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Messages - TurkeyXIII

Pages: [1] 2 3 ... 19
1
But he's at a forge!

What does he have skill in, weaponsmithing, armouring, or blacksmithing?  If weapons or armour and we don't already have a legendary dwarf with that skill, break open the caverns and look for webs.  What could possibly go wrong?

2
Save is here:
http://dffd.wimbli.com/file.php?id=7239

I'll give an outline of how it went tomorrow when I'm awake.  It wasn't that interesting, but the next player should have a fun time of it  ;D


Edit:

9th Sandstone

Today we lost the first military dwarf on my watch.  Uzol Appearworked, the Symmetry of Strangers was shot through the heart in an attempt to chase the goblins away from the cliffs near the chert quarry.



21st Sandstone

Microcline, the militia captain, became possessed and claimed a mason's workshop.

Three weeks later, he presented this:



12th Timber

In the course of building the ceiling to the mayor's bedroom, Microcline was hit by a falling brick and broke his hand.  We hope he'll be ok: he's our best marksdwarf.


19th Timber

Again, a trade caravan has arrived amidst goblin ambush parties. It was assumed they would perish, and the gates remain closed.

The guards fight bravely, but ultimately all were killed upon the arrival of bowgoblin reinforcements.



13th Obisian

The dead walk! ...Still!  Again?

The necromancer has a huge number of corpses to raise, too.



End of year report:
Very little has been accomplished since the last report.  Work is being done, certainly, stone blocks being hauled left and right.  But time appears to be against us as we approach the end of the year and so few planned constructions yet bear any resemblance to what was intended.
And to top it off, all of the corpses that we've been more-or-less ignoring for the past 12 months just got up and started shambling around.  The arrival of a trade caravan becomes less and less likely.

3
9th Granite

Not only us and kobolds that find the undead difficult to deal with.



15th Granite

The constant moaning of the undead beyond the walls have prove too much for Mafol, our secretive mechanic.  Or perhaps we just didn't have any silk, either can push a dwarf over the edge, so he went berserk.  A marksdwarf kept him subdued until a speardwarf came to take him out.



13th Slate

The production of bolts, crossbows and quivers has given The Defensive Flags enough equipment to take out the zombies harassing haulers in the south-west section.  The convenient arrival of a herd of unicorns to the north has also reduced the amount of terror involved in further constructions, so an extra few levels on the north tower should be able to continue.

In other news, Alath Nubamzaneg and Mezbuth Idakath welcome their third child.


19th Slate

After re-killing the same emu corpse three times, Zulban has concluded that there is probably a necromancer lurking around the southern section of the cliff.


13th Felsite

An elven caravan has arrived to the north-west, atop the zombie cliffs.  We have made a strategic decision to not attempt a rescue.



24th Felsite

Attained a general familiarity with wild boar training methods.  Ast the woodworker has tamed 9 wild boar which now run freely around the fortress.  Once we have a breeding population, we will be able to vary our diet beyond strawberry biscuits.


26th Felsite

Urvad the Blacksmith went fey, claimed a forge.


11th Hematite

After demanding we shear a llama for woolen cloth, Urvad made this:



15h Galena

And ambush!  Curse th- oh, wait, they're fighting the zombies.  Never mind, then. Although Microcline has taken it upon himself to shoot at one of the ambush parties from his vantage point on the wall.

(Microcline is on Z+1 of the brown walled tower, where he had been constructing a wall.)


19th Galena

Thanks to the heroic efforts of our goblin friends, there are no longer any zombies outside the tower walls.  There is one trapped in a section of the west tower that they couldn't get to, and a whole crapton in cages still.

A human caravan from Anthath has arrived in to the south-west, almost completely surrounded by goblins. I am still suspicious of the goblins motives for helping rid us of the zombie infestation, so I will keep the gates closed until the humans have negotiated safe passage through the goblin ambush parties.


21st Galena

It appears their negotiations have failed.



End of Summer Report:
Only three of the nine towers have been added to in the last six months, and that is unlikely to change until the end of the year.  The important areas like mayoral offices, including an office for me, are nearing completion.  Other non-essential projects, such as the hospital, have not been given much consideration.
The fort is sealed to the goblin ambush parties outside the gates.  There are about three or four groups left.  The mostly hang around the zombie cliffs, re-killing anything that gets raised out there.
While the weapons have been recovered and our bolt supply is good, building upwards, away from the goblins is a higher priority than killing them.  We have not had any migrants attempt to reach the fortress this year, fortunately.  Perhaps when we are better prepared to receive them they will return.

4
5th Granite 106

Let's be blunt:  we have problems.  I migrated to this fort amidst promises of a towering monument of dwarven ingenuity, what I find it little more than a random assortment of scaffolding.  While we have the dwarfpower to fight the siege of undead constantly at our gates, some genius has dropped most of our weapons in an open field within sight of a zombified emu, where nobody dares venture to retrieve them.  And despite all this, the guy in charge is nonchalantly sitting back in his granite throne murmuring something about life and death.  We don't even have a manager!  Well, we do now.


5
Oh, already?  That'll learn me for not checking DF forums often enough.  I will start tonight.

6
Add me to the turn list please  :D

7
DF Dwarf Mode Discussion / Re: I'm pleased with this new entrance layout
« on: November 16, 2012, 09:03:22 pm »
Where do the merchant wagons go?

8
DF Dwarf Mode Discussion / Re: Simple non-cavern well safety
« on: August 03, 2012, 10:01:52 pm »
Constructed lining is only necessary if you map has saltwater.  The saltiness in the stone/soil can leech into the water supply.

I also go multiple Z levels, and occasionally an inverted pyramid as well (although usually wider than it is high).

9
Baleur your DF-style one isn't exactly DF-style anyway.  Place names tend to be either Nounnoun or Nounverb, while group names are either The Adjective Noun(s) or The Noun of [Verbing or Nouns].

So your DF-style example would be:
"Hello, I am Ast Urighzur from the mountainhomes of Bananafire. I bring word from my king, the leader of The Portal of Underwear."
Unless you've custom-named your places and groups.

To me, Bananafire is more memorable that Banana on its own.

10
DF Modding / Re: Fixing glazing
« on: June 18, 2012, 09:48:48 am »
[PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE]

Should drop a puddle of water into the bottom of the workshop.  Completely unusable, and your dwarves (probably) won't try to clean it until the workshop is de-constructed.

11
DF Dwarf Mode Discussion / Re: (Spoiler) Upright Bluemetal Weapons
« on: June 16, 2012, 12:30:23 am »
My hypothesis is that since there are no special "sword tags" in the weapon raws, the game cannot discriminate when placing weapons in circus tents.
[SKILL:SWORD]
could be used in the same way that
[SKILL:AXE]
is used to determine what can be used to cut down trees.

Doesn't mean it is used that way though.

12
Fortress mode seems to work for me (0.34.10).  Got a beakwolf squad attack me in the first year, but it was all good.

Use one of the first two links in the OP.  Copy/paste the text files from the unzipped directory into your /objects/raw folder as per the readme.  It shouldn't overwrite anything.

I never gen past 125 years with this mod.

13
DF Gameplay Questions / Re: Dodge vs shield user vs armor user
« on: June 08, 2012, 10:48:21 am »
If there's room to dodge, dodge.  If not, shield.*  Armor use only affects how fast they can run with armor.

*This is my suspicions, unsure how effective they are overall.

14
 :o

That's a strange one.  Maybe upload the save to http://dffd.wimbli.com/ so we can have a look at it?

15
It does tell you if he's already in a squad; it's mentioned near the top of the screen.

I label migrants with custom profession if I think they'll make a good soldier.  Then finding dorfs for a squad is a matter of going through the list looking at professions.

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