The goblins encroached upon our territory, I say we do likewise. With your consent, I'll have the dwarfed catch some fluffy wamblers; we can inflate them as makeshift pontoons. It should take us a mere two weeks (exacty two weeks) to hit that northmost island.
Imagine: Seven dwarves sailing the seas in a tiny wagon, two beasts of burden aboard, in the hopes of establishing a fortress on some remote marshy isle otherwise inhabited by goblins. That is the kind of awesome stubborness that we need if we are to revive the dwarven empire.
The South Rage sounds dwarfy enough!
But posting maps would be nice.
I'd love to post a map (or several, with Region-level views of several different locales), but I have no idea how to do it. Believe it or not, I've never actually posted screenshots of Dwarf Fortress before... (I was planning on using text to summarize my first turn, and maybe a couple Paint files with important locations circled produced using the Snipping Tool)You can export whole world map from legends mode, with various features like elevation or savagery.
I don't really have a preference about the starting site, though I have heard of reclaims occasionally having the HFS open when you arrive.
I don't really have a preference about the starting site, though I have heard of reclaims occasionally having the HFS open when you arrive.
I'll keep that in mind as one more potential point against the Reclaim site.
By the way, EVERYBODY NEEDS TO KNOW, I've gone and edited five potential fortress sites into the third post (the one detailing the world we'll be living in). Please take a look at them, and select one of the five to vote on. I want to get this fortress going soon- I've already spent too much time pondering over things like rules and site selection.
Regards,
Northstar
Brook: Jawsdissolved the Meal of Ignition. Water from there must be VERY TASTY.
I still think volcano is the best site, since it has shallow metal (probably iron ore, or at least copper), deep metal (probably cassiterite?) and a marble layer for steel production. Also, goblins mean a steady supply of goblinite.
I'd vote for the necromancers or the reclaim, simply because having only elves for neighbours seems a bit boring.
I vote #5. If you need any help with rules and such, message me.
This looks like it has a lot of potential. If you ask me, I think the volcano tundra site would be epic. It's a crazy environment, but at the same time gives you a lot. There's good resources, an aquifer for water, and very deep soil for underground farms. You have everything you need to deal with the freezing temps early game when you set up everything underground. Just bring a third pic to mine with, a bit of extra wood, and add a couple turkeys and pigs (at least one of each gender for breeding for both turkeys and pigs) for some good non grazing animals to help you out. The surroundings are calm so there shouldn't be too much early game to threaten you besides the Goblin sieges. Being a volcano, there is also likely to be fairly shallow magma. In theory, that would help with the goblins. It could also potentially help with the cold somewhat if you decide to go above ground. The other main problems are the lack of wood (which can be solved later on by caverns) and the cliffs. And the cliffs are nuts. But here's the thing. Even if you don't start up on the top, you could burrow your way up to the top and make that the main outside part of the fort anyway.
Anyway, that's my two cents for whatever it's worth. I'm not signing up to run the fortress for a turn at this point, but I'll definitely follow the story if it's at "The South Rage." The way I see it, anyone can set it up next to a necromancer tower for a zombie challenge or in an easy environment for a safe choice. But that particular volcano environment is fairly unique.
You make a fairly good argument for the Volcano. So why don't you sign up for a turn and vote for it? It doesn't look like it's going to win otherwise, but you've made enough of a point for me to consider potentially swinging my vote that way if you sign up for a turn...Well it's tempting to think about if I wouldn't have to play for a bit and if it would potentially sway in the direction of the volcano site. And I do like the two year rule for turns instead of one year. From reading older games of hand off forts, I feel like as soon someone started to do anything that the year would end and they would have to give it over. I think lack of continuity was the main problem in a lot of the other succession forts. This allows a little more continuity which will hopefully allow the fort to survive longer.
Keep in mind that you've got quite a few players ahead of you, and you could always allow other players to cut in front of you for their second turn before you take your first. So you wouldn't have to actually play a turn for quite a while...
Don't worry about it. If you need to pass up a turn, we can add you in later.You make a fairly good argument for the Volcano. So why don't you sign up for a turn and vote for it? It doesn't look like it's going to win otherwise, but you've made enough of a point for me to consider potentially swinging my vote that way if you sign up for a turn...Well it's tempting to think about if I wouldn't have to play for a bit and if it would potentially sway in the direction of the volcano site. And I do like the two year rule for turns instead of one year. From reading older games of hand off forts, I feel like as soon someone started to do anything that the year would end and they would have to give it over. I think lack of continuity was the main problem in a lot of the other succession forts. This allows a little more continuity which will hopefully allow the fort to survive longer.
Keep in mind that you've got quite a few players ahead of you, and you could always allow other players to cut in front of you for their second turn before you take your first. So you wouldn't have to actually play a turn for quite a while...
I just worry that late August and September (especially early on) might be a busy time for me, so there is a decent chance my hypothetical turn might come at a bad time in real life for me based on the timing of this fortress.
Don't worry about it. If you need to pass up a turn, we can add you in later.
Don't worry about it. If you need to pass up a turn, we can add you in later.
Alright then. Sign me up and put my vote in for the volcano.
Don't worry about it. If you need to pass up a turn, we can add you in later.
Alright then. Sign me up and put my vote in for the volcano.
Done, and done. And I've changed my vote to the Volcano based on your compelling argument and after finding the seaside outpost (so our Dwarven civ- the Aqua Treaties, which I got the name of wrong before, can have a second site besides our fort) a bit less exciting than I hoped.
Regards,
Northstar
Alright, just know- I'm not to be trusted with volcanoes.
OK, so the final decision is... drumroll please...
THE VOLCANO
Alright! I have a good feeling about this fortress.
By the way, I love that we've embarked in "The Blizzard of Oranges". I'm sure that name will help us attract migrants.
Your play style is already so different than mine. If it were me, I would bring 3 copper pics to mine as much as possible as fast as possible, and for livestock I would have brought both two turkeys, and two pigs. (opposite genders for breeding included)
I wouldn't even bother with the axes (to save points) because you got no trees to start anyway. Then again, I'm pretty crazy. Most of what you did makes complete sense. It's just different than I expected, which makes it that much more interesting to me. I was also surprised by the increase of stone versus bringing wood. I had figured stone would be easier to find than wood, considering that while there are like no trees, there is stone on the map even if the soil is very deep. But I guess you could have enough wood to get by if you use some of the containers. So maybe that's a moot point.
The one thing I might second guess is the lack of livestock or animals in general. With the outside temperatures, this make you almost entirely reliant on underground farms to start. I also have a feeling that if there are thieves or vermin (basically like thieves) in the area, they may be a problem at first considering you have no cats or dogs to detect them and potentially stop them. Not trying to tell you how to run your turn, but if you desired, a way you could minimize that is by building a series of storage rooms with the only entrance to them being through the barracks to potentially minimize thieves ravaging the inventory.
Again, you know what you are doing. Feel free to ignore any or all of this that you may find annoying. I'm just analyzing it out loud. Again, it's simply a different approach than I expected. That doesn't make it bad. Or maybe it proves that I'm just way too reliant on animals with the way I play. Either way, I look forward to seeing what you decide to do. I think this will be a very interesting fortress.
Why would anybody ever want to "mine as fast as possible"?
The lack of livestock, however, was a regrettable trade-off. See my next post- I actually ordered up quite a few for the next Dwarven Caravan (gladly, my plan of establishing and retiring a small fort before this one so we could get an Outpost Liaison worked! We got a liaison right on-schedule with the first Dwarven Carvan, even though the earlier outpost never got a single Outpost Liaison in either of its two autumns...)
I was trying to not only get weapons-grade material, but as much container space as possible as cheaply and durably as possible.
I didn't bring THAT MUCH in the way of stone: I brought 72 Willow Logs- so I'm well aware of the situation with wood. Using stone for furniture instead of wood also makes it more resistant (or impervious with quartzite) to magma, and trains up my Mason rather than my Carpenter- who is likely to see relatively little use on a map with so little wood.
I intend to seal the fort off from the outside world entirely, with the only way in or out being a raising bridge that seals into a solid wall when raised (and only lowers for the caravans).
Your points are good, and valid. They're concerns I thought of myself. Keep watching! And see what you think of the next post...
FYI, the thread title is misspelled. You have "The Agless World" instead of "The Ageless World".
By the way, I love that we've embarked in "The Blizzard of Oranges". I'm sure that name will help us attract migrants.
Indeed- but actually, I hope it doesn't. Since we're going to be heavily reliant on limited food supplies from trade and underground farming (until it can be sufficiently ramped up) for the first two years, more migrants just means more mouths to feed...
I also got an export agreement for next year's Caravan. Apparently they want Prepared Meals and Drinks- which is good, because it means I'll be strongly rewarded for prioritizing farms and agriculture as my first industry...
Sign me up for a turn. I've never done a succession game but this looks to be very fun!
I also got an export agreement for next year's Caravan. Apparently they want Prepared Meals and Drinks- which is good, because it means I'll be strongly rewarded for prioritizing farms and agriculture as my first industry...
That's good. I have a bad habit of neglecting theAgAgricultural industry somewhat in favor of large mining projects.
I think that the first year invaders are a bug caused by the game no longer starting. On the first of Granite or something similar. If we get lucky, something will scare them and they'll climb into the volcano.
Just zip your whole region folder and upload to DFFD.
Just zip your whole region folder and upload to DFFD.
Good idea, will do.
DoctorMcTaalik, your turn. I might have even gone a few days past the end of the mandate in trying to resolve the crisis situation you saw before... Speaking of which, a quick update on that:
Regards,
Northstar
Have you uploaded your save? I can't find it on DFFD.
OK, so there's good news and bad news.
First, the good news: the Year 254 save file (the fortress was founded in 252) is now uploaded to DFFD!
http://dffd.wimbli.com/file.php?id=9408
The bad news- it turns out that there are still 6 DWARVES (as well as a pet) outside the fortress walls. Apparently, either the Dwarves didn't enter the gate before when I thought they did, or there were even more Dwarves outside than I thought. I highly recommend trying to find some way of saving them...Spoiler (click to show/hide)
I leave this up to you, Doctor McTaalik. This might take EXTREME action to save the fortress.Spoiler (click to show/hide)
The survival of the fortress has to come first. Having one or two individual Dwarves survive a tantrum-spiral won't do any good if they destroy everything inside the fortress through tantrums and make it unlivable; murder all the livestock; and are either crippled, or too injured to work, from fist-fights they survived during the course of the tantrum spiral...
Regards,
Northstar
I'm glad no one was dorfed yet. This is going to be FUN indeed.
I'm glad no one was dorfed yet. This is going to be FUN indeed.
What would Dwarf Fortress be without a little !FUN! here and there?
Nonetheless, I think this can be managed.
Even in a worst-case scenario, where you have to seal all the Dwarves but one inside what I like to euphemistically call a "Darwin Chamber" to prevent them messing up the rest of the fort; there is nothing technically preventing the fort from continuing onwards...
There are no invaders inside- and tall walls to prevent that.
There is no lava flooding the halls (and if somebody, at any point, unleashes that on the fortress, I WILL be reverting this to the last good save before that. You literally have to be trying to flood the fort to accomplish that- your miners stop mining whenever they encounter "Warm Stone".)
There are no links to the Caverns or HFS (yet) to unleash hordes of "Clowns" or Forgotten Beasts in a never-ending foot stamping on the face of the fortress (and I would ask that ANY such links be capable of being sealed by retracted bridge or caved-in. There's simply no need to expose the fortress to such danger.)
Dwarf Fortress in not a game that defeats you because it's too hard (at least, once a properly-designed fortress has been set up), it's a game that defeats you because you run out of willpower to sort through what needs to be done when you halls are flooded with Miasma, and your Dwarves are murdering each other with reckless abandon (that is, if a tantrum spiral you didn't see coming catches you. We KNOW there is going to be a tantrum-spiral now, so we can take steps to seal most of the fortress' population in a "Darwin Chamber" to limit the damage...)
Often the best solution to any problem is either to seal most of your population in a bunker and let them kill each other, or seal a small segment of "sane" Dwarves in a bunker (with access to plenty of stone to engrave Memorial Slabs to the rest) and let them wait out whatever is killing the rest of your fortress...
Of course, bunkers can't be dug in a day- they take foresight. So, I propose that once this mess is over (however it may turn out), we establish a self-contained bunker to help the fortress survive future catastrophes.
Ideally, such a bunker would have access to an obsidian farm to allow unlimited slab-engraving (so murderous ghosts from the main fortress don't slaughter the bunker's inhabitants), access to a (caged or sealed) seed population of baby livestock, plenty of stockpiled (and forbidden) seeds, and access to (forbidden until activation of the bunker) picks, anvils, and new directions to expand in so that it can essentially survive and grow as a separate fortress until whatever is affecting the main fortress is at an end.
Better yet, separate a couple Dwarves from the next migrant wave out, and seal them in such a bunker *ahead of time* as "Groundskeepers". If they're a married couple, they can keep the fortress going for at least 100 years (Dwarves live much longer then Humans). And if we're still playing the fortress by that time, I'm sure we can divert a few migrants to marry their (yet unborn) children when that time comes...
This Fortress MUST survive. THE FUTURE OF THE DWARVEN RACE DEPENDS ON IT (remember, this is the last major site to stand against the Goblin menace since CraftedDawns was conquered...)
Regards,
Northstar
The next update is going to surprise you. Or, maybe it won't.
Regardless,
DoctorMcTaalik
(ps- If you want dwarfed, post a message with your preferred gender/prof/age/whatever, and I'll do my best.)
Hi,
Not sure if you still have some room left, but if you guys do, I'd like a turn somewhere down the line. I don't pretend to be good at this game, but I hardly see how incompetence and volcano-based infrastructure could mix badly.
Otherwise, just a dwarf named after me would be cool. (no real preferences)
thanks.
This following excepts are more to tantalize Northstar than anything. I will do most of my turn tomorrow, unless real life decides otherwise.
(Also: Because I had to play on a mac, I'm using the default tileset. Sorry, I hope to switch back to a PC soon.)
Familiarizing yourself with the Dwarven Pantheon will make my posts make a lot more sense.Spoiler (click to show/hide)
20th Malachite 254-
(http://i.imgur.com/9jKjOLu.png)
I wept today, diary, but the tears were tears of joy. The terrible siege which until recently had us cowering in the fortress is finally over! We learned upon lowering the bridge that one of the Dwarves trapped outside, a craftsdwarf by the name of Raluksodel, valiantly risked life and limb to defend her unconscious comrades. Her merciless pummeling of one of the invaders must have terrified the superiorly armed goblins, for they quickly fled.
(http://i.imgur.com/5HtBUp2.png)
23rd Malachite 254-
Today, the unexpected happened. A note arrived at my workshop, from the local overseer, naming me his successor. I was unaware of the existence of the office, but upon asking around I learned that it basically means, "King", but with minor stipulations.
My first act as Overlord was to reveal unto my new subjects my true identity: Doctor McTaalik, last priest (and therefore High Priest) of Moldath, and sole survivor of the Burning of the Hidden Temple of Moldath in the Alchemical Jungles. I also took the opportunity to outline for them my plans for the future. Of course, Diary, you were in my pocket the whole time... Surely you remember my rousing speech, in which I meticulously explained each step in my glorious two year plan? I need not recount it here.
I also appointed some new nobles. (ed note: screenshots to be added)
28th Malachite 254-
The ignorance that pervades this fortress disgusts me, Diary.
It is understandable, in times of crisis, to question one's beliefs, and to call the last century a time of crisis would be a gross understatement. When I left the ruins of the Great Library for Pagetower, I suspected to find a reasonable shortage of faith among these uneducated Dwarves.
But what I found, Diary, was a spiritual famine. Of the thirty-seven other dwarves in this fortress, only four profess to worshipping Lady Moldath, and further questioning suggests they are mere "casual" believers. Moldath allowed us into her kingdom! Her earthly body warms us, and shelters us, and allows us to survive in this harsh frozen desert. We owe everything to her, and it's time we pay her our respects.
Looks interesting, put me down for a turn
Looks interesting, put me down for a turn
Erm, what about me?
Also, I assume we'll be updating to .40.09 when it comes out, providing saves aren't broken?
May I please be dorfed?
New fortress and long (2 years) turns means we get a short and easily approachable thread. My guess anyway.
Honestly I was thinking of the marriage and wagon bugs. I'd rather not need to use the deconstruct Trade Depot exploit and if our parent civilization is as dead as it appears, we may need to grow our own reinforcements.
As for how to update the save, I must confess I just use the tool in the Starter Pack (http://www.bay12forums.com/smf/index.php?topic=126076.0)
If I may suggest: Alter the turn list to have discrete dates for when each Player may upload "the latest save" for their turn. If a Player through some misfortune hasn't uploaded a link to their turn's save by the time the next turn rolls around, well, chalk the missed chance to be part of the world's history up to "a learning experience" and stick 'em on the end of the turn list for another go. In this manner, no-one has the power to hold the entire game hostage and people who want to join can then know in advance when their turn will be coming around and be able to add that to their schedules well in advance. The moderator only needs to add new dates to turn-takers on the list, because the game self-perpetuates until no-one downloads any more saves, naturally concluding the game.
Those who wish specific dates (due to scheduling conflicts) may be slotted into the appropriate turn number in this manner as well.
The real victim here are the dwarves who jumped down the wall in the middle of a siege... they got miraculously rescued and carried inside, then lived happily for almost two years... Only to realise that this was all just a dream induced by the blood loss. they are still down the wall, crippled and surrounded. their nightmare is far from over.
Confirming that I have the save. If this is how it will be, I will post my next turn post-haste.
The real victim here are the dwarves who jumped down the wall in the middle of a siege... they got miraculously rescued and carried inside, then lived happily for almost two years... Only to realise that this was all just a dream induced by the blood loss. they are still down the wall, crippled and surrounded. their nightmare is far from over.
That's true. I think Northstar might have to leave upgraded suggestions to try and re-simulate what the late doctor (that's how I'm going to refer to him from now on) did to save some of them from the Goblin siege. Also, didn't Northstar say something about a possible way to save the expedition leader? Perhaps there would be a way to finesse it better?
Anyway, the whole thing just doesn't sit right with me. I don't know why he would just vanish like that once his turn started, especially with how he volunteered to help co-host this. It was only the second turn. I get the feeling something went wrong. Not much we can do about it, though. I guess the late doctor missed his chance.
He obviously found a way to save the fallen dwarves, but that involved something dark, like making pacts with shadowy individual or selling one's soul. The price proved to costy, and now the late Doctor is gone...
Let us learn from his mistake: One shall not bargain with Krhan-Zelag, the ancient volcano spirit, for his schemes are as the fire itself: Warm and inviting, but in the end, they shall consume all. Except for a yearly sacrifice, obviously. We don't really want the volcano god to get MAD at us.
In a case between using the latest version of the game and using Ironhand, I'd like to know a few opinions before I make any moves.
Can I be dorfed? As anyone really.
I made a judgment decision and just decided to pull up 0.40.09 (after getting off a minor game binge that distracted me). We'll see where it goes from there. In the meantime...let's begin.
20th Malachite
The past few days have been...stressful, to say the least. I've been given the position of Overseer, as North has finally grown weary of leadership. Given the situation I was left with, it's understandable, so I took the position with acceptance. I didn't make a journal entry on the first day because of all that was going on, but I can finally say with relief that the goblin attack has recently been routed. One of the brave dwarves trapped outside the walls came to the aid of the injured Tekkud Akirostar, Fish Dissector.
(http://i.imgur.com/0kDEIDY.png)
I was told to my surprise that he literally "punched the goblin's head into pieces" after severely beating it.
(http://i.imgur.com/vC3EMcI.png)
His heroism will be remembered, as now one more dwarf is safe and the rest of the greenskins run in fear. But soon, they will be back, and I intend to be ready for the next time that takes place. So, as my next order of business, I'm ordering a staircase carved down into the mountain.
(http://i.imgur.com/cgxM6G6.png)
With any luck, we'll find some good metals to make into weapons and armour. Copper will work for now, just not to be unarmed, but we are dwarves, and can always forge better. I also would like to carve more proper lodgings; one can only feel comfortable for so long in such cramped accomodations. To this end, I've reassigned a few workers with unusable labours to mining. Soon we will be able to carve out a true fortress. As well, the walls atop the mountain are having fortifications carved into them as I write this.
(http://i.imgur.com/USFmo8B.png)
In the meantime, no other matters stand. Our food supplies are adequate for now. We are safe in our home, and our people work diligently.
So begins the year.
The real victim here are the dwarves who jumped down the wall in the middle of a siege... they got miraculously rescued and carried inside, then lived happily for almost two years... Only to realise that this was all just a dream induced by the blood loss. they are still down the wall, crippled and surrounded. their nightmare is far from over.
That's true. I think Northstar might have to leave upgraded suggestions to try and re-simulate what the late doctor (that's how I'm going to refer to him from now on) did to save some of them from the Goblin siege. Also, didn't Northstar say something about a possible way to save the expedition leader? Perhaps there would be a way to finesse it better?
Anyway, the whole thing just doesn't sit right with me. I don't know why he would just vanish like that once his turn started, especially with how he volunteered to help co-host this. It was only the second turn. I get the feeling something went wrong. Not much we can do about it, though. I guess the late doctor missed his chance.
If I may suggest: Alter the turn list to have discrete dates for when each Player may upload "the latest save" for their turn. If a Player through some misfortune hasn't uploaded a link to their turn's save by the time the next turn rolls around, well, chalk the missed chance to be part of the world's history up to "a learning experience" and stick 'em on the end of the turn list for another go. In this manner, no-one has the power to hold the entire game hostage and people who want to join can then know in advance when their turn will be coming around and be able to add that to their schedules well in advance. The moderator only needs to add new dates to turn-takers on the list, because the game self-perpetuates until no-one downloads any more saves, naturally concluding the game.
Those who wish specific dates (due to scheduling conflicts) may be slotted into the appropriate turn number in this manner as well.This is not looking well. Have you been able to contact him? Perhaps something happened? I find it strange that since he was basically running this thing with you.
My sincere apologies to all of you, especially Northstar and InfiniteCastor, for basically disappearing for a week. Some unforeseen issues occurred, and I've been without internet access for five or six days. I'm relieved to see you moved on without me.
To compensate you for the lost time, I may post some non-canon bits, just for fun.
(ps- When I was dorfing players, I chose an 80 yr old male fisherdwarf worshiping both Moldath and the Earth God for myself. If you could assign me either to he, or another ardent moldathite, that would be most appreciated.)
Can I be dorfed? As anyone really.
Consider it done.
Response time! I'd like to think that machine-gun crossbows shouldn't be a problem given the period of time in which my turn is progressing, but the update would be preferable, I will agree on that. Yes, I am aware of our metal stockpiles. That's why I stated that copper [and etc.] would work for now, but I've often had Legendary +5 warrior dwarves killed by mediocre enemies even when clad in steel armour, so I have little faith in anything of lesser material quality. Water is my highest priority at this point, but as you'll be able to see, it's not turning out so well.
And, in fact, the expedition leader is up and well even with his broken spine. I can't explain it, but he's working as normal right now. DF being DF I suppose.
As for fortifications, I haven't been so unlucky to have something like what you are suggesting happen to me, but given that the barracks are very soon going to be moved downstairs, the fortifications should be fine as is.
Finally, I'm still not entirely sure how it is that the conclusion was made that I was not running all of the magma kilns, but I have been keeping each one busy since the beginning of the turn.
13th Limestone
It's been a calm few months. The new housing project that I began in Galena is nearly furnished.
(http://i.imgur.com/moMce83.png)
(http://i.imgur.com/4aEZ9qh.png)
A Wood Furnace was built in order to facilitate for ash, lye and soon soap. The fortifications are just about done. In addition, traps are currently being laid out
about the entrance in case any invading greenskins find it wise to approach our gates.
(http://i.imgur.com/4qsSrHq.png)
As well, a dwarven caravan arrived today. North met with the liaison and returned to report that she had made specific requests for fuel to be used in steel production, seeds to bolster our farming and extra lumber in case of a sudden need. She added that figurines are in high demand for whatever reason and that nothing new about the world was of interest.
As soon as the traders are unpacked, we'll begin making deals.
16th Limestone
(http://i.imgur.com/y7lPPbK.png)
After exploding into inspired enthusiasm, he immediately went to claim a Craftsdwarf's shop and began collecting wood. What he might produce, nobody is entirely sure.
22nd Limestone
Dodok finally revealed his artifact today; a willow figurine representing dwarves, dubbed by himself as Wheelbrute the Celebrated Berries. I would sell it, but I feel that such items should be kept as prized possessions and as such it shall remain as part of the fortress' stocks. However, with the celebration comes mourning as well. Without water, Dobar Ledrag the weaponsmith fell into dehydration and perished today. It pains me that we are not killed by our injuries, but by a simple liquid. Even now we dig to levels that make it hard to breathe and still no caverns have been found. I can only hope that some exploratory mining will help to quell this problem.
7th Sandstone
Migrants arrived today, bringing our numbers up from 38 to 47. The new arrivals consist of a Cheese Maker, a Soap Maker, two Traders, a Fishery Worker, a Presser, a Weaponsmith, a Lye Maker, a Woodcutter, and one rather ordinary fellow who was still trying to figure out exactly what he wanted to do. I assigned them all tasks immediately.
***
{Right, as it should just so happen, it seems that I have gotten myself caught up in something else that immediately demands my attention. With that in mind, the save is here and if possible, I'll take the next year and a half in line.}
http://dffd.wimbli.com/file.php?id=9496
Does that make it my turn then?
My sincere apologies to all of you, especially Northstar and InfiniteCastor, for basically disappearing for a week. Some unforeseen issues occurred, and I've been without internet access for five or six days. I'm relieved to see you moved on without me.
To compensate you for the lost time, I may post some non-canon bits, just for fun.
(ps- When I was dorfing players, I chose an 80 yr old male fisherdwarf worshiping both Moldath and the Earth God for myself. If you could assign me either to he, or another ardent moldathite, that would be most appreciated.)
My sincere apologies to all of you, especially Northstar and InfiniteCastor, for basically disappearing for a week. Some unforeseen issues occurred, and I've been without internet access for five or six days. I'm relieved to see you moved on without me.
To compensate you for the lost time, I may post some non-canon bits, just for fun.
(ps- When I was dorfing players, I chose an 80 yr old male fisherdwarf worshiping both Moldath and the Earth God for myself. If you could assign me either to he, or another ardent moldathite, that would be most appreciated.)
Glad to see you back Doctor!
If I may suggest though, forget about the shrine/temple to Moldath, at least for the time being. Even though I'm going to kick you the save now, as it doesn't look as if InfiniteCastor was able to finish his turn in the allotted time- that is if you have time for playing now; it would be best if you focused on issues more essential to fortress survival, like establishing a dependable, clean freshwater source and increasing our food security (by digging out more food/booze stockpiles, making use of the enclosed above-ground space I set aside in the fortress basement, and expanding the fortress to the northern part of the volcano and channeling+covering more indoor pasture space...)
Regards,
Northstar
P.S. Woot! Post #101 in this thread! Due to my abundance of advice, in part, of course- but still it's great to see this thread maturing... :D
My sincere apologies to all of you, especially Northstar and InfiniteCastor, for basically disappearing for a week. Some unforeseen issues occurred, and I've been without internet access for five or six days. I'm relieved to see you moved on without me.
To compensate you for the lost time, I may post some non-canon bits, just for fun.
(ps- When I was dorfing players, I chose an 80 yr old male fisherdwarf worshiping both Moldath and the Earth God for myself. If you could assign me either to he, or another ardent moldathite, that would be most appreciated.)
Glad to see you back Doctor!
If I may suggest though, forget about the shrine/temple to Moldath, at least for the time being. Even though I'm going to kick you the save now, as it doesn't look as if InfiniteCastor was able to finish his turn in the allotted time- that is if you have time for playing now; it would be best if you focused on issues more essential to fortress survival, like establishing a dependable, clean freshwater source and increasing our food security (by digging out more food/booze stockpiles, making use of the enclosed above-ground space I set aside in the fortress basement, and expanding the fortress to the northern part of the volcano and channeling+covering more indoor pasture space...)
Regards,
Northstar
P.S. Woot! Post #101 in this thread! Due to my abundance of advice, in part, of course- but still it's great to see this thread maturing... :D
I don't think I'll have enough time to play the rest of InfiniteCastor's turn tomorrow, so I'm going to pass.
He obviously found a way to save the fallen dwarves, but that involved something dark, like making pacts with shadowy individual or selling one's soul. The price proved to costy, and now the late Doctor is gone...
Let us learn from his mistake: One shall not bargain with Krhan-Zelag, the ancient volcano spirit, for his schemes are as the fire itself: Warm and inviting, but in the end, they shall consume all. Except for a yearly sacrifice, obviously. We don't really want the volcano god to get MAD at us.
Moldath, the Dwarven Goddess of Volcanoes (check the Doctor's mythology post), does not take kindly to Dwarven sacrifices, however. And she weeps to see good Goblinite and Dwarf-sized clothing burned within her fires if Goblins are thrown into the volcano depths without being properly stripped first (you can due this by "Dumping" all the items being worn or held by a Goblin while they are caged).
The only PROPER gift to such a fierce yet benevolent goddess is something cute and fluffy- like a whole litter of newborn kittens that just *happen* to have all adopted owners immediately after birth (making them ineligible for being made into delicious +Cat Roasts+), and threaten the fortress with a cat-splosion... In which case, the kittens shall be duly "pitted" within the volcano rim as a due and fitting sacrifice of cute, furry, softness to the secretly cat-loving volcano goddess who yearns to hold them within her fiery embrace. :o
Obtaining the save now. Might keep the ridiculously small bedrooms for children and other parasites.
He obviously found a way to save the fallen dwarves, but that involved something dark, like making pacts with shadowy individual or selling one's soul. The price proved to costy, and now the late Doctor is gone...
Let us learn from his mistake: One shall not bargain with Krhan-Zelag, the ancient volcano spirit, for his schemes are as the fire itself: Warm and inviting, but in the end, they shall consume all. Except for a yearly sacrifice, obviously. We don't really want the volcano god to get MAD at us.Moldath, the Dwarven Goddess of Volcanoes (check the Doctor's mythology post), does not take kindly to Dwarven sacrifices, however. And she weeps to see good Goblinite and Dwarf-sized clothing burned within her fires if Goblins are thrown into the volcano depths without being properly stripped first (you can due this by "Dumping" all the items being worn or held by a Goblin while they are caged).
The only PROPER gift to such a fierce yet benevolent goddess is something cute and fluffy- like a whole litter of newborn kittens that just *happen* to have all adopted owners immediately after birth (making them ineligible for being made into delicious +Cat Roasts+), and threaten the fortress with a cat-splosion... In which case, the kittens shall be duly "pitted" within the volcano rim as a due and fitting sacrifice of cute, furry, softness to the secretly cat-loving volcano goddess who yearns to hold them within her fiery embrace. :o
My sacrificial plans are more elaborate, and may involve makeshift catapults.
Asmoth’s Log, 11th of Sandstone:
Pagetower, the next great fortress of the Aqua Treaties. Hah. This place barely qualifies as a hovel, if we’re being generous, but apparently it’s my burden to try turn it into a place someone might be willing to take refuge in if their life depended on it. My first order of business is going to have to be removing all those traps in front of the depot, since they’re preventing any traders actually getting into the fortress. I’ve just been shown the bedroom they expect me to sleep in, and it looks like that’s going to have to be rectified as soon as possible as well.
In order to train up some weaponsmiths and protect our fortress more adequately, I’ve commissioned the forging of a hell of a lot of copper trap components, which ought to stop invaders from murdering us all in our sleep. The glassmakers aren’t out of work anymore either, since the new bedrooms I’m having dug will require some nice furniture.
1st of Timber:
A voracious cave crawler gained access to our main stairway, which is apparently directly linked to and completely undefended from our subterranean caves. I sent our militia to deal with it, only to find out that they’re completely unequipped. This didn’t deter Limul Thobevost, who punched the creature to death. In any case, I’m sealing off the caves for now and will create a more defensible passage once the miners are finished with the bedrooms.
15th of Timber:
I just noticed that we actually have quite a lot of bismuth and tin, so we won’t be using up all of our copper on those trap components then.
20th of Moonstone:
Excavation of some burial sites has begun, which I imagine will be helpful once the place descends into anarchy and bloodshed like it inevitably will. In other news, we caught a few crundles in the caves, so I’ll have to think of something to do with them. Probably befriend them and then butcher them for their delicious innards.
27th of Moonstone:
Asob Lolokrurast, one of our miners, has withdrawn from society and taken over our mason’s workshop.
14th of Opal:
Asob created this thing:
(http://s28.postimg.org/rpogsuwzt/Untitled.jpg?noCache=1408914050)
I'm sure we'll find a use for it somewhere.
That picture got cut in half for some reason. Hrm.
Er, yeah, it's a floodgate so I'll probably stick it in some noble's bedroom.
I put some cage traps down where the cave crawler got in while I was ordering the stairs sealed up, but didn't take them back up again, so they caught a few crundles.
Only the first cave was breached, it just feels weird writing it in the singular when talking about something as big as they are.
I for one like the bedrooms. They make our dwarves akin to the very magma fueling our home: Volatile and fiery little things crammed full into thight stone veins, ready to boil up and erupt at the worst moment. Clearly it is in accordance with Moldath's design.
Plus it just builds up character. How are they to live daily and safely on a friggin volcanic cliff if they cant climb over a cabinet to get in/out of bed?
Asmoth's Log, 20th of Opal 254.
Now that some of the new bedrooms are reasonably kitted out, I got one of our up and coming artists to make a drawing of the rooms:Spoiler (click to show/hide)
The rooms to the left are going to be converted into office space and various chambers for the nobility if I get any say in it. Doubtless they'll just end up as stockpiles for turnip seeds instead.
He must be pretty good to remember the locations of everyone while he drew it, but I suppose that's what you get when you take the time to find a good artist. Unfortunately, that obsessive attraction to detail seems to be carried over to every part of his life, judging by this description of our militia commander that was written on the back.Spoiler (click to show/hide)
In accordance with the wishes of our founder, I've also taken the time to send directions to our fortress back to the mountainhomes so that they can locate our amazing floodgate in the case of an emergency. (http://dffd.wimbli.com/file.php?id=9514)
25th of Opal
With the laying down of a layer of cage traps at the top of the stairs, the caves have once again been opened for business at this entrance. We also have three crundles, one male and two female (we had another male but someone killed him for food). In any case, this should make sure that our fortress is adequately supplied with food and wood.Spoiler (click to show/hide)
the empty spoiler has Wax's profile in it. Not sure why you can't see it.
The entrance to the caves on the left is already blocked off at a higher level, and the empty spoiler has Wax's profile in it. Not sure why you can't see it.
Not sure why the stairs are 3x3, they were like that when I got there and I didn't want to have them suddenly narrowing. There'll be a year long update with my end save up in a few hours, doubt I'd get much more done.
19th of Slate.Spoiler (click to show/hide)
This should be good.
24th of Slate.Spoiler (click to show/hide)
Some migrants arrived today. Most of them seem pretty useless. Our population is now up to sixty six working dwarves, plus one baby. In other population news, we now have three female crundles and two males.
30th of Hematite.
Er... wow. I didn't even know this was a thing that could happen.Spoiler (click to show/hide)
I'm also a little bit suspicious of our new captain of the guard, as she hasn't yet claimed a bedroom and has no relatives. On the other hand, her skillset isn't all that unusually varied, so I'm assigning her a room so keep her happy about having rooms and stuff.
2nd of Galena.
The guy who abandoned his comrades to die turned up again today with this:Spoiler (click to show/hide)
I'm sure it's a very nice mechanism, but I think he'd probably have been more useful at his post.
I can see the pictures in those spoilers and I'm currently on a different computer to the one I used to post the pictures, so I'm not sure why you can't see them.19th of Slate.Spoiler (click to show/hide)
This should be good.
24th of Slate.Spoiler (click to show/hide)
Some migrants arrived today. Most of them seem pretty useless. Our population is now up to sixty six working dwarves, plus one baby. In other population news, we now have three female crundles and two males.
30th of Hematite.
Er... wow. I didn't even know this was a thing that could happen.Spoiler (click to show/hide)
I'm also a little bit suspicious of our new captain of the guard, as she hasn't yet claimed a bedroom and has no relatives. On the other hand, her skillset isn't all that unusually varied, so I'm assigning her a room so keep her happy about having rooms and stuff.
2nd of Galena.
The guy who abandoned his comrades to die turned up again today with this:Spoiler (click to show/hide)
I'm sure it's a very nice mechanism, but I think he'd probably have been more useful at his post.
Ummm... A bunch of your spoiler pictures appear as nothing. And you didn't provide enough description to properly update us without them. I quoted the ones that you missed on. I think I got them all. I didn't bother to check the saves.
Perhaps a refresher in posting screenshot images from the game to the forums might be necessary? Maybe add instructions for the saves to that as well. I think a generalized how to might serve some of us well.
I kind of made a hames of everything to do with that siege. It's my first fort to deal with the new horror/discipline etc mechanics, and I underestimated how much it was going to affect the military. Here's a save from before (http://dffd.wimbli.com/file.php?id=9540) I tried to get rid of the gobbos, and here's one from after (http://dffd.wimbli.com/file.php?id=9541). The after one is in the process of stabilising and shouldn't turn into a cascade barring further invasions and deaths, but there's a lot more death in it than there needed to be.
I can see the pictures in those spoilers and I'm currently on a different computer to the one I used to post the pictures, so I'm not sure why you can't see them.
The weapon traps weren't working, and they had a bowgoblin who could apparently 360 no scope anyone who tried to fire on him. Plus, the militia only had two members before the goblins came, so it made a net profit.
I can see the pictures in those spoilers and I'm currently on a different computer to the one I used to post the pictures, so I'm not sure why you can't see them.
I can see the pictures in those spoilers and I'm currently on a different computer to the one I used to post the pictures, so I'm not sure why you can't see them.
The same reason as last time (http://www.bay12forums.com/smf/index.php?topic=142169.msg5608291#msg5608291), the links you posted redirect to web pages now, so they won't show up as images. The reason you can see them and we can't is likely because they're in your browser's cache. Clear the cache and reload the page, and I bet they'll be gone for you too. To prevent this in the future you either need to make sure you're grabbing the links properly, or you need to use a better image hosting site.
Anyways, here are the missing image links:
19th of Slate - Your URL (http://s30.postimg.org/plrj89fxb/Untitled.png)
24th of Slate - Your URL (http://s27.postimg.org/m8bhg1owh/Untitled.png)
30th of Hematite - Your URL (http://s16.postimg.org/cg01kduyr/Untitled.png)
2nd of Galena - Your URL (http://s18.postimg.org/jyx29hn8n/Untitled.png)
I could pull the image URLs from those webpages, but I can't promise they wouldn't break again.
Furniture doesn't block dwarfs from smoothing/engraving.
the way, that Dwarf (Wacksonoff- I assume he was the Expedition Leader from before?) whose spine is rotten will eventually die of blood poisoning if he doesn't receive surgery to cut out the rotten tissue in/around his spine
God damn it, how'd this happen?
Edmus has also informed me he (or she) will be unable to play this round. That means it is on to Meme's turn.
As I understand it, the order for the next 10 turns should be:
Meme (1st turn)
Askarn (1st Turn)
Taupe (1st Turn)
DoctorMcTaalik (skipped, first turn)
Peregarret (skipped, first turn)
Edmus (Skipped, first turn)
Shadow of Fate (skipped, first turn)
Northstar1989 (second turn)
InfiniteCastor (second turn, first full turn)
Deus Asmoth (second turn)
Dangit xD So close yet so far.Edmus has also informed me he (or she) will be unable to play this round. That means it is on to Meme's turn.
As I understand it, the order for the next 10 turns should be:
Meme (1st turn)
Askarn (1st Turn)
Taupe (1st Turn)
DoctorMcTaalik (skipped, first turn)
Peregarret (skipped, first turn)
Edmus (Skipped, first turn)
Shadow of Fate (skipped, first turn)
Northstar1989 (second turn)
InfiniteCastor (second turn, first full turn)
Deus Asmoth (second turn)
Sounds good, I'll update the turn order on the first page accordingly. However, it has been 24 hours since your post informing him of his turn, so Meme has been skipped and added to the end of the list.
One small thing I'm going to change though- I'm pushing Peregarret to behind Deus Armoth in the turn order as he didn't even bother to send anyone a reply explaining why he couldn't take a turn as far as I know...
Askarn, per the usual, you have 24 hours to confirm download of the save- until 7:30 PM Central Time September 3rd.
Regards,
Northstar
Well since Meme is apparently here, we can probably arrange for him to go right after Askarn. I honestly dont mind. I can easily see how various people skipping their turn in a row can result in the like, third guy in line to not immediately answer.
The mission before me is clear; I must prepare Pagetower for war. Though we possess some weapons, precious few know how to wield them. We must use the power of the mountain to forge armament on a scale not seen before. We must set aside pottery and learn the way of the axe and the crossbow. And we must find water, so our brave warriors need not fear death at mere scratches.
In order to better secure the fortress, my first order is to seal off the caverns. With no water to be found there, it is currently an unnecessary distraction. This done, I shall set about reorganising the militia and equiping them better.
In the past I've always found aquifers to be near the surface and we've already dug down more than 100 levels. Still, I'll give it a go.
In the past I've always found aquifers to be near the surface and we've already dug down more than 100 levels. Still, I'll give it a go.
I haven't seen the layout of our fortress in awhile. Could it be possible we already dug past the aquifer layer, but were just on the wrong side? I have also never encountered an aquifer that was so deep.
Regarding the militia, personally I've always gone with a mixture of weapons.
1st Limestone 255
Wacksonoff and two other dwarfs have passed away. The first two deaths were beyond the talents of even the most learned, but the third death was brought about by dehydration. It fills me with deep shame to see one of our own die in such a pointless manner.
With Wacksonoff's death I have reorganized the militia and instituted a new training regime. Additionally, a new archery range has been constructed for the Marksdwarfs to practice in; this has delayed the exploratory mining slightly, but that cannot be avoided. The forging of chain mail and helmets is proceeding apace, albeit with an unskilled workforce.
In the past I've always found aquifers to be near the surface and we've already dug down more than 100 levels. Still, I'll give it a go.
Regarding the militia, personally I've always gone with a mixture of weapons.
1st Limestone 255
Wacksonoff and two other dwarfs have passed away. The first two deaths were beyond the talents of even the most learned, but the third death was brought about by dehydration. It fills me with deep shame to see one of our own die in such a pointless manner.
Following the deaths, there are 63 adult dwarfs in Pagetower and a single baby. In the interest of history, I have recorded the names and professions of them below.Spoiler (click to show/hide)
With Wacksonoff's death I have reorganized the militia and instituted a new training regime. Additionally, a new archery range has been constructed for the Marksdwarfs to practice in; this has delayed the exploratory mining slightly, but that cannot be avoided. The forging of chain mail and helmets is proceeding apace, albeit with an unskilled workforce.
(Tomorrow's update will be more substantial)
Regarding weapons, my experience has been that a dwarf's skill is more important than their weapon; even though maces are generally the least effective weapons a macelord will still tear a bloody swath through the enemy. That being said... eh, why not. Spears for everyone!
Actually it was the rotten spine that killed Wacksonoff and friend; once the middle spine is damaged a dwarf will suffocate to death. I left it ambigious in my report since ICly there'd be no way to tell.
Regarding the archery range, good idea. I've done it with siege weapons before, but not archers. I think that bolts are automatically forbidden once they're shot, but I'll keep an eye on it...
Good news at last! The goblins have given up the seige. Opinion is divided on whether it was the bitter cold or the inherently indisciplined nature of the enemy that drove them away, but the result is the same. Disgracefully they abandoned their dead where they fell. I have given orders that the corpses be stripped and dumped atop a hill out of site. Unpleasant work, but necessary.
The caravan and outpost liason arrived to my relief. It appears our kin still survive despite the depravations of the goblin horde. In exchange for many of our clay and bone crafts, we have acquired bolts, leather, wood and most importantly more steel and bronze in form of bars, crafts and anvils. I asked that next year they bring yet more bronze and steel, as well as wood. The liason informed me that warhammers (185%), meat (189%), plants (142%), ammunition (187%), headwear (157%), drinks (179%), prepared meals (211%), earrings (167%), windows (135%), tanned hides (176%) and goblets (132%) were in demand. In truth though, we have an embarassment of riches.
Atis Geshuddogik, a metal crafter seized a forge and began working furiously. He produced a silver ring of the highest quality, menacing with gem spikes, but sadly remembers nothing of the event. I reprimanded him for delaying our rearmament efforts.
A group of brave dwarfs have travelled the wilds to reach us. We now number 72, including three children.
Last week a Minotaur encroached on our lands. The Legendary Miner Stukos Thikutfesh was outside the walls and was slain almost immediately. Though the beast was fearsome, I felt that our newly equipped warriors would surely be able to avenge Stukos. In a sense I was correct. Our warriors slew the minotaur, with Logem Akulmigrur delivering the final blow. Unfortunately, it was too late for one of their number, Mistem Degelatul. A second preventable death weighs upon me. There were other dwarfs outside, who might well have not made the safety of our walls had I not sent forth the militia, but I cannot help but feel I was overeager to test our weapons. Atis Geshuddogik will take Stukos' place in the militia
The good news is that we have at last struck water. I never thought that as a dwarf I would be so happy to see unfermented liquid! Strangely enough it was not an aquaifer we discovered, but an enormous underground lake. In light of our experiences with the other cavern we discovered, I have designed a solution that should allow us to draw from the lake, while not exposing ourselves to its dangers. A hospital has also been built nearby.
:-\ After looking through the fortress I realize I have a long way to go before I could do something like this, at least a bit more practice before I would delve into this. I give up my turn to the next person in line.
Ok i just got the save, I was away yesterday due to a severe case of the saturday. Not sure I'll have much time to play it in the next two days as I hadn't planned to get the save right away. I'll see what I can do.
Don't expect a full two years straight, I'll need to figure out where things are. Maybe a year. Rest assured, i have taken good notes of our priorities, namely finding gold, building temples, and moving everyone to some smaller bedrooms. And volcano sacrifices, let's not forget 'em.
More updates tomorrow.
I will start my turn tomorrow.
We were at around 100 when i got the save. With hindsight, i realise this is either due to a lack of barrels, or our very low plant supplies not allowing for brewing. I had a few brewing jobs added to the queues to make sure any still i missed with my survey of the fort would be put to work regardless, but the dwarves never got to it, meaning they lacked something. I tried to gather some cranberries from the left cliffside, but then a cyclop attacked there and all my priorities regarding barrels went down the drain.
I was planning to restock using the next caravan. (either plant, seeds, or finished products) We should have a bunch of jewels to trade by then, even more if the new gem center is put into operation. there should be space for two workshops on either side of the northern room.
I tried several times to get onto the forums last night, in order to announce my inability to play my turn, but all I oils get we're "502 Bad Gateway" errors. It seems the website picked the least convenient time to go down.
I would suggest that we extend the playing time of each overseer to 4 days. This shouldnt open more possibilities for many of us, and in turn ensure that we don't just end up skipping 7 turns in a row. Seing how we've spent most of our time so far chasing after players rather than progressing, i dont think it'll hurt the fort that much to give it a try. If people complete their turn ahead of time, they can just upload the save early anyway.
I wasn't able to access the forums either, so don't worry about it Shadow. I'll put you as Delayed again. How much further would you like to be bumped down the turn list?
I wasn't able to access the forums either, so don't worry about it Shadow. I'll put you as Delayed again. How much further would you like to be bumped down the turn list?
Doctor, are you SURE you don't want to be added to the end of the turn list again? After I put down some of the other people for their second turn, it will be quite a while until then...I would suggest that we extend the playing time of each overseer to 4 days. This shouldnt open more possibilities for many of us, and in turn ensure that we don't just end up skipping 7 turns in a row. Seing how we've spent most of our time so far chasing after players rather than progressing, i dont think it'll hurt the fort that much to give it a try. If people complete their turn ahead of time, they can just upload the save early anyway.
3 days seems to be a little short, but 4 days is too long. DoctorMcTaalik also wants to extend the turns a bit. So I'm going with a compromise:
From now on, all players will have 36 hours to confirm download of a save, and 48 hours after that for their turn. So, if they confirm the download immediately, they will have up to 84 hours for their turn, instead of 72 as previously.
Edmus, this means you have until 10:00 AM Central Time tomorrow morning (instead of this evening) to confirm download of the save, otherwise it's my 2nd turn.
Regards,
Northstar
Taupe, you really left the fortress with its pants down in your misguided attempts at expansion (there's a *reason* I advised dropping all the building materials over the walls BEFORE expanding, and using immigrant labor- you leave the fortress vulnerable for months at a time if you leave the main gate down and let Dwarves haul the building materials out block by block... Speaking of which, use blocks, not boulders- boulders are MUCH heavier and the rough walls they make can be climbed by invaders...)
Here's what would happen *IF* I were to face the invaders head-on (there are over 70 of them who eventually appear on the map)
http://imgur.com/a/poMWy#0
The Goblins get slaughtered despite their enormous numerical superiority (with the militia under my careful management- no guarantees if a less skillful commander led them into battle), but they still manage to cause enough casualties to initiate a tantrum spiral...
Also, the previous overseers have MASSIVELY over-expanded the fort. It took nearly an hour just for me to get familiar with it, and I built the main structure in the first place! Most of the expansion was in the form of pointless mining tunnels. There's no reason we needed to engage in so much mining, especially strip-mining, when we had an unlimited source of wealth from the volcano. Also, past overseers saw the need to constantly make new expansions to the fortress instead of improving and renovating existing sections.... (such as the abandoned slum-housing which was never torn down)
Expect an alternate-reality update soon, with what will ACTUALLY happen, when I close the main gate and leave any Dwarves who don't make it inside on-time to their fate... (though I'll probably still draft them so they go down fighting) The expansion plans will be abandoned until I can fine time to cook up a few hundred Earthenware bricks, and mass-dump them OVER the fortress walls rather than carrying them around from the stockpiles one at a time...
Finally, unbelievably, the booze shortage was quickly identified as having two causes. The first was, as I pointed out earlier, previous overseers failing to manufacture any new large stone pots at the workshops. The second was, unbelievably, neglect of the farming fields- more than half the acerage went unplanted at any given time (during that field's planting season) just so that Dwarves could spend all their time sparring in the military (as I've demonstrated, all that training turned out not to save the fortress in a pitched battle anyways) and digging out pointless mining tunnels for gold and gems... (crafting Earthenware goods would be a much more labor-efficient way of creating additional wealth- *IF* we needed it...) This led to a plant shortage despite an abundance of seeds and unused farm tiles with queued plantings...
Regards,
Northstar
Yeah, the fortress is a mess underground. The amount of strip mining previous overseers have done is in insane; there are tunnels everywhere.
We have a lot of earthenware trade goods, and I highly recommend dumping them on the first merchant you see in exchange for all their vaguely edible wares. Just please refrain from selling the masterwork Moldath action figures. Those are mine, dammit.
(Also, there's a trader named. Kogan Bloodmountains. If you could dorf me as him, that would be great.)
The main issue with ''forgiveness'' is it doesnt melt cyclops and goblins to a liquified mineral paste when they fall in it. It's true. I tried.
Well, y'see, I told the dwarves to build the wall using stone. We had a thousand of it or so from all those endless tunnels anyway.
But for some sections of the wall, instead of using the previous material, the game decied to put a random material at the top of the list. I didnt notice until it was too late, so I had the dwarves deconstruct the random parts and I had to scroll at random places in the list every time to tell them to use fucking stone one boulder at a time. They were on their way to gather the random metals, but a Cyclop appeared and suddenly our haulers lost interest in picking up silver bars.
An honest mistake, really.
I'm relieved you decided to deal with the crundles. The little heathen critters were growing out of control.
I know you don't put much value in stupid dwarf projects, Northstar, but with minimal effort those tunnels could be converted into some say, some practical catacombs, or maybe a big labyrinth.
Hell, we could stick the cyclops in the middle if we went for the latter (as long as you chained him up, that is). Maybe even drop some crundles down there on occasion, for the war god Enam.
I'm relieved you decided to deal with the crundles. The little heathen critters were growing out of control.
I know you don't put much value in stupid dwarf projects, Northstar, but with minimal effort those tunnels could be converted into some say, some practical catacombs, or maybe a big labyrinth.
Hell, we could stick the cyclops in the middle if we went for the latter (as long as you chained him up, that is). Maybe even drop some crundles down there on occasion, for the war god Enam.
The Crundle problem isn't over yet. We've still got a bunch more of the little buggers to butcher (I'm going to leave just the most tame ones), and especially with the invaders present, the framerate is dragging... We've also got budding kitten, bunny, piglet, and even puppy problems... The butchers and meat haulers are going to be BUSY tonight...
Given the current FPS, I'm worried even I might not be able to finish 2 years in the time allotted. So I have no choice but to request a special extension to deal with the livestock population-explosions and the plummeting framerates in order to finish...
Regards,
Northstar
I apologize for the delay. I didn't realize how slowly time would proceed with the current framerate... In fact, I spent almost all my free time (and quite a bit of time I should have been doing other things) playing Dwarf Fortress over the past 48 hours, and still didn't manage to get through more than a year of in-game time.
I'm uploading the file now. I probably won't have time to proceed further for the next few days, though I'd appreciate being able to go in on the second half of my turn relatively soon (I had a lot of things I had to leave unfinished)
Here is the save. I've got to run now IRL, but will be posting a LOT of screenshots and "diary entries" relatively soon detailing what happened (this could take almost a day in itself).
http://dffd.wimbli.com/file.php?id=9723
If there is one thing you should know about the fortress before playing, though, it's that it recently survived a major tantrum spiral (only thanks to my determination and clever use of burrowing to keep some of the happier dwarves safe from the murderous ones). The fortress is SEVERELY depopulated as a result (less than half the previous population), and there are still a few injured/unhappy Dwarves floating around and even a couple who are insane (all their friends are dead though). Still, keep an eye out that things don't destabilize further, and AVOID MELEE COMBAT AT ALL COSTS.
Regards,
Northstar
I look forward to seeing those screenshots! I am anxious to see whether my dwarf pulled through.
If you want to postpone your turn until after Northstar's update, InfiniteCastor, I understand. In light of the recent hectic events, I don't think it would be fair to insist you jump in immediately. In the mean time-
http://m.youtube.com/watch?v=O0wOD9TWynM
This scroll appears to be little more than a hastily-scribbled note. The date on the first section is illegible due to poor handwriting. It appears whoever wrote this had plenty of other things to attend to...
The situation is the fortress has stabilized greatly.
The orgy of violence and murder seems to have come to an end- the majority of the dwarves involved now being dead. Several new waves of migrants helped to replace them, however, and a few dwarves without friends in the rest of the fortress managed to survive the chaos through isolating themselves in the semi-secure area to the south of the main fortress walls... (That plan worked for them until a tantruming dwarf stormed outside the walls and killed two of their number- setting off a tantrum spiral in miniature. But by that point several groups of new migrants had arrived at the main fortress, and the situation there had stabilized...)
We are still finding dead bodies around the fortress here-and-there. But the main danger has passed, and the last goblin siege repulsed...
4th Limestone
We're through the heart of the storm, but all is not clear yet. Another goblin siege has arrived, just as the interim overseer is preparing to retire for the time being. Luckily, there are no gaps in the defenses for idiotic dwarves to jump through this time (the gatehouse upgrades having been completed since the last siege).
(http://i.imgur.com/uH3a6Zq.jpg)
The only REAL danger to the fortress at this point is a second wave of the kind of violence that occurred before- if future overseers manage to upset the dwarves, who are still rather quite on edge (we still have a relatively harmless isolated tantrum or two now and then). Barring that possibility, it's a simple matter of lining up the marksdwarves on the lowermost level of the fortifications (where the new outbuilding was recently constructed) and pelting the invaders with =Pig Bone Bolts= until they decide to leave.
The gate was also sealed in a rather hurry. It's been sealed with walls rather than with a bridge, to keep the invaders out.
The overseer says that the job to connect the bridge up to the lever had to be "suspended" halfway through, as the second mechanism selected for the purpose is currently located outside the walls.
He recommends that the next overseer simply drive off the goblins with crossbow bolts (by stationing the dwarves near the wall on the *lowermost* level with fortifications, where they are protected from the snow and any possibility of return-fire by a roof overhead), and then "un-suspend" the task after deconstructing the wall segments blocking the gate to the fortress. He says this will save on time and mechanisms rather than cancelling the job, having to de-construct the bridge (to recover the mechanism already inserted into it- it wouldn't make sense to leave a perfectly good mechanism sitting there useless now, would it?), and then re-build the bridge and start the linking job over from scratch...
The scroll ends here. No further scrolls can be found in this section of the archives, as the sections are organized by overseer term rather than years of the fortress...
OOC: I hope you guys enjoyed the updates. Like I said, MAKE SURE to attack the goblins from the LOWERMOST level of the fortifications. There are still some gaps in the defenses where they can receive return-fire on the upper levels, and the Marksdwarves will be less accurate from higher up anyways...
Also, here's an image of the bedrooms- which I've been renovating.
(http://i.imgur.com/n85wp01.jpg)
I moved the gold statues from the hallways to the bedrooms, because they'll do a lot more to promote dwarven happiness there. Not only do owned objects count for 2x as many points when generating happy thoughts, happy thoughts are based mainly on quality-level than on material (unless the dwarf has a preference for that material). So golden statues of low quality like this are more useful in the rooms, where they lead to higher room-value and the accompanying happy thoughts from that, whereas masterpiece Earthenware Statues are much more useful in the hallways than low-quality golden ones... (although they're still highly useful in improving room value).
I've also moved all the memorial slabs into the dwarven bedrooms- once again because they're more useful in improving room value there (a high-value bedroom automatically generates happy thoughts every time a dwarf sleeps there) than in generating happy thoughts (most of them are of low quality, and so won't generate any at all).
Through this, I've managed to improve room quality to the "Grand Bedroom" level for a number of rooms- the only higher level is "Royal Bedroom" (which it might be wise to reserve for the Duke/Monarch, if we ever get one...)
http://dwarffortresswiki.org/index.php/DF2014:Room#Quality
Note that having a "Grand Bedroom" generates the "Slept in a Fantastic Bedroom" thought:
http://dwarffortresswiki.org/index.php/DF2014:Thought#Accommodations
InfiniteCastor, your turn. Don't worry, it's not as bad as it looks/sounds- the fortress should be perfectly stable by this point as long as you don't do anything stupid, minus an occasional tantrum or two (which you can easily control by locking up the offending dwarf in his/her room or a jail cell). I'd also like to give you (and everyone to follow in similar fashion) 5 days from *this post* to complete your turn, if DoctorMcTaalik and everyone else is alright with that.
Regards.
Northstar
Great updates, and good job salvaging the chaos that plagued Pagetower.
I'm not exactly sure how the previous Oracle perished tho. What matters is that a new Oracle of flame be chosen. he shall take the nickname of ''Ashes'', and be selected among the new migrants, just take the most fervent follower of our beloved volcano deity. Now that we know we can make pots and stuff out of magma, just make him a glassblower I guess.
May i suggest that we start planning for a magma moat around our walls? This would prevent further wall climbers, and we have an artifact floodgate anyway. Setting up the whole thing wouldnt be that dangerous thanks to nearby volcanic pools, and an impervious floodgate without the need for adamantine.
I doubt there'd be any problems with that.
I guess I'll confirm I'm available to play a turn, subject to Castor not taking the fortress for a spin.
Man, this fort has everything! Ghosts, caverns, giant Kaiju doing battle in said caverns... What more could you ask for?https://www.youtube.com/watch?v=mEizJ-TWua0 (https://www.youtube.com/watch?v=mEizJ-TWua0)
I had a small stairway built to a height above the lip of the volcano that would prevent splashback setting anyone on fire, hopefully. This would also prove to be a useful way to get rid of the vast majority of things we had no use for, like old clothes, rotten produce and prisoners.
My next worrying discovery was that everyone in the fortress was apparently assigned to three or four skilled labours each, resulting in jobs being done slowly and poorly. There wasn't really much I could do about this other than on a case by case basis when I ran into dwarves in the hallway. I guess I needed some therapy to do group oration.
Our new POW handling initiative:[/i]Spoiler (click to show/hide)
As Hematite continued, we found an engraver by the name of Momuz Thobibel dead of dehydration. I could only assume that he was refusing to drink, as we had both water and alcohol on offer. Shortly after this, I made a somewhat controversial descision. Owing to there only being one person in our militia, and few dwarves with any military training, I added some of the miners we had lying around to the ranks. They proved to be... effective in a training exercise.
Our new POW handling initiative:
We already have enough crafts to trade for anything we could ever want from a caravan, and literally hundreds of old clothes which are murdering the framerate. The Fire King thanks you for your donation.I had a small stairway built to a height above the lip of the volcano that would prevent splashback setting anyone on fire, hopefully. This would also prove to be a useful way to get rid of the vast majority of things we had no use for, like old clothes, rotten produce and prisoners.
You're kidding me, right? Withered plants disappear on their own, and aren't worth tossing. Meat/cheese/eggs should be stored in a food stockpile at all times anyways, where they won't decay- and will also disappear in the rare instance they do manage to rot (so aren't worth exposing our Dwarves to Goblin archer fire as the current set-up you've built does...) And prisoners have an EXCELLENT use- just find a way to safely dump them down into the caverns, and let them duke it out for their lives with the Forgotten Beasts there...
Old clothes shouldn't be destroyed either. Quantum Stockpile them near the main gate, and trade them to the first trade depot to make it inside the fortress... Saves on labor vs. having to create entirely new trade goods later on.
If there were any goblin archers, perhaps the dwarves would be exposed to them. There aren't, so that isn't an issue. If some turn up, I'll stop using the staircase. Logic. And my way of dealing with prisoners is more amusing.Our new POW handling initiative:[/i]Spoiler (click to show/hide)
Once again, bad idea. You don't want to risk Dwarven lives so soon after the last tantrum spiral, do you? The current strategy needlessly exposes Dwarves to Goblin archers (and spotting goblins and running off the wall into the lava in a panic- which apparently is still not fully fixed yet). Just designate some more cage/animal stockpiles, forge some more green glass cages ("aquariums"), and store up the prisoners until you can find a way to feed the prisoners to the Forgotten Beasts (they even might do some damage to the beasts if you don't disarm them first). And demolish that darn staircase over the volcano lip.
we were attacked by another cyclops on the twenty third of Malachite, one by the name of Yamoru. I decided to leave her to her own devices, assuming that she'd be crippled trying to get through our gate. That was before I found out someone had deconstructed the majority of the weapon traps around our entrance. The miner squad was forced to engage a totally healthy and presumably pissed off cyclops, but fared unexpectedly well. She punched one of them in the head, killing him instantly, but was then killed by the others without any other injuries. A mere fifteen corpses remained to be buried at the end of Galena, not counting all the pets people want entombed in our good coffins.[/i]
From the memoirs of Melek, third chapter.
In order to combat a potential food shortage, I decided to designate what looked like a million kittens for slaughter. There were still quite a few cats left in the fortress even after this, doubtless on the lookout for revenge. Though I was careful to watch them as much as I could, I could never catch them plotting the vengeance I knew they desired.
In the meantime, the goblins continued patrolling our walls, looking for a way in, and Lokum the forgotten beast strangled a giant olm. A troll and a crossbowgoblin climbed our walls, but they were taken care of without any casualties. Limestone ended with the enemy still at the gates.
On the twenty fifth of Granite, 260, a divinely inspired fire imp swam up the volcano and set some of the goblins on fire! The fire spread, engulfing several of the goblins and trolls, and none doubted the power of Deler, aside from the people who said that it was just a random fire imp.
How do you feel about taking your turn now Shadow of Fate?
Well, I got major deadlines early this week and on top of that I'm sick. I won't be up to playing anytime this week. Next week might be more doable. Or it might not. I have no idea. It just depends on how much work I get. I didn't think I would be this busy early October, too.
Well, I got major deadlines early this week and on top of that I'm sick. I won't be up to playing anytime this week. Next week might be more doable. Or it might not. I have no idea. It just depends on how much work I get. I didn't think I would be this busy early October, too.
No problem. Real life comes first. I understand it can get crazy/hectic.
Edmus, you've been skipped.
DoctorMcTaalik, how do you feel about finally taking a turn now? Since we don't have anyone next up in the queue, you can basically take as long as you want with it until somebody else pops in and asks for a turn (in which case, you'll have 72 more hours or until the end of 5 days to finish your 2 years, whichever is longer).
Regards,
Northstar
Sure. I probably will be able to post tomorrow at the earliest.
While I guarantee that giving me control of the fort itself is a bad idea, I'm currently playing Adventure mode for the long haul, and could start posting the latest, if that would help the thread along?
While I guarantee that giving me control of the fort itself is a bad idea, I'm currently playing Adventure mode for the long haul, and could start posting the latest, if that would help the thread along?
While I guarantee that giving me control of the fort itself is a bad idea, I'm currently playing Adventure mode for the long haul, and could start posting the latest, if that would help the thread along?
It seems to be a little late for this now, but I'd prefer if we kept this thread on-topic to Dathateyo and the fort.
Speaking of which, how's the update coming along Doctor?
Regards,
Northstar
Here's (http://dffd.wimbli.com/file.php?id=9996) the save for the next player. I still have to finish my year summary, though.
https://www.youtube.com/watch?v=ytWz0qVvBZ0 (https://www.youtube.com/watch?v=ytWz0qVvBZ0)
This may also be appropriate.
Bump.
Thank you for taking up command, I do hope this thread avoids death by overseer starvation. Especially given the state of Murdermachines. {Dammit Terry}
However perhaps the GREATEST indicator of the "Doctor's" insanity, was his order to build this Bridge to Nowhere over the main courtyard:
QuoteHowever perhaps the GREATEST indicator of the "Doctor's" insanity, was his order to build this Bridge to Nowhere over the main courtyard:
That's obviously a corpse-catapulting device meant to shoot goblins at other goblins. Possibly?
Shoot me a PM if there's a spot free, willing to give it a run for 2 years with a fun writeup.
Seems like you're after someone with a little time.
clearly that spiral is some form of time vortex! I am 100% sure of this.
How do i know?
Well, many dwarf hours went in, but nothing came out! spooky.
Yeah, the nobility can go the way of Tsar Nicholas if they start getting annoying.
@Bigheaded
You've got the save now, right?
Also, one thing to be aware of that I forgot to mention- you need to update the save to 0.40.16 again (or better yet, to 0.40.18). I updated to 0.40.16 when I DL'd the Doctor's save- but since you were going off *his* last save instead of mine (which I didn't upload, as I did nothing but update the DF version), you need to update it or some of the graphics will be messed up a bit...
The way to do this is to go to the Ironhand graphics page and download the latest version of DF+Ironhand (you're supposed to be using it anyways in this community game- switch to it if you're not), and then update the raws for the save.
The last part is VERY important. If you don't update the raws in the save, not everything will work properly (particularly the graphics), and you could encounter some strange bugs...
Update the save raws by copying the 3 folders under the "Raw" folder of the latest version of DF+Ironhand into the save file for the community game, overwriting the ones that were previously there (or, like I do, just delete the identically-named folders first...)
Regards,
Northstar
Good lords.
I shall briefly explain the current situation of the fort:
1. No military whatsoever, excluding 3 marksdwarves.
2. A bridge set to block off the caverns, i'm beginning to see why.
3. In the caverns, a forgotten beast has managed to get its way inside and is currently occupying the hospital
4. Lots of injured/dying EVERYTHING...
5. Ghosts Roaming everywhere causing havoc
6. Stuff littering the caverns which the dwarves have decided it's of utmost importance to move.
WORST OF ALL
7. No Booze!
The current skill set of the fort:
2 masons, 2 engravers, 10 children, 4 medics (surely 1 is usually enough? possibly 2?), 20 miners (from the doctors project i presume) and a few of various crafters and metalworkers. Apparently we have no cook.
Does this fort actually defend itself by simply making it completely and utterly inaccessible to anything? With a few marksdwarves to pelt arrows to discourage goblins from deconstructing something?
Rather disappointed in the fact you have a volcano but no "DESTROY THE WORLD DEVICE" (i.e flood lava from volcano to outside). I'm rather tempted to make one but have only ever done one before.
Not sure my current method of resolving all 7 problems. No 3 is especially a nuisance at the moment, the only thing i can really do is equip the miners with some metal armor and send a mad zerg rush on it, which i believe is similar to what the good doctor did before after seeing it's injuries and the injuries of everything else in the fort.
I'm sure i'll think of something.
But how are the soldiers gonna get tougher if you don't send them to be healed behind enemy lines?
Just wall this thing off, and collapse the hospital on the beast from a floor above.
the doctor has placed a "cyclops in a box"
I love how effective drafted miners are in this game. :D
Just build a crundle cannon. Is it a cannon that shoots, or is made of, crundle? Your call. Ideally both.
Quotethe doctor has placed a "cyclops in a box"
I knew someone would find something amusing to do with my only contribution to the fort! (A nice-looking circular gem stockpile aside, that is)
Dorf'd? Well, if I'm not already, dorf me plz.
100% the correct file.
The reason why the FB is in the hospital is because the bridge is at z22, and the hospital is at z80. So either there is a second bridge (which is currently raised) or second hospital or someone's made a bit of an error here. In hindsight, the best move would have been to make a second hospital rather than retake the first hospital.
I've played for a season, which is partly what the issue is. For a lot of the deaths have not been dealt with from engraving slabs/burial because every single coffin is full. I suspect if you play for an entire season you'll notice it takes a while for the slabs to be done and my guess is that you'll find a ghost in this period.
Booze was at "30" not 0, but it's close enough to 0 considering the size of the fort.
To be fair, i don't think any of the problems are particularly difficult. I shall reseal the caverns and take the hospital back at a later stage.
It's just with the military as it is dealing with a FB is rather beyond hope, but in 2 years i can probably sort it out.
Someone else will need to resolve the marksdwarf situation. Not my speciality, i couldn't even find where they train, unless they simply train on goblins (i've had success with archery targets a way back, not used them in years though).
I shall relocate the hospital and cancel the one at z80, as it makes no sense anyway, if there's 2 bridges, it makes more sense having the hospital inside both bridge defenses.
edit: just found the second bridge. Why you would put a lever on the ground level to deal with the caverns next to one for outside...
Lets put it this way, i don't remember which is which, it's fine anyway, damage is done.
Also, the FB can get in anyway, the 3 cage traps placed to prevent the second entrance is terrible, i'm unsure if you put it there, or what.
I.e, this area here, is where anything can simply bypass your bridge and wander straight up into the fort, except from the bridge at z22:
(http://i.imgur.com/ezyduRL.jpg)
Might be easiest setting up a second bridge to block there also. I suspect the doctor wanted to get into the caverns for something and seeing it was unclear how to get past the bridge in the caverns, he just made a second entrance. Will probably have to deal with that sooner rather than later.
for a fortress which doesn't use the caverns, there is a LOT of corpses of troglodytes and crundles in the caverns. Which seems to confirm my theory the good doctor had some fun down there.
From the military perspective: I will AVOID use of melee combat, but will make it possible that melee combat can be used with high skilled fighters to deal with threats such as the FB in the hospital. Seeing that's an area i can deal with.
As it is, i will seal off the fort at z22 until i'm at a stage where i can use melee to retake any other levels. I have placed a lever which deals with the bridge at Z22 at Z21. There's enough confusion on the surface with just 3 levers anyway.
At z88/z89 there are stairs going up into the fort, even though there arn't any going back down, it's still enough to let them in! Considering this is on the main stairwell, this gives access to basically everything, going to remove the stairs, to enforce the use of the other entrance to the caverns.
Should work unless we get anything which can fly, which i can deal with as and when it happens. I have other worries till then.
To illustrate:
(http://i.imgur.com/SAenUnQ.jpg)
The red boxes is what i'm worried about. Whilst on the way to the caverns from the fort, there is no way down at "fort" and they have to head towards the cavern.
To get INTO the fort from the caverns, the up/down stairs in the red box need to be removed, as they are stairs heading UPWARDS. So they will simply be placed at the "up stairs" at z88 and able to access the fort.
Lastly, that massive vortex design amusingly was just an arena as the doctor has placed a "cyclops in a box" (cage trap) at the centre.
Also worth noting, the ghost which is running around is actually the dead dwarf that's in the food stockpile, for whatever reason he was forbidden.
The cemetary has been extended and should be put to rest shortly
edit:
(http://i.imgur.com/jTHQsVL.jpg)
Dorf'd? Well, if I'm not already, dorf me plz.
Those evil magma crabs are upto something i'm sure!
Another Artifact, this time a weapon! Given it to the leader of the large military, seeing the other two are already a bit trained in what they do. Not sure a bronze warhammer is particularly effective anyway
(http://i.imgur.com/dzu0a6s.jpg)
For some inexplicable reason, sodel himself is using the artifact steel spear. I suppose it is a fine thing for a duke... but not sure he can fire it out his crossbow though :P
I decided enough suicides, i'll be here for years if Sodel is going to have to kill them all alone (although i must admit he was doing a fine job!)
Time to open the gate and welcome them!
(http://i.imgur.com/BpJhJRa.jpg)
CHARGE!!!!
(http://i.imgur.com/KFb4jfN.jpg)
Fighting is getting a little rough!
Not entirely sure about amperzands choices in areas to hit, the EYELID? seems a bit precise, perhaps just showing off his skills! Before he cuts his head off anyway.
(http://i.imgur.com/EPV0ljF.jpg)
Success! One single goblin makes it out alive (either that or the rest fled when i opened the gates!)
(http://i.imgur.com/llDvZm3.jpg)
Amusingly, Sir Bigheaded the Barmy, whilst in the thick of it, has no combat reports whatsoever! God dang i really am the lazy guy suggested in one of my first posts :P
By the way, this is NOT planned. I had no idea... (and literally rofl'd when i saw it)
(http://i.imgur.com/k8jSd6U.jpg)
Apparently not only are you a father... you're Timeless Bob's dad! (Whos apparently a female)
Anyway, Here's how the military did:
(http://i.imgur.com/dR6S0Hr.jpg)
There are several dwarves whos kills include dwarves (the chief medical guy in particular, slightly worrying!) and one guy who killed a dog AND a dwarf! None of which were majorly involved in the defense.
Gonna collect that goblinite, or at the very least, the stuff which is nearby!
Also collect thesuicidalbrave marksdwarves corpses whostupidly threw themselves off the walls into goblinsbought us time.
edit:
Here is a save "mid siege", just before i sent everyone out to clean up (must admit i wasn't 100% sure i'd win it, as i've not dealt with a siege in a while). Also lets you have a look around, for some reason the dwarves have just left the FB corpse right outside the hospital. Link: http://dffd.wimbli.com/file.php?id=10197
Mop up operations going well.
apparently we are now "expert crundle trainers".
As for the bodies, a cyclops and a few trolls discovered a hole in the wall near the furnaces. The bloody events that followed are collectively dubbed the Battle of the Breach.
apparently we are now "expert crundle trainers".
Just realised what u meant when u said there was a hole there. There being in the freaking wall a massive gap so that goblins just simply had to jump down and wander in. Blocked that off and added an extra layer around the top, seeing the goblins were accurately shooting at the top level.
FPS is causing a slight issue, i don't think having 3 million bones is helping, or the fact it's 3 million bone amulets!
Also have 1 dwarf being very very unhappy, one other is possibly getting there. Think i need a hammerer as i think someone got hurt and that's what started it.
I'm now also stuck, as i've got a dwarf asking for shells in their mood and apparently anything caught in the cavern doesn't have a shell, all above ground water is frozen and there isn't very much of it either (i can't even find any!)
Things could end up getting very hairy.
May i do something about the FPS with DFhack? Just beginning with a "clean all" i removed about 10,000 contaminants like vomit from the map.
Also, removing a large amount of "crap" such as the billions of bones will probably help.
Otherwise it needs some extremely persistent people to clear up one heck of a lot of crap (the bones all over the caverns probably isn't helping either, as well as from the last few sieges)
The only thing you may use DfHack for is to remove the blood/vomit contaminants...
apparently we are now "expert crundle trainers".
Awesome. Soon we'll have fully-tamed Crundles, if you're responsible about making sure to butcher the older generations and the less tame individuals...
Just realised what u meant when u said there was a hole there. There being in the freaking wall a massive gap so that goblins just simply had to jump down and wander in. Blocked that off and added an extra layer around the top, seeing the goblins were accurately shooting at the top level.
Yeah. Somebody carved fortifications at ground-level all over the place, which allows Gobbo's to accurately shoot inside the fortress while being protected from Dwarven counter-fire. You need to replace all fortifications accessible at ground-level with walls instead (there is also a fortification on the level of the furnace-rooms that needs to be replaced with a wall- otherwise Goblins can take potshots at Dwarves inside the furnace room, who won't be able to return fire...)
The walls should also be *at least two z-levels tall from the ground at all places.* This prevents Titans from simply walking over them. Note this needs to be 2 z-levels stacked vertically or with an overhang- nothing stops a Titan from simply walking up multiple 1 z-level steps like a staircase...
FPS is causing a slight issue, i don't think having 3 million bones is helping, or the fact it's 3 million bone amulets!
The bones should have been used for decorations and to make crossbow bolts. Not sure why they were being made into amulets. Don't throw them out- that would be a waste of Dwarven labor!
Instead, make sure to order up the maximum amount of metal bars and weapons/armor/cages/toys (all of which can be melted down in the Magma Smelter) from the next trade caravan, and build up the fortress metal stockpiles some more. And if you're not doing so, work on training up some weapon/armorsmiths by churning out tons of leggings and breastplates and such- then melt down the lower quality products and start again until you have a bunch of Masterwork armor...
Also have 1 dwarf being very very unhappy, one other is possibly getting there. Think i need a hammerer as i think someone got hurt and that's what started it.
Hammerers are a bad idea (they just kill Dwarves who mess up export bans most of the time!) Instead, build a prison. This means setting up prison-cells (don't forget doors!), and designating each as a prison with a chain somewhere inside the cell...
I'm now also stuck, as i've got a dwarf asking for shells in their mood and apparently anything caught in the cavern doesn't have a shell, all above ground water is frozen and there isn't very much of it either (i can't even find any!)
Things could end up getting very hairy.
The only above-ground water is a single tile that was hauled up from the cavern-layer to start work on an Ice Farm. Since it's not a Murky Pool or stream/brook/river, I'm pretty sure it won't spawn a fish population anyways... I suggest walling off the Dwarf in his workshop with the strange mood, so if he goes berserk he won't be able to do any harm until a military squad can be assembled and the door opened to initiate combat.
Might clear up some of the goblin corpses. FPS is less than half of what i would call playable (40 is basically the minimum i'd like to play at, we're at 17, 18 after the clean)May i do something about the FPS with DFhack? Just beginning with a "clean all" i removed about 10,000 contaminants like vomit from the map.
Also, removing a large amount of "crap" such as the billions of bones will probably help.
Otherwise it needs some extremely persistent people to clear up one heck of a lot of crap (the bones all over the caverns probably isn't helping either, as well as from the last few sieges)
You have permission to clean up contaminants using DFHack, as they're a pain to clean up manually, and Dwarves seem too lazy to actually scrub down walls and floors most of the time. The bones are a valuable resource, however (used not only for Strange Moods, but also to make an unending supply of Crossbow Bolts to pepper the Gobbo's with!), and should not be deleted. The only thing you may use DfHack for is to remove the blood/vomit contaminants... (not even FB syndrome venom, if there's a way to distinguish)
Speaking of crossbows and Marksdwarves, it's almost certain that the Marksdwarves jumped off the walls at the attackers for either one of two reasons:
(1) They were not actually equipped with Crossbows AND ammunition. It's important to check that Marksdwarves are equipped with both, otherwise they just treat their crossbows like bludgeoning melee weapons...
(2) They were stationed somewhere with a direct line-of-sight at the Gobbos, rather than through fortifications. This will typically cause undisciplined Marksdwarves to panic (and run off the walls), or veterans to enter a Martial Trance and jump off the walls at the enemy (like you saw). You need to make sure to station them where there's no clear/short path between them and the enemy- like over by the fortifications/gatehouse above the main gate into the fortress.
Regards,
Northstar
I'm not entirely sure it's possible to reach "domesticated". there was a topic where there was no confirmation at ever reaching domesticated. Even the wiki doesn't state what you see when you get to domesticate an animal.
And seeing that crundles young is born fully grown, we cannot tame "children" which is possible with most animals so we dont get any tame ones that way either.
Lastly, do not slaughter the old crundles, as this causes particularly nasty bad thoughts on the animal trainers as they will have bonded with them.
Given an additional 2 years i could probably get some tame GCS, although at the current fps this will take a while
Don't think it's as big of a worry as you're making it seem to be.
Will have a look, but think i've already dealt with this.
Although 99% of titans can EASILY be dealt with the military. If i get bored i might hunt that FB down in the caverns.
I will admit that they made about 100k dorfbucks in total (we have 2x legendary bone carvers) from selling some. But it's simply the amount of stuff everywhere is unbelievable.
Forgot to mention that i was already doing this, and whilst he was making armor, he got a mood and made a smelly copper low boot or something, which i gave to Sodel cos he's funny and did kill one of the largest amounts of dwarves, plus isnt on front line anyway.
So we already have Legendary armorsmith & weaponsmith. I have already got several sets of copper masterwork armor, because our only mineable metals are copper and gold.
I've already purchased a decent amount of steel, locating it is the main issue, so i'm gonna have to play with the stockpiles to make them dump all the steel items near to the forges.
Never actually tried prisons, i usually get bored of a fort by then or it dies by fps or i accidently do something which causes everything want to kill everything else.
Got enough problems with happiness as 1 dwarf is tantrumming. Whilst it says cave lobster shell can't be used in crafting, it may be able to be used in moods. Will have a look. The only other possible source of shells is a giant snail or a FB.
Might clear up some of the goblin corpses. FPS is less than half of what i would call playable (40 is basically the minimum i'd like to play at, we're at 17, 18 after the clean)
Given the massive amounts of metal we have at the moment, and how useless bone bolts are. I'm not particularly fussed about bone arrows. I will probably redo the archery area, as it has been done incorrectly to preserve bolts (the channel should be in front of the targets, not behind!)
More likely to be #2, as they seemed to choose a very stupid way of getting to where i wanted them to go, which passed goblins which they could see (i've now changed that, all areas should be walled in). Although Sodel (thankfully) went exactly where he was supposed to go even after collecting new ammo. Doesn't matter now anyhow as i've prevented it from happening again. As walls exceed the highest level where dwarves can now walk.
Sorry vomit is gone, i need that 1 FPS :P
Getting it from 17 to 25 will be harder than getting it from 26 back upto 40.
Another problem for the FPS i have is the fact i have ridiculous amounts of food.
Think i began the fort with it being ~50 drinks and 5000 food, i now have 1800 drinks and 9000 food. I think the growers have got it going so that 3x brewers can brew 24/7 now, which is nice.
For some reason they've changed what you grow outdoors or somethings funny, so we get cranberry and blueberry wine.
This means that i've needed more pots to hold it all in.
Cemetary has had an entire extra set of coffins (about 80 added in total), just to ensure there is plenty of room... just in case.
Will probably chuck some migrants in the military, not actually for military purposes, but to make them haul stuff faster. It's actually pretty effective. Also makes them better at various duties especially smithing, but even makes them craft better stuff as it increases some thinking skills also.
Anyway, going to do what i think best. As i need to preserve some FPS or boredom will kill it faster than anything else. As i said, i already moved 100k's worth of stuff to the caravan and it's still terrible. That's the situation.
Also, if anyone wants a turn, the fort is in prime condition, especially if i can get the fps up.
cleared 6000 total of the secret item, bond turtles are sadly nowhere to be found as of yet. They're like ninjas or something :P
Although apparently there was a fish in my pond (when at 5/7ths full), until someone filled it up some more and then it disappeared. So i'm pretty sure we can get some shells for the moody guy.
Hopefully i'll get before he goes nuts.
cleared 6000 total of the secret item, bond turtles are sadly nowhere to be found as of yet. They're like ninjas or something :P
Although apparently there was a fish in my pond (when at 5/7ths full), until someone filled it up some more and then it disappeared. So i'm pretty sure we can get some shells for the moody guy.
Hopefully i'll get before he goes nuts.
Make sure to take precautions *just incase* you don't get shells and the Dwarf goes berserk!
As for pond turtles, where did you find a pond where they might spawn? As above-ground fish, the only place they could possibly spawn is in water tiles that would normally be frozen year-round, unless heated with adjacent magma. I'm surprised if the cisterns are spawning underground fish (such as Cave Lobsters), but it you want above-ground fish, you'll have to work on some heated pools using pond zones and magma.
There's already a single ice tile in the fortress basement (the lowest z-level still lit by outside light), and if you heat it up and periodically allow it to re-freeze, you can easily expand that to a much larger pond size... (that WAS where I intended to start an Ice Farm, however. You can accomplish both purposes with one pond if you make it possible to cut off and drain the adjacent magma supply periodically, so that some tiles can periodically be re-frozen and thawed to generate additional water...)
Regards,
Northstar
I did one indoors, seemed to somehow get a single turtle out of it (lords knows how) but i aint complaining. One ring produced with one happy dwarf running around.
Might see if i can make an above ground pond should no more turtles appear out of the indoor pond. Although i am somewhat sure they do appear in indoor ponds, as they come out of aquifers also. Which is pretty ridiculous.
(http://i.imgur.com/rpUE3oJ.jpg)
Not entirely sure about the image on it. Amusing none the less.
Onto bad news. You know how i said i wasn't very good at the justice stuff?
(http://i.imgur.com/xDlWcBB.jpg)
Anyway, lesson learnt. I will assign the weakest dwarf i can find the job of "captain of the guard" slightly amusing. I'll give him an accomplice as i don't think Tun was the actual captain.
The wiki is very good actually, and if anyone else wants to learn a little more about justice/jails read here: http://dwarffortresswiki.org/index.php/DF2014:Justice
Also amusing is that we no longer have any particularly unhappy dwarves after this "incident". 3 of them are close to being really unhappy (mostly because in the goblin siege they watched 40 goblins die)
Back to good news, Amperzand is naming stuff, he's using a steel sword, but it's standard which is a shame. But he's attached to it and it will soon be named like this:
(http://i.imgur.com/sr15npJ.jpg)
Amperzand and Bigheaded are Legendary in about 6 different things involving fighting, they're currently working on misc object it seems and wrestler. Their main attributes (Speed/Strength/Toughness) have all been maxed.
We have various other Great or better weaponmasters, including the guy i gave the legendary war hammer to.
Tun (whom killed a decent amount of goblins and smashed the unhappy dwarf's face in) is High Master, so nearly legendary in using spear. A lot of them are actually legendary fighters already.
I also located a very strong dwarf who was a miner using Therapist, which says he will get 4500 strength once he becomes as strong as possible. To put that number into context, using a pick, he will almost certainly explode small creatures such as cats on hit, and pretty much annihilate most enemies through armor. Tun currently has only 1778 strength (considered "very strong" and you can see the damage he did WITH HIS FISTS to a dwarf (although dwarf heads are apparently bugged and do not have strong skulls).
anyway, other than a slight mistep, things are going well.
The indoor pond is 1 tile of water close to the housing. At worst we can get a miner to channel the area next to it which drains half the water between the two tiles and allows anyone to get out or for any equipment to be removed.
Aye. Thanks for taking a turn and getting the save file posted Bigheaded!
So I think I might take over for a while (not necessarily 2 years, but probably longer until somebody wants a turn) unless somebody else already wants a turn?
Also, in other news, I *think* it's time to update the save file to 0.40.19, it's only been out for a couple weeks now! I'll have to see about that if I take the next turn.
Regards,
Northstar
oops, forgot to say, already done the upgrade to .40.19.
There's no reason why you can't play a few months and if someone wants a turn to pass it over.
Still not entirely sure about the defenses seeing that i again lost a marksdwarf due to his own idiocy (pretty sure he climbed as high as he could and jumped off). He was able to fire at the goblins though, so he wasnt trying to club them.
Other than that, we should be ok, could use some extra marksdwarves, seeing i kinda made a mess of the last lot (oops) and we have only 1 survivor and instead have melee.
Also worth considering adding more weapon traps, they literally killed more goblins than anything else. If traps could have names they'd have the middle, last and description of their names.
So, what's the fort position on semicheaty projects? 'Cause I, for one, think a Dwarven Childcare would... Help our military greatly.
I have been improving with Fort Mode, but if FPS is a problem for anyone with a computer made after 2005, I will run it at maybe two frames a minute.
For now, I truly feel I am inept enough to be less than useful, but my succession of doomed-but-amusing practice forts is certainly helping, so within the next few months I may get much better.
Yup. Well, it's too bad the fort seems to be in a decline...