm

I assume we're going in order of the list on op?

https://www.youtube.com/watch?v=ytWz0qVvBZ0
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Re: FORT BALLSACKS TWO

Postby ScrodumGod » Mon Jul 14, 2014 6:54 am

DDDsDD999 wrote:I assume we're going in order of the list on op?

https://www.youtube.com/watch?v=ytWz0qVvBZ0


I dunno man, magic man seems like he gave up to crashes, weird cause i did my run for 6 hours strait with none, Jesus_smith_nandez can try if magic man is ok with it?
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Re: FORT BALLSACKS TWO

Postby CinderHeart » Mon Jul 14, 2014 7:23 am

ScrodumGod wrote:
DDDsDD999 wrote:I assume we're going in order of the list on op?

https://www.youtube.com/watch?v=ytWz0qVvBZ0


I dunno man, magic man seems like he gave up to crashes, weird cause i did my run for 6 hours strait with none, Jesus_smith_nandez can try if magic man is ok with it?

My solo endeavour ended spectacularly, with an unsung hero killing all of the undead that claimed most of my militia. Some were good warriors too, most were punching bags.
I will get my draft over with, seeing as I am out of muse to start another fort.

EDIT: . what made it different this time around though, I will warn other future Sackers, was these are not naked zombies walking around, nah.
They are armed dreadwarriors, and they want to dice yer dwarfs!

BIG EDIT:
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This has been here before, but it happened at level 81. Must have to do with the world gen settings, being largely unchanged since. Oh yeah the save is crashing
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Re: FORT BALLSACKS TWO

Postby MagicManICT » Mon Jul 14, 2014 5:37 pm

ScrodumGod wrote:
DDDsDD999 wrote:I assume we're going in order of the list on op?

https://www.youtube.com/watch?v=ytWz0qVvBZ0


I dunno man, magic man seems like he gave up to crashes, weird cause i did my run for 6 hours strait with none, Jesus_smith_nandez can try if magic man is ok with it?


Sorry. Meant to post here. Yes, drop me off the list for now. If I can get my issues resolved, I'll join back in.

I suppose I could play through the crashes, but it seems to have something to do with the merchants leaving, and trying to get through them actually being there is giving me a headache. I'm stuck in the fall of my first fort going at something like 1fps, and getting tired of getting to a save point I can quickly show the crash and load to the bay 12 bug tracker. I'm not sure if this is related to the calendar, other known issues, or is a specific issue I haven't bothered looking up yet. I don't figure there's much point in posting an issue if I can't attempt to pinpoint things.
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Re: FORT BALLSACKS TWO

Postby Jesus_Smith_Nandez » Mon Jul 14, 2014 6:29 pm

I got your back if you cant play, but I still feel it would be in our best interest to wait for the bugfixing stage to be over and start again. 40.3 just came out yesterday and it fixed a ton of crashes, and more fixesare surely coming.

I'll start with working on this fort tonight but if the crashes and bugs are too bad I may not be able to finish :[
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