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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: WanderingKid on August 17, 2013, 12:07:40 am

Title: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 17, 2013, 12:07:40 am
So, someone pointed out to me a the Single Pick Challenge.  Basically, find the worst possible biome, show up with a pick, 7 untrained dwarves, and have at it until you're dead or the mountainhome.  This was originally done about a year ago and detailed in this thread: http://www.bay12forums.com/smf/index.php?topic=118000.0 (http://www.bay12forums.com/smf/index.php?topic=118000.0).  That thread seems a bit dead, so I figured I'd start a new one.

Well, usually I don't like the challenges as they seem a bit contrived, but I've also never been against turning a game up to impossible mode either.

I did a few practice runs to get a feel for the needs and requirements for this type of challenge, also I was having trouble finding the 'perfect' biome for the challenge.  Namely, an all glacier embark with an aquifer.  I finally found it, and it's got enough room for a few black slate tries at it before I need to gen another world.

I'm also trying my hand, for the first time, at doing youtube videos.  I'm using FRAPS, Windows Movie Maker, and my own gaming headset.  It didn't come out too bad but I'll let you be the judge.  I'm sure the average YouTube troll will go on and on about every tiny thing so I'll probably ignore most of that.

Anyways, and without further ado, you can find my attempts listed below.  I'll edit this as I add more attempts.  The first one, well, didn't go so well.  You'll see why:

Single Pick Challenge Attempt 1: FortunePage (Failed) (http://www.youtube.com/watch?v=vODSliPpDsE)
Single Pick Challenge Attempt 2: IvyLashes (Part 1) (https://www.youtube.com/watch?v=_C2EVbxVQNk) - Breaching the aquifer, food, and water
Single Pick Challenge Attempt 2: IvyLashes (Part 2) (https://www.youtube.com/watch?v=SvtaxZWAAPs) - Continued digging, some more migrants, and the caravan.  Undead pets, too!
Single Pick Challenge Attempt 2: IvyLashes (Part 3) (https://www.youtube.com/watch?v=pmVWT1hI1yY) - Review of status after a few failed recording attempts.  Caverns, constructions, farms, and hospital.
Single Pick Challenge Attempt 2: IvyLashes (Failed) (https://www.youtube.com/watch?v=BACtchkw5EA) - Tantrum Spiral, Undead overload, and the loss of the fort.
Single Pick Challenge Attempt 3: LashedNuts (Failed) (https://www.youtube.com/watch?v=9SHg8kf4BcI) - Arrival, water, butchery, and aquifer pierce via frozen drilling ... and failure.
Single Pick Challenge Attempt 4: FurnaceClans (Ongoing series) (https://www.youtube.com/playlist?list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg): Design, Dig, Test, and activation of the Magma Loader via Minecart system.

My apologies for the blurriness.  I'm recompiling the video now in a different format that I hope Youtube will accept without needing to re-stretch the video, which caused that.  Used a different format and we're good now.  Sorry about that.

If anyone wants a dwarf named after them, in the tradition of these types of games, just let me know and I'll get you in there.  I can't promise you'll live, mind, but you'll have yourself a mighty gruesome death, I'm sure.
Title: Re: Single Pick Challenge - Reawakened
Post by: itg on August 17, 2013, 04:46:59 am
Good luck! I'll be your chief medical dwarf, if you make it that far. Also, would you mind uploading the save?
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 17, 2013, 05:48:19 am
Thanks.  I'm in the middle of editing Attempt 2.  Water, Food, Search Shaft, and Migrants so far, and just hit Fall, and will need to prep for the caravan.

Save I'll upload to DFFD in the morning.  I'm trying to edit this damned movie so long tonight I think I edit more than I play the game!  I need to learn some tricks and techniques to doing this well.  I grabbed a copy of the world 'virgin' after I found what I wanted so it should be a fresh start for anyone else with an interest... or myself if I needed to reboot it.

Edit: Pregenned world available here:  http://dffd.wimbli.com/file.php?id=7904 (http://dffd.wimbli.com/file.php?id=7904)
Title: Re: Single Pick Challenge - Reawakened
Post by: Juxtap0se on August 17, 2013, 08:17:04 am
cool I always like seeing new techniques. Can you name your first plant gatherer Juxtap0se? I have a habit of making bad decisions, much like a plant gatherer migrating to a glacier...
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on August 17, 2013, 12:18:34 pm
Yeah, I'm in. You want a competing player? I'll take the challenge.

I ain't never frapped before, but I just got furlowed for a week, so I have some time.  See if I can't get this "uploading videos to youtube" thing going...
Title: Re: Single Pick Challenge - Reawakened
Post by: wierd on August 17, 2013, 12:27:57 pm
Furlowed?

You don't happen to work for Spirit Tulsa do you? I heard they were recently bought out, and undergoing "Restructuring."

I think I will start my "No pick, No Axe, 1 stone" challenge I presented the OP earlier. (He gave me the impression that it was too masochistic :D We'll see.)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 17, 2013, 12:35:07 pm
Yeah, I'm in. You want a competing player? I'll take the challenge.

I ain't never frapped before, but I just got furlowed for a week, so I have some time.  See if I can't get this "uploading videos to youtube" thing going...

Sure, I'll take a fellow embarker to compare notes with.  The more the merrier, else I wouldn't have forum posted.  ;)

I'm compiling my video now for IvyLashes, I wanted to make sure my edits made sense after some sleep.  Water, Food, and cavern shaft digging.   To ease your pain, some recommendations.

In Fraps: Set Monitor Aero Desktop on in General.  This means you can show things like Dwarf Therapist.  Otherwise, Fraps records a single window and if you switch around a lot I found it gets a little funky.
In Fraps: Video Capture at 30 fps Full-Size.  I wouldn't worry about the rest of the settings, personally.

In Windows Movie Maker: When you're done editing, save the movie, exit movie maker, then go back in and bring it back up.  THEN publish.  When publishing, the highest I've gotten YouTube to take without doing strange things to my results is the Windows Media HD 720p (5.9mbps) setting.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on August 17, 2013, 12:46:00 pm
Furlowed?

You don't happen to work for Spirit Tulsa do you? I heard they were recently bought out, and undergoing "Restructuring."

I think I will start my "No pick, No Axe, 1 stone" challenge I presented the OP earlier. (He gave me the impression that it was too masochistic :D We'll see.)
Nah, I just got a job working as a sorority kitchen assistant. We went in on Thursday to set up the kitchen, and move in day is today. On Friday, I was supposed to go in and put away ~$2000 worth of food as our first (and largest) truck order was coming in. The kitchen was supposed to fire up as lunch only for the first week (this upcoming week). However, thursday evening I got a call from chef saying the house directors got together and talked, and the kitchen isn't going to be running the first week, and he had to cancel the huge orders we had coming in. I'll start up next Friday.

Looks like the money situation isn't getting any better any time soon.

BTW, 1 stone no pick terrifying glacier? You get 3 wood and four blocks. I don't see how it can be done without a feature. No trees and no food unless there is another feature, notably a cave... Find a cave that connects to caverns 1 and you are good to go.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 17, 2013, 12:50:26 pm
I think I will start my "No pick, No Axe, 1 stone" challenge I presented the OP earlier. (He gave me the impression that it was too masochistic :D We'll see.)

It IS masochistic. I mean, c'mon. This ain't minecraft.  You can't punch a tree down and make an axe and pick!  ;)  Honestly that just doesn't sound fun to me.  You'll have 7 dwarfs sitting around collecting food, perhaps making some farm plots, and just waiting for the caravan for two seasons watching food rot.  Alright alright, yes, you can break up the wagon and make some axes, but still.

Who wants to live on the surface like some frickin' hippies?
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on August 17, 2013, 12:52:47 pm
Yeah, maybe you can just hole up until the cavern gets there. If there is a terrain feature, you may be able to wall yourself into a nook with a depot outside and wait for the caravan while your dwarves starve.
Title: Re: Single Pick Challenge - Reawakened
Post by: wierd on August 17, 2013, 12:54:17 pm
It forces you out of the mold of "Dig in immediately to avoid instant death when the weather rolls in", for starters.  Learning to deal with issues of that nature can greatly increase your ability as a player. That's why it's a challenge.

I am still giving the worldgen wheel a spin. it's having a hard time grinding out the values I put in. Since this is the masochist challenge, I put masochist values in. :D

I was actually leaning more towards a mixed embark, with evil tundra + evil glacier.

That gives you possible access to a surface clay tile. Just put a floor tile down, then deconstruct it to expose the clay, use the boulder to create a kiln, and issue a collect clay job. Use the raw clay to build a crude shelter.
Title: Re: Single Pick Challenge - Reawakened
Post by: acetech09 on August 17, 2013, 01:01:36 pm
I just recorded me doing a single-pick challenge on a non-terrifying tundra while absolutely dead-tired to the point of making some funny mistakes. Ended up stopping after an hour, only 1 dwarf died due to a cave croc but I was pretty set-up and didn't forsee any issue making that fortress a success.

I'll try again in a terrifying biome.
Title: Re: Single Pick Challenge - Reawakened
Post by: wierd on August 17, 2013, 01:32:00 pm
Allright. I just got what I think looks like a... Promising.. world from the world spinner.  Evil DEFINITELY has a strong presence in this world.

Spoiler (click to show/hide)

I think the southeast corner of the map has Evil + Tundra + Glacier. I will save this pristine world for further use later, should I screw up.

**
I will make a new thread for this particular bit of FUN. That way I wont hijack this one anymore.

**
Edit:

Oh yes. The site I have chosen is lovely. Auto Undead, huskifying devilish smoke. Starts with zombies.  Has fireclay. All in all, a GREAT place to live.
Title: Re: Single Pick Challenge - Reawakened
Post by: Ravendarksky on August 17, 2013, 02:56:11 pm
I just don't understand why this is seen as a challenge. I often just take a pick/anvil because I'm too lazy to pick embark items.

You don't really need anything and even in glaciers you can always go down to the caverns for wood. As for the haunted/evil biome stuff, lets face it, once you're underground and have sealed the roof it's just a regular embark.

A challenge I'm going to try is to have a fort where we defend ourselves only using military (no retracting bridges, no sealing ourselves in). However I will only be training my dwarfs in kicking biting and wrestling.

Anyway I see no reason why you can't do a NO skill NO items embark. Your wagon provides all you need, as long as there are trees on the map. Even then you can always hope to get lucky and get a pickaxe with a migrant.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on August 17, 2013, 03:05:58 pm
I just don't understand why this is seen as a challenge. I often just take a pick/anvil because I'm too lazy to pick embark items.

You don't really need anything and even in glaciers you can always go down to the caverns for wood. As for the haunted/evil biome stuff, lets face it, once you're underground and have sealed the roof it's just a regular embark.

A challenge I'm going to try is to have a fort where we defend ourselves only using military (no retracting bridges, no sealing ourselves in). However I will only be training my dwarfs in kicking biting and wrestling.

Anyway I see no reason why you can't do a NO skill NO items embark. Your wagon provides all you need, as long as there are trees on the map.
Yeah, once you understand this, you have graduated to the next level in dwarf fortress. Its the same reason why I don't care about volcanoes or metals... its all the same...

In any case, such challenges are not always intuitive for those with less experience, and are seen as an 'omg, I would die so fast if I tried to do this' scenario. I used to hold the challenge as such.

So, for now, we have a spectacle playing out on the forums, to entertain those who wish to watch. C'mon! It's going to be fun!
Title: Re: Single Pick Challenge - Reawakened
Post by: Ravendarksky on August 17, 2013, 03:23:09 pm
Okay so I just checked, you can survive with a NO item embark without trees or plants.

Deconstruct wagon
build carpenter
build bucket
build fishery
deconstruct carpenter and make second fishery

Fish until a summer migrant brings you a pickaxe
Dig to the caverns for wood
???
Profit

If you don't get a pickaxe then deconstruct your fishery and make shell crafts to trade. You need to deconstruct almost everything to make a trade depot. However I don't know if the dwarfs will last until autumn as the bad thoughts were piling up on mine by summer.

I got a lvl 11 miner in my first wave of migrants in summer so challenge ended very quickly. (Also got an uber doctor, the likes of which I've never seen before, 10 in most doctoring skills)
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on August 17, 2013, 03:50:15 pm
Well, trial one is currently failing. Didn't find the path through the aquifer in time. Currently, all dwarves are hunting for vermin. I'm hoping migrants can make it past the lone yeti corpse to make it inside.
Title: Re: Single Pick Challenge - Reawakened
Post by: Tevish Szat on August 17, 2013, 04:11:18 pm
Okay so I just checked, you can survive with a NO item embark without trees or plants.
Can you do it without open, fishable water, though?  and will fish stocks in mot places last until the start of winter when you can trade?
Title: Re: Single Pick Challenge - Reawakened
Post by: Tevish Szat on August 17, 2013, 04:15:45 pm
Okay so I just checked, you can survive with a NO item embark without trees or plants.

Deconstruct wagon
build carpenter
build bucket
build fishery
deconstruct carpenter and make second fishery

Fish until a summer migrant brings you a pickaxe
Dig to the caverns for wood
???
Profit

If you don't get a pickaxe then deconstruct your fishery and make shell crafts to trade. You need to deconstruct almost everything to make a trade depot. However I don't know if the dwarfs will last until autumn as the bad thoughts were piling up on mine by summer.

I got a lvl 11 miner in my first wave of migrants in summer so challenge ended very quickly. (Also got an uber doctor, the likes of which I've never seen before, 10 in most doctoring skills)

If you don't get a pick or axe with migrants, I don't think you can trade.  You turned one of your three logs into a bucket, after all... where's the third item to build the depot coming from?
Title: Re: Single Pick Challenge - Reawakened
Post by: wierd on August 17, 2013, 04:23:39 pm
(why this is a challenge)

The rules were:

NO PICK EVER
YOU ARE NOT ALLOWED TO DIG AT ALL
No axe to start, may only own ONE axe total
Embark on terrifying tundra with auto zombies and evil weather
Zero surface vegitation
Zero trees
Zero surface water

Despite these limitations, create a thriving metal industry, and a proficient metal-clad military
Become the mountain home

So, understand why it is a challenge now?
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 17, 2013, 04:29:07 pm
Raven,

No one component of this makes the challenge difficult.  It's the overlapping problems that makes this more adventurous.

First, there is no safe form of food gathering to start.  Since anything that's dead can come back and kill dwarves, butchery, at best, must be undertaken with extreme caution and prejudice.  There is very little vermin to be used in the ice for food to recover from a hunt for vermin spiral, except on the surface, where the undead roam.

Next, you have no water that's usable quickly unless you have the aquifer, which compounds the other side of the problem, how to get to the caverns.  If you don't have water by mid-slate, your embark dies on a dime.

So, you've got time problems.  Compound that issue with unskilled dwarves who take FOREVER to do anything.  You've got two months to breach a cavern for plants and water or you have to come up with alternate methods, without using that wood you brought because you're going to need a few axes for trees.

On a number of test embarks I outright MISSED the caverns until I hit the magma sea, and that's a 2x2 stairway.  You don't have time to miss, because those caverns aren't empty and your dwarves are not armed in any fashion, so usually you have to be canny about where you go in.  And hope there's water if you're not using an aquifer.  Wrestling training can kill your dwarves outright if they're not metal armored, so you can't let them train while they're sitting around twiddling their thumbs, either.

So, I agree in a way, there's no particular challenge directly revolving around the single pick.  It's the environment you're doing it in that goes from 'eh, okay' to 'huh, how the hellll....?'

Which, to bring me to my point... the next video is up.  Food, water, migrants, and the cavern search shaft has begun.  See the first post or just click here:
https://www.youtube.com/watch?v=_C2EVbxVQNk (https://www.youtube.com/watch?v=_C2EVbxVQNk)

EDIT: Oh, yeah, sorry guys, when I go back in for Part 2 I'll get your names in on the dwarves.  This attempt was recorded while the first one was just going up on youtube and was taking a bit so I hadn't fired up the thread yet.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 17, 2013, 04:30:21 pm
The rules were:

NO PICK EVER
YOU ARE NOT ALLOWED TO DIG AT ALL
No axe to start, may only own ONE axe total
Embark on terrifying tundra with auto zombies and evil weather
Zero surface vegitation
Zero trees
Zero surface water

Despite these limitations, create a thriving metal industry, and a proficient metal-clad military
Become the mountain home

So, understand why it is a challenge now?
Um, Weird, not to be arrogant, but go make your own thread with those rules and don't hijack this one.  I'm sure Raven was commenting on the rules I setup on the first post, not your arbitrary inclusions later... which have nothing to do, really, with a single pick challenge.
Title: Re: Single Pick Challenge - Reawakened
Post by: acetech09 on August 17, 2013, 05:17:55 pm
I just realized... doesn't a glacier make the challenge easier?

When I embarked on a tundra last night, I didn't have any Ice layers, which meant the only build materials I had were 3 logs until I breached the aquifer (which I did quite quickly). If you have ice, you are much much much better off.

I'm going to try another embark, this time on a terrifying tundra. Let's see what happens.

P.S. Does anyone have interest in watching a hour-long video on how an '06 veteran player who is comically tired do a one-pick challenge? There might be some things people can learn from - if so, let me know and I can shoot last nights' attempt up to youtube.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 17, 2013, 05:30:12 pm
Depends.  You can get seams of useful stuff in soil, but yes, it's possible the ice is making it easier.  However, I also have no soil, so even if I found food I either have to irrigate an area in stone or can only use the caverns.

Flipside, ice will never have anything other than ice in it, so no chance to find stone or the like to make mechanisms, no clay, etc.  Also, ice melts, so your workshops end up on a time limit.

End result: Not entirely sure there's much difference.  Either you get some stone above the aquifer, or you don't, and if you don't you're screwed on either terrain.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on August 18, 2013, 11:01:14 am
Yeah... Took 6 attempts to get set up in the caverns. Aquifer was ~7 layers thick, or there were two aquifers. Found out the fraps demo doesn't take videos longer then 30 seconds at the end of it all... ~sigh~

The wildlife certainly made it easier. On the surface the only thing that wanted to spawn was a single yeti corpse at a time. Going to gen some maps looking for no vegetation aquifer tundra with some more ferocious wildlife: read, flyers.  Even tundra aquifer gets you ice immediately, because the water will freeze...
Title: Re: Single Pick Challenge - Reawakened
Post by: Ravendarksky on August 18, 2013, 01:18:36 pm
Sorry if my posts seemed disparaging, I was just genuinely wanting to know where exactly the challenge lay. Can someone clearly define 'worst possible biome' so I can give this a go? Or better yet a fresh embark so I can compare how I do :-) thanks for answering my questions, however poorly phrased they may have been!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 18, 2013, 01:35:53 pm
Sorry if my posts seemed disparaging, I was just genuinely wanting to know where exactly the challenge lay. Can someone clearly define 'worst possible biome' so I can give this a go? Or better yet a fresh embark so I can compare how I do :-) thanks for answering my questions, however poorly phrased they may have been!

Sure, relatively simple list:
No vegitation to use for wood or food.
Undead Terrifying so you can't butcher and certainly can't hunt food.

The aquifer is 50/50.  While yes, it slows down your hunt for the caverns for food, a lack of water kills you a LOT faster than a lack of food.  It's kind of a pick your poison thing.

If you watch some of the videos off the earlier thread, getting into the caverns and setting up is also pretty dangerous, as there's a lot of critters down there that can break your unarmored, weaponless dwarves pretty easily.  Depending on if you have soil, you may have to move the entire embark down there, too.

Title: Re: Single Pick Challenge - Reawakened
Post by: Ravendarksky on August 18, 2013, 04:25:30 pm
I will report back on my success once I've generated a suitably death dealing world and had a chance to play :) (Tuesday evening?)

Thanks!
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on August 18, 2013, 05:12:36 pm
Well, I've done ~10 runs at it. Notes: Glaciers and tundras play out differently. Glaciers have easy ice and you can build structures easily. Also, glaciers sit above rock, rather than soil, so, no matter the height of the aquifer, you are likely to find a vein or a cluster of some non-aquifer material for a layer or two. It may not get you though the aquifer, but it will get you stone.

With stone, you have pots, with stone you have mechanisms, and with both of these, it is much easier to hold out until the caravan, regardless of finding a hole through the aquifer.

In tundra, you will have to go through multiple soil layers of aquifer (just one aquifer layer? psh, regen the world, silly person.) There won't be a cluster of hope somewhere in the map. You have three wood, and are not going to find any stone for at least a layer or two. You are going to need to freeze the aquifer in a 4x4 square (maybe you can 3x4 it, i dunno) to decend through.  This can be done rapidly, even with a single miner, but you open yourself up to surface undead flyers.

And, this is the main difference between the two in my opinion. Glaciers have a calmer cast of wildlife then tundra. Specifically, there are no glacial flyers. Undead yetis always showed up solo in glaicers. Undead weasel people horde spawning immediately? You may not even be able to get your wagon torn apart (I didn't). In the tundra, you are going to have to breach the surface, to a more ferocious set of creatures, to get through the aquifer. 

On a side note, I've gotten better at butchering pack animals in a reanimating area around late slate without it's various parts blowing me to bits.
Title: Re: Single Pick Challenge - Reawakened
Post by: Maul_Junior on August 18, 2013, 06:10:36 pm
I just don't understand why this is seen as a challenge. I often just take a pick/anvil because I'm too lazy to pick embark items.

You don't really need anything and even in glaciers you can always go down to the caverns for wood. As for the haunted/evil biome stuff, lets face it, once you're underground and have sealed the roof it's just a regular embark.

A challenge I'm going to try is to have a fort where we defend ourselves only using military (no retracting bridges, no sealing ourselves in). However I will only be training my dwarfs in kicking biting and wrestling.

Anyway I see no reason why you can't do a NO skill NO items embark. Your wagon provides all you need, as long as there are trees on the map. Even then you can always hope to get lucky and get a pickaxe with a migrant.

that.....makes sense. Lately my embarks have been stone+ore+coal, with breeding pairs of many different kinds of animals (as many as I can take), and seeds.

.....no more training axes on embark for me.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 18, 2013, 06:28:28 pm
In tundra, you will have to go through multiple soil layers of aquifer (just one aquifer layer? psh, regen the world, silly person.) There won't be a cluster of hope somewhere in the map. You have three wood, and are not going to find any stone for at least a layer or two. You are going to need to freeze the aquifer in a 4x4 square (maybe you can 3x4 it, i dunno) to decend through.  This can be done rapidly, even with a single miner, but you open yourself up to surface undead flyers.

And, this is the main difference between the two in my opinion. Glaciers have a calmer cast of wildlife then tundra. Specifically, there are no glacial flyers. Undead yetis always showed up solo in glaicers. Undead weasel people horde spawning immediately? You may not even be able to get your wagon torn apart (I didn't). In the tundra, you are going to have to breach the surface, to a more ferocious set of creatures, to get through the aquifer. 

Hm, interesting.  I apparently hadn't thought that through as far as you have.  I always thought soil layers would have some rock in them here and there.  However, if you have a clay layer you can use clay in all the ways you use ice, as far as I know, and it'll never melt.

Well, if IvyLashes fails I'll definately poke around and see if I can find Tundra instead of Glacier.  I actually thought I was doing it the harder way on glaciers!

However, and my apologies for this, but my gaming will be slow for a while.  I just wrecked my cycle last night and while I'm fine in general, my right shoulder is pretty banged up and really doesn't like moving my arm around much.  Believe it or not flipping between keyboard and arrow keys is actually a pretty fair distance with a sprained shoulder.  I'll see if I can figure it out though, I really want to get IvyLashes down into the caverns.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on August 18, 2013, 06:55:24 pm
In tundra, you will have to go through multiple soil layers of aquifer (just one aquifer layer? psh, regen the world, silly person.) There won't be a cluster of hope somewhere in the map. You have three wood, and are not going to find any stone for at least a layer or two. You are going to need to freeze the aquifer in a 4x4 square (maybe you can 3x4 it, i dunno) to decend through.  This can be done rapidly, even with a single miner, but you open yourself up to surface undead flyers.

And, this is the main difference between the two in my opinion. Glaciers have a calmer cast of wildlife then tundra. Specifically, there are no glacial flyers. Undead yetis always showed up solo in glaicers. Undead weasel people horde spawning immediately? You may not even be able to get your wagon torn apart (I didn't). In the tundra, you are going to have to breach the surface, to a more ferocious set of creatures, to get through the aquifer. 

Hm, interesting.  I apparently hadn't thought that through as far as you have.  I always thought soil layers would have some rock in them here and there.  However, if you have a clay layer you can use clay in all the ways you use ice, as far as I know, and it'll never melt.

Well, if IvyLashes fails I'll definately poke around and see if I can find Tundra instead of Glacier.  I actually thought I was doing it the harder way on glaciers!

However, and my apologies for this, but my gaming will be slow for a while.  I just wrecked my cycle last night and while I'm fine in general, my right shoulder is pretty banged up and really doesn't like moving my arm around much.  Believe it or not flipping between keyboard and arrow keys is actually a pretty fair distance with a sprained shoulder.  I'll see if I can figure it out though, I really want to get IvyLashes down into the caverns.
You need the stone for clay. Kiln cannot be built from wood (or ice).
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 18, 2013, 07:00:05 pm
Ah, good point.  I'd forgotten about that.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on August 18, 2013, 08:43:08 pm
Alright. Here is as much evil tundra as I could jam into a small world. Noteable features: Plenty of perfectly flat, terrifying tundra, 3 necro towers, all embark sites tested have been reanimating and clouding. I don't know how deep the aquifers go, because I haven't been able to survive long enough, but they are at least two deep. Lots of good embark sites along that NE edge, and a few scattered around in the middle.
Spoiler (click to show/hide)
Map is here. (http://dffd.wimbli.com/file.php?id=7913)

PS 2x2 embarks add Fun!
Title: Re: Single Pick Challenge - Reawakened
Post by: lechium on August 19, 2013, 08:22:46 am
Thanks for doing the challenge and recording it! Hope you'll be fit enough soon to continue Ivylashes.
Title: Re: Single Pick Challenge - Reawakened
Post by: Cattani on August 19, 2013, 09:59:14 am
Ok so...
I have little experience playing in Evil biomes (bad enough in regular Wild ones), but decided to give this challenge a try.
Genned my world, single-pick embark on an evil tundra, walled everyone in a hole and dug to the cavern layers... Everything as good as it gets, with lots of dehydration and starvation until i had the GENIUS IDEA of butchering my Yaks for food.

HOW FUN IT IS WHEN UNDEAD YAK SKIN KILLS YOUR WHOLE EMBARK PARTY!
Totally doing this again.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on August 19, 2013, 12:01:42 pm
If you put an aquifer layer in, you are likely going to have to butcher that there yak.

Anyway, your first few reanimating attempts will be demolished by reincarnation spirals.
Title: Re: Single Pick Challenge - Reawakened
Post by: Patchy on August 19, 2013, 04:16:53 pm
I did this challenge back in the old thread. It certainly is fun, but the challenge of this one comes in the first year where you are getting yourself established. After that, it becomes a standard evil embark. Granted there is a good bit of luck in those first 2 seasons that will determine whether you crumble or not. Big thing is have the first "small" room designated and your chosen dwarf with mining labor enabled and ready to go into the absolute nearest wall before you unpause the first time. The longer your dwarves have to be on the surface for any reason the more likely someone is going to die and start a cascade.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 22, 2013, 08:03:05 pm
IvyLashes continues to prosper, albeit slowly.  We've had more migrants come by, a bit more success with our meat industry, and the caravan has came and left!  Our migrants bringing their animals with them are causing other issues, and while helpful, they're also deadly due to the loss of our earlier undead slaughtering system.

https://www.youtube.com/watch?v=SvtaxZWAAPs (https://www.youtube.com/watch?v=SvtaxZWAAPs)

... and we still haven't found the caverns.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 23, 2013, 08:19:40 pm
Hey Edge, question.

I was just screwing around with the Tundra Biome Aquifer with the freeze-drill method.  I can get through it relatively quickly even with a no skill miner (8th of slate, 3 layers) but I was curious, what's your method for dealing with the lack of stairways back out for your miner?  You can't drill into the walls and you've got nothing to build stairs with, and you've removed your ramps to be able to downstair dig for the next layer.

There's two ways I can see doing it.  One, create an ice quarry for stairway materials.  Two, use an oblong dig (4x3, 6x5, 8x7, etc) and leave the extra row for a ramp out, but that creates its own issues if you misjudge the depth and have to rebuild all the levels above to reramp them.

Note: IvyLashes still lives, I just wanted to play a bit. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on August 24, 2013, 01:59:51 am
Often times ice drilling is kinda ad hoc. I have really solid success with going with a 5x5 or a 5x6 starting plot and then making each subsequent layer one dimension smaller eg 5x5 becomes 4x5 becomes 4x4 becomes 3x4 becomes pray you don't have another aquifer layer or plenty of ice. I prefer channeling and ramps to stairways when ice drilling.

If you want to do the stairway route, you want to make sure you leave that tile you want your stairway as an aquifer, not channelled out into ice. So, for example, if this is what you want: (I is ice, S is stair)

IIII
IS.I
I.. I
IIII

Then when you are digging out your layer, you want to leave the spot for the stairway undesignated, and channel the rest. Once you have ice in the layer, it will look like this
IIII
IAII
IIII
IIII where A is an aquifer tile you can safely drill into without flooding.

Anyway, ultimately, I stopped using staircases all together. If you make a mistake, you need to do a whole bunch of construction/deconstruction that end with FUN, and it seemed like I things never went as smoothly as I imagined it should be able to.

BTW, slate 8th is much faster then I usually work. I'll get under the surface and walled in and such, but I will set up shop assuming i've got giant raven corpses upstairs, and am going to need to kill a pack animal.  I have gotten -very- good at killing one or both pack animals while I wait for flying corpses to leave. The trick is to drop a floor tile into a water filled garbage dump, removing the ramp so you can dump your nervous tissue, cartilage, and hair into the pit and then prevent the undeads from getting out. Spinning threads isn't worth it, but tanning the hide is.
Title: Re: Single Pick Challenge - Reawakened
Post by: Lich180 on August 24, 2013, 11:18:45 am
Does nervous tissue and cartilage reanimate? I've never seen happen before...
Title: Re: Single Pick Challenge - Reawakened
Post by: Andrakon on August 25, 2013, 12:15:32 pm
WanderingKid, edgefigaro, good luck completing my challenge! BWAHAHAHA! It is doable and you can learn a LOT in the process! I am glad to see someone considers my challenge worthy.  ;D

Dwarf me plox!  :o
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 25, 2013, 01:20:27 pm
Hey Andrakon?

Your videos were both interesting and entertaining.  I feel like I'm struggling to keep the content interesting while still showing the pertinent parts of the challenge.  This seems like as good a place as any to ask, any recommendations, if you've watched over my vids?
Title: Re: Single Pick Challenge - Reawakened
Post by: Andrakon on August 25, 2013, 02:02:36 pm
Hey Andrakon?

Your videos were both interesting and entertaining.  I feel like I'm struggling to keep the content interesting while still showing the pertinent parts of the challenge.  This seems like as good a place as any to ask, any recommendations, if you've watched over my vids?

Regardless your videos had some interesting ideas and tricks to get past this challenge and I learned some things. (I am rusty and have not played since I made those videos so I forgot a LOT of things!  :o )

Most of being entertaining is just experience and growing confidence in talking to yourself on camera! :P It took me about 12 half hour long episodes before I was more relaxed on camera.

One tip is finding something to say while you are waiting on the action. This can be anything you are comfortable with sharing with the audience. I would recommend things like telling stories of past forts, mentioning random bugs related to what you are doing if you know of any, musing out loud about random weird things in the dwarf fortress world, or maybe even bragging about your DF accomplishments or completed personal challenges.

Also a really good idea is to talk about different ideas of interesting things to do in dwarf fortress that newer people to the game may think is a good idea to try out! Lesser done things like silk production using a cave spider or better yet a giant cave spider, taming weird things like dragons or crocodiles, lava cannons etc. And of course mentioning alternative ways to do what you are doing is also good, especially if you can think of a better way to do whatever it is you are doing.

Honestly, becoming a chatter box is something you would have to train yourself into.  :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 28, 2013, 12:31:12 pm
Part 3 is up for IvyLashes!

https://www.youtube.com/watch?v=pmVWT1hI1yY (https://www.youtube.com/watch?v=pmVWT1hI1yY)

This is more a review of about 9 dwarven months of work than an actual playthrough.  We've found the caverns and have walled ourselves off a small piece of it against the water.  Built a hospital, lost a few dwarves due to dehydration and moods, have started farming, and am low on food and booze again.

Edit: I should mention this one's shorter than many of the more recent ones, as it's just a walkthrough of where I'm at.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 29, 2013, 03:18:43 am
Bahahahah.

Ivy Lashes just went down in flames in a tantrum spiral / undead war with itself.

Part 4 was consumed by fraps using the wrong screen again, but nothing much happened in 4 (now labeled 3.5)  Caravan came in, we bought what we could, they didn't bring an anvil, and dwarves started going to lounge on the surface for no good reason while the door was open to let the merchants out.  Dumbasses.

Then a dwarf threw a tantrum and I didn't think anything of it.  Then we butchered a yak who was crying about the overcrowding at the upstairs meeting room.  The undead in the drop hole kept scaring off my dwarves...

Cue Part 4 (to come soonish): Tantrum Spiral of IvyLashes, aka: How many dead bodies can you throw overboard before you can't kill them fast enough to throw away?

Also, Looks like attempt 3 will be coming.  I'm going to borrow that undead raising Tundra edgefigaro had and do an open air aquifer punch, I think.  Well, I'll be back with the vids tomorrow most likely. Takes forever to edit on occassion... unless y'all want to watch me try to recover from the spiral for over an hour in real time...
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 29, 2013, 02:09:22 pm
Part 4, the death of IvyLashes, is now up.

https://www.youtube.com/watch?v=BACtchkw5EA (https://www.youtube.com/watch?v=BACtchkw5EA)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 29, 2013, 11:54:41 pm
For those still curious about my endeavours, LashedNuts, attempt #3, has begun.

https://www.youtube.com/watch?v=DYV32Pdd9hk (https://www.youtube.com/watch?v=DYV32Pdd9hk)

This is done in the Tundra that edgefigaro supplied above.  Thanks for that edge.  I've gotten everyone indoors with only minor problems, gotten everyone fed once, and have finished drilling through the aquifer using the freezing drill method.  I've laid out the next stage of the fort as well, hopefully cleaning up a few problems from IvyLashes... such as a drop pit that wasn't deep enough.

Edit: I need to addendum that video. LancedNuts went down about one dwarven month later... and our brave explorer caught it on tape.  I'm adding a bit more to the video (it's not worth a separate load) but they take forever to process.

Sorry about that.  Use this link: https://www.youtube.com/watch?v=9SHg8kf4BcI (https://www.youtube.com/watch?v=9SHg8kf4BcI)
Title: Re: Single Pick Challenge - Reawakened
Post by: Andrakon on August 30, 2013, 03:59:09 pm
Great tantrum spiral and zombie Apocalypse at IvyLashes! I seen someone had knocked my dwarfs teeth out and ripped his nose off! XD Can I get a re-dwarf in your next somewhat successful fort? As far as LancedNuts goes, it was looking so promising! The owls just had to ruin everything D: Also if you put your food in a stockpile it will never spoil even if it is not stored in anything.

That new map is quite the piece of work! I wonder what the cursed clouds do... Was all that brown stuff in the snow slime or something?

*Eats popcorn*  :D
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 30, 2013, 06:00:31 pm
Can I get a re-dwarf in your next somewhat successful fort? As far as LancedNuts goes, it was looking so promising! The owls just had to ruin everything D: Also if you put your food in a stockpile it will never spoil even if it is not stored in anything.

That new map is quite the piece of work! I wonder what the cursed clouds do... Was all that brown stuff in the snow slime or something?
Of course. :)  Yeah, shame about LancedNuts.  Was almost there... almost there... screwed.  All I wanted to do was hatch the stairway and off I'd go.  Forgot that food didn't need pots to not rot.  The pots just keep out the vermin.

The Dust... I don't know what the heck it does yet.  So far noone non-undead has been caught out in it, so I don't know.  The new site has it too so my guess is eventually I'm going to end up with some migrants who... inform me what the dust does.   :D

FurnaceClans Part 1 is up (I haven't finished annotations so no speech bubbles and whatnot yet) and is basically LancedNuts with a roof.  The aquifer dig was MUCH smaller this time.  Also, FurnaceClans has a lot of fliers nearby.  I restarted 4 times (I'm not ashamed to admit it) just getting my dwarves downstairs fast enough.  It was literally a case of the RNG determining flight paths for the first giant raven flock.  Either I got lucky, or I didn't.  I also got better about getting everything downstairs at warp 9.8.

https://www.youtube.com/watch?v=T5oWiy0XuLU (https://www.youtube.com/watch?v=T5oWiy0XuLU)

Does anyone know how, in youtube, to move annotations from one video to a different one?  Can I download the XML for them and upload to a diff video?  There's a ton on LancedNuts I did originally that I'd like to move to the addended version.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 30, 2013, 11:42:28 pm
Hey Edge...

... you could have mentioned you get titans in the middle of summer in that embark...  Brutal locale man.  :D

FurnacedClans is still alive, partially due to dumb luck that I started a project earlier than normal for migrant access. 

Much !FUN! is being had... particularly by the perma-webbed migrants!  Update to come.

... btw, does anyone know if migrants can come via the caverns?  I believe the surface just became uninhabitable until significant dwarven engineering is applied to titan removal.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 31, 2013, 04:56:14 am
So, FurnaceClans part 2 is up:
https://www.youtube.com/watch?v=jHxU1Aqabgg (https://www.youtube.com/watch?v=jHxU1Aqabgg)

Safely sealed in, our courageous embark watches a titan arrive on the surface, laying waste to two migrant waves.  Hurredly digging for the caverns to allow caravan access, they abandon the craftdwarf workshop areas in a mad drive down for mud and plants.  Mafol even tries to be a hero and goes spelunking!
Title: Re: Single Pick Challenge - Reawakened
Post by: Andrakon on August 31, 2013, 05:24:53 pm
It looks like this one may even work out for a little wile. Too bad about the migration waves being cannon fodder. A generational fort under these conditions may even be to your benefit because you have fewer dwarves to keep fed and happy! Unfortunately it also means less replacements for accidents. Good luck!  :o

Urst! Step up the slab production! We have another migration wave coming!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 31, 2013, 06:45:28 pm
Note:  It is confirmed. Wagon access does not make the caravan come in via the caverns.  Perhaps more variables are required (such as sealing the map edges *completely* on the surface) but simple access does not force it.  My merchants and liason were just slaughtered wholesale by Stez Slalstongosla Uzbad Ato, the Savanna Titan.  Stez Crabmountains the seals of Swimming has shut off my fort from *everything*.

I believe the next episode will be me prepping the capture and subsequent abuse of Stez.  Adamantium mace whiffbat beatings seem the most appropriate.   Death by a thousand bonks.
Title: Re: Single Pick Challenge - Reawakened
Post by: tussock on August 31, 2013, 07:39:09 pm
I don't know if you want hints, but
Spoiler (click to show/hide)

Of course, I don't see mid-game tantrum spirals as that much of a problem. Tuck away a few artifact makers and new parents with a personal food, booze, and huge rock stockpile, get them to spam out coffins and slabs, and wait for the happy migrants as everyone else goes crazy carrying their friends to the giant corpse stockpile up top. Cage traps everywhere can stop them short too.

And you've got me single-picking. In the desert, with no aquifer. Because going strait to the caverns for survival is interesting, especially if you miss the first one, or two. Also, no-item. Fishing murky pools will totally get you to the caravan and buy you a pick if you can survive the surface. Wrestling trains pretty quick if you bump skulls up to size 100 too.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 31, 2013, 08:42:49 pm
I don't know if you want hints, but you can just put hatch covers over your garbage drops, and the odd cage trap nearby in those long drop tunnels at ivylashes would've saved you a lot of fighting-undead morale problems. Also, during tantrum spirals, make everyone do everything so stuff keeps getting done, get doors up everywhere, lock the madmen away, and tunnel around them. Build more than one craftdorf shop already, six is much faster. Buy lots more picks, everyone's a miner, the stone doesn't stand a chance.
Hints are always welcome.  Part of this is to find out what I don't know. :)  The only way to do that is to share what I'm doing so people can point out my errors.

So, hatches will keep my dorfs from getting scared about the undead in the holes?  Good to know.  I won't have to design 6z drop pits (like are currently in FurnaceClans) to get rid of skins and the like.

Cages, however, would have been very tough.  I had no metal industry and wood was still scarse.  The cage traps would have been a too little/too late kind of thing.  Very appropriate though, and I may use that idea in FurnaceClans.  We've certainly got enough other problems that I'm not afraid of pushing the system abit... namely, Stez.

Quote
Of course, I don't see mid-game tantrum spirals as that much of a problem.
This was my error.  I'm very used to being able to ride out a tantrum or ten and then get on with business with a few dorfs in the jails.  I'd forgotten the constant undead removal would cause so much heartache on the little beards.

Quote
And you've got me single-picking. In the desert, with no aquifer. Because going strait to the caverns for survival is interesting, especially if you miss the first one, or two. Also, no-item. Fishing murky pools will totally get you to the caravan and buy you a pick if you can survive the surface. Wrestling trains pretty quick if you bump skulls up to size 100 too.

WOOOT!  Another one!

How do you mean no-item?  With the wood from the cart in a desert you should be able to make a few training axes and go nuts on lumber.  Cactus works quite well as a lumber source, at least at first.  While you dig down you should be able to pretty easily set up a palisades and a few workshops.  Probably one of the only excuses for wooden armor, too. :)

It looks like this one may even work out for a little wile. Too bad about the migration waves being cannon fodder. A generational fort under these conditions may even be to your benefit because you have fewer dwarves to keep fed and happy! Unfortunately it also means less replacements for accidents. Good luck!  :o
I've confirmed I have two pairs of lovers, they just need to wed (and stay alive).  Generational is a possibility.

Quote
Urst! Step up the slab production! We have another migration wave coming!
... or merchants... or liasons...

I'm going to nickname the main dining room's hallway as "The Migrant Memoral".  It's becoming paved with slabs.
Title: Re: Single Pick Challenge - Reawakened
Post by: Andrakon on August 31, 2013, 10:22:49 pm
Quote
How do you mean no-item?  With the wood from the cart in a desert you should be able to make a few training axes and go nuts on lumber.  Cactus works quite well as a lumber source, at least at first.  While you dig down you should be able to pretty easily set up a palisades and a few workshops.  Probably one of the only excuses for wooden armor, too. :)

Well this depends on what kind of desert you embark on. Yellow sand deserts usually will have a good bit of cactus and well as grass, but red sand deserts usually are quite barren and cactus-less. It would be quite a challenge to go without an item in a desert. The surface water may not last in a hot desert until the caravan arrives. And your only hope of making trade goods would be from bone and skulls, assuming you can kill anything.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 31, 2013, 10:50:31 pm
!!Science Note!!: Reanimated Titans no longer can spit webs nor are they building destroyer type 2 anymore.

Good point, though, Andrakon.  I'd only embarked a red desert once and I high-tailed it deep into the stone.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 01, 2013, 01:13:31 am
It's late on Saturday night and I'm playing Drunken Fortress while compiling the last video, but I felt the need to share.

I've never had a more effective security system against kobold thieves than half a hundred husks randomly roaming the range while we whittle away alone below the badlands.

And yes, I meant to do that.  ;)

Also, I should have chosen the name 'GopherHoles' for this fort.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 01, 2013, 12:48:11 pm
Man, I'll take another crack at it today. My last aquifer piercing success was killed by naked mole corpse, IIRC, and the more recent attempts have been over before they start due to not being able to get away from the giant ravens that immediately charge my crew.

Also, I've never uploaded video, and have a tendency to trail off when I am trying to talk and DF at the same time.

And yes, I set the number of titans up to be stupidly high.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 01, 2013, 01:37:12 pm
Awesome to hear Edge.  It personally took me 4 tries to get everything downstairs before the RNG had the giant ravens fly over my head.  Regarding trailing off, a recommendation?  Use Sound Recorder alongside your FRAPS.  I had the same tendency and by using a separate audio channel I can split the audio, record a new snippet where required, and include it.  Helps a lot.

However, doing that is also what caused me half the problems with FRAPS recording the wrong damned screen.  Make sure you bury the sound recorder under DF on the same screen when you do it, avoids a lot of issues.

Those titans are BRUTES.  Gyeah.  My surface is littered with undead. Including a now undead titan.  He eventually overwhelmed himself with undead parts.

Part 3 for FurnaceClans is now up for those interested: https://www.youtube.com/watch?v=tPADloNMZGw (https://www.youtube.com/watch?v=tPADloNMZGw)

As a warning (and previously mentioned), there was a savescum involved in this episode, but it was for scientific research for caravan pathing.  When the caravan first showed up on the surface I was confused, so I used DFHack to restart the save and perform experiments in depot access pathing in the few days between the save and the merchant arrival to confirm that it wasn't that my path was too small from the cavern edge.  Once I'd confirmed that I'd found the rest of my dwarves had done some amazing work in clearing up the fort to the levels of impossible, so I re-scummed and just played it out normally.  However, you'll find that science in the video as well.

In this video, however, I show you a technique (there has to be better ways, I got lucky) of gopher-holing the dead merchant's stuff down from the surface, what's going to be the primary fortress layout now that it's mostly dug out, the job split between my 9 available dwarves, and general operations of the fort.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 01, 2013, 05:51:37 pm
Just found the caverns on that world, and got the thing recorded. Going to add audio and hopefully upload.  Embark shows alot of promise, I got a bridge over the freeze drill site and a wall so I have access to the above-the-aquifer area of the fort.  All seven dwarves are healthy, and I hope to have booze soon.

Next step is getting the caverns fortified, though, it may be better just to carve out a huge swath of area next to the surface so trees can grow.  There is water in caverns-one that will make my area easily defensible.

I may be able to get a caravan airlock made before fall.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 01, 2013, 06:14:45 pm
Gota say I saw you mention this chalange on the questions board and gave it a try.  Definatly fun, both the real world and the DF world definitions of the word.  Had my first one spiral out of control due to the skin of my first butchered pack animal deciding to reanimate 2 steps after butchering was done, the dwarf didnt even have time to move before things got messy.

Second one sadly died of dehydration.  Embark said glacier, terrifying, aquifer but I couldnt find the aquifer.  after initial probes failed I dug down to the caverns in desperation, they were dry and I couldnt get any of the plants down there brewed fast enough to save the first dwarf, who proceeded to kill the rest.  Shortly before the fort died I did a DF hack reveal and found there was an aquifer, a small 20 tile or so section off in the middle of the NW quadrant of my embark.   single biome embark as well so not sure what was up with that one.

3rd one is up to the second dwarven caravan now.  7 layer deep aquifer this time but there was a very thick vein of kaolinite runing through it.  Took a bit of clearing to follow it all the way down without risking a flood but got down there.  Somehow missed layer 1 of caverns and found layer 2.  that ones too hazardis atm to do anything with so I used the aquifer and a bucket brigade to get a farm going, first caravan brought in enough wood and plump helmets to get that going.   Sadly this embark seems relitively tame, its reanimating but nothing else.  some frost wolf corpses roam the surface but caravan guards clear them out each time along with the 1 or 2 migrants that dont quite avoid them.

While a poster above is right that you can keep food from roting in a stockpile without containers you still have an issue with vermin eating the food.  with no cats to contain them your best bet is to try to get pots first or you'll still loose half the pack animal before you can find pots.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 01, 2013, 07:20:13 pm
Gota say I saw you mention this chalange on the questions board and gave it a try.  Definatly fun, both the real world and the DF world definitions of the word.  Had my first one spiral out of control due to the skin of my first butchered pack animal deciding to reanimate 2 steps after butchering was done, the dwarf didnt even have time to move before things got messy.

Second one sadly died of dehydration.  Embark said glacier, terrifying, aquifer but I couldnt find the aquifer.  after initial probes failed I dug down to the caverns in desperation, they were dry and I couldnt get any of the plants down there brewed fast enough to save the first dwarf, who proceeded to kill the rest.  Shortly before the fort died I did a DF hack reveal and found there was an aquifer, a small 20 tile or so section off in the middle of the NW quadrant of my embark.   single biome embark as well so not sure what was up with that one.

3rd one is up to the second dwarven caravan now.  7 layer deep aquifer this time but there was a very thick vein of kaolinite runing through it.  Took a bit of clearing to follow it all the way down without risking a flood but got down there.  Somehow missed layer 1 of caverns and found layer 2.  that ones too hazardis atm to do anything with so I used the aquifer and a bucket brigade to get a farm going, first caravan brought in enough wood and plump helmets to get that going.   Sadly this embark seems relitively tame, its reanimating but nothing else.  some frost wolf corpses roam the surface but caravan guards clear them out each time along with the 1 or 2 migrants that dont quite avoid them.

While a poster above is right that you can keep food from roting in a stockpile without containers you still have an issue with vermin eating the food.  with no cats to contain them your best bet is to try to get pots first or you'll still loose half the pack animal before you can find pots.
If you are in a glacier, you can cave in a chunk of ice to make water. 
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 01, 2013, 11:56:58 pm
ya I've done that before but by the time I realized that was my only option it was far too late to do that.  I was expecting to find the aquifer for easy water.   when that faild I figured that the cavern was the next easiest option.  by the time that faild I was only a few days from Urist Mc'Parchedlips has died.  no matter current fort is doing well but this may be the last migrant wave that makes it inside mostly intact.    the surface undead have semed mostly unintrested in geting inside my fort and mostly mill around on the surface.   I loose a migrant or two each wave as they chase the first one they see around the map while the others dash for the doors.   unfortunatly theres about 20 dead migrants up there now and the gauntlet is probably a smidge too much.

on the bright side up to 100ish beards, the food and booze are flowing and construction is well underway on the new magma forge level.   On the down side half of those beards are from this migrant wave and now I've got to expand the dorms and figure out something for them to do.  Probably going to build a pump gym in the next season or two to keep em busy and not partieing till I'm ready to outfit a military.  I'm also not too thrilled by that cat that showed up as a pet.  its a female too so thats just asking for trouble if a male wanders in with another wave long enough to knock her up.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 02, 2013, 02:17:43 am
Gota say I saw you mention this chalange on the questions board and gave it a try.  Definatly fun, both the real world and the DF world definitions of the word.
Awesome! 

Quote
3rd one is up to the second dwarven caravan now.  7 layer deep aquifer this time but there was a very thick vein of kaolinite runing through it.  Took a bit of clearing to follow it all the way down without risking a flood but got down there.
Caution is sometimes a dwarf's best friend.

Quote
Sadly this embark seems relitively tame, its reanimating but nothing else.  some frost wolf corpses roam the surface but caravan guards clear them out each time along with the 1 or 2 migrants that dont quite avoid them.
If you want an embark that's going to seriously test your ability, check out the save that edgefigaro provided earlier in this thread.  That Tundra's a real threat.

Just found the caverns on that world, and got the thing recorded. Going to add audio and hopefully upload.  Embark shows alot of promise, I got a bridge over the freeze drill site and a wall so I have access to the above-the-aquifer area of the fort.  All seven dwarves are healthy, and I hope to have booze soon.

Next step is getting the caverns fortified, though, it may be better just to carve out a huge swath of area next to the surface so trees can grow.  There is water in caverns-one that will make my area easily defensible.

I may be able to get a caravan airlock made before fall.

My jealousy knows no bounds.  I'm sending Stez over to you to discuss your prosperity.  :D

Beware Giant Olms and Cave crocs if you're going to depend on water as walls.  It's a surprise waiting to happen.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 02, 2013, 02:49:03 am
Okay, this is highly annoying.

Has anyone had any issues seeing the annotations in youtube?  Speech bubbles, notes, etc?

I can't seem to get them to be visible outside the annotation option after upload for any of my accounts.  I want to make sure it's just my machine.  I've tried in IE and Chrome to make sure that it's not software specific.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 02, 2013, 02:03:50 pm
Just an update on FurnaceClans.

It's mid-winter, year 3.  Migrants have stopped coming.  Merchants have stopped coming.  Liasons... have stopped coming.

The fort is stabilizing.  The second set of merchants came in, got slaughtered, and the majority of their goods were also gopher-holed, similar to the first caravans.  Our 9 dwarves are between happy and ecstatic in joy levels, so no spirals in the near future.  We got rock nuts so I'll be able to (eventually) get some soap together.  The cistern/waterfall is still on hold while I dig out the undead trap.  Currently we're punching the aquifer in a different location using doubleslit that I'll seal off the entryway from the main fort and try to create a weapontrap walk that'll force dodging into what I hope will be a water collection system to drop the undead on top of each other in a giant hole somewhere off in the corner of nowhere... never to be heard from again.

Tempted to create a lever somewhere that would release them all as a form of home-made HFS for adventurers, but we'll see.

There is, however, nothing 'interesting' nor 'dangerous' right now though, so I haven't felt the need to film things.  I was creating a tutorial for doubleslit but my hard-drive started having space issues so I spent a day cleaning things out, doing a checkdisk on the drive, things like that.  Once I layout the "Surface Hostile Obnoxious Organizer" trap (SHOO) I'll bring you in, but I need to get the aquifer punched and figure out exactly how I plan to do this.

Meanwhile, my dwarves are... partying.  Well, maybe some lovers will get married with some downtime, who knows.  We need BABIES!
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 02, 2013, 06:49:01 pm

If you want an embark that's going to seriously test your ability, check out the save that edgefigaro provided earlier in this thread.  That Tundra's a real threat.

I'll check it out.  downloading now  My fort got alot more intresting once a siege showed up and a bunch of them died.  had to lock a caravan in my depot and abandon my upper level because I couldnt let them out.  It puttered along very nicely for another year till it tantrum spiraled due to a stupid mistake on my part... I forgot to setup a cloths industry.   Sad thing is I had plenty of pig tails by that point but by the time I'd realized I'd forgoten I couldnt proccess clothes quick enough to save the first few dwarves and things went progresively downhill from there.

In other news I love the name generator.  I just realized as things were dieing that Leromozsit translated into Pantcrabs and the group embarked under the name "The Tender Sack".  The even more ironic thing was that a lack of pants led to the downfall of the fort. I should have taken the civilization "The thin ashen rags" as a warning.

edit:
good lord that things a pain particularly on a 2x2.  took 4 trys to get underground simply due to RNG.  dispite the same steps each time first 2 had a flyby before my designated miner even had a chance to grab the pick and the 3rd failed because my miner was a moron.   2 dwarves and one animal got scared off but everything else was underground I was building the wall to lock the others outside... and the miner finished his designation and ran backoutside in contradiction of the burrow and meeting zone just a few steps before the wall finished.  that level of stupidity proved he was not much of a loss but did he have to take the pick with him?

update 2
Well I got underground, got small base going. turns out this embark has a thin aquifer only 2-3 layers thick and it does not cover the whole map. found a way around the thing so got down to the caverns without issue.   I got even luckier when the first bunch of migrants arived there was only 1 raven corpse up top so I quickly punched a hole out long enough for them to run in, all but 1 made it.  He got a very nice slab for his sacrifice, 12 workers ftw. on less fortunate news this is a very mineral scarce embark.  I've got gold, some gems, and a whole lot of rock and jack squat else.   Cheated out of curiosity and DFhack prospect all came back with only gold and candy... darn. that will make new picks... interesting to acquire.  going to see if I cant make a realitively safe path for the caravans to enter from some time when there are no flying critters up top cause I'm going to need them.  it just turned autum and my miner is on break so this could be close.

update 3: well look at that wave 2 was the max 10 migrants.  Even more shocking 6 of them even survived to get inside.  They a smidge shell shocked but I'm going to need all the warm bodies I can get eventualy. 4 more slabs honoring the valiant migrants comeing right up.  Got the main part of the depot up but we'll have to see if the bridge gets linked up in time for me to open it for the caravan.  caravan guards will hopefuly be able to take on whats up there on the surface.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 02, 2013, 09:56:11 pm
update 2
Well I got underground, got small base going. turns out this embark has a thin aquifer only 2-3 layers thick and it does not cover the whole map. found a way around the thing so got down to the caverns without issue.   I got even luckier when the first bunch of migrants arived there was only 1 raven corpse up top so I quickly punched a hole out long enough for them to run in, all but 1 made it.  He got a very nice slab for his sacrifice, 12 workers ftw. on less fortunate news this is a very mineral scarce embark.  I've got gold, some gems, and a whole lot of rock and jack squat else.   Cheated out of curiosity and DFhack prospect all came back with only gold and candy... darn. that will make new picks... interesting to acquire.  going to see if I cant make a realitively safe path for the caravans to enter from some time when there are no flying critters up top cause I'm going to need them.  it just turned autum and my miner is on break so this could be close.

Psh. Choose a new embark location if you are sneaking around the aquifer.  The aquifer challenge isn't "pick an embark location that has a partial aquifer."

And yes, I was hoping for a thicker aquifer. What are you going to do? 
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 02, 2013, 10:03:32 pm
Strange.  My embark seems to have a crapload of magnetite through it.  Enough iron that I'm basically not worried at all, especially since I also have marble to make steel with if I choose.

I've just finished the double-slit aquifer.  Made all the more interesting by my masons and whatnot running off to help the harvests while I kept un-canceling.  Used to doing double-slits much earlier in a fort's life.  In a facepalm, I should have burrowed the mason into the double-slit until the walls were completed.

I'm now toying with a number of different trap approaches, and have tested a design in another fort to have bridges (read: Atom smashers) cycle every 210 tics or so with a single roller of power so I can get an atomsmasher into the minecart mauler system if I go that route.  ITG brought up an idea though, but I don't know how well (or if) it functions... I'm not sure that undead will path through magma.

However, there are ways to find out... and that's my next test fort. !!Undead pathing Science!!... for once, literally.  Not sure I have any other active forts in undead biomes at the moment, I'll need to confirm.

Reading the above from Edge and Merendel, I'm feeling a bit miffed about Stez just pwning the surface for so long on me.  Sorry, a titan that early just isn't !FUN!.  On the flipside, under other circumstances I would have tossed the fort in annoyance, but I'm invested pretty deeply in this one now, and I've never felt quite so attached to a handful of dwarves.

So!  It's not that I've thrown away FurnaceClans, nor that I'm not going to continue the youtube review of the fort.  There was a TON of micromanagement crap, doubleslit job cancellation reinstatements, purposely idling the dwarves so my lovers would all get married, and harvesting plants to build up food, booze, and cloth reserves.

Also, a few badly failed attempts to breach the surface.  Apparently my dwarves can see for ~20 boxes... and there's an undead within that range... everywhere.  We're up to 80 surface undead now.  I'll show you those too.  Sorry for the delays, but I needed to do some testing on some things... and I needed to play a bit of fort that I could just relax and not get frustrated at the dozen little things for a bit.  I'm almost ready to get back into it.  I expect I'll post a new video Wednesday or so once I check a few more anti-undead methods.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 02, 2013, 11:02:46 pm
Tussok,

Have you successfully had dump zones (not pits, dump zones) work through a hatch?  I've tried it twice in two forts now and anything dumped at a hatch sits on the top of the hatch, and doesn't go down.  Good guard dog, good.  Kill the bad evil skin.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 02, 2013, 11:21:17 pm
Psh. Choose a new embark location if you are sneaking around the aquifer.  The aquifer challenge isn't "pick an embark location that has a partial aquifer."

And yes, I was hoping for a thicker aquifer. What are you going to do?

Meh I'm going to run with it for now  I'll move over a ways for the next fort once this one inevitably goes to hell (considering I need candy for anything weapons grade thats literal)  I figure the ease of geting through the aquifer is offset by the fact that no way in hell are any migrants/caravans geting to me any time soon considering whats up there and this is the most mineral poor map I've seen in a while.

had a caravan show up right as I was useing the bridge to the depot to atomsmash some zombies.  figures that the wagons would turn away while the bridge was up.  Guards and the pack animal traders were slaughterd.  Spent a whole season agonizing over the anvil on that corpse.

Built a setup to goferhole that pile of supplies. Punch through to the surface and then lock the door so no undead notice. my grand plan of controlled cavein fizzled I guess that constructed wall suported from the ceiling.  I waited out the flyers and was about to send out a brave sacrifice volunteer to deconstruct the ramp when

The Desert Titan Dak Katakginuk Mes As has come!  A towering Three-eyed cricket.  It has lacy wings and moves deliberately.  beware its poisonous bight!

...Its still the first bloody winter and I've got jack all in fortress wealth whats he doing here?  Better yet whats he doing up in a tundra miles from the desert? :/  Had to quickly build a wall because a forbidden door was all that stood between him and the fort.  he wrecked the door then I had the bright idea of opening up my trade depot.  I figured the bridge couldnt smash him but at least I could lock him in while he worked on the depot.  Intrestingly deconstructing a wall so I could go remove that ramp teleported all the stuff to that spot.  score blocked off that opening agian and right now am hauling all this loot in to where my dwarves are staying.  Yes even that lovely anvil.  And because I had the forthought to slap a food stockpile designation theres still some unrotten food left

Oh and apparently there is cursed dust on the surface of my map just in case things were not intresting enough up there.  not quite sure what it does but I'm sure I'll find out eventualy.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 02, 2013, 11:32:23 pm
The Desert Titan Dak Katakginuk Mes As has come!  A towering Three-eyed cricket.  It has lacy wings and moves deliberately.  beware its poisonous bight!

...Its still the first bloody winter and I've got jack all in fortress wealth whats he doing here?  Better yet whats he doing up in a tundra miles from the desert? :/  Had to quickly build a wall because a forbidden door was all that stood between him and the fort.  he wrecked the door then I had the bright idea of opening up my trade depot.  I figured the bridge couldnt smash him but at least I could lock him in while he worked on the depot.  Intrestingly deconstructing a wall so I could go remove that ramp teleported all the stuff to that spot.  score blocked off that opening agian and right now am hauling all this loot in to where my dwarves are staying.  Yes even that lovely anvil.  And because I had the forthought to slap a food stockpile designation theres still some unrotten food left

I feel your pain.  Stez was a Savannah Titan who arrived early summer... roaming the Tundra.  At least you got some migrants in. Mine got webbed on arrival.   :-\  You got a flier, I got a webber.  That should be interesting.  Is your trade depot underground?  If so, very nice trap.  :D

I've also got the teleportion bug fixed in my version so that wasn't an option.   :(  Nice bonus, though.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 03, 2013, 12:48:02 am

I feel your pain.  Stez was a Savannah Titan who arrived early summer... roaming the Tundra.  At least you got some migrants in. Mine got webbed on arrival.   :-\  You got a flier, I got a webber.  That should be interesting.  Is your trade depot underground?  If so, very nice trap.  :D

I've also got the teleportion bug fixed in my version so that wasn't an option.   :(  Nice bonus, though.
ya depot was underground.  surface has never really been safe enough to send anybody up to build one.  I was kinda hopeing to have enough time to pop up and seal the entrance with raised bridges to force caravan spawning but that didn't work out.  either way I'd dug out the depot and a path with a big bridge/atom smasher with airlock  and only exposed my miner long enough to drill the 3 up ramps at the far end when nothing was close enough to gank him.

oddly enough I wasnt even thinking about the teleport but may as well use it since it happend.  If it hadn't happend I was just one removed construction from being able to mostly safely retrieve the stuff, this just accelerated the proccess a bit.  And I'm not sure how my fort managed to attact 29 setelers this season.   I wasn't finished punching the new hole for my new depot, all the parts were in but I hadnt done the last 3 digs and of corse my miner was attending a party at the time, I put a stop to that but then he went to sleep...   Intrestingly enough 5 hunters were in the bunch and they managed to fend off alot of the undead till the lazy bum woke up so I could let migrants in. another 10 migrants and 3 brave hunters gave up their lives.  I'm rather tempted to quarenteen the lot that got in about half of them are down in the 30s for their moods and I've had a few tantrums from them already.  and considering I've got no way to stop their loved ones from roting, this could be bad.
Title: Re: Single Pick Challenge - Reawakened
Post by: tussock on September 03, 2013, 07:12:08 am
@Hatch Covers: Sorry, can't find where I had that working and can't get it working again. Sure I had a combined pit/garbage dump that dumped the goblinite strait through the covers though (easier cleaning that way). Maybe only works from adjacent cages?, or just my fevered imagination. Will try a bit getting one working tomorrow.

Ah well, keep up the !fun!, and 5 levels seemed to work for you anyway.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 04, 2013, 09:07:00 pm
Oh, I had forgotten that I nullified the titan wealth attack requirement at world gen. Who knew?
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 04, 2013, 09:47:51 pm
A semi-effective corpse disposal method I developed in the early game was to freeze them in ice.

The aquifer-pierce has ice walls next to aquifer tiles, so I set up a dumping zone above one of these walls, and then when the corpse is deposited, I order a miner to channel away that tile.  The corpse falls down, the aquifer fills the tile with water, and the wall is re-formed.

I only had a corpse re-animate on me once during the channeling, and my miner dispatched it with a single blow, then proceeded to dig out the ice underneath.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 04, 2013, 11:36:55 pm
Not a bad idea Hans, but the problem isn't dumping them at this point... it's killing them in the first place.  :D
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 05, 2013, 01:41:03 am
I'm going to experiment with how effective Crossbows are at re-killing corpses.  You get a rapid response to resurrection events, and can avoid the "attacked by undead" penalty if they don't get into melee.

However I don't know how much damage a crossbow will do to a zombie, given their lack of vitals.  However, physical destruction of the corpse isn't necessary to bring down a zombie, and we know from testing that crossbow bolts deliver very powerful hits, so they might do the trick.  (Might be more effective if the zombies were wearing armor though...)

If crossbows fail, there's always trust hammers and maces.  I'm gonna try a mace-based military.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 05, 2013, 02:58:10 am
as long as they are just reanimated things dwarf size are smaller they tend to go down in 1 hit from a crossbow in my experience.   since they work on a HP system instead of the damage system living creatures use and the fact that a crossbow is in fact on par with futuristic rail guns in the kind of damage they do it does not take much to kill them. the problem is untrained dwarves miss alot.   Husks/thralls are alot more dangerous and generaly I wouldnt bother trying to fight them with a military.  containment or atomsmashers all teh way.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 05, 2013, 04:01:59 am
As a note to this concern...

I've watched 5xgoblin ambushes fall horribly when they're mostly bow.  It's a volume issue.

They can take out the first 5/6 undead relatively easily.  The next few use up their ammo. 50/50 kill rate.  After that, they get overwhelmed, with what they killed not 2 minutes ago resurrecting behind them and removing their threat rating.  Add 4 ambushes to your undead problem.

Welcome to DF. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: Lich180 on September 05, 2013, 01:29:14 pm
I've been making a few attempts at this recently, and using the map posted earlier in the thread I've noticed something...

Quite a bit of that tundra is non-reanimating, and the evil weather is less-lethal than I was expecting. Still challenging to get through the aquifer before starvation hits, but I got lucky and found some bauxite I could use to tunnel my way down nicely. Once in the caverns, and protected from random animal wanderers (and the resident amphibian men I almost dropped in on) its not so bad.

Might want a reanimating biome with worse weather on my next attempt. Any to be had on that map provided?
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 05, 2013, 01:58:38 pm
If you look at the map in edgefigaro's post under the spoiler, it'll show you a very difficult region.  The aquifer is solid, no break-throughs, and it's undead raising.  Most of that biome is similar.  The dust in that region makes everyone dizzy, but I haven't seen much other affects from it.  The undead are dangerous enough.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 06, 2013, 08:02:42 am
Time for my second try.  I let the caravan in successfully, but wasn't able to let them leave due to undead polar bear problems.

Long story short, undead horses can use their hooves of fury to one-shot your military.

I've read that merchants can depart through the cavern.  I'll have to try that next time.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 06, 2013, 03:44:03 pm
I need to apologize folks.  FurnaceClans is alive and well, and I have a year worth of recordings for it.  My computer, however, is screwing up something fiercely.  I'm getting video stalls and recording stalls all over the place, and it's getting to the point where it may be time to simply update the PC because...well... something's wrong.  I'd bought a new video card to hopefully remove the problems I was getting but in some ways they've become worse, though everything's prettier now when it's locked between frames in games like World of Tanks.

So I've got about an hour and a half worth of material I need to attempt to salvage and turn into something useful, and also see if I can figure out how to silence the voiceover on the FRAPS recording and include a second overlay without hearing the first one.  This will take me a bit.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 06, 2013, 05:08:31 pm
You could claim that you were trying to record during the middle of a temporal fluctuation where voices of the past and future overlapped and merged together.

Nerds'll eat that sci-fi stuff right up!

The dust in my new site seems to make zombies bleed, but living creatures merely become dizzy and nauseous (as far as I can tell).  My cart animals were a male and female horse, and I decided (in my infinite wisdom) to try to make a horse farm.  I had to slaughter the male for food, but the female was pregnant and gave birth to another female colt.  Maybe when merchants arrive, one of their animals can "spread the spores".  Although a look at the grazer chart is making me think that this is less and less of an awesome idea.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 06, 2013, 05:34:58 pm
I currently run Vista ( I know, I know...) so Windows Movie Maker 2012 is out, which has some features I require/want.  It requires Windows Essentials which I need at least Windows 7 for.

EZVid was not worth the time to download.  You can't NOT have sound going.  The split mechanic for imported videos is horrendous.  Add a few dozen other issues I had with it, like importing a 20gig FRAPS video took upwards of half an hour to begin editing.  WMM can compile that into a movie in 10 minutes.  Oh, yeah, and the ONLY place EZVid can upload to is youtube.  You can't make videos for usage in any other format other than direct upload.

I'm currently reviewing a trial of Pinnacle 16.  If this can get me from point A to point B I may buy it and call it good.

EDIT: It takes a while to download, but this is some nice software.  It's also the first software I've found that can split the audio off the video channel and into its own when FRAPS recorded, and speed up the audio back to near normal independent of the video.  I feel like I just gained a level in equipment.  or two.

This... this is going to get purchased, methinks.  Amazon's got Ultimate on sale for around $90 with shipping.  This may have to happen.  Anyways, hopefully you'll start seeing a lot better quality stuff out of my videos once I get a better handle on using this tool and the channel overlays.
Title: Re: Single Pick Challenge - Reawakened
Post by: Henny on September 06, 2013, 10:04:43 pm
As an additional fun challenge, I propose digging out a room and assigning it to the expedition leader. The value of the room must then increase by a certain amount now and again.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 07, 2013, 04:00:46 am
As an additional fun challenge, I propose digging out a room and assigning it to the expedition leader. The value of the room must then increase by a certain amount now and again.

Not sure there is really any point to this additional stipulation.  At most thats just  bit of extra micromanagement after you've stabalized the initial situation.  Till you breach the aquifer theres often no way to even make a room to begin with and once you have its still somewhat difficult to keep all 7 dwarves gainfuly employed full time, particularly if you managed to save a migrant wave.   could just start slaping anything out of the masons shop down in that room any chance you get.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 07, 2013, 04:39:04 am
As an additional fun challenge, I propose digging out a room and assigning it to the expedition leader. The value of the room must then increase by a certain amount now and again.

In a word... why?
Title: Re: Single Pick Challenge - Reawakened
Post by: Henny on September 07, 2013, 08:22:20 am
As an additional fun challenge, I propose digging out a room and assigning it to the expedition leader. The value of the room must then increase by a certain amount now and again.

In a word... why?
Attract strong things to the fort* + an extra difficult thing to keep track of on top of everything else.

*At least that's how I think it works. Still learning the ropes of the game.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 07, 2013, 11:41:30 am
As an additional fun challenge, I propose digging out a room and assigning it to the expedition leader. The value of the room must then increase by a certain amount now and again.

In a word... why?
Attract strong things to the fort* + an extra difficult thing to keep track of on top of everything else.

*At least that's how I think it works. Still learning the ropes of the game.
Notes.

1) The titan attack wealth requirement was removed during world generation. It is one of the parameters you can edit in advanced parameters. Thus the reports of early summer titans attacking the fort.

2) Wealth does affect sieges to some extent, but sieges only begin once you hit population 80. By the time you hit population 80 in such an environment, you are likely going to be well past any sort of wealth barrier to sieges, due to the fact that it is hard to get your population up when the overworld is a crawling zombie horde.

3) Rooms are not the major driver of wealth. Artifacts, metals, cooking and clothing are.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 07, 2013, 02:47:03 pm
by the way edge you still got the world_gen.txt entry for that particular world?  Just got myself an updated (and clean) copy of the LNP cause I was geting some weird glitches and would prefer to regen that world off the base raws.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 07, 2013, 04:27:39 pm
Here are the world gen settings:
Spoiler (click to show/hide)
I don't have the seed used to generate that map.  Good luck!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 07, 2013, 04:48:12 pm
Till you breach the aquifer theres often no way to even make a room to begin with and once you have its still somewhat difficult to keep all 7 dwarves gainfuly employed full time, particularly if you managed to save a migrant wave.   could just start slaping anything out of the masons shop down in that room any chance you get.

I have a problem getting my dwarves to idle, not work.  I actually had to take some off duty for a bit just so they'd get themselves married.

Update: Part 4 is compiling in Pinnacle. I'm using a more detailed format so it's taking forever, probably a few hours.  If you've got the cash (and you get a 30 day free trial to make sure you'd like it) I truly believe this program is worth getting.  It blows the doors off of Windows Movie Maker.

It's got some sound issues because I suck with the equalizer and everything I did was making it worse so I went back to the source, and just used speed controls because it got all sorts of fubar'd for about 10 minutes (of 40), but it's not bad.  Anything that was miserable I re-recorded.  Trying to keep everything in line in the gameplay gets... interesting.

I'll leave it up to you guys to tell me if I need to re-record the other portions, which can be done as I don't typically destroy the source for a while.

I'll give you the status of the fort when I post the movie. :)  It's alive, though, no critical mass failures yet.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 07, 2013, 04:49:19 pm
Part One of my fort is up. Goes from embark to discovery of the cavern.
https://www.youtube.com/watch?v=oGKeNnZ9wnM (https://www.youtube.com/watch?v=oGKeNnZ9wnM)
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 07, 2013, 05:21:11 pm
I have a problem getting my dwarves to idle, not work.  I actually had to take some off duty for a bit just so they'd get themselves married.
Once you've got access to stone sure, but that normaly implys that you've at least partialy breached the aquifer.  Till you manage to get under the aquifer most of your dwarves asside from the miner spend all their time with their thumbs up their hairy arses.

Thanks for the worldgen edge.  Even without the seed it should generate at least a similar world.  I'm not a wizz with advanced world gen so I kept geting really small evil bioms and rarely in the frozen regions.   Last one I had a go at wasnt even reanimating although it had this nasty bitter ooze rain that carried a syndrome that had an effect on my dwarves very similar to what feeding them rat poison would do.  Every body part got progressively more bruised till they eventualy died.  Considering I had to open pit mine to breach a 5 layer aquifer I only had 2 dwarves left by the time I got through it, ended up just abandoning that one as a lost cause.  Couple other test embarks in different areas
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 07, 2013, 07:41:38 pm
Part One of my fort is up. Goes from embark to discovery of the cavern.
https://www.youtube.com/watch?v=oGKeNnZ9wnM (https://www.youtube.com/watch?v=oGKeNnZ9wnM)

Looks like a good start.  Nice cavern find, that's sweet.  You're probably going to want to wall up the lake edge though.  Cave crocodiles are absolutely brutal to unarmored dwarves and they're a cavern 1 critter.  As are giant olms.

Also, I now understand what you meant with the ice drilling.  Neat trick, bringing the second layer down right under the first.  I need to remember that.  Also nice cavern sounding system.  Hadn't known about that exploit.

A couple of tricks:  Instead of ramping to the surface, dig upstairs on the lower level and then channel the upper level.  Produces a hole with no ramp for ground creatures and no risk to the miner.

Undead do not need heads to reanimate.  Currently some goblin's hand is running around and I think it's got 7 kills to its name.  I need to go see the kill lists on those undead anyway.

Be really careful of those 'fighting the undead' thoughts.  They ruined IvyLashes.  The only good way to fight the undead is around a corner with a machine doing the work.  Then apply magma.  :)

Beware titans.  They can step down one z level without a ramp and I believe they can destroy open bridges.  I neglected to check if my titan was breaking them when I was running some trap tests.  You may want to go back if you can trap a land creature via channels and floor it over.  I know they can't break that.

Food won't rot in a stockpile, ever, afaik.   Vermin will eat it though.  You don't need those long corridors.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 07, 2013, 09:45:26 pm
Looks like a good start.  Nice cavern find, that's sweet.  You're probably going to want to wall up the lake edge though.  Cave crocodiles are absolutely brutal to unarmored dwarves and they're a cavern 1 critter.  As are giant olms.

Also, I now understand what you meant with the ice drilling.  Neat trick, bringing the second layer down right under the first.  I need to remember that.  Also nice cavern sounding system.  Hadn't known about that exploit.

A couple of tricks:  Instead of ramping to the surface, dig upstairs on the lower level and then channel the upper level.  Produces a hole with no ramp for ground creatures and no risk to the miner.

Undead do not need heads to reanimate.  Currently some goblin's hand is running around and I think it's got 7 kills to its name.  I need to go see the kill lists on those undead anyway.

Be really careful of those 'fighting the undead' thoughts.  They ruined IvyLashes.  The only good way to fight the undead is around a corner with a machine doing the work.  Then apply magma.  :)

Beware titans.  They can step down one z level without a ramp and I believe they can destroy open bridges.  I neglected to check if my titan was breaking them when I was running some trap tests.  You may want to go back if you can trap a land creature via channels and floor it over.  I know they can't break that.

Food won't rot in a stockpile, ever, afaik.   Vermin will eat it though.  You don't need those long corridors.
I fear not cave crocodiles nor titans nor unhappy thoughts. I am dwarf, and I now have stone.

On reanimating decapitated horse's hair: I think it has something to do with the [GRASP] tag. Heads and hands and such because they have grasp. Once the hair body is separated from the hair head, the body loses the grasp tag. Maybe head hair can reanimate?
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 08, 2013, 01:45:08 am
Intresting trick with the farm plot edge.   Sadly my most recent fort landed in a non reanimating biom so I'll probably abandon and try agian.  There is some rather deadly smoke that drifts through from time to time, keeps killing off the wildlife but otherwise realitively tame evil biom.  this chalange looses so much without the dead rising from the grave to torment you.
Title: Re: Single Pick Challenge - Reawakened
Post by: Jarnis on September 08, 2013, 02:42:39 am
Part One of my fort is up. Goes from embark to discovery of the cavern.
https://www.youtube.com/watch?v=oGKeNnZ9wnM (https://www.youtube.com/watch?v=oGKeNnZ9wnM)

480p?

Or is Youtube just being stupid and higher res videos are still encoding?
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 08, 2013, 11:37:44 am
Part One of my fort is up. Goes from embark to discovery of the cavern.
https://www.youtube.com/watch?v=oGKeNnZ9wnM (https://www.youtube.com/watch?v=oGKeNnZ9wnM)

480p?

Or is Youtube just being stupid and higher res videos are still encoding?
This is my first ever video upload to youtube, and my first time editing video in a movie program. I thought my program made it in 720. I dunno why it is 480.
Title: Re: Single Pick Challenge - Reawakened
Post by: Jarnis on September 08, 2013, 11:46:16 am
On a somewhat related note, anyone have experience what will occur if you seal in your starting seven to keep bad things away and migrants arrive, only to encounter !Fun! with zombies and die?

I *guess* I need to dedicate some space for engraving slabs for all of them so they won't turn into ghosts? Even if they never were technically part of my fort?
Title: Re: Single Pick Challenge - Reawakened
Post by: Snaake on September 08, 2013, 12:46:18 pm
On a somewhat related note, anyone have experience what will occur if you seal in your starting seven to keep bad things away and migrants arrive, only to encounter !Fun! with zombies and die?

I *guess* I need to dedicate some space for engraving slabs for all of them so they won't turn into ghosts? Even if they never were technically part of my fort?

Yes. Dwarven caravan guards, merchants, and the outpost liaison can also become ghosts. The annoying part is that there's a bug that can cause a guard to be unmemorializable (doesn't show up on engrave slab list), and aside from a dfhack command there's no way to get rid of them that I know of (maybe a lucky fell mood, since I hear those can target and kill ghosts).
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 08, 2013, 03:54:43 pm
One they're on the map, you need to memorialize them.  The one dwarf you can't memorialize, as mentioned above, is caravan guards.  Because of this, use tweak clear-ghostly on them when they show up.  I don't consider that a cheat since you literally can't fix the problem and it's a bug.

On FurnaceClans, however, the next video is posted:
https://www.youtube.com/watch?v=C1eu9a7XEP0 (https://www.youtube.com/watch?v=C1eu9a7XEP0)

I walk you through the build out of my waterfall, we find out just how nasty that dust really is, I drop a bunch of rocks on Edge's head, and we have begun a magma forge.  Surface population increases to 80+ undead due to failed ambushes.  Sound is a little... wonky in the beginning.  It's not too horrible (or if it is, you'll tell me, I'm sure).  I've also found a tunnel nearly straight up for the magma lift to work in, so once that begins it should go smoothly.

I record and produce in 1080p so you may need to click the gear at the bottom and bring up your HD levels.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 08, 2013, 09:05:57 pm
Well, played through to the caravan. Accidents happened. So there are some not yet revived bodies on top the of place where the depot was, a path leading to that area covered in cage traps, and a raised drawbridge to the outside, but the caravan is gone, and I think the liason too.

About half of the first two migrant waves made it. Of course, the armorer that came got immediately destroied, but the glazier made it in safely.

Long story short, all of the first caravan contents are safely inside my fort. Hello picks and anvils.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 08, 2013, 09:18:33 pm
How many dwarfs in total from those migrant waves?  Awesome that you were able to get up some dwarf-power. :)
 
What'd you make your cages from, wood from the cavern?  Oh, yeah, nice!
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 08, 2013, 09:52:47 pm
Wood from the caverns. I chopped down ~15 mushrooms and made ~10 cages.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 08, 2013, 09:57:58 pm
Cool.  I hope to have Part 5 up here in the near future.  I've taken to editing as I work to make sure I don't run into further sound/display issues as I go, or at least can catch up nearly immediately.  Just need to compile the video.  We're up to 12 dwarves!  BREED you little heathens.  BREED!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 08, 2013, 11:20:37 pm
How do you know you're possibly overthinking a trap layout?  You start doing things like this:

Spoiler (click to show/hide)
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 09, 2013, 02:14:13 am
Well, you do apparently understand how to operate minecarts, so I'm not really sure on how to judge the complexity of that.  You planning a lot of traffic accidents involving corpse-destroying liquids?

I got lucky somehow in the particular biome I chose and haven't seen a titan yet, so I got my population up to 30 from immigrants.  It is now down to 24 due to various accidents.  I've learned an important lesson though: NO RESCUES.  If a dwarf is under zombie attack, trying to rescue him results in 2 more corpses instead of 1.

Also magma crabs are a pain in the ass.  One head-shotted a miner, and two members of the sock-retrieval brigade dodged into the Lava when they walked along the narrow rim of the tube.  Fortunately, no corpse is good corpse, and the reanimated miner dodged into the Lava too.  3 for 3.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 09, 2013, 03:08:10 am
Well, you do apparently understand how to operate minecarts, so I'm not really sure on how to judge the complexity of that.  You planning a lot of traffic accidents involving corpse-destroying liquids?

Oh yes.  Geico will hate to insure my fortress.  It's like any other project, really, when you deal with minecarts.  You start simple, then you build in each bell and whistle one at a time.  In this case, it's a simple looping cart.  Looping cart kills undead, but doesn't destroy them, thus magma.  However, you still end up with bodies in the corners.  Now you need a diving pit to push the bodies into, filled with magma.  Now you need to get out of the magma and not have it spilling out with every collission, so you ... and so on. 

I'll go through it in Part 6... maybe Part 7.  I've got it laid out and finally got the fort up to where it'll be interesting to watch again.  Lot of tedious hauling and fussing with stuff in part 5.5 so I just ditched it and will go over the one or two interesting bits when I get Part 6 going.

Oh, wait, didn't I mention?  Part 5 is available: https://www.youtube.com/watch?v=INrrZWrqkQs (https://www.youtube.com/watch?v=INrrZWrqkQs)

I review the general maintenance of the fort, including the working cistern/dwarf scrubber.  I'm 99% sure all my random illnesses were from dust contaminations, and eventually the dwarves cleaned up the floors where it was pooling due to the waterfall cleaner.  The temporary lower magma sea forge is setup and shown, as is my magma minecart filler... along with a bit of a hiccup I show you my general methodology for filling magma carts and working with DWRs... which I overkilled with a roller that was too long and you'll see why.  I also describe a relatively painless way to get magma to wherever you want your forges without building intricate infrastructure to do so, using stockpiles and single stop routes.  Well, it's painless as long as you only need a few carts worth... if you're building a massive channel full of lava or filling your moat, you'll want to wait until I build out the infrastructure to fill the undead grinder to see how that works.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 09, 2013, 09:48:43 pm
You had the dwarves carrying the minecarts as if they were really big buckets of lava, which was slow and took a lot of dwarfpower.  Is it possible to get the dwarves to push the carts up to the stocpile via a carved track?

Minecarts are really confusing for me, and I've only experimented with them a little bit in much more developed forts with plentiful labor and a lower price of failure.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 09, 2013, 10:46:26 pm
You had the dwarves carrying the minecarts as if they were really big buckets of lava, which was slow and took a lot of dwarfpower.  Is it possible to get the dwarves to push the carts up to the stocpile via a carved track?
Sure.  It requires you mining out said track, and then carving the track.  At that point, you could automate the delivery with only a little more work.  If you only want one or two pockets filled though, it's a whole lot less work to just have them carry 'em up, as they're moving at about 1/2 the speed they would normally carrying the minecart when it's full.  I also do the same usually for carrying sand bags down to the magma forge... it's just not worth carving the track when it's just one dwarf for a month or two dragging the thing down there twice a year.

For something I need to happen three times, and only three times, per hole?  It's just not worth laying the track down.

Part 6 is going to be long.  I'm assembling the OMG (Overfiend Minecart Grinder) Torpedo Launcher and will be filling it with magma.  A LOT of magma.  The sea will feel empty because of me lot of magma.  And I plan to do it quickly. :)  In that I'll walk through an elevator that you can use to get a lot of magma somewhere quickly, but I'd recommend you read the walkthrough that's in my signature for a massive ore dropper if you want to know the specifics of the components.

Quote
Minecarts are really confusing for me, and I've only experimented with them a little bit in much more developed forts with plentiful labor and a lower price of failure.
Same for me, at first.  Then I finally knuckled down and built the monstrousity that's in my link... and realized they really weren't that tough after all, once you've experimented enough with them to get a general handle on their characteristics.  They require patience, though.  It's not something you just slap together.  You need to have a methodical plan to use them well, always have a cart escape built in, and test the design every so often to make sure each piece works correctly so you can adjust before you've got this roller-coaster monstrousity causing issues.  I don't know cart speeds like some folks do where I know what tic it will teleport on, I just know what usually works, and tweak it slightly one way or the other when it's not quite right.

Minecarts are possibly one of the most powerful tools in the hands of the dwarves.  Minecarts also should collect kill lists for a reason if you're not careful.  ;D
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 10, 2013, 01:37:20 am
Oh gods.  More migrants...

I'm going to need a larger memorial hallway.  SARVESH!  We need slabs, NOW!  Get your new chisels out!  Mosus, blocks and doors can WAIT.  We need slabs!

Oh gods.  The carnage.  They walk onto the map one at a time... into this... mob...

...

Well, on a side note... PUPPIES!  My bitch got pregnant from a stud on the surface and has birthed five pups so far (2 litters), and one's a female.  Undead defense that's NOT my moody arsed dwarves!  ROCK!  Oh, yeah, and an undead drake I will probably never mention anywhere else.

Btw, this probably isn't going in the video.  Either I keep it concise for the OMG or it'll be Part 9 before I actually show you the thing working.  Besides, at this point, you know how I'm playing.  You don't need to see me make every rock pot.   :P  I'll introduce you to our fine selection of Forgotten Beasts (all but one parked in Cavern 1) as well at some point.

ITG: You're 96 years old and I expect another 50-60 good years of legendary metalsmithing out of you for the amount of time you HAVEN'T been doing anything other than grind-armoring.   >:(
Title: Re: Single Pick Challenge - Reawakened
Post by: vanatteveldt on September 10, 2013, 11:32:19 am
Part One of my fort is up. Goes from embark to discovery of the cavern.
https://www.youtube.com/watch?v=oGKeNnZ9wnM (https://www.youtube.com/watch?v=oGKeNnZ9wnM)

I was interested by the idea of caving in trees to turn them into lumber, but (at least on the surface) it doesn't seem to work: I dug space under a tree, then channelled around it to drop the tree into the hole, and the tree was just gone, no lumber.
Title: Re: Single Pick Challenge - Reawakened
Post by: RurikGreenwulf on September 10, 2013, 11:43:34 am
Hey there, very interesting thread

I have been playing since 0.28.181.40d and I never did a "proper" challenge, shame on me

But I decided to give this a shot if you people don't mind



There was a lot of FUN at the beginning of this, (besides the first 3 failed forts)
From the original 7 only the miner and two peasants remain useful, the first death was at the very start caused by some beast, (There are two biomes one is savage and the other haunting) two others were killed by a drafhta and a giant olm, and the two others are Insane 

Here are some pictures
We have found some water, the dorfs are gathering plants from the cave and built a wall to protect us from the lovely hostile serpent people


Spoiler (click to show/hide)



Spoiler (click to show/hide)



Spoiler (click to show/hide)


Spoiler (click to show/hide)



Spoiler (click to show/hide)


Spoiler (click to show/hide)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 10, 2013, 01:31:16 pm
Hey there, very interesting thread

I have been playing since 0.28.181.40d and I never did a "proper" challenge, shame on me

But I decided to give this a shot if you people don't mind
Not at all, the more the merrier!

Quote
There was a lot of FUN at the beginning of this, (besides the first 3 failed forts)
From the original 7 only the miner and two peasants remain useful, the first death was at the very start caused by some beast, (There are two biomes one is savage and the other haunting) two others were killed by a drafhta and a giant olm, and the two others are Insane 
ROFL.  Yeah, instant self-protection is necessary.

Quote
Here are some pictures
We have found some water, the dorfs are gathering plants from the cave and built a wall to protect us from the lovely hostile serpent people

Wow, so much open space.  Good luck!
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 10, 2013, 07:04:47 pm
Hey there, very interesting thread

I have been playing since 0.28.181.40d and I never did a "proper" challenge, shame on me

But I decided to give this a shot if you people don't mind



There was a lot of FUN at the beginning of this, (besides the first 3 failed forts)
From the original 7 only the miner and two peasants remain useful, the first death was at the very start caused by some beast, (There are two biomes one is savage and the other haunting) two others were killed by a drafhta and a giant olm, and the two others are Insane 

Here are some pictures
We have found some water, the dorfs are gathering plants from the cave and built a wall to protect us from the lovely hostile serpent people


Spoiler (click to show/hide)



Spoiler (click to show/hide)



Spoiler (click to show/hide)


Spoiler (click to show/hide)



Spoiler (click to show/hide)


Spoiler (click to show/hide)
It's good to have more challengers! How was the aquifer pierce? Are you doing glacier or tundra? That there site have some reanimation?
Title: Re: Single Pick Challenge - Reawakened
Post by: RurikGreenwulf on September 10, 2013, 07:04:59 pm
This go FUN certainly


I got 20 dwarves, no survivors from the original 7 neither from the first migrant wave of 12 dwarves


The serpent people have been destroyed from my fort, they asked for it attacking civilians dwarves

The good thing about being in a haunted biome is that when your recruits die and your dwarves retreat, the corpses rise again to continue fighting your enemies, I just love that hehe

Bloody Giant cave spiders fortunately they got butchered before they could rise again
This challenge is being particularly tough to me, I don't have trouble with the anvils, pets, food or the other stuff at embark

But I ALWAYS embark with 4 picks and 4 proficient miners.
Anyway this a very interesting challenge! I will post more pictures of my fort
Title: Re: Single Pick Challenge - Reawakened
Post by: RurikGreenwulf on September 10, 2013, 07:31:16 pm

Kinda weird about the aquifer, there are two biomes one is the artic sea and the other is hauting, both of them are aquifers and freezing,
I just digged at the frozen sea at its lowest level and then to the rock and deep into the caverns
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 10, 2013, 07:44:09 pm
I just digged at the frozen sea at its lowest level and then to the rock and deep into the caverns

You managed to avoid the aquifer.  :)
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 10, 2013, 08:11:23 pm
I just found out that caged zombies are extremely docile, and I was able to pit a number of corpses into my atom-smasher.

Cage-traps may very well be capable of providing a solution to the zombie problem.

However, the trap I'm planning on trying is a 1x10 retracting bridge atop a narrow pathway with two pits on either side.  When in operation, my plan is that the bridge will be constantly cycling, and with each extension and retraction will knock the zombies into the side pits where they will probably be atom-smashed.

I've had a number of strange moods, some which have required bone.  For this I captured some Elk-bird corpses from the caverns, had them pitted into a butcher-shop next to my marksdwarf barracks.  1-2 bolts will down a zombie, and their itchy trigger fingers meant that the occasional reanimation didn't cause much problem.  There was a bit of a problem with the Feather (acts like hair but can't be spun) reanimating, but all the waste products were disposed of and my armorsmith successfully completed his strange mood...for carpentry. >:(
Title: Re: Single Pick Challenge - Reawakened
Post by: RurikGreenwulf on September 10, 2013, 08:21:21 pm

You managed to avoid the aquifer.  :)

Yeah but not the miasma storm after the war with the serpent people, a long and bitter war, It was only using bone bolts and bone crossbows
Spoiler (click to show/hide)


Their survivors know what's good for them!

Spoiler (click to show/hide)


Compare and contrast with the last population cap


Spoiler (click to show/hide)

Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 10, 2013, 08:24:27 pm
I just found out that caged zombies are extremely docile, and I was able to pit a number of corpses into my atom-smasher.

Cage-traps may very well be capable of providing a solution to the zombie problem.
I have to say, I'm very proud of the fact that I've kept to my personal preference of not using a single cage trap yet (I didn't mention it as that wasn't part of the original challenge), and the OMG continues in that.

Quote
However, the trap I'm planning on trying is a 1x10 retracting bridge atop a narrow pathway with two pits on either side.  When in operation, my plan is that the bridge will be constantly cycling, and with each extension and retraction will knock the zombies into the side pits where they will probably be atom-smashed.
That's an interesting idea.  May I recommend you make it 30-40 squares long though (multiple bridges).  This is because of how fast the kobold thief undead can move and how slowly bridges will cycle.  I'm interested in finding out how well that works though.

Quote
my armorsmith successfully completed his strange mood...for carpentry. >:(

Awww... :(

FurnaceClans has finally finished all dry-runs on the trap and I just finished the build prep for the Magma Lift.  Hopefully I'll have the next part out within the week.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 10, 2013, 08:54:16 pm
I usually only use a few cagetraps here and there to catch a few stray invaders for live-training of my soldiers.  It's amazing how long a goblin can survive being pummeled with training spears.

Can't use that in the zombie lands though, so I resorted to cages out of desperation.  Also I wanted to catch some "preserved" meat.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 11, 2013, 12:31:30 am
I have every intention of cagetrapping the fuck out of my fortress. Cages everywhere. In hallways. Near butchers. Dormitories. Everywhere.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 11, 2013, 03:51:40 am
I have every intention of cagetrapping the fuck out of my fortress. Cages everywhere. In hallways. Near butchers. Dormitories. Everywhere.

Ya I've had the inclination to add cage traps around my fort as well. not so much to deal with the undead but to deal with the dwarves that invariably go nuts.   I just lost my best planter to a dwarf that went berserk.   I didnt notice his mood trigger and he wanted some workshop I hadnt mad (probably a bowery considering his proffession) anyway he went bonkers in the dining hall, turned to my planter who was just chowing down on a plump helment and punched him hard enough to cave in his skull.  while cage traps probably wouldnt have saved the planter it might prevented further injuries till my military could show up.  Then agian my other plan of haveing every dwarf walking around with a crossbow might help too.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 11, 2013, 04:01:09 am
I have every intention of cagetrapping the fuck out of my fortress. Cages everywhere. In hallways. Near butchers. Dormitories. Everywhere.

.... You know, I may have to give in and allow the butchery one in FurnaceClans.  Drunken Dorf Dumping seems to be a seriously low priority item.

Also, a recommendation.  If you manage to get in some form of pet(s), aka, some poor dogs you saved along the way... make sure you check EVERY pasture on 1st of Spring.  Holy crap was that a mess waiting to happen.  Dog died of old age.  I'm sitting there deleting every job on every dorf except refuse hauling trying to get mama-dog the hell out of the pasture and into the dump pit.  Ended up dumping two, luckily the other dogs (war trained) were willing to go after her.  I chucked the second one (wounded) in self defense, since animal care is borked.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 11, 2013, 08:38:41 am
A migrant wave just arrived for me, and I decided to see if I could get ANY of them inside before the zombie horde tore them to shreds. 

I admit to savescumming on this so I could see just what was or was not possible with the defensive setup and military force I had on hand.  On my 3rd attempt, I got one migrant in who ran through the crowd before I decided I had to shut the gates.  Unfortunately I decided this too late, and there were too many undead, one of them a were-bull zombie who punched the spine of a dwarf through their armor.

On the next attempt I was a little bit luckier.  I ordered all migrants into a squad (thanks, dwarf therapist!) and ordered them to run into the fortress.  3 got within sight of the hole before the horde descended on them, and even going into a martial trance was not enough to save one mighty warrior.  Of that lot, one migrant again managed to slip past the undead and make it safely into my fort.  The same one as last time: Fath Oslanmorul, a promising metalcrafter!  I decided to check DT to see just how agile this nimble dwarf must be.  What I found was that Fath didn't exist.  A metalcrafter by a different name was the last surviving member of the Migrant Squad.  How odd.  Wheels started turning in my head:  Same migrant both times...errors in DT's name display...able to pass by zombies unscathed...and, just to be sure, this dwarf has been a member of 5 different towns.

Yep, I have a vampire in my fort.

(How much "fun" I would have been in for had DT not shown me too much info?  Vampires in zombie-land.  What sort of fun should I get up to with this guy?)
Title: Re: Single Pick Challenge - Reawakened
Post by: RurikGreenwulf on September 11, 2013, 10:08:53 am
If a vampire dies of natural causes or killed by a goblin

Does he becomes undead again?

I finally found some tethadrite and silver, I'm planning on giving my marksdwarves silver crossbows so they can party better with the Undead FUN
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 11, 2013, 12:10:00 pm
Yep, I have a vampire in my fort.

(How much "fun" I would have been in for had DT not shown me too much info?  Vampires in zombie-land.  What sort of fun should I get up to with this guy?)

My understanding is the undead ignore him.  Let him hang around on the surface and dump dead caravan goods to your fortress. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 11, 2013, 12:26:05 pm
Ugg I started up a new fort on this challange and it met desaster in a most anoying way.   This time around one of the bioms I was in apparently was not a reanimate although it did have evil smoke, made the butchering of the pack animals a bit safer however.  However there was no convenient vein of clay or other material to sneak through so a frozen aquifer pierce was needed.   All started well, no flyers to bother my miner.  Got down to the aquifer and he was channeling out the first layer which if corse was turning to ice.  All was going to plan till he got to the last designated square.  as you may have guessed the moron stood on that square and didnt move as water flowed in and then icecubed him.  the real facepalm was I went ahead and savescumed back to the initial embark save... and managed to repeat that blunder.

and ya I abandoned that one.  while the smoke was nasty causing instant unconsiousnous then suffication with no reanimating undead the embark was boring.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 11, 2013, 08:45:02 pm
Anyone playing in Edge's map, beware that dust and a lack of socks.  It's brutal if you end up with a chokepoint with the dust gathering up in it and one of your dorfs goes shoeless.  Ends up in an endless cycle unless you can dump the dust somehow.

My waterfall lets me dissassemble the grates and dump the stuff on top into the drain, which lets me get out of the cycle, but it's pretty gnarly if you can't do that.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 11, 2013, 09:59:28 pm
what do you mean you get stuck in an endless cycle?  Your dwarves keep walking back in to the crap and dieing?   Personaly I tend to isolate and quarenteen at the first sign of a contamination issue.  If I can later purge the area great, if not I'll build around the biohazard zone.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 11, 2013, 10:24:05 pm
The dust itself isn't deadly, but the endless Vomiting/nausea is as they try to get to the drink stockpile and get dragged back to the hospital trying to get some booze in them.  They don't stay in the hospital long enough for someone to bring them water, so they start the path again.  Rinse/repeat.

The problem was the contamination was in my 'cleaning' area, the waterfall.  I've started to dissassemble any grate that has more than a dusting of the stuff to make sure I don't get the same problem.  Replace the grate and the problem goes away.
Title: Re: Single Pick Challenge - Reawakened
Post by: RurikGreenwulf on September 11, 2013, 10:29:12 pm
Lost my fortress today to a FB

This was some FUN the undead just keep coming and coming
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 11, 2013, 11:01:30 pm
Ahh I see.  Agian I'd probably just block off the area in the short term and start imidiate work on at least a temporary replacement.  Once the initial issue settled down start cleanup procedures.   Saddly my prefered method would be a tad messy to use around a waterfall.  Cleansing the room in the holy blood of armok does wonders but you'd have to mine out the obsidian after and anything not magma safe would get clensed as well.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 12, 2013, 04:30:39 pm
Well, for the last 24 hours my machine has eaten the movie for this project in multiple ways... mostly due to my graphics card being a LITTLE wonky after I installed it and I'm still working out the final bugs.

I'm trying to figure out where/how I want to split the movie down into smaller chunks and get them compiled.

Next section, though, as a teaser: Trap and dwarf access are laid out, dug, magma lift is laid out and dug.  All systems are tested.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 12, 2013, 11:55:42 pm
Part 6 (and 7... and 8... and 9...) of FurnaceClans is up!

Really, they're all Part 6 in my head, but due to mechanical issues I split them up.  They're about 15 minutes a piece, roughly.  They cover the magma loader rebuild, the OMG trap design and dig, and the minecart magma loader for the trap.

Part 6 (https://www.youtube.com/watch?v=edHe1ntrElo): Overview of the fort status, the new magma loader tested, and the design and build of the OMG system.
Part 7 (https://www.youtube.com/watch?v=fD2b9LEV-0c): OMG design review
Part 8 (https://www.youtube.com/watch?v=rZHOVY955NQ): Trap dug, second/third level shown, dry run testing, and Cavern 2 sealing for Impulse Elevator straight shot.
Part 9 (https://www.youtube.com/watch?v=FIw2IPEvp0c): Design, Dig, Test, and activation of the Magma Loader via Minecart system.

Edit: Goddamned that lost cart bug is annoying.  Just lost another one in the magma loader.  Drained the system to see if that would cure the cart showing on stocks and hauling but not available in reality and spamming the crap out of me with stockpile requests.  No Joy.  The thing is just... eaten.  Wonder if I'd have the same problems with Steel Minecarts... maybe it's something about iron?

Addendum: The cart system you see me build can rightly only run 5 carts.  Any more than that and the system ends up overloaded.  Using a holding loop I was able to determine it's actually about 5.5 carts with a 100 tic spacer.  Something in the system causes an eventual race condition for a single cart.  I'm not sure what it is and I don't care enough to find it as long as I can get the # of carts and the holding loop to get it to behave its damned self.  The stop-drop for the drop chute should be fixing the speed so I don't know how the hell it's happening though.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 14, 2013, 03:42:31 am
Part 10 is recompiling before posting.  Why?  Well, I'm glad you asked.

Apparently YouTube has a serious bender about including the old TV version of the Mission Impossible theme in your video and I really just don't want to deal with the legal BS for what should have been a simple joke. 

Meh.  Just Meh.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 14, 2013, 05:17:08 am
Part 10 is up: https://www.youtube.com/watch?v=GJgVyHoOUMo (https://www.youtube.com/watch?v=GJgVyHoOUMo)

Had to adjust the OMG, got a kid in a mood, and we're ready to open the doors in Part 11.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 15, 2013, 12:35:32 am
Oh HELLS yes.  Exploding Undead EVERYWHERE.  Arranging Part 11 now for your viewing pleasure, if anyone's still significantly interested.  :D
Title: Re: Single Pick Challenge - Reawakened
Post by: A_S00 on September 15, 2013, 01:40:20 am
Oh HELLS yes.  Exploding Undead EVERYWHERE.  Arranging Part 11 now for your viewing pleasure, if anyone's still significantly interested.  :D
I'm still interested.  Last few parts explaining the minecart setup were awesome.  Thanks for doing this!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 15, 2013, 05:28:33 am
Part 11: https://www.youtube.com/watch?v=Izu4Rz9fts0 (https://www.youtube.com/watch?v=Izu4Rz9fts0) 

The OMG is up and running in this.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 15, 2013, 11:36:33 am
Part 11: https://www.youtube.com/watch?v=Izu4Rz9fts0 (https://www.youtube.com/watch?v=Izu4Rz9fts0) 

The OMG is up and running in this.

This is some excellent dwarven engineering. An automated undead cleaning machine. You know your lava and minecarts, sir.

I'm not nearly as far along. It is just past spring, I dug down through the other two cavern layers and got to magma. Found curious underground structure (more undead underground) and candy (which is fortunate, 2x2 maps can be iffy). My metal is tin, so thats questionably useful. Started making tin cages and adamantium wafers. Walled off everywhere, the only things that have access are caverns one flyers. Carved out a large tree farm at z-1, and now I am looking at punching the aquifer at a more central location.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 15, 2013, 07:47:59 pm
Intresting device.  I seem to have a bit more luck geting at least some of my first migrant waves in, none of my forts that survived the first year were limited to only 9 dwarves like furnaceclans is.  normaly the first wave makes it in wholesale if they are not unlucky with flyer pathing, second wave might lose one or two.   Even if I loose the first year caravan I normaly can get most of the first big year 2 wave in and might get some of the second wave in before the surface becomes too deadly to get anybody in.

I had one comment about therapist that might save you some time next time you need to do an all call on your labor force.  If you want to clear out all your dwarves labors and assign them to a single task in a hurry
click the top dwarf in the list
hold shift and click the botom dwarf in the list, this should select everybody
right click on a dwarf to bring up the menu and select clear all labors
click the labor you want to enable and if all the dwarves are still selected it should enable it for all of them.

Might save you time futzing around with dwarf theripist on screen like you had when you sealed off cavern layer 2 for the magma elevator.
Title: Re: Single Pick Challenge - Reawakened
Post by: Patchy on September 15, 2013, 10:11:59 pm
He did also have a very early titan running around webbing and killing everything that walked for quite awhile taking out those precious early migrant waves.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 15, 2013, 10:53:27 pm
He did also have a very early titan running around webbing and killing everything that walked for quite awhile taking out those precious early migrant waves.
I think I skiped a few of the early episodes so that would explain it.   I do tend to build a couple tunnles out to the corners of the map to open and close fairly early on to try and get those waves in but that wouldnt save them from a weber that got close to the spawn.  Generaly if there's only a few things attacking they go after one target and chace for a while and then the others sneak in while the enemy is busy.

My current fort just had an event that has me feeling awful.   I had a migrant armorsmith go into a mood.  Well I didnt have an anvil from the remains of the first caravan (didnt get wagons due to closed gate and the one mule that died didnt carry one)  As it was geting close to the dwarven caravan I held out hopeing I'd be able to get an anvil quick and build him a forge.  sadly he whent nuts about 1 day after the caravan arived and got himself cought in a cage trap.   Well I didnt realize that if a dwarf dies in the trap and reanimates they pop out of the cage so he pops out and starts runing around.  No problem send my 1 squad to go in and beat him back to death so he can go into the garbage chute.  Now here's the awful thing... he was the husband of my malita commander, who was the first one on sceen and got to beat him to death...er redeath.
Vabok Odlorbam has been miserable lately.  She has complained about the draft lately.  she has lost a spouse to tragedy lately.  she slept without a proper room recently. she has been attacked by own dead husband lately.  She had a pretty decent drink lately.
I think I'm going to have to lock her in a room with some food and booze and see if she calms down.

On the bright side the caravan got in with its wagons and was carrying a bonanza.  I've now got a full larder, a supply of all the seeds, 3 anvils, enough wood to provide sufficent beds for everybody and breeding pairs of most of the domestic birds... eggs here I come.  I even ran accross a magma tube in the first cavern so I've got a temporary setup down there for forges, smelters and glass furnaces (sand on the map) till I can get the magma safe materials to transport some up to near the surface.

I do have 46 dwarves and 13 children but the surface is aproching critical mass.  probably will get at best half the next migrants and none of the next or the caravan after.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 16, 2013, 12:16:36 am
He did also have a very early titan running around webbing and killing everything that walked for quite awhile taking out those precious early migrant waves.
I think I skiped a few of the early episodes so that would explain it.   I do tend to build a couple tunnles out to the corners of the map to open and close fairly early on to try and get those waves in but that wouldnt save them from a weber that got close to the spawn.  Generaly if there's only a few things attacking they go after one target and chace for a while and then the others sneak in while the enemy is busy.
Yeah, webber caught the majority of the first wave (I saved *2*) and that was it from there.  No way to recover any more.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 16, 2013, 01:41:10 am
I've found that often times if I'm quick about doing it I can contain a zombie outbreak to an extent.  a long tunnle with a remote way to seal it at both ends.  have one end open into your fortress the other to the outside.  the dead migrants tend to want to get into the fort to eat your dwarven brains so they'll run into the hallway.  just before they reach the barier to the inside seal both ends and hope you traped enough of them in.  Its really easy with 2 z lvls to work with because you can go down then back up and use a hatch cover for the inside, forbid it just before the zombie reaches it, no need to wait for a dwarf to pull a lever.   safer to use a bridge on the far side.  very short time to setup expecialy if your diging through soil layers.

I also try to setup entry tunnles that go off to near the 4 corners of the embark.  agian use 2 zlvls and hatch covers so you can selectively open and close access remotely and instantly. when migrants arive unforbid the entry nearest them if the bulk of zombies are not too close to it.  some will run in, some will get chased by zombies leting others get in.  if a zombie manages to enter the tunnle seal it befor it reaches the hatch and open another one.  you can also preemptively try to herd the zombies befor the migrant waves arive.  open one corner, close it before they get in, open another corner to bunch the zombies up on one side of the map and pray the migrants dont come out right there.  you still eventualy reach a point where containment and zombie baiting are not an option but you can stretch that point out into year two or early year 3.

Oh no
The WereCamel Rovod Sibrekotost has come!  A large camel twisted into humanoid form.  it is crazed for blood and flesh.  its eyes glow green.  its cinnamon hair is patchy.  now you will know why you fear the night.

he ran in killed most of the surface undead, detransformed and then left... oooooh scarry.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 16, 2013, 04:25:54 am
I've found that often times if I'm quick about doing it I can contain a zombie outbreak to an extent.  a long tunnle with a remote way to seal it at both ends.  have one end open into your fortress the other to the outside.  the dead migrants tend to want to get into the fort to eat your dwarven brains so they'll run into the hallway.
Never had the chance in the early time, was too busy trying to survive and get the aquifer pierced.  Once I had rock... too late.  *shrugs*  I may just not be efficient enough.  If you get the chance, can you check out Furnace 1&2 and see if you have any recommendations?

Quote
Oh no
The WereCamel Rovod Sibrekotost has come!  A large camel twisted into humanoid form.  it is crazed for blood and flesh.  its eyes glow green.  its cinnamon hair is patchy.  now you will know why you fear the night.

he ran in killed most of the surface undead, detransformed and then left... oooooh scarry.

LOL.  I already fear the crap out of the day, why should the night be any different?  ;D


On a side note, something interesting happened so I'm setting up FC 12.  However, I'm looking for recommendations.  What do YOU think I should drop on the heads of corpses under 10 levels of magma to kill their asses off so I can build some frickin' grates to block off exploding body parts?

Also, daaaamn goblin heads are NASTY little things.  Thing killed off two kids.  I really need to daycare the children.  They don't have armor and the parents are too stupid too leave them in the burrow.    :-\
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 16, 2013, 08:26:09 am
Back from a vacation, and I see you've made some AWESOME progress on that zombie-grinder!  I am impressed by your knowledge if minecart operations.  It's a pity you can only have one "torpedo" in play at a time, but it seems to be sufficient.

When I butcher animals in an evil biome, I generally have a butcher and tanner right next to each other so that the skin can be dealt with productively.  If the butcher is also a tanner, he will usually be able to grab the skin immediately after butchering and start turning it into leather.

Also useful is arming various civilian dwarves with crossbows so that they won't be helpless in case of a zombie outbreak.  One well placed bolt usually takes down a corpse.  If you set up some fortified balconies, you might be able to get a crossbowdwarf to dispatch the burning zombies in the trench. 

For the zombies deep in magma, you could do worse than simply dropping stuff on them.  Boulders are plentiful and should be able to kill a head.  Magma-unsafe items are preferable since they will clean up their own mess.  The biggest difficulty (as you've had painful experience with) might simply be making sure your haulers can dump items without freaking out from seeing a zombie.  I'm sure there's a dwarven engineering solution to this.  If not, you can see if crossbowdwarves can fire over the rim of a pit.

(...Unless of course you're doing a "no crossbows" challenge in protest of their unholy strength.)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 16, 2013, 02:12:26 pm
Back from a vacation, and I see you've made some AWESOME progress on that zombie-grinder!  I am impressed by your knowledge if minecart operations.  It's a pity you can only have one "torpedo" in play at a time, but it seems to be sufficient.
So far, so good.  Welcome back!  Hopefully you had an enjoyable time.

Quote
When I butcher animals in an evil biome, I generally have a butcher and tanner right next to each other so that the skin can be dealt with productively.  If the butcher is also a tanner, he will usually be able to grab the skin immediately after butchering and start turning it into leather.
Yup, it's just a timing thing of when the skin will come back to life.  So far I'm 1/2 on dog skin staying dead until the tanning is complete.

Quote
Also useful is arming various civilian dwarves with crossbows so that they won't be helpless in case of a zombie outbreak.  One well placed bolt usually takes down a corpse.  If you set up some fortified balconies, you might be able to get a crossbowdwarf to dispatch the burning zombies in the trench. 
I've gone with iron maces and (mostly) masterwork armor on all the starting 7.  Only the miner and the woodcutter aren't fully geared.  Due to the problems with bolts on occassion and me not having a cheap alternative to tin/iron bolts, I went with melee.  Eventually we'll get marksdwarves too.

Quote
For the zombies deep in magma, you could do worse than simply dropping stuff on them.  Boulders are plentiful and should be able to kill a head.  Magma-unsafe items are preferable since they will clean up their own mess.  The biggest difficulty (as you've had painful experience with) might simply be making sure your haulers can dump items without freaking out from seeing a zombie.  I'm sure there's a dwarven engineering solution to this.  If not, you can see if crossbowdwarves can fire over the rim of a pit.

(...Unless of course you're doing a "no crossbows" challenge in protest of their unholy strength.)

Nope, I love me some marksdwarves.   :D  I've taken to dropping green glass blocks on their head.  Infinite ammo supply, worked like a charm.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 16, 2013, 05:20:47 pm
I've gone with iron maces and (mostly) masterwork armor on all the starting 7.  Only the miner and the woodcutter aren't fully geared.  Due to the problems with bolts on occassion and me not having a cheap alternative to tin/iron bolts, I went with melee.  Eventually we'll get marksdwarves too.
Magnetite is practically a layer-stone, and magma gives you infinite fuel.  What could possibly be cheaper than iron bolts?  Anyways, your dwarves have protection and that's what's important.

Nope, I love me some marksdwarves.   :D  I've taken to dropping green glass blocks on their head.  Infinite ammo supply, worked like a charm.
But...but...green glass blocks won't melt in magma!!!  You'll have items lying around which cannot be gotten rid of!  THE HORROR!!!!!!!!!!!!! :'(
(Then again iron bolts wouldn't melt either...)

I've found that I was able to train my crossbowdwarves up to an acceptable level with a normal "Train Minimum 10" training order at a barracks without the need to spend ammo on archery targets.  Then again, the captain of that squad was a master hunter, so that might have helped with teaching.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 16, 2013, 07:07:07 pm
I've gone with iron maces and (mostly) masterwork armor on all the starting 7.  Only the miner and the woodcutter aren't fully geared.  Due to the problems with bolts on occassion and me not having a cheap alternative to tin/iron bolts, I went with melee.  Eventually we'll get marksdwarves too.
Magnetite is practically a layer-stone, and magma gives you infinite fuel.  What could possibly be cheaper than iron bolts?  Anyways, your dwarves have protection and that's what's important.

you'd be surprised of my last 5 embarks only my most recent actualy had magnetite.  Of the remaining 4 one had no weapons grade materials aside from candy, 1 only had hemitite mixed in with the aquifer(that was a pain to extract) although plentiful Tetrahedrite down lower.  the last 2 had no iron baring stone although they had copper and tin aplenty so bronze was my metal of choice.

I'll try to look at the early episodes later WK.  dont have time right now.  either way my method of isolating things wouldnt work till you had access to sufficent stone to at least make a number of floor hatches and preferably a bridge or two so if the aquifer pierce took too long you could have some trouble.   Things do reach a point where there are just too many to easily trap and contain or distract without building excessive numbers of tunnles to trap the undead in.  if your already at that point you may as well just build a grinder of some sort to wipe the things out.

As for killing zombies in the botom of the pit really any old junk will do.  I've had the zombies in my disposal pit killed off by throwing the knocked out teeth from various brawler fights down the chute.  I tend to throw various bolders down there if I actualy want to kill them on perpous.  Clay works great if your map has some, ice would probably survive long enough to kill before the magma melts it.  Baring that any odd item or stone you want to throw down there works.  The only thing with useing magma safe stuff is you may want to build in a way to get the stuff out later.

you know I just thought of an ingenious way to dispose of the undead if you have them siting in magma down there... have the dwarves throw a bucketful of water down the chute, send in a miner to channle the obsidian back out, seal the lower end back off and refill the magma.

My own fort has reached critical mass up on the surface.  I only got 2 dwarves in of the last 15 strong wave that showed up.   To make maters more fun my malitia captian who I thought had goten over the loss of her husband suddenly died in her room while I was distracted by the migrants on the surface.  Not sure if she went meloncoly or if she had some wounds I didnt know about.  She killed 2 other dwarves before I managed to contain her.  now all 3 of them are locked in a smaller section of the dorms.  I'll get them out of there in a bit.  I'm half considering just useing cage traps to capture her and the other two corpses.  Since I have her husband still in a cage I'm thinking of just building the two of them togeather in a small tomb.

I've got some production of iron and glass going down by the magma tube I found.  I'm still trying to decide if I want to just bring the magma up to the surface or just send materials down.  One way or another I'm planing on captureing a number of the surface zombies in a little bit.  There is one very handy use for a reanimating biome, live(well sorta) fire target dummies for the marksdwarf squads.  Just deposit them on a platform with some bridges to remove LOS and station the marks dwarvs on the other side of the room, never ending target pratice.  I've got a good supply of leather from the last caravan that made it in for quivers so I'll probably end up outfiting my entire population and rotating them through training over the next couple of years.   The last leison also made it out and I ordered a ton of leather as well although I'll probably have gofer hole the crates in after the next caravan wipes out.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 16, 2013, 07:37:10 pm
Water from a bucket won't make obsidian.  It will eliminate the magma from the tile, but have no other effect.  I believe that only Magma->Water forms obsidian.

My experience with marksdwarves and Zombies is that the zombies tend to go down in one hit, limiting their effectiveness as targets.  They'll reanimate, sure, but you'll need a LOT of them to get a steady supply of meat-targets.  Undead Yaks will take more of a beating, but still drop pretty quick.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 16, 2013, 08:35:33 pm
Water from a bucket won't make obsidian.  It will eliminate the magma from the tile, but have no other effect.  I believe that only Magma->Water forms obsidian.

My experience with marksdwarves and Zombies is that the zombies tend to go down in one hit, limiting their effectiveness as targets.  They'll reanimate, sure, but you'll need a LOT of them to get a steady supply of meat-targets.  Undead Yaks will take more of a beating, but still drop pretty quick.

Good thing I've got plenty of volenteers on the surface to fill the training hall.   As to obsidian casting you can dump water on magma to get obsidian.  It is afterall how a repeating magma piston works although for that I use a bridge to dump the water all at once not a bucket line.   If you want to turn a single tile into obsidian with a bucket you need to do it from at least a couple Z lvls up otherwise you get steam and not much else.   Asumeing his trash chute is 7-10 levels deep so dwarves wont have issues throwing stuff in there with live zombies there should be no problem obsidionizing the magma from the same area up top.  Acording to the wiki the minimum is at least 1 full Z lvl of freefall from a bucket.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 17, 2013, 02:32:52 am
Non-Magma  proof droppings: I wasn't sure they'd go through 2 Z-levels worth of magma before they burnt up, so I went with magma proof.  I'll get it out of there sometime in the year 4000 or so. :)

Obsidian/water droppings: There is no way in hell I'm risking obsidianizing the grinder.  Just no.  Not even by accident.  It took my little dorfs 8+ years to carve this thing out.    You know, I'm going to 'drybuckets' just to be sure.  I realize now I didn't mention this was to kill off stuff in the magma there, but yeeeaaaahhhh... Nononononono.

Be VERY careful of using the undead for target practice.  Fighting the undead or attacked by the undead is an amazingly negative hit on happiness.  I don't know if it triggers because of the target or because they were attacked by them.  If you find out, please let me know, but I'd recommend using a single squad as a test subject first.

Magnetite as layers: One of the problems with digging out full layers is FPS loss.  With some careful doorway usage I could probably get away with it, but even then iron is still a limited resource.  Until I get a caravan in I'm being careful with *everything*, even things that I normally would consider temporary boons.

Down from 666 to ~400 undead and still churning.  Go OMG go!
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 17, 2013, 02:58:33 am
You can use undead for target practice just fine as long as they cant reach the dwarves.  Really what causes the negitive thought is if the undead manage to hit your dwarves (or posibly take a swing at them, not sure)  long as the undead never reach your dwarves your fine.  I've used captured necromancers in non evil bioms to creat live targets for my marksdwarvs in the past.

I did have time to watch furnace clans 1 and 2 and wrote up what comments I had on what I'd probably do differently.  kinda a wall of text so puting it in spoilers.
Spoiler (click to show/hide)
Title: Re: Single Pick Challenge - Reawakened
Post by: vanatteveldt on September 17, 2013, 04:19:08 am
I'm going through the videos at the moment, at episode 8. They're really great, it is fantastic to see the amount of thought and planning that goes into a design, and the patience of a small group of dwarfs working on a megaproject with the world burning (freezing) around them, eating their little plump helmets and drinking their dwarven wine. The surface can wait, no?

Anyway, I was wondering why you go through the bother of setting up water reactors when you have a nearby aquifer. Wouldn't it be just as easy to drain from the aquifer to the map edge, so the water gets 'flow', and put wheels over them? Or do reactors have some advantage that I don't understand?

Another thing I don't fully understand is why you go through the bother of creating a holding pattern loop and the use 1 lever per two torpedoes, when you might as well use one lever per torpedo and control the release rate with the levers? Or is that for the thrill of being able to say "fire torpedoes 1 and 2!"? [EDIT: never mind, you want two mine carts circling the track simultaneously and the 100 ticks are about right to get the to be on opposite sides. Which I'm sure you knew before starting construction ;-) ]

EDIT2: but I do have another question: you are very concerned with blocking up the cavern part of the route, assigning everybody to masonry etc. In such a case, I would set up a block stockpile nearby and make sure the masons are around with a burrow. Why did you do it as you did?

Back to the videos, can't wait to see the OMG in action! :-)
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 17, 2013, 05:43:04 am
I've been following this thread with some interest, and have decided to take a stab at this challenge myself, but I had a question for you regarding choice of embark site.  Tundra makes things difficult due to the lack of vegetation, but I have to wonder if it's not possible to find an even more challenging biome.  Because tundra is frozen year round, this makes aquifer pierce via frozen mining a relatively quick (if risky) task.  Thus, it strikes me that the difficulty could be increased further if one could find a no trees / no vegetation biome in a hot climate with a multi-layer aquifer (and no rock veins piercing it).  Do these exist?
Title: Re: Single Pick Challenge - Reawakened
Post by: Snaake on September 17, 2013, 05:54:33 am
Some of the sand deserts (red, black?) have no trees and very little plants. Channeling out an area of the surface to be 1 z-level lower starts at least grass growing, but of course that's far from safe if you're in a terrifying reanimating biome. Don't really know how common aquifers are in sand deserts, realistically you'd at least have a relatively deep sand layer first though.

...
EDIT2: but I do have another question: you are very concerned with blocking up the cavern part of the route, assigning everybody to masonry etc. In such a case, I would set up a block stockpile nearby and make sure the masons are around with a burrow. Why did you do it as you did?
...
I get the feeling that in a lot of situations he's brute-forcing stuff to get done ASAP by using mass labor assignments. Sure, it can be done more efficiently by first hauling blocks to the site, making burrows etc., but that's more fiddly (and the burrows for masons wouldn't help as much as having everyone build, anyway).
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 17, 2013, 05:58:42 am
Non-Magma  proof droppings: I wasn't sure they'd go through 2 Z-levels worth of magma before they burnt up, so I went with magma proof.  I'll get it out of there sometime in the year 4000 or so. :)
As far as I know, things don't start to burn in Magma until they touch the ground.  Miners who fall into volcanoes will explore much of the magma sea for you before they burn up.  In fact if you read the combat logs, sometimes it's the fall alone that kills them, the magma merely disposing of the corpse.

Quote
Be VERY careful of using the undead for target practice.  Fighting the undead or attacked by the undead is an amazingly negative hit on happiness.  I don't know if it triggers because of the target or because they were attacked by them.  If you find out, please let me know, but I'd recommend using a single squad as a test subject first.
My macedwarves handily dispatch zombies with a single hit, and when they do they receive no bad thoughts.  Neither did the marksdwarves who maintained a proper distance from the undead, unlike their companion who got gut-punched through armor by a zombie were-bull ("seriously injured recently" and "attacked by the undead").  I think even dodging might be happiness-safe.  The problem is when they touch you.

Anyway, I was wondering why you go through the bother of setting up water reactors when you have a nearby aquifer. Wouldn't it be just as easy to drain from the aquifer to the map edge, so the water gets 'flow', and put wheels over them? Or do reactors have some advantage that I don't understand?
I've done this numerous times, but the Side-wheel Dwarven Water Reactor has two main advantages:
-Safety (no chance of flood should something ever go wrong)
-Self-contained (requires no additional infrastructure like feeder canals and drainage pipes, and thus can easily be placed anywhere that power is required with minimal hassle and no interference with nearby constructions)


I've been following this thread with some interest, and have decided to take a stab at this challenge myself, but I had a question for you regarding choice of embark site.  Tundra makes things difficult due to the lack of vegetation, but I have to wonder if it's not possible to find an even more challenging biome.  Because tundra is frozen year round, this makes aquifer pierce via frozen mining a relatively quick (if risky) task.  Thus, it strikes me that the difficulty could be increased further if one could find a no trees / no vegetation biome in a hot climate with a multi-layer aquifer (and no rock veins piercing it).  Do these exist?
Earlier somebody mentioned that a Red Sand Desert seems not to have any vegetation, so that's a candidate.
Title: Re: Single Pick Challenge - Reawakened
Post by: vanatteveldt on September 17, 2013, 07:16:50 am
I get the feeling that in a lot of situations he's brute-forcing stuff to get done ASAP by using mass labor assignments. Sure, it can be done more efficiently by first hauling blocks to the site, making burrows etc., but that's more fiddly (and the burrows for masons wouldn't help as much as having everyone build, anyway).

Well what I mean is do both. Mass assign the right labourer, but make sure that they and the materials they need are at hand when the breach occurs. If you only have very limited dwarfs and the ever present risk of moods, I guess you need to be quite careful to prevent unfortunate accidents, especially if they can turn into zombie-spirals...
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 17, 2013, 07:19:18 am
Earlier somebody mentioned that a Red Sand Desert seems not to have any vegetation, so that's a candidate.

I almost managed to generate the perfect biome: terrifying rocky wasteland (no trees, no vegetation), very deep soil, multi-layer aquifer, completely flat.  Only one problem: it doesn't raise the dead.  :(
Title: Re: Single Pick Challenge - Reawakened
Post by: Snaake on September 17, 2013, 08:53:39 am
Earlier somebody mentioned that a Red Sand Desert seems not to have any vegetation, so that's a candidate.

I almost managed to generate the perfect biome: terrifying rocky wasteland (no trees, no vegetation), very deep soil, multi-layer aquifer, completely flat.  Only one problem: it doesn't raise the dead.  :(

Ah yea, badlands should work, too, but I think they more often have some rock at the surface too. Good for you for almost finding a "perfect" spot.
Title: Re: Single Pick Challenge - Reawakened
Post by: Patchy on September 17, 2013, 09:21:09 am
Rocky wastelands, badlands, and sand deserts all have a chance of being barren like a tundra and aren't frozen year round though they can have freezing periods. You can, however, still surface farm on them once you acquire some seeds from a caravan unlike a tundra. If you find all these biomes in a flat area, there will be no rocks for you to exploit above the aquifiers if present.
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 17, 2013, 10:26:20 am
Rocky wastelands, badlands, and sand deserts all have a chance of being barren like a tundra and aren't frozen year round though they can have freezing periods. You can, however, still surface farm on them once you acquire some seeds from a caravan unlike a tundra. If you find all these biomes in a flat area, there will be no rocks for you to exploit above the aquifiers if present.

I think that by the time surface farming becomes an issue, the "one pick" nature of this challenge will have been mostly overcome; thus, the inability to freeze the aquifer presents a bigger challenge, I think.

I've managed to gen a world with a good selection of rocky wastelands, so I'm testing it out.  Just lost my first fort to a dumb mental error: used the three wood off of my cart to build a pump, intending to double-slit the aquifer, only to realize that the second aquifer layer was unsmoothable and I had no material with which to build walls.  D'oh!  That put me late on the timing for the pierce, and I had to butcher for food without a pot, barrel, or good hidey hole to stuff the corpses, leading to !!FUN!!.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 17, 2013, 11:16:07 am
Appreciate the time you took for this Merendel.  I'll try to be as equally thorough.

Spoiler (click to show/hide)

I'm going through the videos at the moment, at episode 8. They're really great, it is fantastic to see the amount of thought and planning that goes into a design, and the patience of a small group of dwarfs working on a megaproject with the world burning (freezing) around them, eating their little plump helmets and drinking their dwarven wine. The surface can wait, no?
Thanks for that!

Quote
Anyway, I was wondering why you go through the bother of setting up water reactors when you have a nearby aquifer. Wouldn't it be just as easy to drain from the aquifer to the map edge, so the water gets 'flow', and put wheels over them? Or do reactors have some advantage that I don't understand?
The reactors were contained in a single location and required the least infrastructure to build.  For example, down at the magma sea layer running a pipe that long would have taken forever.  The other thing is even an aquifer drain never hits 7/7 at the drain edge, so you still end up with FPS loss from flow.  I went with the most contained systems I could reach.  You'll notice when I fill the DWRs for the OMG I use aquifer water to fill it.

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Another thing I don't fully understand is why you go through the bother of creating a holding pattern loop and the use 1 lever per two torpedoes, when you might as well use one lever per torpedo and control the release rate with the levers?
Partially because you can't control when your dwarves will pull the second lever... partially for the thrill.  :D

Quote
EDIT2: but I do have another question: you are very concerned with blocking up the cavern part of the route, assigning everybody to masonry etc. In such a case, I would set up a block stockpile nearby and make sure the masons are around with a burrow. Why did you do it as you did?
Foolishness and a hatred for the current burrow system, mostly.  There are so many annoying bugs associated with burrows that I disdain them with a passion usually left for five day old roadkill.

I've been following this thread with some interest, and have decided to take a stab at this challenge myself,
Woo hoo!  We got another one!

Quote
but I had a question for you regarding choice of embark site.  Tundra makes things difficult due to the lack of vegetation, but I have to wonder if it's not possible to find an even more challenging biome.  Because tundra is frozen year round, this makes aquifer pierce via frozen mining a relatively quick (if risky) task.  Thus, it strikes me that the difficulty could be increased further if one could find a no trees / no vegetation biome in a hot climate with a multi-layer aquifer (and no rock veins piercing it).  Do these exist?

Red Sand desert with an aquifer.  Let me know if you can find an undead raising one, that could be fun too.  Be aware you're not going through the aquifer until you get a trade caravan in though, you will have nothing to make the walls from.  You CAN make a pump ( Build carp shop, make block, disassemble make from block, build pipe/corkscrew, disasssemble and get block back) but there's nothing to use to seal the sides of the double slit up with.

I get the feeling that in a lot of situations he's brute-forcing stuff to get done ASAP by using mass labor assignments. Sure, it can be done more efficiently by first hauling blocks to the site, making burrows etc., but that's more fiddly (and the burrows for masons wouldn't help as much as having everyone build, anyway).

Well what I mean is do both. Mass assign the right labourer, but make sure that they and the materials they need are at hand when the breach occurs. If you only have very limited dwarfs and the ever present risk of moods, I guess you need to be quite careful to prevent unfortunate accidents, especially if they can turn into zombie-spirals...

Partially right Snaake. Some of that was instead of hauling twice (once to stockpile, once to wall) one guy just dragged his own block down the first time.  If I have time I'll setup a 'safe' area where the blocks are hauled, THEN punch in and start building up walls.  Considering I had a titan on the surface though I wasn't willing to wait to infrastructure it.  However, you can't get moods until you're past a certain # of dwarves (20 I think), so that wasn't a concern for a while.

Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 17, 2013, 12:30:51 pm
Quote
I wanted more visibility before I started leaving dwarves to their own devices to collect things down there.  I had water and food, I wasn't in a rush.  Rushing had taken out a previous fort in this series and I wanted to have a very controlled pace towards doing anything.  You're right, I could have sped things up, but I was erring deeply on the side of caution at this point since I wanted to get the walls up for the caravan... which was useless in the long run but that was my thinking at the time.

Well I didnt mean try to harvest the whole area in one go.  Even designating the 5 or 6 trees very close to the breach point and whatever herbs are withen easy reach will get you a few more logs to play with and the start of an emergency booze stockpile and could have had 1 dwarf doing that while you were trying to explore without significantly increasing the risk.

I really do think you need to at least get used to seting up a civilian alert burrow.   Frankly I dont use burrows for much beyond that myself but they are amazing for geting your civies out of an area in a hurry.   All you really need for that is setup a burrow over a dining hall or some other meeting area, dont asign anybody to it.  Then on the militar screen go to alerts, make a new one, select your new alert and move over and select the burrow.   After that any time you want your dwarves to drop anything they are doing and activate that alert.  Prety much any job outside that burrow will abort instantly and the only new jobs they can take are ones related to that meeting hall so they all report there ASAP.   you just have to remember to turn it off as soon as you've delt with whatever problem caused you to turn it on.   Myself I tend to make one big one that covers my entire fort with the surface and any hazerdous areas excluded so I can turn it on while trying to get migrants inside while still geting most of the work done (miners tend to get a break during migrant waves because of that alert :P)
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 17, 2013, 01:31:37 pm
Red Sand desert with an aquifer.  Let me know if you can find an undead raising one, that could be fun too.  Be aware you're not going through the aquifer until you get a trade caravan in though, you will have nothing to make the walls from.  You CAN make a pump ( Build carp shop, make block, disassemble make from block, build pipe/corkscrew, disasssemble and get block back) but there's nothing to use to seal the sides of the double slit up with.

Found one that is truly nasty: rocky wasteland, zero plants/trees, very deep soil, multilayer aquifer, undead, plus a profane smoke that instantly turns into profane husks any creatures unfortunate enough to be caught in it.  I've lost three forts so far, and have yet to puncture the aquifer.  Whew!  This one is going to take work.

I think I can manage an aquifer pierce without waiting for the caravan, but it's risky.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 17, 2013, 05:11:23 pm
Red Sand desert with an aquifer.  Let me know if you can find an undead raising one, that could be fun too.  Be aware you're not going through the aquifer until you get a trade caravan in though, you will have nothing to make the walls from.  You CAN make a pump ( Build carp shop, make block, disassemble make from block, build pipe/corkscrew, disasssemble and get block back) but there's nothing to use to seal the sides of the double slit up with.

Found one that is truly nasty: rocky wasteland, zero plants/trees, very deep soil, multilayer aquifer, undead, plus a profane smoke that instantly turns into profane husks any creatures unfortunate enough to be caught in it.  I've lost three forts so far, and have yet to puncture the aquifer.  Whew!  This one is going to take work.

I think I can manage an aquifer pierce without waiting for the caravan, but it's risky.

ick that sounds like a truely nasty one. particularly if the world has never had the caverns breached so you cant just hollow out the first underground layer into a tree/plant farm.  If I had to do that I'd make the fort entrance by diging down 2 levels, back up 1 with stairs, get the dwarves inside then chanel back out the stairs so no nonflyer could get in and then use the wood to make a pump.  I have a prety good idea how to make a modified double slit that instead of walling off you use the pump just enough to channle out the next layer down so the aquifer drains into the next layer down.  for the last layer though you prety much have to run the pump non stop while your miner goes down and tryes to clear out enough rocks for your other dwarves to haul back out so you can make enough blocks to properly seal the walls. well either that or send 6 dwarves in and hope your lone pump operator can make it down before the flooding makes the area unpathable.   Either way the bigest issue I see is that you will have no way to make an axe to chop trees once you get to cavern level.  your prety much stuck with nothing till the first caravan arives and gets wiped out and hopefuly dies in a place where you can retrieve what they brought.

you know now that I think about it I'm going to go test out that technique on a more forgiving embark just to see if its feasable.

Er... well I think I invented a new form of drowning chamber for my pump operators :P trying to figure out if I can find a dig order that does not result in mass drownings.
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on September 17, 2013, 07:26:32 pm
Yah, I dunno how to do a single pick on a non freezing aquifered soiled biome.  You can't get the first caravan without a depot, and you need your first three woods to be unconsumed. Bone crossbows/bolts are available, as are two quivers. Cave-in may have potential.  I've never had any success with the chicken run technique mentioned in the wiki, though I can imagine getting your miner a crash course in swimming somehow and giving it a shot.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 17, 2013, 08:06:49 pm
well so far I've managed to find a rather effective way to train simming in the aquifer at a later date although that was hardly the point of this exercise.  Part of the problem is I've found the aquifer does not absorb quite enough when you've got both the pump runing and the Zlvl above dumping water into one spot.  this causes a back flood that knocks the pump operator off the pump before the miner can get down to channle out a square.

IF the aquifer was no more than 3 thick before a stone layer and there were no flying undead to contend with I could probably do the cavein drop method.  Any more than 3 thick however and you wont have the needed construction materials to bridge the gaps to make it work
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 17, 2013, 08:10:46 pm
I have two ideas for the pierce, revolving around a modified cavein plan, depending on what the second layer looks like.  If the second layer consists of a smoothable stone, then the idea is to cavein a 6x8 region and dig a double slit down from the second layer.  Otherwise, go with a concentric series of caveins.

I'll need to use my wood for a pump either way, which means I'm going to have to move quickly.  I'm trying to come up with a pumpless method, to let me use my wood for a food barrel and walls, but I don't think it's possible.

EDIT:
IF the aquifer was no more than 3 thick before a stone layer and there were no flying undead to contend with I could probably do the cavein drop method.  Any more than 3 thick however and you wont have the needed construction materials to bridge the gaps to make it work

With some work, I think it should be possible to manage a concentric cavein using natural floors.  The idea is to leave the inner rings supported by a central pillar, and to not channel out the square that will become the floor of the bridge.  Once you drop the outer ring, you'll need to pump out the aquifer as you mine underneath the inner rings, but this should be feasible for an arbitrarily large aquifer.

However, given that you'll need all your wood for a pump, the lack of food storage gives you a hard time limit of only a couple of months, so a 3+ layer aquifer is probably out of the question just based on dig time.

EDIT2:
Oh, forgot to mention: there's flying undead to contend with during all of this.  :)

The only saving grace of this biome - undead are not immune to the profane cloud.  They become profane husk corpses, which are still undead but now move very slowly.  This gives me time to run away when they come near.
Title: Re: Single Pick Challenge - Reawakened
Post by: Patchy on September 17, 2013, 08:28:29 pm
Well there is a way to tell if you have a stone layer aquifer or not. Look over the surface and find a boulder or pebbles on the ground. If the boulder or pebbles are conglomerate or sandstone then you potentially have a stone layer aquifer. If it is anything else, you only have soil layer aquifers and soil aquifers are rarely more than 2 z-lvls deep.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 17, 2013, 11:17:09 pm
Well there is a way to tell if you have a stone layer aquifer or not. Look over the surface and find a boulder or pebbles on the ground. If the boulder or pebbles are conglomerate or sandstone then you potentially have a stone layer aquifer. If it is anything else, you only have soil layer aquifers and soil aquifers are rarely more than 2 z-lvls deep.

Intresting bit of information unfortunatly it does not make all that much of a difference in this case.  If we really wanted to we could use a reveal or a prospectall in dfhack to find out the depth.  The issue is more trying to get through the thing with nothing more than a pick and a screwpump.  I've been trying out various approaches in a bit more of a lenient embark.  AKA I brought enough food and booze so I dont have to worry about that while I figure things out.  Turns out its really a pain to punch an aquifer with no building materials at all when you have limited access to the surface.   Even with no time presure its been takeing me to late summer to punch through 2 layers without the option to freeze my way through.  thats way to slow for survival unless we cheese things by embarking on a world with caverns already open which kinda defeats 90% of the difficulty of the challange.

To be honest I dont think this challange could be done in a non freezing biom with a 2+ layer aquifer with reanimating terrifying with no surface resorces.   you could try embarking accros bioms and try to scout out a way to sneak past the aquifer but a strait up punch will either take longer than your resorces will last or be quick but likely to get your miners eaten by undead.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 18, 2013, 03:33:15 am
That's it.  Right after I finish up building out the B-52 area, I'm doing a dwarven daycare.  One of the little booze drains just decided to stand on top of a bomber hatch (which, btw, is over the magma) when mommy came by to yank the lever. 

Yes, the traffic is restricted there.  No, he didn't care.  Goodbye, Shem.  Lefty has more brains then you.  He's killed a dog hair undead creature with ONE HAND when our tanner decided to go push a cart (which isn't in his labor list) instead of tanning it.  He'd already been assaulted by a goblin head and lost his right hand.  Lefty laughs at your hot springs bath.  He's 4.  He did all that a year ago.

Lefty isn't going to live to adulthood at this rate but at least he'll die with a good story.  Shem, you were just an idiot.

... *facepalm* Little frickin' drunkards.  Shem was the oldest, too... dammit.
Title: Re: Single Pick Challenge - Reawakened
Post by: vanatteveldt on September 18, 2013, 08:26:47 am
With some work, I think it should be possible to manage a concentric cavein using natural floors.  The idea is to leave the inner rings supported by a central pillar, and to not channel out the square that will become the floor of the bridge.  Once you drop the outer ring, you'll need to pump out the aquifer as you mine underneath the inner rings, but this should be feasible for an arbitrarily large aquifer.

However, given that you'll need all your wood for a pump, the lack of food storage gives you a hard time limit of only a couple of months, so a 3+ layer aquifer is probably out of the question just based on dig time.

EDIT2:
Oh, forgot to mention: there's flying undead to contend with during all of this.  :)

I did some quick testing in a non-terrifying biome, the cave-in method is actually quite quick, even with a non-skilled miner. You can pierce a one layer aquifer in about a month. I tried a concentric pierce without constructed 'arms' but messed up (first by digging wrong, second by killing my miner), so I would need to do more testing. I don't fully understand the need for a pump if you make tight circles and keep the miner on the inner ring but I guess I will find out in the first attempt that I don't botch. I found out. You do need a pump.

If there are 3+ dry soil layers you can do this without exposing yourself, but with only 2 thick it will require a miner on the surface for quite a while, so with flying undead it will probably not be doable. If you need to juggle around a single block for pump and wall it will be quite tedious.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 18, 2013, 11:52:22 am
Vanat,

I personally have never really understood the concentric cave in method nor how it works, even after I read through it a few times.  If you get it figured out, would you be willing to screenshot/setup some kind of visual walkthrough?
Title: Re: Single Pick Challenge - Reawakened
Post by: vanatteveldt on September 18, 2013, 12:43:49 pm
@WanderingKid

Sure.

I actually just managed to pierce a two-level aquifer using the concentric rings. I still messed up in various ways, leading me to rescue a stranded miner using additional logs and not leaving space for the pump so requiring an extra log for a floor... but I think I have the method figured out in a way that doesn't use more than the three original logs. I got access to the rock layer on the 15th of slate, which means I took a month and a half; but as I said I mucked about so it should be possible more quickly. I will test again to make sure the rescue operations were really due to stupidity, ie that it is possible without more than the 3 logs. If it works out I'll make a little walkthrough.
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 18, 2013, 01:51:13 pm
Once you drop the outer ring, how do you drain the water from the inside so you can channel out the next layer?
Title: Re: Single Pick Challenge - Reawakened
Post by: vanatteveldt on September 18, 2013, 02:31:12 pm
Once you drop the outer ring, how do you drain the water from the inside so you can channel out the next layer?

You need to pump it out, and you first need to channel out the whole inner portion except for two tiles support so the pump can outpump the water production.

I made a walkthrough here: http://www.bay12forums.com/smf/index.php?topic=131263.msg4615772#msg4615772

Unfortunately, I messed up the last step and killed the miner, but a previous run showed that after the second cave in you are good to go and can build a staircase. I don't have time now, I might edit the post with a succesful finish later.

The whole procedure took 24 days and I messed up the timing with the carpenter not being done while the miner was ready, so it can be done a bit quicker even.

Of course, there were no undead flyers on that map. That might mess up the timing a bit as well... Also, The miner is stuck channeling down at least once digging the first ring, so he won't be able to run away at that point. In other words: good luck using this procedure in a terrifying biome :-)

Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 18, 2013, 03:09:19 pm
I don't fully understand the need for a pump if you make tight circles and keep the miner on the inner ring but I guess I will find out in the first attempt that I don't botch.

You need to pump it out, and you first need to channel out the whole inner portion except for two tiles support so the pump can outpump the water production.

Color me confused here.  The pump method I know, but I thought you were indicating that there was a way around that.  If you could drain the aquifer sans pump (somehow pierce the lower layer to let it drain downwards?) that would give a lot more leeway with regards to timing since you could use two of the wood for barrels to preserve food once you slaughter the pack beasts.  Otherwise, you end up racing to get rock pots in time for the first slaughter, and if you miss nearly all of the food goes to waste.  (This makes surviving the summer !!FUN!!.)

As far as pulling it off in a terrifying undead biome: so far, I'm about 2 for 11 on getting through the aquifer.  The first success took too long setting up a working food industry in the caverns and would have starved but for a hasty and ill-advised attempt to rescue the first migration wave which led to undead in my fortress.  The second pierce is going much better.  I'm into the second spring, and nearly have a stable fort.  Still having some food trouble (the last migration wave was larger than I had capacity to support), but I've got the metal industry going and the fortress is nearly self-sustaining.  Probably won't be able to get the next wave in, the surface is starting to get dangerous, so I'm likely sealed in for the foreseeable future.  Now its time to start worrying about socks.
Title: Re: Single Pick Challenge - Reawakened
Post by: vanatteveldt on September 18, 2013, 03:18:48 pm
Sorry for the confusion. The method requires a pump since you need to channel out layer two, so you need to get the water out of layer one. When I tried the first time I was dropping the central pillar into the first level again, which does not make a lot of sense.

What I've done compared to the concentric method as I understand from the wiki is remove the requirements for extra support, etc., and minimized it to the minimal required hole, so it can be done fairly quickly. I posted the elaborate walkthrough mainly at the request of WanderingKid, even though I got my miner killed in the end but that is preventable. If your method is better or easier than what I described please tell me, this is the first time I use the cave in method but it seems pretty minimal to me.

The piercing itself should take a bit over half a month so that is fine without food, but I guess running away from the undead adds considerable time to it.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 18, 2013, 04:50:09 pm
It looks like, if you can get a place with 3 layers over the aquifer, you could have a surface roof and work at your own pace.  This would allow you to expand the process to four, five, 6... whatever rings you felt you might need.

In. Ter. Est. Ing...  Nicely done Vanat, and thank you.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 18, 2013, 05:16:00 pm
It looks like, if you can get a place with 3 layers over the aquifer, you could have a surface roof and work at your own pace.  This would allow you to expand the process to four, five, 6... whatever rings you felt you might need.

In. Ter. Est. Ing...  Nicely done Vanat, and thank you.
I dont think I've ever seen more than a few small patches of 3 layers over a flat embark aquifer and that was due to biom stradeling.
Title: Re: Single Pick Challenge - Reawakened
Post by: Patchy on September 18, 2013, 07:05:22 pm
If you got 3 layers over an aquifier, then you have only 1 soil lvl of aquifer and possibly a stone layer aquifer. But if you use the method described in my previous post, you can determine the existance of a stone layer aquifier without ever having to touch df-hack or having one of your dwarves touch a pick.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 18, 2013, 11:18:44 pm
Good news I built on Van's concept and got it down to not needing a pump, only needs a bucket and 1 log you can recover later to build a single downstair.  you can also do all the work from underground as well without exposing a walkable path to the outside.  You still have the flyer risk but not for significantly longer than our standard freezing biome aquifer pierce.  I'll do a writeup/walkthough once I go find someplace to upload the screenshots from my dry run of this.  You will need to spend at least a month keeping your miner constantly diging to skill up enough for the critical step and hope he does not decide to eat/sleep/drink at just the wrong moment and you need to get that step done before he goes into booze withdrawl.

That said I take back what I said earlier about this challenge being impossible in a none freezing biome.  Although the hard part will be finding an embark thats flat, has a 2 layer aquifer, and is reanimating.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 19, 2013, 12:52:03 am
Cavein breach of a 2 level aquifer useing only a pick 1 bucket and 1 log that is recoverable at a later date.  Hostile biome safe.   Note screen caps are not from a barren biome so ignore tree/shrub growths, Didn't use any for the breach.

The first thing you must do is yourself safely underground.  Once you've accomplished that Dig an offshoot from your base to where you want the breach to be.  The footprint up to the surface will be 9x9 with an underground footprint of 10x10 mostly to control flooding from the splashdown.  Z lvl 0 for this example is the layer directly above the aquifer, z-1 is first aquifer Z-2 second aquifer  Z+1 first soil layer and Z+2 is the surface.

Designate a 9x9 of upstairs on Z-0 Centerd in that designation an 8x8 of normal dig, in the very center an up/down stair.  On Z+1 designate up/down stairs over all of the stairs from the level below.  On Z+1 also designate a path so you can access this area later, it will be where you trigger the cavein from.  Note I had 2 additional channels on Z+1 in the screenshots that proved redundant. 
Spoiler (click to show/hide)

Channel out some of the walls surrounding the stairs on Z-0. Leave an access path so you can still get in here.  These channels catch water during the cavein to reduce how far the flood enters your base.
Spoiler (click to show/hide)

Now for the critical part.  Your going to have to do a chickenrun to reach the second layer of the aquifer.  In the center of of the area under the up/down stair designate an updown on Z-1.  you will want to use the one step as your miner is diging.  As soon as the tile clears you need to designate a second up/down on Z-2.  If you dont 1 step this the chamber will flood before your miner can dig into the second layer of the aquifer and you'll have to start over in a new spot. Your miner will also need to be skilled up. I did it with my dwarf that had the best str/agility stats at miner level 12.  At lvl 10 he only had a 50 50 chance of getting it done.  Make sure your miner is always digging to skill up and do a test run of the chickenrun somewhere else to make sure he can pull it off.
Spoiler (click to show/hide)

Thats the hard part. If you've gotten this far your mostly home free as long as undead flyers dont get you later when you expose to the surface.  On Z-1 order the 8 squares adjacent to your up/down stair drain channeled out.  This will result in both layers of the aquifer having empty squares here. Careful not to channel out the stairs at the same time or you'll drown your miner and lose your pick.
Spoiler (click to show/hide)


now for the risky part.  From here on out your workers will be exposed to flyers although land based monsters should never have access to your dwarves.  On the surface (Z+2) Designate channels over all the upstairs.  Your miner can access them from below thanks to the upstairs on Z+1 but there will never be a walkable path into your base even as your channeling.
Spoiler (click to show/hide)

Next Channel out all the stairs on Z+1 except for the one next to your access path on that level.  This stair is your trigger for the cavein. Don't forget the stair in the center.
Spoiler (click to show/hide)

Remove all the upstairs on Z-0
Spoiler (click to show/hide)

Channel out the splashdown area.  Despite what the image shows I suggest you do this one row at a time to avoid miner accidents. Technically you could do this step before opening your work area to the surface.
Spoiler (click to show/hide)

Were ready to pull the trigger.
Spoiler (click to show/hide)

Channel out the remaining upstair on Z+1.  On my map I tried channeling out the tile before(between the 2 open spaces) for miner safety. turns out the stair was attached to the surface ground.  I had to build a temporary floor to get at it.  I would recommend you give the pick to a different dwarf. There is a small chance he could get blasted into the wall by the cave in and die.
Spoiler (click to show/hide)

Splash
Spoiler (click to show/hide)

If you haven't made your bucket by this point do so now.  Designate a water zone next to the 3x3 full of water, Dispose of it however you see fit.  I dug an up stair to Z+1 and dumped the water from there back into the aquifer.
Spoiler (click to show/hide)

Once the water is down to 3 deep you can channel out the ring around the 3x3 and the rest of that layer should evaporate on its own.  This also gives you a convenient down-ramp to the next level.
Spoiler (click to show/hide)

Sadly you can not designate a water source next to the up/down stairs on this level so channel out the stair.
Spoiler (click to show/hide)

get your bucket master back to hauling the last 6 buckets worth out of the center tile.
Spoiler (click to show/hide)

Use one of your remaining logs to rebuild the downstairs so you can access the next level down.  You can recover this log later once you have stone.
Spoiler (click to show/hide)

Congratulations.  Now that the stair is once again connected your miner can dig strait down under the aquifer.  And you only lost a single log permanently.  With proper juggling of resources you can setup a butchery Butcher your draft animals and even make a barrel to store some of the food in while your finishing your aquifer pierce.  You will need to recover the log from your downstairs before you can make your axe but that shouldn't be too hard.
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 19, 2013, 01:25:12 am
That is a thing of beauty, Merendel.  Bravo.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 19, 2013, 03:41:02 am
That is a thing of beauty, Merendel.  Bravo.

Thank you, And thank vanatteveldt.  Without his efforts I'd never have struck on a viable option.  I was toying around with his method trying to pull this off and was all but pulling my hair out.  Finaly I thought that it was too bad I couldnt just drop the whole thing at once to get around the problems I was runing into.  Thought about it some more and then decided to try and find a way to do the drop in one go.   You can see a bit of the edge of one of my failed tries on Z-0 off to the right.   That particular embark was actualy a Serene surroundings and I brought a ton of food/drink so I could just play around with different methods and not have to worry about keeping my dwarves alive while I figured out how to do that.  Even with that going for me I lost 3 dwarves in the proccess, one drowning, one got knocked back from a caven and crushed his skull and one dwarven pancake.

Right now I'm trying to generate a world to use this technique on for real.   Its surprisingly difficult to get terrifying in a hot climate with a completely barren environment.   Found a few in cold areas but I could just do a freezing pierce in those.  I could still try this in a cold climet but theres a good chance that if my dwarf falls forward during the cavein the pick will end up in the splash zone which will end up covered in ice.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 19, 2013, 04:30:13 am
*blink*

Daaaaaamn, son.  Beautiful.
Title: Re: Single Pick Challenge - Reawakened
Post by: vanatteveldt on September 19, 2013, 04:53:01 am
That is a thing of beauty, Merendel.  Bravo.

+1, very well thought out and thanks for the exhaustive writeup, Merendel. The bucket never occurred to me. It's amazing what dwarfs can do with a single pick and log under the combined threat of limited food supplies and zombie hordes :-)


I still don't fully understand why this would not work without the bucket and the temporary down stair by dropping a larger area so there is more room for channeling out extra volume for the water to move into, but I will try that later and see where I fail... :-)
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 19, 2013, 12:27:46 pm
I still don't fully understand why this would not work without the bucket and the temporary down stair by dropping a larger area so there is more room for channeling out extra volume for the water to move into, but I will try that later and see where I fail... :-)

The reason is no mater what your going to end up with an area equal to your safe zone on level two flooded with the spillover from the cavein.  You could probably skip the bucket if the climet was hot enough to evaporate standing water greater than 1/7.  You could drop a wider chunk into level 1 of the aquifer to skip the first stage of bucketing but you cant make level 2 larger than 3x3 with a single chickenrun so you cant channel that level out for evaporation.  Theoreticly you could do it but you'd probably need to do 4 chicken runs in a square producing a 6x6 safe zone in layer 2. Its risky enough doing this once. 4 times is just asking for your miner to either have an accident or decide to go for a drink at a bad time.
Also to spread and evaporate the water from that on layer1 you'd probably need to drop something along the lines of a slab double the size of the current one 16x16 or so (might be a bit less didnt math it out)  probably doable but I worry a bit about the extra exposure.  Also remember that your possibly going to want roof over your breach at some point so you can have reasonably safe surface access although double sliting in another location might be safer once you can bring pumps and building materials.  I'm already leary about building an 8x8 floor or bridge in a hostile enviroment let alone trying for a bigger one.  on the upside if you wanted to do a larger one you could at least have your miner doing something productive while skilling up.  Mine ended up diging out a rather large chamber before doing the chicken run that had nothing to do with this project nor any particular use asside from the training.
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 19, 2013, 12:51:01 pm
Lost three more forts tonight in service to the one-pick challenge.

The first time, I embarked to a biome with rain which instantly left those caught in it opposed to life.  Lost the entire fort in a single tick.

The second time, I reembarked to that same biome - mostly out of disbelief at what had just happened.  Sure enough, it happened again.  Never even found out if the biome was reanimating; it killed me before a single critter walked onto the map.

The third time, I picked a new site and managed to make it underground.  This one was a little nicer: only an annoying goblin-blood rain to deal with (well... in addition to the undead).  Managed to get a decent hidey-hole dug out, successfully slaughtered and disposed of the two pack-beasts so that I didn't starve while I leveled up my miner, dug out the preparation for my aquifer pierce, successfully penetrated the second layer as per Merendel's method, and then disaster.  Since I had used one wood for a barrel, I needed to deconstruct my entrance wall to make the bucket. 

About this time, I realized that, due to a lack of foresight (mostly, a panicked attempt to get underground as quickly as possible, thanks to the shock from my previous two attempts), I had neglected to build a safe entrance: there we stairs leading straight to the surface, so any surface undead could just walk right in.  I hurriedly ordered my miner to channel out the stairway, and the bloodied idiot decided he wanted to stand on the surface while he did so.  Catching the attention of everything within a ten mile radius.

I hurriedly conscripted the fort, fought off the nearest (just a couple of lamprey corpses), and ordered everyone back inside.  Whew, problem solved... I thought.  I set up some traffic restrictions to prevent a relapse, and ordered the dismantling of the stairway again - and watched in horror as my miner ran right back out onto the surface, because the idiot had dropped his fricking pick during the first fight.  Son of a... Argh!

I hurriedly reconscript everyone so I can go save him again, but no such luck this time.  He popped out onto the surface right underneath a flight of giant raven corpses.  Game over, the end.  Time to go again.

By the way, Merendel, now that I've had a chance to test it, your method is magic!  I think I might see a way to improve it, though, by omitting the cavein.  :)  I need to do some !!SCIENCE!!, but if I'm right I think it should be possible to manage a 100% safe pumpless pierce.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 19, 2013, 01:27:37 pm
By the way, Merendel, now that I've had a chance to test it, your method is magic!  I think I might see a way to improve it, though, by omitting the cavein.  :)  I need to do some !!SCIENCE!!, but if I'm right I think it should be possible to manage a 100% safe pumpless pierce.

If you can figure out a way to do it pumpless and without a cavein more power too ya. 

I just generated a world based off I what I think was your post in the worldgen cookbook.  Picked a nice hot badlands biom.  Not perfectly flat but close enough(surface has 2 levels with the lower runing along 1 side).  Havent seen rain yet but had a bit of a scare because there was a pair of lizardman corpses about 20 tiles or so from my wagon.  Good chance this is a reanimating area at least.  Set a pasture/meeting zone strait away from them, had the miner grab the pick and abandoned the wagon for the time being.  Got away with neither party noticing the other. dug out a hidyhole and got everybody inside.  While my miner was starting the groundwork the lizardmen wandered off far enough for me to go get the wagon and drag the wood inside. Everybody is in and I just colapesed the entrance so nobody's geting out and only flyers can get in asumeing they wander in that far.  Time to start laying the groundwork for the pierce although I'm thinking I'll setup the area for the first animal butcher first.

Sadly I dont think this fort will have much of a metal industry.  Only copper/nickle showed up on a pre embark prospect.
update:
Well at least this method is fast.  I had the main part(pre chickenrun) of it dug out by the 15th of granite along with having an area to do the butchering and the first hair disposal, a drinking sorce for the dwarves and sufficent space to work with.  Now I just need to get him diging crap out till he skills up enough.  Considering the wiki states 3 months for the first stage of booze withdrawl I should be good.  particuarly since I lucked out on stat rolls  my miner is strong and very agile and I also have a mighty dwarf waiting in the wings.  Only bad thing is somehow the miner and the backup managed to get themselves hitched in the few seconds the miner was idle as I was finishing up geting everybody inside.  talk about a whirlwind courtship. they are deleriously happy but if anything happens to either of them...
update2:
hrumph  all that effort and when I did my test dig for the chickenrun I found claystone... I think I only have a 1 thick aquifer.

yep 1 layer thick.  oh well I'm through the aquifer and I'll just run with it considering I did 95% the work required to make the 2 layer pierce happen it just turned out to be redundant.  Might backup this copy and see if I can find an embark with a true 2 layer aquifer.
Title: Re: Single Pick Challenge - Reawakened
Post by: vanatteveldt on September 19, 2013, 03:35:05 pm
I still don't fully understand why this would not work without the bucket and the temporary down stair by dropping a larger area so there is more room for channeling out extra volume for the water to move into, but I will try that later and see where I fail... :-)

The reason is no mater what your going to end up with an area equal to your safe zone on level two flooded with the spillover from the cavein.  You could probably skip the bucket if the climet was hot enough to evaporate standing water greater than 1/7. 

I understand that you'll always have 3x3 of water flooded. However, if you can make the first drop a lot larger so you have 3x3x6=54 extra tiles to work with inside the first boundary, couldn't you channel them all out after the second cave in so the water spreads? Maybe I should just shut up and start testing, but I don't have time right now...
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 19, 2013, 03:40:39 pm
As long as you have "very deep soil" and no clay, you should be in a 2-layer aquifer at least.  That's what I search for.

In other news, the method I was thinking of to begin with doesn't work, but in the process I stumbled upon a method that does work.  It uses a cave in, but is completely safe (no surface exposure) with a two-deep aquifer.  Strangely enough, it won''t work for a single layer: you need that extra layer for a drain.  Basically, the idea is that you use your chickenrun technique to set up a drain, and then you mine out the first layer of the aquifer underneath the second soil layer.  Dig out the top soil layer, channel away the supports, and viola.

I'll do a little refinement and post a detailed description (probably tomorrow).
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 19, 2013, 03:57:17 pm
You could do that vet but you'd still have to find some way to deal with the 7/7 water siting in the stairway on layer 2 surounded by your 3x3 that fell into that hole.  you cant channle that layer out to spread that tile or you'll just reopen the aquifer.  You also cant expand what drops into that layer off 1 chickenrun because the miner cant reach any further from the stairs.  Just did the math and you'd need to do at least 3 chickenruns to expand that level enough for you to let evaporation cover it. and just redid the math and I'm a goof, forgot 2 runs side by side produce 4 safe tiles not 3.  could work with 2 in a pinch as long as you let the area above evaporate entierly from the layer above.

I actualy just realized that you dont need to bucket out or evaporate the stuff from layer 2.  If in one corner of your drop area you do the chicken run trick to get a stair down into layer 2 but dont channel out the blocks to seal off the layer 2 aquifer around the stairs all the remaining water in layer 1 should drain into that stairway.  That would leave you with only 7/7 of water to deal with.


oh brainstorm. If you did 2 chicken runs side by side, which would result in a 3x6 layer 2 area but leave the 1 block on the second run furthest from the other stair un channled that would leave the second run able to absorb water but expand the safe area from the first stair by 1.  You could channle out that tile, or preferably make it a stair once layer 1 has finished draining off/evaporating resulting in 3/7 and 4/7 water in the two tiles.  you'd get alot of cancelation spam geting your miner to dig down through that but you could potentialy do it without the need for buckets.

Edit
Hmm I see what your talking about there stochasty.  Hard part is geting your miner able to path into there without geting shoved around too much.   And I'd swear I did embark on a no clay deep soil.
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 19, 2013, 04:07:20 pm
"Deep" or "Very deep?"

I've hit both 1 and 2 layer aquifers on "deep", but (I think) I've always gotten 2 layers on "very deep."

As for the miner getting shoved around: the trick is to run multiple, staggered shafts, so that you always have sufficient drainage.  I only have trouble with getting that first shaft down.  I'll post a detailed description tomorrow (a bit too distracted today to do it).
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 19, 2013, 04:23:39 pm
"Deep" or "Very deep?"

I've hit both 1 and 2 layer aquifers on "deep", but (I think) I've always gotten 2 layers on "very deep."

As for the miner getting shoved around: the trick is to run multiple, staggered shafts, so that you always have sufficient drainage.  I only have trouble with getting that first shaft down.  I'll post a detailed description tomorrow (a bit too distracted today to do it).

Think I'm following you new embark so I'll give your method a try.  in other news new embark is going to have much fun  Ithink.  Got undead flyers so its reanimating and a profane mist just wafted by.  Not sure what it does but I cant think of anything good that could come of that stuff.  Not a particularly flat embark as it slopes down 3 or 4 steps from east to west  but I should be able to find a place to try your method out.

Nevermind. the skin of the water buffalo I butchered instantly reanimated.  Wiped out 3 dwarves before I could put it down and those 3 reanimated before I could get them dumped.  Didnt help that after the skin got put down the other 4 dwarves all decided they wanted to eat/sleep at the same time.  Will have to reembark.

Ok Blushlabors has been founded.  Directly east of my last embark, this time its compleatly flat.  First butchering went off without a hitch crap reanimated down in the pit but I dont really care.  For some reason the fat didnt want to get rendered down in the kitchen... not sure why.  oh well reast of the meat is cooked into meals and is in a barrle.  Managed to pierce down to the second aquifer with the updown stairs at only 8 miner rank although my miner is Mighty (DT says 2075str and 1034agi) so he's a bit above avrage speed I think.  going to try checkerboarding Dig and channles  to see how far the miner can get.

LOL my poor miner got quite drenched during this procedure.  Would have been able to trigger the cavein to breach the aquifer at around the end of slate if I hadnt made an error in layout.  Still isnt hard to start over agian a bit to the side.

well it worked... wasnt prety but it worked... Think I would have goten through faster doing it the other way but then agian this never exposed me to the outside.... first of sandstone though thanks to the false start I had.  First migrant wave was only 2. got them in. second wave was 9 got 7 of them in. 1 is dead and the other is still runin around like a loon from the undead and a hill titan just showed up.  He seems to shoot boiling and freezing extract.   Gota get down to the caverns quick or I'm going to be in trouble. since everyone is safe for the moment going to dig out just enough to get the mason and craftsdwarf shop up so I can slab the dead then try to breach the caverns so I can get some booze plants.   gona have to just say to hell with the first caravan. maybe I can recover an anvil from its remains.

speaking of the caravan... hello boys I'd like to introduce you to MR hill titan... oh you've already met?  well thats nice.  on the bright side he took out both mules and theres an anvil in that pile and a bunch of food/wood I need.  droped food stockpiles on them, soon as the corpses reanimate and move off that tile I'm going to dig on over and goferhole that stuff down.


Sigh now I want to cry. left the game on pause to get some food and came back to find my computer had rebooted for some reason.  I hadnt saved since the initial auto save, I'm back at the wagon agian.

In other news I'm not sure I like my variant of whatever you did stochasty.  While it did work it took forever.  Even with staggered drains the miner was geting knocked into the drains so much to get the right formation down below that it took till the begining of summer to get it ready.  Conversely I could probably get the other way open a month or two earlyer and just roof over the gap by the time I'd get through with the undermining approach, even with haveing to watch out for flyers. really intrested to see what your dig pattern was cause mine isnt working too well.
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 20, 2013, 06:59:35 am
Okay, here is my completely safe (no surface exposure) pumpless method for piercing a two-level aquifer.  This method requires one (recoverable) wood, to build a temporary floor to provide access to the stairway down.

Notation is as follows: S1 indicates the first (top) soil layer.  S2 is the second.  A1 is the first aquifer layer, and A2 the second.

Step one:
At a point off to the side (two spaces away) from where you want to make the pierce, use Merendel's chickenrun technique to create a drain into the second layer of the aquifer.  This is the only difficult part of this procedure; you'll need to level up your miner, but once you get the first drain running the rest is easy.

Step two:
Mark off a minimum of a 3x3 area where you will run your peirce.  In A1 and A2, carve a double ring of up/down stairs surrounding this region, and then channel out (on A1) the ring outside of that, so that you have an untouched central 3x3, 5x5 and 7x7 rings of stairs, and a 9x9 ring of channels.  On layer S2, carve a 7x7 ring of down staircases above the outer ring of up/down stairs in the aquifer.

You should end up with something that looks like this (note that I used a 4x4 central area, since I wanted a 2x2 staircase down for future traffic considerations):
Spoiler (click to show/hide)

I should note that, when digging inside the aquifer, it is important to dig one tile at a time, working outward from your first drain.  Dig the outside channels first, so that you have a little additional drainage before digging the stairs.  Always make sure to dig the stairway down into A2 before moving further around the ring on A1.  The idea is to maximize drainage at every step; if you do it right you should never have more than 1/7 on any of your stairway tiles, and most of the time they'll be completely dry.

Step three:
Once you have the outer drain rings constructed, mine out the inner area on A1, then channel away the floor (into A2) starting from the center tile and working outward.
Spoiler (click to show/hide)

Step four:
Now you are home free.  From here on out, this operates like a standard cavein puncture.  Dig a 5x5 ring of stairs on S2 and S1, and mine out the central region above the plug on S1.
Spoiler (click to show/hide)

Step five:
Channel out the inner 5x5 ring of stairs in A1, S2, and S1, leaving one stair connected on S1 (this is where you will trigger the cave in).
Spoiler (click to show/hide)

Step six:
Channel out the final tile.  It's a good idea to give the pick to some hapless peasant for this part, just in case.
Spoiler (click to show/hide)

Step seven:
Build a floor to give access to your plug, and mine down into the sweet, sweet rock below.

This method took me just over two months game time to complete.  The primary time sink is training up your miner for that first chickenrun; after that things are easy.  You might be able to pull this off in under a month, but there's no real rush (since you aren't exposed to the surface) so why hurry?  I took my time, slaughtered the pack animals and cooked the meat, and basically made sure I had a somewhat stable fort before descending.
Title: Re: Single Pick Challenge - Reawakened
Post by: Snaake on September 20, 2013, 07:59:15 am
Testing Stochasty's method now... so far, I'd like to note that at least the entirety of step 4, the first screenshot of step 2, and channeling out all but the 1 cave-in trigger tile on S1 (in step 5) can and probably should be done before doing the "step one" chicken run, as that should train your miner from 5 to 7-8 already. You can also prep the gopher-holing of the wagon etc. as part of the training.

update:
Ok, so here's my go, a 1x1 pierce, with pictures. I won't go into all the details, just wanted to show a 1x1 shaft/fill in some details/show what I maybe did slightly differently. I'll use the same notation as Stochasty.

S1, all dug out before chicken running. The training areas were 2 11x11s and a 5x11 btw, that got my miner (strong, but average agility) to 10.
Spoiler (click to show/hide)

S2, again before the chicken run. I dug out that 1 tile off to the corner because Stochasty had a similar one, but didn't find any use/need for it.
Spoiler (click to show/hide)

A1, after successful chicken run and a couple of stairs/edge channels dug out. I did my first chicken run when my miner had 8 skill, didn't work out, fills up to 4/7 too soon. For some reason I picked the inner ring to do the first couple of attemps, but if you use the outer ring, and attempt it on every 2nd tile, you can actually do 12 attempts of the chicken run ((1 per corner and 2 per side between them), so you don't really need anywhere near 100% chances. I still would've had 6 more attempts even with the initial inner-ring ones losing me a couple. The NE corner was a failed run at 10 skill, but it's already been dug out in the picture.
Spoiler (click to show/hide)

A1 and A2, with the double rings of stairs and channels on the outside done. Unfortunately, my miner chose this point (mid-slate) to fall asleep in the SW corner of A1 stairs (was just blinked out in the screenshot), so any timing measures will probably be off. 1½ months should definitely be possible to pull the whole thing off, possibly even faster, especially with an agile miner (my only agile embark dwarf was also flimsy and weak, so this guy was the better choice IMO). This was just an aquifer pierce test fort for me, so the embark was in a badlands with saguaro/grass, and even a couple of pools (that maybe will evaporate in summer), and I brought food and booze besides the pick and wagon wood. I think the aquifer is salty, though, since the biome borders an ocean.
Spoiler (click to show/hide)

Ready for the drop. Channeled out the stairs on S2, which is the one thing in my order of doing this (I think) that could've been done earlier for miner training, but I kept them for faster access around the work area (no need to go to the stairs in the tunnel). Removing the inner ring of stairs on A1 actually isn't at all necessary, I think (Stochasty channeled them out, too, and then had to build a floor to get access to the plug). I just removed the up stairs, which has no effect I think, since up stairs don't support walls diagonally up from them anyway.
Spoiler (click to show/hide)

Aquifer levels after the cave-in. My dwarves can access the down stairs on S2, and from there the outer (now only) ring of up/down stairs on A1, the ring of down stairs act as floors, allowing access to the center. There was claystone (with tetrahedrite!) beneath the aquifer levels, and even with my messing about, and the miners drinking, eating and sleeping by now, the pierce was done on the 23rd of Slate.
Spoiler (click to show/hide)


So yea, it's possible to pierce a 2-level aquifer in 1½ months, with just 1 pick, NO LOGS NEEDED. Kudos to Stochasty for writing up the mini-chicken run+drainage method, I just found out where you were wrong about needing even that one log. ;)

No logs needed means you could wall off the tunnel from the gopherhole, which can also be your dwarves' initial access underground, as soon as you cave-in the cart down and haul the logs, and be completely safe, no surface access even from fliers. This should be doable within the first minute or so of embarking, right? And AFAIK this method should also work fine in freezing biomes, since water doesn't freeze underground, so you're safe from fliers there too. Now I'm getting the feeling that I/we broke the "challenge" of the single pick challenge, reducing it to a matter of luck, basically whether you get any hostiles pathing too close to your initial location before you first get your dwarves underground. :P Well, there's still the matter of safely getting rid of the draft animals, and stabilizing the fort in terms of food/water.
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 20, 2013, 09:53:21 am
Thanks for the test and the refinements, Snaake.

I realized that bit about not channeling out the inner ring on A1, and instead only removing the up stairs, about an hour after I finished my demonstration run and posted (I think you had already started your test).  Bit of a facepalm moment for me there.  ;)  Glad you verified it!

Oddly enough, this new method now makes 2-level aquifers safer to pierce than 1-level aquifers.
Title: Re: Single Pick Challenge - Reawakened
Post by: Snaake on September 20, 2013, 10:11:00 am
Thanks for the test and the refinements, Snaake.

I realized the bit about not channeling out the inner ring on A1, and instead only removing the up stairs, about an hour after I finished my demonstration run and posted (I think you had already started your test).  Bit of a facepalm moment for me there.  ;)  Glad you verified it!

Oddly enough, this new method now makes 2-level aquifers safer to pierce than 1-level aquifers.

I was going to point out how to do it even with a 1-layer aquifer, but nope. With a 1-layer aquifer and 2 soil levels above you'll need to be exposed to the surface. Of course the dig itself is quite a bit simpler, smaller and faster though, and you still don't need any wood. Just channel out the plug area on S2 (right above the aquifer, again), dig out a ring of floor/stairs around it, and a ring (leaving an access gap) of channels around that for the splash water to drain in. For minimal surface exposure time, I think the best way to continue is to carve a ring of up stairs on S1, then remove all but one (the trigger), then remove that last one to trigger the cave-in. (Channeling only the surface floor from below should be faster than carving upwards ramps on S1, I think). Yea, pretty elementary comparatively, also requires no wood and can be done much faster, don't even need a skilled miner, but does involve a bit of surface exposure time.

I also started thinking whether it would be possible to do this method with an arbitrarily deep aquifer, but I think the upper limit on the aquifer's depth is how far your miner can reach on his chicken run. So 3-level may be doable, with a highly skilled and agile miner. Also, in such a case you should make sure to dig the tiles out so that the miner is standing directly above his chicken run spot, mine always did it from 1 tile over to the side, which gives the hole ~10 ticks more time to fill up as the miner first moves 1 tile horizontally, to the chicken run spot, then goes down to A1 and starts digging the second staircase on A2.
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 20, 2013, 10:29:07 am
There's a slight modification you can make to manage an arbitrarily-deep aquifer, but it requires a miner who never fails his 2-deep chicken run as it is not robust against a failure.

You still use S2 as your plug layer, but you carve out a 3x5 plug instead of a 3x3.  Let's label the five squares of the central area by the coordinates 1-1, 1-2, ... , 1-5, 2-1, ..., 2-5, 3-1, ..., 3-5.

When you mine out the interior of A1 in preparation for channeling, don't channel.  Let A1 drain completely.  In square 2-2, do another chicken run.  Channel out squares 1-1, 1-2, 3-1, and 3-2 for drainage, dig a double down staircase on 2-1, extend the outer drainage ring down one more level, and then mine out the remaining nine tiles (1-3, 1-4, 1-5, 2-3, 2-4, 2-5, 3-3, 3-4, 3-5).  This gives you a pristine 3x3 surface in layer A2, so you can do another chicken run to build a drain down to layer A4.  Repeat the process (mirrored to the other side) and you can alternate between using squares 2-2 and 2-4 for the chicken run to get you as deep as you need to go.  When you get to the final layer, channel out everything as before and drop the plug.

The only potential problem here is that all of those wall tiles above you are still producing water, so eventually you might out dig your drain capacity.  I've no idea when this would occur, but I would be surprised to find an aquifer with enough levels that this would matter.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 20, 2013, 11:24:48 am
Ahh so thats how you were doing it.  I went with a slightly different approach trying to minimize the footprint up higher but you expanded out and drained the everloving crap out of the place just using the up/downstairs as a floor which I didnt think of.  That would be faster with less pushing.  Nice work.

As a refinement you may just consider diging downstairs on the inner ring of stairs for A1 instead of up/down.  This would acomplish prety much the same thing but not need the removing of the upstairs later.
Title: Re: Single Pick Challenge - Reawakened
Post by: Snaake on September 20, 2013, 12:45:38 pm
Decided to do another test, using Merendel's method but with a larger cave-in. Embarked on a similar map, but only a pick, a proficient (5) miner, and 6 peasants this time.

The cart was caved-in down, and last ramp to surface (for the cave-in triggerer to get down, wasn't necesary this time, as the cave-in knocked the peasant selected down into the gopher hole) was removed the next day. Stupidly, the peasant that triggered the cave-in ran up to clean herself in a pond meanwhile, but even with waiting for her (one of only 2 females) to return, and some messing around with the "oh, I'm going to stand on the spot where I'm trying to construct a wall" bug, the dwarves and the yaks were walled in underground on the 8th of Granite. So 5th-6th is definitely doable.

Then I started digging a 11x11 area and a 13x13 square of upstairs on Z+0, so 2 steps larger than Merendel's original (reference is this post (http://www.bay12forums.com/smf/index.php?topic=129994.msg4617391#msg4617391)). I dug out Z+0 and Z+1 mostly identically to Merendel, but decided not to dig out the central up/down staircase on Z+1 (and if you don't dig that, you don't really need the central staircase on Z+0 to be up/down either, just down would be fine, but I kept it since I'd already dug it out)., and to already remove every second up staircase on Z+1 (for a bit less surface exposure later)Don't do this, dwarves can't channel up diagonally like I thought they could.. The miner and a peasant decided to take a drink of aquifer water on 22nd Granite. Z+0 and Z+1 were dug out on the 25th of Granite, the miner (very strong, agile and tough, this time) had reached 9 skill by now:
Spoiler (click to show/hide)

I channel out 3 rings, one at a time, outside->inside, of the splash area already at this point, for useful training, just leaving a 5x5 in the center to do the chicken run + access to the 5x5. Also removed all the upstairs except the one just in front of the access tunnelDon't do this YET, either, or you'll have a more finicky time channeling out the stairs on Z+1 later. It's the 3rd of Slate, the miner skilled up to 10 from that: no training, just the initial 5x5 gopherhole, 10-tile tunnel from gopher hole to 11x11 meeting area, ~12-tile tunnels on 2 floors to the work areas above.
Spoiler (click to show/hide)

Did a succesful test chicken run elsewhere. Was worried about peasants or the miner wandering in for water just when I want to do the cave-in, so dug them a little water channel in the meeting area. Did the chicken run down in the centre of the work area. Saved for potential save-scumming, just in case I was wrong about the central staircase tile on Z+1. Which was useful, as I immediately failed at single-stepping for the chicken run. After successfully single-stepping, the chicken run was a success. Then channeled around the chicken run on Z-1 exactly like Merendel, and channeled out the remainder of the splash-down area on Z+0. Z+0 to Z-2 are now ready for the cave-in:
Spoiler (click to show/hide)

Next I just channeled away the ring of floor on the surface from Z+1, then channeled all but the trigger-stair away from Z+1. I hadn't checked earlier for trees and had to dfhack a saguaro out of existence (since I had no axe... and actually changed it to a dead sapling, because I figured out how to do that before I figured out how to magic it away). Did have a bit of trouble (the red text above), but got it done in the end. With all those issues, it was the 13th of Slate before I was ready to trigger the cave-in. As it turns out (did one run, savescummed, repeated), I'd recommend removing the central up stair on Z+0, or it will support the central cave-in tile. You can of course just mine it out later. No screenshots of this, should be pretty obvious. After the cave-in:
Spoiler (click to show/hide)


This was 2 steps larger (maintining a single-tile shaft) than Merendel's, he had a 5x5 center area for the water to spread out to, this is 9x9. This level would end up with only 1/7 water (9*7 units of water spread over 81 tiles), if I had waited for the water to evaporate fully on Z+0 after the splash, instead of just channeling the spread-out area immediately. I still had to bucket out the central staircase tile at Z-2 before I could get to the tetrahedrite beneath. And had to channel out the stairs on Z-1, so 1 wood gets temporarily tied down to that too.

So yea, the no-wood method is better, since this still required 1 bucket + 1 wood for stairs, and at least for me, took longer. With good design (meeting area close to bucketing area) and the minimal footprint Merendel had, it's probably competitive with the no-wood pierce in terms of time, but exposes you to the surface while you do the final prep for the cave-in, trigger it, and empty the water with buckets.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 20, 2013, 01:13:38 pm
Just out of curiosity why do you cave in your wagon?  in the time it takes you to dig a cubby, dig a cavein and get everybody underground you could have just goten everything inside without the risk and unhappy thought of a cavein.   What I do is channle down 1.  next layer channle down on the next tile over (so the ramp stays accessable).  Layer below that dig over 1 then dig an upstair.  Above the upstair dig a downstair and then pick a direction and dig a strait hallway.

While this is happening I get someone deconstructing the wagon, started at the same time as the dig.  Designate a 1 tile meeting zone on one of the underground tiles your miner has opened up just in case your carpenter works faster than expected.  Once your miner has cleared 3 tiles past the stairs designate another meeting zone/pasture on those 3 tiles and designate a wood stockpile, your wagon should deconstruct right around now.  3 dwarves will haul in the wood 2 more will grab the animals. remove the first temporary meeting zone.  If someone runs back outside anyway or does not move inside quick use a civ alert burrow.  As soon as your miner has cleared a bit more room move the meeting/pasture zone over a bit so people are not standing right by the stairs and have the miner channle out the downstair(make sure nobody's outside or on the level below first)  your now safe and its probably the second or third of granite.  Only thing that can get in at this point is a flyer that will path to dwarves without LOS.  with this method you only need a minimum of 8 dig operations to get everybody and everything underground and only a few more that get done while people are moveing to seal the entrance.

update
Just tried your version of the undercut breach and it worked much better than what I was attempting.  2x2 stair through the aquifer by 15th of felsite and I honestly overleveled my miner.  I basicly had him mass diging till he got hungry and took his post meal nap mid slate.  he was up to 11 or so skill by then.  After that and after he washed that meal down with some water I had him do the chicken run.   One thing I've noted after doing that chicken run this many times. If at all possible start your miner in a shaft.   If the only place he has to stand when diging the first stair into the aquifer is on the stair itself he only has to move 1 step down to start diging into layer 2.  If you clear the level above the aquifer first he will tend to stand on the tile next to the stairs when diging into the first layer and has to move 2 steps to start diging into layer 2.  That extra step makes it much more likely that he'll fail the chicken run requireing higher mining skill to compensate.  I suspect if you designate your dwarf with the best avrage of STR/Agi as your miner you could get away with 7 or 8 skill in mining for a chickenrun if you start him in a shaft.

The other thing I like to do is when I'm carving out the upper levels I do it in such a way that the cavein triggering dwarf is standing in a hallway when he sets off the cavein. If you have stairs on either side or under him when he triggers it theres a chance he'll get knocked out and fall down one of those staircases and into the water with your initial design.  considering he'll be unconsious he'll probably drown with your pick.  If he's standing on a floor tile with walls on either side if he gets blasted by the dust he'll most likely either go strait back or slam into the wall.  Even if the wall impact kills the dwarf to bad luck (had this happen on a cavein while testing my initial method) at least the pick is in a recoverable spot.
Title: Re: Single Pick Challenge - Reawakened
Post by: Snaake on September 20, 2013, 03:04:26 pm
...
As a refinement you may just consider diging downstairs on the inner ring of stairs for A1 instead of up/down.  This would acomplish prety much the same thing but not need the removing of the upstairs later.

To this, and as a partial answer to why did I cave in the wagon, I'm going to say that you need to train the miner up anyway, and I'd prefer not to dig out large empty areas just for the sake of training (I concentrate a bit too much on not digging out tiles I'm not going to use/being neat about digging in general). So it's not really wasted time/effort as such.

The main reason about the wagon cavein was that the first time, I also had a bunch of booze and food, and I remembered the wagon deconstruction taking longer than it probably does (since I don't usually deconstruct until I've got basic workshops going on the surface, on non-evil embarks). On the second time, I still think I got 6/7 dwarves underground faster than I would've without a cavein, and actually if I would've triggered the cavein from below rather than from the surface, walking access to the surface could be cut off as soon as the dwarves notice the new meeting area/obey a civilian alert burrow to get underground, really. Without testing, I'd say you only need to dig enough tiles underground to actually get your dwarves to move there (plus remove the ramp/down stair that gave you access from the surface), then move them there, to be safe from non-fliers. And then you can cavein the wagon in peace. All in all though, I'd say it really doesn't matter all that much either way: getting through the aquifer doesn't take so long that you wouldn't have time to do the cavein

The real reason is that I kinda wanted to test caving the wagon down, since I hadn't really ever done it. Or done proper forts on evil biomes, really, so I am a bit of a noob when it comes to the actual challenge ;). The risk seems pretty minor, even with the 5 caveins I did over all those tests, the worst was the first wagon one: the miner got an arm and his upper body bruised. Which is why I picked someone who was quick to heal.

tl;dr: I'm a noob on evil biomes, and thought it was sort of standard procedure (which it probably is, on evil-biome embarks that are not single-pick challenges).

P.S. I would give the challenge a go, after doing those aquifer test runs, but I decided, before I started it, to commit to my current fort until it dies/the new version comes/I've got adamantium/steel military + fully self-sufficient on everything, the caverns are conquered etc. at which point I may unleash the HFS, or first build a minecart water autocannon to kill them. Because that's my biggest failing as a DF player; I switch forts too easily, before they're really mature or meet their end naturally.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 20, 2013, 04:47:17 pm
Admitedly on a standard evil embark caveing in the wagon is standard pratice simply to make retrieval of equipment somewhat safer.  With only 3 pieces of wood and 2 animals to move you can just as easily deconstruct it grab the bits and run.  The only time I've resorted to a cavein to retrieve the wagon on a single pick challange was the one time I embarked with 2 corpses already spawned and only about 20-25 tiles away from the wagon.  Had to set a meetingzone/pasture on the opisit side of the wagon and issue an alert as soon as the miner grabed the pick off the wagon just to be safe. dug under from there and went back for the wagon a few days later.

I ran a speed test of my method earlyer and I had everybody inside and channled out the downstair locking the entrance on the 2nd.

Also the area's I'm clearing out during the skillup proccess are not wasted space.  You know what those expansive rooms in the dirt layer are? safe treefarms once I crack open the caverns.  While it may take a year for any saplings to grow to be harvested you'll start geting herbs withen a week.  A couple of 21x21 rooms can keep an herbalist realitively busy and get initial booze production going.  They also make a good place to let your dwarves idle while they have nothing to do.  Considering theres nothing for anybody but the miner to do till you breach asside from butchering the animals they spend a great deal of time with their thumbs up their arses.

Update:
Well my current fort is up and runing.  Did stoch's method of the aquifer pierce.  First migrant wave arrived... right under a patroll of undead falcon men.  I thought great 7(1 was a child) more corpses on the surface but opend the door anyway.  Surprisingly 6 of them made it in.   Most of the corpses took off chaseing a lamb pet of one of the migrants will one chased after an animal trapper.  After they were in I had the trapper go military and see if he'd win the fight agianst his single opponant.  A phiric victory at best, he killed it but lost a leg in the proccess and I wasnt about to risk sending someone out to retrieve him so locked him out (with a meeting zone in the outer entrance just in case he could get up) and went back to work.  He died when the corpse reanimated.  Anyway dug down and cracked open the caverns got some plants so the booze is starting to flow and I have enough wood for beds for at least the short term. I also layed out my fortress workshop, meeting/dining area, and living quarters and am leting him dig it out a wing at a time.

Second wave arrived while I was seting up my trade depot area.  As there was only the corpse of my valiant but short lived soldier up there along with a couple land critters on the far side of the map they all made it in bringing my workforce up to 20.  Ironicly a dwarven child was almost imidatly possesed after this and made a tower cap amulet... little food waster is now a little wood waster as well lovely.

Caravan arrived and I had my depot area up just in time so even the wagons got in.  Not alot of danger on the surface yet. Couldnt afford much, used the last of my prepared meals to buy out all their food and an anvil.  After draging what loose furnature and crafts I'd managed to make so far I also managed to buy 2 cheep picks and the few logs they brought as well.  Ordered a bunch of stuff for next year if they can make it in by then.  Oddly enough the dwarven civ has no access to hemitite or magnitite (only limonite) for iron ore.  Oh well.  Think the humans and elves were wiped out on this world or they are just too far away as they did not appear at embark so I dont expect another caravan till next fall.  All but a pair of guards made it off the map safely.

Mid granite I got a giant blob of salt as an uninvited guest.  Somewhat irritating.  I let it go play with my trade depot then sealed him in.  I'll deal with him later.  Time to dig out another depot room.   Oh good lord on the 25th of slate 29 migrants showed up.  I'm up to 46 dwarves and a handfull of kids if I can get them all in.  Not sure how I'm going to put them to use but I did manage to make a safe fishing area down in the caverns and there's a couple of fishers in there so feeding them shouldent be a problem for a while.

All but a siege engineer and some animals made it in before I had to close the hatch.  Left a meeting zone in a realitively safe area to hopefuly let the animals gather where I can collect them if they can make it in off the surface but I'm not holding out alot of hope.  the eggs from the 2 ducklings would have been a nice addition and possibly that alpaca for wool but no big loss either way.
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 21, 2013, 02:56:25 pm
I have an idea for a modification of my method to pierce a 1-layer aquifer by draining the aquifer into the rock layer below, but I need to do some science to confirm whether or not my assumptions about aquifer water production are correct.

Some preliminary dwarven work indicates that each aquifer tile produces 1 unit of water in its neighboring tiles about ever 60 ticks or so (during the initial chickenrun, you have on average about 60 ticks to get the second stairway carved before the water hits 4/7; since there are four aquifer tiles contribution, that gives 1 unit per tile per 60 ticks).  Assuming this is correct, after the initial chicekrun you now have ~105 more ticks until the initial stairway on A1 is again full.  Since we've already estabilshed that our miner is faster than that based on the initial chickenrun, so long as we can keep digging drainage we can stay ahead of the rising water level.  Furthermore, that first penetration is by far the most painful, since there are four aquifer tiles producing water and only a single tile for drainage (this is the highest possible aquifer tile per drainge tile ratio), so as we enlarge the drainage area by channeling, we also slow the rate at which the water rises.

Thus, the method: initial chickenrun, as before (note that this will be more difficult than in the two level case, since the layer below the aquifer is rock; you'll likely need a substantially higher level miner).  Then, immediately channel out five of the aquifer tiles in a semiclrcle around your staircase for added drainage.  At this point, your aquifer to drain ratio should be down to 5/3 (ten aquifer tiles, six drainage tiles).  This step is relatively fast, since your miner doesn't need to move.  At this point, each of the drain tiles should have about 2/7 of water in them (this is a guess, based on mining rates and my assumption on water production rates), giving ~327 ticks until our miner is flooded and must stop working.

Next step: mine out the three remaining tiles around the staircase.  These three tiles will be on edge of the 3x3 plug we need.  This step is a net loss, since it doesn't increase our drainage and, in the process, increases the A/D ratio to 3/2 (nine contributing aquifer tiles, still only six drainage); you get a little extra in the form of the 3/7 you're allowed within the cave until work stops, so if we assume ~30 ticks per tile, we've still gained considerable time: approximately 597 ticks before we're flooded.

Next step: we need to be careful about water flow knocking our miner into the drainage pit, so even though we have time we're probably not home free yet.  The solution is probably more drainage: so, pick a direction (clockwise or counterclockwise) and start working your way around, channelling away the ring outside the plug and mining away undeneath the plug itself.  Each step should improve the A/D ratio and add more drainage, giving plenty of time to finish mining underneath the plug.

There are three main concerns and one big caveat here.  The first is my assumption regarding flow rate coming from the aquifer.  I'm guessing that the process is that, after a somewhat random number of ticks (average about 60) each aquifer tile produces one unit of water in each exposed neighboring tile; this is the basis for my time calculations. 

The second is the problem of water flow across the floor underneath the plug; I don't really know what the danger level for flow displacing the miner would be.  1/7 water won't flow into neighboring tiles, but that just means that the tiles underneath the plug will keep accumulating until the hit 2/7, at which point one unit will flow towards a drain (is flow direction random?).  Is that enough to displace the miner?

The third concern is the race against time nature of this.  Make no mistake: what we are doing is constructing an elaborate drowning chamber for our miner, and hoping he can complete it before it kills him.  This means we'll need to single-step the entire process, and hope that our miner doesn't suddenly decide to take a go on break, eat, drink, or take a nap in the middle of the dig.  The first two of those probably just mean a failed attempt; the miner should escape the pit before it fills completely.  The last two are potentially deadly, if the miner decides to drink from his newly dug drainage trench or sleep where he stands.

The caveat is that this is probably a stupid way to go about things anyway.  If the miner is fast enough to pull off this method, he should be fast enough to pull of a straight forward chickenrun.  (Just have him keep channelling out the area around his stairway, and every so often make a short jog up a couple of z-levels and then over into a new shaft for additional drain capacity.)  Thus, establishing a cavern drain is probably easier and more effective.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 21, 2013, 03:22:49 pm
Stochasty, I think you're using an inaccurate presumption, but this is based on anecdotal evidence.

If you've ever done the double slit, you know that the last 'drain' aquifer tile in your walled area produces just as much water as before you walled up the area.  I believe it's computed not by number of aquifer tiles exposed, but by # of empty tiles exposed to aquifer tiles.  This would mean a square with four surrounding aquifer tiles would produce water at the exact same rate as a square with 3 of those cardinals walled off.  A lot more science in the rate of fill for aquifers would be necessary here for me to confirm that one way or the other.

The other concern I'd have with your method is that all the water above the miner goes down.  As you open up two layers to the aquifer you've got all that water pouring down into the drain.  I can't see how a miner could stay ahead of it, but I may simply be misunderstanding your intent.
Title: Re: Single Pick Challenge - Reawakened
Post by: Stochasty on September 21, 2013, 03:35:32 pm
Hmmm.  Never paid enough attention to the water flow rate when doing the double slit.  Based on my testing for the double-layer pierce, I had thought it was based on the number of aquifer tiles that were exposed, rather than the number of empty tiles exposed to aquifer, but I could easily be wrong.  I'll need to do some testing, then.

This possibility makes things harder, giving you much less time, but it should still be possible to stay ahead of the water; things should never be harder timing wise than the first chicken run, but I'll need to rerun my calculations to be sure.

As for all the water going down: yes, that's the entire point.  After that first chicken run, you'll have 3/7 water in the tile below the aquifer.  This gives you another 7/7 to work with before you have to stop mining.  As you channel out the semicircle, this gives your drain more capacity.  As long you can channel new drainage faster than the water fills, you'll be fine.  Granted, the A/D ratio is much, much worse during this process if you are correct about the water production rate, so you have a lot less time than I was thinking you would have.  Disappointing, but nice to know.

Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on September 21, 2013, 09:14:53 pm
Well for a 1 layer aquifer I'd say do the chickenrun sideways.  You only need to drop a 3x3 to get through the layer.  On one side dig down then dig sidways.   We already know our miner can go down through 2 layers.  Instead of going down 1 then down agian go down 1 then sideways.   If even once the miner can manage to dig out 3 squares before the water gets too high you could make it work.  Basicly you need to manage to take out the center block of the 3x3 and you should have up to 4 chances (if you go corners first, sides you probably only get 2-3 chances).  Most likely you'll have to go down from all 4 sides and all 4 corners to knock out the 3x3.  Since dirt is much faster to mine its more likely that he can keep ahead of the flooding that way than through stone.


One thing you'll probably want to start the work from at least 1 layer above the aquifer so the dwarf is standing in an up/downstair each time he cracks the aquifer so he needs to take 1 fewer steps.  If at all possible try to hit the center tile from the side not the corner.  On further reflection while the corners give you more opertunitys to hit the center tile comeing in from the corners first may make further digs harder as you'll get diagonal leakage into your stairway as well as the aquifer fill rate that may prevent you from knocking down a side wall in time
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 30, 2013, 07:01:16 pm
Just a note: Furnaceclans is not dead, I'm just braindead.  Work has thoroughly been kicking my arse the last few weeks and hasn't left me time to sit down and record/edit/play/rinse/repeat/etc.  Future updates are forthcoming, just... eventually.  You know how life goes.

That and it's giving me a chance to let go of a bit of burnout, so it's probably a good thing.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on November 19, 2013, 05:19:31 pm
FurnaceClans 12 is posted.  Sorry it took so long.  Life, Health, Work, and PC issues compounded themselves in series to make DF be a low-concern item in my world for a while.

In this installment I deal with parts of exploded corpses that have gotten into the magma loader system, a few random odds and ends, and a migrant wave gets blended.

Link: https://www.youtube.com/watch?v=Flq5xkwgpms (https://www.youtube.com/watch?v=Flq5xkwgpms)

The path to becoming the Mountainhome continues!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on December 02, 2013, 11:13:16 pm
FurnaceClans 13 is up!

Link: https://www.youtube.com/watch?v=03uCQBdIUx0 (https://www.youtube.com/watch?v=03uCQBdIUx0)

Sarvesh has died.  Migrants die in droves.  Airborne critters avoid the OMG and get into the fortress with minimal casualties.  Our first child is now an adult!  Fishybang joins the slave labor useful members of society!
Title: Re: Single Pick Challenge - Reawakened
Post by: WoobMonkey on December 03, 2013, 01:07:44 pm
I admit to a certain level of giddiness when

DFWanderingKid 1

showed up in my subs list.

Spoiler: Watch the video first! (click to show/hide)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on December 03, 2013, 01:18:00 pm
Spoiler: Watch the video first! (click to show/hide)

Answer:

Spoiler (click to show/hide)
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on December 03, 2013, 01:20:45 pm
I've enjoyed the series so far and have learned a bunch from it.

Spoiler: Undead Flyer (click to show/hide)

One suggestion is that when you turn off the grinder to clean house, I'd recommend flooring over the grassy parts to prevent tree growth blocking the path to the grinder. 

Here's to hoping that some migrants survive to enter the fort sometime soon! :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on December 03, 2013, 01:34:54 pm
Spoiler: Undead Flyer (click to show/hide)
If you watched earlier in the series when I dwarf-hauled lava around to setup some magma forges/kilns into unique squares, then this will make sense: I did the same and dumped a 6/7 pile of lava into the bottom of the dump pit. :)  Significantly lowers the scare factor of multiple butcheries too.

Quote
One suggestion is that when you turn off the grinder to clean house, I'd recommend flooring over the grassy parts to prevent tree growth blocking the path to the grinder. 

Here's to hoping that some migrants survive to enter the fort sometime soon! :)
Well, the problem with that is the 'door' is RIGHT outside the grinder, and it's built in stone, so no trees will grow at the grinder level.  Up above in the farms/gopher holes, that's a significant concern and every now and then I send out a logging operation to clean up the Z -1/-2 levels.

Migrants... yeaaaahhhh... might be a bit.  I've got an idea though!  Will take some time to construct however, and I need a much lower undead surface population. 

On a side note, I have shutdown the grinder due to the necessity of particular blockages.  We've cleaned out the main runner (dumped body parts, melting goods, clearing clothes) and finished some minor modifications.  It took forever and can be explained in 20 seconds.

On a good note, you guys should start seeing significantly more clarity in my videos going forward.  I've been on the forums at Pinnacle and they've helped me nail down what the FRAPS -> Pinnacle problems were for visual fidelity.  Was actually rather simple, I just have almost no idea what I'm doing.  :D
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on December 07, 2013, 01:56:16 pm
FurnaceClans 14 is up!

https://www.youtube.com/watch?v=pCEFRnGxeHQ (https://www.youtube.com/watch?v=pCEFRnGxeHQ)

This one is rather boring, actually, but a few things happened that needed to be shown as I experimented with a trap for undead catching.  The only really interesting thing here is I almost got the Liason and a merchant crew in... then they got ran over by reindeer.  Horribly appropriate for the season, though.
Title: Re: Single Pick Challenge - Reawakened
Post by: peridot on December 07, 2013, 04:30:51 pm
While the OMG is down for maintenance, is it feasible to build a route exiting the magma (on the input side, obviously)? Currently any undead that survive being dumped into the lava stand around burning and frightening dwarves until you dispatch them with a glass block to the head. If the living ones could climb out, wouldn't they then re-enter the trap, getting repeatedly pasted until a lucky hit dumped all their temporarily dead parts into the magma for incineration? Or do you end up with immobile but still frightening undead stuck in the magma no matter whether there's an exit or not?
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on December 07, 2013, 04:43:50 pm
While the OMG is down for maintenance, is it feasible to build a route exiting the magma (on the input side, obviously)? Currently any undead that survive being dumped into the lava stand around burning and frightening dwarves until you dispatch them with a glass block to the head. If the living ones could climb out, wouldn't they then re-enter the trap, getting repeatedly pasted until a lucky hit dumped all their temporarily dead parts into the magma for incineration? Or do you end up with immobile but still frightening undead stuck in the magma no matter whether there's an exit or not?

Once they're in the magma, they won't path back out in any direction.  There's ramps leading out of the magma below that could get them up to the trap level again, and they don't take it.
Title: Re: Single Pick Challenge - Reawakened
Post by: vanatteveldt on December 07, 2013, 05:25:40 pm
They probably don't path through because of the magma that is in the way? Halting the grinder, locking off the entrance, and cleansing with water might be a good solution....

BTW finally used the chickenrun aquifer technique, it is actually incredibly easy once you get the hang of it, great !!science!!
Title: Re: Single Pick Challenge - Reawakened
Post by: fractalman on December 07, 2013, 08:16:10 pm
... then they got ran over by reindeer.  Horribly appropriate for the season, though.

[music]
trader got run over by a reindeer...
walkin towards our depot, Christmas eve...
[/music]

... ;D :D ;D
Title: Re: Single Pick Challenge - Reawakened
Post by: Kirkegaard on December 08, 2013, 06:46:13 pm
Just watched the first videos, and your trap and track system is quite interesting for me especially since I have never really used tracks myself. I therefore wonder if you would like to upload a copy of your savegame, so it is possible to study it.

Nice work!
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on December 09, 2013, 01:38:57 pm
I'm glad to see this is still alive, this is one of the best dwarf fortress let's play's i have seen :)
seeing all those undead makes me wish i could butcher them, and make mountains of stuff out of bone.

Like those falcon men, sadly, the base creature isn't bucherable, so it's not going to work,
plus there's the risk of reanimation.
(and the creepy feeling when you do manage to butcher zombies, they make meat.. zombie meat.. ich)

Still, it was funny once when i used a goblin skeleton for training so much that it eventually collapsed into goblin bone
(reanimating ocean, i threw corpses off a cliff and waited for them to return to land for live training)
The bone then later got used for a mood and turned into a spear.
Sadly no matter how epic it sounds to kill goblins with weapons made from dead goblins, that does not make bone weapons useful :(
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on December 09, 2013, 10:08:05 pm
Just watched the first videos, and your trap and track system is quite interesting for me especially since I have never really used tracks myself. I therefore wonder if you would like to upload a copy of your savegame, so it is possible to study it.

Nice work!

Don't see why not.  I'll get it posted in the next day or two.
Title: Re: Single Pick Challenge - Reawakened
Post by: mahrgell on December 10, 2013, 01:15:06 am
btw, i think you should look into the squad kill rectangle command ;) would have saved you some pain in the last episodes. fairly easy to kill hidden stuff that way and you can kill multiple targets in an area, instead of having your military running in, killing on, and then dropping their weapon because they decide to turn civilian next to the the 2nd zombie etc....
Title: Re: Single Pick Challenge - Reawakened
Post by: fractalman on December 14, 2013, 03:33:23 pm
I made more to the song.  t'is the season...
Spoiler (click to show/hide)


Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on December 14, 2013, 06:26:00 pm
Just watched the first videos, and your trap and track system is quite interesting for me especially since I have never really used tracks myself. I therefore wonder if you would like to upload a copy of your savegame, so it is possible to study it.

Nice work!

Don't see why not.  I'll get it posted in the next day or two.

Posted to Wimbli
http://dffd.wimbli.com/file.php?id=8211 (http://dffd.wimbli.com/file.php?id=8211)

btw, i think you should look into the squad kill rectangle command ;) would have saved you some pain in the last episodes. fairly easy to kill hidden stuff that way and you can kill multiple targets in an area, instead of having your military running in, killing on, and then dropping their weapon because they decide to turn civilian next to the the 2nd zombie etc....
Well, they don't drop their weapons because I've got perma-uniform and replace clothing on, but yeah, that could have helped. :)

I made more to the song.  t'is the season...
Spoiler (click to show/hide)

ROFL

Niiiice.   :P
Title: Re: Single Pick Challenge - Reawakened
Post by: Incantatar on December 30, 2013, 12:14:18 pm
Just watching your last videos of FurnaceClans. Epic playthrough. There are too few advanced let's plays out there. Thank you for that.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on December 30, 2013, 01:20:41 pm
Thanks for the kind words, glad you're enjoying the series.  Next one should be up soon now that the holidays are ending.
Title: Re: Single Pick Challenge - Reawakened
Post by: mek42 on January 02, 2014, 04:25:21 pm
I'm late to the party, just watched the first two videos (just finished IvyLash #1).  TYVM for your narrative - I've learned a few things.  Going to keep watching to see how you handle the cavern and then may try my hand at a less than idyllic start myself.

In a reanimating biome, if a tanner is right next to the butcher, as well as a farmer's workshop for spinning, and plenty (all but the miner) of dwarfs are tanners / spinners, how likely is it to safely process the hair and skin?

Edit: I forgot to mention - I find your captions absolutely hilarious!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on January 02, 2014, 07:43:48 pm
I'm late to the party, just watched the first two videos (just finished IvyLash #1).  TYVM for your narrative - I've learned a few things.  Going to keep watching to see how you handle the cavern and then may try my hand at a less than idyllic start myself.
The 'serious' attempt is FurnaceClans, the 4th attempt.  Glad to help out though.  And no worries on being tardy, plenty of dwarven ale in the still.

Quote
In a reanimating biome, if a tanner is right next to the butcher, as well as a farmer's workshop for spinning, and plenty (all but the miner) of dwarfs are tanners / spinners, how likely is it to safely process the hair and skin?
It's not.  The hair/skin can reanimate during the tanning/spinning process.  If you have enough idlers it can be done, but I recommend you armor/weaponize all your craftspeople before you attempt it in significant volume.

Quote
Edit: I forgot to mention - I find your captions absolutely hilarious!
Thanks. :)  It's a shame, but I've had to stop doing them due to a few reasons.  One, they literally doubled the time it took to setup a video.  Two, they are incredibly painful to try to review when they're your own work, the 'show annotations' option doesn't always show up.  Three, they're sporadic even for other viewers and only reach a portion of the audience.  They just simply ended up not being worth the time.  I did them for a reasonable # of episodes though, so I'm glad you're enjoying them. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on January 08, 2014, 09:11:11 pm
FurnaceClans 15 is up.  Find it here: https://www.youtube.com/watch?v=Md_MitChMQc (https://www.youtube.com/watch?v=Md_MitChMQc)

Migrants, flooding out the OMG, initial design for the migrant trap, and modifications to the magma dump.
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on January 10, 2014, 11:08:10 am
I'm always more impressed by the grinder, though I would have been tempted to try to save more of the goblinite

one thing it looks like you missed, you were talking about your other miner being missing, um.. there's an undead guy in your hospital. (14:58 in the video)
I would guess that's your missing miner, and he died of infection or something.

edit: also, if you were planning to completely flood everything, I think you could build/carve fortifications through the constructed walls on the upper level, i'm pretty sure that would let liquid through, but not the undead
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on January 10, 2014, 11:58:49 am
one thing it looks like you missed, you were talking about your other miner being missing, um.. there's an undead guy in your hospital. (14:58 in the video)
I would guess that's your missing miner, and he died of infection or something.
Nah, that's the kid that fell in one of the gopher holes years on years ago.  I've never gotten him out.

Quote
edit: also, if you were planning to completely flood everything, I think you could build/carve fortifications through the constructed walls on the upper level, i'm pretty sure that would let liquid through, but not the undead
Fliers can, though I could double layer.  When I built it, I hadn't intended to flood it however.  This was more emergency maintenance.
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on January 10, 2014, 04:08:42 pm
ah, I would have cleared that zombie out myself, pretty sure it would stress me out to have a literal skeleton in a closet rather then a metaphorical one :)

I dont quite see where the miner can get lost to then, not in a reanimating biome.. it's pretty hard to just die quietly in a corner somewhere in this biome..
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on January 19, 2014, 04:06:56 am
FurnaceClans 16 is posted (and in the saga playlist).  This episode is personally nicknamed: Silk outta Luck.

Found here: https://www.youtube.com/watch?v=hud5OZ1-npY (https://www.youtube.com/watch?v=hud5OZ1-npY)

Closed, cleaned, refilled, and reopened the OMG.  Multiple mood deaths to lack of silk.  A badass FB gets into the OMG and practically ignores the minecart.  Drainage system needed some assistance, and general bits and pieces.

Overall, nothing particularly exciting, just maintenance and getting to watch a few migrant waves die because there's still too many undead for them to get past.
Title: Re: Single Pick Challenge - Reawakened
Post by: tom_kazansky on January 19, 2014, 10:45:10 pm
what is worst biome metalless/fluxless glacier next to a goblin castle? 

also video is private-
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on January 20, 2014, 03:03:06 am
what is worst biome metalless/fluxless glacier next to a goblin castle? 

also video is private-
Goblin goblinite forgotten bastage...

errr.. Whoops.  Thanks. My bad. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on January 22, 2014, 09:30:31 pm
what is worst biome metalless/fluxless glacier next to a goblin castle? 

also video is private-
Tundra is considered more difficult than glacier.  Reasoning here:
Spoiler (click to show/hide)
Emphasis mine. This reasoning in its entirety is a bit dated, especially with advancements in aquifer breaching techniques discussed in the thread. There are also ways that one could make the challenge more difficult, or simply impossible. I don't believe a one pick challenge over a terrifying/reanimating scorching rocky wasteland/no vegetation/multiple layer aquifer/no magma/no cavern 1 or 3 would be possible. There was challenge on a world where the base temp was 10000 (as opposed to the standard 25-75) a while back that was doable (the secret is dogs).

Various things aren't as big of a deal in terms of difficulty. Ore and flux are rarely a concern. Goblins bring goblinite, dwarves bring various metals. Sand makes glass. In any case, dwarven engineering is the strongest force in the universe, and requires no metal.
Title: Re: Single Pick Challenge - Reawakened
Post by: Cattani on January 22, 2014, 10:49:33 pm
So, I've accepted the challenge and finally got a stable fort going. I'm just wondering how to hunt and/or butcher livestock in here, since everything reanimates so quickly once it's dead (I had a mood that needed bones... had to savescum since the moody dwarf went berserk and I had no military... He was my only miner at the time). I can get leather from the traders, and I accept not having shells if a mood needs it but having no bones? That's kinda important IMO.
Any suggestions on safe ways to kill livestock on reanimating biomes?
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on January 23, 2014, 02:32:31 am
Deep dump pit (5z+) with magma in the bottom right next to a butchery.  Do them one at a time, have every member of the fort with tanning on, and make sure the leatherworker's is right next to the butcher.  If you're feeling truly brave, put a farmer's workshop right next door too and see if you can get ahead of the hair.
Title: Re: Single Pick Challenge - Reawakened
Post by: Cattani on January 23, 2014, 11:01:27 am
Deep dump pit (5z+) with magma in the bottom right next to a butchery.  Do them one at a time, have every member of the fort with tanning on, and make sure the leatherworker's is right next to the butcher.  If you're feeling truly brave, put a farmer's workshop right next door too and see if you can get ahead of the hair.

Will try as soon as I complete my pump stack. Thanks.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on January 24, 2014, 02:14:01 pm
FurnaceClans 17 is posted.
https://www.youtube.com/watch?v=PeZAJyi1P7w (https://www.youtube.com/watch?v=PeZAJyi1P7w)

Semi-trapped raven, the beginnings of a FB trap (expanding in next episode), trader entry built out, and just in time yarn inventory.
Title: Re: Single Pick Challenge - Reawakened
Post by: peridot on January 27, 2014, 02:23:47 pm
Smithheats is begun. Seven dwarves, a yak bull and a horse, a wagon, and a pick. We arrived on the tundra, dug a U-bend and a soil room and struck everything underground before the weasel woman corpses could catch us. I worried because I am supposed to have salt water, but the dwarves seem to be able to drink from a hole dug into the aquifer. They started getting pretty hungry before I risked slaughtering the yak, and I still don't have a proper corpse disposal method. I struck a cavern, but haven't yet found a spot I can fortify and farm; it may prove easier to just irrigate some stone with the aquifer, if I can collect some seeds. I'll see if I can get a trade depot built, but I think for now I'm going to not worry about the wagons.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on January 27, 2014, 02:36:58 pm
Good to hear!  Good luck Peridot.

So, just an update, FurnaceClans 18 is... well, in editing mode.  I've got a rediculous amount of footage for what's actually a relatively simple series event that I'm trying to turn into a reasonable length of time.  In case anyone's curious... I usually spend about 3x as much time editing as I do playing/recording.  This one's taking a lot longer.  Just not sure where/what to trim, it's so spread out.

So, I'm going to ask those who watch/post in this thread:
Do you want to see my fumbles and foibles with the magma delivery system with a couple of false starts, or do you just want me to keep it to the crux of issues I've reviewed previously in the series without much fanfare?
Title: Re: Single Pick Challenge - Reawakened
Post by: fortydayweekend on January 28, 2014, 12:28:03 am
Good to hear!  Good luck Peridot.

So, just an update, FurnaceClans 18 is... well, in editing mode.  I've got a rediculous amount of footage for what's actually a relatively simple series event that I'm trying to turn into a reasonable length of time.  In case anyone's curious... I usually spend about 3x as much time editing as I do playing/recording.  This one's taking a lot longer.  Just not sure where/what to trim, it's so spread out.

So, I'm going to ask those who watch/post in this thread:
Do you want to see my fumbles and foibles with the magma delivery system with a couple of false starts, or do you just want me to keep it to the crux of issues I've reviewed previously in the series without much fanfare?

Short & sweet please. Maybe the false start/more depth stuff could go at the end so it's optional to watch and not just drawing out the main update. If that makes sense!
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on January 29, 2014, 05:42:23 am
Emphasis mine. This reasoning in its entirety is a bit dated, especially with advancements in aquifer breaching techniques discussed in the thread. There are also ways that one could make the challenge more difficult, or simply impossible. I don't believe a one pick challenge over a terrifying/reanimating scorching rocky wasteland/no vegetation/multiple layer aquifer/no magma/no cavern 1 or 3 would be possible. There was challenge on a world where the base temp was 10000 (as opposed to the standard 25-75) a while back that was doable (the secret is dogs).

No magma would most definatly make things difficult although I'm not familiar with what disabeling cavern 1 and 3 would do.  Does that block all underground vegetation?  that would make things more difficult for sure as you could do no underground farming.  would you still get trees from cavern 2 or would those be gone as well?   I still think that would be doable with a bit of care.  If I remember right you can still do above ground farming in both those biome's you mentioned so if you can hold out till an elven/human caravan arives to get some seeds off of that should still be a viable, if obsurdly challanging embark.  Unless cavern 2 still existed and still gives its trees or you hapen to have a form of coal on the map metal/glass/clay industries are throttled by however much wood caravans bring in.

As to surviving till caravans arive that shouldnt be much harder than the standard challange asumeing they can reach you at all.  Work on aquifer pierce, butcher the pack animals when needed. they should provide enough food to last till dwarven caravan although you may have to lock the migrant waves in a room to starve.   trade if possible with dwarvan caravan, if they dont survive scavange the remains for food and supplies.  depending on how much food you get off that you may have to lock out future migrant waves and hope elves/humans show up with something useful.   Baring that your only hope of a food supply is that migrants or the caravans bring a breeding pair of something apropreate or better yet an egg layer and no mater what booze is going to be problematic.  A freezing biome where you have no hope of above ground farming would be harder in this case I think as you'd have no option for booze at all short of whatever arived on caravans.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on January 29, 2014, 01:29:24 pm
Short & sweet please. Maybe the false start/more depth stuff could go at the end so it's optional to watch and not just drawing out the main update. If that makes sense!

It does.  It doesn't fit in with the Let's Play style of consistent timelines I've been making, but it does.

This will take some heavy and judicious editing to pull off.  It's one of those things where all of it matters, but it's all spread out with a bunch of setups between point A and B.  However, I've covered most of it in my previous videos so hopefully a very brief explanation will cover the discussions.

There's a fine line between too brief: "Oh, look, another titan wrecked my trap, and I fixed it." and too much: "And I pulled this lever to dump the magma but the cart got stuck so I had to reset it and oh look that's interesting the dominos effect off an impulse ramp is shooting the cart too fast and it's track skipping."

You wouldn't think that line was that fine, until you're too close to the forest and all you see are trees and you're trying to figure out how to edit it. :)  I'd expected this process to be a learning experience for me in video creation, and it is.  I just didn't realize what the syllabus looked like, I'd made some bad assumptions.
Title: Re: Single Pick Challenge - Reawakened
Post by: fortydayweekend on January 30, 2014, 12:19:41 am
Short & sweet please. Maybe the false start/more depth stuff could go at the end so it's optional to watch and not just drawing out the main update. If that makes sense!

It does.  It doesn't fit in with the Let's Play style of consistent timelines I've been making, but it does.

This will take some heavy and judicious editing to pull off.  It's one of those things where all of it matters, but it's all spread out with a bunch of setups between point A and B.  However, I've covered most of it in my previous videos so hopefully a very brief explanation will cover the discussions.

There's a fine line between too brief: "Oh, look, another titan wrecked my trap, and I fixed it." and too much: "And I pulled this lever to dump the magma but the cart got stuck so I had to reset it and oh look that's interesting the dominos effect off an impulse ramp is shooting the cart too fast and it's track skipping."

You wouldn't think that line was that fine, until you're too close to the forest and all you see are trees and you're trying to figure out how to edit it. :)  I'd expected this process to be a learning experience for me in video creation, and it is.  I just didn't realize what the syllabus looked like, I'd made some bad assumptions.

I totally get the forest/trees thing. Editing is hard work but always worth the effort. Take your time to get it how you like it.

The problem I have with the youtube format as a viewer is that if I'm watching a 15-min video, I judge the unwatched part entirely based on what I thought of the part I have watched, because I can't skim the whole thing or skip ahead and expect it to make sense. So if a video starts meandering at 1:18 like so many unedited ones do, there's no way I'm watching the rest of it.

The advantage of editing is that you can get the pace right and I think that's the most important thing - even if I'm not particularly interested in the minutiae of a trap, I'll keep the video playing to get to the next bit if it's moving along at a good rate. So putting it in chronological/logical order with more detail is ok too as long as it keeps moving quickly and doesn't give the impression of being bogged down.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on January 30, 2014, 02:06:31 pm
I totally get the forest/trees thing. Editing is hard work but always worth the effort. Take your time to get it how you like it.
I feel like I'm carving out all the interesting bits, but really... they're not.  Well, they are, but only if you're playing it at the time.

Quote
The problem I have with the youtube format as a viewer is that if I'm watching a 15-min video, I judge the unwatched part entirely based on what I thought of the part I have watched, because I can't skim the whole thing or skip ahead and expect it to make sense. So if a video starts meandering at 1:18 like so many unedited ones do, there's no way I'm watching the rest of it.
You make perfect sense, and I can see the very easy pitfalls in how that happens.  I need to start using a set of annotations so it's possible to skip to particular pieces of the episode, as mine tend to run a LOT longer than 15 minutes per episode.

Thanks for the comments, fortyday.  All information is good, and critiques are welcome within reason.  It sucks, yeah fine... but without a WHY all you're doing is aggravating me... because I can't fix it.  >:(  No, that's not what you did, just a general comment.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on January 31, 2014, 08:42:25 pm
FurnaceClans 18 is up... and incredibly heavily edited.

http://youtu.be/lnjxnRj_yrQ (http://youtu.be/lnjxnRj_yrQ)

Two sets of discussions for this video.

What's in it: Another damned Serpent titan gets into the system and requires me to do ANOTHER flood and drain, and removing the burning dude down in the magma paths as well.  Merchants arrive, and successfully trade with the fortress.  Some moods, and general discussion.

Improvements to video making in general:
Dorf Commentaries are back!  Pinnacle 17 is being a pain in the ass about freezing on Vista whenever I include title layovers, so I'm looking for another add-on to take over that job, but random wisecracks are included again.  Background music is included, as are navigation buttons at the beginning of and within the video to make it easier to skip to (and over) different parts.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on February 03, 2014, 07:17:44 am
I've been watching this thread every now and then for the past few months looking for the updates to your fortress saga.  Thanks so much for making these videos!  Chapter 18 was quite well done, it seemed to flow well and avoided boredom and dead air.  Having made videos of my own in the past, I know how much editing work this involves.  Turning raw footage into something interesting and watchable is like turning lumber into furniture; cut away large amounts to shape and select the pieces you'll use, join them together into a coherent form, and then spend a bunch of time at the end polishing up the details so it looks pretty as well as being functional.

I'm pretty sure that was supposed to be inspirational somehow, but I can't remember.  I guess I'll just have to settle for assigning the "dwarven video making" job to the Carpentry labor.  Yeah, that's the ticket.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 03, 2014, 12:34:57 pm
Thanks for that Hans, always appreciated. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on February 06, 2014, 11:53:27 am
yeah, i always wonder if something interesting got cut, but then compare it to some other dwarf fortress lets play's that are uncut and:
no matter how interesting the player is, uncut dwarf fortress is just so INCREDIBLY slow.

there's always that bit where you need to correct the wall, and some guy walls himself in, and.. quite often it's not nearly as interesting to watch as it is to play through it

On fortydayweekend's youtube viewing problems, I have a similar one, my connection has problems with youtube,
I'm pretty sure I'm getting throttled to 2mb somewhere along the way, and I just cant actually watch high resolution youtube videos.
Things like Eve Online and Dwarf Fortress, need at least 720p if I want to read the text, and so the following firefox addon I have found a lifesaver.

"Download YouTube Videos as MP4"
https://addons.mozilla.org/en-US/firefox/addon/download-youtube/

I hope this isn't messing up video monetization or something like that, but ever since youtube started messing with buffering, and rewind(i remember doing that a couple of years ago) the website itself just isn't reliable anymore.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 08, 2014, 06:14:02 pm
Hey guys, just an update.  FurnaceClans 19 is delayed due to the learning curve on making FB obisidianizer traps.  I've got a few hours of recordings of me arguing with the design and methodology, but none of it's really usable.  It's entertaining but it drags on as I iterate through different failures.

So, once I get things sorted out (and fun again) I'll do a full bore edit job.  I just need to save the details of a few events that happened along the way.

Edit: Also, Screw Pinnacle.  Crashy buggy piece of ... grrr.  Once I get this one packed and shipped, I'm going software shopping.  Waste of money at this point.  Once I got good with the software and started really twisting things together to make things interesting, it keeps flaking out.  Even a clean reinstall didn't help.

Edit 2: Apparently to get anything worthwhile, I need to upgrade to Windows 7/8.  ARGH.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 08, 2014, 11:36:20 pm
Okay, FurnaceClans 19 is out.  I know you all are waiting for the FB trap to be built, but as mentioned, I've ran into some hassles.

http://youtu.be/Lobx5hbXzTM (http://youtu.be/Lobx5hbXzTM)

This is some of the other stuff.  I had to re-adjust the magma run with the mine carts a few times, and include some powered rollers to have better speed control.  Human Merchants arrive, so I've got two caravans that come in.  Liason drops in for a visit, and some migrants survive the trek.  Also, I illustrate one of the more baffling mistakes in the FB trap.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 10, 2014, 05:12:34 pm
Edge, what in the name of 42 virgins and a Steely Dan did you give me with this embark?

Behal Anba is the name of the human settlement... it means "The Kingdom of Girls". 

"A marmot fiend diplomat from Behal Anba has arrived." - I've never seen a human diplomat before in Vanilla so he's kind of a surprise.  He's also wickedly dangerous.

Mirding, Deity:
A gigantic feathered marmot twisted into humanoid form.  It knows and intones the names of all it encounters.  Its clear feathers and patchy.  Beware its poisonous vapors!
He has a thin body with very little fat.

Of course, this omniscient deity shows up not in the permanent trader access, but on the surface.  Psychopath.  Also, a marmot deity leading the kingdom of girls.  I don't know if I'm jealous or naseous.  I'm going to go with a little of column A, a little of column B.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on February 11, 2014, 04:01:00 am
I'm sure everything will work out PERFECTLY FINE.  You of course have multi-layered defenses to protect yourself from murderous diplomats, right?  I mean, doesn't everybody anticipate and prepare for just such an occurrance?
Title: Re: Single Pick Challenge - Reawakened
Post by: fortydayweekend on February 11, 2014, 01:29:36 pm
Edge, what in the name of 42 virgins and a Steely Dan did you give me with this embark?

Wow, I can't remember the last time I heard a Burroughs reference :) Surprised I got that.

It could be worse than marmot demons I guess though, the aquifer could be full of candiru...
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 18, 2014, 12:27:31 pm
Personal Update:

Sorry for the delay.  Due to Pinnacle finally driving me to desk-bending levels of headdesk, and all the other software I looked at that seemed functional to my requirements requiring Windows 7 or better, I've been performing an upgrade of my desktop from Vista -> Windows 8.1.  Since this is a hobby, DF and those softwares got back-burnered to the necessities, such as making sure my tunneling softwares were functional for overnight calls when servers crashed.

I'm hoping to start working on the new episode this week, and will hopefully be able to produce something this weekend.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 21, 2014, 03:13:28 am
Sigh, frustration.

FRAPS doesn't work to record desktop on Windows 8/8.1.  It also won't recognize DF as a single screen app to record, either.  AKA: I don't currently have a way to record the gameplay.  So I upgraded my PC to get the damned movie making softwares to work... and now I can't record!

I'm pretty sure a sober dwarf was involved in here somewhere.
Title: Re: Single Pick Challenge - Reawakened
Post by: smurfingtonthethird on February 21, 2014, 03:16:28 am
Just use the in-game recorder. Failing that, boot up the ol' WMN (or whatever it was), it allowed you to record the screen for a few minutes.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 21, 2014, 03:31:48 am
Just use the in-game recorder. Failing that, boot up the ol' WMN (or whatever it was), it allowed you to record the screen for a few minutes.

There is no in game recorder.  What you think is one is actually a really badly named macro recorder.

I have no idea what the ol' WMN is...

Edit: May have found a successful replacement, free to boot for non commercial work, called Debut.  May be in luck yet. :)  I'll try again tomorrow, it's late.
Title: Re: Single Pick Challenge - Reawakened
Post by: Lielac on February 21, 2014, 04:13:05 am
Just use the in-game recorder. Failing that, boot up the ol' WMN (or whatever it was), it allowed you to record the screen for a few minutes.

There is no in game recorder.  What you think is one is actually a really badly named macro recorder.

I have no idea what the ol' WMN is...

Edit: May have found a successful replacement, free to boot for non commercial work, called Debut.  May be in luck yet. :)  I'll try again tomorrow, it's late.

1. I think WMN is Windows Movie Maker.
2. The in-game movie recorder can be accessed via pressing ;. Are you thinking of CTRL+R?

-relurks-
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 21, 2014, 11:33:07 am
Yes, I was thinking of CTRL-R, from this:

http://dwarffortresswiki.org/index.php/DF2012:Macros_and_Keymaps (http://dwarffortresswiki.org/index.php/DF2012:Macros_and_Keymaps)

I'd forgotten about the in game recorder because it uses Corel Move Animation format... which nothing but the CMV player reads.  It won't load into either Pinnacle or Sony Movie Studio.  I may need to go find a codec but I found it more trouble than it was worth.

My apologies on that, Smurfing, it was late last night, I didn't mean to be so sharp in my response.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 24, 2014, 10:52:56 pm
So, Debut... is aggravating.

The video capture area it produces is unstable.  AKA: It moves on you while recording if you work in two windows.  The problem is you can't see the capture while it's capturing, so you only find out after the fact.

Needless to say, this next video is going to be a bit wonky.  I'm exploring other screen capture software now.

On top of that, for those curious, you have to convert out of the Huffman Lossless for any of the big 3 (Pinnacle, Sony Video, or Premiere) to be able to read the files.  Yes, I've downloaded the codec, no, it didn't make a difference.  Thankfully you can convert to IYUV via the built in components.

I'll get back to you on how things are going.  Right now it looks like I'm going to buy Premiere from Adobe... I really wasn't impressed by Sony Video, felt like I was fighting too many things in the interface. 

As to the challenge, however, some teasers:
A human diplomat visits.
The FB Obsidianizer finally is working.
I expand the magma delivery system to include a dump on the eastern side of the OMG.
I show you how to open a water system up from below without ever getting a damp dwarf.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on February 26, 2014, 03:37:00 pm
Wow, you would think that screen capture recording should be more straightforward!  Good work struggling past these obstacles as well as you have.  If the video looks wonky, just blame it on a forgotten beast attack against your computer.

I've recently been playing my Terrifying Tundra embark fort again and learning about zombie-butchering methods.  I've not been quite as bad-ass as you, so I've been using some cage-traps here and there and captured undead make well-behaved prisoners; dwarves can haul them from location to location without issue.

...That is until I was hauling an undead caravan Mule to a pasture where my military was waiting to put it down.  My soldiers were in the middle of the pasture, but the transporting dwarf (my Legendary Carpenter) let go of the mule right at the pasture's edge, and fled from the large hostile animal AWAY from my military and over into my upper well-room out of reach of the marksdwarves.  My popcorn danger-room buffed Macedwarves were fast, but not fast enough to put down the mule before it shattered my carpenter's limbs in 5 different places.  At this time I was also carrying out a bucket-recycling program, melting down the lesser quality buckets made by my blacksmith-in-training.  The result is that my doctor had no buckets available (the hospital was stocked with: -iron bucket- M), and so didn't bother to wash the carpenter's wounds.  After 3 months of medical care (in which my patient was briefly abandoned due to a Party), my carpenter's wounds have been patched up and she is lying in traction hoping to heal up faster than her infections kill her.  She's Faint but not Pale yet, so I have hope!

Anyways, it was all worthwhile in order to save the life of a possessed craft-child who demanded some bone.  I hope he appreciates the sacrifice.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 26, 2014, 06:17:16 pm
Heheh, yeah, zombie butchering can be a bit nuts.  I'm personally swimming in dog meat.  I'm debating on trying a 'beastmaster' setup for a dwarf or two (30+ wardogs each) and see what happens on the surface.  I am 90% sure it's going to fail hysterically because as each dog dies the enemy becomes more numerous, but it should be amusing.  If I had Lions or something it'd be a lot more fun, but I haven't seen elves.

I've finally gotten the movie built up and am doing final touches (background music, sound effects, annotations, dwarf bubbles, title/trailer, etc) in the new software.  Did an upload to YouTube and confirmed that my settings are good, should be able to get pretty clear 1080p now.  I was running everything previously at 720.  Also I've located and purchased a different screen capture software for Windows 8.1 - Bandicam.  It takes a little getting used to and it was a bit gnarly getting the settings straight for me, but it works and I no longer have to mess with my desktop size to record a 1080x720 display.

So... yeah, be gentle on this next one.  I'm throwing in a bunch of extras because the screen work... well... yeah.  I'm realizing, though, just how much effort this crap takes, however.  It's funny.  If you start seriously editing your own work, in any way, when you go and watch something else (youtube, movie, anything) you start seeing it as clips and tracks and layers and... you realize just HOW much time some of this shit really takes.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on February 26, 2014, 10:59:51 pm
It's really amazing just how much time goes into converting raw footage into something watchable. 

...That's why so many people simply don't bother!

(A year an a half ago I stopped making Minecraft Redstone-Computer videos because the stress of planning, recording, editing and uploading was getting a bit too much for me.  I didn't quit though as much as I "decided I'd do it later", and after 18 months later hasn't come.  Do try not to burn yourself out on DF videos; nobody wins when a dwarf fails at a strange mood.)
Title: Re: Single Pick Challenge - Reawakened
Post by: edgefigaro on February 26, 2014, 11:36:46 pm
Emphasis mine. This reasoning in its entirety is a bit dated, especially with advancements in aquifer breaching techniques discussed in the thread. There are also ways that one could make the challenge more difficult, or simply impossible. I don't believe a one pick challenge over a terrifying/reanimating scorching rocky wasteland/no vegetation/multiple layer aquifer/no magma/no cavern 1 or 3 would be possible. There was challenge on a world where the base temp was 10000 (as opposed to the standard 25-75) a while back that was doable (the secret is dogs).

No magma would most definatly make things difficult although I'm not familiar with what disabeling cavern 1 and 3 would do.  Does that block all underground vegetation?  that would make things more difficult for sure as you could do no underground farming.  would you still get trees from cavern 2 or would those be gone as well?   I still think that would be doable with a bit of care.  If I remember right you can still do above ground farming in both those biome's you mentioned so if you can hold out till an elven/human caravan arives to get some seeds off of that should still be a viable, if obsurdly challanging embark.  Unless cavern 2 still existed and still gives its trees or you hapen to have a form of coal on the map metal/glass/clay industries are throttled by however much wood caravans bring in.

As to surviving till caravans arive that shouldnt be much harder than the standard challange asumeing they can reach you at all.  Work on aquifer pierce, butcher the pack animals when needed. they should provide enough food to last till dwarven caravan although you may have to lock the migrant waves in a room to starve.   trade if possible with dwarvan caravan, if they dont survive scavange the remains for food and supplies.  depending on how much food you get off that you may have to lock out future migrant waves and hope elves/humans show up with something useful.   Baring that your only hope of a food supply is that migrants or the caravans bring a breeding pair of something apropreate or better yet an egg layer and no mater what booze is going to be problematic.  A freezing biome where you have no hope of above ground farming would be harder in this case I think as you'd have no option for booze at all short of whatever arived on caravans.
Now that I think about it, one could creatively trap the wild animal spawn on the surface preventing other creatures from using miners and channels (the same way players leave one clown on the map to prevent more demons from spawning).

......
.xxx.
.xwx.
.xxx.
......

Basically, you trap him on a plateau. If he can't get off the map, nothing else spawns, making all embarks with a soft zlvl -1 dooable in theory.

Anyway, caverns three is arguably more dangerous than caverns two, but has valuable nethercap, which is useful, but I forgot that I already turned magma off.

Anyway, the prevailing wisdom of the single pick challenge consists of get down into caverns 1 and set up shop because the surface will rapidly become overrun with zombies. If you can get set up on the surface before the corpses start snowballing, not breaching the aquifer seems viable.
Title: Re: Single Pick Challenge - Reawakened
Post by: Fairawen on February 27, 2014, 10:48:56 pm
For recording - I've heard Dxtory is decent. Had is suggested to me via several YouTube friends, though I've never tried it myself. I do believe it's free...? Worth checking out, anyway.
Title: Re: Single Pick Challenge - Reawakened
Post by: krenshala on March 01, 2014, 02:04:52 pm
I've not used it much, but Open Broadcasting Software was pretty simple to get installed and recording.  I've used it to record some Planetside 2 game play, and not DF, but I see no reason it can't record DF as well since it appears to be hooking into the video stream for whatever process you tell it to monitor.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 01, 2014, 05:57:46 pm
FurnaceClans 20 is posted!

You can watch it here:
http://youtu.be/R910Z08Oom8 (http://youtu.be/R910Z08Oom8)
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on March 01, 2014, 09:43:15 pm
Good job with your traps and systems.  It's impressive that you can keep straight what everything does!

Are you going to be using any danger rooms to buff up your new soldiers when they grow up, or are you going to be relying on regular instruction and sparring practice?
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 02, 2014, 03:20:31 pm
Good job with your traps and systems.  It's impressive that you can keep straight what everything does!
Many, MANY Notes.  Every lever has a descriptive name and text description in case I forget... which I do regularly.

Quote
Are you going to be using any danger rooms to buff up your new soldiers when they grow up, or are you going to be relying on regular instruction and sparring practice?
Good old fashioned sparring.  No danger rooms, coinstars, or anything else.  I may cage trap a few somethings and use them for eternal target practice however.  Zombies are GREAT for that.
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on March 02, 2014, 07:49:27 pm
for a while i was wondering why you were not color coding levers, like i do, for easy identification, orthoclase lever -> orthoclase bridge
but then i noticed you just have way too many of them for that to be feasible.

I have tried a beastmaster, it worked out ok in combat, however, the beastmaster got a tiny mood penalty for each dead dog, as if they were adopted pets, so he ended up going from being very happy, to mood 0, very quickly, and then he went insane.


another update on youtube problems, specifically:
http://mitchribar.com/2013/02/how-to-stop-youtube-sucking-windows-guide/
a download test for me, downloading episode 20,
before:52 minutes,
  after:15 minutes
this marks the difference between 480p having problems, and 1080p being fine in streaming.
this appears to also work for twitch(which I had similar problems with), though I have not tested that much.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 02, 2014, 07:59:08 pm
for a while i was wondering why you were not color coding levers, like i do, for easy identification, orthoclase lever -> orthoclase bridge
but then i noticed you just have way too many of them for that to be feasible.
You also need a wide variety of stone for that to work, which I don't have... at least not in different colors.  Gabbro, Diorite, etc all pretty much look the same.

Quote
another update on youtube problems, specifically:
http://mitchribar.com/2013/02/how-to-stop-youtube-sucking-windows-guide/
a download test for me, downloading episode 20,
before:52 minutes,
  after:15 minutes
this marks the difference between 480p having problems, and 1080p being fine in streaming.
this appears to also work for twitch(which I had similar problems with), though I have not tested that much.
Wow, that's wild.
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on March 03, 2014, 08:21:53 am
ah, for colored stone i often request them from the dwarven caravan, if i lack them on the map, a max request will bring 4 stone, and pretty much everything except gold, platinum, and aluminum is VERY cheap
most of the time my home civ has a very wide variety of stone for sale, but they hardly bring any unless you specifically ask :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 04, 2014, 01:23:50 am
Random observation and new target: video length of ~12.5 minutes.

Why?  Because that's the average watch time across all my videos.  So expect less, but more often. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on March 04, 2014, 02:00:30 am
Average watch time?  You mean some people didn't watch every single video all the way to the end? My word!

I do agree though that that is a good target length.  It's enough to showcase one major event or two minor ones with enough time to provide the proper context and general status updates.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 04, 2014, 12:22:17 pm
Well, I'm closer to target... about 15 minutes. :)

http://youtu.be/bcW76ZK3WhA (http://youtu.be/bcW76ZK3WhA)

Silk Trap/Collection and setup and a walkthrough on how I do my initial military.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on March 06, 2014, 03:38:32 am
That is an amazingly prolific silk farm!  How did you even get enough dwarfpower to harvest all that thread?

For my fortress, I'm planning on setting up a live-fire training ground for my marksdwarves using reanimation for fun and profit.  Firing at a live enemy gives about 5x the experience that an archery target does, but either requires the use of cage-traps (which you have declined to use) or a massive engineering project (which probably wouldn't be worthwhile).
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 06, 2014, 05:11:30 am
That is an amazingly prolific silk farm!  How did you even get enough dwarfpower to harvest all that thread?

For my fortress, I'm planning on setting up a live-fire training ground for my marksdwarves using reanimation for fun and profit.  Firing at a live enemy gives about 5x the experience that an archery target does, but either requires the use of cage-traps (which you have declined to use) or a massive engineering project (which probably wouldn't be worthwhile).

4 weavers with nearby looms (<20 steps) clear it reasonably efficiently.  Other runners come with bins and collect the thread to near the looms that I use for silk cloth production on the main craft floor.  But yes, it's insanely prolific.  If I ran it for a year I could probably supply the entire world's silk requirements.  Sikel Silk would become a cheap good in the far corners of the universe.

There's another way to get myself some live undead archery targets though... :)  Create 'shooting room'.  Pen up some dogs.  Flood room, drown dogs, drain room.  Lotsa targets. :)  It's on my list of little projects to do while I wait for the military to be born.

Right now that list, though, is a bit odd (and subject to change on my whims... ;) ):
Spelunk Caverns 1, 2, and 3.  Find out the entry and exit points.
Dig out a huge mass of magnetite and then seal up the levels with stone walls to reduce pathing fps loss.
Dig out another huge set of levels somewhere (probably between 1 and 2), muddy the floor, and have a few massive tree farms.  I'm hurting for lumber for mass projects... primarily for charcoal for craploads of steel.  Create and seal doors when not lumbering for fps.
Find a location for a pumpstack from the magma sea, straight up to surface.  Prep the aquifer pierce for it in a massive area so I can build it without annoyance.  I have plans for that magma.  No, it's not a FTL lever, either.  Well, not really.  Well, okay, but it'll be a PRECISION FTL lever...  >:(
Poke at the magma sea, see what candy I can yank out without disturbing the clowns.  If possible, use the lake in Cavern 3 for obsidianizing the access.
Give my dwarves a little time off and let the lovers marry.  I need more breeders.
Find my FPS leak.  Somewhere in my fortress there's a massive FPS leak, but it's inconsistent.  I'm not sure exactly where it is, which is why I've started to push the majority of the stockpiles out of the main areas.  If that's not it, then I'm going to work on sealing up unused areas and setting up traffic zones.
Magma trap the trader access pathway.  I get the occasional goblin or zombie that sneaks into the trader access.  I'd like to simply stop worrying about that.  Not sure I'll actually do this, though, probably more trouble than it's worth.
Find a 'clear' moment on the surface with all the non-pathing zombies stuck in a corner somewhere and start the baseline of a surface keep.  Simple 20x20 with walls, ceiling, stairs, hatches, and raising bridges would be fine.  I need to move a lot of blocks near the main entry first though.

So, there's plenty to do in the meanwhile.
Title: Re: Single Pick Challenge - Reawakened
Post by: nekoexmachina on March 06, 2014, 08:07:47 am
Quote
or a massive engineering project (which probably wouldn't be worthwhile).
A necro on chain plus a bridge to block him from pit of undeadlies is not a massive engineering project.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 06, 2014, 11:56:27 am
Quote
or a massive engineering project (which probably wouldn't be worthwhile).
A necro on chain plus a bridge to block him from pit of undeadlies is not a massive engineering project.

I'm curious.  Without cage traps, how would you get the necro on the chain?
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on March 06, 2014, 03:40:03 pm
A necromancer isn't necessary in a reanimating biome, but the setup that you would use for this in a more normal fort would in fact work.  It would even be simpler since you don't have to deal with necromancer containment and control.

Kill something and then drop a reanimating body part into a room with fortifications and you now have a live-fire target.  The most straightforward thing I think would be to butcher a spare dog and dump the raw hide.
Title: Re: Single Pick Challenge - Reawakened
Post by: nekoexmachina on March 07, 2014, 08:24:47 am
Quote
or a massive engineering project (which probably wouldn't be worthwhile).
A necro on chain plus a bridge to block him from pit of undeadlies is not a massive engineering project.

I'm curious.  Without cage traps, how would you get the necro on the chain?


whoopsie, missed this part.
Title: Re: Single Pick Challenge - Reawakened
Post by: Finndibaenn on March 10, 2014, 03:30:45 am
Hi ,

I'm giving a try to this too.
Been trying the cave in aquifer pierce described by MerendelSnaake, but I have an issue : when the cave in happens, the central 3*3 tile on z-1, is still aquifer (even though i channeled it out for the the chicken run stair).

After the cave - in i end up with the bottom tile from the chicken run being full of water (but not generating water) and i can't empty it using a bucket. However, i can't make the piercing zone any larger  . From the walkhtough above (very nicely written), I thought that you could get a 3x3 stair ?


edit : forget the dumb question, having a 3x3 safe area through the aquifer would require channeling a 5x5 area around the chicken hole which was not ... guess i was a bit too frustrated around my miner repeatedly failing the chicken run until he was lvl 14 ... !
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 11, 2014, 01:46:43 am
(A written update, because this is boring as shit to watch but hysterical in context)

Furnaceclans, 784.

Countess ITG Eturlegon, to her scribe:

It is with great displeasure I am forced to inform the king that we are besieged, yet again, by the moronic humans who insist on sending us unprotected diplomats.  The hairless fools have taken offense yet again to one of their number dying to the hordes that decend upon us from the necromancer towers.

This time, they've sent no less than 7 units of mounted menaces towards FurnaceClans.   We've left the door open for them, of course, but it appears even their frozen useless mounts can see the danger imposed by the OMG.  However, there is a horse on the surface, long dead, that has refused to move.

Until the humans came.  Ulemel, at least the last time it got a name, has dispatched no less than 2 of the squads by herself.  Understand, my king, there are only 8 undead currently within sensing range of our embark, including this horse.  One is stuck in the launch bays for the OMG.  Another 4 are stuck in a pit we dug to recover some caravan goods when the merchants were lost to the surface, and will probably remain there until the end of time.  One is a dog head that assaults any Great Beast of Legend that gets near it, and typically kills it.  Right now that beast lurks in the waters in our first cavern layer, and I fear for the lives of any that get near the one-toothed wonder, having long lost all the rest of them in a battle with a great steam beast.  One is a lost dwarf, also in the cavern, who bravely gave his life for the capture of Sikel, our great silk producer.  May Nils be ever engraved...

And, finally, this broken everywhere horse.  With no right front leg or spine, and its sidekick that's almost always dead, a guineacock corpse with one eye, it has layed low two entire squads of the humans.  The humans didn't get the hint, I assume their lack of hair in the freezing cold has affected their judgement.  They resided on the surface, in a sleeting snowstorm, sieging us... their dead left to rot nearby.

Now, they slowly fall to their brethren.  Mounts and humans both rise from the snowy wastes to constantly harass the enemy as they try to keep us from receiving the caravan and your personal emissary.  In the end, either the snow or the undead will swallow them.  Until then, we will hold our missives to you in safety.

- The Countess of FurnaceClans, warm within the stone.
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on March 12, 2014, 02:56:26 pm
hey, I just had a thought, you mentioned you were planning to put children born in the fortress into the military when they grow up.

I hope you had this bug in mind and checked out the fix:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334

some versions of the lazy newb pack have the fix pre-installed, which is very handy.

otherwise though, you may end up with many dwarves that grow older, but wont grow bigger,
it's some very strange issue with a growth check only applying if the game code age value is divisible by 10.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 12, 2014, 09:18:01 pm
Yeah I'm good on the growth bug fix.  Thanks for double checking though. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 14, 2014, 03:15:47 am
I may have finally figured out the 'pathing' jam up into the OMG.  It's the single wide corridor allowing access to the rail tracks.  I think what's happening is the same thing that happens to dwarves when there's too many in a corridor.  They pause for a second to recomputed their path.

Being NPCs, they don't get the same pathing priority, so it takes 'em a while to get going again.

It's the only thing I can figure.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on March 14, 2014, 04:10:57 pm
That could make some sense.  It's not really a solvable problem though since you can't make the OMG any wider.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 17, 2014, 12:32:47 pm
FurnaceClans 22 is up.

http://youtu.be/xyTginLE830 (http://youtu.be/xyTginLE830)

Nothing special.  A clean migrant entry via the migrant trap and the results of spelunking the four layers.  I also play with trying to highlight dwarves as they move through the surface clutter.  It takes a LOT longer than it should, I'll have to see if I can learn some shortcuts.

Although I did find out a curiousity... dwarves can move between squares at anything from (at 30 frames/second) 4 tics to 13 tics...
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on March 17, 2014, 03:17:38 pm
More Furnaceclans is always good.  Now that you have so few undead on the surface, are you going to try and build that outdoor tower thingy you dug that channel for all those years ago?
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 17, 2014, 11:08:14 pm
It's like... you're reading my mind... :)

Yes, but there's a few other projects I want to finish up first.  A mass tree farm after I finish experimenting with FB Extract movement in water, moving the magnetite out of a mass dig, and an experiment to see if I can pit/pond ice walls into position.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on March 18, 2014, 02:06:30 am
A word of warning about making ice walls with buckets and ponds:  The first bucket of water makes an "Ice Floor", and it takes a second to create the "Ice Wall".  If you can arrange for two jobs to be created at the same time (overlapping pond zones) then you can keep safe from accidentally creating a path in. A minecart filled with water should be able to create an instant wall as well too.

...Then again that only applies to making an ice wall directly above a defensive channel, which is probably NOT what you have planned.
  *Ahem*
Carry on. 
Title: Re: Single Pick Challenge - Reawakened
Post by: MerkerBenson on March 20, 2014, 04:25:53 pm
I finished watching all your videos, WanderkingKid, beautiful and incredible! I love them and they taught me a lot about what can be done with DF, although I have huge issues making even the simplest minecart trap atm :D. I'll probably resort to magma-from-sky traps, those are always nice and with the Masterwork mod possible.

Keep this up, it's awesome, and it shows people the potential of this great game! I can barely wait for your surface magma trap. I have one design I'm trying to build, ie a magma tower with multiple outstretching arms that are used to direct magma to the part of the map I want it, but I'm not very skilled at making an efficient fortress, or my dwarfs efficient at building so it will take a while, maybe 5 years or so at this rate :D I do want to see your idea though, so far all were brilliant!

Cheers
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 21, 2014, 03:32:52 am
Thanks for the kind words, Merker.  I'm glad people are enjoying them. :)

You'll unfortunately have to wait a long while for the surface magma trap.  That's a VERY long term goal, and requires me completely recovering the surface from the invaders to work in peace.  You don't play with magma on the surface while you're getting sieged 3x a year until you've got significant defenses.  Because, you understand, it's not just magma.  Undead don't die to magma.  It'll have to be an obsidian trap... Rediculously dwarfy and complex at that scale... particularly since the biome is freezing.  Some magma will keep the water as... well... water, other magma will be there for obsidianization.

Toady may release the next version long before I get THAT particular mega-project done.

FurnaceClans is proceeding, for those curious, just not much that's film-worthy.  The tree farm is about 1/2 dug out and there is SO much goddamned rock.  The stairway to ice-heaven was building but it's one of those things that has to take place in between sieges and ambushes, but the stairs are built and the flooring's about halfway done.  Having to occasionally clean out some undead from the entry because he dodged in the hole doesn't help.

Also, oddly, floating FB Extract doesn't flow down a hole when it's opened up underneath it if the hole never actually drains under 6/7.  This is good, it means I won't have FB Extract in my tree farm. :)

Plans are being designed for a more effective surface access path, including a dwarven bathtub to remove surface contaminants.  I haven't even started that dig yet, but I'll make sure you're around for it.  I know dwarven bathing can be a sticking point for folks, but with an aquifer + DWR's it should be relatively simple.  At least it looks that way on paper.  I usually do it via gravity flow so this should be an experience.

Um, yeah, that about covers it... it's pretty quiet at FurnaceClans, actually.  Most of the undead are dealt with (ignoring the one-off pathers that hang around at an edge) until the next ambush shows up... or when the humans siege me and won't path until the goblins ambush and they meet each other and resulting raised carnage cuts me off from the surface for two years waiting for them to clean themselves out... jackasses.  We're just running a LOT of rock around right now... in anticipation of running a LOT of trees around in a year or two... or three or four depending on how fast these poor guys can go.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on March 21, 2014, 05:32:59 am
I just thought of a bad-ass but only semi-useful idea: Ice Door

Have some water exposed to freezing but kept liquid by magma beneath it.  Engineer things so that you can maintain the water at 2-3 deep when you want it open and pathable, but when you want to shut it down, pull a lever to drop the magma away from directly underneath the water and it will freeze into a solid ice wall.  No exposed mechanisms or buildings, just a solid natural wall that appears and disappears on command.  The trick will be in draining away the water to an appropriate depth without exposing mechanisms to attack.

2nd idea: Magma Wading Pool
The undead won't path through magma will they?  I just had an idea for letting zombies wade through 2/7 magma while getting shot at by marksdwarves.  Whenever a zombie gets KO'd its corpse will be immediately burnt up by the magma, cleaning up its own mess!  If you use bolts that aren't magma-safe then you don't have to worry about stray bolts cluttering things up either.  No muss, no fuss.
Title: Re: Single Pick Challenge - Reawakened
Post by: MerkerBenson on March 21, 2014, 07:10:13 am
Why not make it a magma-from-ceiling kind of corridor? :D So when the zombies are there and being shot, pull the lever and drop magma on them to finish them off! :D
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on April 01, 2014, 09:54:59 am
ah, i think the problem with magma corridors and undead, is that in dwarf fortress, "fire + zombie = fire zombie", it kind of upgrades the enemy INSTEAD of killing them
an obsidian blocking corridor will kill everything, but as he had hundreds of zombies earlier, and may again, when stupid sieges happen, obsidian block projects would just take too much micromanagment

I'm still looking forward to the next episode, it's very enlightening to watch you play
oh, and on migrants that actually made it in, finally, does that mean we can get dwarfed?
anyone will be fine, though preferably an adult :)
Title: Re: Single Pick Challenge - Reawakened
Post by: Arcvasti on April 02, 2014, 02:19:41 pm
Just finished watching all of the Furnaceclans. They are fabulous. I love this fort. If you're still doing that kind of thing, could I have a dwarf of some sort named after me?
Title: Re: Single Pick Challenge - Reawakened
Post by: Aristion on April 02, 2014, 02:23:13 pm
Put me in if it the fort still going.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on April 02, 2014, 03:51:18 pm
Hey guys,

Sorry for the recent lack of updates. Work has been kicking my butt all over.  Barely have brainpower some days.

Aristion, Arcvasti, enizer, sure, dwarfing it is.

Arcvasti, thanks for the kind words.

Merker, enizer called the problem with simply dumping magma on them.  You've got upgraded zombies now, sometimes smoking up the corridors to boot.  They won't path through magma, either, so the magma river/marksdwarves is not useful.

Hopefully I'll be able to get an update up this weekend, after payday.  I need to purchase a copy of Premiere Pro (I was using the trial, which expired like a week ago) so that's part of it, the other part is I need to find some spare time to play.

Title: Re: Single Pick Challenge - Reawakened
Post by: StupidElves on April 03, 2014, 01:40:25 pm
This project looks awesome!

could I be dwarfed into a metalsmith?
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on April 13, 2014, 01:50:37 pm
I just wanted to say again how much I've enjoyed the series.  Yesterday I watched part 5 again to get some technical details and ended up marathoning the whole thing all over again.  Now that you have the surface pretty much undead free, the next time you dont feel youre in danger of ambushes/sieges, you might want to set up a couple migrant traps on the surface that dont have them pathing the same way as the undead.

Spoiler: Migrant Trap (click to show/hide)

Both bridges raise to the north.  The white bridge would stay up all the time while the brown one would stay down.  When a migrant wave comes, you activate the meeting area inside.  When everyone is in, raise the brown and lower the white.

One of these on each edge of the map should greatly increase the chance of getting migrants/liasons in safely.  Just a thought, of course you should continue doing what you think is best  :)

Title: Re: Single Pick Challenge - Reawakened
Post by: DeusMortem on April 14, 2014, 04:40:41 am
since i so far refused and dont intend to get a google acc i write it here thanks for a great LP and the load of technical details tried similar settings for the single pick challange but mainly used weapon traps and atomsmashing for the undead ... lots of micromanaging and lever pulling so i gave up after my dwarfen civ died out but now i ll try your setup wont make it to the king/queen though since i use population cap
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on April 20, 2014, 12:36:20 am
Elves, Dolwin, Dues, thanks for the kind words.

Dwarfing has occurred, and a new FC is up.

http://youtu.be/4nxAOpLKEq8 (http://youtu.be/4nxAOpLKEq8)

Cave in on a FB, some discussion of dropping ice in a frozen biome, a few other things, and 15 hours of personal to find 1.5 seconds of corrupted video causing me ridiculous headaches in trying to edit and produce the video... but it's done now. :)

Edit: Enizer, apologies, I'll get you next episode, I just forgot your request when I was looking through the tail of the thread.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on April 28, 2014, 11:40:21 pm
FurnaceClans 24 is up:

http://youtu.be/pe_lg_sHnPQ (http://youtu.be/pe_lg_sHnPQ)
Title: Re: Single Pick Challenge - Reawakened
Post by: Arcvasti on April 29, 2014, 12:04:53 am
Awesome ice tower is awesome. I generally have my ranged military do a thing where they go
Spoiler (click to show/hide)

 Instead of
Spoiler (click to show/hide)

I find it allows for more coverage of the surface, especially in conjunction with another archer squad that has the opposite schedule.

Anyways, good to see the fort is still going. This is by far the oldest fort I've actually seen, looking at the rooms and rooms of green glass pots really makes my 5-6 year long forts look tiny. Its super interesting looking at something this many in-game years in front of anything I've ever done. Especially the minecart bits which really bend my mind to think about.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on April 29, 2014, 01:13:35 am
Yeah, I'll get there, once I have more squads.  At that moment I just wanted to spam a few into place to show what I'd intended.  I'll do something similar to that too once the Live Fire Pit is up (1/3 months at the pit).  Edit: I do however usually use a 3 month rotation for defense because of how long it takes to get the dang dwarves on point sometimes, particularly if they need to go get ammo and stuff. /Edit

The fort is roughly 35 years old.  I currently keep around 2500-3000 prepared food and 5-6k in drinks generally for storage.  The rest of that is plant and food storage (dog meat, for example) to be used eventually.  That huge room though, that's ALL booze.

None of the minecart pieces, by themselves, are all that complex, I promise you.  It's like building with legos.  First you build one part, it does what you want.  You add to it, that works too... etc.  Eventually you end up with the insanity that is the OMG for slaughtering the Undead and a massive minecart network to feed magma where you want it that's been expanded 5 times (and is currently getting a 6th drop point for the Live Fire Pit so I can cleanse it if necessary).

What will really bend your mind is at some point I'm going to do a rolling credits of every slab I've HAD to create (some of which are actually goblins but they're labeled as dwarves because of a bug).  Well, as long as I catch the fort before it fails in some spectacular fashion, anyway.  :D
Title: Re: Single Pick Challenge - Reawakened
Post by: StoneToad on April 30, 2014, 04:10:23 pm
You pulled me back into playing DF again, heh.  One pick is I guess a rather drastic solution for my embark profile OCD!

I'm incredibly impressed at how long you've run this fort.  Most of mine don't get beyond year 5, though I guess that's partly because I get OC about all my immigrants.

So far my first attempt ended up in a savage biome, turned out only the ocean beach was terrifying.  After failing 2-3 times on the chicken run method I realised that it was failing because the miner was trying to dig stone, not dirt.  Then I realised that gabbro wasn't an aquifer stone.  Woops.

So I tried out methods to do a 1 layer aquifer punch w/o opening to the sky.  Since there was no lower aquifer layer to drain into, I had to undercut the plug in the lowest dry layer, so I needed 3 layers of dry soil to pierce the 1 deep aquifer instead of just 2 to pierce a 2 deep aquifer.

The chicken run drain aquifer pierce is really a very sweet design.  We should get this into the wiki.  I think it's faster then the doubleslit method even for a normal embark, especially on soil aquifers (building walls at least feels much slower then smoothing).

And if you do the setup for the cave-in right, you should be able to avoid getting any cave-in dust on the miner, so it's not like that's a big risk over the doubleslit either. (channel from top layer, use diagonal step in corridor to trap dust, give miner job elsewhere to make them leave before the dust rises up to their z-level.  This at least worked with my 1 layer pierce, which was basically a 3x3 version of the 2 layer method with a dry upper aquifer layer.)


Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 01, 2014, 08:10:32 pm
Welcome back to the fold, StoneToad.  I don't worry so much about immigrants.  I consider them a labor pool for advanced projects and/or military draftees.

If you want a really tough biome to play in, back on page 1/2 of this thread EdgeFigaro provided a hellacious biome (the one I'm playing in) that brings in Titans in your first summer, raising undead, 2-layer aquifer, and a number of other prizes.

FurnaceClans 25 is also now posted!

http://youtu.be/JIqrcLycgQg (http://youtu.be/JIqrcLycgQg)

I figured the 25th episode would be a good time for a short review of the fortress, I go over some copper mining we're beginning and will be doing for a long time, there's a problem with the ice tower, and the OMG gets completely stalled out and shutdown.  This might be the beginning of the end!
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on May 02, 2014, 08:40:42 am
Hm, that's a problem I never imagined, endless fight between something that uses only fire attacks, and something that wont die to fire..
also, I do like ice walls, nice to know that this may be a problem, this would have caught me completely off guard.

for the flooding for the tree farm, I prefer to make a cistern, and just dump a TON of water at once in, a trickle like that can take far too long in my experience:)

a few thoughts:
on that mining op: cassiterite?
Isn't that TIN?
I guess if you are low on iron, you may want a bronze industry, but I don't think you can do that much with tin on it's own, what's the plan with that tin?

your stocks window shows you have drinks set for dumping?
and there is a steel mail shirt, and a BUNCH of steel weapons forbidden
if you have a shortage of good metal, it might be an idea to check if any of those steel goods are reachable :)
finally i'm curious about the bottom level of the OMG, there seem to be a ton of metal items there, and in the magma, is any of that steel?

looking forward to see how you manage to solve that endless FB duel you have going, great show :D
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 02, 2014, 11:38:18 am
a few thoughts:
on that mining op: cassiterite?
Isn't that TIN?
Yes, Josh caught me out in the comments on that.  I put in a massive annotation but you have to have them on.  I'll also make mention next video.  Whoops.

Quote
I guess if you are low on iron, you may want a bronze industry, but I don't think you can do that much with tin on it's own, what's the plan with that tin?
Get back to you on that.

Quote
your stocks window shows you have drinks set for dumping?
Probably on the surface somewhere, also forbidden.

Quote
and there is a steel mail shirt, and a BUNCH of steel weapons forbidden
Yeah, surface again.

Quote
finally i'm curious about the bottom level of the OMG, there seem to be a ton of metal items there, and in the magma, is any of that steel?
A little.  Mostly Iron.
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on May 02, 2014, 12:28:05 pm
Have you run the (non-reveal) prospect from DFHack?  You might have some copper around somewhere.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 02, 2014, 02:59:21 pm
Have you run the (non-reveal) prospect from DFHack?  You might have some copper around somewhere.

After realizing that was all tin, I did a prospect all to find out what the embark might have.

Tin: Volume in the insane quantities
Iron: Decent amount
Candy: Some
Platinum: A small bit if I trip on it.
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on May 02, 2014, 03:31:35 pm
that's odd, i don't think i have ever had several metals, had tin, and not copper, it's usually the other way around, plenty copper, never any tin..

I would be very tempted to play minesweeper with the candy at this point.
There's aways something to get even if you play 100% safe.
And when you need to take risks to get more, there's always smooth -> carve fortification.
I have released the clowns that way, and they were stuck in the spire.
They did manage to murder my FPS though, so I recommend against that anyway :)
(also i'm not sure that will be useful if there are any gas clowns, I did not get any in that test)

I was always quite nervous about the candy, but after trying to shave the spire as someone recommended, the closer I cut it, the more I had to count where the 2x2 hollow pipe might fit, and in the end, the analogy was correct, I was pretty much playing 3d minesweeper.
.. although with MUCH higher stakes on failure :)

edit: wrong word
Title: Re: Single Pick Challenge - Reawakened
Post by: Tenderroast on May 02, 2014, 10:40:56 pm
copied and pasted from the comments of the video. :

Cassiterite: 122914
Magnetite: 14142
Candy: 2582
Platinum: 475
Title: Re: Single Pick Challenge - Reawakened
Post by: Arcvasti on May 02, 2014, 11:21:22 pm
copied and pasted from the comments of the video. :

Cassiterite: 122914
Magnetite: 14142
Candy: 2582
Platinum: 475

...Cassiterite: 122914...

122914

122914

0_0

Title: Re: Single Pick Challenge - Reawakened
Post by: Tenderroast on May 03, 2014, 01:42:19 am
copied and pasted from the comments of the video. :

Cassiterite: 122914
Magnetite: 14142
Candy: 2582
Platinum: 475

...Cassiterite: 122914...

122914

122914

0_0

hence
Quote from: WanderingKid
Tin: Volume in the insane quantities

Arc, that was me and WK's reaction when were were messaging back and forth
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 05, 2014, 01:51:53 pm
Honestly I've rarely bothered with candy.  Usually if I go for the candy, it's to drill the circus loose for fun and giggles.  It aggravates me to try to control the material flow through the process, usually, to bother with it.  It really annoys me trying to keep it out of the hands of 4 year old moody children making me another goblet of destruction because I can't even point them in the right direction with labor.

And honestly, in this biome?  What's the point.  Candy axes and swords will merely make MORE undead as hands and heads go flying, not kill things more efficiently.  Bolt to the head.  Repeat.  Dump corpse.

Nah, I won't crack that until I'm intentionally going to see what the circus will do to entertain me.

For those curious, due to FPS concerns and the general uselessness of the tin, I've undesignated most of the dig area.  I'll have enough dug out already to last me a while if I want things like statues or buckets or something.

Title: Re: Single Pick Challenge - Reawakened
Post by: Larix on May 05, 2014, 04:11:49 pm
Children will never claim adamantine specifically. The two "bluemetal or madness" requests are wafers (only smithing moods) and cloth (only if woven, only clothing/weaving moods). (Raw) addy can be picked if it's the nearest available stone/block/bar, but you can simply forbid it after it's picked up and the kid will drop it on top of the workshop and go fetch something else. Mind, once i have a few hundred raw, i usually coax my mooders to use the stuff: once i have a handful of helmets and weapons, i don't really feel the need for more - steel's good enough for most anything anyway.

Cassiterite - you _could_ adorn a few thousand pots, statues and crafts with tin glaze. I think that adds 100☼ value each. In addition, you could simply allow it for standard jobs - it's a magmaproof material with increased (2x) value. I regularly do this with galena - since lead is of little interest and silver's mostly ornamental, i rarely find it worth my while to smelt the stuff. Of course, galena has a value multiplier of 5x, so galena furniture and goods have quite significantly increased value - e.g. 1800☼ for a masterwork mechanism.
Title: Re: Single Pick Challenge - Reawakened
Post by: StoneToad on May 07, 2014, 09:02:19 am
Don't the caravans have huge amounts of random steel items that you could melt?  Certainly if you ask them for a low demand order of just about every random steel item they have, they should bring quite a lot of it.  It's amazing what a quarry bush leaves - dwarven syrup x3 roast will buy out!

There's 2 ways of making them fairly easily:  If you're willing to use workflow you can specify the materials for the containers of the cooking job.  So the trick is to make sure that the dwarven syrup is the only item available to the kitchen that's in a barrel (or pot, you can't specify both in the job material setting) and leave the default 'any material' for the first solid item, and require barrels for the last 3.  Preso, some crazy huge value roast stack is now yours.

The 'no mods' second way is by having a 1 tile stockpile for the quarry bush (again, no barrels or pots, you want exactly one stack in the stockpile) and at least a 3 tile stockpile for the dwarven syrup linked to the kitchen.  This is a bit more annoying though since you'll keep getting cancellations if your haulers arn't really quick about refilling the 1 tile stockpile.  If you use the manager I think it will keep recreating the jobs for you though.

Hmm maybe this is my I get overwhelmed with migrants that I don't know what to do with in my normal forts...


PS. Just in case it does weird stuff with your youtube metrics, I tend to only remember to log into the correct youtube account when I'm hitting 'like' on the videos, so I think it will show up as 1 full watch and 1 watch of maybe 5 seconds.  So don't feel you need to make the vids shorter if youtube is telling you people are only watching half of them on average!

Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on May 07, 2014, 10:59:11 am
well, candy weapons would be useless in a reanimating biome yeah.. but candy ARMOR however, would still be VERY useful
much less encumberance then ANY other armor, allowing your dwarves to move faster in combat.. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 07, 2014, 11:43:42 am
Children will never claim adamantine specifically.
Hunh.  Good to know.  As I mentioned, I don't play with it often because I apparently was going overboard trying to protect it. XD

Quote
(Raw) addy can be picked if it's the nearest available stone/block/bar, but you can simply forbid it after it's picked up and the kid will drop it on top of the workshop and go fetch something else.
I hate paying that much attention to a single dwarf...

Quote
Cassiterite - you _could_ adorn a few thousand pots, statues and crafts with tin glaze. I think that adds 100☼ value each. In addition, you could simply allow it for standard jobs - it's a magmaproof material with increased (2x) value.
Tin isn't bad because it's light, I like it for buckets and things like that.  In general though I don't have any particular need to worry about the expense of an item right now.  Between encrusted totems and food I can buy out any particular caravan at whim.

Don't the caravans have huge amounts of random steel items that you could melt?
No, they have some, and I buy them out whenever they arrive, but huge volume hasn't occurred yet, even with healthy donations and ridiculous trade balance (I usually give them 2:1 in value).

Quote
Certainly if you ask them for a low demand order of just about every random steel item they have, they should bring quite a lot of it.  It's amazing what a quarry bush leaves - dwarven syrup x3 roast will buy out!
Masterwork Dog Roasts are equivalently valuable, and require sooo much less micromanagement.

Quote
PS. Just in case it does weird stuff with your youtube metrics, I tend to only remember to log into the correct youtube account when I'm hitting 'like' on the videos, so I think it will show up as 1 full watch and 1 watch of maybe 5 seconds.  So don't feel you need to make the vids shorter if youtube is telling you people are only watching half of them on average!
Heh, fair enough.  It seems to be working out as planned, however.  The very long videos required a lot more work on my part to edit and organize, then to compile, then to upload, then to... The shorter ones are working out better on my half as well.

well, candy weapons would be useless in a reanimating biome yeah.. but candy ARMOR however, would still be VERY useful
much less encumberance then ANY other armor, allowing your dwarves to move faster in combat.. :)
Well, true enough, and perhaps in time.  It's just not immediately worth it to me.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 09, 2014, 12:53:07 pm
Brief update, since there's not going to be an episode for a bit at this rate.

The tree farm water delivery system is floored up and walled off the drain, and is now re-flooding the floor.

The eternal war of the unburnable vs. the endless fireball continues.  It's a standoff.  The Cyclops that had died nearby and was working his way into the discussion is AWOL, ending my hopes for a tie breaker.  I'm hoping something on the surface somewhere eventually decides to wander down and help out the guy on fire.  I haven't thought my way out of the problem yet.  Not in a way that's actually useful, anyway.  The dude is fireproof.  I'm getting to the point where I may flood the entire thing out (that's a LOT of passageway to fill up) to the ceiling and just drown his butt.  My concern is that may force him to swim INTO the fortress, instead of out of it.  I can't seal up the machinery that drives the magma carts without breaking the machinery.

That would be moot anyway if he got up on the DWR and busted it up anyway, but I need to keep it in mind.  The magma delivery system would be my last ditch defense if that happened.  I don't believe my military could contain this FB.

The rest of my dwarves are mostly busy pulling up what tin I'd already mined out way down near the magma sea, so that's a long walk with a wheelbarrow.

Basically, status quo.  Nothing worth film time, unfortunately, unless it's a 1 minute video. XD
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on May 09, 2014, 01:02:33 pm
Any way you can drop a glass block on the fire breather?  He wouldnt fly into the fortress if hes locked in combat.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 09, 2014, 01:05:58 pm
Unfortunately no.  The B-52 run is meant to take things out of the magma ditch next to the minecart path.  He's standing on the path, instead of in the magma next to it.
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on May 09, 2014, 03:02:12 pm
Bummer.  How about an in-flight minecart directly from the west?  Sort of a Dukes-of-Hazarding paincart hopping over the magma trench and slamming into him from the side?  It would be risky as hell, but checking the latest video it looks like you might have enough room.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 11, 2014, 08:20:48 pm
Bummer.  How about an in-flight minecart directly from the west?  Sort of a Dukes-of-Hazarding paincart hopping over the magma trench and slamming into him from the side?  It would be risky as hell, but checking the latest video it looks like you might have enough room.

Next episode is coming along.  I broke the stalemate via additional torpedo and now have other problems.  It's a bit short at the moment after editing though so I'll need to gameplay a bit and see what else I'm planning on doing.  The fort got distracted with a tree-farm water route adjustment.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 12, 2014, 03:33:47 am
FurnaceClans 26 is up.

http://youtu.be/A3GN6DPFsrg (http://youtu.be/A3GN6DPFsrg)

Title: Re: Single Pick Challenge - Reawakened
Post by: Sadrice on May 12, 2014, 04:05:35 am
You have 14k of magnetite, why are you trying to weaponize tin?  If you had trader access you could make bronze, but I don't think you've figure that out (I've been watching a bit irregularly since 15 or so). 


I would suggest just making everything in the fortress that doesn't need to be weapons grade or magma safe of tin.  You could start a megaproject made from tin glazed blocks!  You must admit that a glossy ivory white tower protruding out of the zombie ridden tundra would be a pretty spectacular testament to dwarven perseverance in the face of adversity.   In case you don't recall, this is tin glaze (http://en.wikipedia.org/wiki/File:Dish_epigraphic_Louvre_AA96.jpg), a glossy white opaque glaze used to imitate porcelain with earthenware (easier to find the raw materials for in real life as well as dwarf fortress).
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 12, 2014, 11:42:12 am
You have 14k of magnetite, why are you trying to weaponize tin?  If you had trader access you could make bronze, but I don't think you've figure that out (I've been watching a bit irregularly since 15 or so). 
Well, it started with trying to weaponize copper and me forgetting that Cassiterite = Tin, so whoops.  Also, I haven't found the majority of the Iron Veins, yet.  When I do, I expect I'll be using the majority of that for steel.

I wanted to show how to use the workflow component for materials adjustment was all, really, since someone here had reminded me of it.  I'll happily credit the person, but it was a PM discussion, and I assume for a reason.
Title: Re: Single Pick Challenge - Reawakened
Post by: Tenderroast on May 12, 2014, 02:38:57 pm
pssst. It was me.

Mainly the PMs were to keep from flooding the thread with theories of what you could do  :P
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 12, 2014, 06:21:59 pm
pssst. It was me.

Mainly the PMs were to keep from flooding the thread with theories of what you could do  :P

LOL. This thread has found itself a design for safe multilevel aquifer piercing, a discussion of FB traps, and who knows what else in forgetting offhand. Flood away!
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on May 14, 2014, 10:16:44 am
Hmm, magnetite? that shows up in blobs, not veins, if I remember correctly
122k cassiterite
14k magnetite?
I would guess that means that ALL the "deep metal", through all caverns, is cassiterite, and the magnetite is probably your "shallow metal", existing only above the first cavern

I'm not 100% sure on that, but that is what I would do in looking for it.
In any case, magnetite blobs are not that easy to find by accident.
You may need to make exploratory tunnels, or dig up and down in the center of any magnetite blob you have found so far, I usually see magnetite on 2-3 z levels in the blobs it appears in.
It's never just a one layer blob unless it's replaced by a blob of something else, like a blob of microcline..

And one more thought, if the lava in the OMG were to level out to 4/7 everywhere, instead of moving between 3/7 and 4/7, would that not reduce liquid calculations, because with everything at the same amount, it wont be calculating where it balances out to?
Of course that could be a pain to try without a little DFhack, but still.. FPS :)

Interesting idea with the walls in the tree farm, I wouldn't have thought of that, and it looks like that's going to work :)

both fun and educational as always :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 16, 2014, 09:12:24 pm
FurnaceClans 27 is up.  I get the OMG back and the tree farm is finally flooded out.

http://youtu.be/7PxoV6i8284 (http://youtu.be/7PxoV6i8284)

@enizer:
RE: Magnetite Blobs: I've dug out all the ones I have found, and I use vein digging, which will get multiple Z's involved.  There's probably a lot more but I am also leary of FPS death, so it'll happen slowly.

For balancing out the magma, I'd need a pretty significant system to pull it off without cheating.  The 3/4 flow isn't too bad, honestly.
Title: Re: Single Pick Challenge - Reawakened
Post by: Tenderroast on May 17, 2014, 01:18:31 am
I have an idea to take care of your "dude hiding under the wall" problem. Upright weapons trap. Just checked the wiki, all traps (including levers, and upright weapons) are ignored by building destroyers.

You have plenty of goblinite, to smelt for iron and steel, to make the spears, and the the mechanisms.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 17, 2014, 03:44:12 pm
I like that one Tenderroast.  I think I just got overfocused on the initial design that I wasn't even thinking of that.

I'd initially built the bottom of the magma chutes on the side with Impulse Ramps to deal with any cart that might fall off the route when it hit something, but that doesn't seem to be happening at all.  Next time I take the system completely down for maintenance (there's a few horse corpses and the like that keep getting plowed over) I'll swap the ramps out for spikes and hook it to a pressure plate or two on the OMG runner.
Title: Re: Single Pick Challenge - Reawakened
Post by: Tenderroast on May 18, 2014, 11:35:55 pm
all you really need is 2 sets of spikes. Under your anti flyer walls. The B-52 system works great for the rest. Unless of course, you just want to fully automate it, so you can go lazy mode. Because lazy mode is always fun  :P
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 19, 2014, 04:37:04 am
all you really need is 2 sets of spikes. Under your anti flyer walls. The B-52 system works great for the rest. Unless of course, you just want to fully automate it, so you can go lazy mode. Because lazy mode is always fun  :P

Yeah, but I like lazy, particularly with a low # of dwarves. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 20, 2014, 01:21:32 pm
I went from no materials to probably 4 episodes worth in a single evening's play session.  Good grief.  This will take a bit to edit into something coherent.

Teaser: At the end of last night's session I may have just seen the beginning of the tantrum spiral that will take FC out.  Partially my fault, partially an 'oh my god, you bastards, you killed Kenny' kind of thing.  However, you'll have to enjoy that tease, there's plenty more science that Glados I did in the meanwhile to discuss.
Title: Re: Single Pick Challenge - Reawakened
Post by: WoobMonkey on May 20, 2014, 01:29:32 pm
*WoobMonkey cancels have life: busy refreshing YouTube top-page.*
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 20, 2014, 06:04:14 pm
Stop refreshing, it's here:   :D

http://youtu.be/cbL5xibivYU (http://youtu.be/cbL5xibivYU)

One of them anyway.  General Fortress review as we've moved forward with certain digs and tree farms and the like, and a review of how I'm building the ice walls against the edge of the world.
Title: Re: Single Pick Challenge - Reawakened
Post by: WoobMonkey on May 20, 2014, 06:08:09 pm
Not uploading in HD anymore?  Gotta ask, because it's very hard to read anything on screen in 360p.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 20, 2014, 06:29:40 pm
You got there while it was still processing.  Try again.

It initializes in 360, then it processes the upper levels of the HD.
Title: Re: Single Pick Challenge - Reawakened
Post by: WoobMonkey on May 20, 2014, 06:31:07 pm
Gotcha.  Guess I'll just have to look at it again later.  Oh, the torture!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 20, 2014, 06:32:08 pm
Gotcha.  Guess I'll just have to look at it again later.  Oh, the torture!

Just fired it up.  1080 is active.

Edit: That's very odd, this does look a little rough still. It's using the same export settings I did for 20-27, so I'm not sure what's going on here.

Um, give it an hour.  YouTube may be having some conniptions in the background.  I usually let them upload in the morning and then release at night, so the pre-process they insist on may not be complete for a while.

Edit 2: Alright, that still looks... a bit blurry to me.  Let me know if it's too much, I'll re-export it and try again.  Not sure what the hell is going on here.
Title: Re: Single Pick Challenge - Reawakened
Post by: WoobMonkey on May 21, 2014, 06:40:15 am
I re-watched it, and it seems fine to me.  Perhaps a visit to the opthamologist is in order?  XD
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 22, 2014, 01:58:52 am
I re-watched it, and it seems fine to me.  Perhaps a visit to the opthamologist is in order?  XD

Heh, maybe.  I just stared at 29's footage for about 3 hours trying to cut it down to something reasonable, so it's certainly possible.  It's a little choppy but I don't think it'll be too bad.  Now I need to go through it and add BGM, dorfy comments, excerpts, etc.  Probably get back to that tomorrow night.

Chekov's gun, indeed.
Title: Re: Single Pick Challenge - Reawakened
Post by: Linkxsc on May 22, 2014, 02:10:31 am
So I just started my own spc fort named rushedcaves (ironically)
Now I havent seen the newer episodes of your film. But I did come up with a slightly more effective way of not dieing early on.

After starting getting ownt by aquifers and then gcs. When I started the current fort. Got lucky with a magnetite vein that I made it through the aquifer with. Then I set 4 of my dorfs as masons turning out stone blocks. (important. They're much lighter then a whole stone)

When I finally made it to the caverns I had them rush to built a wall by plugging the open spots between the natural walls. Within the first month I had a nice little 20x20 area cordoned off for farming  though my wood and seed supply were pretty low till I finished blocking off a larger area.

Initially I just needed 20 blocks to plug up and make my area. By then end of spring I had used about 80 of them to enclose an 80x50 area.  Its autumn now. My farms are still running on 1 poorly trained farmer but I should pull through on food. Now im carving out an entryway for the caravan. Total dorfs is 12 (2kids)
1 miner 4 stone/masons. 1 farmer 1 carpenter/woodcutter. 1 meleedwarf with a wood training sword. And 2 xbow dorfs (untrained but theyre overlooking the trade enterance until I can guard it better with traps
Title: Re: Single Pick Challenge - Reawakened
Post by: WoobMonkey on May 22, 2014, 02:15:54 am
Linkxsc - when you build your traps, go for full Dorf points by improving on the OMG design!  That, to me, is the hook to FurnaceClans; not the survival (given a few tries, I'm pretty sure most forumites could do that), but rather the intricate and astounding use of machinery to acheive some amazing things.

Heck - do you u/l to YouTube, as well?  If so, links, please!  More DF content is always welcome, at least in my world.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 22, 2014, 02:28:36 am
So I just started my own spc fort named rushedcaves (ironically)
Welcome to the gang, Link.  I look forward to hearing about your adventures. :)

Quote
Now I havent seen the newer episodes of your film. But I did come up with a slightly more effective way of not dieing early on.
There are a number of more effective ways to not die earlier on.  Depends on your biome and setup.  If you want a truly nasty biome, on the first page of this discussion (second?) is a link to DFFD from EdgeFigaro with a particularly gruesome Biome.

Nice work getting lucky with the magnetite through the aquifer.  If you go to Tundra, instead of Glacier, you'll find that's much harder to pull off.

Quote
Now im carving out an entryway for the caravan. Total dorfs is 12 (2kids)
1 miner 4 stone/masons. 1 farmer 1 carpenter/woodcutter. 1 meleedwarf with a wood training sword. And 2 xbow dorfs (untrained but theyre overlooking the trade enterance until I can guard it better with traps
A solid start, good luck to you! :)

Linkxsc - when you build your traps, go for full Dorf points by improving on the OMG design!  That, to me, is the hook to FurnaceClans; not the survival (given a few tries, I'm pretty sure most forumites could do that), but rather the intricate and astounding use of machinery to acheive some amazing things.

Besides the OMG, the Mamga Impulse risers/magma distribution, and Sikel the Silk Supplier, I'm not sure I've done all that much with machinery.  But thanks for the kind words anyway! :)  Always appreciated.
Title: Re: Single Pick Challenge - Reawakened
Post by: Linkxsc on May 23, 2014, 01:02:19 am
Well in mine the first caravan is here. I rushed out a bunch of cheap crafts just to buy an anvil (they only brought 1 steel 1). Also bought some wood because im running low for my new metal production.  Have hematite marble and galena for metals so full steel except for hammers and maces. Wondering though. Would it be out of place to make a second pick?????
Also breached the second cavern. To which i hurriedly plugged the entrance so a bunch of giant bats cant come slay me.
Up to 22 dorfs still 2 children. 4 will be melee and 2 bows when im done equipping. I think I have enough wood for coal to arm and armor the 4 melees. Wanting to pen through the second cavern because it seems to have no magma in it. Just a huge lake.

Well thats all from me. When I get near some wifi ill post pics of what happened with my fort. Though pretty uneventful. Even when the caravan came the undead yeti just decided to chill over by the opposite edge and not attack.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 23, 2014, 05:03:45 am
Damned Dogs...

http://youtu.be/3FkjP7uKs50 (http://youtu.be/3FkjP7uKs50)

FC 29 is up!  Mostly it's me arguing with a dog head... and bad dwarven singing. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on May 23, 2014, 10:02:25 am
Some good luck there at the end.  Inevitably what causes the bad luck later.  This is DF after all  :D

Still very fun to watch, thanks for uploading these!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 24, 2014, 01:11:52 pm
FC30 is up.  'Brawling in the Hallways'.

http://youtu.be/DnfBKR2xtHA (http://youtu.be/DnfBKR2xtHA)

It's basically the fight, cleanup, and aftermath when an ambush breaks in alongside the merchants and the results of a yak with an attitude.
Title: Re: Single Pick Challenge - Reawakened
Post by: Linkxsc on May 25, 2014, 03:16:21 pm
Wellll there goes rushedcaves. Year and a half in. Got my anvil. More than enough food. And was working on arming my dorfs (hammers ofcourse). Up to this point. Not a single death.

MIgrant wave cometh. So doth an evil snow storm come. Infecting the migrants with blisters and boils. One of them gets to my main staircase... passes out from pain... and is killed by an undead chicken... No big. Ill just dump him in a channel. Cover it and place a slab over it before he reanimaters. Send my troops up wait for a worker to go up and haul him to the pit... he reanimates kills 1 trooper by biting off his arm. Another by losing a leg. Theyreanimate. Everyone dies. The end.
Title: Re: Single Pick Challenge - Reawakened
Post by: Tenderroast on May 25, 2014, 07:29:44 pm
gotta have a an airlock system for migrants.... preferable one is full of magma safe traps, and can be flushed with magma if anything starts to reanimate.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on May 29, 2014, 02:20:37 am
Migrants are like candies.  Only take the best ones, leave the rest to rot on a sla... that allegory is going poorly, nevermind.

Just a quick note guys, FC pulled out of the flat spin it was entering, though we had a bit of an issue with clothing for a bit compounding the issue.

Then I installed Craft the World and I haven't even fired up DF in a week.

Ummm... Yeah.  I'll get some more material soon... ish...  Yeaaaahhh....  FC ain't dead. :)

Overfiend Cancels Play DF Tonight: Interrupted by other game.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on June 04, 2014, 01:15:48 am
I'm back on FurnaceClans, and I'm trying to figure out how to edit 'watching happiness' into something that's not boring as paint drying. But, it's back in motion. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on June 06, 2014, 12:02:45 pm
Happiness tracking and management, to avoid a looming tantrum spiral.
Can be nerve wracking to play through, but might also be incredibly dull to watch... :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on June 06, 2014, 02:07:45 pm
Happiness tracking and management, to avoid a looming tantrum spiral.
Can be nerve wracking to play through, but might also be incredibly dull to watch... :)

It is, and that's part of the problem.  I can't even dorf wiseassery out the boredom, it's 12 minutes of high speed reviews of boring ass crap, so nothing sticks around long enough, and there's nothing even really amusing to comment on.

I think I'm going to assemble what I have, post it with the next video as a supplement for those who REALLY want to confirm that I'm not cheating the challenge and/or have nothing better to do than listen to my voice like smooth jazz in the background, and move on.  Won't even stick it in the playlist.
Title: Re: Single Pick Challenge - Reawakened
Post by: Tenderroast on June 06, 2014, 10:54:00 pm
Yay, FC's not dead!
I am mostly curious as to the number of dwarves that got to meet Magma in the dumpshoot.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on June 08, 2014, 10:38:33 pm
Nope, FC isn't dead.  As a matter of fact, the next installment has arrived!

http://youtu.be/53p990FXlTs (http://youtu.be/53p990FXlTs)

Another brawl in the trader corridor, this time with an undead siege.  I really need to close that thing up.
Title: Re: Single Pick Challenge - Reawakened
Post by: Tenderroast on June 09, 2014, 12:24:53 am
how many years have you been going with this place so far? and what is your avg FPS?
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on June 09, 2014, 08:16:43 pm
41 years, and Varies between 40 and 25.
Title: Re: Single Pick Challenge - Reawakened
Post by: Arcvasti on June 09, 2014, 10:29:51 pm
41 years.

How.......

I stand in awe of your perseverance.

I'm actually wondering if the challenge might end soon. You have a Duchess. You could become the Mountainhome very soon if you dump enough prepared meals on the next caravan.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on June 10, 2014, 01:26:32 am
Next time the Liason shows up for a meeting I'm pretty sure the king's coming shortly after.  I've donated so much crap to the caravans I'm relatively sure I've blown past the donation requirements and have plenty of value in the fort.  There's a population requirement too, I believe, but I should reach that soon.

So, yeah, the challenge may be done soon, but I have to retake the surface or get lucky with a liason.
Title: Re: Single Pick Challenge - Reawakened
Post by: sal880612m on June 12, 2014, 04:45:22 pm
So I have been watching FurnaceClans and enjoying it, so thanks for doing it. I just wanted to point out that your Furnace Clans playlist does not include part 26, and after watching it I really don't see a reason to not have it in there.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on June 12, 2014, 09:42:55 pm
So I have been watching FurnaceClans and enjoying it, so thanks for doing it. I just wanted to point out that your Furnace Clans playlist does not include part 26, and after watching it I really don't see a reason to not have it in there.

I have absolutely no idea why it got dumped from the playlist.  I'd have sworn I stuck it in there.  Thanks for the catch!  Glad you've enjoyed the series so far, too. :)

I've fixed the oversight.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on June 15, 2014, 02:55:26 pm
Written update for the moment:

FC continues to truck on, ignoring amushes, undead, and similar concerns.  Worst case scenario we seal up the OMG's front door until things settle down.  The undead in the hole are being annoying for trying to run my ice wall along the south, as expected, and we're dumping a lot of bolts into their mostly dead bodies.  Free practice!  We're going to seal them in Cask of Amontillado style and call it good.  I'm hoping we can seal them up before they become indestructible.  Occasional clouds of dust throw us off, too.

I've sealed off the trader access completely.  One giant wall, have a nice day.  Good luck on the surface.  60+ undead up there and they just won't path into the OMG en masse.  They trickle in, one at a time, about a week or two between each one.

Lots of 'where'd the rock nuts go?!' spam as I screw around with making oil.  I built a small dual minecart run between the crafting level and the tree farm to speed up gathering (about 5 fold, I'd say) which will take about 30 seconds to show you guys.

I threw a few dogs into the Live fire Pit for now.  They'll eventually die of old age and then I'll have what I need from that.  They're females, so they will probably birth some extras to play with.

I'm trying to get the new metal workers up to snuff so we're churning our steel back and forth again, with the occasional masterwork actually appearing.  A few more kids have grown up and have been dumped into the military. 

On a more Benny Hill style note, I released 20 War Dogs to be put into their cages at once, so right now half my fort is running everywhere trying to track them down and drag them back to their cage.  It's kind of cute.   8)
Title: Re: Single Pick Challenge - Reawakened
Post by: sal880612m on June 15, 2014, 03:01:18 pm
Unless you need someone to pull a lever.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on June 30, 2014, 11:31:35 pm
FC 32 is up, mostly a status on the fortress.

http://youtu.be/4w04T2r0IwA (http://youtu.be/4w04T2r0IwA)
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on July 02, 2014, 10:11:43 am
Glad to see this is still on :)

A couple of thoughts about the ice wall:
Won't the ice on the map edge mean that that's now the new map edge, and something will spawn ON the wall soon?
And wont this make it really hard to get the traders in?

Maybe if you move the depot to a suspended platform level with the ice wall, the caravan can spawn there, up in the air?
Although I cant think of any way to allow merchants to spawn somewhere without enemies being able to spawn there as well..
or is the ice wall top somehow immune to spawns because it's not the original map edge?


Also you seem to have buckets everywhere on the wall, I'm guessing someone gets distracted for some reason, puts the bucket down, and you now have a bucket with a lump of ice in it, that isn't useful, but can't be used because it's not empty. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on July 02, 2014, 10:42:33 am
A couple of thoughts about the ice wall:
Won't the ice on the map edge mean that that's now the new map edge, and something will spawn ON the wall soon?
And wont this make it really hard to get the traders in?

or is the ice wall top somehow immune to spawns because it's not the original map edge?
Nope, Z=0 always means Z=0.  No matter what you do to the edge, so it's immune.

And that'll depend on how I set it up.

Quote
Although I cant think of any way to allow merchants to spawn somewhere without enemies being able to spawn there as well..
True enough.

Quote
Also you seem to have buckets everywhere on the wall, I'm guessing someone gets distracted for some reason, puts the bucket down, and you now have a bucket with a lump of ice in it, that isn't useful, but can't be used because it's not empty. :)

Worst case scenario is dry buckets, but haven't resorted to that yet.  The ice falls out of the buckets.  I go into it in more detail next episode.
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on July 03, 2014, 10:20:19 am
yeah, I recently started using DFhack drybuckets regularly, when I counted no less then 16 buckets of water scattered around, in year two, of a rather modest fort.
And I had NOT had a lot of injuries, I just mindlessly ordered more buckets every time I saw a "no dry bucket" job cancellation, and then eventually started wondering where the hell all the buckets were going.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on July 11, 2014, 04:02:01 am
For the curious, some personal delays occurred, but FC33 is currently encoding.  It'll run overnight, I'll start the upload in the morning, and hopefully will release for tomorrow afternoon before I head out for the night with friends.

I intend to complete the series before I switch over to v 0.40.xx, for those who had some form of concern about that.   :)
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on July 11, 2014, 08:48:09 am
I thought about that yeah, but after checking out the new version, I noticed that it does NOT have DFhack or Dwarf Therapist support yet, and even some tilesets are an issue.

The lack of DFhack will be annoying, as will the lack of tilesets be very annoying, however, Dwarf Therapist I really cant live without :)

So personally, I'm going to wait, and expect many others will do the same.
Title: Re: Single Pick Challenge - Reawakened
Post by: Dwarf_Fever on July 11, 2014, 09:13:29 am
Dwarf Therapist I really cant live without :)

So personally, I'm going to wait, and expect many others will do the same.

Yep.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on July 11, 2014, 11:59:01 am
Got things moving faster than I'd expected this morning.  FC 33 is up.

A review of the Live Fire Pit, and some significant problems with it.  Also, the Ice Wall... a problem, a review, and a discussion of my fix.

http://youtu.be/ngJjuDggncg (http://youtu.be/ngJjuDggncg)
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on July 11, 2014, 01:24:17 pm
I have a guard rotation similar to yours going in my current fort that I had to tweak a few things with bolts in order to make it work properly that might help with your situation.

For the bolts themselves, I've found that they cant be in bins or a quantum stockpile to be used properly.  I've got a bolt storage area right by the guard station that's just a square stockpile scattered with bolts.  They also tend to get screwed up when trying to grab bolts of a different material than they already have.  Having 1 material only would help, although your situation really looks like it requires a mixture of bone and wood for now.  Once you get your ice wall done you probably will have access to a metric ton of iron goblinite that you can start mass producing iron bolts from (which get the bonus of doing a ton more damage as well).

I've enjoyed the series a lot.  Hopefully you get to take control of the surface enough to build a migrant trap or 2 to help get the liaison (and eventually the king) in safely.  I'd hate for you to put 45 years into a fortress and have the king die in a zombie swarm.
 
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on July 22, 2014, 02:31:47 pm
So, most of 34 is prepped... and then my drive starts making wonderfully 'food compactor' noises at me while getting read spikes with no data transfers.  If you're not familiar with that, it means my drive was dying.

Introduce RAID 1, dual drives, and begin a from scratch install on the new drives.  Copy over old data. Reinstall softwares, play hide and seek for keys, etc etc etc...

So, um, yeah.  Not AWOL, just playing with hardware.   :D  FurnaceClans saves are safe, now, though, as is the old version of LNP I like.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on July 24, 2014, 04:13:55 pm
I have a  concern about the current save, and I've regrabbed it off the old drive but the problems still exist.

Problem(s):
1) Ice walls no longer form on water drops.
2) Burning corpses don't destroy
3) My idiot dwarves are dumping tons of dust near the cleaning well, which they never did before.  I've had to leave 20+ dwarves idle just so I can get cleaning jobs to stop me from having half my dwarves in beds in the hospital.

I don't know the causes.  I'm just going to have to muscle through them, but something went horribly wrong somewhere in here.

EDIT: I'm an idiot, my LNP didn't save me turning on weather/temp/etc.  Whoops.  :)  I'd have thought that'd come over with the init file.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 03, 2014, 09:17:14 pm
So, having figured out what I needed, downloaded some few dozen software (and located their keys) and reinstalled most of my box, FurnaceClans 34 is up!

http://youtu.be/00Oi-S6y4AI (http://youtu.be/00Oi-S6y4AI)

Thanks for your patience. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 05, 2014, 12:08:05 pm
FC 35 is up!  And I sorted out a few of my recording/exporting issues, so clarity should be back on the new system.

Big deal in this one is a review of Snaake and Stochasty's cave in method for aquifers.

http://youtu.be/ThOnx9PI57s (http://youtu.be/ThOnx9PI57s)
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on August 13, 2014, 10:20:53 am
hey, always nice to see an update :)
I notice in episode 34 that there are flesh balls somewhere on your map.
I have always wanted to cage some of those and use them for training, ever since I heard that their only attack is "bump" and they dont have any bones, or organs, so they only die to bleeding,
and would thus be perfect to make everyone a legendary wrestler/puncher/kicker/biter REALLY fast, probably some armor/dodge training as well
Though they die kind of fast to sharp weapons, and I have no idea how those things react to being reanimated.

Episode 35, whoa you have a line of vomit through your fort.
Looks like the problem is that the pathing has changed to make the dwarves not need to move through the waterfall nearly as often.

I had a place in 34.11 tiny custom generated map, all the places I wanted to play at also had an aquifer that was at least 3 layers deep, and I just had to give up at that point, I couldn't figure it out, and couldn't find a lucky vein that went all the way through.
I wonder if I deleted that map, or if I saved it and moved on, I might need to search for it.
would love to see a video tuturial showing how to get through stuff like a 7 layer aquifer someone ran into in 34.04 I think it was, I would just be stumped there.
Title: Re: Single Pick Challenge - Reawakened
Post by: Merendel on August 13, 2014, 11:52:05 am
I dont think a 7 layer is possible on the single pick challange.  You dont really have the materials to make pumps (if you do you give up on an axe for caverns trees till you can make metal tools) so you cant use pump based methods such as the double slit and you dont have blocks to seal the shaft anyway.   I'm prety sure I could scale up the principles that alow breaching through an aquifer like is used in this challange if I had the time and patience for it.  However time is not on your side with this challange.  I doubt we could pull off a 7 layer breach before our dwarves starved even after butchering the pack animals.  Possibly if 5-6 dwarves were sacrificed for the greater good and you locked the migrants out you could buy enough time but your miner is going to be in alcohol withdrawl prety fierce and the trick gets harder when the miner slows down.

Now if you just wanted to breach a 7 layer on a normal game I'd recomend looking up the double slit method.  There are good writeups on the wiki and I know a few vids are floating around on youtube.  I punched through a 6 or 7 layer aquifer recently with it, its not hard.  It actualy gets easier on the deeper ones as once you get past the soil layers you can use smoothign instead of walling which is much faster.  Pagoda's vid gives a good rundown of the method https://www.youtube.com/watch?v=TXQH9dliFZE
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 17, 2014, 01:01:45 am
FC 36 just went up.  Nothing spectacular in this one.  OMG re-opens and we finish walling off the surface and clean out the undead population via Crossbow Herding.

https://www.youtube.com/watch?v=AA6xX4g6YRs&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=36 (https://www.youtube.com/watch?v=AA6xX4g6YRs&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=36)
Title: Re: Single Pick Challenge - Reawakened
Post by: RocheLimit on August 20, 2014, 10:35:47 am
I have been watching your videos from the beginning, a month or two after I started playing, and continue to be amazed by them.

The whole concept of the Single Pick Challenge enthralled me to the point where for about half a year, that was all I did.  Single Pick Challenges.  On the same map you're on here.  It would be no exaggeration to say that I learned most of what I know about Dwarf Fortress while trying to emulate FurnaceClans.

So, you have my thanks.  I will follow FurnaceClans until it is finished.  And hopefully pick up many more tricks.

/salute

That said, have you considered a simple Titan trap for your FB problems down below?

A passage with a drawbridge at either end, with 2+ doors just before the exit bridge.  Wait for FB's to all path to doors, then pull a lever to trap them while they are busy destroying the doors.

Seen from the side,  D=Door, _ = floor, B = Drawbridge, pathing Right to Left.

   _ _ B _ D D D D D _ _ _ B _ 
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 20, 2014, 01:44:42 pm
Actually I've got an entire Obsidianizer trap ready to go.  The problem is getting them unstuck from the edge behind (or on top) of some trees.  They just won't path anywhere unless I can get someone in there to free them up.

The problem is the only real way to do that is to open up the walls into the fortress on the first cavern layer, as anyone trying to cut down the tree(s) that are in the way ground wise for these fliers to path will freak out repeatedly because they can see them hovering.

I think I'll just leave 'em there unless I get inspired.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on August 26, 2014, 01:23:17 am
Just a note.

FC is... progressing, just very very boringly.  The biggest incident is that apparently creatures in cages appear in you animals list when they've become encased in an ice block.  That really wasn't a huge deal though, I could ignore it.

However, when it dies, apparently its undead self just *boink!* pops out of the ice encasement and decides to take a walk wherever it likes.  The undead peahen scared the crap out of a worker just long enough to squawk once before it took a silver whip to the head.

Update will come once I complete the next mini-project.  It's going very slowly due to me being cagey about working in a very confined space with where EVERY invader now enters.  I'm also tinkering with siege weaponry.  Cleaned up the surface though.  That took YEARS.

Also, I'm kinda waiting for the 30th.  Just so I can do a Happy Birthday FurnaceClans episode. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on August 26, 2014, 06:08:35 am
A whole year on a single fortress...that's impressive.  And you make videos about it too!
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on August 30, 2014, 09:21:31 am
For me personally, I find that all is fair in the battle for FPS, since about 80% of my forts die to the FPS being so low that I get bored waiting while nothing happens
Also considering FPS, I recently noticed that RAM speed does have an impact on Dwarf Fortress, tested with an FM2 system(A10-5800k) I use for browsing, and there was about 40% difference in FPS just from changing between 2133 and 1333 ram.
So it's worth noting that for heavy Dwarf Fortress players, buying cheap ram may be a bad idea(especially since where I live at least the difference in price is tiny)
(EDIT: of course that needs a CPU that supports that ram, the 2133 did not do much for my 1100T for example, which refused to run the RAM at speeds over 1600)

In non-FPS thoughts, the forgotten beasts on the map edge, how feasible is it to drop bricks on their heads?
Or maybe carve fortifications into a wall next to them, and then flood lava through those fortifications?
(surprisingly this IS possible with constructed walls too)
Just make sure it wont reach 7/7, then I believe any lava immune creature will be able to swim through.(bug 3327)
In a non-reanimating biome I would just carve fortifications and shoot through them, but I think making the FB's undead would not help much.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 01, 2014, 03:04:19 am
Just a note.  The anniversary edition is coming together, but it's taking a while to edit to my happiness.  FPS is back to reasonable (25-35), and things are coming along nicely.  Just taking a bit to put together.  My strange mood has been strange, and I haven't been able to really dig into it and make it coherent.

On another note, I recently decided to watch some of the first videos in the series... and I am sorry for subjecting to people to them.  This might be why I'm being so picky about getting this one done better.
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on September 01, 2014, 08:26:21 am
Heh, a good example of how we are often our own worst critics.
I watched the early failed attempts more then once, and they are mostly different from your current episodes.
They are not by any means bad.

In fact, I quite like seeing some of the gameplay happen as it happened, even though much of the latter gameplay is repetitive, some things are a lot of fun to watch mostly uncut.
For example, seeing you pressured to get through the aquifer as fast as possible, and then try to get things stable before everyone went insane, was quite educational, and I'm quite sure that no summary or thorough edit would have done it justice :)
Title: Re: Single Pick Challenge - Reawakened
Post by: DiacetylMorphine on September 02, 2014, 08:59:41 am
For example, seeing you pressured to get through the aquifer as fast as possible, and then try to get things stable before everyone went insane, was quite educational, and I'm quite sure that no summary or thorough edit would have done it justice :)

+1
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 13, 2014, 05:53:23 am
Perhaps, but I know I can present it better.

FC 37 is in the hopper, but I need to finish it up for the presentation.  As it should be for the 1 year anniversary, it's us getting the final pieces together for full control, but I'll show you shortly.

I'm still here, just work, etc, is getting the better of me lately.  I'll try and finish it up today/tomorrow.  Thanks guys, for a year worth of fun and sharing.  It's been an education for me, but fun too. :)  Everyone's comments and involvement have made all the difference.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 13, 2014, 10:38:51 pm
FurnaceClans 37 is posted! 

https://www.youtube.com/watch?v=euV2P6e8sVs&index=37&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg (https://www.youtube.com/watch?v=euV2P6e8sVs&index=37&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg)

An overview of the fort, finalization of the surface control entryway, some window smashing, and general fort discussions.
Title: Re: Single Pick Challenge - Reawakened
Post by: Hans Lemurson on September 15, 2014, 02:39:02 am
Happy Anniversary!

Staying on track for an entire year without even succumbing to FPS death: Impressive!
Title: Re: Single Pick Challenge - Reawakened
Post by: RocheLimit on September 15, 2014, 09:40:04 am
Congratulations for keeping Furnaceclans running for a year real-time  and 56 years dwarf-time.  It's a bit mind-boggling, to be honest, comparing the surface between the undead-infestation at its height to now.  Where did all the cursed dust lying everywhere go?  Picked up/removed when dwarfs walked through it, or just covered up by fresh snow?

Here's a design I use in my underground forts to spot incoming thieves, ambushers, etc. 

Spoiler (click to show/hide)

It positions a guard animal above 2/3 of the entry tiles for the hallway below.  Each animal sits on a Grate giving them visibility below, and renders them immune to attack.  For your corner design, you could place an animal above each corner square, and possibly a row of them across the entire path to catch leakers.

A more risky method is to have a squad of macemen/hammermen, in full steel, train for several years (pref. above ground) and once legendary place their barracks right at the edge of the map.  Channel out a single tile nearby, and use minecarts to fill it with magma.  Legendary mace/hammermen shouldn't have any problems with invaders or their subsequent undead corpses, the local magma pit give haulers a place to dump bodies, and they are, in my experience, much better at spotting enemies.

Better yet!  Have their barracks located on a series of retracting bridges (the armor stand being on a pillar of ground in the middle) and fight there as well.  Once the fight is done, order your squad off the bridge, and pull a lever, dropping the corpses into a magma filled pit 1z level down.  Spikes linked to a lever will take care of any animating corpses. 

Of course, while both mace/hammerman guard scenarios allow your fort to be 'open' all the time, the odd titan would probably make the guard animal design much safer.

Looking forward to your next video!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 15, 2014, 12:26:03 pm
Where did all the cursed dust lying everywhere go?  Picked up/removed when dwarfs walked through it, or just covered up by fresh snow?
Since everyone's going through the bathtub to clean off the deposits and my FPS was approaching turn based gameplay (5FPS), I cheated so the fort didn't die in a fire.  I used DFHack to clean area and clean items to pick up massive amounts of it for FPS recovery.  If there was a 'clean this area' designation that I could have used I'd have avoided it and done that, but there isn't.  I recovered ~8 FPS from that.  I think I discussed that briefly in 35 or 36.

Quote
It positions a guard animal above 2/3 of the entry tiles for the hallway below.  Each animal sits on a Grate giving them visibility below, and renders them immune to attack.  For your corner design, you could place an animal above each corner square, and possibly a row of them across the entire path to catch leakers.
Interesting.  I thought bow gobbies and the like could shoot up through grates.  Good to know!  Part of this was I'd just never played with windows before, and wanted to see how well they'd work out.
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on September 15, 2014, 01:03:15 pm
Excellent job with FC as always.  Did you ever think you would gain control to the point where you could turn off the OMG whenever you werent under attack?  Its been a long trip but a pretty rewarding one just from the spectators point of view.  Hopefully you're proud of all the hard work paying off!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 15, 2014, 01:46:19 pm
Excellent job with FC as always.  Did you ever think you would gain control to the point where you could turn off the OMG whenever you werent under attack?  Its been a long trip but a pretty rewarding one just from the spectators point of view.  Hopefully you're proud of all the hard work paying off!

I figured we'd gain it eventually, simply due to the fact that I was being hyper-cautious.  After the first 6 months I was getting pretty cagey.  I had assumed though that it was going to require a giant horde of catapults and ballista, however.

Actually, I am pretty proud of what I've done so far, however mostly it's in my new understanding of video editing and the like.  This exercise has been a lot of fun, too, as I've learned new things in DF and apparently taught some folks as well.  :)
Title: Re: Single Pick Challenge - Reawakened
Post by: AoshimaMichio on September 15, 2014, 03:06:31 pm
I think it would be enough if you channel a lava moat on surface and fill bottom with upright spikes connected to repeater. Then maybe create another safe entrance for migrants and traders...
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 15, 2014, 03:22:06 pm
I think it would be enough if you channel a lava moat on surface and fill bottom with upright spikes connected to repeater. Then maybe create another safe entrance for migrants and traders...
What's to stop the traders from coming in the enemy entry, or the enemies from the trade safe direction?
Title: Re: Single Pick Challenge - Reawakened
Post by: AoshimaMichio on September 16, 2014, 09:38:55 am
By "safe entrance" I meant more like your current setup. Single entrance from edge of map and another branch on the path for friendlies. I have never tried that kind of entrance trap so I don't have slightest idea if it would actually work well enough.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 16, 2014, 12:49:51 pm
By "safe entrance" I meant more like your current setup. Single entrance from edge of map and another branch on the path for friendlies. I have never tried that kind of entrance trap so I don't have slightest idea if it would actually work well enough.

Undead won't path into magma on their own, thus the massive OMG setup to chuck them in there.  There's spikes in the bottom of that (now).
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 20, 2014, 06:48:30 pm
FC38 is up.  Nothing of particular interest, just screwing around in the new entryway.  I had a bunch of material (you don't want to know how much is on the floor after the cutting room was done with this...) that I had to go through so consider this a 'while you wait' episode for FC39.

Link here:
https://www.youtube.com/watch?v=004UMPs03dg&index=38&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg (https://www.youtube.com/watch?v=004UMPs03dg&index=38&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg)
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on September 22, 2014, 04:57:59 pm
Interesting to see the undead siege path in, very slowly and orderly..

A couple of thoughts here, first, I would be very tempted to put ballista up against the fortifications facing the map enterance, to be honest, it probably would not be all that useful on a reanimating biome, but it's just so satisfying to see a ballista fire down a corridor :D
It would probably be more useful to station crossbow dwarves there, and remembering that dwarves don't fire through fortifications without being right up to them, unless they reach high enough level, might be ledgendary, but not sure.
In any case I don't quite see what good thinning the enemy ranks would do in a reanimating biome. unless you get a goblin invasion and want to mess them up bad with infighting.. but then the OMG probably cleans them out faster anyway.

and second, while you were dumping the upper arm bone(4) I'm pretty sure that once undead parts get knocked to pieces like that, with just bone(number) then it's no longer possible to reanimate, and is now just a resource.

Pity the glass thing turned out to be a building destroyer magnet, that looked like something I would try myself.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 23, 2014, 02:05:04 am
Enizer: Yeah, but there was a head and two hands too that needed to get gone, might as well get 'em all at once. :)

However, for those who are curious why I don't include Closed Captioning (I intend to do it for DFHowTo, when I get there)... an example from the speech detection software from Adobe, from the snippet about detecting the goblin in 38:

Quote
[Speaker 0] so little evidence of that nowhere or Windows work our dog dish was the team that scores the way to the windows I have had ceased managed to sneak in and are not to say that this is a perfect solution um but they do work generally and this guy actually the top of her stomach but he really just to see it turning into eight sections of the same thing I'll use it with the door I think he's confused but eventually you'll just one are awesome

... That was off the raw, no music or anything interfering.  It boggles the mind.  I also can't use those auto-dictation things.  One of these days Siri is going to send me to Antarctica via Moscow.

I've been head down in tutorials lately on Premiere Pro picking up the dozen little things I missed along the way bull-heading my way through the application.  This whole built in CC item had interested me so I finally beat my way through a few dozen items until I found all the keywords I needed, and realized a window just wasn't large enough to see the button... which is just silly.  I've yet to meet a software that doesn't have it's quirks, though.  The idea, though, is to pick up a few new tricks the professionals use to speed themselves up, as FC is partially a practice and training run for me.

Err, well, I'll stop there.  You care about FC, not my journey into the dark world of video and audio editing.   Just wanted to share that, it was funny as heck to me.  :D
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on September 23, 2014, 09:50:38 am
Wow, I tried to read that quote several times and still fail, about a third of the way through it my brain just stops, and... WHAT?
I guess Adobe really doesn't like your accent.. or something :)
Title: Re: Single Pick Challenge - Reawakened
Post by: Naglfar on September 23, 2014, 03:01:33 pm
This sounds like a nice, pedagogic embark. Is this the best one for a newbie seeking a rigorous treatment of Dwarf Fortress?
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 23, 2014, 03:39:59 pm
This sounds like a nice, pedagogic embark. Is this the best one for a newbie seeking a rigorous treatment of Dwarf Fortress?

If rigorous is a euphemism for being treated like a bowling ball by the local troll, then yes.  :D  It's a good embark, lots of dangers and a good aquifer in it.  However, as a self-proclaimed newbie, I'd learn the mechanics in a place not quite so emphatic about the removal of your health.

Once you've gotten up the mechanics cliff, yes, the embark is fun. :)  First summer titans, undead raising, etc.  However, be aware the map that's associated with this series is version 34.11, not 40.x.  I'm basically just finishing it up while I wait for Version 40 to stabilize.
Title: Re: Single Pick Challenge - Reawakened
Post by: Col_Jessep on September 24, 2014, 01:34:32 pm
I had some good fun watching your series today, thanks! Watched all the way to Furnace Clans part 6 but I'm taking a break now. Is it still possible to wrestle down undead enemies in 40.xx? Zombies seem be to very strong now from what I've seen in a couple of videos. I'm concerned that one of my dwarfs dies, turning into an unstoppable enemy and murdering everybody else.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 24, 2014, 02:55:33 pm
I had some good fun watching your series today, thanks! Watched all the way to Furnace Clans part 6 but I'm taking a break now.
Fair enough. Production value goes up later in the series as I learn what the heck I'm doing, just so you know. :)

Quote
Is it still possible to wrestle down undead enemies in 40.xx? Zombies seem be to very strong now from what I've seen in a couple of videos. I'm concerned that one of my dwarfs dies, turning into an unstoppable enemy and murdering everybody else.
I'm not sure.  I know you can pulp the undead now, where you do enough damage where they finally stop getting up.  In 34.11, you can never truly kill an undead creature, just destroy the corpse before it re-rezzes with atom smashing or magma.  I assume the purple pits are roughly equal in doing that, too.
Title: Re: Single Pick Challenge - Reawakened
Post by: Col_Jessep on September 24, 2014, 06:06:24 pm
That grinder is truly impressive! I'm still pretty new to DF and I learned a lot about pathing, minecarts and magma by watching your videos. =3

Good to know that you can now pulp zombies but the main problem might be discipline and sheer numbers. Fights are very unpredictable with the new discipline system. I had my militia commander go into a martial trance and beat up a couple of ogres all by himself (They simply fled in panic.) and had an entire squad of new recruits desert to one kobold bowman. Until your dwarfs are well trained each fight can pretty much go either way it seems. With the downside that undead will never flee, give in to pain, get exhausted or run off for a quick drink.

I should stick to Untamed Wilds for now, maybe in neighbourhood of a tower. That way I don't have to worry about hair coming back alive at least. Not to mention that 600 undead on the surface would bring DF 40.xx to a grinding halt on my machine.

Anyway, great videos! Thanks bunches!
Title: Re: Single Pick Challenge - Reawakened
Post by: DiacetylMorphine on September 25, 2014, 12:52:55 pm
hey,

for your vids, when you'll decide to end the fort (to move on 40.xx i guess) i realy hope you'll give him a nice end fighting the circus ! (i whant to see what kind of ingenious things you can come up with to kill them, and maybe burtcher their corps, would be awesome to retire with some dorf equip with d**** leather ;)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 25, 2014, 02:37:03 pm
Thanks Jessup, glad you're enjoying.

Diacetyl: I have something in that vein planned, we'll see how it falls out. :)

I have 30 minutes of final edits, spread out into 3 different episodes and one of them is going to end up being a supplementary entry simply because it's all mechanics and not really 'pushing the fort forward'.  So, there's stuff there, I just need to wrap up certain events so the episodes are coherent and you folks should see some newer stuff soonish.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on September 26, 2014, 02:02:06 pm
FurnaceClans 39 and a supplemental episode are up.

FC 39 covers Fortunato, a new catapult tester, issues with winter biome farming, and some difficulties with the OMG.

https://www.youtube.com/watch?v=oPBNRfP9Bh0&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=39 (https://www.youtube.com/watch?v=oPBNRfP9Bh0&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=39)

The supplemental, which is not included in the playlist but has an annotated link, covers dealing with unbinning goods en-masse.  Found here:
https://www.youtube.com/watch?v=xte8rcnmiI8 (https://www.youtube.com/watch?v=xte8rcnmiI8)
Title: Re: Single Pick Challenge - Reawakened
Post by: Col_Jessep on September 27, 2014, 04:17:29 am
Lots of useful information, thanks!
I hope we get to see the catapult vs. some undead critters at some point. So far I have only relied on traps, never tried any siege engines.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on October 15, 2014, 11:35:12 am
FurnaceClans 40 went up last night.

https://www.youtube.com/watch?v=wuzbJ7r43kQ&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=40 (https://www.youtube.com/watch?v=wuzbJ7r43kQ&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=40)

Cleanup on the OMG from 39, mostly.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on October 17, 2014, 09:52:00 pm
Soooo, I'm bored.  Oh, there's tons of minutiae to handle and the occasional double-raid where the goblins and the undead slam into each other on the surface and anything near the entryway stops cold.  I've got plenty of busy work.

But, I've really only got a few major projects I can see undertaking and none of them are appetizing at the moment.  I could go visit the circus, I suppose, but I need to get the infrastructure together for that, and I'd rather wait until the King shows up for that.

Other options include trying to free the 7 or 8 Forgotten Beasts that are trapped... on top of trees (remember, this is 34.11, not the new one with branches and stuff)... against the wall of the universe.  I've got some ideas towards that, but it's going to take a bit of work and a significant amount of caution to approach it so I don't get obliterated.  One FB can completely hose up the OMG, 7 of them could ruin me.

With this in mind, I was wondering... are there any requests? 
Title: Re: Single Pick Challenge - Reawakened
Post by: DiacetylMorphine on October 18, 2014, 06:29:06 am
only one on my side : When you gonna stop furnaceclan do it in an epic battle. Circus fight with some piece of awesome dwarven engineering ! (i'd realy like to see a vid were you make one of the famous dwarven shotgun. That would help me understand how that thing work exactly ^^, but any device is fine)


Title: Re: Single Pick Challenge - Reawakened
Post by: Col_Jessep on October 18, 2014, 07:14:50 am
How about dwarven day care, danger room or a large swimming pool. I always wanted to teach my dwarfs swimming and climbing. Climbing won't work in 34.11. Coming to think of it, you don't really have any water on the surface anyway, it's all frozen.

Now, if you had a vampire you could turn part of the fort into an eternal fortress.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on October 22, 2014, 05:06:19 am
Diacetyl, that's the plan. :)  It'll be after I finish the challenge and get the king in, but I plan to crack the HFS and go out in style.    8)

Jess: Swimming is harder than it looks at first glance.  You've got to force them into 4/7 to 6/7 water to train it, and is generally annoying to do, as well as injury prone.  You're actually better off creating a minecart ride through water (see the wiki) to train swimming up.  I suppose that's easy enough to do and show off.

I don't typically use danger rooms, but the concept is simple enough if your troops are armored.  Coinstars are harder to pull off.  I'll start the setup for that, I think.  Well, really they're just more annoying to setup, but same difference.

Dwarven Day Care is a long running thread that has a lot of odd science in it.  I haven't caught up on that in a while.  I'd have to do a bunch of research for that for little reward, really.  Though, I've had an idea towards Dwarven Kindergartens.  Does anyone know if there's been any significant charting of dwarven weights from childhood through adulthood?  IE: At 10 years old a dwarf weighs ~x, at 12 ~y, at Adult ~z?  I couldn't find any offhand.

The fort itself has had a few false starts on the next episode, and what I've got is so disjointed it doesn't make a lot of sense, so my next update will be a review of things done.  However, I just had some major dental work done so I sound ridiculous at the moment.  Literally new teeth and learning how to use them.  It's given me time to play, however, which is always nice. 
Title: Re: Single Pick Challenge - Reawakened
Post by: Col_Jessep on October 22, 2014, 11:35:57 am
So you are a dabbling biter and conversationalist atm? =D
Hope you are feeling better soon!

The swimming thing is only of interest for my personal embark I guess. My river freezes over in winter and I found a dead body in it in spring. I was like:
"Oh noes, who are you?"
"I don't remember having a dwarf called Ono..."
Looked it up in legends mode and it turned out it was a werelizard who froze to death without me ever noticing! A mystery. 0_o
But I'm concerned that some dwarf drowns in spring. They don't really respect the restricted area I set up as I would like. The xsilk_socksx are a treasure they just can't ignore...
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on October 22, 2014, 03:08:03 pm
So you are a dabbling biter and conversationalist atm? =D
Hope you are feeling better soon!
LOL, nice.  Well played. :)
Quote
But I'm concerned that some dwarf drowns in spring. They don't really respect the restricted area I set up as I would like. The xsilk_socksx are a treasure they just can't ignore...

Bridge the river and set that to high pathing, and Restrict everything else.  If it's a thin river, expand the restriction a few squares on either side to force the pathing cost a lot higher.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on November 11, 2014, 02:39:56 am
FurnaceClans 41 is uploaded and will release at 8AM local time (Arizona, US).

https://www.youtube.com/watch?v=xvNbvP8Iavk&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=41 (https://www.youtube.com/watch?v=xvNbvP8Iavk&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=41)

Why?  Because YouTube is taking its sweet time about processing videos and it'll be a while before 'best' quality is available.  So, it keeps me sane.

This is a fort review, and we get another FB into the obsidianizer.
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on November 11, 2014, 11:45:30 am
Thanks as always for the video. 

For your magma crab mystery, it turns out that double fortifications dont stop magma crabs from moving through them.  I had the same issue come up for me in Submergedhammers.

Good to see you have a no preferences dwarf to make your mayor.  I got lucky in my last fort and had both the baroness and the queen both with no preferences.  I almost didnt know how to react.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on November 11, 2014, 01:39:28 pm
For your magma crab mystery, it turns out that double fortifications dont stop magma crabs from moving through them.  I had the same issue come up for me in Submergedhammers.

Hmmm.  Well, it's worked well enough over the years that a single entrant isn't that big a deal, luckily.  I'll still stick with the design in the future, I think.  Perhaps I'll run some vertical bars too, next time.
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on November 11, 2014, 02:31:10 pm
Yeah, I wouldnt sweat it too much for Furnaceclans.  The 40.xx versions made magma crabs move a lot more freely through lava, so its more of an issue there.
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on November 21, 2014, 06:27:48 pm
Always funny to see the humans launch their "angry camping" style invasions..
I think I saw one of the humans die, so I wont be surprised if that corpse starts a chain reaction.

Glad to see you are still here, and still updating, I'm looking forward to seeing how this ends :)

Also, thanks a LOT for that double slit tutorial, I tried that a couple of times, and failed completely.
I was doing stuff wrong that seems obvious now, but it was rather hard to figure out from the pictures in the threads I found it described in.
Title: Re: Single Pick Challenge - Reawakened
Post by: smeeprocket on November 22, 2014, 01:38:53 pm
God yea, that tutorial is just wonderful.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on November 22, 2014, 09:49:01 pm
My pleasure guys.  Glad you enjoyed it.  I have a different version planned for DFHowTo, that one was rather disorganized for my taste and dragged on for ages, but that's kind of the idea.
Title: Re: Single Pick Challenge - Reawakened
Post by: Z1000000m on December 06, 2014, 09:48:18 pm
Any chance of an update?


Oh and i still miss the sound of you lighting a cig.
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on December 07, 2014, 09:41:06 am
Yeah, I have been wondering that too.. not a word for two weeks, anything up?

still looking forward to see what happens next
I would probably be very lost as to what to do to the forgotten beasts on the trees there..
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on December 07, 2014, 10:47:57 pm
Sorry guys.  Thanksgiving ate me for a week.  Then my GF's shower destroyed my entire weekend as I played carpenter.  Prior to that I got a bit distracted by KSP 0.25...  toss in life and the rest...

ummm... yeah, let me get this material I've got over here together. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on December 09, 2014, 01:51:14 am
As requested, a new release with the material I had (cut down, of course).  Nothing particularly fascinating in this one.

https://www.youtube.com/watch?v=-h6BCktIdi0&index=42&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg (https://www.youtube.com/watch?v=-h6BCktIdi0&index=42&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg)
Title: Re: Single Pick Challenge - Reawakened
Post by: DiacetylMorphine on December 09, 2014, 06:38:05 pm
I guess it's time to build a magma canon !

i come up with an idea about it once that i was never able to test since i lack the knowledge for building it and never bother to try :p

here is the thing : there is a bug in 34.11 that let liquid flow through bridges (if mark for disasemble then cancel). Using this kind of bridges as the battlefield would alow you to dispose easely of the magma. You could even refil the canon with it's own munutions.

well i guess you already think about it, i just wanted to point it  ;)

ps: please forgive my english, it's late ^^
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on December 10, 2014, 01:37:09 pm
Hey, always nice to see this still alive :)
One thing I think of immediately, I would be VERY tempted to build a ballista at the end of the corridor, to just shoot anything trying to break the hatch.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 22, 2015, 09:42:36 pm
So, my apologies.

It's been a while since I was playing this series after I got absorbed by KSP, but FurnaceClans is BACK!

https://www.youtube.com/watch?v=wg5TFrY4TXo&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=43 (https://www.youtube.com/watch?v=wg5TFrY4TXo&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=43)

This is just a state of the fortress, and yes, the sound is BAD.  I'm sorry.  I've got a new mic rig coming this week, I hope, that should help a lot.


Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on February 27, 2015, 10:10:44 pm
New movie up.  The title card doesn't seem to want to behave in the previews, don't know why, but the video seems fine.

https://www.youtube.com/watch?v=JgbjsvhGNjI&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=44https://www.youtube.com/watch?v=JgbjsvhGNjI&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=44 (https://www.youtube.com/watch?v=JgbjsvhGNjI&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=44https://www.youtube.com/watch?v=JgbjsvhGNjI&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=44)
Title: Re: Single Pick Challenge - Reawakened
Post by: Mad Jackal on March 01, 2015, 10:26:49 am
hey wanderingkid. I just wanted to know I've been following the series here for a while and appreciate you taking the time to share your stoay with us.

I enjoy seeing how other people design fortresses. Especially the things like automatic magma transporting minecarts. I am lucky to get a few quantum one stop stockpiles set up with them. I keep meaning to try to take the next step and actually have track to push it from one room to the next. And maybe up a level.  But then I just don't..

I saw your other series of videos, but I have no idea what that game is.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 02, 2015, 02:25:25 pm
Kerbal Space Program.  https://kerbalspaceprogram.com/ (https://kerbalspaceprogram.com/)

Glad you're enjoying the series. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on March 28, 2015, 10:20:09 am
As much as I love the single pick challenge, it's starting to look like it's dying of success.
You seem to have hit the point where all the risks have been countered, and that's pretty much where playing it stops being all that fun.

Dwarf fortress is funny at that.. losing is fun.
the opposite is also true, winning, pretty much isn't all that fun, because that way nothing really happens..
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on March 28, 2015, 02:53:13 pm
Sad, but true.  I'm trying to speed things along, which is why the episodes are taking longer.  Because, well, bluntly, the majority of this is boring and simply is time consuming.

Once that !@#!@!!! king shows up and my blundering drunkards stop drowning in the ale or something, it's going to be spire tap time. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on March 28, 2015, 09:07:25 pm
hah, yep, I'm very much looking forward to that one :)
Title: Re: Single Pick Challenge - Reawakened
Post by: Sanctume on March 30, 2015, 12:17:54 pm
I'm patiently waiting for the grand opening of HFS. 

DFWanderingKid was doing the ice bucket challenge way before it was a fad; surface ice wall using water buckets that is.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on April 02, 2015, 12:41:44 am
Forgot to post a note, whoops!

New episode up at https://www.youtube.com/watch?v=T5QnFoVj6uU&index=45&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg (https://www.youtube.com/watch?v=T5QnFoVj6uU&index=45&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg)

Mostly me beating the SMR into submission... oh, and a rogue FB.
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on June 21, 2015, 12:55:47 pm
2 kids fail at life training by learning to hover where there's no food and water, and the OMG finally gets cleared out.

https://www.youtube.com/watch?v=C14-xjHnnDg&index=46&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg (https://www.youtube.com/watch?v=C14-xjHnnDg&index=46&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg)
Title: Re: Single Pick Challenge - Reawakened
Post by: AoshimaMichio on June 21, 2015, 02:10:52 pm
Remember the adamantium tube must be 2x2 to release demons, so you can safely dig all candy away at Z-level 6.
Title: Re: Single Pick Challenge - Reawakened
Post by: enizer on June 26, 2015, 08:52:07 pm
Hey, I'm glad to see this is back on, It's one of my favorite DF lets plays :)

A few thougths I had while watching this episode:
First off, open space, looks like obsidian formed below, couldn't form a floor above, due to being blocked by a construction
Removing the construction, then, does NOT add the missing floor.
Have seen this happen a few times, still preferable to the rarer opposite problem of a floor in the air with nothing under it.
That has happened twice for me, and was pretty much a ticking timebomb on a cave-in,
a bird sits on it, suddenly the rock floor realizes that gravity is a thing, and BOOM :)

Damn the OMG left a LOT of goblinite.
I'm left wondering though, what you can possibly do with the 2200 tin in the asset list.. did you have a slight cassiterite oversupply issue? :)
Looks like you have an opportunity to play minesweeper with the spire, it's quite possible to calculate where the hole could be.
.. how much deeper can you go though? I'm not aware of any way to deal with SMR

Also seeing as you have 5/7 magma and not 7/7 in that pocket, It's technically an option to just let it leak out, and dry up, I would say it's clearly not a real flow, or it would have been up to 7/7 a long time ago.(dont hold me to that though, I dont usually dig anywhere near the SMR)
That's not quite safe though..
Would a bucket brigade solidify that? I'm not sure, I havent tried bucket brigades much on magma :)


Hate item not reachable spam, can be VERY time consuming to figure out what item, and where.
if it persists long enough, i can usually spot it by finding out who it is, playing step by step, and seeing the job spawn, then it links to the item in question.
that can easily take over an hour though, does anyone have an easier way?

Looking forward to see how this ends :)
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on June 27, 2015, 04:17:31 pm
Thanks, always nice to hear. :)

I agree with how the missing floors came to be.  It's just insanely...weird.  And breaks a bunch of crap, which is annoying.

And, yes.  That IS a ton of goblinite.  Keep in mind only the iron survives in the magma.  Bronze/Copper/etc. can only be collected from the OMG mine-cart run itself.  And there's still plenty of it.  There's... well... not much I can do with all that tin.  Currently I'm using it to build up blacksmithing with doors and stuff, but... um... yeaaaaahhhh...  And I thought the cassiterite was copper at first, brain fart.  We dug a bunch.

You CAN go through SMR, but it costs 1 dwarf / level.  I'm pretty confident as to exactly where the spire is, and my next episode will have me prepping for that eventually.

You're right about the 5/7 pocket.  I was just being overly anal about doing it without mistakes.  Drunken Dwarves are painful to keep straight.  Just had a broken spine from a minecart that got let go while being guided.

I've tried to figure out the item, but honestly, there's just too much constantly going on.  Unless and until Toady or someone with DFHack puts together something to let us go directly to these items, I give up unless it's obvious (wheelbarrow between burrows is a usual culprit).

2 real years later in August, the endgame is definitely coming. Almost there. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: Sanctume on June 29, 2015, 09:00:45 am
I'm looking forward to the HFS.

You got me wondering if the HFS paths into the OMG, or if that's even feasable FPS-wise at this point.
Title: Re: Single Pick Challenge - Reawakened
Post by: Dolwin on July 21, 2015, 12:21:30 pm
I've been rewatching the playlist and I wanted to thank you again for posting it.  Very entertaining.  A couple of thoughts I've had:

1)  It might be worth it to put a 1 square retractable bridge over the entrance ramp to the OMG.  That way any migrants or nobility can be forced to bypass the OMG and go in through the wagon entrance.

2)  While you have the surface completely walled off, you may want to consider upgrading from the snow road.  You mentioned in one video that there is platinum on the map.  A platinum road leading into the fortress sounds like it would be a road fit for a king...

3)  Would it be worth it to carve out fortifications on the left side of the OMG for your archers to help out when a troll siege comes in?  Or could that become a security issue?

In any case, I'm looking forward to seeing Furnaceclans become the mountain home!
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on July 22, 2015, 07:50:07 pm
The FPS will drop like a brick when I release the Circus, but that's to be expected.  Forrest has volunteered to run for us.

The problem with the 1 square bridge to the omg is the same problem as any of my other levers.  They're dwarf powered and thus subject to the whims of drunken beards.  There's a 'main cutoff' for the OMG and migrant entry that's a bridge that I put up while servicing the OMG in prior times.

Finding Platinum is different from knowing it's there.  I've already got severe frame rate issues and I don't want to start strip mining levels to find the platinum.

It might be worth it.  So would magma cart shotguns.  I still need to get those working. :)

New episode is up, guys, and we go and open up Cavern 1.  Sorry for the delay, life is... life.

https://www.youtube.com/watch?v=Mq_MIfnjtRc&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=47 (https://www.youtube.com/watch?v=Mq_MIfnjtRc&list=PLdudzEyUcmvinY7TP1n65Tp8GqbFU9cbg&index=47)
Title: Re: Single Pick Challenge - Reawakened
Post by: MobRules on July 23, 2015, 06:49:36 am
Remind me what OMG stands for? I'm sure I used to know...
Title: Re: Single Pick Challenge - Reawakened
Post by: Sanctume on July 23, 2015, 08:35:28 am
O-something? Minecart Grinder
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on July 23, 2015, 12:57:51 pm
Overfiend Magma Grinder. :)
Title: Re: Single Pick Challenge - Reawakened
Post by: MobRules on July 23, 2015, 01:28:54 pm
Thanks :).

I was pretty sure the "M" was "Magma" (...I mean, what else would it be?), wasn't sure on the O and the G
Title: Re: Single Pick Challenge - Reawakened
Post by: WanderingKid on October 04, 2016, 03:04:31 pm
Necro resurrection of this thread simply for those who were following it.  I'm starting up the DFHowTo series and I'm looking for help in content review.  Full post here:

http://www.bay12forums.com/smf/index.php?topic=160937.0 (http://www.bay12forums.com/smf/index.php?topic=160937.0)

If anyone's interested, please check that out.  Thanks.