Gabriel: Ladybug, Chat Noir. Enjoy Your Apparent Victory, Because As In All The Best Tragedies, Triumph

Gabriel: Ladybug, Chat Noir. Enjoy your apparent victory, because as in all the best tragedies, triumph always comes before failure.

Chat Noir:

Chat Noir: Is that my dad??

More Posts from Thesassymarquess and Others

5 years ago

whenever i feel like i can’t make an idea i really want work in my story, i just remember that alex hirsch wanted gravity falls to have a halloween episode so badly that, even though the entire show takes place over summer vacation, he just made up a fake holiday called summerween that’s just. halloween but in the summer

6 years ago

you know how ladynoir and marichat fics will always have some tidbit about “Marinette gets Chat Noir macaroons of his favorite flavor”? Well now we know what that it is. It’s passion fruit. The lore has finally been delivered and the age old question has finally been answered. Ladybug/Marinette brings Chat passionfruit macaroons.


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9 years ago

I successfully signal boosted to my one follower. I’ve accomplished all that I can. I’m sorry if you think this is spam

Eris’ Shop

Aka stuff I have extra of that I’m selling! I’ll be selling them at the price I purchased them for, with discounts via multiple purchases. I’m selling this now due to my trying to get enough money to afford the set I really want for my birthday in a few months, and to pay off various debts owed. Right now, all products for sale are Doctor Who products, but I’ll likely start selling others once I start getting them in. Price is exactly as I paid for them strictly due to the shipping costs here. Some of these I’ve seen sold for more, others sold for less. Best you know that now. Can be purchased via paypal, or I can place them in a listing on Ebay strictly for you. Just let me know the preferred method. Won’t ship until after I’m paid, will ship as soon as I can just  afterwards! Dvds are shipped in envelopes, wrapped in bubble wrap, the figures will be shipped in boxes, mini boxes taped shut, and the boxes will be stuffed with paper and/or bubble wrap as protection. As a collector myself, I understand the importance. If you don’t live in the U.S., I’ll likely have to charge extra for shipping. Apologies on that count. Likely cannot accept payments or ship out for another week or two. Will place item on reserve if you request it. 

Keep reading


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1 month ago

Playing Dwarf Fortress, and so are a few of my friends now, so I figured I’d document some common pitfalls I know of, and how to avoid them.

Strange Moods:

-Best way to handle these?

First, build one of each of the following workshops: Craftsdwarfshop, Carpenter’s, Stoneworker’s, forge (either kind), jewelers, glass kiln (any kind), kiln (any kind), bowyers, mechanics, leatherworks, & clothiers. This is all the different types of workshops a dwarf may claim. Don’t worry about fueling a workshop, moods don’t need fuel.

Second, ideally try to keep a supply of at least one of the following items: A boulder, a log, a block, a bone, a cloth, metal bar, an uncut gem, a tanned hide, raw glass, and a cut gem. This is roughly all materials a dwarf may demand for their artifact. Tbh, you *can* cut gems (or polish stones) when a mood occurs, but it’s easier to keep a few on hand prior. Generally they need one item based off the workshop type they claim, then the rest seems to be somewhat random/based on their likes. Each time they collect an item for their artifact, it resets the timer for insanity. Generally in my experience dwarves really tend to grab boulders a LOT. But that’s based off my total experience, my recent experience has been a lot of bars, so it depends on what the dwarf’s workshop chosen is. I’ve been having a lot more metal required because most of my artifacts have come from my metalsmiths

If they’ve been standing at the workshop for a while, bring up their menu and see if they’re crafting the object, or shouting. If they’re shouting, it will cycle through hints or outright stating what the dwarf wants for their artifact. Generally artifacts are WORTH getting a hold of because it gives the dwarf a significant skill boost & a high value item. Worst case you put it in a display case somewhere to boost room value

Animals:

-My animal starved to death!

This only happens to grazers. You need to set up a pasture somewhere with some kind of growth on the soil. At the beginning you’re going to be limited to the green surface grass. If you want to keep them underground, you’re going to have to dig into one of the caverns, which will trigger some sort of fungal growth on underground natural tiles within your fort. Surprisingly as it may seem, this is perfectly safe for your farm animals to eat. Generally a rule of thumb is, if it is egg laying, or smaller than a dog, it is not a grazer, and does not need soil/some grass like substance to survive.

-My animal starved to death in a cage. Why won’t my dwarves move it!

So, going with the above, a pasture zone must be marked, and then animals must be assigned to those areas. After setting up a pasture, click the icon with a plus over a horse to assign animals to it. Any semi-domesticated animal can be assigned to a pasture.

-Why won’t my chickens lay eggs

They need a nest box to lay eggs in. Generally place a pasture somewhere (I like to do it underground as I have yet to find a grazing egg-layer) and build nest boxes there. Dwarves will automatically harvest eggs from the boxes, including fertile ones which may make farming for leather/meat harder. You can seal the room and forbid entry until the eggs hatch, and then forbid them, or have no stockpiles accepting eggs. Then eggs will only be taken by cooks, and only when they’re cooking.

Migrants:

If you are struggling attracting migrants, a major factor is your exports. Basically fortress wealth, and wealth exported are two of the factors that determine your migrant waves, the last factor is the health of your civilization, which is basically just the population. Weirdly enough, migrants are built different, as I’ve played in dying civs (one SURFACE fort with 20 dwarves, this was the only NPC settlement for my Civ) and had migrant waves of 30+ dwarves. Basically the more high value goods you make, and the more you trade them, particularly with the home caravan, the more migrants you’ll get.

Children:

Dwarves only produce children if they’re married, and the parents have time to… get intimate. Fortunately the getting intimate is more “having idle time in a bedroom together” at which point, if it’s a married male/female pair, the female will become pregnant. The game does not display information on pregnancy at all, and all pregnant creatures will just carry on their normal business until they give birth, at which point a dwarf will abandon her current task to “seek infant” at which point they will pop out a baby, you will get a notification of this, and they will pick the child up and go back to doing tasks. Dwarves are capable of having multiples, and I have seen twins, triplets, and even a very weird case of quadruplets… which is its own story.

Trading:

Of the four types of civilizations that exist, you can trade with 3 of them. Elves trade in the spring, humans in the summer, and dwarves in the autumn. Each offer different advantages… mostly… to trading with them.

-Elves:

Generally the most annoying and least useful trading partners. Trading them anything made from wood or an animal product upsets them, instantly ending the trades, and sending them home. If this happens enough, they will declare war and begin sieging your fort. Generally elves are great for selling low-quality stone, (green) glass, or metal objects to. Silk and cloth can be safely traded, but yarn cannot. Generally it’s best practice to only trade rock, green glass, and metal objects to avoid offending them. Due to elves not sending merchant nobles to negotiate, they have no export requests for better trading, and you cannot request imports from them. Despite this, they can make an excellent source of exotic animals, cheap barrels, or offer a way to trade rock crafts for food.

-Humans

Humans know a good deal, and actually care about trade. Humans tend to reach out among the first outsider civs to trade with you. They don’t always send a merchant nobles, but once you have a baron or higher, they tend to much more frequently. Humans are amazing trading partners as they offer unique trading resources from dwarves. They have no offendable rules either, but they actually do defend their goods. They can be reliable for exporting in rare crops, seeds, or other materials, and they will happily trade you pretty much anything they have access to. So while you can’t get steel from them, you can get surface crops, more varied animals, and bladeweed dye and other fabrics.

-Dwarves

Without player intervention, you will only usually receive a Dwarven caravan from your home Civ. You can by contacting other Dwarven civs get other civs to send merchants to your fort as well. Dwarven caravans are much like human caravans, but carry steel. They also only carry crops and items unique to their Civ, which is usually pretty much exactly the same as yours. Dwarves do also send merchants to negotiate import/export deals as well, notably the outpost liaison being your factions representative.

-Getting new trading partners

Send a squad out to an uncontacted Civ and set the mission to “demand one-time tribute” civs either pay the tribute, or reject it, and it seems to have little impact on the civ’s opinion of you/your fort. Once this is done, they can start, and often do, sending caravans your way when the correct season starts.

-Getting better trade goods/merchant nobles

Traders bring more goods the more profitable trading was with you historically. So the more you trade, the more they bring. So if a trader brings nothing of interest to you, you buy nothing, and they leave, next year, they are likely to bring even LESS. So to prevent this, it can be a good idea to buy things even if they aren’t that useful. I commonly try to buy all the food I can from the merchants, as I can usually use it, and it encourages the merchants to take more items, which can end up being items like codexes/scrolls that I really want. Likewise the more successful the trades are, the more likely they are to send a noble for trade agreements. They don’t always send them though, so it is possible to miss them for a few years, even when trading seems to be going fine.

Hospitals:

-You will need a hospital before you think you do. But you do not need a Good one really. A basic hospital is something like a few beds & tables in a room together. You should also have a water source, some buckets, a textile industry, and some splints/canes. The only specialty thing you really need is a single traction bench. Just make a table, rope and mechanism, and combine them for a traction bench at a mechanics. Soap isn’t strictly necessary early on, nor is having security in the hospital. Bleeding out on the hospital floor is a major improvement to bleeding out anywhere else.

-Soap

It reduces infections and will lower mortality rates, but generally a hospital itself will do a more significant job at that. Still if you need to make it, you need at least 5 buildings roughly. Soap needs lye, which needs ash and needs to be made in an Ashery and a wood furnace respectively. Soap also needs either an oil, or a tallow. Oil is made at a screw press from certain plants, tallow is made at a kitchen from roasting fat. Fat is gathered at a butcher from butchering (animal) corpses

This is it for part 1. If there’s other questions or tips, I can do a part 2


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8 months ago

Did you find your missing baby?

Not yet. Kulet is still missing. I admit my schedule has been rough for playing DF as of recent, and my most recent time has been spent on a new fort (The Sea Adventure, a Sinister Ocean/coastal embark). Kulet is from my 4th Fort (Idk the name it was too long). Short summary of my forts though:

1st Fort, Bustmoment: -Tutorial embark. Went fine initially, set up large bedroom complex, good dining hall, and food/alcohol production. Decent traps for surface entrance. Lack of understanding of how Fortifications work lead to bad usage of them, and ultimately made the surface defenses scary to operate. Meanwhile I breached the first cavern layer and only the first, and got involved in a nasty war on Olm people, that kept dragging my dwarves into the lake. Eventually after losing a major military engagement, I dropped the save and made a new world. (I didn't know about Retirement at the time)

2nd Fort, Steelfortress: -The infamous war on birds started here. Embark was a neutral badlands with high savagery & a light aquifer. Aquifer posed no challenge and I was within a year having settled with all three caverns pierced, and a decent magma forge set up. Traps and such were more aggressively deployed, and there were more than a few battles (Internally referred to as the "Great Cavern Wars" against Ant-People) to carve out certain areas underground for farming. Ultimately what drove me to abandon this fort was a 9 month long battle against giant flying agitated wildlife. During that I built up a decently large and armored military, which while incapable of fending off the birds, was apparently itching for World Domination. (More on that later. Though also on another post of mine)

3rd Fort, "Lake of Something" (Name forgotten again): -Having felt a High Savagery was too much & Light aquifers too easy, I searched for a heavy aquifer and got a lake location I liked. After starting the first year, and trying to dig down, I almost immediately hit the heavy aquifer and got stuck for over a year trying to get things stable, and set up a method to pierce the aquifer before beginning to build the fort proper. Unlike the previous forts which had surface trading depots, I decided to move this one underground. Like other forts before and after, I then began to quickly dig towards the bottom, and set up small areas within each cavern to work in, or blocked them off after discovering them. Ultimately nothing particularly notable happened that sticks out in memory, but the fort was ultimately abandoned due to the Cave Adaptation fix update rolling around. Knowing most dwarves had likely developed it in this fort, I decided to take a break from Fortress mode, and play some Adventure mode.

(Which I decided to retire my second fort, as my save of it was in the worst condition of the three, and I originally wanted to retire the fort by "Succumbing to internal invaders" or similar but a standard retirement was an option and I viewed as more desirable)

4th Fort, Gooddesert the Fortress of Mines: -After playing around in Adventure Mode in the 2nd fort's world, I got an itch to start a new fort again, and was talking with my brother. We ultimately came to pick a fort in a Good and Neutral biome cross between "Desert?", badlands and Grasslands. Among world history, as it shares a previous fort, I decided to embark from that Civ again. Just to find out when the Liason came by, that 2 of my 3 dwarven neighbors were at war with me. Going through Legends mode further told me it was my Civ that seemed to have started the war, with all attacks coming from my prior fortress after I retired it. The whole time I was trying to rescue kidnapped children from Goblins in Adventure Mode, it turns out my fort was just attacking EVERYBODY. I played this one until around 1-2 weeks ago, when I began wanting to try messing with some mods for the first time.

4.5th fort, Some volcano Fort I think?: -I had a friend over and I was talking about DF, as you do, and he got curious about the game and wanted to see what it was like. So I booted the game up, showed world gen, we picked an embark, and then retired it to go to it in Adventure Mode. We then made an ideal character for him, and then foolishly rolled up a Worm Man with over 100 pet worms, and crashed the game. I haven't talked with said friend yet, and was gonna play in that world when talking with them.

5th Fort, The Sea Adventure: -That leaves us with our current fort. It's a sinister oceanic embark, and I brought a few adventurers there, including a Dwarf-me, a dwarf-version of my brother, and an anomalocaris (one of the mods) woman of one of my roommates (And their cat as a pet cat, who died to Goblins). Originally the plan was to grow Sliver Barbs & catch Precambrian Arthropods for an aquarium, but I don't know how to do the later half. The Roc attacks have been on this fort.


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7 years ago

A quick short story

So, I recently wrote a quick short story to prove a point about storytelling (Ironically how to NOT do it) but I ended up actually rather liking the piece. So I’ll be posting it below. So, without much further ado, I’ll be posting the piece. Except for one problem. The piece itself gets dark. Quite dark for what I typically write. So I am trying to figure out how to “Tag triggers” because I’d rather not surprise readers with how... bad... it gets. But the to list the triggers outright would be an outright spoiler to the ending of the story, but to have a reader read a part of the story that greatly upsets them is not something I would do, because I would dislike a similar twist being pulled upon me (which, again sort of ironically, plays into the reasons for creating the story. Funny that)

So my question is simply, What is the best way to tag a trigger that is also a spoiler?

9 years ago

So I added a cipher to VFD

So the story called VFD actually needed an end cipher to it, and since I forgot it, here it is:

Omht xdt fv jsh ytrm hojxhn, fqjykzw gjtu juhix.

So happy solving. Or if you’re lazy here’s the key:

VFD

Not cool dude, but I understand, it was a hard key.


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6 years ago

in an accidental one-sided reveal

Ladybug: Adrien?

Chat Noir, detransformed: Quick, act dumb!

Adrien: Who the hell is Adrien?

Adrien, internally: Not that dumb!!!

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thesassymarquess - The Sassy Marquess
The Sassy Marquess

A blog about colony management simulators apparently nowadays. Used to do some fan stuff back in the day, but haven't in a long time. Mostly about Dwarf Fortress right now. Might also feature Oxygen Not Included or Deep Rock Galactic

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