Bay 12 Games Forum

Dwarf Fortress => DF Community Games & Stories => Topic started by: Kagus on April 02, 2010, 03:44:26 am

Title: Cavebrands
Post by: Kagus on April 02, 2010, 03:44:26 am
Here it is, folks...  The craziest of the crazy have decided to embark on an epic adventure of failure, hardship, sideburns, tomcats and hilariously bugged professions. 

Welcome to Round 2!  Cavebrands has somehow managed to survive the onslaught of both the original Pioneers and those who came after.  Now it's time to open up the roster and welcome one and all to test their mettle against the disturbingly resilient dwarves of this oddball fort.

I hope you're ready for this, 'cause we sure as hell aren't.  Let's do this!



--Expedition Log of Chief Medical Officer Sigun Rig̣thital

(http://i40.tinypic.com/aw2f10.png)

1st Granite, 589

Well, we're here.  I'm not quite sure what I was expecting, but this place certainly wasn't it.  We've stopped at the creek that naturally divides the small valley we just came out of, and the mountain towering ahead of us.

The mountain is impressive, certainly, but...   I don't know, maybe I'm just spoiled.  I've just never had much of a taste for mountains covered in, well...

(http://i40.tinypic.com/wk1ekx.png)

...but that's really beside the point. 


Imush, the leader of this beardbrained expedition, commanded us to stop and unhook the pack animals pulling the cart, and to start taking stock of our remaining supplies while devising a plan for entering the mountain.

We've brought along the basic necessities for keeping an exploratory mining outpost alive until the supply caravan reaches us in fall.  Four dogs, a cow and a mare comprise our animal stock.  We've also brought along a tomcat to help keep the supplies safe from vermin (at least in theory...  The feline has proven to be far more interested in simply sitting on top of the wine barrel and simply observing the bugs and mites parading around below it). 

Imuth has found it prudent to haul along an anvil from the mountainhomes, in lieu of any actual equipment...  He has stated that every dwarf has an innate ability to forge metal implements bred into him by years of living underneath them.  This falls into his general philosophy of "wisdom through being beneath something".  I've been meaning to question this line of reasoning multiple times, but never quite got around to it.

We've also brought along a small amount of lumber, several barrels of drink (although we've made a significant dent in the rum stocks since leaving the mountainhomes) and a disturbing number of cave lobsters.  Imuth told me about the indecision he felt when walking through the bazaars back home...  Apparently, the selection was somewhat overwhelming...

(http://i44.tinypic.com/2vn2u0o.png)

...he also took the time to tell me about his younger years, when he apparently took an interest in becoming a Concentration.   I asked him what exactly a "Concentration" was, but he didn't elaborate.

He claims to have completely forgotten what he learned "Back there".  Where exactly "Back there" is, he never said.  I'm guessing it was some sort of training camp or whatever.

(http://i40.tinypic.com/1r6j9i.png)

As for the other delightful members of this party, I have several choice words...  But they're good enough people.

Zefon, Stinthäd and Vucar are essentially just goons.  Imuth found them loitering around outside the quarry in Waxedhelmets.  All three hopped aboard eagerly, ready to find some new rock to stick their picks into.  Odd sorts, but then again I've heard good things about women in the mines, so...

Urvad is a leathery old bat who's been working the plump helmet fields for as long as I can remember.  She's a good sort and we get along well, although she does have a rather odd liking for farming in sunlight...  Odd sort.

Monom is the expedition cook, and she's always struck me as being slightly mad...  Her memory is remarkably "leaky", for lack of a better word, and she frequently mumbles to herself when she's brewing something.  Disturbing, to say the least, but she means well, and I haven't found any "unexpected surprises" in any of my meals.  At least not yet...


Well, with nothing left to note, I suppose I'll just leave a comment here about how one of the dogs has come up to me and promptly settled itself down on my foot.  With any luck, I'll look back on this log and remark as to how inconsequential that event was.  But what can I say...  It's a large dog.

--End of Entry





Spoiler: Round 1 (click to show/hide)

Round 2:


Booyeah.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 02, 2010, 04:56:44 am
Turn seven here.
Also, nice set of stuff you have there.
Title: Re: Cavebrands
Post by: Grimlocke on April 02, 2010, 06:35:31 am
Ill be taking the 2nd one unless someone else realy wants it. More than I do that is, heheh.

I just genned a world (no dont worry, im not going to play it) to get myself a neat parameter set and looked in the legends. Its hilarious! There is a giant drooling skinless giraffe, and a hydra that still lives after more then a millenium and devoured a rediculous number of trolls.

Edit: Looks like I gotta stay away from other forum topic untill I finish as well.
Title: Re: Cavebrands
Post by: Mason11987 on April 02, 2010, 06:45:23 am
This sounds fantastic already. :)
Title: Re: Cavebrands
Post by: Doomshifter on April 02, 2010, 07:22:38 am
I guess I'll take third turn! Looks like my first fortress is about to be eaten by an angry troll because my military is incompetent.
Title: Re: Cavebrands
Post by: Cheddarius on April 02, 2010, 09:03:03 am
Hmmm, I'm not sure. I'd like to line mine up on a weekend or some such thing so I can play more; how long is a turn, usually?
Title: Re: Cavebrands
Post by: hyperbox on April 02, 2010, 09:14:58 am
I'll take the 4th turn  ;D
Title: Re: Cavebrands
Post by: Heron TSG on April 02, 2010, 09:27:00 am
I believe I called the 2nd turn first. Besides, I need to finish it and go run SparkGear X ASAP.
Title: Re: Cavebrands
Post by: SethCreiyd on April 02, 2010, 12:00:48 pm
Turn five for me, please.
Title: Re: Cavebrands
Post by: Urist McOverlord on April 02, 2010, 12:04:43 pm
No turn, but WILL FOLLOW!
Title: Re: Cavebrands
Post by: Deadbeard on April 02, 2010, 01:19:54 pm
I'll be taking the 10th turn. I really hope that toady will have ironed out most of the horribly crippling bugs by then.
Title: Re: Cavebrands
Post by: Haika on April 02, 2010, 01:47:02 pm
I'll watch this, but I'm already signed up for more than I can handle. So I'll just take a named dwarf if one is avaliable. Otherwise, no worries.
Title: Re: Cavebrands
Post by: Kagus on April 02, 2010, 03:55:40 pm
Just to clear some stuff up, this is a special-condition succession fortress that requires its players to not play the newest version until their turn comes around.  This is to promote ignorance about the workings of the game, and to ensure that we are as inexperienced and ill-prepared as possible. 

However, anything discovered and announced in this thread can be used by players coming in afterwards.

We've already got a list of people who agreed to these conditions (see the original thread here (http://www.bay12games.com/forum/index.php?topic=51415.0)), so we're going to run through those people before allowing in other people.  Sorry lads, but that's the scoop.


Now, on to the workshop issue...   This is a particularly interesting issue, since I dumped the starting tools for an anvil, four bars of copper and four bars of coke (plus a few extra supplies for the 20 points I got in spare change).  This means we actually can't start off with workshops placed where we want them to remain forever and always, since we can't even get underground until we set up at least a forge (which brings up another interesting issue...  I'll have to build the forge out of one of the bars of copper.  Some pretty damn incredible forethought going on here).

Now, this void tile bug is somewhat iffy...  Apparently, there have only been sporadic reports of it, and it doesn't always appear.  Now, I'd like to get started on actually playing out my turn (I'm sure you all are), but I'd really rather not have to deal with a potentially crippling bug.  Shall I wait for a fix, or just save (and backup) repeatedly and hope for the best?

On the bright side, I don't see any giant eagles.  Of course, I haven't a clue what kind of insanity is waiting inside the mountain...


EDIT:  Oh, and Cheddarius, as far as how long a turn lasts...  Well, I honestly can't say.  With my current schedule, I'm expecting my turn to take anywhere from three days to a week, all depending on how smoothly the new version runs on my machine.  However, my rig happens to be about a decade old, so take that into consideration...

Turns are one in-game year, to make things simpler.  But, since I haven't actually done anything yet, I suppose we could shorten it if the majority wants something like a seasonal hand-off.  It just seems slightly abrupt to me.
Title: Re: Cavebrands
Post by: Eztuzt on April 02, 2010, 04:11:27 pm
I want the quickest available turn possible, and as for the turn-taking I dont think I could last for a few weeks :P Seasonal might be good afterall, or maybe bi-annually (End of winter, end of summer)
Title: Re: Cavebrands
Post by: SethCreiyd on April 02, 2010, 05:39:16 pm
I'd prefer yearly turns, but I'd be willing to compromise with bi-anually.  Seasonal is a bit short for my taste.

Just my $.02.
Title: Re: Cavebrands
Post by: Kagus on April 02, 2010, 05:43:08 pm
Alright, I've started digging.  We'll figure out this workshop mess when the time comes.  For now, frequent saving is the way to go.

The entrance design is looking impressive, but will likely be flawed in some way due to my amazing abilities in regards to forethought.  I've mapped out some workshop areas near the entrance for stonecrafters and masons, along with a stone stockpile.  This is directly underneath the main entrance, and is connected to the "rod" that I intend to use as a central access highway through the z-levels.  I like highways.

This design isn't exactly great for defensive purposes, but it does provide a lot of room for dwarves to move around in, it looks nice, it provides some level of dynamic design, and it allows for me to come up with busywork for the miners when they've got nothing better to do.
Title: Re: Cavebrands
Post by: Zeofar on April 02, 2010, 05:53:23 pm
I'll take turn 6.  Be warned - I'm not that great a player.
Title: Re: Cavebrands
Post by: Kagus on April 02, 2010, 06:06:30 pm
I've added a notification to the first post to help clear some things up as to the nature of this fortress.


In other news, we've got a couple layers of marble to chew through, and we've also got malachite up the yin-yang.  I foresee a great number of copper items in the future.

I can't quite shake the feeling that there's something terribly, terribly wrong with this entrance design, but at this point it's more important to get something done than it is to ensure that everything's top-quality.  Besides, with constructions, we can always just patch stuff up again or alter the design later on.

Also, I can't find bones or shells in the stockpile options, and it appears that those cave lobsters I took along aren't dropping anything when consumed.  This is slightly worrisome, but it might be intended (as in, that stuff gets produced when the thing gets cleaned, which makes more sense than the old method).


Aaand we just hit some cassiterite.  Guess we'll have some bronze to round things out.  I doubt that our iron supply will be too impressive however, so we'll just have to make do with whatever goblinite we can get away with.  Still though, it's nice to have some variety.
Title: Re: Cavebrands
Post by: Cheddarius on April 02, 2010, 06:09:57 pm
I'll take the latest turn possible - 9, I think.
Title: Re: Cavebrands
Post by: Kagus on April 02, 2010, 06:45:49 pm
This is going much faster than expected.  Although worldgen and site-searching are both much slower, the actual gameplay seems to have sped up a fair deal.  I'm already at summer.  If current trends follow, I may be able to pack this thing off by this evening...  Tomorrow at the very latest.


We've run into a fair amount of galena as well, and I can see outcroppings of it visible around the map.  Due to the high concentration of metal veins, I've unfortunately been wasting a fair amount in order to mine out the basic structure of this fort, what with the miners being as inexperienced as they are.

All the same though, there's tons of the stuff lying around.  And since we can make actual training weapons out of wood, silver doesn't serve a whole lot of purpose now anyways.

I don't have much in the way of trading goods yet, just a bunch of mechanisms (and a traction bench, whatever the hell that is), but then again I don't really need a whole lot.  We've got food and drink to last us a little while longer at least (actually, I should probably get around to setting up a little farm plot next to the brook or something, just so we can keep early booze and plant stocks high).

Everything's looking to be pretty decent so far...  Except for one tiny little snag.

(http://i43.tinypic.com/a16cxy.png)

Yeah.  Here we go again...

EDIT:  Uhh, it would also appear that Toady has managed to cross wires with the whole decomposition process again.  The camp is covered in a blanket of vermin corpses that refuse to rot.

I think we may need to dig down soon, just so we can get a nice magma dump going...
Title: Re: Cavebrands
Post by: Kagus on April 02, 2010, 07:35:35 pm
--Journal of Chief Medical Officer Sigun Rig̣thital

(http://i40.tinypic.com/1o40ty.png)

3rd Malachite, 589

A group of wandering dwarves happened upon our camp today.  They said that they're refugees from a nearby village, claiming that they had been forced out of their homes by goblin raiders.  They managed to get away with the clothes on their backs and a few young stock animals, but are otherwise utterly without possessions or food.

When I explained our own situation, they volunteered to aid us in setting up the outpost.  The journey back to the mountainhomes on foot is far too long without any real supplies, and we could always use a few extra laborers, so I brought the matter before Imuth. 

Imuth, who happened to be dragging a large, heavy chunk of granite along the ground, seemed quite receptive to the idea of getting a few more able hands into the camp.  I can't possibly imagine why...


The quarry gals have been doing fine work, and have carved out a fair-sized area under the mountain.  We're still far from ready to move in properly, but at least we can sleep inside for a change.

And a good thing, too...  I've been seeing some disturbingly large bird droppings on the mountainside lately.

--End of Entry


EDIT:  Teensy little problem on the food front...  Apparently, booze meals are deconstructing themselves again.  I'm not completely sure if this is intended behavior or not.

Anyways, this means I need to start doing some fishing and gathering pronto, otherwise we're essentially out of food.


By the way, milking works now.  As soon as I set the job up in the farmer's workshop, a dwarf ran out, took a barrel, climbed the mountainside, grabbed our cow from its lofty perch, dragged it back down to the workshop, got tackled by said cow, and presto!  Cow milk.

One unit of cow milk, valued at one dwarfbuck, to be exact.


EDIT2:  Okaaay...   Horse cheese.  Not sure I want to think about that too long.

In other news, I just took a peek in the options for the food stockpile.  This originally started out as just figuring out what all I could milk, but then I started looking at animal extracts in general.

Aside from finding several pages of "Forgotten Beast Extract" options, I also found two listings for "Hill Titan Extract".  Also, if this stockpile is to be any indication, our world has been terrorized by Peach Monsters and Cream Devils.

(http://i40.tinypic.com/zy6g4x.png)
Title: Re: Cavebrands
Post by: Katsuun on April 02, 2010, 09:21:17 pm
I will not be joining this fortress, I've had the misfortune to be banned from playing games on the computer...  :(

Regardless, I will follow and note when something bad happens how I would have made it much worse.
Title: Re: Cavebrands
Post by: Cheddarius on April 02, 2010, 09:29:59 pm
...cream devil extract?
Maybe you should think about that horse cheese some more. Otherwise...
Urist McFrankenstein: It's alive!
Title: Re: Cavebrands
Post by: Deadbeard on April 02, 2010, 09:49:33 pm
Just remember: you can milk anything with nipples. All female mammals have nipples.
Title: Re: Cavebrands
Post by: Cheddarius on April 02, 2010, 10:20:29 pm
Yes, but it seems like it would be pretty inefficient for animals other than cows/goats/etc., which produce ludicrous amounts of milk...
Title: Re: Cavebrands
Post by: Heron TSG on April 02, 2010, 11:16:53 pm
Excuse me, I have to go chow down on some Ass* Cheese.

*Donkey, ye guttermind!
Title: Re: Cavebrands
Post by: Blackburn on April 02, 2010, 11:47:18 pm
Excuse me, I have to go chow down on some Ass* Cheese.

*Donkey, ye guttermind!
Actually, that'd be a mule...
Title: Re: Cavebrands
Post by: Kagus on April 03, 2010, 01:13:31 am
According to the stockpile list, I can make camel, horse, donkey, cow and purring maggot milk.  No dog milk or cat cheese, unfortunately (so much for my dreams of living peacefully off of my pack of war dogs, milking them occasionally for their sweet, sweet doggy dairy). 

Speaking of cats, one of the migrants brought along a kitten.  A female kitten.

A claimed female kitten.


We're all doomed.
Title: Re: Cavebrands
Post by: Spartan 117 on April 03, 2010, 01:19:41 am
purring maggot milk.

 :-\
Title: Re: Cavebrands
Post by: Kagus on April 03, 2010, 01:25:06 am
You must be new here...


Anyways, my curiosity got the better of me, and I looked up what the hell a "traction bench" is on Wikipedia.  As it turns out, the thing is basically a rack...  But for medicinal purposes.

Supposedly it's useful in straightening out the spine or clearing up overlapping fractures and it helps in the mending of bones.  But we all know that this thing was really based off of the theory that "laughter is the best medicine"...

Obviously, they didn't understand that it was the patient who was supposed to do the laughing.


EDIT:  Another migrant wave, this one coming in from an unexpected direction...  Namely, the top of the mountain.  They brought cats.

This is a nightmare.


Also, I'm installing a quantum dump/atom smasher outside to deal with all these dead lizards and toads.  It's starting to get a bit unnerving with all those little purple squiggles over everything...

EDIT2:  Oh dear lord we're doomed.  The refuse stockpile "parts" menu just revealed this:

(http://i41.tinypic.com/33bhnk9.png)
Title: Re: Cavebrands
Post by: Kagus on April 03, 2010, 03:50:57 am
--Journal of Chief Medical Officer Sigun Rig̣thital

15th Timber, 589


Well, the supply caravan has arrived, and they've brought with them enough cheese and ale to last us through until Spring.  Of course, as required, we were supposed to show them how valuable an outpost in this location would be, and how "abundant" the mines are, and blah blah blah...

Truth is, even though this mountain is rich in several minor metals, we haven't got anything really worth mentioning.  There hasn't been so much as a hint of iron, all we've got is a vast load of lead and copper ores...  And we haven't so much as started thinking about a smelting operation yet.

Somehow -and I will always wonder how he managed to do this- Imuth managed to convince the delegates that this outpost deserved not only continued support, but preferential treatment from the mountainhomes.  Since we've got a significantly larger number of mouths to feed, he also managed to worm his way into a deal with them shipping more food out in our direction, in the form of independent merchants from the bazaar.  We would, of course, need to pay for the wares bought from these merchants, but the combined caravan would allow for a greater deal of safety, and the government wagons should allow for a greater number of wares to be brought out to us.

It is Imuth's belief that by the time the caravan comes around for its second visit, we'll actually have something worth trading for.  I've doubted him in the past, but I'm beginning to wonder if his odd ways don't have some small amount of sanity to them...

At the very least, he's the luckiest damn dwarf I've ever had the misfortune of working under. 

--End of Entry
Title: Re: Cavebrands
Post by: Kagus on April 03, 2010, 04:36:33 am
--Journal of Chief Medical Officer Sigun Rig̣thital

11th Moonstone, 589


The quarry gals just reported something highly unusual.  It seems we've, ah...  We've found something.

Stinthäd came running to me just moments ago, babbling excitedly about the find.  It took a fair amount of talking to calm her down enough to make sense of what she was saying.

She was carving out a new level of the main exploratory shaft when part of the rock gave way beneath her.  She was able to keep herself from falling into the newly-formed gap, but when she took a closer look she discovered that we had, in fact, breached into a subterranean warren, completely isolated from the world above.

I went down along with the others to investigate this finding, and the place truly is astonishing.  An entire ecosystem, buried beneath layers upon layers of rock, thriving with pure-white rodents and arachnids, fully adapted to a life utterly without light.

I've included a few sketches of the terrain:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

This is, of course, an incredible discovery...  What effect it will have on our work here is still uncertain, but I have difficulty imagining it being anything less than a fantastic boon.

Imuth has dictated that we are to keep guard over the entrance for now, until we can organize an exploratory party to venture into the caves.  While I am eager to fully explore this new area, I can sympathize with his position.  For as fascinating as the cavern is, we really don't know what subterranean predators might be lurking in the shadows.  "Discretion before dissection", as my aunt used to say.

--End of Entry
Title: Re: Cavebrands
Post by: Cheddarius on April 03, 2010, 11:07:48 am
Kittens are easily taken care of by "Pet Rehabilitation Centers". Like so:
DSSSSSSSSSSSDL
D=door, S=upright spike (traditionally wooden, but any will do), L=lever
Let the lever only be pulled by the person with the cat, disable all schler jobs, and have it be pulled on repeat. When schle gets to the lever, lock the door behind him. When schler cat walks in, lock the door behind it, and wait until it is skewered to death.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 03, 2010, 04:26:19 pm
Push me up to the 4'th turn, mind you? I've got a great idea to do in the new version. In fact, I might share it with you guys:
Spoiler (click to show/hide)
If anyone steals this, I'm gonna smack him with a mace until he explodes.
And I'm gonna use a training mace, damnit.

...I think that's the dwarven equivalent of patents.
Title: Re: Cavebrands
Post by: Kagus on April 03, 2010, 04:40:16 pm
Alright, you've been moved up.  Also, I think you may find that your little invention will be easier than you expected...

http://i44.tinypic.com/2s7th5i.jpg

Yep, found that in the caravan list.  There are pages upon pages of different types.  Naturally, I asked for all of them.
Title: Re: Cavebrands
Post by: Blackburn on April 03, 2010, 05:57:43 pm
Wow. They're gonna have to kill a lot of things to bring you all that blood.
Title: Re: Cavebrands
Post by: Kagus on April 03, 2010, 06:30:37 pm
--Journal of Chief Medical Officer Sigun Rig̣thital

1st Granite, 590


Well, that's one year down...  Strange to think that we've been here an entire year, and yet haven't managed to do much of importance. 

The caravan coming this next fall will likely only have a few of the more adventurous vendors from the bazaar, bringing along wares from the mountainhome to sell to us outpost hicks for vastly inflated prices.

How exactly we're going to pay those prices, I'm not entirely sure.  Imuth seems perfectly confident with the developments so far, and urges me not to worry over such trivial details.  I may be old-fashioned, but I never really considered the prospect of starvation as a "trivial detail"...  Still though, I trust him to have some sort of plan, or at least enough luck to pull us through until we can finally start smelting this mountain into a more usable form.


The subterranean cavern has proven to be rather unexciting, and while our expedition force is still attempting to learn which end of the sword they're supposed to hold onto, the mysterious landscape doesn't seem to be posing any great threat, at least not yet.  I'm still quite eager to explore the lower reaches, but not without at least some form of protection...  "There's a fine line between prudence and fertilizer", as my aunt used to say.


As for the actual economic value of this rock, I'm beginning to doubt exactly what we're planning on getting out of this outpost...  There's a fair amount of silver, and enough copper and tin to create a veritable sea of bronze, but other than that we only have a few minor gemstones and some fine marble...  Not exactly the the iron fortress of Kuletilid, or the gold mines of lower Dumatastesh.

But Imuth is determined...  He seems quite assured that this particular mountain is the one that will make him famous, ranking his name along with the great adventurers of the past...

...and perhaps he's right.

--End of Entry


~DFMA Entry (http://mkv25.net/dfma/map-8360-cavebrands)

~Save (http://dffd.wimbli.com/file.php?id=1976)



*Phew*, finished.  Barbarossa, it's now up to you to sort out this crazy mess.  Good luck, and lose well.  We're all counting on you.

Cheers.
Title: Re: Cavebrands
Post by: Dermonster on April 03, 2010, 06:52:47 pm
*notifies*

Great start btw. Too bad I can't take a turn. Stupid not knowing or caring how to dl or upload a save.
Title: Re: Cavebrands
Post by: Blackburn on April 03, 2010, 07:01:48 pm
*notifies*

Great start btw. Too bad I can't take a turn. Stupid not knowing or caring how to dl or upload a save.
Same here. Oh, well.


Barbarossa, don't forget to update us on what happens during your turn! I'm sure it'll be a lotta fun.
Title: Re: Cavebrands
Post by: Heron TSG on April 03, 2010, 07:25:31 pm
Downloading now.
Title: Re: Cavebrands
Post by: Eztuzt on April 03, 2010, 09:59:28 pm
I want the quickest available turn possible

Which was sixth, btw :P
Title: Re: Cavebrands
Post by: Kagus on April 04, 2010, 12:50:18 am
Ah, sorry about that, I knew I was forgetting something...  I'll get right on it.

By the way, milking can actually be done rather often.  We've currently got about seven animals that can be milked regularly, and the cheese production from that can sustain a fair number of the dwarves.  It's worth noting, should the outdoor farms get too...  Dangerous.
Title: Re: Cavebrands
Post by: SethCreiyd on April 04, 2010, 02:56:40 am
Ahh, the anticipation!  Can't wait to see what becomes of our hapless minions.

I truly hope they run into some peach monsters or cream devils.  I burst my sides when I saw that.
Title: Re: Cavebrands
Post by: Jordrake on April 04, 2010, 06:36:08 am
Wow, sorry, this kinda slipped my mind. I had stuff to do, sorry. Anyway, I'm back and I'd like to be put in charge of this doomed-ass fortress as soon as possible, which seems to be seventh. Just in time for the flaming zombie eagles.
Also "Sea of bronze"? Don't tempt us.
Title: Re: Cavebrands
Post by: DFNewb on April 04, 2010, 09:09:23 am
I'll take a turn. I haven't played the new version yet, except when I ran around choking goblin children in adventurer mode. 7 seems to be free so I'll take it.
Title: Re: Cavebrands
Post by: Cheddarius on April 04, 2010, 11:47:20 am
It's not, actually.
which seems to be seventh
Perhaps you'd be interested in 8?
Title: Re: Cavebrands
Post by: Eztuzt on April 04, 2010, 12:07:48 pm
Oh, can we play on adventure/legends/arena while we wait?
Title: Re: Cavebrands
Post by: Kagus on April 04, 2010, 01:01:19 pm
I can't see the harm in trawling through legends mode, and I've been giving some thought to the possibility of playing one of the other modes as well.  Just seems a bit cruel otherwise.

Adventure mode, however, apparently offers a remote chance for finding and checking out some of the new, ah, "features" firsthand.  And arena mode lets you figure out some of the quirks with combat nowadays, as well as providing you with details on some of the enemies we'll face (like, for example, the fact that iron men are far, FAR more dangerous than they ever were before).

But still, the on-the-level details of fighting won't give you *that* much of a leg-up as far as fortress building/management is concerned.  So, since y'all asked nicely and brought it up, I'm gonna have to give the okay for playing arena mode as much as your little hearts desire.  Besides, there's still plenty of other stuff that can't be spawned in the arena, so it doesn't exactly remove *all* the mystery...  Heh heh.


DFNewb, I'd be happy to have you on board, but I'm still going to have to give the others preferential status as far as placement is concerned, and I haven't heard anything from Katsuun or Paulus Fahlstrom yet.  It's just that they've agreed ahead of time, y'know...  I can put you ahead of other newcomers though, since you lack experience with Fort mode.


Also, I need to update the OP with more slots...  It's not like there are only ten places, it's just that I only made up ten to start with.
Title: Re: Cavebrands
Post by: DFNewb on April 04, 2010, 02:02:04 pm
  I can put you ahead of other newcomers though, since you lack experience with Fort mode.

Well I haven't played Fort mode since 40D9 because I was waiting for the new version, so I know some stuff. I heard you can milk now, that sounds interesting. Was burrows implemented yet? That was the addition I was waiting for the most. 
Title: Re: Cavebrands
Post by: Cheddarius on April 04, 2010, 02:09:02 pm
Er, I actually read a bunch of threads about it... was I not supposed to do that? I haven't actually downloaded it yet...
Title: Re: Cavebrands
Post by: Jordrake on April 04, 2010, 02:11:49 pm
I cannot wait. I'll not be touching the new version until my turn, so expect me to make some fatal mistake.
Title: Re: Cavebrands
Post by: Heron TSG on April 04, 2010, 03:33:02 pm
Things are going swimmingly, one might say.

Y'all will have to wait for the summary until I finish, however.
Title: Re: Cavebrands
Post by: Kagus on April 04, 2010, 03:55:35 pm
Things are going swimmingly, one might say.

This comment is remarkably disturbing.  Well done!


And Cheddarius, yeah...  The idea behind not playing the game before the turn was that we were supposed to know as little as possible before playing.  But since this fort was also supposed to be used as a gameplay exploration device, any information discovered and posted in this thread is of course free for all those coming along next in line.

But for all the other, more informed threads out there, we're supposed to stay away from those.  They might give a person the advantage of knowing what to expect, and that's precisely what we're trying to avoid.

Exactly how far did your readings take you?  And if this stuff was of a somewhat spoilery nature, I'd appreciate it if you sent me a PM instead of posting it here.  Bug reports and warnings of crippling game-destroying "quirks" are excusable, but still somewhat frown-inducing.
Title: Re: Cavebrands
Post by: Heron TSG on April 04, 2010, 04:47:49 pm
Well, I've decided to start a project that will hopefully allow us to reach the depths. I don't know what we might run into down there, but I'm bringing along a waterpipe just in case, to be unleashed upon the nearest threat. If mixed with magma, Fun may ensue.

It's such an awesome feeling not knowing what I might run into next.
Title: Re: Cavebrands
Post by: Cheddarius on April 04, 2010, 05:18:13 pm
The sensitive things I read were about the HFS, and new things of that nature. However, I don't think it'll make much of a difference in my reign. I have never breached HFS or found clownite, not once, so I'll have no idea how to deal with it even if I do find it. I'll wall it off and run.
Title: Re: Cavebrands
Post by: Jordrake on April 04, 2010, 05:21:04 pm
Will we have a full-fortress swimming pool, an entire flooded map or a pool of blood, takin' all bets!
Title: Re: Cavebrands
Post by: Heron TSG on April 04, 2010, 06:42:46 pm
At the moment we simply have a HUGE wall being made around us and our mountain in hopes of a meager defense when sieges come.

The delving has revealed another cavern complex, and we are still 35 z-levels from the floor.
Title: Re: Cavebrands
Post by: Cheddarius on April 04, 2010, 07:01:11 pm
Do Visual Fortress and such work with 2010?
Title: Re: Cavebrands
Post by: Deadbeard on April 04, 2010, 07:18:35 pm
I wouldn't think so, different code and offset and all that. You'd have to check with the makers to be certain.
Title: Re: Cavebrands
Post by: Jordrake on April 05, 2010, 04:39:59 am
I got the most recent update to 40d and Visual Fortress didn't work with that, so I doubt it'd work with 2010.
Title: Re: Cavebrands
Post by: DFNewb on April 05, 2010, 08:45:30 am
I don't see my name yet so just put me as fast as possible. I really want to play the new version.
Title: Re: Cavebrands
Post by: Kagus on April 05, 2010, 01:47:39 pm
Alright, I've put you in on the first assumed-to-be-free spot.  I still haven't heard anything from the other two sods who signed up for this, think I'll go give them a poke.  If one of them drops out I can bump you up a spot.


Then, of course, it's just a matter of what to do with you, Cheddarius...  I'm a bit concerned about the research involving this version's HFS (heck, I read up on it after my turn, and now I'm sorry I did...  That would've been an absolutely epic thing to discover firsthand), especially seeing as your turn is currently slated to be nine years into the fortress, by which time we'll most likely have advanced quite a bit.

I'm considering putting you behind Deadbeard, to keep the chain of ignorant bliss going as long as it can.  It's my own damned fault for not making that point clear, but I do feel that it will have an effect on the storyline of this fort if you know something about what's in store for us.


How's it coming along, Barbarossa?
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on April 05, 2010, 03:35:24 pm
I'm, of course, still in. I'll take the first available slot, and no, I've been far to busy to play the new version or even 'read up' on it. So I'll keep my eyes on this thread. Please don't divulge stuff unless you come across it in actual gameplay.
Title: Re: Cavebrands
Post by: Eztuzt on April 05, 2010, 04:03:48 pm
You should record a summary of what people do on their turn, I remember seeing that in another fort but I forgot what the name was.
Title: Re: Cavebrands
Post by: Cheddarius on April 05, 2010, 06:18:55 pm
All right, how about this: If I manage to find anything that I've read about in the new version, I'll stay away from it and let the next person deal with it?
Title: Re: Cavebrands
Post by: Heron TSG on April 05, 2010, 08:13:23 pm
I'm most of the way through Autumn. Things are just ducky.

EDIT: This fortress truly is the berries, although I'm up past my kisser in swanky new projects. Every dwarf is constantly spifflicated, or on the way to be. Thus, I'm building *ahem* buildings. One will be a speakeasy, in which the dwarves will bull and quaff. I've got quite the copacetic hospital being set up near the gate to receive the wounded.

The Great Wall of Cavebrands is pretty hotsy-totsy, but it isn't finished yet, and thus several on-the-lam kobolds have ventured in. Most have died. The dwarven population  have more than doubled, and thus I've built much more farmland.

The real McCoy, however, is the pipe I'm digging. There are two staircases, one for dwarves, one for water. If ANYTHING threatens the dwarven staircase, the water in the floodline will pour out and (hopefully) drown it.

EDIT 2: I'm just finished with Autumn. If I'm lucky, I'll finish by the end of tomorrow.
Title: Re: Cavebrands
Post by: Grimlocke on April 07, 2010, 04:34:31 pm
Im quite sure what to make of that last post, but I see nothing there that would take you two days to finish.

Do inform us of what delay is, or better yet, finish it up and upload the save so we can keep the thing going. Im sure im not the only who is eager to get started.
Title: Re: Cavebrands
Post by: Kagus on April 07, 2010, 05:17:58 pm
I'll go give him a prod, see what happens.
Title: Re: Cavebrands
Post by: Heron TSG on April 07, 2010, 07:24:42 pm
It was taking forever due to my horrible RAM; I got around 12fps.

Anyway, due to a power surge the save was corrupted (crash!), meaning my (not as recent as I'd like) backup is all I have left. I don't want to keep you waiting, so whoever has the next turn can finish out the year.

SAVE (http://dffd.wimbli.com/file.php?id=2026)

PS: I decided to use 20's lingo on my last post. Times sure have changed, eh?
Title: Re: Cavebrands
Post by: Kagus on April 07, 2010, 07:32:51 pm
Ouch, sorry to hear that man...  That's gotta hurt.

Alright Grimlocke, looks like it's your turn to step up to plate.  Have at it!
Title: Re: Cavebrands
Post by: Jordrake on April 07, 2010, 07:47:46 pm
Harsh, dude. I liked the 20's slang, though.
Title: Re: Cavebrands
Post by: Heron TSG on April 07, 2010, 09:14:38 pm
I won't give much away, but it's probably for the best that what occurred was erased. All that I'll say is that we were down to half a dozen dwarves who were all in the military.
Title: Re: Cavebrands
Post by: Eztuzt on April 08, 2010, 04:09:32 pm
Don't worry barb, it's happened to all of us. Many times. Over and over.

I need to know what happened though! Once my turns done, mind sending me a PM of what happened?
Title: Re: Cavebrands
Post by: Kagus on April 08, 2010, 04:37:10 pm
Yeah, and tack me on to the recipient list.  There's no DF story like one that goes horribly, horribly right.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 08, 2010, 04:48:28 pm
Add me. Addmeaddmeaddme. I want to know what makes the world explode!
Title: Re: Cavebrands
Post by: Graebeard on April 08, 2010, 05:26:47 pm
This is an interesting thread.  I wish I was disciplined enough to stay away from the new version to participate, but I devoured as much info as quickly as I could.  Still makes an interesting read, though.

One piece of information that you'd appreciate and that you all may have missed if you're staying away from the forums: the speed optimization work Baughn was doing has not been implemented in this release.  However, Baughn did release a utility integrating his work.  Basically it's just a dll that sits in your main folder and a changed init.txt setting.  From personal experience and reading through the thread it doesn't seem to have an effect on stability or compatibility.  It also more than doubled my FPS when I first implemented it.

Here's the thread (http://www.bay12games.com/forum/index.php?topic=51957.0).

Edit: fixed link.
Title: Re: Cavebrands
Post by: Grimlocke on April 09, 2010, 01:15:25 pm
Yeah I found that accelerator. Kept my fps around the hundred, except when the game was doing lots of pathfinding.

It has a weird color bug that adds blue to any color that allready has blue above 127. Took some time to correct that, but its worth it.


Anyhow, my turn is finished. I spent most of the plus minus three quarter year being confused about the new stuff like the military screen. I did get some stuff done however, particularly a patch of caveland for farming purposes and some traps to catch cave critters in. I also left the dwarves to build the big miscolored wall that barbarosa designated, but it doesnt completely isolate the fortress yet. I redesignated the outside building that seemed to be an apartement complex, because it was made of microcline. Yeach :-X

I also found magma. Lots of it, along with some clownite. No clowns yet though. The most I have done with it is setting up some magma shops above magma I isolated from the main pool with a fortification. Lets hope the fluid-push-stuff-through-fortification bug was fixed.

I decided to discontinue the flood-the-cave-with-water idea. I liked the thought, but depending on how those caves are connected between z-levels we could flood the whole system, causing more lag then fun.

As for fun things that happened, not as much as expected. There were some batmen with blowguns sitting in a little burrow somewhere, but they didnt seem to feel like coming out.
One of my soldier dwarves lost a hand to a giant olm, she later went mad. Partly due to being relieved of partol duty on occasions. Strange. She kept on partolling dispite being stark raving mad, spamming a ton of "cancels pickup equipement: too insane" messages. Quite amusing.
The dwarf called bernie went through some rough times with a giant bat, but dispite my lack of knowledge about setting up a hospital he was fixed up neatly.

Ze save:
http://dffd.wimbli.com/file.php?id=2043 (http://dffd.wimbli.com/file.php?id=2043)
Title: Re: Cavebrands
Post by: Kagus on April 09, 2010, 02:15:50 pm
Alright, ah, thanks for that, Grimlocke.  But who on earth is "Bernie"? 

Ah well, maybe some of the mystery will be expunged in the future by Loooooord Slowpoke!  You're up, buddy.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 09, 2010, 02:17:41 pm
I'm on it! Downloading 0.31 right now.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 09, 2010, 05:00:40 pm
Okay, so from what it seems, this is...the fort with the least doors known to dwarfkind. I think I ordered over a hundred being built just for the sake of dooring every single passage (and you guys made my industry-mindset sad and disgusted of what you've done to that poor silver vein, but that's another rant issue).
Yet living up to my name I managed to play it to Slate in the last hours. While having 50 FPS.
Oh, and one more thing. Spoilered for a reason.
Spoiler (click to show/hide)
Edit: From anything relevant, the surgeon just made a microcline scepter worth 38 thousand dwarfbucks, with bronze, malachite, and red pyrope in it. Yet he disregarded the adamantine right next to him in the workshop. *shrug*
I also dug out a well.
More soon, enough DF for a day.
Title: Re: Cavebrands
Post by: Grimlocke on April 09, 2010, 05:56:42 pm
Hehe, I only got those magma smelter set up at the end of my round. Couldnt do much with the silver before that. If its about how its dug out, that wasnt me.

I also recommend using the artifact bronze buckler (didnt have the addy back when that was made). I told the best sword dwarf to use it, but hes not using it for some reason. I think the arsenal dwarf might be related.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 09, 2010, 05:59:37 pm
I didn't check yet, but it's a Master Swordsman with the buckler. The fact that he has a sword of wood is disturbing me too, seriously people, are we elves here? Or elf-wannabes? Got him some silver to boot.
Title: Re: Cavebrands
Post by: Kagus on April 09, 2010, 06:49:47 pm
The wooden sword was probably a result of my trying to create ultra-super-awesome raw silver swords of death.  However, due to the fact that "make stone short sword" is bugged so that the sword material is based off of the wood used in the handle, we ended up with a number of wooden swords before I could do anything.

I had a forge at that time, but no fuel.  I suppose I could've done something along the lines of burning wood into charcoal in order to make some weapons, but I was waiting for the magma setup before delving too deeply into metalsmithing.

Also, screw the silver vein (I have no idea what you're talking about, actually)!  We've got galena coming out of our noses!  And I've struck three different veins of native silver as well during my short stint there, and I wasn't even trying!

Really, silver is not a problem.  I started off the primary digging by tiptoeing around all the metal veins until the miners were more experienced, but eventually I just said "bugger it".  There's just too much of the stuff lying around to be bothered by a few wasted ore chunks.

The gems, on the other hand...  I'm always gonna save gems.
Title: Re: Cavebrands
Post by: Heron TSG on April 09, 2010, 06:54:07 pm
The wooden sword is for training. I do believe I walled a crazy guy into a workshop at some point because he was screaming about stuff we don't have. Stacked pelts, or something like that.

Sorry for leaving so many building designations for you. They were far more finished (and revised to take less work) before the crash.
Title: Re: Cavebrands
Post by: Kagus on April 09, 2010, 06:57:07 pm
Well, you can make wooden training swords, but we've also got 3-4 actual wooden swords just lying around somewhere.  These are actually more dangerous than training swords, and can give you a nasty cut (or at least a few splinters).
Title: Re: Cavebrands
Post by: Deadbeard on April 09, 2010, 08:07:49 pm
Well, it's looking like I may not be able to play. My motherboard just went bad on me (at least, I hope it's the motherboard), and the only other computer I have is my netbook with a 900Mhz processor (which I am posting from right now).
Title: Re: Cavebrands
Post by: Kagus on April 09, 2010, 08:14:48 pm
Ooh, ouch...  Sorry to hear that. 

Well, it'll be a few turns before you're up, so there's maybe a chance that things can get patched back together by the time you're set to step up to plate.  Can always hope, right?
Title: Re: Cavebrands
Post by: Cheddarius on April 09, 2010, 08:17:13 pm
Yeah, you have something like two months at least.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 10, 2010, 01:05:02 pm
Okay.
It's summer now.
In a botched attempt to make a waterfall, I flooded the whole apartament block - yet the staircase didn't flood due to the plumbing working. Yet the maintenance stairs flooded, such is life in Cavebrands.
And an ambush of four goblins is kicking ass of our entire military.
Do we have a "last measure" weapon, or am I supposed to lock everyone inside and make one?
Title: Re: Cavebrands
Post by: Jordrake on April 11, 2010, 12:07:51 pm
Hmm. With any luck, that problem'll get fixed by my turn.
Title: Re: Cavebrands
Post by: Heron TSG on April 11, 2010, 12:18:39 pm
Do we have a "last measure" weapon, or am I supposed to lock everyone inside and make one?
Well, we have an unfinished (for now, you should work on it!) pipe heading into the underground that can be used to attack anything we run into.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 11, 2010, 12:23:27 pm
Do we have a "last measure" weapon, or am I supposed to lock everyone inside and make one?
Well, we have an unfinished (for now, you should work on it!) pipe heading into the underground that can be used to attack anything we run into.
You certainly mean the pipe that ended right in the residental area? If yes, I have only one thing to say, spoilered for good measure.
Spoiler (click to show/hide)
Title: Re: Cavebrands
Post by: Heron TSG on April 11, 2010, 12:34:24 pm
I don't recall it going into the residential area. I mean the one to the north of the main fortress.
Title: Re: Cavebrands
Post by: SethCreiyd on April 11, 2010, 12:54:54 pm
You certainly mean the pipe that ended right in the residental area? If yes, I have only one thing to say, spoilered for good measure.
Spoiler (click to show/hide)

Don't give up the ship! fort!  How many dwarves are left?  Where are the gobs?  Pics, man!  We must strategize.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 11, 2010, 04:16:21 pm
You certainly mean the pipe that ended right in the residental area? If yes, I have only one thing to say, spoilered for good measure.
Spoiler (click to show/hide)

Don't give up the ship! fort!  How many dwarves are left?  Where are the gobs?  Pics, man!  We must strategize.
There are 12 dorfs left in the emergency bunker I crafted in the caverns. It's protected by a rather huge moat (remmants of the failed waterfall project), and I've got some food going, also: 54 casualities, including the tantrum spiral in middle of an ambush. Yes, I got a migrant wave.
The current time is 23 Timber, and there are 12 units of meat, 94 units of plants, four biscuits, and some seeds (plump helmet and pig tail). Also including: Farmable land, loads of silver, 1 pick, but no good miner, and finally, a breeding pair of cats. Oh, and the gobbos are just dancing around the fort killing war dogs.
This might be salvageable.
Title: Re: Cavebrands
Post by: Kagus on April 11, 2010, 04:34:39 pm
Aha.  Y'know, this is precisely why frequent updates are nice. 

I mean, I don't think there's a single person in this thread who wouldn't want to know how the hell we got into that situation.  It's stonking epic.

And include some pictures for Dog's sake.


Also, I'm going to assume that Sigun has long since kicked the bucket.  Pity...  He had a very nice name.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 11, 2010, 04:39:19 pm
Aha.  Y'know, this is precisely why frequent updates are nice. 

I mean, I don't think there's a single person in this thread who wouldn't want to know how the hell we got into that situation.  It's stonking epic.

And include some pictures for Dog's sake.


Also, I'm going to assume that Sigun has long since kicked the bucket.  Pity...  He had a very nice name.
I'm trying to fight off apparently invictible goblins, one of which who took on our entire military at once and killed them with only his foot bruised. I'm not posting pictures which might be outdated due to savescumming, and/or reclaim.
Title: Re: Cavebrands
Post by: Deadbeard on April 11, 2010, 06:38:04 pm
Woohoo! What I originally thought was a problem with the motherboard was actually a problem with the power supply. It's a shame too, it was a nice Logisys one.

Anyways, what I thought would be a difficult $90 problem to fix turns out to be an easy $50 fix.

So, immortal goblins? Has anyone tried out Ballistae yet?
Title: Re: Cavebrands
Post by: Jordrake on April 11, 2010, 06:59:56 pm
I can honestly say I've never seen a fortress messed up with such speed and efficiency.
Title: Re: Cavebrands
Post by: Heron TSG on April 11, 2010, 07:56:38 pm
Ever read SparkGears 2 through 5?
Title: Re: Cavebrands
Post by: Jordrake on April 12, 2010, 04:42:29 am
I have not. I shall.
Title: Re: Cavebrands
Post by: Grimlocke on April 12, 2010, 10:05:48 am
I see only one solution: move the whole fort into the underground!
Title: Re: Cavebrands
Post by: Heron TSG on April 12, 2010, 10:45:19 am
Maybe you can find a way to make a self-sustaining bunker! that'd be neat.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 12, 2010, 10:52:27 am
Okay, it's official; I have just killed Cavebrands.
In fact, I just did it in three different ways.
Suicide, goblincide combined with suicide, and lavacide (thanks for the info Barbarossa)
The effect in #2 is semi-desirable, but we need to salvage some dorfs.
Also, due to no after-invasion save, I'll be reverting to Felsite, where we still have 66 dorfs and the military still alive.
The bunker was barely on the drawing chart then, so I think I'll make it self-sustainable this time, with 1-2 miltary dorfs salvaged for protection against the usual cave croc.
Title: Re: Cavebrands
Post by: Cheddarius on April 12, 2010, 10:56:19 am
Sounds great!
Title: Re: Cavebrands
Post by: Heron TSG on April 12, 2010, 11:08:03 am
(thanks for the info Barbarossa)
What info?
Title: Re: Cavebrands
Post by: LordSlowpoke on April 12, 2010, 11:10:25 am
(thanks for the info Barbarossa)
What info?
I tried to use that lava tube you told me that exists. Over 300 mechanisms later, I managed to successfully kill my dorfs, in a burst of !!fun!! and boiling dwarf fat.
Title: Re: Cavebrands
Post by: Heron TSG on April 12, 2010, 11:50:23 am
Uhh... you're welcome, but I only referred to the water tube. I hadn't seen any lava on my turn.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 12, 2010, 01:20:40 pm
Then the mechanisms shall be recreated, and a gremlin be found to torment the lava output lever.
Title: Re: Cavebrands
Post by: SethCreiyd on April 14, 2010, 01:42:14 pm
Any new developments?

edit:  didn't intend to sound so asinine.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 15, 2010, 06:57:19 am
Ah, yes. Ten years worth of gameplay being put. In fact, if you really want spoilers, I just made a huge PM to Kagus - drop me a line and I'll forward it to you. But those are megaspoilers. The ultimate in spoilercraft.
Title: Re: Cavebrands
Post by: Kagus on April 15, 2010, 11:46:20 am
Yes, they are indeed megaspoilers.  But it is quite the story...  Such trials that our little bearded friends have gone through!   Trials to the point that, ah, we're actually rather screwed.

Unfortunately, unless one particular timeline can be agreed upon, I think we're just going to have to put up with the darkness.  Unless LordSlowpoke would be willing to write up some sort of time travel theme for his report...


Slowpoke, in reference to our little, ah, "problem"..  I take it you've tried using traps? 

As in, lots and lots of traps?
Title: Re: Cavebrands
Post by: LordSlowpoke on April 15, 2010, 12:35:33 pm
Yes, they are indeed megaspoilers.  But it is quite the story...  Such trials that our little bearded friends have gone through!   Trials to the point that, ah, we're actually rather screwed.

Unfortunately, unless one particular timeline can be agreed upon, I think we're just going to have to put up with the darkness.  Unless LordSlowpoke would be willing to write up some sort of time travel theme for his report...


Slowpoke, in reference to our little, ah, "problem"..  I take it you've tried using traps? 

As in, lots and lots of traps?

What I shall write later will maybe not be the best of stories, but I have plenty of material. Huge amounts.
And regarding the traps... well, the mechanic's workshop is right on the line of the invasion, so I didn't try that idea at first.
I'm gonna try to salvage it with over a hundred stonefall traps! Woo! I can smell the fun!
Title: Re: Cavebrands
Post by: LordSlowpoke on April 18, 2010, 12:38:55 pm
Okay, I wonder if this counts as thread necromancy, doublepost, or just being a fag, so I'll proceed.
I have saved Cavebrands from the onslaught of semi-invictible goblins (when 12 recruits pile down on one, we seem to have chances). Yet now we're tormented by a Draltha that despise the fact that both of her legs are fractured is still running faster than our dwarves and running around the fort just like if it was on purpose, cancelling jobs especially in the still due to which our booze stockpile is at the emergency value of 40 Urists. Also, I dried the brook.

Edit: The broker just tantrumed and destroyed the Trade Depot.
Edit2: He calmed down and proceeded to rebuild it. I think I'll have this year done for once and for all today.
Title: Re: Cavebrands
Post by: Cheddarius on April 18, 2010, 02:41:37 pm
I'd rather you not use the word "fag", even when you're using it in the context of someone else using it to describe you.

That being said, that's pretty awesome. What happened to the walled off minifortress?
Title: Re: Cavebrands
Post by: LordSlowpoke on April 18, 2010, 03:02:58 pm
I'd rather you not use the word "fag", even when you're using it in the context of someone else using it to describe you.

That being said, that's pretty awesome. What happened to the walled off minifortress?
It overflowed, simply as that.
And I'll write something that looks like a diary. But damn I can't get to it even now and whatever I try to create is making my own eyes bleed that's a bad sign.
No, seriously. My left eyeball is bleeding right now.
You can say that the next year is NOT gonna be finished today.
Title: Re: Cavebrands
Post by: Cheddarius on April 18, 2010, 06:01:30 pm
Ah, I see.
Title: Re: Cavebrands
Post by: Matuin on April 18, 2010, 10:28:20 pm
If possible, I'd like to join.

I have played 2010, so i'd need to be in the later list =)
Title: Re: Cavebrands
Post by: LordSlowpoke on April 20, 2010, 02:15:30 pm
Okay, the eyeball bleeding turned out to be nothing to serious (I got so nervous that I literally caused that myself. Damn you, goblins.) but am now officially asking someone to write this story for me, and I'll deliver whatever materials the writer will request.
I also promise to fund the volunteer sunshine for the next 6 months.

I can't do it, seriously.
Title: Re: Cavebrands
Post by: Grimlocke on April 20, 2010, 03:03:20 pm
Id like to help you out, but im a horrible writer myself. Never even got to writing a sig, hehe.

Just dont let it bother you too much, we are all just doing this for the fun of it.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 20, 2010, 03:05:00 pm
I am not letting this ultimate piece of dwarfhood go away without at least a small, decent story. Not even Toady could stop me from getting one made, even if I had to pierce Hell and find a monkey demon with poisonous breath to write it for me.
Title: Re: Cavebrands
Post by: SethCreiyd on April 20, 2010, 08:46:53 pm
I'll write it.  Send me what you have so far, post up the save, and I'll get on it and my turn ASAP.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 22, 2010, 03:36:04 pm
Okay, my turn is officially done. The save won't be disclosed until Seth writes his part, but Kagus, you can go on and write (finished) near my part.
Title: Re: Cavebrands
Post by: Kagus on April 22, 2010, 06:33:48 pm
Done and done.  I eagerly await the records of this eventful turn.
Title: Re: Cavebrands
Post by: SethCreiyd on April 23, 2010, 01:47:37 am
Got the save, I should have the previous turn narrated by this time tomorrow, and hopefully I'll be done with my own turn the night after.
Title: Re: Cavebrands
Post by: SethCreiyd on April 23, 2010, 03:27:40 pm
4th Granite, 592
Journal of Creiyd Lulldiamonds

It was the fifth of Timber when I left for the outpost Cavebrands, a small fort far to the northwest, at the foot of the Renowned Beak.

(http://i44.tinypic.com/531x6r.png)

Cavebrands is the only dwarven outpost left in the world, and the only one far from the Mountainhome.  The idea was to establish a new foothold for dwarfkind, so that our fate was not bound to a single kingdom.  Unfortunately, no one has heard from the outpost in some time.  It is my duty to take control of the outpost, find out what has been going on, and report back to the Mountainhome within the year.

It was a long journey, fraught with peril, but thanks to my trusty donkey Shelia, I made it to Cavebrands without injury, after only three months and a day.  When I got there, I immediately felt that something was wrong.  There was an unnatural red tinge to the water here.  Perhaps it was stricken with a strange disease.

(http://i43.tinypic.com/xm0ayh.png)

By the gods... what happened here?

As I stood there dumbfounded, I was greeted by a cheery dwarf nicknamed Kagus, who was Chief Medical Dwarf and the founding overseer.  "Welcome to Cavebrands," he said kindly, extending his hand for me to shake.  I looked at it.  It was covered in a mixture of dirt, soot, and blood so blackened it was impossible to differentiate between them.  Very slowly, I accepted the handshake.

"I'm Creiyd," I said in a monotone.  "I'm, I'm the new... overseer..."  I trailed off.  On the journey here, I had prepared a lengthy introduction for myself, but faced with this stunning display of mortality, it didn't seem fitting.

(http://i42.tinypic.com/689eu9.png)

On the way there, we passed through the barracks.  As a doctor of many years, I couldn't help being appalled by the filthy conditions in this supposed infirmary.  The unmistakable odor of rotten flesh issued forth from the room.  One dwarf moaned on his bed, twisting in agony, wrapped in mud-stained cloth.  Two others lay in the room, quiet and still.  I believe they were dead.  I looked sideways at Kagus.  How could the Chief Medical Dwarf allow this?  Does he not know better?

Not soon enough, Kagus and I stepped through Slowpoke's office, which was so barren it lacked even a door.  Slowpoke was a pale dwarf who looked like someone who barely ever got good rest, and he didn't seem to notice as we entered, so preoccupied was he with the ledgers on the table before him.

"Lord Slowpoke?" I said.  "I am Creiyd Uvardoren.  I'm here to take control of this outpost in the name of Queen Matobok and all The Lancer of Trenches."

He looked up.  His eyes were glazed, and he spoke in a raspy voice, "You've finally arrived.  How many do you have with you?"

How many?  "How many what?" I asked.  "I've come with my personal belongings and only my donkey for company.."

"Ah... well... right," he said, muttering toward the end.  "We'd sent out a ranger, you see.  Requesting help.  I don't think he made it."  Saying this seemed to trigger some bleakness within him, and he sunk back into his chair, gripping the wood of it tightly as though he should fall off.

"Please, sit down," he said suddenly, motioning at the rock-laden floor in front of his table.  I looked over at Kagus, who grinned sheepishly at me.

"I will stand, thank you," I said in reply.  "Pray tell me what has happened here.  It looks like Death Herself stalks this place."

Lord Slowpoke lifted a flask to his lips and drank deeply.  "I became the esteemed overseer of Cavebrands about one year ago.  Before my reign, a previous ruler had unearthed a wondrous underground cavern..."

"I know this," I interrupted.  "I've read all the  earlier reports, outdated as they were.  But the deaths, sir.  Please explain all the death."

"Goblins," he said, and his face contorted into a mixture of hate and abject terror.  "These days, in this land, there is a new breed of goblin.  They are not frail or cowardly as a goblin ought to be.  They are swift, merciless, and cunning.  Entire squadrons of dwarfs fall upon their weapons.

I stared at him and said, "My good dwarf, do you really mean to tell me that goblins are solely responsible for the carnage here?"

"They're invictible!  Invictible, I say!

"You mean invincible?" I offered.

"I mean invictible," he replied.  "It took ten of our greatest champions to bring down four of the monsters after they had been heavily wounded by the troops they had slaughtered."

"Gods..." I think I said, and I wondered if these goblins were truly so mighty, or if perhaps our military might was less so.

We sat in silence for a while.  Hellish screams spilled out from the depths of the fortress and echoed throughout the halls.

"What in the stone?" I whispered.

(http://i41.tinypic.com/4sy1d2.png)

"Draltha," said the overseer, looking up with a worried expression.  Kagus left the room in a hurry.  Slowpoke continued, "They flooded in from the underground.  At least seven of them were ravaging the fort at any given time, slaying whoever stood in the way of their rampage."

"Even now?" I asked in alarm.

"Yes, I can't stop them!" Slowpoke screamed.  For a second he seemed to blank out of consciousness, but then awareness returned to his eyes and he said, "Kagus will organize the military.  Hopefully this will be the last trouble for a while."

"How often have you said that?" I wondered aloud.

"Too often," he admitted, just as a dwarf roared banefully over the din.  A crashing sound was heard, followed by a piteous weeping.

We finished our conversation shortly thereafter, our dialogue punctuated by the shrieks of draltha, dwarf and dog alike.  I tried desperately to ignore them.

"One more thing," he said as he gathered his papers and tablets.  "Remember to disarm the lever in the main entrance.  Somebody was an idiot and left it connected to... Well, I don't even know to what, but hopefully it's connected to the drawbridges."

And then he stepped out of the office, leaving me with more questions than answers.  I looked down on the table, and saw a most noteworthy signet ring.

(http://i43.tinypic.com/15kg34.png)

"Adamantine!" I shouted, appealing to the sky in laughter.  "Always in the most hellish places!"

I spent some time in the office, thumbing through Slowpoke's notes.  It seems there had been an ill-fated plan to construct a gigantic pump to a vast ocean of magma that lay far below the earth.  The magma would be dredged up to above the ground, where it could be directed to necessary areas of the fort, and deployed as a trap, or a weapon.  Sadly, the project was never completed.  A pity, really.  It would have been nice to have a accessible lava pit to dump all this refuse into.

(http://i40.tinypic.com/157emww.png)

There is a room filled with the remains of countless animals and several dwarves.  Eerily, there is no smell.

It seems that Slowpoke suffered from chronic nightmares (which he kept logged), in which he would see Cavebrands ruined in a variety of ways.  Most seemed to involve goblins, insanity, and flooding, but a few times, magma was the culprit.  A few of them were so dizzyingly horrifying I cannot rightly describe them.  He counted with painstaking detail the hundreds of times he has watched his friends die while in the reaches of sleep.  He has my pity.

Most of the other records were more mundane.  During the summer, Slowpoke seized the alcohol from some humans who had come to trade.  I hope that doesn't haunt us later.

(http://i40.tinypic.com/f9eeyg.png)

The dining room is littered with rotting corpses.  I... I don't know what to do.

These dwarves... I cannot imagine how these dwarves have endured these conditions for so long.  I have always heard the awful stories of outpost life, but this?  Nothing could have prepared me for this.

(http://i42.tinypic.com/5vuekx.png)

(http://i40.tinypic.com/1sb6du.png)

Well, the first thing I'm going to order as the new administrator is door construction.  There are hardly any doors in this place.

*     *     *

More to come.  That's about it for now.  Hope this is what you were looking for, LS.  It looks like my turn may take a bit longer to get through than tomorrow night, but I can promise detailed and frequent updates as I play.

Also, I loaded and saved with 31.03 -- just to get that out there for the next person.  Everything seems to be working alright and I haven't encountered any real glitches yet, but then, I haven't played all that much either.  Stay tuned.

LordSlowpoke's report (spoilers spoilers spoilers)
Spoiler (click to show/hide)
.....
Spoiler (click to show/hide)
Title: Re: Cavebrands
Post by: Kagus on April 23, 2010, 03:42:33 pm
...

****ing EPIC.


But...  Draltha?  Draltha?  We're being overrun by sodding cave cows?  That's just sad.  What exactly is our military doing?  And why are the wounded folks getting lumped into the barracks instead of the hospital?

Speaking of which, WHY AM I NOT DOING ANYTHING?  Geez, talk about neglecting my duties...  And here I thought I'd be getting around to doing all sorts of fun procedures to patch people up, and instead I'm just...  Well, what exactly *am* I doing?


Anyways, I'd just like to congratulate Slowpoke on a massacre well done, and thank him for his truly superdwarven endurance in pushing this thing through to the end.  Let's give 'im a hand, eh?

Also, kudos to SethCreiyd for typing that all up, and for the illustrations.  I like your style.


Ahh...  Such glorious carnage.  This place is looking up!
Title: Re: Cavebrands
Post by: LordSlowpoke on April 23, 2010, 03:48:22 pm
Welcome to fucking Cavebrands, my friend. Hope you like Draltha.
There is no insta-kill mechanism, but I knew you wouldn't take it as granted that a DF player wouldn't make one. Now, would you?
And in the name of everything that's batshit insane do not dig in the place marked "dig here" unless you're ready for Goblins 2.0.

And Kagus, thank you. It's been really fun ruining this thing all over, and it was even more fun actually making it work. It's the best succession game I ever played, hope you let me on the list once again someday. ;) Oh, and the military's dead if I remember properly, and any attempts at creating one were killed by the said cave cows, as you named them.


Edit: I'd also like to note that the artifact ring was made by Kagus, or somebody else if the former CMD died already. Hopefully, it's Kagus, I didn't really bother writing down who's still alive anymore.
Title: Re: Cavebrands
Post by: SethCreiyd on April 24, 2010, 04:55:48 pm
(http://i39.tinypic.com/dnlzrm.png)

I am persuaded that there are more corpses than dwarves here.  Cavebrands is a tomb that has yet to be sealed.  Blood is everywhere.  I slept on a bed last night that contained a skeleton, which I didn't discover until sitting on it.  I miss the Mountainhome already.

(http://i39.tinypic.com/25foufp.png)

There's much solace to be found in the local artwork.

Spoiler (click to show/hide)

So what does Cavebrands have that is worth staying around for?  Wealth.  Unbelievable wealth.

Spoiler (click to show/hide)

I've ordered some new sections to be mined out.  There are no bedrooms in Cavebrands.  Everyone sleeps in a crowded barracks ridden with fleas and miasma, and our stockpiles are spilling out of the fort.  This must change soon, that we may quit inviting every two-bit plunderer within a thousand miles.  All the food is sitting outside, exposed to the elements. I have ordered all the food brought inside where it will be safer.
Spoiler (click to show/hide)

This one dwarf keeps complaining that her baby is too insane to clean itself.  I've tried to assure her that insanity is a normal state of mind for a one-year-old, but I don't think she was listening.

Spoiler (click to show/hide)

While cleaning today, I found this anonymous note from a previous overseer, who was clearly a psychopath:

(http://i41.tinypic.com/t0t5ra.png)

I must admit, the name is appropriate.

(http://i39.tinypic.com/6r1vg2.png)

It's not the only sight.  By the North wall there were a number of dogs, most of them pups.  They were frolicking in a greasy slick of old blood that ran for many yards from a pond outside the wall, stretching across the frozen surface of the brook.  A sole kitten lay among the dogs, lapping at the mess hungrily.  I wish I could forget it.
Spoiler (click to show/hide)

As I stared at them, contemplating life and death, a peasant ran over to me with unfortunate news.  Bornsinks the draltha had struck again, this time having killed one of our journeyman miners.

(http://i41.tinypic.com/10hm4a0.png)

This tears it.  We're going to deal with these oversize cows once and for all.

Spoiler (click to show/hide)

Haika bravely led the charge unarmed.  "Army of Cavebrands, FOLLOW ME!  We have draltha steak tonight!"

(http://i44.tinypic.com/119wimv.png)

Unfortunately, the initial exchange did not go well.  The great beast charged him the ground and stepped down on his hand, crushing it with a loud pop.

(http://i43.tinypic.com/6iczgy.png)

The other draltha, Splashcontained, was driven into another corner of the fort.

(http://i44.tinypic.com/2po16xt.png)

Eztuzt and Shem rushed in to assist Haika, whose unconscious face had become a swollen baloon of purple beneath the animal's merciless blows.

(http://i41.tinypic.com/j7yrz8.png)

Shem arrived...

(http://i43.tinypic.com/34z11ec.png)

...and was the first to fall.

(http://i43.tinypic.com/2r7y5n9.png)

Eztuzt succeeds in driving Bornsinks off of Haika, but the beast is no less dangerous in its weariness.   Then, without warning:

(http://i39.tinypic.com/2d1p7ae.png)

o_o.  Haika suffocated soon afterward.  Bornsinks killed two other soldiers with little effort, then lumbered off to the west end of the passage.  Meanwhile, Splashcontained slaughtered the dwarf who cornered him.

(http://i42.tinypic.com/ohpbnd.png)

All is not lost.  I've ordered the beasts walled off in their respective tunnels.  If we cannot slay the fell beasts, we can at least remove them from the rest of the world.

(http://i43.tinypic.com/2n17xg1.png)
(http://i42.tinypic.com/oaupep.png)

We may all breathe a sigh of relief, for at the moment, we are safe.

Spoiler (click to show/hide)

Eztuzt climbed down a ladder to the very depths of the earth to claim a mysterious magma forge situated at the mouth of a great magma lake.  One may only wonder what dark forces from the deep have compelled him.

What a month.


Slate

(http://i41.tinypic.com/ivd5yp.png)

A giant eagle attacked me earlier today.  I have since adopted several dogs to ensure my safety.

(http://i39.tinypic.com/2zgaxj9.png)

It seems the dwarves of Cavebrands don't believe in division of labor.  When I asked Cheddarius why he was planting seeds instead of mining, he shrugged and said, "Someone has to do it."  I told him to take his pick and get back to digging.  When I checked with the farmers, they were too drunk to stand.  I've ordered their rations quartered for this and set them on burial duty for the rest of the month.

(http://i39.tinypic.com/dfenh2.png)

It was a pleasant surprise to see migrants heading here.  I imagine their surprise will be less pleasant when they realize what kind of place they've come to.  It was about the time they crossed the brook that their expressions started to change.  We must have at least twenty more mouths to feed.

(http://i43.tinypic.com/k1841d.png)
(http://i41.tinypic.com/i2omj7.png)

Wonderful!  Bentpillars would be thrilled to learn of his immortalizion.  Eztuzt is now a legend among us, and he's made up for the dishonor of abandoning Haika.  He is now charged with the important task of producing adamantine weapons and armor.

(http://i43.tinypic.com/2ni8ua0.png)  Hard work is happy work.  This one dwarf Barbarossa is the happiest dwarf I have seen here.

Spoiler (click to show/hide)


Felsite

(http://i43.tinypic.com/6pnh2q.png)

Nobody has seen Lord Slowpoke in a while.  He is presumed dead, and we shall all miss him.  He had been wandering the fortress for a month with the worst depression I have ever seen.  Tears streamed from his eyes constantly and he couldn't speak without bawling openly.  It was heart-wrenching to see.  Kagus believes he wandered into the underground, but we may never know for sure.

(http://i44.tinypic.com/im6ik8.png)

Goblin ambushers 10 yards away.  Don't know how many.  Dogs all dead.  Haven't seen me, but I can't leave without being caught.

(http://i44.tinypic.com/534e8n.png)


*   *   *

These draltha are ridiculous.  One of the wrestlers he killed was a pretty skilled fighter.

Also, Kagus is doing his job.  The hospital is being used properly.  As far as I can tell, those bodies in the barracks were killed in their sleep by the marauding draltha.  Due to a lack of graveyard stockpiles, it took some time for the bodies to get moved.

Edit:  Spoilers added to some of the pics.

The turn is coming along.  It ain't pretty.
Title: Re: Cavebrands
Post by: Heron TSG on April 24, 2010, 06:10:10 pm
Yay! I'm a happy panda!
Title: Re: Cavebrands
Post by: Eztuzt on April 24, 2010, 08:40:21 pm
Don't you all love my timing?
Title: Re: Cavebrands
Post by: Kagus on April 24, 2010, 11:02:02 pm
This is all just fabulous.  I could never have hoped for a more ludicrously bloody and horrifying fortress! 

Silent cave cow assassins!  Goblins with the strength of a hundred men!  Blood carpets!  Medical malpractice!  A giant poison-spewing sandworm attack!


It's...  It's just so beautiful.  Shame about Lord Slowpoke though, I guess those alternate-reality nightmares and bleeding eyes finally brought him down.  Also, dying of thirst?  What a horrible way for a dwarf to go.  He shall be remembered.

...if current trends are any indication, we should probably get to work building some coffins.  Like, lots and lots of coffins.  Also, what happened to the old residential block?  The one that I set up so that it was far enough away from the workshops, and also not directly underneath the entrance where the magma moat was supposed to go?
Title: Re: Cavebrands
Post by: Cheddarius on April 24, 2010, 11:20:51 pm
Also, dying of thirst?  What a horrible way for a dwarf to go.
How true.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 25, 2010, 03:39:19 am
Also, what happened to the old residential block?  The one that I set up so that it was far enough away from the workshops, and also not directly underneath the entrance where the magma moat was supposed to go?
Flooded during a botched waterfall creation attempt, and now when the brook is dried, it's full of mud. Literally filled to the brim with it.

And Seth, for the love of Armok, hide. Hide. You're taking first-hand experience here, hide and stay down there for as long as you can.
There's a small booze stockpile inside, and near the kitchens there's some food. It should help you survive.
Title: Re: Cavebrands
Post by: Eztuzt on April 25, 2010, 10:06:25 am
*Cracks knuckles* This sounds like a huge undertaking. I'll try and stabilize it all on my turn...hopefully.
Title: Re: Cavebrands
Post by: SethCreiyd on April 25, 2010, 02:32:45 pm
Journal of "Seth" Ecemavuz, Mason

This morning, the Chief Medical Dwarf ran into the barracks, screaming that goblins had killed the overseer and were on their way to the fort.

I looked outside.  It wasn't pretty.

Spoiler (click to show/hide)

Serves Creiyd right.   I warned him about these goblins and he waved me off.  Blueblood upstart.  Maybe they'll teach him some humility before they kill him.  "I order" this and "I order" that.  We're rid of a bleeding nuisance, we are.  Once everyone is inside the fort or dead, we close the hatch and lock it.  We are now as safe as we ever are.

(http://i44.tinypic.com/2zi7txe.png)

In the absence of a manager, I must take command.  The ceremonial brand is placed on my thigh, and my first official duty is to review the list of our dead.

(http://i42.tinypic.com/v66hoj.png)

The soldiers wait underneath the entrance hatch, waiting for the goblins to try and break through.  At first, there is only a tense silence.  Then, there was a great mechanical squeal, and the sound of an axe crashing through bone and blood.

(http://i41.tinypic.com/14bqno5.png)

One by one, the goblins throw themselves into our traps.  Four are killed instantly, chopped into strings of meat and splintered bone.  One goblin loses her leg clean at the hip and can be seen even now, crawling away on the ground.  We all had a good laugh at that.  It's a good thing Lord Slowpoke ordered those axe blades.  Always thinking ahead, that one.

(http://i40.tinypic.com/x6n7zl.png)

Monom, the last dwarf left outside, was speared to death by the entrance, despite the brave efforts of his dog, who perished shortly thereafter.

Most of the goblins have fled, but three of the stubborn monsters won't leave.  They won't even move.  They are standing in the middle of the 'axe-field' motionlessly staring into space, surrounded by the gore of their brethren and the weapons that reduced them to it.  I wonder if goblins can have nervous breakdowns.

Hematite

Deadbeard has been elected mayor.  May his reign be long and prosperous.

While the goblins continue to sit outside our gates, I have been requested new adamantine weapons and armor to use against our enemies in the future.  We have only a little of the precious true-metal, and we must use it wisely, but it might give us the edge we need to properly defend ourselves.  Still, the best weapon is prowess.  Without training, our fancy new weapons will be useless.  With that in mind, I've asked the guard captain to begin drilling his dwarves.

However, I've had enough of hiding from these miserable goblins.  Charge, dwarves!

(http://i42.tinypic.com/ieni9i.png)

Yes!  We've set them to rout!

(http://i43.tinypic.com/10mrno9.png)

Kill it!  KILL IT!

(http://i41.tinypic.com/wtyrr.png)

After being surrounded by a mob of traumatized, vengeance-crazed dwarves, the goblin has a mercifully short existence.

(http://i39.tinypic.com/esnmec.png)

With the threat driven off, life may go on.  Preparations are made for the dead and wounded, then it will be business as usual.

(http://i43.tinypic.com/21j52fk.png)
(http://i39.tinypic.com/2wrlq8j.png)

Bembul finished a project he started during the siege.  He should be flogged for tying up our adamantine processing so he could build his worthless creation at such a critical time, and he knows it.  He has offered to clean rocks for a week, but I told him to put his craft skill to use so that he may have something to offer the traders when they arrive.  If they ever do.

(http://i41.tinypic.com/1zcg5lh.png)
Spoiler (click to show/hide)

I don't know how, but Barbarossa got caught into an underground river.  He will be missed by his two living children.  Some say it was suicide, and it was no secret that he took the death of his wife and child pretty hard.

(http://i43.tinypic.com/os645v.png) (http://i40.tinypic.com/11r964k.png) (http://i41.tinypic.com/f2vnli.png)
Spoiler (click to show/hide)

It appears I spoke too soon.  After journeying for nearly two weeks in the caves, a very tired, very unhappy Barbarossa emerged from the depths and headed straight for his bed.  I should have known he'd make it; he's a survivor, that one.

(http://i43.tinypic.com/2drdjf5.png)  Some goats were seen nibbling on the corpse of an unknown dwarf.  I've sent the guards to deal with them.

(http://i43.tinypic.com/43leb.png)

Malachite is just around the corner.  May Adil have mercy on us and allow us some friendly visitors for a change.

(http://i40.tinypic.com/14eckkn.png)


Malachite


The fortress attracted no migrants this season.  Can't say I'm surprised.  No one from the Mountainhome has come all year except for Creiyd, and I expect he was honest in his reports to the queen.  The state of this place is summed up nicely in the form of one of the war dogs, Fath.  He has been dragging himself around with a broken spine ever since the goblin attack.  I had the butcher put it down out of pity.

(http://i41.tinypic.com/erhq9w.png)

A gremlin emerged from the depths.  A dog gave chase to it, but it vanished, hopefully back to wherever it came from.

Spoiler (click to show/hide)

Mayor Deadbeard has been getting violent lately.  He's already destroyed a table and a granite door in his fits of rage.  He and Barbarossa have been spending a lot of time together.  I wonder if something from the deep has affected him, something he has now passed on to the mayor.

(http://i41.tinypic.com/nx42af.png)

We have you now, Bornsinks.  What to do with you?  What to do.


Galena


Edul the Fishmonger roused everyone by screaming at the top of her lungs.  The goblins have returned in force.

(http://i42.tinypic.com/9gae09.png)

Great, just what we needed.  The alarm is spread and soon everyone is heading back into the fort for lockdown.

(http://i39.tinypic.com/2rctnv8.png)

Barbarossa strangles a speargoblin near the entrance, but his leg has been mangled.  He starts crawling to the entrance, but he's probably a goner.

(http://i41.tinypic.com/29cndef.png)

We'll miss you, Barb.  With a heavy heart, I order the hatch locked.  Once again, we are trapped in our own fort.

(http://i42.tinypic.com/qova7m.png)

Interesting.   A human caravan has come to our fort while goblins lay siege to it.  They are standing on the horizon, watching. 

(author's note:  Some tantruming dwarf must have destroyed the trade depot.  That's gonna need rebuilding.    :-\)

(http://i44.tinypic.com/1z4lopy.png)

The goblins murder Bembul the Woodcrafter and Rakust the Hammerdwarf.  Curse those humans, who are armed to the teeth and did nothing to help.  The goblins aren't falling for the weapon trap this time.  They must have learned from their last bloodbath.

(http://i39.tinypic.com/2edqcmx.png)

A number of goblins have noticed the humans and have charged after them!

(http://i43.tinypic.com/157dqa8.png)

The crosbowmen fire a few shots, and then one hammerman single-handedly destroys all the aggressors in a whirling dance of death.  Songs will be sung of his deeds today.

Spoiler (click to show/hide)

(http://i44.tinypic.com/dw7w3a.png)

Another goblin party kills Jordrake and moves on toward the battle.  The fighting between the goblins and humans is fierce, but in the end, the humans are victorious.  The goblins flee in disgrace.

Spoiler (click to show/hide)

The list of dead has come in.  I grow weary of reading these.

(http://i44.tinypic.com/sq1107.png)

Seasonal Report:

(http://i42.tinypic.com/2j48z83.png)

The fortress is completely falling apart.  Barely anything is getting done.  There are 23 dwarves are left, and out of those, at least seven are injured in bed.  Due to the uncontrolled breeding of puppies, there are now more than twice as many dogs as there are dwarves.  Mostly everyone is unhappy.  Tantrums are frequent, but it hasn't spilled out of control.  Yet.

The rest of this turn is going to be damage control.  Cavebrands is in serious trouble.

*     *     *

We can't hide anymore.  We must arrange for active defense. Running leads to death.  More death could mean a catastrophic tantrum spiral.

We do need coffins.  Dead dwarves are unceremoniously dumped in a mass grave right near the farms.  At least it's good fertilizer, I hear.

Oh, in case anyone is wondering about the forgotten beast -- he's sitting by an underground river.  It would be a simple matter to dig down and free it into the world, but it would be a better matter to somehow get it under our control.
Title: Re: Cavebrands
Post by: Cheddarius on April 25, 2010, 02:39:31 pm
Get an animal trainer and give the army 8 wardogs each.
Title: Re: Cavebrands
Post by: Heron TSG on April 25, 2010, 02:41:04 pm
Aww, I survived the river only to die from the goblin attack. Oh well. Avenge me!
Title: Re: Cavebrands
Post by: LordSlowpoke on April 25, 2010, 02:44:51 pm
Woah. Woah.
My dorf is somehow saving this fortress from his...what was supposed to be the device to kill the fort when I get bored.
Also, good luck on the tantrum spirals, you're gonna need it. Can I ask for a redorf? Because if yes...you know, the usuals. Batshit insane, on the brink of melancholy/berserking/both, chronic nightmares, panic fear of goblins, siege mentality, and love for bronze, especially blades made of it. Modify as necesarry.
Title: Re: Cavebrands
Post by: Kagus on April 25, 2010, 04:42:02 pm
Wow.  Things are really going to hell out here.  Hopefully we can patch ourselves up after this...

We may need to just flip the overworld a giant finger, and focus on stabilizing ourselves underground.  Those goblins seem to be pure slaughter in (im)mortal form, but we at least stand a slim chance against the draltha.  We have access to wood, water, and fertile farming ground down there, so we should be able to just get our resources from down there.

We'll need to set up an underground palisade or something, so those bastard cave cows don't massacre the farmers.  We can't afford to lose any more dwarves, especially if we seal ourselves off from the outside.  We can attempt to open the gates for migrants to slip in (if they manage to break through whatever lockdown the goblins have placed on us), but we might not be getting migrants for a while, what with this carnage.

Aww, I survived the river only to die from the goblin attack. Oh well. Avenge me!
You survived getting lost in the cave river, navigated your way through the caverns alone, and then strangled to death an armed and armored goblin after he destroyed your leg. 

You're one hardcore dwarf, Barbarossa.
Title: Re: Cavebrands
Post by: SethCreiyd on April 26, 2010, 12:42:14 am
Slowpoke, here's You 2.0:

Spoiler (click to show/hide)

*     *     *

Autumn

The season begins with a draltha getting into the underground farm and killing a dog.  The sudden loss of her pet drives Sinthad to insanity.

(http://i42.tinypic.com/334j2o7.png)(http://i40.tinypic.com/20j3hva.png)

Examining the list of survivors, the situation is grim indeed.

(http://i40.tinypic.com/2ropdmf.png)

There are 12 adult dwarves to get work done.  We cannot survive another assault like the last one, and we need to secure our food in case we need to hole up for a while.  Retractable gates must be our next priority.  All work is to be shut down until further notice.

The new duty roster:

Cheddarius and Sinthad:  Miners.  Cheddar's already a legend in her field.
Kosoth, Meng, Meng, and Urist:  Masons/Architects.  They will be responsible for building our walls and drawbridges.
Erib:  Mechanic.  The best one we have, and that isn't saying much.
Eztuzt:  Smithy.  If anyone can produce for us the arms we need, it's him.
Kubuk and Reg:  Farmers, brewers, and butchers.
Urdim and Litast:  Soldiers.  If they ever get out of bed.
Monom and Monom:  Haulers.

For my part, I will put my veterinarian skills to the ultimate test and play the role of fort doctor.  I'm the closest thing we have to one, now that Kagus is gone.

I walked outside today to see Monom being beaten by a troglodyte.  I grabbed him and ran for my life and his.  Fortunately for us, the rest of the fort joined in to attack the monster, saving both of us.  This narrowly avoided tragedy has brought us closer together.

(http://i41.tinypic.com/bdnp1d.png)

Cheddarius has taken it upon herself to train some of our many dogs into fearsome war beasts.  It's a great idea, as we need protection and we don't have the dwarfpower to maintain a constant vigil ourselves.

In the meantime, Eztuzt has been whipping up some nice combat gear.

(http://i43.tinypic.com/hvz1jn.png)
(http://i39.tinypic.com/9bizrm.png)

Nice work, Eztuzt.

Sinthad died somehow.  No surprise there.  Also, we finished building a temporary wall, so that the outside cannot hurt us anymore.

(http://i40.tinypic.com/2j78ee.png)

Of all of us, I feel the worst for the children.  There are seven of them here, all of them orphans.  They've been helping the adults run things any way they can, harvesting crops and taking down old constructions, but I just feel so sad for them.  They don't get to have the childhood they deserve.  I spoke with one at length yesterday.

(http://i43.tinypic.com/4ier87.png)

His father died long ago, and his mother was one of the casualties of the last goblin siege.  He claims to be speaking with her ghost, and says she wants him to plant a tree in her name and hang our dead from it.  I... I simply walked away, speechless.

(http://i42.tinypic.com/1t4tqu.png)

A number of strange creatures have appeared on the surface within our walls.  I have no idea where they came from.  They haven't made any aggressive moves, but they have been making everyone nervous.

(http://i44.tinypic.com/2m2cgf9.png)

I told Monom to stay in bed.  Now he's dead.  Why doesn't anyone listen to me?  Litast died in the night as well, from wounds he sustained about six months ago.  I guess he had no fight left.  Perhaps it is for the best.  He owned seven cats, and we can use the bones.

(http://i41.tinypic.com/5ycdap.png)

Functioning drawbridges have been built by the entrance.

(http://i44.tinypic.com/aou8au.png)

And more strange creatures are appearing.  Where are they all coming from?

(http://i40.tinypic.com/atnsrk.png)(http://i41.tinypic.com/dw2miv.png)

There are about seven of those things we've started calling 'elk birds.'  They just appeared there one day.  Inside our walls.  I've tried to establish where they are appearing from without success.

(http://i40.tinypic.com/fna7op.png)

Wonderful news!  The diplomat has arrived.  I hope he...

(http://i44.tinypic.com/11bukg9.png)

Well, I guess he saw all he needed to see.  Not that I'd stick around to talk, if I were him.  At least the merchants don't appear dissuaded, and so we beckon them over as we bring everything of value that we have to the trade depot.   I tell the children to bring down part of the wall to let the traders through.

(http://i42.tinypic.com/29qnnll.png)

Let it be known that Cavebrands fully endorses child labor.

(http://i39.tinypic.com/1zcmip2.png)

An elk bird is caught in our defense traps, and one of the dogs is eating it alive.  This seems to have caused a commotion in the ranks of the elk bird, and they have begun making threatening movements against us.  I fear it will not be long before things turn violent.

(http://i41.tinypic.com/2chw847.png)

I was right.  The caravan guards attacked the elk birds as soon as they saw the frightening beasts.  I now know what screaming elk birds sound like.  They sound like dying babies.  I know what those sound like.  Only at Cavebrands could I learn such a sound and then hear that same exact sound later come from a chorus of monstrous ostrich deer.

(http://i39.tinypic.com/inzql0.png)

Erib takes one look at the massacre and never smiles again, for the rest of her life.

Once it's all over, we trade.  We acquired the usual.  Cow cheese, plump helmets, barrels of blue jay blood.  Gotta have the blue jay blood.  The traders couldn't wait to leave.  I'm amazed they stayed as long as they did.  I don't think we'll be getting any new migrants anytime soon.

(http://i39.tinypic.com/oab3o1.png)

Winter is upon us.

Moonstone

(http://i44.tinypic.com/2d7afso.png)

Erib and Urdim died on the same sad day.  Erib threw herself into the walls until she died, and Urdim succumbed to infection after the surgery I performed on him.  It had to be done -- his nose had been smashed into his face -- but I feel responsible nonetheless.

(http://i44.tinypic.com/3rka9.png)

A child had an ale party with some animals and a dead body.  After I saw that I cried a little.

Opal

Work continues around the fortress.  Life is hard, but we manage, for the children, if not for ourselves.  At least Kosoth seems happy, if she isn't completely mad.

Spoiler (click to show/hide)

(http://i44.tinypic.com/2zdywxs.png)

More menacing creatures have been seen within our walls.

(http://i39.tinypic.com/2qjbtk2.png)

Kubuk interrupted my dinner by raving about a two-fingered, white-skinned, eyeless giant chasing her while she was picking mushrooms underground.  If it weren't for all the strange sightings lately, I would question her sanity.  Instead, I've sent Urist to investigate.

(http://i41.tinypic.com/34hwfpk.png)

Looks like the dogs found it.  I better lock the hatch to the underground, just to be on the safe side.

(http://i40.tinypic.com/etuvib.png)

There, that should keep us-

(http://i39.tinypic.com/23u5sfb.png)

Oh schist.

(http://i42.tinypic.com/11reibo.png)

Thank Adil for Urist and Eztuzt for his superior equipment.

Obsidian

(http://i44.tinypic.com/dgnk2r.png)

The goblins have returned, but they will not have a single dwarf this day.

(http://i44.tinypic.com/mk7vr5.png)(http://i43.tinypic.com/35lrx2s.png)

The goblins fall upon the bulls we have chained up outside the outer gate.  Most of the cattle are slain, but some goblins fall as well.  The bulls' unwitting sacrifice gave us time to bring the gate up, keeping the goblins safely outside.  We can ignore them indefinitely, if we wanted to.

It will be spring soon.  Not a day too soon, I should think.  I've come down with a really terrible cough and I could really use some warmer air.  I'm going to take a walk underground to the hot spring and see if I can't relax.  I just pray that I don't get lost.

*     *     *

Later...

(http://i44.tinypic.com/9i5xs1.png)
(http://i44.tinypic.com/eitqno.png)
(http://i43.tinypic.com/5ouyrl.png)

*     *     *
(http://i42.tinypic.com/2ntiouv.png)

Okay everyone, that's a wrap for my turn.  It's been real Fun working with such fine, commendable dwarves.

Here is the save, along with a letter to the next overseer.  The fortress is sort of almost just about safe, for the moment, anyway.  There is plenty of food and drink, no need to worry about that.  Better yet, everyone's mood has (for the most part) stabilized.  Of course, there's no telling what could set them off, so be gentle with them.  Here's a list of the survivors.

(http://i40.tinypic.com/5l9j10.png)

That's all of them.  Hats off to you, Eztuzt, and good luck.  You will need it.  And read the notes!

Save File:  http://dffd.wimbli.com/file.php?id=2235

edit:  whoops, wrong end status pic.  fixed.
Title: Re: Cavebrands
Post by: Cheddarius on April 26, 2010, 01:16:02 am
Awesome!
To the next overseer: If you don't mind, could you construct a ballista, two or three bolts, and a siege range with a bolt-recycling channel, and have Cheddarius practice on it? We'll need a defense against the goblins, and ballistas are just tops for that.
Title: Re: Cavebrands
Post by: SethCreiyd on April 26, 2010, 01:27:29 am
Remember:  In this world, aside from the Mountainhome, Cavebrands is the only dwarven outpost left.  No pressure.
Title: Re: Cavebrands
Post by: Kagus on April 26, 2010, 01:54:24 am
Awesome!
To the next overseer: If you don't mind, could you construct a ballista, two or three bolts, and a siege range with a bolt-recycling channel, and have Cheddarius practice on it? We'll need a defense against the goblins, and ballistas are just tops for that.

We could just, y'know, use catapults.  Don't need the ammo retrieval system, and it trains the same skill.


Anyways, thanks to SethCreiyd for another wonderful update, and an overall delightful turn.  Your style and professionalism has been vastly appreciated.  Glad to have had you. 

I look forward to seeing the next installment in this mad, mad, mad, mad fortress. 

I also look forward to having another dwarf...  Shame I managed to get caught out in the cold, bloodthirsty world during a goblin invasion.  I guess this means we don't have any medical system anymore. 

Well, I'm sure things will start looking up soon!  It's only a matter of time before a fresh crop of dwarves start, uh...   Well, I guess it's up to them magically springing from the walls or something.  Twelve years down the line we'll at least have some of the kids grown up, so there's that to look forward to.
Title: Re: Cavebrands
Post by: Cheddarius on April 26, 2010, 02:14:00 am
I considered catapults, but that would be a waste of 3 wood (well, relative to the super awesome ballista). In addition, the retrieval system, while a hassle, is actually better. With a ballista, the ammo is only ever 5 or so tiles away. With a catapult, the ammo has to be hauled large distances (even if you make a stone stockpile, other dwarves still have to haul it) and even with a retrieval system, my catadwarves seem to roam around for random stone, much like masons.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 26, 2010, 08:22:14 am
I considered catapults, but that would be a waste of 3 wood (well, relative to the super awesome ballista). In addition, the retrieval system, while a hassle, is actually better. With a ballista, the ammo is only ever 5 or so tiles away. With a catapult, the ammo has to be hauled large distances (even if you make a stone stockpile, other dwarves still have to haul it) and even with a retrieval system, my catadwarves seem to roam around for random stone, much like masons.
Dude, are you firing native aluminium in there? Stone is even more expendable than dwarves.

Also, Seth, good job, hope you enjoyed yourself there - and thanks for the two dorfs.
Title: Re: Cavebrands
Post by: Cheddarius on April 26, 2010, 08:42:59 am
I know it's expendable. But see, even if it is, the dwarf has to walk a long way to get it, and that wastes time.
Ballista bolts are even more expendable in this case, because you can make just one, and you will never run out, because it just drops back into the channel when it hits the wall. Plus it's conveniently nearby.
Title: Re: Cavebrands
Post by: Acanthus117 on April 26, 2010, 08:45:25 am
watching for GREAT JUSTICE
Title: Re: Cavebrands
Post by: LordSlowpoke on April 26, 2010, 08:50:01 am
I know it's expendable. But see, even if it is, the dwarf has to walk a long way to get it, and that wastes time.
Ballista bolts are even more expendable in this case, because you can make just one, and you will never run out, because it just drops back into the channel when it hits the wall. Plus it's conveniently nearby.
Spoiler (click to show/hide)
Title: Re: Cavebrands
Post by: Cheddarius on April 26, 2010, 08:55:02 am
Er... given the context... maybe spoiler that or remove it entirely?
In any case, that's a special case, because the ammo is ludicrously heavy. Ballista bolts are not heavier than stone. What disadvantages do normal ballista bolts have? I mean, surely going down a stairway and carrying a fairly heavy ballista bolt up (conveniently, it forces you to get the closest one; it's the only one) is faster than trekking across the entire fortress to pick up a gigantic wall of rock (are rocks heavier than ballista bolts?), as dwarves are wont to do (are they? I know masons do it, but I think siegers do too).

I'm really not sure, though. Those parenthetical questions? If those are true, it significantly increases the usefulness of stone, depending on the degree. For example if dwarves will path to the nearest stone for siege loading, and a gigantic wall-sized slab of rock is inexplicably lighter than a wood bolt (who knows; it only contains enough stone for one -diorite ring-, I guess), then a catapult with channels would be faster. Does anyone know these from experience?
Title: Re: Cavebrands
Post by: LordSlowpoke on April 26, 2010, 09:00:37 am
This entire thread is a spoiler.
Also, remind me, why do you want to specialize in a skill that fires huge bolts that glance off leather? I really doubt you'd have the resources to give it steel or even adamantine arrow heads.
Title: Re: Cavebrands
Post by: Cheddarius on April 26, 2010, 09:05:32 am
Yes, but it's only supposed to be what we find ourselves; Kagus said info is allowed if people have discovered it in-game, but, well, you can't discover that in-game.
Also you would have to discover that
Spoiler (click to show/hide)
outside the game, because we haven't tested that in-game, I believe.
In any case, they do? Under what circumstances? I guess catapults would be better then, if all bolts do. Er, didn't we have some adamantine, by the way? It only takes a single one, and we can use it all we like until we get the finances to get more.
Title: Re: Cavebrands
Post by: LordSlowpoke on April 26, 2010, 09:20:59 am
Spoiler (click to show/hide)
Title: Re: Cavebrands
Post by: Eztuzt on April 26, 2010, 04:09:02 pm
Alright, just got home and will be starting soon. I've got little under an hour before baseball practice so I probably won't get anything done aside from reading the notes and a little bit of planning. FOR GREAT JUSTICE!
Title: Re: Cavebrands
Post by: Cheddarius on April 26, 2010, 05:58:20 pm
That's a shame. Catapults, then.
Title: Re: Cavebrands
Post by: Dave Mongoose on April 26, 2010, 06:34:54 pm

Life is hard, but we manage, for the children, if not for ourselves.

...

(http://i40.tinypic.com/5l9j10.png)


I question the devotion to those children when one of them has been named as a 'Test Subject'  ;D
Title: Re: Cavebrands
Post by: Cheddarius on April 26, 2010, 06:39:06 pm
That is because we are testing how to make children happy!
Also, some side experiments with magma. But mostly the happy part!
Title: Re: Cavebrands
Post by: Heron TSG on April 26, 2010, 09:56:08 pm
I was actually about to comment about that. I can't believe Deepdelver has survived all this time after being thrown down a huge stairwell. He was the unwitting scout that was to explore the bowels of the Planet before the water pipe was completed. How's that going, anyhow?

Keeping tabs on that crazy kid.
Title: Re: Cavebrands
Post by: Acanthus117 on April 26, 2010, 10:09:52 pm
Hey, I would love a crack at this, but since I already played .31, I guess I'll be at the end of the line, right?
Title: Re: Cavebrands
Post by: SethCreiyd on April 27, 2010, 12:22:39 am
If I'm not mistaken, the water pipe was diverted and used as a weapon at some point by LordSlowpoke.
Title: Re: Cavebrands
Post by: Kagus on April 27, 2010, 01:00:24 am
Hey, I would love a crack at this, but since I already played .31, I guess I'll be at the end of the line, right?

Provided everyone else has somehow managed to keep their will strong over a month of waiting to play the new version, then yeah, I'm afraid I'll have to stick you on the back of the queue.  Other than that, you're welcome to join.
Title: Re: Cavebrands
Post by: Acanthus117 on April 27, 2010, 01:03:14 am
Yay! ;D

Seeing all the death and pain going on, I guess I should start planning...
Title: Re: Cavebrands
Post by: Eztuzt on April 27, 2010, 04:06:49 pm
I looked over the fort yesterday, and wow, I don't think I've ever seen a fortress this bloody. Although it makes it seem messy, it's in pretty good shape. The dwarves are all happy, and the only issue could be that cave ogre coming up the pipe. I think I'll start making better entrances into the HFS and block out the current ones. Maybe add more drawbridges and such, because it's just sloppy right now. Overall, the new HFS is really neat and it should be fun.

Commencing fun.
Title: Re: Cavebrands
Post by: Eztuzt on April 27, 2010, 07:01:30 pm
Report - Arsenal Dwarf Eztuzt - 4th Granite 593

The rat weed parchments are spattered with blood and water, although the handwriting seems neat and literate. A few paintings are included, although falling out.

Four days ago I was put into a place of power among this fortress. Aside from already being the arsenal dwarf, I now am the chief architect and overseer. The fortress is, overall, coming along well. Our food and booze stockpiles are nearly bursting. We have nearly no military, and I intend to change that while in office. To prove this, for the past four days I've been drafting the blueprints for a first-class barracks. I'll attach a copy of them with this letter, but I'll provide a description in the case it's lost. It's quite large, and will hopefully harbor the only entrance to the magma lake underneath our caverns. A full hospital wing, our armory, and offices and rooms for our military dwarves will be here, including mine. I feel it's best to station our military here as we explore these great unknowns. The goblins shouldn't be an issue, as they are at bay from a few planks of wood, and until they learn to knock politely we will not be letting them in.

Connected with a bone pin are the blueprints of the barracks
Spoiler (click to show/hide)

In general, the fortress is doing well. The only issue is quite strange, in one of our main tunnels. A hulking blind cave ogre has been standing there, staring at Kosoth, I have no idea why. I caught a glance of Kosoth laying flights of stairs underneath it, drowsy and missing a foot. The cave ogre turned and looked at me, I realized that they must have fought. Kosoth's foot lay a few feet from the beast, and a scar ran down the creatures left arm. The entirety of the creature seemed damages. I dare not be foolish enough to dive in and wrestle the beast down in an attempt to save that fine dwarf, he's on his own until he recovers.

Attached with another bone in is a sketch of the beast.
Spoiler (click to show/hide)

The caves are rich in spider silk, wood, water, and animals, our friend up there being one of them. We haven't heard word of Slevina (Our forgotten beast), though we've heard extremely loud splashing and squirming in the lake. I've also heard of a tribe of batmen hanging in the caverns. The reports tell me they're hostile, although I wish they weren't. We could get a wealth of help from them. In time we will have to kill all of these beasts.

And, what you'rep robably aching to har about, the adamantium. We have a wealth of it, near the giant pool of magma. We've been safe in digging it out so far, but I don't think we'll be delving much deeper. A lesson well learned from some fortresses of the previous century. I know you aren't ignorant of this my queen. We'll be extremely careful in dealing with the heavenly metal. A few dwarves' lives are more precious than a block of it, right?


Right??
--------------------------------------------------------------------------------------
Theres the initial report, a short letter to the mountainhomes from Eztuzt to give everyone a general idea of how things are going.

I'm going to try and militarize the fort since our food and booze seem to be stable. The dwarves are also really happy, and most are ecstatic. I don't know how, though.
Anyway, militarizing the fort will take some new designs. I haven't really done anything besides designate the new base. I also set Lady Slowpoke to help mine it, since she was doing nothing at all. (Good luck)

And I don't know what you guys were trying to do, flooding that part of the caverns. If you were trying to drown Slevina, it isn't working. She's flopping around happily with her worm-like body in the 7 deep water. Apparently, forgotten beasts don't drown.


The gatecows are all dead.
Title: Re: Cavebrands
Post by: Cheddarius on April 27, 2010, 07:33:15 pm
Eztuzt, could my guy either be a bookkeeper or a catapult launcher if you don't need him for other things?
Title: Re: Cavebrands
Post by: Eztuzt on April 27, 2010, 08:42:33 pm
Eztuzt, could my guy either be a bookkeeper or a catapult launcher if you don't need him for other things?

Right now you're the legendary miner leading the dig squad. Once the military sets up and we get a few migrant waves, however, you could probably join the line as a siege engineer.

If it makes you feel better, your eyes are slitted. Like a snake.....
Title: Re: Cavebrands
Post by: Cheddarius on April 27, 2010, 09:07:20 pm
Pretty cool!
Can you spare me as a bookkeeper for a season or so? Hmmm, that barracks project is important. Maybe after that, if you don't need that much digging and only want ore or something.
Title: Re: Cavebrands
Post by: Heron TSG on April 27, 2010, 09:16:39 pm
the water is meant to go all the way down the map, so that it can be accessed anywhere, including, but not limited to, as a weapon against the horrors of the deep.
Title: Re: Cavebrands
Post by: Acanthus117 on April 27, 2010, 09:22:49 pm
Awesome.
Title: Re: Cavebrands
Post by: SethCreiyd on April 27, 2010, 09:26:55 pm
Awesome.  I look forward to Cavebrands' renaissance.  May I request a re-dwarf in the next wave of migrants?

Speaking of which, I suggest cranking out some serious wealth to impress the dwarven caravan.  Otherwise, the immigrants will probably stay far, far away.
Title: Re: Cavebrands
Post by: Acanthus117 on April 27, 2010, 09:28:02 pm
Hey, can I has a metalbasher dwarf? Call him Barney!
Title: Re: Cavebrands
Post by: LordSlowpoke on April 30, 2010, 01:03:53 pm
Eztuzt. got any reports?
Title: Re: Cavebrands
Post by: Eztuzt on May 01, 2010, 11:33:07 am
Well, I don't think we'll be having any updates soon. I'm pretty much booked for a bit; we have a fair that me and my friends have been planning to go to, I have baseball, track, football, etc.

The next time I'll be able to get in more than an hour of gameplay would probably next weekend, or maybe later on after the fair. Don't worry though, I won't forget about you guys. I'll get back to DF right after I post this.


Anyway, for some reason three of the dwarves aren't doing anything (Including you, Slowpoke). I assign them to Mining, Stone detailing, nothing, etc. and they stay unoccupied. I might try assigning them to the military, though I doubt it'll work since the Captain of the Guard Kosoth or our friend the BCO haven't moved an inch. The fort may die from bugs, people.

Oh yeah, grats Slowpoke, you ripped a Crundle to pieces right before going inactive :)


[Edit] Hmm... I'll have to take most of the inactive things back. Slowpoke started hauling things to tombs (Bodies, maybe. There are a LOT of skeletons from past dwarves) a fellow miner noticed the ogre and attacked him, rending the giant beast's lung although Urist's hand and wrist were shattered from two punches. I think he also stabbed the ogre in the face with his pick, but I'm not sure. Anyway, after that the ogre ran away past Kosoth and started tearing up the magma workshops (Probably having a tantrum). If only I had a medical dwarf..darn you Cheddarius and your lazy days off (On break)......
Title: Re: Cavebrands
Post by: Kagus on May 03, 2010, 01:39:14 am
Alright...   So we've got a week or more of inactivity to look forward to.  This is kinda troubling.

I'm going to see if I can't get around to uploading maps to the DFMA.  I stole the two complete saves that have been posted here for that purpose, but that's all I've got beyond my own save at the end of my turn.

Perhaps we can start discussing potential plans for the future of this fortress?  We obviously need to find some way of dealing with the goblins, as simply forgetting about the overworld isn't going to work (we need more migrants!), but I'm not entirely sure how to deal with ultra-death commando supertroopers from the obsidian towers.  Perhaps an aboveground enclosure using a two-entrance system?  Where the "short" route is heavily trapped but set with a restricted traffic setting?  While we technically don't need this, it might help keep to keep the goblins in a separate place from our workers.

...but then again, there's nothing we really need to go outside for.  Merchants will come to us, and we've got water and wood supplies arranged in the underground.  Merchants leaving the confines of the enclosure can ruddy well fend for themselves, so there's no need for dwarves to go outside the protective barrier.

We could just work out a slightly more defensive main entrance, so archers can't take potshots at our guys from outside the perimeter.  And if we use cage traps, we can send the captured goblins down into the underworld to see if there are any nasty beasts lurking around in the shadows.  Heck, given the right circumstances, we could use them as expendable slave fodder to weaken unnaturally powerful foes.  Let them kill each other, then we can waltz in and mop up the leftovers!
Title: Re: Cavebrands
Post by: Cheddarius on May 03, 2010, 02:05:26 am
A hallway of 10 or so 3x10 bridges, all linked to a lever; when goblins come, set on repeat.
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on May 03, 2010, 04:06:14 pm
Muahahahaha.... *begins to cackle and plot*
Title: Re: Cavebrands
Post by: Kagus on May 03, 2010, 05:59:59 pm
A hallway of 10 or so 3x10 bridges, all linked to a lever; when goblins come, set on repeat.

The problem with that is that we don't know when the goblins come.  Invisible ambushers have a nasty habit of being somewhat undetectable...

Standard traps work regardless of whether or not you've "discovered" whoever happens to be showing up.  Pressure plates would probably work just fine in tandem with whatever other nastiness we happen to come up with, but lever-based defenses aren't really an option (aside from the great big LOCKDOWN button, should things go horribly wrong).
Title: Re: Cavebrands
Post by: Acanthus117 on May 03, 2010, 11:16:11 pm
Hehe, I'm probably the least experienced out of all you guiz, so this fort will die when I get to it. rather quickly, I might say.

*runs off to practice DF*
Title: Re: Cavebrands
Post by: Kagus on May 04, 2010, 01:31:41 am
Alright...  So much for uploading the other maps.  'Export Local Image' is having problems.  It keeps spitting out corrupted images.
Title: Re: Cavebrands
Post by: SethCreiyd on May 04, 2010, 02:30:19 am
A hallway of 10 or so 3x10 bridges, all linked to a lever; when goblins come, set on repeat.

The problem with that is that we don't know when the goblins come.  Invisible ambushers have a nasty habit of being somewhat undetectable...

This is exactly the reason the cows were chained up outside.  They all died, but they served their purpose before they did.

As for that trap, bridges can be linked to both pressure plates and levers, right?  A pressure plate could activate the trap and lock floodgates to keep dwarves from getting into it (and keep the goblins trapped within).  Another lever connected to the bridges could then be pulled on repeat until everything inside is smashed, and one lever could turn the whole thing off and open the gates.  I wonder if blood can trigger a pressure plate?

Let's not forget about the magma.  Whole lot of magma down there.
Title: Re: Cavebrands
Post by: Eztuzt on May 06, 2010, 06:24:50 pm
A whole lot of lava.

Anyway, I got a little bit of playtime in yesterday and thought I'd just tell you guys that the cave ogres are tough. One of them got into the upper part of the fort, his name is (I think) Sitalfash. I've got two dwarves working on beating him to death, originally there were three until he bashed in Slowpoke's head and sent him to the hospital zone. Earlier on they had most of Sital's bones broken, then spontaneously had to sleep all together. While they slept, most of Sit's bones healed, so sadly we're back at square...7? Ogre's might have some sort of regenerative wolverine-bonus. After they woke up and started beating on him again, he was walking around causing a ruckus and whatnot, but not being violent (Surprisingly). Despite both of his legs are completely broken still, he moves almost as fast as the dwarves.

As for the other ogre, two dogs have had him pinned and are slowly scratching away at him. Very. Slowly.

The diggers finally started digging out the barracks, and are doing so rather efficiently. The entrance is a familiar blue, but that's about all they had.

We had a humongous wave of...wait for it...two migrants. Two. Luckily the goblins are busy playing in a cave inside the microcline-fenced area and haven't noticed them at all. They don't seem to care about the new migrants, but I've got my eye on a Giant Eagle outside. I won't be letting in the two newbs till the gobbos leave.
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on May 07, 2010, 11:42:34 am
Heh... yeah you're lucky you posted... I was considering swooping in and usurping your turn. I even downloaded the save to begin getting my bearings on this ... um... uh... I think pit of despair might be appropriate since the blind cave ogre IS probably an albino. If you get a chance try sealing off the lead from the brook that is flooding the underground cavern. Trust me, it'll be worth it FPS wise.

Curse the numbskull who tunneled into the river there...
Title: Re: Cavebrands
Post by: LordSlowpoke on May 07, 2010, 12:00:50 pm
Heh... yeah you're lucky you posted... I was considering swooping in and usurping your turn. I even downloaded the save to begin getting my bearings on this ... um... uh... I think pit of despair might be appropriate since the blind cave ogre IS probably an albino. If you get a chance try sealing off the lead from the brook that is flooding the underground cavern. Trust me, it'll be worth it FPS wise.

Curse the numbskull who tunneled into the river there...
I'm honored.
Also, did you want cave cows killing Cavebrands, or a decent doom inbounds?
Title: Re: Cavebrands
Post by: Eztuzt on May 07, 2010, 04:09:26 pm
Anyway, along with the barracks I might make a second entrance. If we get the gobbos stuck inside the microcline-yard then we can have a semi-safe entrance to the overworld like this. The extra two migrants would be really useful, but I can't do anything with them until the goblins get bored :/

Oh yeah, no play time tonight (Baseball game and going to a friends after) and probably tomorrow (Boy scouts thing), but Sunday's still up.
Title: Re: Cavebrands
Post by: Jordrake on May 11, 2010, 12:46:37 pm
I really should check on this thread more often.
Also, has anyone else noticed that all the other overseers achieved something relatively great right before they died, or at least served an important purpose?
I was an artist and got slaughtered by goblins.
Yay.
Title: Re: Cavebrands
Post by: Ilmoran on May 11, 2010, 01:30:57 pm
I was an artist and got slaughtered by goblins.
Yay.

Your forum text seems largely appropriate.
Title: Re: Cavebrands
Post by: Eztuzt on May 11, 2010, 04:32:20 pm
Guys, I think I got my turn at an extremely inefficient time. I'm really bogged down with things, and I think I'll turn in my coat. I only got to mid-spring, and if I can figure out how to work the dffd then I'll upload the file, unless Jordrake wants to start off at the new year save.

As a last update, most of the dwarves became unactive. I gave most of them the dig command, and about one or two listened, but the others stayed inactive. The only other use would be trying to hinder Sital, who is basically invulnerable until the dwarves learn to use weapons. We've got plenty of adamantine swords/armor, but they won't equip. The entrance to the barracks got dug out by my personal dwarf (Named Eztuzt) and it's filled with (If I remember right) cobalt and microcline, so It's very blue. A pack of naked mole dogs just moved on the map, so that's probably something to watch. The goblins seem to have noticed the migrants and are -slowly- heading there. They might just be wandering, I have no idea. Anyway, that's about it.

Now I have a baseball game to play in in about 30 minutes and a concert right after that... -_-
Title: Re: Cavebrands
Post by: SethCreiyd on May 11, 2010, 08:11:15 pm
Spoiler.

Spoiler (click to show/hide)

Glad to have you with us, Eztuzt, hopefully you had fun while it lasted.  Have a good game/concert.
Title: Re: Cavebrands
Post by: Jordrake on May 12, 2010, 02:04:30 am
I'll wait and see if you can't upload what little you've done. If not, I'll just start from the new year.
Title: Re: Cavebrands
Post by: SethCreiyd on May 12, 2010, 04:41:09 am
Eztuzt awoke from his nightmare violently, throwing himself to his feet and brandishing the adamantine blade he kept secretly under his bed.  A few seconds passed before he realized where he was, that his arm was still attached, but still the vision haunted him.
(http://i40.tinypic.com/ndu0qt.png)

Shakily, he found the letter addressed to the next overseer.  Seth had written it some time before his disappearance.  Now that he had been missing for over a week, it was the second-in-command's responsibility to assume the mantle of leadership.

He looked as his sword, then at the letter again.  After a moment, he crumpled the paper and dropped it to the floor.
Title: Re: Cavebrands
Post by: Cheddarius on May 12, 2010, 10:23:00 am
Sweet.
Title: Re: Cavebrands
Post by: Acanthus117 on May 12, 2010, 10:26:22 am
Awesome.
Title: Re: Cavebrands
Post by: Eztuzt on May 12, 2010, 04:54:21 pm
Alright, I hope I did it right. I changed the Cavebrands folder into a .rar and then uploaded it.

http://dffd.wimbli.com/file.php?id=2337

Godspeed, fellow dwarf
Title: Re: Cavebrands
Post by: Kagus on May 13, 2010, 12:03:53 am
Good man Eztuzt, good man.  Glad to have had you aboard.  You're welcome to come back for another go at some other point, should you choose to do so.

Alrighty then...  Jordrake!  Yer up, ya blaggard!  Have a good run of it.
Title: Re: Cavebrands
Post by: Jordrake on May 13, 2010, 01:38:06 am
Downloading the file now, I'll start playing as soon as I get home this afternoon.
Title: Re: Cavebrands
Post by: Jordrake on May 15, 2010, 03:47:38 am
Okay, this lagging stupendously badly. I've only made it to the 21st of Slate so far. Here's what I have, for what it's worth.

Diary of 'Drake' Tabrathel
15th Slate, Mid Spring
Seasons ago, my father was killed by goblins. While they were a contributing factor, I do not blame the goblins. It is in the nature of those brutes to kill whatever innocent creatures their eyes find. Instead I blame the overseers of this fortress. Their incompetence, their lack of planning and their lack of care for the lives of the dwarves of this fortress led to the death of my beloved father, Jordrake. When I heard of his death, I vowed that I would not let such a thing happen again should I ever get the chance. That chance has come. With the previous overseer vanished and his replacement sheepishly backing away, I can seize control. True, the world may call me a child, but in this unfortunate hole, anyone can take control if they try. I'd wager I have one of the most able bodies in this dump. After all, I have the support of my fellow children. And we far outnumber the fools who call themselves adults. One way or another control will be mine.

16th Slate
Siezed control. Had a fellow named Reg fetch me the floorplans. Damn, this place is confusing.

17th Slate
Made my first act to give entrance to the migrants awaiting.
Huh. Did not notice the goblin spearmen that have now set about murdering the migrants.

18th Slate
Due to unforeseen goblins, the migrant outreach program has been cancelled. Let's hope we can get by without their help.
Eh, y'know what? We need the migrants.

20th Slate
Curse the slow work of these incompetant dwarves..
Although the exit is now crafted, they refuse to haul a door to plug it up. I shall build a mason's shop nearby to assure there can be no problems.

21st Slate
Damnit, our migrants are dying like corpses out there!

Title: Re: Cavebrands
Post by: SethCreiyd on May 15, 2010, 04:08:16 am
15th Slate, Mid Spring
Seasons ago, my father was killed by goblins. While they were a contributing factor, I do not blame the goblins. It is in the nature of those brutes to kill whatever innocent creatures their eyes find. Instead I blame the overseers of this fortress. Their incompetence, their lack of planning and their lack of care for the lives of the dwarves of this fortress led to the death of my beloved father, Jordrake. When I heard of his death, I vowed that I would not let such a thing happen again should I ever get the chance.

... ... ...

21st Slate
Damnit, our migrants are dying like corpses out there!
Six days and you already eat those words   :P
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on May 17, 2010, 03:29:02 pm
((Like I mentioned before... if you can fix that silly leak from the brook into one of the caverns below it will greatly improve your FPS. Water motion slows things down incredibly.))
Title: Re: Cavebrands
Post by: Jordrake on May 17, 2010, 04:14:06 pm
I think I'm gonna have to bail, guys. I've got too much going on to have this in the works right now, particularly with the lag. If the next guy wants me to upload all six days of my progress, I will, but if you aren't bothered, feel free to pretend I don't exist.
Title: Re: Cavebrands
Post by: Deadbeard on May 17, 2010, 09:28:38 pm
Have you tried the new version yet? It has the opengl fixes for speed.
Title: Re: Cavebrands
Post by: SethCreiyd on May 18, 2010, 08:50:12 am
I say we dam the brook before it hits that series of ramps leading into the caverns.

Spoiler (click to show/hide)
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on May 18, 2010, 11:35:41 am
I'm next in line and I'll just take the previous save if you want. Any reccomendations on damming the brook? Never done that before.
Title: Re: Cavebrands
Post by: Demonic Spoon on May 18, 2010, 12:44:00 pm
Options:

Title: Re: Cavebrands
Post by: Paulus Fahlstrom on May 18, 2010, 01:56:03 pm
The pumps sound like the fastest solution. If I can get in there I can simply build a floor over the holes. To those that have played already... anyone remember the direction of river flow?
Title: Re: Cavebrands
Post by: Kagus on May 18, 2010, 02:19:49 pm
I'm pretty sure the aboveground river runs north-to-south.  That was quite some time ago however, so it might not be completely accurate...

Sorry to hear about your hindrances, Jordrake.  You're welcome to hop aboard at some later date, if you want.
Title: Re: Cavebrands
Post by: Demonic Spoon on May 18, 2010, 03:02:20 pm
Oh yeah, I forgot to mention, if you're using pumps it'd be wise to prevent backflow from the pumped out water back into the river. And the side tha the river flows out is usually at 6/7's instead of 7/7's. In my experience you need around 2-3 aitomated pumps on a sde to be able to succsessfuly dam a rive though I may be wrong.
Title: Re: Cavebrands
Post by: Eztuzt on May 18, 2010, 10:04:33 pm
I noticed that the water near the rocks was abnormally low (Probably fro mthe draining) it stayed around 0-3 deep. A dwarf should be able to get in there easily and build some floors.

But then again... these are dwarves we're talking about...
Title: Re: Cavebrands
Post by: melkorp on May 19, 2010, 09:16:14 am
Favorite moment: orphan child having tea party with stray animals and dead body slumped against wall.  This is bad, like, Headshoots bad.  Congratulations! 

Title: Re: Cavebrands
Post by: Paulus Fahlstrom on May 19, 2010, 04:43:59 pm
Mid-spring

Blutwurst cracked his knuckles loudly  and reached his blood covered fingers for the tablet with his next work order on it. He'd been the butcher here at Cavebrands for long enough and the work orders he received were always pouring in. It'd been months since he'd bothered to even look around the place other than to stagger from his workshop to his bedroom, with occasional trips to the dining hall for a drink. The sheer volume of meat he had processed was staggering but lately he'd noticed that things were beginning to pile up. His hand came up empty and he realized that for the first time there was nothing to butcher. It was almost a disturbing thought but his gaze swept across the counter top of his workshop. A counter top that was loaded with bones and gibbets of putrid meat, in addition to a neat pile of cut meat off on one side. Even some of the pieces near the bottom were starting to turn a little grey around the edges. Would no one come and take them away?

He stuck his head briefly outside his workshop and saw a gaggle of kids, one of them apparently giddy and shouting. "Hahah, I'm in charge now! No more shall dwarves suffer!"

He'd gone on for some time while Blutwurst cleaned his fingers with one of his skinning knives that he always kept on his person. It wasn't too long before Cheddarius himself swung around and cuffed the lad strongly upside the head.

"No more of that talk! Let the rest of us get on with business."

He looked around and spotting the butcher watching strode over to him. "You! You're now appointed leader of this little hole, may the gods have mercy on us."

------------------------------------------------------------------------------------------------------------------------------

Log of Blutwurst

And I thought my butcher's shop was bad! The amount of rotten meat in this place is absolutely disgusting, makes my shop look like a neat little bistro or something.

I took a quick trip through the place and I must have seen the mouldering corpses of at least two score dwarves! What by Armok's beardless chin happened here?

On second thought, I think I have some good ideas. Some of the previous overseer's must have been inept. Or daft. Or something. The northern half of the brook's bone dry and they've diverted it all into one of the underground caverns without realizing that eventually, it could flood our entire fortress. Sure it might take five or ten years or so, but still.

Another daft project was the upper walls, left sadly unfinished, and even those sections that are done are woefully unsecure. Just about anything could traipse up through the gaps left.

I suppose I spotted some of the culprits lurking outside our shut gates and slaughtering our animals. A pack of goblins. Nasty brutes.

Well, I'm taking over for now. Let's see if there's not something that can be done. First things first... who the bloody he... No. Just no. I'm re-assigning work orders. There will be no new digging, no smoothing of floors under the rotting corpses. And ... Grrrr... Lady, and I had words. She told me she's got responsibilities. I told her my skinning knife would work on her just as well as any other beast around here. I think she got the point and she's now helping to clean up this mess. Looking over our stockpile records it seems we've got more than enough food for now so I've order the farms idled as well. Those that I could find. Our farmers were perpetually sneaking off trying to plant Lor knows what down in the hidden farms in the depths.

I've designated coffins to be built so we can at least begin to clean up this charnel house.

No one in their right mind would ever want to come here with it looking li...

Holy... migrants being chased over the hillsides by the goblins.

We opened the gates. Didn't know which lever to use so we just tore them down for now. The whole entryway will need redesigning anyways. It seems the goblins charged towards the breach but after a few were struck down by our traps the rest fled just in time for the migrants to make the fortress. Well, with a few apparent exceptions, may their souls find peace.

Our population is up to thirty something now and things are beginning to get done.

Anyway... What? WHO BY THE STONES HAS BEEN PUTTING ALL MY HARD WORK OUT IN A FOOD STOCKPILE DIRECTLY IN THE SUN? NO! Aargh... food stockpiles belong indoors where it's cooler. No wonder those plants have been wilting and my meat's gone all rancid!

21st of Felsite

Ok, I've had a few good drinks now and I'm feeling a little better. I'm not sure if I should curse or pity the former overseers. At one point I'm sure this place wasn't so messed up. I've no idea what happened. Or when, but let's try to move on. Let's see... defenses...

Apparently our only forges are in the depths. Currently blocked by a beast of a blind cave ogre that has been slowly but surely decimating the dog/dwarf population of the place. Rinularban. That name sends shudders through half the fortress. One of our minders, Thob I think, or something like that, has been crying out in the stairwell but has fallen strangely silent. The ogre couldn't find him but he dehydrated because none of us could reach him. Strangely, once he was dead Cheddarius went to see what he could do about it. He almost bested the beast, scoring significant hits.

Before he had his head crushed in.

That drew the attention of some war dogs in the area who went to help out. They did more damage before one of them had a leg torn off and was then ripped in half.

It was around then that the ogre decided he'd (or was it a she?) had better finish us off if it wanted to have any peace at all. Up the main stairs it came terrorizing the fortress. As a mass the dogs lept on it and we, sheepishly followed suit. I think it took nearly a full score of us to finally lay the beast low, at a loss of many dogs, and two more dwarves, Urist and ... uh... some migrant lass. Don't really know her name. Can't be bothered to look. It'll go on a coffin somewhere I'm sure. I hardly care at this point.

The slaying of the ogre was a high point of the season since it allowed us to return to our forges and finally claim the adamantine weapon and armor that had been laying trapped down there.

I shall begin sealing off the myriad entrances into the underground caves in the hopes that that will not be a repeat. Cutting a dwarf off from his forges and gear is bad news.

(http://i218.photobucket.com/albums/cc85/PKFahlstrom/Ender/Rinularban.jpg)

((I'm working on this, but it's slow... real slow. Looking at ways to solve the river issue, but it may take a while and, to be honest, security is almost non-existant. Besides, the whole squad thing is annoying as tarnation and I can't seem to get guys to equip stuff. Sigh. I miss the old system I was familiar with. So don't expect a lot of military stuff to happen, if I can get away with it. Tons of stuff I've never seen too. But things are soooooo cluttered. Seriously... has no one heard of bins?

You know... large wooden boxes that you pile crap in?))



Title: Re: Cavebrands
Post by: Cheddarius on May 19, 2010, 06:18:31 pm
I died a noble death.
Also, I died a noble death.
Title: Re: Cavebrands
Post by: Kagus on May 19, 2010, 06:35:58 pm
You can attempt updating to .31.04, the tentative new OpenGL version.  It's supposed to have vastly improved framerates.

And, seeing how effective our military has been so far in the past...  It may be for the best that the suqad system is being finicky.  We'll cover the entire damned mountain in traps, inside and out! 

...actually, that sounds like a pretty cool idea.


And would someone refresh my memory as to why we, in our infinite wisdom, chose to divert the river inside the mountain?  I mean, it's an honorable endeavor, but I think we've got enough naturally occurring problems as it is.  We don't need to supplement them artificially.
Title: Re: Cavebrands
Post by: Cheddarius on May 19, 2010, 06:53:31 pm
It seems that instead of lining up a turn where I'll have the most free time, it will end up being when I have the least free time.
As such, I may be unreliable on my turn. If someone drops out or something, I'm willing to do my turn early, within the next two weeks or so.
Title: Re: Cavebrands
Post by: Kagus on May 19, 2010, 07:14:58 pm
If there's a dropout I can bump you up a bit, otherwise it's up to the people ahead of you in line if they're willing to switch things around.  I don't suppose it would help to push your turn back a bit, would it?  There're still a couple chaps who haven't had experience with the new version yet, and I'd kinda like to keep the line of ignorance remaining unbroken, but it's really not a big issue. 

If someone's kind enough to wait for you, I'll move you up.  Otherwise, it's up to you if you want to keep your current spot or wait a while longer on the list.


So...  What are we going to do now?  I suppose we're still in the process of recovering from the massacres early on, but I don't really know where we stand as far as the population goes.  Would you be so kind as to provide a general overview, Paulus?
Title: Re: Cavebrands
Post by: Cheddarius on May 19, 2010, 07:42:13 pm
Pushing back works too. In fact, it's probably better for me; I was just worried about long hiatuses.
Title: Re: Cavebrands
Post by: Kagus on May 19, 2010, 08:22:41 pm
Alright, I've moved you back a couple spots.  Because of your position in the line, it really won't be a problem if you decide to get into the new versions of DF before your turn on the fort's throne.  If you want to, go ahead.

...of course, inexperience will always be appreciated, but it's entirely up to you.
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on May 19, 2010, 10:04:54 pm
18th of uhh.... shoot... I always forget the month of Late summer... was it Limonite?

It's been nearly half a year since I took charge. It doesn't really look all that different around here, to be honest. But when you get right down to it, things have improved considerably. With the demise of the cave ogre that plagued us it freed up the lower reaches again and I've ordered them sealed of, in their entirety. We still have access to a small farming area that is walled in, of course, but other than that, the only entrance is an external one. The stairs directly inside our external wall opposite of our entrance.

The entrance is wide open, but I've had a string of traps built there, which was good since in late spring we had three more goblin ambushes. They killed quite a few dwarves and we're now down to twenty eight, according to my records that Lady has given me.

Work continues on entombing the dead. I almost feel sorry for one of the migrants. He was injured in one of the ambushes but managed to cross the trap line in time. He's in bad shape and they put him in the infirmary.

I PRAY I never get injured in this place. There were seven dwarves in there. Five were dead already and the remaining two may be permanent visitors. They even put the injured migrant directly on top of a bed with a dead body in it! Now, that doesn't seem too ... hygenic to me, but I'm not the doctor.

We all gathered to vote for a new mayor and Iton, or Iteb won. Don't really care. He's one of the new migrants I think. He's managing things well enough. Another of the migrants, a fisherdwarf, created something quite nice.

(http://i218.photobucket.com/albums/cc85/PKFahlstrom/Ender/Gesulluk.jpg)

It's very pretty, but quite useless at the moment. Perhaps if this were a nice normal sane place we could put it up on a pedestal to be gazed upon.

By this date we've succeeded in walling off the caverns that are accessible. We've even begun finishing the walls on the outer slopes. But that river diversion... still bothers me. I've altered the routes to seal off any potential breaches with smoothed blocks but am unable to access the three holes still. Have begun constructing a brook diversion project that hopefully will allow us to re-instate normal flow to the thing. I mean, c'mon. The poor brook now dries out entirely before it even enters our inner walls. What's the use of that?

While walls were going up in the caverns I received an interesting report. I'll sketch what was seen.

(http://i218.photobucket.com/albums/cc85/PKFahlstrom/Ender/Slevenia.jpg)

And, believe it or not... it seems that one of the batmen females is now friendly towards us. We'll see what happens I suppose. But any group that can off a beast like that with only a half dozen of them is a force to be reckoned with. Of course, the cave spider and giant cave spider venom in their darts helps I suppose. (seen on the corpse actually)

Strangely enough it's nearly the end of summer and only now do the humans arrive to trade. The depot has been reconstructed since mid-spring and we'll let them haul off some of the junk cluttering this place.

Also, our upper entrance has been re-designed to reflect the somber mood that has fallen upon our fortress with the rampant destruction we have witnessed. No dwarf will be able to walk through it's halls without remembering the fallen. I have had ninety four coffins constructed since springtime. Of which eighty nine were filled with the dead. Four previously placed coffins were also used. The scale of death in this place... staggers the mind. Perhaps rain will eventually wash away the stains.

Unlike my workshop which I've still been running non-stop.

(http://i218.photobucket.com/albums/cc85/PKFahlstrom/Ender/Solemnentrance.jpg)

((Population is at 28 and stable, though there are a few unhappy dwarves. Working on plugging the leak and getting defenses up and running again. Half-way through my turn I think. I doubt I'll be able to get much more done that those two things. Heh.

And wow, the new version in interesting. Harder in many ways, which I think I like. I've gotten the squads to work reasonably well, and have killed off the other blind cave ogre and some trogs. Mostly thanks to the dogs. Food is holding steady in the 3-4 hundred range as is drink. So, we'll see if something bad happens in the next few months!))

Title: Re: Cavebrands
Post by: Cheddarius on May 19, 2010, 11:44:58 pm
Paulus, do you have any advice for future overseers on using squads?
Title: Re: Cavebrands
Post by: LordSlowpoke on May 20, 2010, 06:55:40 am
And would someone refresh my memory as to why we, in our infinite wisdom, chose to divert the river inside the mountain?  I mean, it's an honorable endeavor, but I think we've got enough naturally occurring problems as it is.  We don't need to supplement them artificially.

I'm saying this for the last time:

1. Because DRALTHA EVERYWHERE. I had to drown it.
2. Because I wanted to troll you. I did so successfully.
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on May 20, 2010, 12:21:23 pm
((That's it! Lady Slowpoke dies!))



((Just kidding.  ;D She's already dead by now and half rotted. No, not really. So a few questions...

I've set up some water wheels near the brook but they won't run right. The water levels beneath them are varying now, 5, 6, etc. but still no go. Maybe I'll just install windmills. I know those work.

Also, can I no longer cook seeds? I miss the days of my *Wild strawberry seed biscuits*. *Sniff*

And apparently someone designated a garbage dump that requires dwarves to walk outside, all the way around the fortress and up the hillside, just to toss it off a small cliff... let's say that was promptly removed. Garbage dumps are now near the traps outside of the underground portions. As for squads... make sure you designate their uniform. After doing so I got a good portion of the guys to gear up in bronze armor and they carry it around with them doing jobs. Very useful. Eztuzt is carrying around an exceptional adamantine shortsword! So hopefully not everyone will die. Also the (m)ilitary screen is for designations of squads, personell, equipment and the like while the (s)quad screen lets you set them to kill a specific target, move to a location or station them somewhere. I haven't gotten into it too much, there's a lot there to fiddle with.

I'm now working on cleaning up the corpses lying around and tidying things up a bit. Also... the humans arrived on the 18th of the last month of summer. Is that normal? Do they not arrive at set times anymore?))
Title: Re: Cavebrands
Post by: Demonic Spoon on May 20, 2010, 12:23:53 pm
I too have noticed the weirdness with caravan arrivals.
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on May 20, 2010, 05:53:23 pm
1st of Granite 594

It's over. I'm done. Praise be to Doren.

What's better still is that I'm alive.

The humans came to trade and I took useful items from them, mostly some metal, weapons, food and drink. Not that we particularly need it, but it doesn't hurt. Same with the dwarven traders that came later in the fall. The mayor was able to speak with them and I've persuaded Iden to request more... useful items. I mean, honestly, do you really trust someone else's prepared crundle lung? I can barely manage to choke down my own, much less something that's been handled by someone else. Of course, anything is palatable if I can wash it down with enough prickle berry wine. Tart's a good word for it.

This place is finally beginning to shape up, though, organized it is not. Far cry from it in fact, but hey, you can only do so much with what you've been given. Of the original batches of dwarves I have no idea how many are left, but it's precious few. Considering the ninety odd coffins out front I can't imagine too many are still around. I even had a pet cemetary installed around the corner for Edem. She was moping around for months because her pet dog died and she was unable to bury it. Well, we got to it eventually I dare say.

After some difficulty with the power system for the pumps we finally managed  get those working and divert the river enough to wall off the entrance to the underground caverns, which will stop the flow of water to them. Who knows how many cave systems we've destroyed by flooding them. We even lost one of our named wardogs. Twas it that finished off the second blind cave ogre. Shame.
Anyways, it's all sealed now and the river's running along it's proper course. I've torn down the pumps and power systems to use elsewhere if needed, but it wasn't until afterwards that I realized that our well will need to be moved over two paces. Had to have someone dig out a small piece of wall to access the pit that the river still flows into, so we'll always have water there, but the well will still need to be made.

Had a few more weapon traps installed to cover the entrance. Hope that helps keep down the goblin ambushes. We can always fall back to the inner layer of traps if need be. It's still a work in progress. I even requested five stone floodgates made to use as a proper gate instead of a silly old bridge, but haven't gotten around to installing it. Ah well, I'm sure the next guy will take care of it. Which brings me to the 'next guy'.

So, sometime in mid fall I wake up on the floor of a craftsdwarf workshop, holding in my hands an exquisitely carved toy boat, down to the rigging and sails. It seemed like it was made from pure gemstone and glinted when held to the light. Chrysocolla I believe and the blue-green surface was fabulously shiny. On the wall written in blood (cow by the smell of it) was it's name Zamoth Nothok, or the Venoms of Obeisance in the common tongue. I don't know what or who possessed me, other than perhaps the spirit of some poor sap who recently died around here. Pretty boat though.

Apparently I annoyed Fikod Gladglazed though. I'd dabbled in gemcutting in my youth and knew a bit about it, but with the creation of my toy boat she'd been heard storming through the fortress shouting that it was her job, that SHE was the gemcutter here. (Not like I've let her do any of it, mind you. Heh.) So, not a month or two later she decides to do a piece of her own.

It's pretty. I suppose. Arrogant bi... I mean, um. Am I allowed to write this in here? Anyways, my boat was valued at 4800 DB while hers, since she cut a perfect emerald was valued at 96000 DB. Sure if I had known it was a competition I'd have used some of the diamonds... But she's gained insight from her piece that I have not, so I guess it's back to the butchery for me. Not that I mind it.

Means I get the best cuts of meat before anyone else does. MMMMmmmm ... tenderloin of crundle anyone?

(http://i218.photobucket.com/albums/cc85/PKFahlstrom/Ender/Artifacts.jpg)

Here's the save:
http://dffd.wimbli.com/file.php?id=2385

(Zipped of course. For the next overseer's turn you may want to consider beefing up entrance defenses a bit. I ran out of weapons to put in the traps. Also please not that under (o)rders most of the dwarves have almost everything disabled, as turning everything on at once would overload the job queue. Best of luck to you. Also, Jordrake, your son Drake is alive and well.

So, things are reasonably stable, we're fairly secure though IF we want to access the outer slopes again the walls will need finishing. Lots of holes in those still, but I worked on them somewhat. We have 28 dwarves around, many of which are children, despite my attempts to let snatchers get away with Drake and his crew. Except for the four or five ambushes and a half dozen thieves it was really quiet. Of course we had no reason to send dwarves anywhere particularly dangerous and we're still very short of weapons and armor. So best of luck to the next guy.

Now that I've played the new version I find it interesting and I'm looking forward to trying it out some more. Squads are complex, but you can set them up to do an awful lot, which is cool. I do have one questions still, everytime I saved the game to exit the program crashed. Every time! But only after saving my progress, strangely enough. Anyone seen this before?)
Title: Re: Cavebrands
Post by: Demonic Spoon on May 22, 2010, 10:44:20 am
Deadbeard? Are you dead? If so, then let the poking with sticks commence!
Title: Re: Cavebrands
Post by: Cheddarius on May 22, 2010, 02:01:09 pm
oh god miasma
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on May 22, 2010, 03:16:02 pm
I was wondering... I finish my turn in decent time and then the thread sits dead for days.

On the bright side for whoever takes over next... now that the holes are plugged it shot my FPS from an average of 15 at the beginning of the year to 40 FPS at the end. So it's running at reasonable speeds again. I'm beginning to think Lord Slowpoke just likes destroying fortresses... lol. Look what he did with Sparkgear...

 ;)
Title: Re: Cavebrands
Post by: Kagus on May 22, 2010, 03:29:30 pm
Again, .31.04 apparently has some incredible performance upgrades.  I believe it's supposed to be compatible with saves from the other .31 versions, so someone could test that out. 
Title: Re: Cavebrands
Post by: Deadbeard on May 23, 2010, 04:18:07 pm
Wah! Totally spaced on this!

Downloading now, I'll see what I see and fight back with what I can!

Edit: Alright, well, I also spaced that I have finals this week, however, after Thursday I'll have a lot of time to do this. So hold on for Cavebrands!
Title: Re: Cavebrands
Post by: melkorp on May 30, 2010, 09:14:18 am
More Cavebrands please
Title: Re: Cavebrands
Post by: Kagus on May 30, 2010, 01:22:23 pm
I made a mental note while waking up this morning to give Deadbeard a swift boot in the erse.  Gonna see if it works.

He does seem to have slightly spaced this thing again.  I really need to start paying more attention to the people checking in...
Title: Re: Cavebrands
Post by: DFNewb on May 30, 2010, 05:19:36 pm
I am not going to be able to do my turn until Friday, so if it comes before I am alright with switching turns with someone else or going back the list a bit. 
Title: Re: Cavebrands
Post by: Kagus on May 30, 2010, 05:40:58 pm
Alright, duly noted.

I sent off a PM to Deadbeard, haven't heard back from him yet.  If there's still no response by the time I get to bed (usually around midnight, GMT -8), I'll just have to skip over him.  I guess that'll mean Matuin.
Title: Re: Cavebrands
Post by: Kagus on May 31, 2010, 11:58:01 am
Right, I'm going to pretend I didn't doze off forgetting to sort things out here, and that I intended to do everything this morning anyways.

Alright, no response from Deadbeard.  Matuin is up.
Title: Re: Cavebrands
Post by: SethCreiyd on June 01, 2010, 01:26:01 pm
Matuin is snoozing.

Quick question.  When everyone's turns are complete, are we going to let Cavebrands continue?  Or will there be an unfortunate series of events?
Title: Re: Cavebrands
Post by: Kagus on June 01, 2010, 02:17:18 pm
The idea was to keep this going as long as people are willing.  Once this list is run through, I'll take a crack at things again and then we can work out the list for round two while I'm busy with that.  If a previous overseer wants to take another go and see how badly their designs have been twisted, they're more than welcome to do so.

And yeah, Matuin appears to be unresponsive.  Well, ah...  Hmm.  Acanthus?  You wouldn't happen to be available now, would you?
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on June 01, 2010, 02:31:06 pm

Hey, I'd be willing to have another go at this somewhere down the line. Depending on timing of course. It took me a while to get used to things and the caverns didn't help, but it was very ... interesting. I've never seen a tantrum spiral in my forts and cleaning up after one and the presuing attacks was amusing. Let's just say "He doesn't care about anything anymore" would be appropriate. Oh, look. Another seven dwarves died. Ok. Well, I guess I should make more coffins eventually.

Seriously though, FPS is much more doable now than it was before. So let's keep things rolling... even if it's downhill into our subterranean lake!
Title: Re: Cavebrands
Post by: LordSlowpoke on June 01, 2010, 02:36:41 pm
I'd like another year here.

:coolface:
Title: Re: Cavebrands
Post by: SethCreiyd on June 03, 2010, 10:43:47 am
I'd like another crack at this place myself... feels natural.  And interesting is a good word for the first round, one of those episodes of "If-I-Knew-Then-What-I-Know-Now."

I thought a team of War Dogs could take down those gobbies.  ...
Title: Re: Cavebrands
Post by: Kagus on June 03, 2010, 10:53:27 am
Very glad to hear it!  I'm sure Cavebrands would appreciate having another year of getting whipped to shreds by you lot!  We can work out the order of turns once I'm on it again...  Which may be very soon, all depending on how responsive or available Cheddarius is.  Acanthus is momentarily incapable of running a term.
Title: Re: Cavebrands
Post by: Acanthus117 on June 03, 2010, 09:42:10 pm
Damn, this slow ancient machine of mine.

D:

I'll see if I can actually run it. I'm not the best DF player... so let's hope I don't kill it. :D
Title: Re: Cavebrands
Post by: Kagus on June 04, 2010, 12:14:45 am
Cheddarius said he could take a look at it.  Haven't heard anything else back from him, but I think he's probably going to give it a go.

I'll swap you around behind him on the list.  If you're set up by the time he finishes, then you can just carry on from there.  Otherwise, I'll take it.
Title: Re: Cavebrands
Post by: Acanthus117 on June 04, 2010, 12:26:55 am
I'll just wait.

I'm no good, so don't expect any spectacular tales of awesome while I'm playing.
Title: Re: Cavebrands
Post by: Cheddarius on June 04, 2010, 12:54:18 am
I said I could try on Wednesday, maybe.
Title: Re: Cavebrands
Post by: Kagus on June 04, 2010, 01:07:30 am
Well, you said Thursday in the PM to me...  Now I'm doubly confused, seeing as today is Thursday for me, and I'm fairly certain you're not bending time in any manner significant enough for me to be a full day or two ahead of you.

So, ah, what are we doing?  Acanthus, if you would be so kind as to test out the new version and see how it runs on your rig, we can see if the OpenGL fix makes it playable for you in your current scenario.  Then we can figure out who goes next.
Title: Re: Cavebrands
Post by: Acanthus117 on June 04, 2010, 01:09:50 am
I tried playing some time ago. OpenGL and whatever you call it.

I'm cursed to simply watch, for I cannot play D:
Title: Re: Cavebrands
Post by: Cheddarius on June 04, 2010, 01:24:58 am
Huh, I did say Thursday. How curious.
But I meant Wednesday.
Title: Re: Cavebrands
Post by: Kagus on June 04, 2010, 01:47:24 am
So, yesterday.  Unless of course you were referring to next week, which would make slightly more sense.

Alright then, guess it's up to Acanthus.  Or, worst comes to worst, I can make a mockery of this thing again.
Title: Re: Cavebrands
Post by: Cheddarius on June 04, 2010, 01:55:33 am
Next week, yes.
Title: Re: Cavebrands
Post by: melkorp on June 04, 2010, 08:00:04 am
Sign me up for after Cheddarius?  It would be My First Succession. 
Title: Re: Cavebrands
Post by: DFNewb on June 04, 2010, 07:31:07 pm
I am back and ready to go when it comes to be my turn  ;)
Title: Re: Cavebrands
Post by: SethCreiyd on June 04, 2010, 08:00:04 pm
If no one objects, you could start now.
Title: Re: Cavebrands
Post by: Kagus on June 04, 2010, 09:22:09 pm
Yeah, that'd be nice.

And sure thing melkorp, I'll put you up on the list.
Title: Re: Cavebrands
Post by: DFNewb on June 05, 2010, 08:52:29 am
Ok I am starting this now

Updates Pending
Title: Re: Cavebrands
Post by: melkorp on June 06, 2010, 09:53:51 am
(Cackling, hand rubbing)
Title: Re: Cavebrands
Post by: Eztuzt on June 06, 2010, 10:35:05 am
(Cackling, pinky raised to the edge of my lip)
Title: Re: Cavebrands
Post by: SethCreiyd on June 06, 2010, 10:50:25 am
(Cackling, smoking a pipe)
Title: Re: Cavebrands
Post by: Cheddarius on June 06, 2010, 10:57:16 am
(Respectfully chuckling, having a sip of tea while reading Infinite Jest and reclining in my plush velvet chair by the fireside, butler standing by my side, towel over his arm, holding a plate of hors d'œuvre)
Title: Re: Cavebrands
Post by: Dermonster on June 06, 2010, 12:15:54 pm
(Laughing madly, flaying goblins with a spoon)
Title: Re: Cavebrands
Post by: Urist McOverlord on June 06, 2010, 02:08:25 pm
(Cackling madly, observing construction of magmacannon death ray)
Title: Re: Cavebrands
Post by: Kagus on June 06, 2010, 05:23:46 pm
(Not laughing in any way while anxiously waiting for DFNewb to post updates)
Title: Re: Cavebrands
Post by: DFNewb on June 06, 2010, 08:58:12 pm
Anyone want to tell me what Arg batman! and those other alerts do?
Done spring almost done summer.
I have the Spring report almost written up but the Rogue Survivor game is distracting...
Also running the newest .05 version of the game

Please ignore the badly cropped images I will fix that with the next update

==============================================================================================

Log by "DFNewb" Kunendok, Current Leader of Cavebrands, also known as the "Hunter"

Early Spring

This place is a mess, just looking around at all the junk and the blood everywhere, in my year of being the Overseer I am going to have some changes done here.

Just looking around I see some oddities, such as caged Dralthas, blood everywhere and the underground caves. First thing, changing how our workers are doing, and of course a Grand Bedroom for Myself.

Hey a dwarf has gone insane! He has grabbed a Craft-dwarfs workshop and started mumbling around while getting materials.

Also I am going to be making some more bedrooms for future dwarfs who will live here:
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Apartments.jpg)

And the dwarf finished his Artifact:
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Artifactfigure.jpg)
Worth: 49200 Dwarf monies

==========================================================================

Mid-Spring

Immigrants!
(http://i278.photobucket.com/albums/kk120/floorit12/DF/newdwarfs.jpg)

A baby! A dwarf just gave birth!

The population sure is growing and the new dwarfs are quickly joining the regular routine, 18 hour work days with no pay and mushrooms and wine to drink!

====================================================================

Late-Spring

Just reorganizing, new bedrooms are starting to get built, my room is getting along nicely, getting some more wood for my plans for more beds, and fixing up the front gate. (Are goblins building destroyers in this version?)

End of Spring report:
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Endofspring.jpg)
Title: Re: Cavebrands
Post by: DFNewb on June 07, 2010, 07:31:19 pm
Early summer:

Current Outside:
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Outside1.jpg)

(http://i278.photobucket.com/albums/kk120/floorit12/DF/Outside2.jpg)


Also I found a dwarf stuck somewhere on the mountain side. He got there by walling himself in. I always feel good seeing how stupid some dwarfs can be :D


Here are some work orders I would want to be finished before my term as Overseer is done:

(http://i278.photobucket.com/albums/kk120/floorit12/DF/Workorders.jpg)

And future plans for the public sleeping quarters:

(http://i278.photobucket.com/albums/kk120/floorit12/DF/Sleepplace.jpg)

Basically just more beds.




OHHHHHH SHIIIIIIII......

(http://i278.photobucket.com/albums/kk120/floorit12/DF/Evilthing.jpg)

That, my friends is a scorpion made out of rock, not only that but it has poison. I have never fought a forgotten beast before but I heard some nasty things about poison and syndromes.
Luckily it is stuck underground and blocked off because of the walls in the way.

hmmm, it seems to be having fun throwing around some dogs that seem to be trapped down in the underground.
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Flyingdog.jpg)

Also note the current location of the Scorpion, a few tiles Southeast are filled with dog corpses.

(http://i278.photobucket.com/albums/kk120/floorit12/DF/Puppykiling.jpg)





Whats this! The batman are killing the scorpion. What is makes it even better is that it right next to the corpse of the other forgotten beast.

(http://i278.photobucket.com/albums/kk120/floorit12/DF/Batman.jpg)

The beast has slain the batman, this does not look good. Since I got here I have been training some axe-dwarfs... maybe it should be time to test them...

End of log. Date:
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Earlysummerdone.jpg)

Still pretty uneventful except that scorpion thing. It is very damaged, with most things at red and the rest at yellow and is just stuck down in the underground. I am getting tired so more updates tommorow.
Title: Re: Cavebrands
Post by: Cheddarius on June 07, 2010, 08:12:38 pm
Nice work on the bedrooms! Could you perhaps write a list of what you need to do and post that for the next player?
Have you found out any good advice about the new version (e.g. "microcline is now the most valuable ore in the world, get as much as possible", "this menu is really hard to navigate, here's how", "spam whip/axe/whateverdwarves")?
Title: Re: Cavebrands
Post by: DFNewb on June 07, 2010, 09:05:47 pm
Nice work on the bedrooms! Could you perhaps write a list of what you need to do and post that for the next player?
Have you found out any good advice about the new version (e.g. "microcline is now the most valuable ore in the world, get as much as possible", "this menu is really hard to navigate, here's how", "spam whip/axe/whateverdwarves")?

TO DO:
- Explore cave
 - ???
 -Profit!

- Get a stable magma connection and build some magma forges
 - dig the magma tunnel
 - Make the forges
 - ???
 - Profit!


That sort of thing?

Also no real advice so far...

The rest of summer will be up tomorrow and maybe even Fall depending on how I'm feeling.
Title: Re: Cavebrands
Post by: Cheddarius on June 07, 2010, 09:56:37 pm
Yeah, thanks!
Title: Re: Cavebrands
Post by: Eztuzt on June 07, 2010, 10:15:15 pm
I'm just wondering, have you guys got around to utilizing the barracks i planned out for exploring the new HFS? Was it even complete?
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on June 08, 2010, 11:08:19 am
Ahem... No. It was not completed. The first thing I did during my term was cancel all dig orders and undesignate the massive areas of planned excavation that were tying up our few able bodied workers.

But speaking of Magma... we do have a Magma forge and several Magma smelters and even a glass works, etc. They're just hard to find. They're even not that far off the central stairway leading into the depths... just go down really far.

And no, the goblins are not building destroyers. I dismantled the bridge myself rather than figure out which lever operated it and which lever flooded the fortress. Wasn't much of a problem for me, though it does make ambushes a little interesting. Hence why I built traps in front of our entrance.

Oh, and keep in mind that technically that scorpion can path into our fortress since it wasn't walled in. The section of the underground where the dogs were has a staircase that pops out on the surface inside the secondary walls but outside the main enclosure. Which is the second reason I didn't bother putting up a gate on the outside walls. It's the inside walls we should defend. Still, those batmen rock! Taking on not one but two forgotten beasts... wow.
Title: Re: Cavebrands
Post by: LordSlowpoke on June 08, 2010, 11:28:16 am
I dismantled the bridge myself rather than figure out which lever operated it and which lever flooded the fortress. Wasn't much of a problem for me, though it does make ambushes a little interesting. Hence why I built traps in front of our entrance.
I made sure the lever that operated the bridge also flooded the fortress.
Also, I made sure to make it a raising bridge. not the indestructible variety. Because I love screwing you over.

Edit: Why is there a table in the "THE GAME" graffiti.
Title: Re: Cavebrands
Post by: Cheddarius on June 08, 2010, 03:21:40 pm
Scorpion: ..hunger... blood... flesh...
*swarm of batmen appears*
Batmen: We are vengeance. We are the night.
Scorpion: Shiiiiiiii-
Title: Re: Cavebrands
Post by: SethCreiyd on June 08, 2010, 03:40:33 pm
Did any of the batmen survive?

Also, out of curiosity, who's wearing the adamantine armor?.
Title: Re: Cavebrands
Post by: DFNewb on June 08, 2010, 06:14:22 pm
Did any of the batmen survive?

Also, out of curiosity, who's wearing the adamantine armor?.

All the Batman are dead, also I did not know we had adamantine, I am going to start playing right now and let you know.

Ahem... No. It was not completed. The first thing I did during my term was cancel all dig orders and undesignate the massive areas of planned excavation that were tying up our few able bodied workers.

But speaking of Magma... we do have a Magma forge and several Magma smelters and even a glass works, etc. They're just hard to find. They're even not that far off the central stairway leading into the depths... just go down really far.

And no, the goblins are not building destroyers. I dismantled the bridge myself rather than figure out which lever operated it and which lever flooded the fortress. Wasn't much of a problem for me, though it does make ambushes a little interesting. Hence why I built traps in front of our entrance.

Oh, and keep in mind that technically that scorpion can path into our fortress since it wasn't walled in. The section of the underground where the dogs were has a staircase that pops out on the surface inside the secondary walls but outside the main enclosure. Which is the second reason I didn't bother putting up a gate on the outside walls. It's the inside walls we should defend. Still, those batmen rock! Taking on not one but two forgotten beasts... wow.

Still looking for the magma forges, and the fortress seems to be walled off but I will double check.


Found the magma forges with some repeat orders, the armour is still there also anyone want to teach me how to use the new military screen? I can't seem to get the dwarfs to do what I want them to do.

I'm just wondering, have you guys got around to utilizing the barracks i planned out for exploring the new HFS? Was it even complete?

I think I am using it, is it the one with the armour stand setting it as the training room? Also where is this new HFS?

Also if anyone wants a dwarf or anything just say so.
Also I can't seem to get the dwarfs to train, if anyone wants to shed some light on this, that would be good because I plan on fighting the forgotten beast with dwarven steel.

============================================================================================

While I was looking around I found a very injured dwarf
(http://i278.photobucket.com/albums/kk120/floorit12/DF/injured.jpg)

I don't think he was injured when I first took control of this place but he seems to be stabilized now.

wait wah...

(http://i278.photobucket.com/albums/kk120/floorit12/DF/OVER900011.jpg)

THATS OVER 9000!!@!1112 1 1 1 eleven12 2!!!!@#$@!!!   

is it supposed to be like that? I haven't played DF for a while but I don't think I remenber that...




=================================================================================


FUCK

(http://i278.photobucket.com/albums/kk120/floorit12/DF/Crash.jpg)

FUCK


EDIT: Update is coming in a bit, Urist the militia Captain has the admanitine armour but I am thinking of giving it to my only active military dwarf.
Title: Re: Cavebrands
Post by: Argonnek on June 08, 2010, 07:33:15 pm
wait wah...

(http://i278.photobucket.com/albums/kk120/floorit12/DF/OVER900011.jpg)

THATS OVER 9000!!@!1112 1 1 1 eleven12 2!!!!@#$@!!!   

is it supposed to be like that? I haven't played DF for a while but I don't think I remenber that...

This information comes from someone who has researched and played the new version many times.
Spoiler: Eplaining the 15000 (click to show/hide)
Title: Re: Cavebrands
Post by: LordSlowpoke on June 09, 2010, 11:20:39 am
I marked the HFS with a big, juicy "DIG HERE" designation underground. Leads you straight to the fun stuff. Man, I sure was bored.
Title: Re: Cavebrands
Post by: Eztuzt on June 10, 2010, 04:15:55 pm
I marked the HFS with a big, juicy "DIG HERE" designation underground. Leads you straight to the fun stuff. Man, I sure was bored.

I made sure to stay the fuck away.
Title: Re: Cavebrands
Post by: DFNewb on June 10, 2010, 06:25:34 pm
I marked the HFS with a big, juicy "DIG HERE" designation underground. Leads you straight to the fun stuff. Man, I sure was bored.

I made sure to stay the fuck away.

I'm going straight for it, right after I get some other stuff I want dug out first.
Title: Re: Cavebrands
Post by: Cespinarve on June 11, 2010, 10:45:30 pm
Doomed. It'll all end in tears.
Title: Re: Cavebrands
Post by: SethCreiyd on June 11, 2010, 11:59:00 pm
Unleash the fun.  The halls miss their skeletons.
Title: Re: Cavebrands
Post by: Kagus on June 12, 2010, 01:31:51 am
Um, er, ah...  This could end badly.  As in, catastrophically bad.  Irrevocably bad.

Excellent!
Title: Re: Cavebrands
Post by: DFNewb on June 12, 2010, 04:27:56 pm
Trading has begun, I am using most of the items that were not made here in Cavebrands (I suspect past Overseer's greed and "taking" the items from caravans)

A crafter has been possessed!
(http://i278.photobucket.com/albums/kk120/floorit12/DF/possessed.jpg)

and he claims a Jeweler's workshop
 took him a while to get all the materials but he finally started making whatever he was making.
=================================================================
Updated game to .06 and got the new version of Dwarf therapist.
==================================================================

Major speed increase. I am liking this.

I think I found a glitch, in the job manager when you make a new order and put down "ben" traction bench comes up,
about 20 times and all are the same. Just the same, not even wooden or anything.

Finally the artifact is made:
(http://i278.photobucket.com/albums/kk120/floorit12/DF/artifact.jpg)
Worth 109200 dwarf monies. Whoa that's a lot for a barrel. It is also the most expensive artifact we have other then the adamantine ring.

Well we traded a lot of items that would be useless for most of the dwarfs, items that we got from outsiders one way or another, for lots of food, mostly turtle and other items I found important.

Also I am putting the legendary gem cutter to good use by making him encrust bolts with diamonds.

Also we seem to be in another wood shortage.

=================================================================

Mid autumn.

We have started digging at the "dig here" location.

Small problem
(http://i278.photobucket.com/albums/kk120/floorit12/DF/problem.jpg)

hmm "well I guess if you can't go through it, you most go under it!" - dwarfish proverb

Well going under it seems harder then I thought. There is magma everywhere. I guess I must think in a much larger way.

========================================================================

After a few tries it seems impossible to go through the magma. I think I am going to need to make some metal pumps......

Well our legendary gen setter seems to hate doing anything involving gems because even with all labors disabled, except for gem cutting and setting he always finds something else to do. First he decides to chain an animal. Then bring items to the depot. Then Drink. Party. Eat. Sleep. I HATE THIS DWARF. I guess now is a good time to figure out the burrow system...

First try, marking the un-built workshop and a few tiles around it a burrow and then adding the dwarf to it. Nope now he has no job.
There will be no second try, instead I will just let him do those none-labour tasks first and then make the workshop and then work at it.
I think I might of found the problem. The workshop is to be made out of tin bars, and even though it says gem cutting or setting it might need metal crafting or something. Changing his labor tasks as needed.

*few seconds later*

IT WORKED!
Well I think I found another glitch unless when I wasn't paying attention someone with gem cutting set up the workshop but for a brief 10 seconds when I was checking any updates to threads I find important, the workshop was done. GLITCH = UNSURE

Great now the gem setter is making bronze bars, the trouble I go through to encrust some bolts with diamonds.

If the dwarf wasn't legendary+5 I would of killed him by now... even if it was legendary+4

========================================================================
19th limestone early autumn

The traders left, autumn is going by to slowly

=========================================================================

More updates coming up.
Trying to find a way into the adamintine pipe is proving to be very difficult, I am thinking of using pumps and some very brave dwarfs if I get enough time to attempt my crazy idea.
Also the shortage of wood is making me consider using some of that very nice wood in the caves and caverns....


Title: Re: Cavebrands
Post by: Cheddarius on June 12, 2010, 05:51:05 pm
I find it amusing that the "dig here" designation with a line through it says "die here". How true.
Title: Re: Cavebrands
Post by: DFNewb on June 12, 2010, 06:25:47 pm
Crundles everywhere
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Crundles.jpg)
They are sabotaging my idea to get more wood and find a way into the adamantine pipe. I don't think the military is strong enough to fight them. (One dwarf that has red everywhere, who is in a bed unconscious, and a axedwarf.)

I count 14 crundles. Hmmm 1v14... The odds are not good enough for me to try.

Our need for wood is becoming greater everyday...
(http://i278.photobucket.com/albums/kk120/floorit12/DF/needmorewood.jpg)

(http://i278.photobucket.com/albums/kk120/floorit12/DF/GOLD.jpg)
Jackpot!

Also digging around didn't work very well seeing as all I found was gold and then more semi-molten rock I can't dig through.

==============================================================================================

Mid autumn

Today is a day to be remembered, we actually have idlers. The 4 lazy dwarfs are not working because of the lack of wood and that all their professions require wood. Time to give them some hauling jobs :P

============================================================================================
Late Autumn most of Autumn went by nice and easy until this:
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Ambush.jpg)
Yes a goblin Ambush
Wait whats this!?!?! I can't seem to find the "dwarfs go outdoors" order. This is not good. Pulling the lever and assigning all dwarfs to some random burrow inside the fortress

Luckily the dwarf in that picture was smart enough to run inside, the dogs I stationed outside seem to be good distractions.
Great now a dwarven caravan has just arrived, hopefully the goblins will go into the traps and not to the caravans

Caravan V.S 7 goblins
Well it seems to be a fair fight seeing as there are 9 dwarfs plus one of my military dwarfs against 6 goblins and 1 dwarf that is with the goblins.
Oops I mis-counted it seems there are only 5 guard dwarfs the others are just merchants, but we are still winning the fight after some of the goblins got injured by some stone-fall traps.

Well the goblins are dead, our one military dwarf barely got into the fight and didn't even get a kill.

Also now looking at the forgotten beast it seems to have found some water
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Forgotten.jpg)
It's still heavily wounded.
===============================================================================================

Trading has started

also our one military dwarfs combat skills after about 6 months of solo-training
(http://i278.photobucket.com/albums/kk120/floorit12/DF/stats.jpg)

Also a picture from the traction bench glitch I mentioned earlier
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Glitch.jpg)

Is there any difference?

============================================================================================

I am taking a break for today, my turn will (hopefully) be done tomorrow.
Winter will be here in about 6 ingame days.



Title: Re: Cavebrands
Post by: DFNewb on June 12, 2010, 08:45:43 pm

Also this post has 100% more update:

Well as I was talking with the traders I asked for some assorted items, including logs.

(http://i278.photobucket.com/albums/kk120/floorit12/DF/Ambush-1.jpg)

Not this again... The traders are still there but it looks like the traps can handle them. I will send our one little military dwarf to see if he can pick off one or two that will be injured by traps.

Also wile all of this is happening we are peacefully discussing trade agreements.
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Trade.jpg)

The traps scared the goblins away, but one had his throat sliced and is crawling on the ground, waiting for
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Ballsofsteel.jpg)
Our one and only military dwarf.

The goblins armor proved strong but I know he will die after a while...
...
...
...
GOD DAMN IT after a few days of hacking away, the goblin woke up, injured Duke Nukem and then ran away. The duke is now resting from a brown injury.

hmmm it seems that goblin equipment is usable by dwarfs in this version... that's useful.

=======================================================================

Well I traded for most of the trader's items so all is going well. Again I was using items obtained from outside the fortress, most of them are goblin giant cave spider silk clothing.

Now I am also going to make a quick trip into the caravans with a few woodcutters, haulers, miners and Duke Nukem to get some precious wood. There are giant toads near by but hopefully they will leave us alone. And if they prove hospital lets hope they can't destroy the doors I put down.


Well the plan went kinda well
(http://i278.photobucket.com/albums/kk120/floorit12/DF/closeone.jpg)

As you can see our friend the giant stone scorpion wanted to come and pay us the visit but that dwarf was able to put up a wall fast enough to stop him. I will keep on cutting trees and then putting up walls to stop it from coming to close.
(http://i278.photobucket.com/albums/kk120/floorit12/DF/closeone2.jpg)
again it comes close...
(http://i278.photobucket.com/albums/kk120/floorit12/DF/closeone3.jpg)
and again, it just never learns.
============================================================
I am really liking the burrow system, without it I would have made an easy way for the forgotten beast to get in and kill everyone but with it I have much more control over the dwarfs and the order they do things in.
The rest is coming by tomorrow

Also current Stats:(http://i278.photobucket.com/albums/kk120/floorit12/DF/Statsearlywinter.jpg)





Sorry for the double post but anyone know what building I use to assign a room as a hospital?
Title: Re: Cavebrands
Post by: Cheddarius on June 12, 2010, 10:54:00 pm
"We want anvils, top priority. Bring as many as you can."
"Well, we'll have to price them at 225%, then."
"Make it 207% and I'll throw in a few severed goblin intestines."
"It's a deal!"


Also, can you explain the burrow system and what you know of the military system in the thread for future overseers?
Title: Re: Cavebrands
Post by: DFNewb on June 13, 2010, 09:05:15 pm
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Dead.jpg)
First event of the middle month of winter, our greatest warrior died from not getting any water while resting in his bed, lightly injured from the goblin that escaped. Today is a sad day for dwarfkind. Maybe having no idlers is not such a good idea because then there is no-one to feed the injured.
===================================================================
(http://i278.photobucket.com/albums/kk120/floorit12/DF/Ambushagain.jpg)
Another ambush, the date is 19 of the last month of winter, I have a feeling the next overseer will get to deal with the goblins. The winter is and probably will end up being every boring.

Also the military screen is pretty easy to use, the burrow one is as well. From what I understand, the dwarfs assigned to a burrow have to always be, or be going to a part of the burrow and eat, sleep, drink, work, relax, pretty much do anything, in the burrow.

(http://i278.photobucket.com/albums/kk120/floorit12/DF/mercy.jpg)
That's a woodworker that was caught outside and is being mobbed to pieces. The second death of my term as overseer.

(http://i278.photobucket.com/albums/kk120/floorit12/DF/deadwood.jpg)

Whats this!?!?! The woodworker is sure to die, but the goblins didn't finish him off. (he is at the yellow X) I guess that in the new version goblins show mercy. That or he will be taken as a slave...


Never mind, the goblins just retreated after a few fell to some traps. Guess they still don't show any mercy.
Also the dwarf died in the end with both his legs cut off.

=======================================================================

With only a week left of my term as overseer, I think I should note down some things.
I had plans for some siege engines to be built in the little building I made near the entrance for extra defense. The parts need more wood to be built but the building is ready. 
Other then that I have a large amount of work orders still set and I placed some (N)otes around the area to help future overseers out.
Also the fortress really needs wood.
Link to save:  http://dffd.wimbli.com/file.php?id=2503 (http://dffd.wimbli.com/file.php?id=2503)
Title: Re: Cavebrands
Post by: Cheddarius on June 13, 2010, 09:06:52 pm
There's no link.
Title: Re: Cavebrands
Post by: DFNewb on June 13, 2010, 09:10:04 pm
I was waiting for the file to upload, it's there now.
Title: Re: Cavebrands
Post by: Cheddarius on June 13, 2010, 09:12:02 pm
Oh, okay.
Title: Re: Cavebrands
Post by: Cheddarius on June 13, 2010, 09:12:27 pm
TIME FOR WRATH. TIME FOR CLOWNS AND A RED DWARF!
Title: Re: Cavebrands
Post by: Cheddarius on June 14, 2010, 08:09:52 pm
Where do I copy-paste this file? It has a raw folder and a ton of .dat files.
Title: Re: Cavebrands
Post by: Kagus on June 14, 2010, 08:34:01 pm
You should just be able to shove it into the standard save folder, as though it were one of your own worlds.  Saves in this version automatically copy their worldgen's raws and settings.  It's quite handy, actually.
Title: Re: Cavebrands
Post by: SethCreiyd on June 14, 2010, 09:19:03 pm
Yeah, and it makes playing a succession game with modded files much more feasible.
Title: Re: Cavebrands
Post by: Cheddarius on June 14, 2010, 10:30:02 pm
Uh... it's not working.
I have put the raw folder and all the .dat files in my data/save/current folder, and in data/save/Cavebrands, and in data/save/region1. None of those allow me to select anything as an option other than to embark (because I haven't embarked yet, I've just installed and genned a new world)...
Title: Re: Cavebrands
Post by: Cheddarius on June 14, 2010, 10:34:04 pm
Things I've discovered so far about the new version:
You have to press escape to exit out of some menus, before you used space. rraaaaaeg. Kind of.
Title: Re: Cavebrands
Post by: Kagus on June 15, 2010, 01:16:07 am
Alright, lemme take a look at this thing...

Yeah, this looks like a basic save to me.  Extract the .zip into your data/save folder.  If you've already got a world tagged "Cavebrands", rename that folder to something else.  After that, start up the game and it should show up on your list of available worlds.

Also, the DFFD listing says it's for version .06, so make sure you've got the latest edition.

If you're still having problems, let us know.  It should work just fine, unless something got lost in the translation somewhere.  I haven't had the chance to check it out on my machine yet, but as I said, a cursory look at the .zip looks like everything should be in order.


And yeah, the "esc - space" thing takes some getting used to.  What's really nasty is the fact that it's inconsistent...  Not sure if it's been tweaked for the latest version, but I seem to recall Toady having a reason for making the change.  Can't remember what that was though.
Title: Re: Cavebrands
Post by: Cheddarius on June 15, 2010, 01:33:25 am
I'm using version 0.30.06, is that right?
I already tried that. But I just got Start Now or whatever that is, right? Then I got to choose which mode, I picked Dwarf Fortress. Then it took me to the embark screen, where you pick where on the world you'll embark.
Title: Re: Cavebrands
Post by: LordSlowpoke on June 15, 2010, 02:21:20 am
I'm using version 0.30.06, is that right?
I already tried that. But I just got Start Now or whatever that is, right? Then I got to choose which mode, I picked Dwarf Fortress. Then it took me to the embark screen, where you pick where on the world you'll embark.

We have 0.30?
Anywho, it might be a problem caused by DFNewb, who probably abandoned the fort and uploaded that save. Check the screen for reclaim possiblities.
Title: Re: Cavebrands
Post by: SethCreiyd on June 15, 2010, 02:24:19 am
It works for me.  Make sure to extract the entire Cavebrands folder into your save folder.  Extracting the files loosely won't do it.
Title: Re: Cavebrands
Post by: DFNewb on June 15, 2010, 03:03:07 pm
Do I need to re-zip and upload it, or does it work?
Title: Re: Cavebrands
Post by: Cheddarius on June 15, 2010, 07:18:30 pm
I figured out the problem. For some reason, I copied all the files over except the world.sav file. How bizarre.

What level of detail, roleplaying, etc. should I put into it? I'm not very good at writing, but I can try.
Title: Re: Cavebrands
Post by: Kagus on June 15, 2010, 08:19:11 pm
Whatever you feel comfortable with.  We'd like to hear about what's going on, but how you convey it is entirely up to you.
Title: Re: Cavebrands
Post by: Cheddarius on June 15, 2010, 08:35:00 pm
GRAAAAAAAAH

"Missing material template: STONE_TEMPLATE"

WHAT IS THIS
Title: Re: Cavebrands
Post by: DFNewb on June 15, 2010, 09:53:38 pm
GRAAAAAAAAH

"Missing material template: STONE_TEMPLATE"

WHAT IS THIS

I just downloaded it, and downloaded a new copy of DF. Made a save folder, put it in the save folder, run DF and hit continue playing and then Cavebrands, and it worked fine for me. Try downloading a fresh copy of dwarf fortress.
Title: Re: Cavebrands
Post by: Cheddarius on June 15, 2010, 10:00:23 pm
I want to use Ironhand graphics, though.
Title: Re: Cavebrands
Post by: Cheddarius on June 18, 2010, 05:53:14 pm
Well, I got it to work. Sorry for the delays. Here goes:

General Fortress Layout
Level 0 (Ground Floor): Entrance/Food Processing: We have a gate going into the outer fortress, fairly heavily trapped with stonefalls. There's a spot for siege weapons (ammo stockpile above), and two draltha cages. The cages can be released with a lever near the Kennels in an emergency.
Also in the outer fortress is our trade depot, two siege workshops, our graveyard, a kennels, and a forbidden floor hatch that leads down to level 12, where there is a small tower-cap farm. There is also a gate to the inner fortress, also trapped. It can be opened or closed with the microcline lever next to the bedrooms.
In the inner fortress, we have a horrendously irregular farm thing. As nothing's being planted there, I'll remove it. We also have a finished goods stockpile close to the trade depot. We also have a second trade depot (deconstructed) and two superfluous finished goods stockpiles (deleted). We have two refuse stockpiles; I deleted one. I deleted a whole bunch of random stockpiles without much in them. There's some production up here. We'll have to move that underground.
Going eastward, we have a giant dormitory - what's a dormitory?
Near the southeast-ish area, we have a small animal stockpile - near that is a staircase downwards to level -1. I'm going to destroy that staircase, turn the dormitory into a barracks, and have the entrance go through the barracks into the main fortress instead - that way civilians will be far from the gates, and enemies will have to take a few seconds mercilessly butchering our military before turning to the civilians.
Anyway, in the eastern part is the main fortress, I guess. There are giant empty stone stockpiles, for some reason. I've decommissioned them and ordered all the stone to be dumped, at which point I will reclaim the garbage dump.
...Who dumped raw adamantine on the first floor?
There are various workshops here. I'm making this area into food processing - brewing, cooking, dining rooms, etc.

Level -1: Living Area:
To the west are some waterworks. Stay clear.
East of the waterworks are many bedrooms. Each has a container, that's good.

Level 1: Defensive Level:
Okay, here we have the beginnings of defense. Walls are starting to be extended out over the fortress. Also there are some tombs.
I think I heard that in this version, siege weapons can target things that aren't on their level - so we could build siege here. Is that right?

Level -2:
Nothing much going on here. This will be our industrial area.

Level -8:
There is some mud here. Excellent, we will build farms here.

Level -14:
Some farms here. Maybe useful in an emergency.

Level -22:
Some silk webs here.

Level -35:
Magma forges here.

General:
There is too much stone. We will quantum dump it.
There is gold and silver and ore lying all over the place, if you know where to look.

To Do List
Make dining room on first floor.
Make some farms on level -8.
Build workshops on level -2.
OPERATION STONECLEAR
Make ungodly amounts of traps near the entrance.
Finish the siege near the entrance.

Notes:
If you go east too much, the levels are weird. Level 0 becomes level -9. So go west if you want to see the real levels.

I have reorganized the jobs. Only haulers will haul; I have cut down farmers by a lot; jobs have been sorted so we don't have miners metalcrafting or whatnot.
Title: Re: Cavebrands
Post by: Cheddarius on June 18, 2010, 06:18:13 pm
Found mysterious engraving today. Message from those who came before us?
(http://i49.tinypic.com/256g1f6.png)
Title: Re: Cavebrands
Post by: Cheddarius on June 18, 2010, 07:20:35 pm
I have started channeling out the second floor for workshops. It's slow work.
Spoiler: Image (click to show/hide)
Some haulers have arrived! 21 of them. This will make OPERATION STONECLEAR much easier!
Title: Re: Cavebrands
Post by: Cheddarius on June 18, 2010, 07:33:31 pm
A hauler has been possessed! Hmmmm.
Thought I had uncovered some silver in the second floor. Turned out to be galena.
The hauler has claimed a craftsdwarf's workshop. Meh, guess we can drop the soapstone idol or whatever in some noble's room.
Discovered a cloud of miasma in the kitchens. Ugh, the food isn't getting put away. I'll make a new food stockpile and assign some dwarves to only haul food.
Found even more fisheries. In total, one dwarf was apparently given 8 or 9 fisheries. What the heck?
Began construction on 10 new mason's workshops for our Army Corps of Engineers.
I've selected DFNewb to be our Jack of All Trades. He'll run the kennels, the siege workshops, anything else I can think of.
Title: Re: Cavebrands
Post by: SethCreiyd on June 18, 2010, 07:46:38 pm
Sweet so far.  It warms my heart to see Cavebrands in such fine working order.

Can I get dwarfed with one of the new migrants (an unskilled peasant)?
Title: Re: Cavebrands
Post by: Cheddarius on June 18, 2010, 09:49:06 pm
Found some malachite while digging out level 2. Pretty good. Then again, we have ore everywhere, so whatever.
Oh, I probably should dig out a big area near the magma forges for ore. That'd be good.
SethCreiyd has been dwarfed.
An engineer just died of thirst, what? We have almost a thousand drink!

Discovered that the potential farm area on level -8 had been walled off. What lies in those deeps?
I will take a chance and construct walls...
Wait, no. Apparently it was just a water thing. I'll just wall that part off, and we should be fine.

The strange mood hauler wanted shell and wood. I've ordered his workshop to be walled off.

Noticed Slowpoke II trapped behind wall of his own making. Sent someone to deconstruct wall and free him.
Found some trees in the farm, sent Cheddarius to cut them down.
Miners are idle. Sent them to dig out 41 new rooms for the migrants. Will create mighty god-rooms for the leaders later.

Waiting for all the stone to be dumped.
Someone withdrew from society. Let's hope he doesn't want shell.

OPERATION STONECLEAR is moving along fairly well.
Excellent, he took mica, mica, groundhog bone, and star rubies. No shell.
Ring was made.

Waiting on the other guy to die so I can start making bone bolts. He's tenacious, that one.
There's some gold above the magma forges. Hmmm.
Man. The caverns are lousy with trees. I wish I could go down there...
I'm also constructing a large siege operating training area. Excess haulers and engineers will chuck rocks at the wall all day. They'll get stronger, and be able to defend the fortress in a pinch (both with siege and hand-to-hand).

Apparently Blutwurst cooked up a masterpiece. Huh.

Still waiting on that moody dwarf to die.

We need trees. As such, I will flood an immense area on the third floor. I will first construct a long pathway almost to the river, with a lever-operated door on the end close to the river. (Does anyone know if doors that are not lever-operated but specified as locked and forbidden will block water)?
I will put a channel in this pathway to the area that needs to be flooded. I will also put a channel (blocked by a lever-operated door) that drains to the already-in-place drainage system, which goes to the caverns.
I will put a pick inside the pathway, then order a hauler to wall himself in. Then, I will order him to dig to the river, and immediately close the door. I will order him to leave, then open the door again; after the area has been flooded, I will close the door, so it does not flood more. Then I will open the second door, letting it drain.
Hmmm, perhaps I should flood the caverns to kill any forgotten beasts or enemies. Does that work? Should I do it?

In any case, I also plan to have a few dwarves live in the siege room, with food and drink dropped by bridge from above, so that they are always ready to defend against enemies.

Six new migrants haulers came this season.
When do I end? I kind of want to go with this for a while, maybe two years or more.
Title: Re: Cavebrands
Post by: Cheddarius on June 18, 2010, 10:49:56 pm
The moody dwarf finally died! Yay! We can commandeer his workshop and make bone bolts now.
Starting construction on catapults.

A caravan! Woooo! Shame they didn't bring the wagon... they have a clear path, don't they?
Oh, wait, no. There's a giant river in the way. Oops.
I'll have to build a bridge across that.
Going to sell off a lot of clothing from the goblins and some crafts as well.

The broker fell asleep. Time to bring in someone else.
Huge props to whoever ordered so much wood. This is a godsend.

My incessant bargaining made the trader so angry that he refused to trade with me even when I was offering him 11000 dwarfbucks of crafts for 5000 dwarfbucks of goods. Then he refused to trade at all. So I seized what I wanted. Heh.
It might be wise to lock up our bridge next season. Or save, or something.

Oh man. I think DF crashed. I was saving and then it crashed. Good thing I saved a bit ago...
Title: Re: Cavebrands
Post by: Kagus on June 19, 2010, 11:09:42 am
Turn ends on the start of the second year in term.  And yeah, doors will block water (provided they're not already forced open by water rushing through them.  Only floodgates can do that, to my knowledge).
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on June 19, 2010, 01:23:38 pm
Yay... I cooked up a masterpiece!

Oh, and you're welcome. I always order wood, as I can never seem to get enough of it. And DO NOT RAMPANTLY FLOOD THE CAVERNS. IT WILL NOT KILL MEGABEASTS AND FLYING CREATURES ANYWAYS!

Sorry, got that out of my system. That exact idea is what I spent most of my turn trying to fix so that the FPS wasn't shot to the underworld and back. Tree farm good. Flooding caverns... BAD.

And I'm glad that the fortress is alive and well again.
Title: Re: Cavebrands
Post by: Kagus on June 19, 2010, 01:30:24 pm
(...)

And I'm glad that the fortress is alive and well again.

You have a very peculiar definition of what "alive and well" means.  This is Cavebrands, man.
Title: Re: Cavebrands
Post by: Cheddarius on June 19, 2010, 01:50:25 pm
Yeah, 30 goblin sieges is probably just down the road. Our military: one guy.
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on June 19, 2010, 03:37:27 pm
Hey... considering the last month of granite that I saw had nearly a hundred dead and rotting dwarves, dozens of routes of entry, a patrolling band of goblins on our doorstep, tantruming dwarves, wounded being put on top of already deceased people on hospital beds and a two Blind cave ogres slowly dismantling our own... yeah... seems like alive and well to me.

Hey, he's getting actual work done!

 ;)
Title: Re: Cavebrands
Post by: Cheddarius on June 20, 2010, 02:48:48 pm
Sorry I didn't play yesterday; I was busy playing Remnants of Skystone. It's pretty fun.
Anyway, I'll play a bunch today.
Title: Re: Cavebrands
Post by: Cheddarius on June 20, 2010, 03:47:37 pm
We need beds for the bedrooms. I've assigned most of the beds in the barracks and dormitory to be deconstructed, leaving four in each. Only one or two dwarves are ever sleeping in them anyway.

I need to raise FPS. How can I do this? Damming the river: Yea or nay?

OPERATION STONECLEAR is not doing very well. We need more haulers. I've undesignated some of the projects and left the most important ones.

We have a whole bunch of blocks and no bins to put them in. I've designated a wood stockpile near the carpenter's workshop and switched the engineers from blockmaking to smoothing the bedrooms. The best mason is churning out statues.

I've forbidden the siege engineer from doing anything but siege engineering/operating. I hope he'll get those catapults up soon.

Okay, so there's a lever right by the outer bridge. I've saved and I'm going to pull it. I hope it raises the bridge instead of, say, flooding the fortress with legendary axe-orcs surfing on magma.
It is now the 22nd of Limestone.
Lever works outer bridge: confirmed.

Argh, how do you work this military thing? I want to station a guy, how do I do that?

Made a bunch of traps at the entrance.

Set carpenter's workshop to make bins; set craftsdwarves' workshops to make stone mugs; ordered mechanic's workshop.

Bedrooms coming along nicely.
Spoiler (click to show/hide)
Title: Re: Cavebrands
Post by: LordSlowpoke on June 20, 2010, 04:02:25 pm
Woah, you just now noticed the engraving? Well, wake me up when 520 hits. Maybe you'll notice it by now, I dunno.
Title: Re: Cavebrands
Post by: Cheddarius on June 20, 2010, 04:41:15 pm
Deepdelver mooded when I wasn't looking. Let's see what he makes.

Is there a caravan in winter? I forget. Dwarves in fall, elves in spring.... humans in summer, then. No, we won't have to lower the bridge for winter. Are the dwarves in fall? Is that right? If so, that means we don't need to worry about an invasion from them.

Sweet, Deepdelver started his thing, and boy he's got a lot of stuff. A lot of wood, a lot of turtle shell, a piece of cloth, a bronze bar, and some elk bone.
He made an alder crown. Not bad.

Inaccessible underwater tombs: Yea or nay? Kinda awesome, if you ask me. I'd want a tomb like that. To make it even more awesome, we could have a hauler sacrificed to seal each tomb, like those ancient emperors whose servants were killed and buried with them. Or something. I forget.

Oh frig friggin' frig it crashed. Something about "Nemesis Load Unit Failed". Graargh. Well, I'll start over from the latest save, 20 Limestone. It's only been two months so it should be fine.

Oh god, GCS and forgotten beast are here. I'm getting interrupted messages. Oh no.

Forgotten beast I will wall off. GCS I will attempt to kill.

How do I attack the GCS? This military screen is crazy!

TO-DO LIST: In rough order of priority/difficulty (easy, important things at top, useless megaprojects at bottom; prerequisites before what they are required for)
Make some farms on level -8.
Train up our brewers.
Make a butcher shop.
Make more bins/barrels.
Make crafts for the caravans.
Finish the bridge over the river for the caravans.
Dig out the tree farm on level 3.
Flood the tree farm.
Make bone bolts.
Make a ton of statues for the dining room, bedrooms, road, etc.
OPERATION STONECLEAR
Create big bedrooms for leaders/tantrumers.
Finish the catapult bank.
Construct archer towers.
Make vast quantities of bronze.
Make bronze ballista arrows and weaponry
Make a military
Construct siege burrow.
Make dining room on first floor.
Make mighty tombs for the fallen.
Title: Re: Cavebrands
Post by: Cheddarius on June 20, 2010, 04:54:39 pm
GCS slaughtered my guys. Reverted to Limestone save.
Title: Re: Cavebrands
Post by: SethCreiyd on June 20, 2010, 06:10:32 pm
Hit the 'm' key for military, this lets you set up squads.  Then get back to the main screen, hit 's' and a list of squads pops up.  Select a squad and hit 'm' for move order, that'll let you station them somewhere.

At first the new military screen is as confusing as a talking watermelon, but when you get used to it, it's a vast improvement over the old system.

Shame about the GCS.  Try and capture it, somehow.  :)
Title: Re: Cavebrands
Post by: Cheddarius on June 20, 2010, 06:28:30 pm
Just noticed there was a cage trap that would have gotten it. I'm walling off the forgotten-beast entrance and spamming tons of cage traps in the tree farm.

I'm worried that by DF 1.0, Dwarf Fortress will be so complicated it'll be next to impossible to learn.
Title: Re: Cavebrands
Post by: Cheddarius on June 20, 2010, 07:18:40 pm
Cheddarius got a fey mood today. Excellent. He has carpentry, crossbow-making, woodcutting, and diagnosis; his carpentry is best, so he will probably get legendary in that. And that's good; we need a good carpenter for barrels and bins. Even if he doesn't, he'll probably get legendary crossbow-making, which is also very excellent.
Oh, a Bowyer's Workshop. Bit of a disappointment, but it's okay.

OPERATION PUT THE LAUGHTER IN SLAUGHTER is underway. Our resident butcher, "Anthony Carver" Luslemlitast, will butcher a vast quantity of animals for fun and profit.

Tore down some more unnecessary workshops.

Replaced a food stockpile in the barracks with an ammo stockpile.

How do I choose the door I want to connect a lever to? I can't tell which one it's pointing at.

STANDING QUESTIONS
What's a dormitory?
Can siege weapons target different z-levels?
How to raise FPS?

Spoiler: To Do (click to show/hide)
Title: Re: Cavebrands
Post by: Cheddarius on June 20, 2010, 08:34:13 pm
Cheddarius finished his fungiwood bow. Good for him! Now, back to making barrels, ye knave!
(http://i46.tinypic.com/npkndx.png)

ANOTHER ERROR
RAAAAAAAAAAAAAAEG

How many times have I played this season, now? Five times? Six? It doesn't matter, I will save a whole bunch of times. This will not happen again.


...Well, frig.
Every time I load the save I have, a little bit later it crashes with "Nemesis Unit Load failed".
What do I do?
Title: Re: Cavebrands
Post by: Argonnek on June 20, 2010, 08:53:49 pm
1: A dormitory is essentially a communal sleeping area.
2: I don't know, but they didn't in the last version. Try it out!
3: Lowering your G-FPS cap in the init options might help, but I don't know for sure.

EDIT:
The Nemesis unit load error was a known bug in 40d, it means that an enormous amount of files have been simply removed from the save file for no apparent reason. The only known cure is to go back to a save that still has the files.
Title: Re: Cavebrands
Post by: Cheddarius on June 21, 2010, 02:58:34 pm
There was this thread about copying the files over. I've got almost a hundred files, so I'm not sure if it's the same error. But I've only got two unit files. I'll try to find a save with more unit files.
Title: Re: Cavebrands
Post by: Cheddarius on June 21, 2010, 03:07:50 pm
Somewhere during my rule, we lost a massive amount of unit files. I've copied over the missing ones (some of the ones that survived are troublingly small, 2 KB instead of 220 KB; should I replace those?) and am ready to play again.
Title: Re: Cavebrands
Post by: SethCreiyd on June 21, 2010, 03:26:21 pm
How's the fresh-from-surgery save file working?
Title: Re: Cavebrands
Post by: Cheddarius on June 21, 2010, 03:51:48 pm
I've decided to replace all unit files, even the remaining ones. We'll see how it turns out.
Title: Re: Cavebrands
Post by: Cheddarius on June 21, 2010, 05:44:57 pm
Traders and goblins came. Slowpoke II died. Got some barrels and some bars.


Clear out the farm area on level -8 - in progress.
Make some farms on level -8.
Train up our brewers - in progress.
OPERATION PUT THE LAUGHTER IN SLAUGHTER
Make more bins/barrels - in progress.
Make crafts for the caravans.
Finish the bridge over the small pond outside for the caravans - in progress.
Flood the tree farm.
Make bone bolts - in progress.
Make a ton of statues for the dining room, bedrooms, road, etc.
Make the bedrooms better. Masterwork engravings and statues on every square inch - in progress.
OPERATION STONECLEAR - in progress
Create big bedrooms for leaders/tantrumers.
Finish the catapult bank.
Train siege operators.
Construct archer towers.
Make vast quantities of bronze.
Make bronze ballista arrows and weaponry
Make a military
Construct siege burrow.
Make dining room on first floor.
Make mighty tombs for the fallen.
Make war upon the cavern beasts.
Title: Re: Cavebrands
Post by: Cheddarius on June 21, 2010, 05:56:38 pm
Some guy made a drunian leather left glove. Meh.

Does anyone know if you need to cook things like prepared cow tripe, or can you just eat it?
Title: Re: Cavebrands
Post by: Kagus on June 21, 2010, 06:20:28 pm
It can just be eaten straight.  Same with eyes, liver, guts, and all that jazz.  Once it's out of the animal, it's free game.
Title: Re: Cavebrands
Post by: Cheddarius on June 21, 2010, 07:19:36 pm
A forgotten beast is here.
(http://i45.tinypic.com/2vb5yzs.png)

Argh! We lost a legendary miner from thirst for some reason. This is ridiculous.
We lost our ony siege engineer to thirst too. We have over a thousand drink. What's going on?!
Does anyone know how I can find out how many spare barrels we have?
Well, I made a furniture stockpile solely for barrels. That should work.

Another forgotten beast. And a bunch of dralthas.

The river's frozen. Do we want to take advantage of that? Dam the river, or build some waterworks safely, or something?

Well, it's the end of my rule.

How do I choose the door I want to connect a lever to? I can't tell which one it's pointing at.

How do I upload the save? It only lets me select one file.


TO DO
Clear out the farm area on level -8 - in progress.
Make some farms on level -8.
Train up our brewers - in progress.
OPERATION PUT THE LAUGHTER IN SLAUGHTER
Make more bins/barrels - in progress.
Make crafts for the caravans.
Flood the tree farm.
Make bone bolts - in progress.
Make a ton of statues for the dining room, bedrooms, road, etc.
Make the bedrooms better. Masterwork engravings and statues on every square inch - in progress.
OPERATION STONECLEAR - in progress
Create big bedrooms for leaders/tantrumers.
Finish the catapult bank.
Finish the level -35 metal shop - delete the bars option from the level -2 workshop stockpile, make a bars stockpile there, an ore stockpile there, etc.
Make bronze ballista arrows and weaponry
Make a military
Train siege operators.
Construct siege burrow.
Construct archer towers.
Make dining room on first floor.
Make mighty tombs for the fallen.
Make war upon the cavern beasts.
Title: Re: Cavebrands
Post by: Cheddarius on June 22, 2010, 06:33:15 pm
Uploaded! http://dffd.wimbli.com/file.php?id=2564
Title: Re: Cavebrands
Post by: Acanthus117 on June 22, 2010, 07:20:43 pm
Christ on Friday, that is one big to-do list.
Title: Re: Cavebrands
Post by: Cheddarius on June 22, 2010, 07:26:41 pm
A lot of them are in progress, which means you don't need to do anything. The important thing is to check on things from time to time to make sure OPERATION STONECLEAR is going well. Also, to check on the bedrooms on level -1, I think. Get them engraved, clear out the stone, stick statues in them, etc.
Title: Re: Cavebrands
Post by: Acanthus117 on June 22, 2010, 10:36:18 pm
Arrite.

Hey, I can't trust myself to work with the flooding the tree farm. I'd probably flood the whole damn fortress. :V
Title: Re: Cavebrands
Post by: Cheddarius on June 22, 2010, 10:51:29 pm
It should be easy. I'm very bad at Dwarf Fortress, and even I can do it. It's basically foolproof, if I haven't screwed up somewhere.
Here's what you do:
There are notes on each lever and each door. Link Lever 1 to Door 1, Lever 2 to Door 2, and Lever 3 to Door 3. KEEP DOOR 3 CLOSED! IT LEADS TO HORRORS IN THE DEEPS! Build a bunch of cage traps next to Door 3.
Now, what we want to do is make an outlet from the river. So Door 1 needs to be open. We want our dwarf to be able to escape, to Door 2 needs to be closed. Designate the wall blocking off the river to be deconstructed. When someone gets into view, create an order to pull Lever 2. Hopefully, the guy will deconstruct the wall and get out, Door 2 will close, and the farm will flood. When it's fully flooded (if anything has gotten inside and has TRAPAVOID, you should try to drown it or abandon the project), pull Lever 1 in order to stem the flow, and then pull Lever 3. It should be fine.
Title: Re: Cavebrands
Post by: Acanthus117 on June 23, 2010, 01:55:34 am
Sure thing bossman
Title: Re: Cavebrands
Post by: LordSlowpoke on June 23, 2010, 06:08:38 am
KEEP DOOR 3 CLOSED! IT LEADS TO HORRORS IN THE DEEPS!
My FPS is shrieking already. Will anyone mind if I take turn 15?
Title: Re: Cavebrands
Post by: Argonnek on June 23, 2010, 02:44:42 pm
Is it alright if I post some general advice on the use of doors as floodgates? Or would that be bad?
Title: Re: Cavebrands
Post by: Cheddarius on June 23, 2010, 03:44:02 pm
That's fine, I think.
How's it going, Acanthus?
Title: Re: Cavebrands
Post by: Argonnek on June 23, 2010, 04:27:25 pm
When using a door as a floodgate you should remember 2 things:
1) Anything that can pick locks is able to get through them, even if they are mechanized.
2) Dwarves are stupid and will try very hard to be on the wrong side of a door they are attaching mechanisms to.
1 can be counteracted by using floodgates, but 2 requires micromanagement.
Another thing is, if you're using doors as floodgates, it is better, IMO, to mine out the wall holding back the water or magma before attaching mechanisms to the door. This way, you don't have to fiddle with lever configurations.
Title: Re: Cavebrands
Post by: Acanthus117 on June 23, 2010, 10:48:06 pm
Man, this sucks.

As soon as I got some work done, my computer died. as in, it's fried beyond repair.

I'm using a laptop that sadly cannot take DF's CPU usage.

I'll be out of this indefinitely, I won't get a replacement any time soon :C
Title: Re: Cavebrands
Post by: Cheddarius on June 23, 2010, 11:09:45 pm
Can I get another turn? Perhaps after Melkorp and Kagus if he wants it (or rather you, I guess, since I'm talking to Kagus [you])
Title: Re: Cavebrands
Post by: Kagus on June 24, 2010, 01:00:43 am
Yeah, I'm probably gonna take another spin on this thing.  After all, it wouldn't be complete without a little more cluelessness to start off a new round of turns, eh?

You're welcome to hop on board after that though.  I'll try and be speedy with it.
Title: Re: Cavebrands
Post by: Cheddarius on June 24, 2010, 01:34:37 am
All right. So can you PM Melkorp and tell him his turn's up or something?
Title: Re: Cavebrands
Post by: melkorp on June 24, 2010, 08:22:55 am
Figures I would inherit Battlefailed and Cavebrands on the same day.  Downloading within the hour!
Title: Re: Cavebrands
Post by: Kagus on June 26, 2010, 04:34:17 pm
Don't suppose you've gotten a chance to play this any, eh Melkorp?
Title: Re: Cavebrands
Post by: melkorp on June 26, 2010, 09:02:25 pm
I'm doing pretty well, the ascii is a little weird though: minerals are showing up as, like, a's with umlauts and stuff.  Just have to see the Matrix.  First update: Monday PM
Title: Re: Cavebrands
Post by: Kagus on July 01, 2010, 07:04:42 pm
Melkorp, what are you doing?
Title: Re: Cavebrands
Post by: Cheddarius on July 02, 2010, 07:57:17 pm
It's been a week... should we skip?
Title: Re: Cavebrands
Post by: Kagus on July 02, 2010, 08:00:38 pm
I'll send him a PM.  If something doesn't happen, we'll just have to subject the place to another year of my ruling.
Title: Re: Cavebrands
Post by: melkorp on July 03, 2010, 05:24:47 am
http://www.bay12forums.com/smf/index.php?topic=57052.375 (http://www.bay12forums.com/smf/index.php?topic=57052.375)

--arranged a tasteful row of statues in the... what in the Windy World?  What is this place?  Only a moment ago I was deep beneath Battlefailed, overseeing surgery.  What wizard or spirit has summoned my disembodied spirit to this, uh... Is that a dwarf punching a goat?   

Dead dogs everywhere...a vestibule awash in the blood of dozens of creatures...the whole place carpeted in mud, gore, rubble, and mugs.  An exhausted, armorless militia with willow weapons, patrolling for a partially rotted goblin maceman...  By Battlefailed's standards, the place is a paradise. 

Despite the evidence of years of carnage, I sense positive energy at work beneath this hill: vast, empty, freshly hewn halls... most of the village are rated Hauler...many hands make light work.  Much could be done here, the courtyard is reasonably secure, if only the military could have time and space to train.  Ah, the records, let us look.  Who commands here? 

'Listath Windspells: Warrior'  Ah, excellent!   
Unconscious.  Extreme Pain

Unfortunate.  Well, according to the muster, two captains serve beneath him.  One with the surname of Dangledhandle:
Deceased

And another named Nukem, who is apparently possessed of steel gonads!  Dear me.
His upper body is gone 

Oh.  Well, the Captain of the Guard, then.  'Jordrake': a warlike name!  Good, good.
Holdings:  Grave

The village thrives, yet this peace has obviously come at a high price indeed.  If the fortress is to survive, its' militia must be rebuilt, trained, and armed.  There are extensive notes left by the last overseer, detailing the particulars of a number of ingenious projects which tempt and intrigue me.  Yet the first priority must be safety, freedom from fear.  Let another overseer reap the glory from exalted public works, my legacy must be martial.

To effect any sort of change, however, I'll need a body.  The trader should do.  I think I'll like it here.  I wonder what they call the place.

(http://i764.photobucket.com/albums/xx290/melkorp/cavebrands1.jpg)
Title: Re: Cavebrands
Post by: SethCreiyd on July 03, 2010, 08:39:17 am
No succession game is complete without disembodied ghosts possessing the living from across realities.

I like the crossover motif, nicely done.
Title: Re: Cavebrands
Post by: Dante on July 04, 2010, 02:32:28 am
Battlefailed's been interesting, posting to follow this too.
Title: Re: Cavebrands
Post by: Cheddarius on July 05, 2010, 08:15:18 pm
Any progress?
Title: Re: Cavebrands
Post by: Kagus on July 08, 2010, 04:00:36 am
Dammit Melkorp...  I'd hate to have to skip you now that you've actually done something, but this is getting ridiculous.  I've been hesitant to throw my own ineptitude at the fort, but I'd much rather do something lackluster than have nothing done at all.
Title: Re: Cavebrands
Post by: SethCreiyd on July 08, 2010, 11:20:00 am
Pity.  I was enjoying the story, too.

Sign me up for another turn, Kagus?  It'll be fun coming back to Cavebrands with actual knowledge of the military system.
Title: Re: Cavebrands
Post by: Cheddarius on July 08, 2010, 01:57:56 pm
How about this? Kagus plays now. If Melkorp ends up with a turn, and something interesting happens that makes us want to use it, then I play that turn, and Kagus can play the turn after, so he doesn't have to play two turns in a row which would be tiring.
Title: Re: Cavebrands
Post by: Argonnek on July 08, 2010, 03:55:48 pm
Would it be acceptable if I had a turn? I've been watching this and have laughed heartily many times and wish to join the fun.
Title: Re: Cavebrands
Post by: Kagus on July 08, 2010, 07:03:22 pm
I'll readily accept new signups when I'm doing my turn and have started a new round of overseers.  We'll work out the order then.

And, from the looks of things, I guess I will have to buckle down and get this thing rolling.  Hmm.
Title: Re: Cavebrands
Post by: melkorp on July 10, 2010, 04:20:12 pm
Multiple Cavebrands postings tonite, apologies to all for delay!
Title: Re: Cavebrands
Post by: melkorp on July 10, 2010, 07:13:11 pm
The Diary of Bomrek Salvewaded

With my host Bomrek's eyes, I see signifigance everywhere: sites of great battles, the purpose of levers.  Excellent.  My first act is to assign every dwarf a bed, it will foster a sense of security. 

The militia's single squad of ten, the Fenced gulfs, is given a barracks underneath the great gates (with it's sobering rows of coffins) and an equipment list: 5 axes, 5 short swords, plate armor for all.  Training is now a matter of personal responsibility.  Hopefully there are enough bronze plate items kicking around to give our soldiers a fighting chance.  Steel armor and weapons must be smithed. 

Security: the abundance and variety of traps at work here is terrifying.  Nonetheless, I send masons out to finish the outer wall where natural ramps meet level changes.  Within hours, all available masons have trapped themselves on top of the wall.  I abandon the project in disgust: no time for micromanagement. 

Perhaps leaving the Captain of the Guard's post empty was the right decision: I ruefully note that my flesh puppet gracious host Bomrek Salvewaded has yet to serve out his 26 day stint in prison. 

Our militia commander is found bleeding out in a hospital bed, next to a pus encrusted skeleton.  Disgusting!  Former Lord Cheddarius has voluntarily forgone all labor save healthcare, and a well is being dug so he can begin to establish the rudiments of hygeine.

16 Opal
Enervating adversity: The well freezes, a crude shack is hastily erected around it.  The Fenced Gulfs drill in their new barracks but won't equip, an arsenal dwarf is hastily appointed.  So many details!  All I desire are soldiers and a clean hospital for the wounded before the next attack!  Time is against us. 

Our soldiers: the 'Gulfs are a less than terrifying sight in their rags.  Their commander will almost certainly never rise again, he is replaced, almost at random, with a butcher named 'Blutwurst'. 

26 Opal
Creiyd enters the barracks.  He opens a bin.  He dons steel greaves.  It's happening.   

7 Obsidian
Something in the stone dump ... glowing faintly blue ... no.  No.  It can't be. 

(http://i764.photobucket.com/albums/xx290/melkorp/cavebrands2.jpg)

40 units total.  20 more in the food pile.  I mistook it for microcline.  The True Metal was not just a legend!  In the weapons bin: Masterful adamantine swords and axes!  Where were they?  Again I find there is more to Cavebrands than meets the eye.  Perhaps the complete history of this fortress can someday be told, perhaps future scholars could compile...but I have no time.

12 Obsidian
With shock and revulsion, I realized today I have been gathering and burying the remains of long-dead dwarves in a hall originally meant for dogs.  May the dead forgive me, I have no time for the niceties.  The connnnnnn---
(illegible)

http://www.bay12forums.com/smf/index.php?topic=57052.msg1389204#msg1389204 (http://www.bay12forums.com/smf/index.php?topic=57052.msg1389204#msg1389204)
Title: Re: Cavebrands
Post by: melkorp on July 11, 2010, 12:13:19 am
http://www.bay12forums.com/smf/index.php?topic=57052.msg1389204#msg1389204 (http://www.bay12forums.com/smf/index.php?topic=57052.msg1389204#msg1389204)

The Diary of Bomrek Salvewaded
no date


--time for...Blood of Armok, I've returned to Cavebrands.  All is well. 

21st Granite
22 idlers today: the most ever.  These are easily the hardest working dwarves anywhere.  Finally the bodies are buried, finally the thousands of pieces of craft are sorted into piles.  Someday, when all the stone is hauled, this will be a Mountainhome of unsurpassed beauty. 

Kol Ringplunged had been a strange mood forever, we assumed he was gathering exotic materials for a mighty craft: he made a willow cage.  No gems, just willow.  Thanks, Kol.   

14th Slate
Urdim Loloksesh, the Queen's Liason, has been in a meeting with the mayor for almost a year now.  I'm, um, even deader of curiosity. 

16th Slate
These are the Forgotten Beasts at Cavebrands.  I have no idea how long they have threatened the dwarves here, ever seeking a way in, but I know this:

(http://i764.photobucket.com/albums/xx290/melkorp/cbeasttwo.jpg)

Avus Zedotas
A great scorpion composed of tube agate.  It has a pair of long antennae and it squirms and fidgets.  Beware its poisonous sting!

Sodor Usmdasegngun
A gigantic eyeless starling.  It has a short horn and a bloated body.  It's chocolate feathers are downy.  Beware its deadly spittle!

I mention it only because Sodor the Ashen Urn, appeared inside the courtyard today, far past both trap fields.  It must have emerged from one of the many staircases from here to the underworld.  The 'Gulfs were mobilized and sent into battle.  Kosoth FIkodzokun, novice axedwarf, after striking a few blows with his ordinary iron axe, sidestepped the charging Beast and hamstrung it: it simply died.  No dwarven casualties, not a scratch.   

(http://i764.photobucket.com/albums/xx290/melkorp/cbeastfour.jpg)

1st Felsite
Migrants, dozens of them, from the north.  How excited, how full of hope they seem.  There's so much still to be done: hundreds of stones to clear, bins to carve, crafts to sort, rooms to design, mighty adamantine armor to wreak.  The future is so bright for Cavebrands.  I can hardly see, it's so bright.  The light... I'm fading... so much left to do... I never found out how that meeting went... almost gone... no one will ever know I was here...

(http://i764.photobucket.com/albums/xx290/melkorp/cavebrandsfinal.jpg)

http://www.bay12forums.com/smf/index.php?topic=57052.msg1390282#msg1390282 (http://www.bay12forums.com/smf/index.php?topic=57052.msg1390282#msg1390282)
Title: Re: Cavebrands
Post by: Cheddarius on July 11, 2010, 12:19:03 am
Oh man, that's epic. I'm actually dealing with a forgotten beast myself in Skyscrapes; I thought I had a good chance, but it just keeps regenerating. Ugh.

Which projects have you finished or made progress on? Here's the list:

Clear out the farm area on level -8 - in progress.
Make some farms on level -8.
Train up our brewers - in progress.
OPERATION PUT THE LAUGHTER IN SLAUGHTER
Make more bins/barrels - in progress.
Make crafts for the caravans.
Flood the tree farm.
Make bone bolts - in progress.
Make a ton of statues for the dining room, bedrooms, road, etc.
Make the bedrooms better. Masterwork engravings and statues on every square inch - in progress.
OPERATION STONECLEAR - in progress
Create big bedrooms for leaders/tantrumers.
Finish the catapult bank.
Finish the level -35 metal shop - delete the bars option from the level -2 workshop stockpile, make a bars stockpile there, an ore stockpile there, etc.
Make bronze ballista arrows and weaponry
Make a military
Train siege operators.
Construct siege burrow.
Construct archer towers.
Make dining room on first floor.
Make mighty tombs for the fallen.
Make war upon the cavern beasts.
Title: Re: Cavebrands
Post by: melkorp on July 11, 2010, 12:42:57 am
Little was accomplished, but it was all important stuff:

Made a single squad military with 9 soldiers in a dedicated barracks with novice-to-adequate training, crappy-to-great armor, and adequate-to-fantastic weapons.

Got hospital functioning and built a wellhouse in the courtyard for water and cleaning.

There's a whole, whole lot of bone bolts.

The adamantine industry is getting back on its feet.

Nobody died.   
Title: Re: Cavebrands
Post by: Cheddarius on July 11, 2010, 02:17:45 am
Excellent! Excellent!

I will try to work on that hospital.
I don't want to use adamantine, I'm wary of it, because it's so limited. If we run out, that's it, we can never get more.

A wellhouse is great, really great. Thanks for that.

Kagus, could you try to finish the tree farm? I'm not sure if I'm experienced enough to do it well, but you seem like a good player who will do the job well.
Title: Re: Cavebrands
Post by: melkorp on July 11, 2010, 09:31:21 am
Cavebrands turn 14: http://dffd.wimbli.com/file.php?id=2654 (http://dffd.wimbli.com/file.php?id=2654)

Things are turning around for Cavebrands: the military is active, Forgotten Beast blood stains the courtyard.  The place is still a right mess, though, and i never did fix that wall. 

We're at like 88 dwarves!

Sorry for the long delays and I hope my Battlefailed crossover links weren't too annoying.  Everyone should read Battlefailed, it's equally classic.   Thanks y'all!
Title: Re: Cavebrands
Post by: Kagus on July 11, 2010, 12:14:16 pm
Thanks to you as well, Melkorp.  You've done well.

Alright lads, that means Round 2 slots are ready for takers!  I've kept the turns-per-round number at the haphazard 14, partly because it fits the same size as the hastily-expanded Round 1 and also because it seems thematically relevant that we'd be "One up from unlucky".

I'll try to get my turn cooked and served up as soon as I can.  Heh, it'll be quite something to see Cavebrands again in its new state...

Kagus, could you try to finish the tree farm? I'm not sure if I'm experienced enough to do it well, but you seem like a good player who will do the job well.

I used to be a decent player.  That was ages ago.  But I'll see what I can do...  And, hey, did we really need that many usable floors?  We can afford having one more with fish on the ceiling.
Title: Re: Cavebrands
Post by: Cheddarius on July 11, 2010, 01:33:41 pm
I haven't linked up the relevant levers, by the way, so you'll need to do that - for some reason the flashing yellow X's that marked the door to be linked weren't properly displaying.
Title: Re: Cavebrands
Post by: SethCreiyd on July 11, 2010, 02:02:34 pm
The giant charcoal man is horrifying.  We must capture him and use him against our enemies.

Awesome job, melkorp.  I enjoyed the crossover, though being part of both forts probably helps.  :)  I would definitely like a turn, after Cheddarius'.
Title: Re: Cavebrands
Post by: Argonnek on July 11, 2010, 05:26:08 pm
Try and set the charcoal man on fire. If he's really made of charcoal, he'll burn and be consumed.
Title: Re: Cavebrands
Post by: Kagus on July 12, 2010, 03:35:45 pm
Alright, downloading the new version...  I've been hesitant to throw myself into this again, since I haven't played DF in some time.  I expect very little to be accomplished, but I'll try and make the most out of what I do.


I don't suppose anyone else has tried uploading updates to the map on the DFMA?  Last times I tried I couldn't even export an image properly, and it would be very nice if we could see the advancements, at least on a turn-by-turn basis.

EDIT:  Alright, which yahoo decided it would be an awesome idea to muck with the raws and change all the stone tiles?  I could barely find my own feet...   And the shrubs are acting up too, but I'm not sure why that is.

And has anyone else really looked at this new forgotten beast?  First cave cows, then goblin fetishists, now we're being attacked by a huge naked black dude with intestinal problems.
Title: Re: Cavebrands
Post by: LordSlowpoke on July 12, 2010, 06:36:06 pm
And has anyone else really looked at this new forgotten beast?  First cave cows, then goblin fetishists, now we're being attacked by a huge naked black dude with intestinal problems.

I'm tempted to sig. May I?

Also, still waiting for a turn to jump into and destroy a few universes remotely.
Title: Re: Cavebrands
Post by: Cheddarius on July 12, 2010, 06:44:31 pm
EDIT:  Alright, which yahoo decided it would be an awesome idea to muck with the raws and change all the stone tiles?  I could barely find my own feet...   And the shrubs are acting up too, but I'm not sure why that is.
Um that might have been me. I replaced the raws with Ironhand raws to make them compatible.
Title: Re: Cavebrands
Post by: Kagus on July 12, 2010, 10:23:20 pm
EDIT:  Alright, which yahoo decided it would be an awesome idea to muck with the raws and change all the stone tiles?  I could barely find my own feet...   And the shrubs are acting up too, but I'm not sure why that is.
Um that might have been me. I replaced the raws with Ironhand raws to make them compatible.

Figured as much.  However, in non-Ironhand mode, this results in all the minerals looking like this (http://i30.tinypic.com/24ootbr.png).  However, I have no idea why the shrubs are acting up...

I'm tempted to sig. May I?

Be my guest.  And, also, since this is technically my turn, the turn roster is now fully open to requests.  Pick the slot you want, and it's first come first served.
Title: Re: Cavebrands
Post by: SethCreiyd on July 13, 2010, 02:51:43 am
See, Cheddarius?  This is what happens when you mess with the fabric of reality!

Slot #3 for me, please.
Title: Re: Cavebrands
Post by: Kagus on July 13, 2010, 03:55:42 pm
Alright, I've fixed the shrub/stone issue by replacing the raws.  Hopefully things will work out just fine from now on...  I'll see about getting an update posted later on.

And I will personally make an attempt to label every damn one of these levers in here...  Nothing quite like the suspicion that there's a Doomsday lever just sitting in your midst.


I haven't actually done anything yet, just surveying and trying to get my bearings.  I notice that we've got a great deal of metal items sitting right outside the gate that are just begging to get melted down, but I'm not too sure about how stable the current labor arena is here.

I'm not entirely sure how I'm going to quickly clear out the tree farm just yet (I only recently managed to find the thing), but I was thinking either temporary mason shops or some catapults.  Get the masons to churn out stone blocks, haul the blocks away in bins (who knows, we may even find a use for them some day).

I just had an idea for something that could be a bit fun, but I'm not sure if I can find a good space for it...  I may have to concern myself with other matters for the time being.  Like, y'know, infrastructure.
Title: Re: Cavebrands
Post by: Argonnek on July 13, 2010, 06:16:37 pm
I shall bravely take the second spot. Lets see what I can do with these dwarves...
Title: Re: Cavebrands
Post by: Cheddarius on July 13, 2010, 06:43:52 pm
Oh drat. I kinda wanted that.
Oh well, I'll take fourth spot.
Title: Re: Cavebrands
Post by: toescs on July 13, 2010, 07:04:33 pm
Hi, first time posting/ learned about this game very recently
1- May I (badly) govern this world for a turn?
2 - How much more confused would I be in going from the current version to this version?
Title: Re: Cavebrands
Post by: Kagus on July 13, 2010, 09:51:35 pm
Hi, first time posting/ learned about this game very recently
1- May I (badly) govern this world for a turn?
2 - How much more confused would I be in going from the current version to this version?

Welcome to the forum!  And, indeed, to Dwarf Fortress as a whole.  Of course we'll take you on for a spin in this madhouse, your lack of skill will be highly appreciated.  After all, it's no fun if we get everything right.

As for the version, I'm currently using .31.10, the latest release.  I'm not entirely sure what you're using, but all depending it could either be an unnoticeable difference or a mind-blowing change.  But yeah, we've been upgrading the fort as we move along.  So far there hasn't been a save compatibility break since the first .31 release.

Oh drat. I kinda wanted that.
Oh well, I'll take fourth spot.

Sorry mate, you'll just have to wait a couple turns to see the wreckage from my turn.  And indeed, with two players in between, you will never be certain of what exactly it was I screwed up, or what is simply the work of another.

Yeees...  My plan is coming to fruition!  None shall know of my ineptitude!  Muahahahaha!


Alright, in all seriousness, I should probably get buzzing.  Got lots to do.
Title: Re: Cavebrands
Post by: Kagus on July 14, 2010, 01:56:44 am
-~^~-

  "So...  You say you want a revolution?"

The dwarf, a military recruit by the name of Pulleyblunted, sat by the hospital bed of what one could only assume was another dwarf, a tangled mass of limbs, jutting bone fragments, and blood-matted beard.

  "Yes!  This fortress has become a slaver's warehouse, forcing the common dwarf to toil away his life on menial tasks, and where the so-called army is a meatgrinder of fresh conscripts who are forced to throw their lives away for the comfort of the ruling class!"

The eyes of the bed-ridden dwarf burned with a feverish glow as he said this, glaring out from beneath the trousers he had tied around his own head after having been neglected by the medical staff.

  "Well, you know..."  Pulleyblunted shifted uncomfortably in his seat.  "We all want to change the world."

The eyes burned brighter, and the dwarf attempted to puff his chest out in indignation.  Unfortunately, his torso was little more than a theoretical region, separated from his abdomen and left foot by only the most vivid imagination.  After a few painful attempts, the dwarf lay back down and took a settling breath.

  "The time has come for us to rise up against the tyrannical leeches who feed off of the sweat and blood of our brothers!  We must gather together arms and other enlightened individuals in order to combat the menace!"

Coughing, the dwarf pushed back a bone fragment that had popped out of his arm from the exertion of speech-giving.

  "I have selflessly volunteered to lead this, our glorious revolution, and I have accepted my application.  In honor of my new position, I shall no longer be known by the name the chisel-pushers of the bureaucratic slime labeled me with.  No, I am Litast Windspells no longer!  I am..."

Litast took a deep breath, causing one of his toes to flutter.

  "El Burro Sombrero!"
(http://i27.tinypic.com/2s6pyd2.png)

Pulleyblunted looked at him worriedly.  First there was that incident with the coat jacket, then the belching, and now this.  He'd heard about changes in behavior after what the doctor called a 'severe concrushing', but he'd only imagined things like suddenly developing an interest in cats, or possibly a strong desire to paint priceless gems in different colors.  Never anything like this.

Pulleyblunted sighed.  The doctors said this would be temporary, and that it was best not to upset him in his current state.  Whatever weird ideas he pulled out of his hat- er, his trousers, Pulleyblunted would just have to go along with it.  And, really, what could an old half-mad codger with his body twisted into knot get up to?

  "Ah!"  El Burro Sombrero said, adjusting his position to look more businesslike.  "I can tell that you truly believe in my message!  That is good, you will make a fine revolutionary.  Now, get me the mayor.  I must make my demands..."

_______
-~v~-
Title: Re: Cavebrands
Post by: SethCreiyd on July 15, 2010, 04:24:43 am
1.  Welcome to the game and to the forums, toescs!  Pull up a chair.
2.  Awesome, Kagus, looking forward to more.
3.  May death come swiftly to the traitor Windspells.
Title: Re: Cavebrands
Post by: LordSlowpoke on July 15, 2010, 09:33:15 am
Count me in for slot 6.
Title: Re: Cavebrands
Post by: Cheddarius on July 15, 2010, 12:41:49 pm
Hey, is that a Beatles reference?
Title: Re: Cavebrands
Post by: Kagus on July 15, 2010, 03:45:53 pm
Hey, is that a Beatles reference?

Bang on mate.


Also, damn, this place is a maze...  I keep getting lost.  Not nearly as bad as Roarirons, but still...

Anyways, I've been trying to figure out how to set up a lava dump to incinerate some of the junk we've got lying around here.  Lucky me, I found a one-tile channel above a lava pool already opened up.  However, it won't handle traffic very well, and it's somewhat out of the way.  A slightly more permanent method should eventually be set up.

Cheddarius, I've been going over your list of plans, and I've got a few questions.

First of all, I can't say I particularly agree with completely decking out all the bedrooms.  As a matter of personal taste I only use engravings sparingly, but beyond that these rooms are skyrocketing in value.  If/when the economy hits, a lot of people are going to get booted out.  I suppose I could try setting up a flophouse for that eventuality, but unless there's some compelling reason to spiff everything up then I'm probably not going to further that endeavour.

Second, the tree farm on -8 already seems fine to me.  It's a little small, but it's already got mud in it and there are a few trees growing.  However, there's a great big area on -3 that's packed with stone bits and is hooked up to a water chute.  Unless I'm deeply mistaken, it looks a heck of a lot like a tree farm.  Oh, and there are a couple giant mushrooms clogging the drain for the -8 farm.


We've got a stockpile that's stuffed to the brim with hooves, tufts of hair, teeth, cartilage, and other assorted "bits" that aren't going to rot away.  I'm not sure if there's much of any use for most of the stuff in there, but I set up a couple repeating tasks in the craftsdwarf's workshop nearby so that we'll at least attempt to make use of the horns and teeth.  Should prove interesting.

I took a couple unskilled architects/metalworkers and reassigned them to nursing duty in the hospital.  That makes about three hospital workers in total, Cheddarius included.  I'm also going to see if I can change some of the many, many stones we have into coffins as well.  You never know when you might need one.  Or twelve...

I'm probably going to end up melting all the stone except for marble and gabbro.  Marble because we can use it for making steel, and gabbro because...  Well, because gabbro doesn't melt.

We've got a decent stock of chairs and tables, most of the important areas have doors, and we don't really have that much use for blocks (this doesn't strike me as a particularly megaproject-style fort, unless you consider the act of cleaning this place up a megaproject...).  The few stone things we do need (floodgates, statues, coffins, blocks for workshops) can all be taken care of by the vast amounts of gabbro that pop up from digging projects done in the magma zone.  And we should really start clearing some more space out down there, it's quite useful.

I'm not entirely sure what to do with the random items that mysteriously appear in our traps accompanied by a fountain of blood and vomit.  On the one hand, it's always good fun to melt metal down into something usable.  On the other hand, that's a hell of a lot of clothes.  Luckily, most of them actually fit the dwarves.  I think I'll claim the current batch so we've all got some spare clothes to change into when the old ones rot off, not to mention all the metal tidbits that come along for the ride.  We've got enough metal to consider making barrels out of metal and saving wood for other uses, like...  Uh...  Something.


Oh, yeah, and I'm currently getting 14 frames per second.  But that's only when the game is running, when it's paused it goes all the way up to 100.
Title: Re: Cavebrands
Post by: Cheddarius on July 15, 2010, 04:12:31 pm
First of all, I can't say I particularly agree with completely decking out all the bedrooms.  As a matter of personal taste I only use engravings sparingly, but beyond that these rooms are skyrocketing in value.  If/when the economy hits, a lot of people are going to get booted out.  I suppose I could try setting up a flophouse for that eventuality, but unless there's some compelling reason to spiff everything up then I'm probably not going to further that endeavour.
It's to keep the dwarves happy. About the economy, I've never actually played with the economy... how is it in this version? The economy would screw things up a lot, yeah... my previous strategy was just to spam tons of awesome engravings so that everyone was happy. I don't know if this actually helps that much, but it seemed to.
So are we playing with the economy? It's pretty broken if it's going to kick people out. I mean, in an actual economy, this wouldn't be a problem at all - if everyone gets richer, well, everyone gets richer. The problem seems to be that there's some ethereal god-being demanding rent, or something.
The Magmawiki says that you can turn rent off, and assign a dwarf to a bedroom. So I guess we could do that? Would that work?

Second, the tree farm on -8 already seems fine to me.  It's a little small, but it's already got mud in it and there are a few trees growing.  However, there's a great big area on -3 that's packed with stone bits and is hooked up to a water chute.  Unless I'm deeply mistaken, it looks a heck of a lot like a tree farm.  Oh, and there are a couple giant mushrooms clogging the drain for the -8 farm.
I'm planning on making siege and things, so I want a larger tree farm; I mean, I'm getting only a few trees from the level -8 farm. Also I'm planning to use that place for farming. I want a really big one, so that we can get a really good tree intake.
That bit on level -3 is the new tree farm. It's just not flooded yet. That's what I was asking you to do, to hook up those levers and flood it so that trees can grow.

We've got a stockpile that's stuffed to the brim with hooves, tufts of hair, teeth, cartilage, and other assorted "bits" that aren't going to rot away.  I'm not sure if there's much of any use for most of the stuff in there, but I set up a couple repeating tasks in the craftsdwarf's workshop nearby so that we'll at least attempt to make use of the horns and teeth.  Should prove interesting.
Hrm. I'm not sure what those do, I'll look at the wiki... "Hair does not rot and has no known use"... Hoof/horn can be made into horn crafts or used to decorate with the bone-carving labor... teeth are treated as "ivory", and can be used to decorate... cartilage has no use. So bony stuff is good for crafting, but you can dump the rest.

I took a couple unskilled architects/metalworkers and reassigned them to nursing duty in the hospital.  That makes about three hospital workers in total, Cheddarius included.  I'm also going to see if I can change some of the many, many stones we have into coffins as well.  You never know when you might need one.  Or twelve...
I was going to say that explicit nursing duty is not important, from my time in Skyscrapes when regular haulers who also had nursing duties did fine... but that's probably not true here, where we have all our haulers constantly occupied.

I'm probably going to end up melting all the stone except for marble and gabbro.  Marble because we can use it for making steel, and gabbro because...  Well, because gabbro doesn't melt.
Perhaps you can smash the gabbro under a bridge.

The few stone things we do need (floodgates, statues, coffins, blocks for workshops) can all be taken care of by the vast amounts of gabbro that pop up from digging projects done in the magma zone.  And we should really start clearing some more space out down there, it's quite useful.
What more space do we need, though? I put everything into levels - all the levels should have more than enough space for what workshops and such we need.

I'm not entirely sure what to do with the random items that mysteriously appear in our traps accompanied by a fountain of blood and vomit.  On the one hand, it's always good fun to melt metal down into something usable.  On the other hand, that's a hell of a lot of clothes.  Luckily, most of them actually fit the dwarves.  I think I'll claim the current batch so we've all got some spare clothes to change into when the old ones rot off, not to mention all the metal tidbits that come along for the ride.  We've got enough metal to consider making barrels out of metal and saving wood for other uses, like...  Uh...  Something.
Blasphemy! A true dwarf goes about wearing nothing but his beard and a smile.
But seriously, clothes are great as a trade good, and dwarves don't actually need them. Do we have enough trade goods? I think... I don't remember, but we might have tons and tons of stonecrafts, in which case go ahead and give the clothes to the dwarves.
Metal barrels sounds like a good idea, though in truth I would prefer to hoard metal... in most of my forts I never make anything metal and yet I save it jealously... sigh. Maybe start up a weapons industry, making weapons for traps and the military, and bolts... try making barrels out of useless metals like nickel when possible, instead of bronze or whatnot.

Oh, yeah, and I'm currently getting 14 frames per second.  But that's only when the game is running, when it's paused it goes all the way up to 100.
OPERATION PUT THE LAUGHTER IN SLAUGHTER will fix this. I think I rigged a Pet Rehabilitation Center somewhere. If you have someone with pets (especially cats), assign him one of the crazy-awesome rooms, then disable all his labors and send him to pull the lever. When his pets follow, lock the doors, and have him impale them. For other beasts, just butcher them; for dogs, train them into war dogs.

Oh, by the way, I gave a guide of the different floors and stuff a while back, if that helps with confusion.
Title: Re: Cavebrands
Post by: Kagus on July 16, 2010, 06:26:38 pm
See, we don't really need the extra happiness boost.  Everyone here is already going through Dining Room Syndrome, so they're all ecstatic.  And so far as I know, the economy hasn't been changed enough to account for average living conditions.  That means that everyone will need to pay the exact value of their rooms, even though most of them won't be even close to capable of affording them.  And I'd rather not turn off the economy for the sake of this fort...  After all, who'd want to make things easier?

Yeah, the -8 tree farm definitely isn't that big.  What I meant by "fine" was that it's currently functioning.  In your last post about the to-do list, you mentioned the -8 farm rather than the -3 one.  I'll see what I can do about properly flooding -3.

The horns and teeth and whatnot will be made into crafts shortly.  Unfortunately there's no way to distinguish between the useless bits and the useful bits in a stockpile, so all dumping will have to be manual.  I'll find some way to manage.

As for nursing duty, I just wanted to have a larger medical staff than one administrator.  And I figured that having a small number of highly trained surgeons would probably be better than a bunch of rookie sawbones.  The nursing duties are all the things that can afford to be done with low skill, like cleaning, feeding and suturing.  Optimally, we'd have far more people working in the hospital, but we'll have to work with this.

And as for the gabbro, it's not so much that I can't get rid of it, so much that I can safely and easily get rid of everything else.  Gabbro will be used for all the standard stone supplies.

With the magma pipe, I didn't mean so much that we needed extra space in general.  We're fine on that front (well, a few things are crowded, but that's okay).  What I meant was getting a better view of the magma sea, and having more space around it to move around and set up whatever workshops or supply stations we might need.

And yes, we do need clothes.  In the old version, you could just run a nudist camp for a one-time minor bad thought.  In the new version, however, dwarves will get several bad thoughts whenever they do stuff without clothes on.  I'm sorry to say it, but clothes are "in". 

Our metal supplies are fine.  Have you seen this place?  We could pave over the grass with bronze and have some left over for goblets.  We've got so much copper, tin, silver and other bits that we can fully consider making standard items out of metal.  And should we need anything more, the traps will magically spawn more stuff from thin air (and some blood).

As for killing off pets, I'm going to say that we need the dogs a heck of a lot more than we need the dozen or so stallions that are just loitering about.  Dogs can be put to use in making huge packs of vicious war animals that can patrol the underworld.  I've taken the dogs off of the slaughter list, I'll kill them off by having them attack other threats.
Title: Re: Cavebrands
Post by: Kagus on July 16, 2010, 06:52:37 pm
An ambush!  Curse them!


Alright, so we're getting attacked by goblins.  Again.  I have no idea how to work around the military system these days, so I don't know if we're forming up to repel them or not.  Probably not.

So far, we've lost a fisherdwarf who just had to sink his rod into the pond on the wrong side of the wall.  He was flogged to death by a goblin lasher.  Oh, yeah, did I mention the fisher used to be a spearman, and was about twice as skilled in all combat areas than the guys we've currently got in the military?  That was nice.

The leader of the ambush is a dwarf by the name of Atu Crueladmired.  Presumably, he really admired the cruelty of his goblin captors, and so decided to pull a Stockholm on us.  Bastard.

My first course of action after this assault will be to remove all the stonefall traps we've got "protecting" our front gate.  I just saw a goblin walk through ten of the things and he's still standing.  One friggin' goblin.

And while I'm certain it seemed like a good idea to place the drawbridge lever a couple tiles away from the drawbridge itself, it now means that it is completely out of reach for any of our dwarves.  I'm going to need to do some serious defensive reconfigurations now...


I think I may possibly have figured out how to get our soldiers to go do something, but...  Well, the captain's sleeping.

(http://i30.tinypic.com/219nqfr.png)

An ambush of goblin lashers, the military is "busy", and there are six civvies backed up against the wall to the right, with no way to get to safety.  This will end in tears.

Rips and tears.

EDIT:  Scratch that, they remembered a previous engagement and ran away.  We killed two of theirs though.  One got hit by a lucky stonefall, the other was mobbed by eight war dogs.  WE HAVE PREVAILED!
Title: Re: Cavebrands
Post by: Cheddarius on July 16, 2010, 07:34:07 pm
Spoiler: Huge reply (click to show/hide)

About the ambush: Excellent!
If you have spare dwarfpower, you could rig a new lever to work the outer bridge and destroy the previous one.
How's clearing out the level -8 farm going? We don't have any farms, as far as I know, so we should put one there as soon as possible - we don't want to starve. What about the other stone-clearing projects?
Has the butcher culled the horde of animals satisfactorily? How many do we have at the moment? We may even have to resort to killing dogs, if we end up with 50 or more.
Are our brewers doing well?
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on July 16, 2010, 07:58:17 pm
Glad to see things are moving along again. One good way to prevent the dog population from exploding it to only remove the breeding females. I frequently do this in my forts, with cats too. I just make sure there are no female animals if I don't want them to breed. Or as soon as new females are born I cull the currently breeding ones.

Sure, technically this may lead to animal inbreeding of magnificent proportions, but hey, that's how we got doberman pinchers right? It's not like the animals care if they've bred with 7 successive generations of female offspring.

On the topic of stone... I say dump/melt it all. Except perhaps a few of the pretty versions. We have plenty of metal for making metal anything and there is a vast amount more to be obtained.

As for the rooms, well, just turn off rent in the init file. It won't affect the economy from turning on and functioning normally, except perhaps slightly more excessive accumulation of trinkets for the dwarves.
Title: Re: Cavebrands
Post by: Kagus on July 16, 2010, 08:28:01 pm
Well, as I soon found out, six lashers does not an ambush make.  They were just party #1.

Party #2 soon made its presence known after it had climbed up onto the ridge overlooking our outdoors area and started firing down on all the civilians who were working there.


Because of where they've decided to stand, any military action would have to walk out underneath their killzone, wander around the full length of the wall, and then walk back up into their killzone again when scaling the mountain.  As such, I figure it's probably best to just wait for them to run out of arrows and go home.

We've really got to rethink our defenses.

In any case, I don't see the point of having nurses or surgeons or anything until we have injuries.
I think we just fixed that.
Title: Re: Cavebrands
Post by: Cheddarius on July 16, 2010, 08:48:49 pm
Well, as I soon found out, six lashers does not an ambush make.  They were just party #1.

Party #2 soon made its presence known after it had climbed up onto the ridge overlooking our outdoors area and started firing down on all the civilians who were working there.


Because of where they've decided to stand, any military action would have to walk out underneath their killzone, wander around the full length of the wall, and then walk back up into their killzone again when scaling the mountain.  As such, I figure it's probably best to just wait for them to run out of arrows and go home.

We've really got to rethink our defenses.
Friiiiig
Okay, there are no caravans in the new version, right?
So we can have a constant airlock. From now on, we can keep the outer bridge always raised, until the traders come. Then we lower it, and the guards kill any ambushes.
Cage traps are also a good idea. Lots and lots of cage traps.

Quote
I think we just fixed that.
:(
Title: Re: Cavebrands
Post by: SethCreiyd on July 16, 2010, 09:28:51 pm
Cage traps are also a good idea. Lots and lots of cage traps.

This.  Get us some new toys to play with.

I noticed that lever by the front gate some time ago and thought it was a funny place for it.  Who put it there, anyway?   :)
Title: Re: Cavebrands
Post by: LordSlowpoke on July 18, 2010, 01:19:59 pm
Cage traps are also a good idea. Lots and lots of cage traps.

This.  Get us some new toys to play with.

I noticed that lever by the front gate some time ago and thought it was a funny place for it.  Who put it there, anyway?   :)

I thought you deconstructed it ages ago, if that's the exact lever we're talking about.
Title: Re: Cavebrands
Post by: Kagus on July 18, 2010, 01:32:36 pm
This lever:
(http://i27.tinypic.com/lzbbk.png)

It's definitely connected to something, and so is the drawbridge.  They both have mechanisms installed.  As you can see, just about any incursion will result in that lever going "off-limits".  I'm installing a long wall to the south, up to some bridge down there.  This will give us a little more time to pull the current lever, but will also give a better firing range for the ballistae.


Just for kicks, here's a picture of the archers:
(http://i30.tinypic.com/2vilglw.png)

They're firing 8 z-levels down into the outdoors pen.  They've already torn up a hauler's arm, shattered the spine of a puppy, and torn some ligament in another puppy.  As per usual, they're being led by a traitor dwarf.

Y'know, you have to wonder...  Are these dwarves vigilantes?  Are they summoning up whatever forces they can muster in order to keep this deathtrap from swallowing any more innocent lives, siding with the goblins for the sake of a greater good?

Or are they just dicks?
Title: Re: Cavebrands
Post by: LordSlowpoke on July 18, 2010, 01:44:30 pm
By the way - right now, I'm imagining Cavebrands like an evil, evil eyesore on the world map. Just look at it. We managed to get killed by everything the game could find, our own dwarves want to destroy us, and it's not like our ancestors are bunkered down in only one place are they? I'm longing for the moment until we get killed by a bunch of crundles before declaring this fort as deadly as Boatmurdered.
Title: Re: Cavebrands
Post by: Argonnek on July 18, 2010, 01:56:28 pm
Don't worry, I'll be sure to make this fort as boring and safe as possible, hand it off, and watch eagerly as the next overseer tears down all of my carefully laid plans and precautions.
Title: Re: Cavebrands
Post by: melkorp on July 18, 2010, 06:24:12 pm
Kagus, I think that lever opens the Draltha cages. 
Sure I wish I'd finished that wall now.
Title: Re: Cavebrands
Post by: Cheddarius on July 18, 2010, 06:31:41 pm
That lever opens the bridge. I tested it. The draltha-cage lever is in the bedrooms.
Title: Re: Cavebrands
Post by: Kagus on July 18, 2010, 09:19:46 pm
That makes perfect sense.  Also, thanks for testing that out, Cheddarius...  That would've been a rather sticky situation if I'd just stumbled across it by accident. 

Yeah...  "Accident"...


Well, returning where we left off, we've still got a bunch of goblin crossbowmen sitting up on the mountain and shooting at our workers and pets with impunity.  I actually managed to mobilize the military (I'm so proud of myself)...  However, all I really managed to do was tell them to defend a burrow I've designated as being "the front gate".  Since that location does not have anything to do with the mountain, I knew it wasn't going to be of much help.

After a bit of fiddling around, I finally managed to find the direct kill order.  I selected the squad that had finally emerged into the light and was shuffling over to the gate, and ordered them to assassinate the traitorous dwarf.

At this, two swordsdwarves ran inside, a third disappeared into thin air, and the squad leader is running in circles on top of our craft bins.  Nobody else has yet to emerge from the fortress.

The goblins were unfazed by the assault, and are still attempting to shoot the hauler they knocked unconscious earlier.  They're having about as much success as we are.

(http://i32.tinypic.com/2gxphk8.png)

Actually, scratch that.  They've just incapacitated five more dwarves in the killzone.  One of them had his spine shattered by a bolt.  Our fearless leader is still negotiating with the wall in an attempt to...  Well, I'd say he's trying to convince it to let him walk through, but I'm fairly certain he'd just go back to hopping around on mugs again.

Over to the left, you'll see the squad leader doing his little trade good dance, while civilians from all walks of life get brutally maimed just a few paces away.  Inside, we see a number of military dwarves who have decided to remain perfectly still in the hopes that maybe, just maybe, their zen emanations will make the goblins explode.  Meanwhile, the mayor has a good chat with the outpost liaison.  Why she decided to pick a location that overlooks a field of carnage, I don't know.  She could probably use an office.


Well, I daresay our new nurses will be getting plenty of work!  As will you Cheddarius, oh chief surgeon.

Speaking of medicine, did I mention that some idiot dwarf has been filling the hospital's suture quota with adamantine strands?  Yeah, I'm pretty sure we could find a better use for that, thank you very much...

Actually, the weird thing is, I don't think we really have any other thread.  We at least don't have the capability to produce more non-precious thread, since we don't have a single pig tail in the whole dang fort.  I'll try to get that under control, but we're really short on laborers and really tall on labor.


I think I'll also put in another order for coffins.  Can never have too many of them around here.  I think I'll invest in some mass graves...


EDIT:  The squad leader was shot in the head and the gut.  At this, he decided that our amulets could be trampled some other time, and that he should really get to bed.  He has left his squad to continue the zen assault on their own while he takes a nap.


EDIT2:  This place, I tell ya...   Alright, so I finally managed to kick the soldiers out of their attempt to defeat the goblins by thinking really really hard about them, and now they're actually moving to do something else really really hard to them (actually, I just had to switch out a kill order for a move order.  Now they're moving up the mountain just fine).  And hey, I thought we'd even managed to see ourselves through the worst of it.  After all, the crossbowgoblins had all run out of ammo.

Well, no sooner had the last iron bolt flown then another message came in. "An ambush!  Curse them!", the message read, and my heart, it filled with dread!  Look, more goblins sire!  All with bows prepared to fire!  so the wounded below, they weeped and moaned, 'cause now the dwarves were pretty much boned.


Yup, that's right.  We just got a squad of stealthy bowgoblins who appeared on top of the crossbowgoblins, and who are now filling everyone with more iron.  Also, they're being lead by a macedwarf, which means there's someone up there who can actually hold themselves in a melee fight...  I hope our guys are cut out for this.

funnily enough, even though we just had a full squad of crossbows unload their quivers on us, there hasn't been a single fatality yet.  Just a bunch of people vomiting on all our clothes and trade goods.  There are a few dwarves who are taking this whole vomit thing quite seriously, puking up a pile and then moving on to the next square to continue the carpeting.  Pretty soon the whole outdoors area will be a lovely green.

Oh, yeah, and Cheddarius?  You are proving your incredible worth by dumping buckets of water on the wounded.
Title: Re: Cavebrands
Post by: Argonnek on July 18, 2010, 09:51:09 pm
This is a great fortress. The chaos is just too funny.
Title: Re: Cavebrands
Post by: Kagus on July 18, 2010, 10:10:42 pm
The goblins ran off (at least the parties we were aware of) after the leader I had marked for killing came charging through the gates and ran head first into our military.  After a bit of a scuffle, we killed him and took out a couple other undesirables.  Right now we're just trying to get a handle on the wounded, which is difficult seeing as both nurses decided to take their lunch hour.

Oh yeah...  A female trapper came in with some minor injury on her lower body.  Cheddarius promptly decided to diagnose the patient.

...by climbing on top of her.  While she was sleeping.



Oh, and our resident chef just made a number of masterpiece roasts.  Mostly just tallow with some lung in it, but one of them had valley herbs.

I'd just like to point out with no unneeded outburst that valley herbs are not to be cooked.  They are incredibly rare and difficult to get hold of, and they can be processed at the farmer's workshop to create something called 'Golden Salve', which is in fact worth far more than its weight in gold.

Roasted valley herbs in a dog grease sauce?  Not so much.
Title: Re: Cavebrands
Post by: Cheddarius on July 18, 2010, 10:25:21 pm
Oh yeah...  A female trapper came in with some minor injury on her lower body.  Cheddarius promptly decided to diagnose the patient.

...by climbing on top of her.  While she was sleeping.
Awwww yeah. I'll injure her lower body, all right.

Closing up that bridge might be a good idea. It's not like there are wagons that will turn away if you don't keep them open 24/7 - there are only normal traders, and you can always open the bridge when they show up.
Title: Re: Cavebrands
Post by: Cheddarius on July 18, 2010, 10:26:50 pm
I'd just like to point out with no unneeded outburst that valley herbs are not to be cooked.  They are incredibly rare and difficult to get hold of, and they can be processed at the farmer's workshop to create something called 'Golden Salve', which is in fact worth far more than its weight in gold.
:o! Sorry!
Title: Re: Cavebrands
Post by: SethCreiyd on July 18, 2010, 11:14:35 pm
This fort makes me :D
Title: Re: Cavebrands
Post by: LordSlowpoke on July 19, 2010, 05:38:34 am
Yup, that's right.  We just got a squad of stealthy bowgoblins who appeared on top of the crossbowgoblins, and who are now filling everyone with more iron.  Also, they're being lead by a macedwarf, which means there's someone up there who can actually hold themselves in a melee fight...  I hope our guys are cut out for this.

Welcome to fucking Cavebrands.

When I finally get there, I'll dismantle your entire entrance. It is made of defensive fail and menaces with spikes of dwarf bone. You know, I wanted to remake the entrance before, but suddenly goblins, draltha, and lack of dwarfpower set in.
Title: Re: Cavebrands
Post by: melkorp on July 19, 2010, 06:05:15 am
Yeah, I was going to wall up the gaps in the perimeter wall up on the mountain so goblins could never, ever take the high ground and rain arrows down on us...but all I did was trap all the masons on top of the wall, deconstruct what I'd done, and forget about it.  Cavebrands!
Title: Re: Cavebrands
Post by: Kagus on July 19, 2010, 07:33:06 pm
I'd just like to point out with no unneeded outburst that valley herbs are not to be cooked.  They are incredibly rare and difficult to get hold of, and they can be processed at the farmer's workshop to create something called 'Golden Salve', which is in fact worth far more than its weight in gold.
:o! Sorry!

'salright, turns out we've got around fifty of the things.  I'm guessing someone bought a truckload from the humans or whatnot.


Alrighty then...  We encountered a couple goblin snatchers, and one of them got turned into mincemeat by our squad.  Some real combat experience for them.  I'm proud.

Things aren't going all that well however...  We've got a titanic workload, and everybody's already working their buns off.  Game speed is hovering around 9 FPS.  Most of the civilians wounded in the fighting have been brought in and are being attended to be our severely understaffed nursing department.  Quite a few are still requesting diagnosis, and the chief medical dwarf is doing his best to ignore their feeble cries.  We currently have five infections that we know about, and I'm rush-ordering up some soap production. Hopefully, we'll be able to save them with minimal tissue loss.

El Burro Sombrero is still fading in and out of consciousness, and it turns out that he's still bleeding for some reason.  I think he may have gotten hit with some forgotten beast gas, and that he's suffering from the disease even now.  His bed and the tile beneath it are soaked.  Tough little bugger to just live through it, but I don't know how long he'll last.  I managed to pick the most messed-up dwarf out of this whole dang fort...

The outpost liaison left unhappy, and it took me a moment to figure out why (after all, he was right in the middle of a meeting with our mayor, as proven by the picture I posted).  As it turns out, the new elections were held while our current mayor was meeting with the representative, and she lost the vote.  Some other doofus stepped into office, so the ex-mayor stopped talking to the liaison and immediately went into an individual combat drill right in front of him.  He got pissed and left.

Now we've got a new mayor who wants the old mayor's office (or at least some office), and a manager who is refusing to validate the work order that was set up to fulfill her own mandate.   We still have a couple government positions being held by dead people.  They seem to be doing a fine enough job, so I'll leave them alone for now.

I'm attempting to reposition to the -3 tree farm, so they can start smashing the mountain of stone we've got down there.  I've also decided to expand it a bit, since I thought it was a little small.  Mining operations are proceeding slowly, but with plenty of new stone to get rid of.  I'm also setting up a new jeweler's station to get rid of the rough gems that are piling up, and I've ordered the smelters downstairs to start melting away some of the many tons of silver ore that are clogging the place up.

There's been some progress on setting up the water flow/drain system for the -3 farm, but it's been tricky setting up the levers since DF has decided to make selecting the right object to link up a complete nightmare.  We'll see how it all turns out.

In other news, I've been looking through our list of artifacts...  There's a Draltha tooth figurine in there that immortalizes the stomping of the kobold sneakthief 'Progobambis' by some random dwarf during an event known as 'The Eighth Attempted Theft'.  We've got all this slaughter and mayhem going on, and this doofus decides to make some deceased dog-man into a legend?

Although, considering his chosen medium, it may have been all he had material for.  Oh yeah, and somebody made a masterpiece crown out of cow hooves.  I really don't want to think about that.

This fort makes me :D

Me too, SethCreiyd, me too...
Title: Re: Cavebrands
Post by: Cheddarius on July 19, 2010, 08:43:22 pm
Most of the civilians free diagnosis experience wounded in the fighting have been brought in and are being attended to be our severely understaffed nursing department.
Fixed that for you.

Quote
El Burro Sombrero is still fading in and out of consciousness, and it turns out that he's still bleeding for some reason.  I think he may have gotten hit with some forgotten beast gas, and that he's suffering from the disease even now.
Have you checked his profile and such yet? It could say "Diseased" on his Wounds, or maybe he's been upset by a noxious disease lately.

Quote
His bed and the tile beneath it are soaked.
... with what?

Quote
I'm attempting to reposition to the -3 tree farm, so they can start smashing the mountain of stone we've got down there.  I've also decided to expand it a bit, since I thought it was a little small.
Reposition what?

Quote
There's been some progress on setting up the water flow/drain system for the -3 farm, but it's been tricky setting up the levers since DF has decided to make selecting the right object to link up a complete nightmare.  We'll see how it all turns out.
Yay! How's OPERATION STONECLEAR going, by the way?
Title: Re: Cavebrands
Post by: melkorp on July 19, 2010, 09:11:58 pm

Quote
His bed and the tile beneath it are soaked.
... with what?
Uh, I vote for I do not want to know.
Title: Re: Cavebrands
Post by: Kagus on July 19, 2010, 09:12:24 pm
Have you checked his profile and such yet? It could say "Diseased" on his Wounds, or maybe he's been upset by a noxious disease lately.
His wounds list doesn't show anything, because somebody is pointedly ignoring his diagnosis request.  You've been standing near his bed on a number of occasions, just idly staring off into space while he sits there, undiagnosed and...  Well, I'd say miserable, but he's actually pretty chipper.  Don't remember seeing anything about a disease in his profile, but I might just have skimmed past it without noticing.  His earliest memories are of getting rescued and watching his comrades get shredded to bits.  My guess is he's been sitting in that bed for a while.

Quote
... with what?
His blood.  What else?

Quote
Reposition what?
Ah, sorry, goofed up on the typing.  I'm repositioning the catapults down there.  They should do a decent enough job of clearing up the basic stone, and it'll train siege operators to boot.

Quote
How's OPERATION STONECLEAR going, by the way?
We're still swamped with stone, but some of the levels have started clearing up.  The -3 tree farm is an utter mess though, I think I've got about ten tiles of free ground down there.  Everything else has a stone, gem, or lump of ore on it.  The magma forges are also fairly packed, but I could attempt to open up another hole down there so we can dump the nearby stuff into the melt-o-rama.
Title: Re: Cavebrands
Post by: Cheddarius on July 19, 2010, 09:16:33 pm
Quote
His blood.  What else?
Uh, yes. That's... that's what I meant. *cough*

Quote
His wounds list doesn't show anything, because somebody is pointedly ignoring his diagnosis request.  You've been standing near his bed on a number of occasions, just idly staring off into space while he sits there, undiagnosed and...  Well, I'd say miserable, but he's actually pretty chipper.
Huh. That's weird.


Quote
We're still swamped with stone, but some of the levels have started clearing up.  The -3 tree farm is an utter mess though, I think I've got about ten tiles of free ground down there.  Everything else has a stone, gem, or lump of ore on it.  The magma forges are also fairly packed, but I could attempt to open up another hole down there so we can dump the nearby stuff into the melt-o-rama.
Well, at least we're making some progress... the catapults should help a lot, yeah. Though, I guess if you think about it, catapulting is even slower than hauling, since people need to both haul and fire... but it'll provide valuable experience and get the stone into one nice place for later smashing or whatnot.
Title: Re: Cavebrands
Post by: Kagus on July 19, 2010, 09:24:53 pm
Stone fired on the same level is automatically destroyed once it hits the ground.  It only remains intact if it drops one z-level or more (as with other projectiles).  Fire and forget, that's the catapult way.  I've used them for stone removal purposes on a number of occasions (a small number, but still a number).

Now there's something for you...  We should just set up an entryway that is constantly bombarded by catapult fire.  It'll remove excess stone and maybe hit some sneaking individuals if we get lucky.  Not on my turn though, I've got enough to do here as it is...  Maybe Slowpoke, with his grand designs for our front gate, can do something with that.  We'd have to have the catapults and operators on a separate platform though, to keep them safe from enemy troopers.  A modification to this idea could allow for ballistae to take the place of catapults...  Just set up a perimeter of walls with ditches that drop the bolts into underground ammo reserves.
Title: Re: Cavebrands
Post by: Argonnek on July 19, 2010, 10:45:23 pm
Ballistae take up a lot of wood in the form of bolts (1 log=1 bolt), so I'd suggest making a lot after the metal industry takes off, so you can have metal-tipped bolts instead of wasting trees on wooden ballista bolts.
Title: Re: Cavebrands
Post by: Cheddarius on July 19, 2010, 10:48:09 pm
We have enough wood, I think. We had a huge stockpile in the workshop level, if I remember correctly.

We can make a long passageway that the goblins have to go through to get to the entrance, and put a channel at the end, so that we can recycle bolts. We'll block the bolts off with a door or something, though, and only let them be retrieved after the siege is over (we can make enough bolts for 1 siege), so that dwarves don't go long ways to get bolts.
Title: Re: Cavebrands
Post by: Kagus on July 21, 2010, 08:51:34 pm
-~^~-

  "This had better be important, Windspells.  I have a meeting to avoid."

The newly elected mayor, Lokum Mobabbey, appeared to be in a somewhat impatient mood as he observed the tangled heap of flesh that was, supposedly, the dwarf who had summoned him.

  "Windspells?  Windspells is dead, he died in battle defending our home from the enemy abroad.  No, I am El Burro Sombrero; defender of the people, leader of the glorious revolution, devoted to defending against the enemy within!"

Something beamed at Mobabbey.  He couldn't be entirely certain that it was the dwarf's face that was smiling at him, but he didn't particularly want to think about the alternatives.  Windsp- El Burro Sombrero continued:

  "I had prepared to make my demands to that old tyrant, Rainbridged!  But it appears that you have beaten her down with your righteous strength, and your devotion to the will of the people!"

Mobabbey thought back to the nights spent with his team, sorting through the ballot and filtering out the votes which were disqualified for the obvious reason of having picked the wrong candidate. 

El Burro coughed, causing something greenish to ooze out of his...  his...  his left.

  "But you, you are different.  I can see it.  The revolution is victorious at last!  Our blood was not shed in vain!  Finally, we are free from tyranny and ready to enter into a new age of freedom and equality!  I humbly accept your offer."

Mobabbey broke out of his reminiscing and looked perplexedly at El Burro.

  "Offer?  What offer?  I haven't offered you anything!  I haven't even said anything!"

A limb-shaped object rose out of the mass and patted the air in front of the mayor, telling him that his theatrics were not required.

  "You needn't say anything, exalted leader.  I understand your need, and I readily heed your call for aid.  As my new position of Most Prestigious Captain of the Cavebrands Guard, I shall see to the release of all political prisoners detained by the previous reign."

  "Political prisoners?  But we don't have any political prisoners.  We don't even have a prison!  And we barely have any politics, for that matter.  And I certainly didn't say anything about the Captain of the Guard!  Jordrake has been performing her duties quite well, may she rest in peace.  We don't need a replacement."

El Burro Sombrero looked as though he was attempting to tap the side of his nose conspiratorially.  Something popped.

  "Of course, superior commander, I understand perfectly.  No one shall ever know of my involvement in the coming events, I shall be like a ghost in the wind!  All your plans shall be carried through with the utmost care and precision, oh fabulous chief!"

Mobabbey closed his eyes and blew a deep breath out through his beard braids.  His first day in office, and he's called off to talk to some lunatic.  Just nod your head and smile, he thought to himself.  Agreeing with cripples is always good press.

_______
-~v~-



Alright, so here's a quick rundown of some of the stuff that's happening.

I've replaced Jordrake's position in government with El Burro Sombrero.  I can't really remember why I did this.  I guess I'm just trying to edge the coffins out of government...  I've also given some random hauler the position of manager, seeing as Iden was too busy engaging in private combat drills to do any managing.  This is particularly interesting, since she's not actually listed anywhere in the military screen, and as far as I can tell has absolutely no reason to be practicing her fighting skills.

Now, some of you may wonder what exactly the big deal is of not having a functional manager.  After all, can't you just set up the jobs yourself?  Well, that brings me to my next point, involving soap.

Apparently, the soaper's workshop is bugged.  It doesn't have any available tasks inside it, which means I can't queue up any production requests.  However, the "make soap" command is available in the manager screen.  Now I just need to hope that this doofus will get around to doing a better job than her predecessor.

Reg Whipentrances, 'Food', has recently been taken by a strange mood.  He's claimed a leatherworker's shop and has so far collected some cow leather, some giant bat leather, oak logs, red beryls, chestnut logs, chrysocollas, tower-cap logs, some marble, and Sodor Usmdasegngun's bones.

Anybody remember Sodor?  That's right, he was the giant eyeless starling that attacked our fort way back when.  Which means that his bone pile happens to be really freakin' huge.
Spoiler (click to show/hide)

It's a pity, really...  Reg stole that from the craftsdwarf's workshop next door, and that stack would've made for an epic pile of bolts.  Let's see if he makes an earring or something.


Beyond that, it's pretty much just the same-old same-old.  Cheddarius is loitering around the hospital while pointedly ignoring diagnosis requests, our haulers are busy at work dumping stones into magma, we've got a traffic jam of farm animals, the latest forgotten beast has managed to get himself trapped in a tiny corridor between a couple giant mushrooms, and there's a tile in the hallway that has twelve pages of assorted junk on it, some of it claimed and some of it forbidden.  I have absolutely no idea how it managed to get there or why.  It's got silk mittens, marble boulders, a bed, mountain goat bones, a silver bin, uncut gems, and a lump of raw adamantine in it, amongst others.

I'm just going to claim the whole lot of it, see what happens.  I swear, this place is innately crazy...  It's even starting to leak out of the seams.
Title: Re: Cavebrands
Post by: LordSlowpoke on July 22, 2010, 04:58:11 am
That weird stockpile was probably my personal quantum dump. You should also have draltha bones there.
Title: Re: Cavebrands
Post by: Kagus on July 22, 2010, 01:12:20 pm
But how?  There's no space above it to dump things from, and only some of the items are forbidden.  And why would you dump adamantine?  Or gems?  Or mountain goats?
Title: Re: Cavebrands
Post by: LordSlowpoke on July 22, 2010, 01:36:31 pm
Because I just KNEW somebody would notice.

Nah, it was because I dumped everything I wanted to get away from that damn (insert inaccesible place) before (insert doom event involving inaccesible place) happened. Also, random miasma!
Title: Re: Cavebrands
Post by: Argonnek on July 22, 2010, 04:12:30 pm
Dump zones do not require an open space to function, but if where is an open space on any of the tiles surrounding the zone, they will drop things down that space. Note: even an open space covered by a well counts as an open space in the eyes of the game.
Title: Re: Cavebrands
Post by: Kagus on July 22, 2010, 09:57:44 pm
(http://i27.tinypic.com/kaqljo.png)
(http://i29.tinypic.com/23t0f1d.png)

Just a minor update this time, not much has happened.  As you can see, we have a lovely new artifact which, despite having an entire MOUNTAIN of stuff going into it, weighs practically nothing.  It's worth 40480 crowns.  Certainly not our greatest achievement, but it's not bad.  An overall decent artifact, even though it was just a possession.

Cheddarius really seems to be quite the joker, walking over to his sleeping patients and dumping buckets of water over them.  I just saw him bandaging a wounded dwarf who was covered from top to bottom with water.  His leg was the only thing that needed cleaning.

Well, I guess that could be considered "thorough"...  Somehow.


Also, I've decided to attempt opening up a second well inside the hospital, so the staff doesn't have to walk halfway across the fortress to give someone a drink of water or to clean a wound.  I might include a small food stockpile as well, but that's not that big of an issue.

Also, it would appear that our workforce will just have to slog it out a while longer under current conditions, because we've scared off the latest batch of migrants again.  Oh well.
Title: Re: Cavebrands
Post by: Cheddarius on July 22, 2010, 09:59:13 pm
Quote
Cheddarius really seems to be quite the joker, walking over to his sleeping patients and dumping buckets of water over them.  I just saw him bandaging a wounded dwarf who was covered from top to bottom with water.  His leg was the only thing that needed cleaning.
That's... bizarre. Why would I do that? Is there some horrendous game bug or something?
Title: Re: Cavebrands
Post by: SethCreiyd on July 23, 2010, 04:36:37 am
*sneak sneak sneak*

"WAKE UP!  It's time for your bath!"  *plsshh*
 :P "Hee hee hee"
Title: Re: Cavebrands
Post by: Kagus on July 23, 2010, 10:24:47 pm
Uhh...  I was going to say that we've got thrilling news, but there appears to be a complication.  I saw that Cheddarius was fixing to apply a cast to one of our patients, which I thought was rather exciting.  He went down to the storehouse, grabbed a bag of plaster, went over to the patient, made the plaster disappear into thin air, and then went off to find a bucket.

A month or so later, he was still sitting outside at the well with that damned bucket.  Hadn't moved an inch since he'd gotten there.  Eventually he got thirsty and gave up, going back inside to get some sleep.

Actually...  We've got one very disturbing medical staff here at Cavebrands.  I just saw one of the nurses go off duty, and she decided to spend the entirety of her break standing on top of some poor sap who was asleep in his bed.  No, he wasn't her husband, or her friend, or anything.  She barely even knew him.  She just...   Stood on top of him.  Then she grabbed a drink and went back to work.

I also noticed that 'Mechgineer' Pillarsplattered was one of the dwarves injured in the recent assault.  He was going about his work, but had a flashing yellow icon.  Looking at his screen, he had some minor injuries to his abdomen and a broken hand that had been sutured (with adamantine...  *gulp*), bandaged, and then proclaimed good enough for labor.

Well, whoever had served as Pillarsplattered's medical professional had missed one fairly important aspect of treating such a wound...

THE FREAKING ARROW WAS STILL STICKING OUT OF IT.


Seriously, he's still got it in there now.  ({silver arrow}), stuck in right hand.  Alongside the adamantine strands and the (cave spider silk cloth).  Apparently, his HMO didn't cover the removal of forbidden items.  I'm somewhat hesitant to reclaim it, for fear of some dwarf running up, yanking the damn thing out, and then sending the poor guy back into the hospital for some more incredibly valuable stitches.

Unfortunately, I think it's starting to get infected...  We've got a few cases of infection going around, and still no soap.

Speaking of soap, we appear to have hit yet another complication.  I've burned some logs into ash, turned that ash into lye, and even appointed a competent manager who was capable of verifying the work orders I set out.

The catch is, of course, that all the lye that's been produced is still contained in buckets.  The soaper will only use lye that's in barrels.  I've set up a stockpile specifically for the purpose of storing lye, but no one even wants to think about moving it there.  So as it stands, we've got all the ingredients, all the skill, and all the availability to make some life-saving soap.  The only thing stopping us is dwarven bureaucracy.
Spoiler (click to show/hide)

I just recently noticed a small boneyard room inside the fortress.  This is the fourth such designated stockpile I've found so far.  Do I detect a pattern?

Anyways, this thing was situated right next to a main thoroughfare and had lots of holes in it, so the rotting goblin carcasses inside were doing quite a fair job of making everyone unhappy.  For added giggles, this thing is directly across the hall from the main dining room.

I've installed a couple doors and some floor tiles to stop the spread of miasma from future rotting.  This really is one dreary place...


On a slightly lighter note, I've finally finished hooking up the mechanisms for the -3 treefarm's watering system.  I've also labeled the appropriate levers for convenience.  I haven't started flooding it however, as the place is still packed tight with stone and it hasn't been fully dug out yet (as I said, I planned some extensions).

There was a minor complication involving the digging out of the hospital's new water supply, but nothing too serious.  I haven't opened that one up yet, and I'm still mulling over my options for how to handle the water.


All in all, not much of note.  Although I did go look at the no-quality microcline statue of a cat we've got in storage (what a ridiculously appropriate item for DF), and I found out that our main bonecrafter has made a giant bat tooth earring.
Title: Re: Cavebrands
Post by: Kagus on July 24, 2010, 10:15:06 pm
Another short update.  I'm not getting all that much done at 7 FPS...

It's early Galena now, and the humans have arrived for some dealing.  It was almost painful watching them inch their way to the depot, especially seeing as the exceptionally helpful Mechgineer took exactly that moment to rush out and complete the final section of the extended wall, thus forcing the caravan to make an impromptu detour that added some forty tiles on to the distance.

I hastily told the dwarves to pile up all the crafts we've made and get them ready for trading.  For whatever reason, the broker himself decided to haul some items along, and I was incapable of telling him to do otherwise.


Eventually, the traders managed to make it all the way to the depot.  And in common dwarven fashion, our broker, who has spent the entirety of the year up to this point sitting on his hands with no activated jobs, decided that now was the perfect time to go into the dining hall and grab a drink, and then afterwards attend a party hosted by some brat in one of the main thoroughfares.

Dare I ask whose idea it was to create a statue garden in the middle of our stairwell?  Off of a no-quality statue depicting a group of warthogs no less?


We've lost a war dog.  One of the ones injured in some recent skirmish finally succumbed to infection and died in the hallway.  Always such a tragic moment when these noble beasts are struck down after loyally serving their masters...  We shall commemorate him by making bolts out of his skeleton and then shooting them into a wall.


Other than that, not much has happened.  I do apologize for not doing more story updates, but it's remarkably difficult when all your character does is sit around all day fading in and out of consciousness.
Title: Re: Cavebrands
Post by: Kagus on July 26, 2010, 01:51:41 am
I've had kind of a cramped playing schedule today, so we've gone through...  Oooh, about two and a half weeks in-game. 

I managed to discourage our trader from partying like it's 589 by removing the statue garden.  He still snuck a trip to the punch bowl before heading up though, and wasn't exactly sprinting his way towards the depot.

When he got there, I realized two things.  One, the dwarves had brought up all the "finished goods bins" that held only clothes.  I didn't want to sell clothes, I wanted to sell useless junk.

Two, the traders didn't bring anything really worth buying.


I've pawned off a large selection of tattered or worn clothing in exchange for a lot of wood (because we need more wood), some barrels and buckets (always good to have), another bin of leather (we didn't really need it, but I've got a lot of leather goods queued up), and some jaguar tripe (because...  Well, because it's freaking jaguar tripe).

Haven't had a chat with the liaison yet (actually, I haven't even seen him yet.  He'd better be around here somewhere...), but when I do I'm going to order up some barrels of lye, so we don't have to bother with that hideous process ever again.  We can finally reassign that poor jeweler I roped into duty for it...


Actually, since I haven't ordered anything yet, is there anything y'all would like to have delivered during your turn?  It's kinda silly having each overseer order something they want, only for the next person in line to be the one to get it.  I'm not ordering any more butterfly ichor, we've got enough of that as it is.

Oh, and some glorious idiot decided to stud a crutch with red diamond.  Red diamond.  What kind of dwarf would decorate something like that with such an incredibly rare and valuable...

Oh, right.  They'd all do it if they were given the chance.


I've either sold or given away all the crafts that showed up in the depot.  This means a ton of skull totems, plus some assorted mugs, rings, bracelets etc...   However, I held on to two items.  Two items that I felt had special significance for our fort.

A giant olm skull totem, and an exceptionally crafted scepter made from the tooth of a draltha.  We're gonna keep that thing as a reminder to those goddamn cave cows that we're the boss around here!  Long live Cavebrands!
Title: Re: Cavebrands
Post by: Cheddarius on July 26, 2010, 01:57:39 am
Nobody ever orders butterfly ichor or plants or crutches or cloth or leather, they just bring that stuff anyway. Not sure why.

Hah! You should dump our best skull totems outside to line the walkway and surround them with channels so they can't get stolen, to frighten would-be siegers.
Title: Re: Cavebrands
Post by: Argonnek on July 26, 2010, 09:15:03 am
You should order plenty of charcoal, coke, diamonds, lignite blocks, b-coal blocks... pretty much anything that burns for extended periods of time that can be placed in a bin. I have plans.
Title: Re: Cavebrands
Post by: Kagus on July 26, 2010, 02:31:06 pm
My FPS quails at the mere thought of your devious machinations...  Glad you're coming after me. 

Nobody ever orders butterfly ichor or plants or crutches or cloth or leather, they just bring that stuff anyway. Not sure why.

But, but...  I ordered butterfly ichor!  And every other blood and goo type they were offering!  It was one of the most important things I did in my first term as overseer!

We've got a blood bank hiding around here somewhere.  It's all just sitting there, nobody can figure out a use for it.  It would be neat if we could hook up a barrel of blood and some intestines to make an IV for surgeries, but they never sell dwarf blood...

We could just dump it all into the main hall to create a spreading carpet of epic proportions.  That could be neat.
Title: Re: Cavebrands
Post by: Paulus Fahlstrom on July 26, 2010, 07:02:01 pm
Personally I'd love to be able to fire barrels from catapults. That'd be awesome.

Just think of the possibilities.
Title: Re: Cavebrands
Post by: Kagus on July 27, 2010, 09:38:06 pm
Well, as per usual, the game likes to do everything at once.  So although we got a human caravan (good), we also got a number of goblin ambushers (bad).

Then a snatcher appeared.  And then two kobold thieves.  And then Dodôk made a masterpiece large rat skull totem.

Yeah.


The humans are situated rather firmly in our main entrance though, so it wasn't that big of a deal.  The caravan guards scared away the first batch of ambushers for us while our own squad was mobilizing.

When our fellows finally managed to figure out which end of the sword to hold onto, the first party had been crushed and was running away at full speed.  However, as they tend to do, goblin ambushers travel in multiple squads.  Thanks to this lovely fact, our activated soldiers (two axedwarves and a swordsdwarf, all with the honorary title of "hauler") soon discovered a full squad of axegoblins, led by a traitorous dwarf with a crossbow (although, interestingly enough, it said he was a priest.  Are we the victim of some holy war?  Are these dwarven terrorists?  Good grief).  Our soldiers rushed over and engaged the enemy.

(http://i31.tinypic.com/33k6rlz.png)

...and performed remarkably well.  They slaughtered the entire group in moments, save for the two goblins fast enough to run out of reach.  One dwarf was even knocked over and swarmed at one point, but he fought them all off and suffered only a little cut to his scalp.  His was the only injury suffered by our boys.

While I'd be quite happy to think of this as the result of superior combat training and battlefield tactics, I suspect it has more to do with the fact that all the goblin weapons were made out of silver.  Silver, which doesn't make for very good weapons to begin with, is utterly ineffective against the mostly-bronze armor of the soldiers who went out.

Whatever the cause, this was excellent news!  Our mighty warriors had routed the enemy fair and square, and since all of the traps had been disabled last time we did it entirely through martial prowess!  Huzzah!  Victory for-

(http://i27.tinypic.com/iqzdj7.png)

-Oh, right.  Shit.  There we have group #3.  Also known as the squad of pikegoblins led by another ranged-combat holy man(dwarf).  Group #3 had opted to position itself in our primary weak point (I say primary because, well, we really do have quite a number of them), which is to say up on the mountainside.

Yes, that is correct.  We had another doofus taking potshots at our haulers.  Yay.

Also, either that particular target had consumed some especially bad sewer brew earlier, or he had some kind of combination ADHD/short-term memory disorder.  I say this because, well...

(http://i26.tinypic.com/30csy0h.png)

That was over the course of a few seconds.


I've told the troops to run up the mountain and try scaring off this latest threat, and the various independent intruders have been scared off or slain.  Unbeknownst to them however, they have dealt a crippling blow to Cavebrands, and I was forced to retreat and halt my activities during this most exciting time.  Gentlemen, a battle plan is required to combat this latest foe:

(http://i26.tinypic.com/97vaqb.png)



Yep.  Sometimes it gets all the way up to 3, but it's sitting on 2 most of the time.  I have a difficult time considering the possibility of just slogging through this.  It will most likely clear up when the ambushers are driven off and we don't have any more infiltrated nasties sitting around, but I'd have to have some real determination to last that long.

So what'll it be lads; shall I pass it on to the next person in line, or grit my teeth and drag myself through it?
Title: Re: Cavebrands
Post by: Cheddarius on July 27, 2010, 10:53:48 pm
Maybe station a few dwarves at each weak point and leave it on overnight.
Title: Re: Cavebrands
Post by: melkorp on July 28, 2010, 07:58:26 am
In FPS matters, I'm a firm believer in "leave it on overnight".
Title: Re: Cavebrands
Post by: Argonnek on July 28, 2010, 12:55:24 pm
Keep playing, you'll soon be finished with this, all you need to do is keep strong.
Title: Re: Cavebrands
Post by: SethCreiyd on July 28, 2010, 06:24:11 pm
2 FPS?  That's...  I dunno how you manage, Kagus.  You must have quite a backbone, or a great deal of psychotropics or something.

Is there anything we can do to help the framerate?  Mass-crushing of stone perhaps?
Title: Re: Cavebrands
Post by: Kagus on July 28, 2010, 10:51:43 pm
Nah, what helped was tearing up the rest of the hidden snatchers and ambushers.  Stealthed units can really play havoc on your FPS for some reason.

Anyways, I sent out the military again and they managed to cut the pikegoblin squad up on the mountain down to a single greenskin (who fled.  Very quickly).  Another squad also showed up on the hill, this a bunch of macegoblins led by a dwarven taskmaster and his whip.

Interestingly enough, the lasher was interred in one of our own coffins after he fell.  It's actually rather touching, really.  That no matter what path we chose in life, we are all equal in death.

Either that, or these braindead little runts just couldn't tell the difference.  One or the other.


Anyways, we've got a whole big batch of new wounded for Cheddarius and the two nurses to work their wonders on.  Unfortunately, we still don't have any lye in barrels, so there's no soap.  We've got five units of lye sitting in the ashery, but nobody wants to move it to a barrel.  This is most likely because they're all wankers.

There are quite a few people suffering from infections.  I'm concerned that we may end up with some very nasty complications because of this, potentially even a few deaths.

Most of the wounded are actually up and about, only a few are confined to bed rest.  I was afraid that there might be a few more people walking around with arrows sticking out of them, so I went about looking at the inventory screens of all the injured dwarves I saw walking around.  Most of them were clean, a couple had projectiles, and a number had adamantine sutures (gulp). 

And then I found this in the local butcher's inventory screen:
(http://i28.tinypic.com/220oiv.png)

They stitched his lung.  They stitched his goddamn lung, and then put a bandage on it.

Hard.  Fucking.  Core.


Anyways, we also had a hauler go into a mood today.  As luck would have it, she was a woodcrafter.  Yes, woodcrafters get to have real moods, all the useful people just get possessions. 

She ended up making a bracelet.  It's actually got a decent enough value, but I suspect that has something to do with her encrusting it with clear glass.  The bracelet also doubles as a history lesson, because it has a depiction of a dwarf nobody knew getting shot in a war nobody heard of by an assailant nobody saw.  In horse bone, of course of course.

Apparently she realized how lame of an artifact she was making, so she included a picture of our somewhat badass raw adamantine ring.


I've started trying to iron out the last few details in my hospital water supply, but progress has been slowed by dwarven idiocy.  Apparently, dwarves are incapable of accessing roads in single-tile corridors.  Doesn't matter if they happen to be standing on the goddamn thing at the time, they just can't get to it.  Sorry boss, it don't work.


Business as usual otherwise.  Animals are getting slaughtered, the kitchens are piling up with lard, we have a dwarf making masterwork crossbow bolts, and the current mayor just ended his export ban on horn silver.  El Asshat is still lying in bed, with his ills undiagnosed.  I bet you a granite mug that he's the one injured dwarf in the whole place who doesn't have an infection.  I tried shaking him up a bit by deconstructing the bed he was on, but no go.  He just sat there until we built it back underneath him again.

That's all that comes to mind at the moment.  Our military got a little bit duffed up by the latest goblin raids, but that's nothing compared to the goblins.  These guys are starting to get pretty damn good...
Title: Re: Cavebrands
Post by: Cheddarius on July 28, 2010, 11:16:42 pm
Some great progress, I see! What's the FPS now? How's butchering the animals, clearing the stone, flooding the tree-farm going?
Title: Re: Cavebrands
Post by: Kagus on July 29, 2010, 01:58:14 am
FPS seems to be sitting right around 10 with some stability.  It's actually gone up from most of the year, where it was 9.

Animal butchering appears to be going just fine, I guess we had a slight dip in productivity there when the butcher went in to get his lung stitched and bandaged, but he's up and slaughtering them again.  We've still got quite a backlog though, but we've dispensed with almost all the horses now, along with the bulls.  I've seen dogs show up as marked for butchering a couple times now, and I'm beginning to wonder if the game itself is having hiccups and is assigning them...  I keep taking them off the list though, so they should be fine.  We should probably get into a fight soon though, we're starting to get quite the dogpile.

Stone clearing is going pretty eh.  Most of the haulers are assigned to clearing out the -3 treefarm, which has one patch that's starting to look moderately clear (funnily enough, that location is the area surrounding the catapult which was just completed and made ready for duty, after four months of sitting and waiting for an engineer to build it).  The farm is about 5-10% clear, and it hasn't even been fully dug out yet (the mayor happens to be a miner however, and is eagerly chipping in).

As for flooding, we haven't even thought about that yet.  I need to dig out the rest of it and then clear all the rubble out before it can be flooded.  But the water system is all set and ready for when we do decide to think about it.  It won't be fast, but it'll be relatively safe.
Title: Re: Cavebrands
Post by: Cheddarius on July 29, 2010, 01:20:41 pm
Well, that's pretty good. Hopefully we can get a bunch of animals butchered by the end of the year, get some meat for the kitchens, eh? Oh, on that note, are the cooks and brewers skilling up nicely?

Is there anything you would like future overseers to do? Any personal projects? Anything that needs work or whatnot?
Title: Re: Cavebrands
Post by: Kagus on July 31, 2010, 01:47:35 am
Can't say about the brewers, but we've already got a legendary cook.  I had him make a few meals but I had to take him off that duty since he just kept pushing out masterwork dishes and they all just sat in the kitchen until they rotted.  Everybody was busy off lugging stones.  And you really don't need more than a legendary cook, although I can't say what all is going on with the brewers.

As it stands though, we've got hundreds upon hundreds of both food and drink in our stockpiles.  With this population, we could sit on our current stocks for the next five years at least. 


Now, stuff that needs to be done...   Hmm...  Well, mostly, it'll just be tying up the loose ends that have been put into play already.  Oh, sure, I could say stuff about organizing a proper patrol or guard assignment, or ask that somebody please figure out the mess that is our labor system, or even mention the possibility of maybe fixing our tragic defense scheme (which includes more weapon/cage traps instead of these not-for-use-against-goblins stonefall traps).  But those are all far off in the distance for this little hellhole of ours.

No, I think I'd just like to ask that the next overseer manage the continued excavation of the treefarm, along with the clearing out of all the rubble inside it and its eventual flooding.  The thing's so huge now, I don't think there's a chance that it will finish while I'm here.  And please, do something about our medical situation...  We desperately need soap.  We're beard-deep in lard here, all we need is to get some lye in barrels and we should be alright.

We uh...  We also have a typhoon of clothes out by the trade depot.  I'm assuming that they're there to be sold, since they're those useless and unhelpful things dwarves put on their bodies when they don't know any better.  Well, unfortunately, clothes are actually quite useful these days, so I'm going to have to hold on to them.  But I'd much rather they took up space deep in some underground vault or something, not clogging up stockpiles and bins that should be used for trade goods.  However...  I'm scared to touch the thing personally.  If anyone else would like to deal with this monster, then...  Well, it would be appreciated.


...  No no, not like that.  Get your mind out of the gutter.


I'm currently setting up a tanning shop because our last one apparently disappeared into thin air, and it would be nice to do something with all these skins we're stacking up.  I'm also trying to convince the dwarves that it is entirely possible to do something about the dang floor in the hospital's water supply, but that isn't going to well.  I'm considering just canceling the road-ing process and just opening it up.  If a tower-cap grows in the path, we'll just send a lumbertekkud down there to clear it up.


Oh, yeah, the dwarven caravan just showed up.  I'm expecting another attack, another load of completely unhelpful goods, and another scramble to find something useful to sell these people (and, possibly, another last-minute vacation for the broker).
Title: Re: Cavebrands
Post by: Cheddarius on July 31, 2010, 02:11:23 am
RAISE THE BRIDGE

Wait at least a few days to let the caravan guards slaughter any ambushes or whatnot, I would say.

The tanning shop is a great idea! Do we have a tanner? The shop is set up in the workshop level, right? Probably not maximally efficient, but in my opinion, it's more organized and friendly to new overseers, and also putting things on levels puts a sort of limiter on hauling time. While you could put the tanning shop right next to the butcher's shop, in my experience this leads to a crazy disorganized fortress where dwarves have to travel immense amounts of time to go anywhere - I much prefer a small walk to the stairs, going through the stairs (very short), and another small walk to the workshops.

What, specifically, is the problem with the hospital's water supply?
Title: Re: Cavebrands
Post by: Kagus on July 31, 2010, 02:42:32 am
Actually, I just set the tanner up next to the old leatherworks and the accompanying leather stockpile.  Which, by the way, happens to be situated right in the vicinity of two refuse stockpiles.  One is across the hall, the other is directly beneath it.

As for the hospital water supply, I've got a single-tile corridor leading from the soon-to-be-fixed water source down to a tile underneath the hospital well I've just set up.  I've attempted to place a number of rough schist roads inside this corridor, but the dwarves are suspending their construction because they "can't reach them".  It apparently doesn't matter that they're standing on top of the things when they're down there telling me they can't get to the building site.  I think they may need to stand next to the road or something in order to lay it, I'm not sure...
Title: Re: Cavebrands
Post by: Cheddarius on July 31, 2010, 02:23:16 pm
Ah, I see.
Title: Re: Cavebrands
Post by: Kagus on August 01, 2010, 01:24:46 pm
Dwarven merchants.  Well, as was to be expected, they didn't bring anything particularly useful.  Also, ignore all that stuff I said earlier about selling clothes and whatnot.  We've got such an insane buildup of them that we may as well get rid of the ones that were made offsite.  Cavebrands work for Cavebrands workers (as soon as we get anything resembling a clothing industry up and running that is).

I purchased some more booze (can never have too much), some iron/steel trinkets to melt down, some copper/bronze/steel bolts for when we actually get around to fighting something with marksdwarves, a couple extra barrels and buckets, and some chopped naked mole dog liver.  Also some cloth and some thread for the hospital (I think that since we had the autoloom orders set up that the hospital really didn't have anything else to pick up for sutures than the adamantine.  Gaah).  I also picked up a number of cave lobsters, but I think I may just have wasted that.  I don't think you get the shell from eating them anymore.

Haven't seen any signs of gobblies yet.  They should be showing up pretty soon though, unless we got fantastically lucky.  considering that this is Cavebrands however, we're most likely not going to be getting any of the good luck.  No, that was used up when Mr. Black Flatulence got trapped in a corridor by trees.


The mayor is speaking with the liaison, but I haven't had the screen pop up yet.  If there's anything you'd like from the caravan, now is the time to speak up and ask for it.  I'm already planning on ordering lots of lye, some sand, and a few extra logs just for good measure.  We're good on comestibles, combustibles (booze), and contemptibles (animals).  What are we missing?
Title: Re: Cavebrands
Post by: Cheddarius on August 01, 2010, 01:42:42 pm
You might want to forbid all adamantine thread; at the moment I see no reason to use it.
Cave lobsters are fine, if nothing else they're good for eating and perhaps cooking.

I'd like steel bars, and if we have a really huge surplus, buying ready-made weapons and armor is horrendously expensive but useful. Also pick up some platinum and aluminum for extra-nice stuff.
Title: Re: Cavebrands
Post by: LordSlowpoke on August 01, 2010, 04:50:48 pm
There are dwarves deconstructing my roof.

Send help.
Title: Re: Cavebrands
Post by: Kagus on August 02, 2010, 01:51:43 am
You might want to forbid all adamantine thread; at the moment I see no reason to use it.
Cave lobsters are fine, if nothing else they're good for eating and perhaps cooking.
Thing is, it's still in the hospital zone.  If it's forbidden it won't get moved out, and it'll just sit there until someone unforbids it and it enters into use again.  I've changed the settings in the hospital stockpile, so hopefully they'll move it out of there before things get too gnarly...  It's a thought though.

As for the lobsters, yeah I know...  We're fine on food though, I was hoping to get shells (something useful).  Ah well, they're pretty cheap anyways, so it's not like it's a huge loss.  And we cleared out a significant amount of junk too, so there's that.

I'd like steel bars, and if we have a really huge surplus, buying ready-made weapons and armor is horrendously expensive but useful. Also pick up some platinum and aluminum for extra-nice stuff.
I'd just as soon hold off on ordering weapons...  They always end up bringing lots of stuff made from weird materials, and the ones that aren't have no quality but are decorated with diamonds or dragon bone or something.  Plus we've got loads of bronze, we can make our own once we start really pumping up the metal industry.  I'll put in the order for bars.


There are dwarves deconstructing my roof.

Send help.
Not quite sure I follow you ol' chap...  Have I missed something?
Title: Re: Cavebrands
Post by: Kagus on August 03, 2010, 02:51:10 pm
Sorry about the even-slower-than-usual progress, had an appointment yesterday.  Anyways, let's get these bastards done with, shall we?


So anyways, this started out as a relatively standard run...  The traders are picking up our dirty laundry in exchange for us taking out their trash, the liaison ran down into the fortress in search of our mayor who was hiding in the depths, and we finally removed some of the stonefall traps out front so we can start switching them out with weapon traps.  I noticed an oddity with the drawbridge out front, so I decided to pull it up to see if my suspicions were correct.

Fortunately, they weren't.  It's just that the bridge wasn't fully covered on one side, but because of the way it's set to raise up it still provides a complete block.

While the liaison was discussing our "situation" and I was trying to convince some haulers to move a couple metal items out from under the drawbridge's crush zone, something unexpected happened...

Spoiler (click to show/hide)

So...   Uh...  Yeah.  Swordsmen, lead by a spearman riding a giant toad.  This is kinda bad.

...

It's especially bad now that I realize that I just locked half our military outside.


Alright, here's the battle plan...  I'm going to station some siege operators on the ballistae guarding the front entrance.  Then I'm going to try to lower the drawbridge and get our boys back inside.  If the goblins manage to make their way off the mountain in good time, then I'll have the operators open fire on them.  It should at least help soften them up a bit so the rest of our military can deal with them.

Yeeaaah....  I can see a great number of flaws in that plan, but it's pretty much the best one I can see us having.  Lowering the drawbridge will also allow the merchants to get out.  The guards should be able to put a dent in the enemy force, and if nothing else it will at least get them outside so they don't go berserk inside the walls.
Title: Re: Cavebrands
Post by: Uthric on August 03, 2010, 03:14:49 pm
what no magma flooding lever?

what kinda fort is this...?
Title: Re: Cavebrands
Post by: Cheddarius on August 03, 2010, 03:29:33 pm
Try to station the military near the gate first, maybe, so that they can get in quick.
Title: Re: Cavebrands
Post by: Kagus on August 03, 2010, 03:34:51 pm
what no magma flooding lever?

what kinda fort is this...?

The kind that hasn't yet built the 40-level pump stack to get magma up to the surface.  We'll get to it eventually...  Maybe.

Argonnek seems to be planning something of a burny nature though, so we'll see how that turns out.



Anyways, we've managed to get everyone inside.  Even the cat that just had to wander out after that one rhino lizard, and the hauler who followed the cat.  The traders are still in here though, and I can't get a good bearing on where the goblins are since they're plastered to the side of an almost sheer cliff.  I think they're closing in though, which isn't good...  There are about twenty or so swordsgoblins, unless they've dragged in even more when I wasn't looking.
Title: Re: Cavebrands
Post by: Cheddarius on August 03, 2010, 04:41:14 pm
What about deconstructing the trade depot to force the traders to leave, or making them angry or something, and then opening the gates so they'll storm out, then closing the gates?

Or even just keeping the gates closed and letting the traders go insane?
Title: Re: Cavebrands
Post by: Kagus on August 03, 2010, 04:50:49 pm
What about deconstructing the trade depot to force the traders to leave, or making them angry or something, and then opening the gates so they'll storm out, then closing the gates?

Or even just keeping the gates closed and letting the traders go insane?
Unfortunately, it's an economy vs. military decision.  If we deconstruct the depot, they'll leave without their stuff which will mean a very small caravan next time around.  If we keep them shut it so they go insane, that means an even smaller caravan, and most likely one without the essential items we've just ordered.

I probably could've made them angry, but I don't know if that has an effect on caravan size or not...  And besides, they're already packing up to go.

Also, the goblins seem to be directionally challenged.  Instead of storming the open gate, they've run around the wall up on the cliff so that they can spook the occasional hauler.  Not the most brilliant tactical move, I must say.


Not that we're doing much better.  The traders are taking their sweet time in getting the heck out of here, and the gate's wide open while we wait for them to do it.  And I haven't changed the mechanical aspect around so it's still that same lever doing the business.  Usually it's our broker who will run out from the middle of the fortress in order to pull it, after which he goes right back into the darkness below.

The liaison made a run for it though.  After getting snubbed in favor of some rocks (the mayor decided to cancel the meeting and go hack away at the mines for a while), a pint of beer and then a crunchy turtle, I think the liaison was ready to get out of that insolent hellhole.
Title: Re: Cavebrands
Post by: Cheddarius on August 03, 2010, 05:08:11 pm
So, raise the bridge and lower it when the merchants are ready to go? That seems a bit safer...
Title: Re: Cavebrands
Post by: Kagus on August 03, 2010, 05:24:39 pm
Well, the merchants had finally packed up all their stuff and had started zooming out the gate at full speed...

...right into the goblins, who had suddenly decided to join the show.

(http://i33.tinypic.com/1zr1bn4.png)


They were all slaughtered, managing only to take out two of the goblin swordsmen.  I looked on the unit screen, and from what I could tell the liaison had managed to make it out alive.  So while we still lost quite a bit of favor with the merchant guild, at least we'd have our order placed.

...and then I tried to look at a caged animal from the unit screen and the game crashed.


Well, dang.  I was hoping to be finished with this today, but it looks like I'm gonna be set back a bit.  I saved a little while ago though, so it's not that bad.  Just irritating.
Title: Re: Cavebrands
Post by: Cheddarius on August 03, 2010, 05:27:15 pm
Aw.
How powerful is our military? Is it possible that we could, combined with the merchants, fend off the goblins? What if we let the merchants out and then fired the ballistas repeatedly to gore any attacking goblins?
Title: Re: Cavebrands
Post by: SethCreiyd on August 03, 2010, 11:41:42 pm
A few traders would probably be killed, but that's better than all of them.
Title: Re: Cavebrands
Post by: Cheddarius on August 03, 2010, 11:43:33 pm
Yeah, but our military would be killed too... it's a tradeoff.
Title: Re: Cavebrands
Post by: Kagus on August 04, 2010, 01:14:30 am
I don't think it's a likely victory...  They've got fifteen armed and armored goblin swordsmen out there and they're in a dense formation.  They'll swarm anyone who gets near, and they've got better equipment than last time.

Furthermore, our entire military contains anywhere from 4-9 conscripts depending on who's trying to pick up what.  Skills are all over the place, with some fairly good fighters mixed in with people who barely know which end to hang on to.  And the traders won't help much either, they only brought two axedwarves (I was actually expecting the horses to kick some goblin butt...  Unfortunately, they didn't).


It's a tricky situation, no doubting that...  And it's only compounded by the fact that our siege operators either don't exist or prefer to remain invisible.  In all the time since the siege popped up, no one has shown up to man the ballista emplacements.  Of course, considering the predicament we're in, I'm not even sure it would mean anything if they were properly set up...


I suppose we could send the merchants out, have them tire the goblins down a bit, and then fire away at them with the emplacement before rushing in with the troops.


It might be possible to finagle things a little more...  Hang on, I might be on to something.  I'll see if I can plan out an idea.
Title: Re: Cavebrands
Post by: Kagus on August 04, 2010, 07:10:37 pm
Okay, here's the plan:
Spoiler (click to show/hide)

I build a temporary wall to slow the goblins down (red), get the siege engineers into position (blue circle), and move the military back a ways into a defensive position, preferably behind a corner.

Then when everybody's ready, I open the gates, causing the merchants (white) to start the long journey home.  If we're really lucky, the goblins will actually show up inside the entrance hallway (microcline) before the merchants get into position.  This will let us unleash the ballista bolts before the gobbos are engaged by the caravan guards.

Regardless of what happens in that stage, I immediately retreat the siege engineers (blue arrow) into a civilian lockdown area where they will hold out until the threat has been dealt with.

Then the goblins move through, possibly being harassed by someone unleashing the draltha.  They make their way towards the fortress proper, which forces them to move through the trap pit (green).  The weakened survivors will then face off against our military, and we all hope for the best.


If it works, the goblins should be a fair deal easier to fight off.  We'll most likely still be at a disadvantage, but it will at least be something...  And at the moment, I think that's the best we can do.
Title: Re: Cavebrands
Post by: Cheddarius on August 04, 2010, 07:21:17 pm
That is an excellent plan, but I think perhaps it could be safer...
How about you open the bridge, let the merchants get just outside of the fortress, close the bridge, and then just spam ballista arrows to mangle the goblins when they engage?
Title: Re: Cavebrands
Post by: Kagus on August 04, 2010, 07:53:59 pm
That is an excellent plan, but I think perhaps it could be safer...
How about you open the bridge, let the merchants get just outside of the fortress, close the bridge, and then just spam ballista arrows to mangle the goblins when they engage?
Can't shoot through the drawbridge.


We really need a defensive overhaul...
Title: Re: Cavebrands
Post by: Cheddarius on August 04, 2010, 08:01:11 pm
Drat, drat...
Try that plan, then... darn, darn.
Hey, maybe if we crush them with the drawbridge? That could take out a decent chunk, and make it easier for us later on.
Or we could even take the time to construct a massive bridge line and have someone operate it on repeat...
Title: Re: Cavebrands
Post by: Kagus on August 04, 2010, 08:05:10 pm
Drat, drat...
Try that plan, then... darn, darn.
Hey, maybe if we crush them with the drawbridge? That could take out a decent chunk, and make it easier for us later on.
Or we could even take the time to construct a massive bridge line and have someone operate it on repeat...
Unfortunately, this place hates dwarves.  The drawbridge is two tiles long and opens the wrong way.  Can't crush anything with it unless it happens to be a pile of valuable metal items with a mentally retarded cat sitting on top.
Title: Re: Cavebrands
Post by: Cheddarius on August 04, 2010, 08:11:07 pm
Do you have time to construct a bunch of drawbridges near the entrance to crush them? Is that cheap?
Title: Re: Cavebrands
Post by: Kagus on August 04, 2010, 08:34:07 pm
Do you have time to construct a bunch of drawbridges near the entrance to crush them? Is that cheap?
We don't really have the dwarfpower or the space to pull that off right now.  And it would need a repeater system, which is a subject I'm not particularly knowledgeable in.

Not that it matters all that much because...  Houston?  We have a problem.

I noticed that the traders were behaving oddly, and were paying the siege operators a visit.  Curious, I decided to check up on them.
Spoiler: 1 (click to show/hide)
...and then I saw they had other plans in mind...
Spoiler: 2 (click to show/hide)
...so I tried to figure out where they thought they were going...
Spoiler: 3 (click to show/hide)
...and I did.
Spoiler: 4 (click to show/hide)

Oh.  Shit.


I think I can fix this, provided everyone moves fast enough.  It shouldn't be too difficult to block that off, but only if our bearded friends decide they can hold off partying for long enough to save their puny little lives.


Did I say defensive overhaul?  We really just need divine intervention.


EDIT:  Oh, did I mention that the water supply froze and shattered the well?  If I didn't, then I probably should.  After all, this does mean that we won't have any water for a while.

Like, until spring.
Title: Re: Cavebrands
Post by: Cheddarius on August 04, 2010, 08:46:30 pm
:/
We do have plenty of beer, yes? Anybody important injured? Will they make it?
If you enable masonry on all the haulers and order a wall built on the offending tile of the top floor (I assume you already have), everything should be fine.
Title: Re: Cavebrands
Post by: LordSlowpoke on August 05, 2010, 05:59:18 am
I swear, a retarded monkey could destroy this fort. In fact I wouldn't be too surprised if a retarded monkey actually destroyed the fort in a weird turn of events.

Make sure to claim the first skipped turn for me, just in case. I can't wait to come back.
Title: Re: Cavebrands
Post by: melkorp on August 05, 2010, 06:40:21 am
The Forgotten Beast Chim Chim has come!  A huge rhesus macaque with wide, glassy eyes.  He moves extremely slowly.  His orange fur is matted from frequent naps.  Beware his drool!

EDIT:  Oh, did I mention that the water supply froze and shattered the well?

Oops.  I wondered if that would happen. 

Title: Re: Cavebrands
Post by: Kagus on August 05, 2010, 12:31:00 pm
Yeah, I wouldn't put it past the animal kingdom to suddenly annihilate this place through sheer force of stupidity.

Anyways, the hole has been plugged and the merchants are long gone.  This is actually kind of a good thing, because it means we'll get a very nice caravan next year, with all the stuff we ordered.

Provided...  (Dramatic voice) there is a next year.


Despite being blocked off from the catwalk entrance, the goblins still aren't moving for the wide-open front gate.  They're taking the terrorist approach of sitting up on the mountain right above our workers so that everyone spams job cancellations and gets stuck outside in a big traffic jam getting cranky because they can't reach their beds for naptime.

This is actually disturbingly effective.  We've got a moderate chunk of our workforce sitting outside doing nothing, and they're just going to sit around there like idiots getting scared off by goblins that have no chance of reaching them.  Eventually they'll get hungry, tired, thirsty and whatnot, and they can't reach the inside of the fort.  Either the jam will erupt into a huge fistfight, or someone's going to starve waiting for the goblins to make up their minds.

Luckily they do have some supplies out there.  There's a stockpile on top of the ballista house with booze and some food.  But the haulers may not make use of it if the goblins actually have them locked down in a "scare pen".  I don't think that's the case, but it's not a happy prospect.


I'll just have to wait it out and see what everyone does.  Worst comes to worst I can save the civvies by digging underneath them, but I'd rather not do that.  Would someone mind refreshing my memory as to how to turn off certain announcements?  Getting 30+ job cancellation messages every five seconds isn't exactly pleasant.
Title: Re: Cavebrands
Post by: Cheddarius on August 05, 2010, 12:35:38 pm
Go to (o)rders and turn of job cancellation announcements.
Title: Re: Cavebrands
Post by: Kagus on August 06, 2010, 08:26:25 pm
Ah, the best-laid plans of Hoary Marmots and Dwarves...   

...I forget the rest.  Something about "hilarious cock-ups".


Allow me to illustrate the situation for you...  The siege operators are all in position, ready with bolts of finest bronze to decimate the enemy.  The horrified villagers cluster around in the courtyard as goblins up on the ridge cast down insults and dire threats.  A cat wanders outside the gate, playfully batting at some imaginary dragonfly.

Roll forward a few minutes of me watching the civilians and trying to figure out what to do with them.  I'm looking out for when they start moving back inside, because that will be an indication that the goblin war party has moved off the ridge and is heading for the gate.

It was my mistake to assume the goblins would move as a group.  It was the cat's folly to bound off in the direction of the goblins.  And, of course, it was the mistake of the dwarves to be too busy canceling their jobs to go feed the siege operators (who will stay at their post for as long as someone gets food and water for them).

I look over a few paces and see three goblins in a loose pattern chasing a cat across the drawbridge while the last siege operator glares at them menacingly without actually pulling the trigger.  By the time the goblins move into the ballista's line of fire however, the operator decides he needs to get a drink now, and leaves his post.

While the goblins dissect the rambunctious feline and plan their next move, I hastily mobilize our military in the hopes of fighting off this fiasco.  The civilians, still frightened by the remaining goblins moving along the ridge, were cancel-trapped in a danger zone that the cathunters were moving into.  I had to abandon all hope of an organized defense and just throw our military out there.

The last siege operator, stuck on the roof of the ballista hut with his beard soaking in a whip wine barrel, is slaughtered by one of the goblin swordsmen.  An axedwarf, the first of our military to appear, rushed up on to the roof to engage the foe.  He gets two broken arms and a splattered leg for his trouble, inflicting absolutely no damage on the greenskin.

While this is going on, a recruit runs up the same staircase and rams into the preoccupied goblin, knocking him off the roof and stunning him on the ground below.  Around this time, the rest of the military arrives along with two of the thirty war dogs I assigned to them (where the hell did they put the other ones?).

The goblin manages to regain its sense and smack a couple dwarves into sick leave before getting eviscerated by the squad leader.  After cleaning their blades a little, they hide behind the ballista house and wait for their next victim.

Another goblin rounds the corner and is pounced on by the full squad.  His ear is sliced off and tossed onto the roof before he turns tail and starts running for his little green life.

I try to get the dwarves to cease and desist so that they can go back into ambush positions, but they aren't listening to me.  The ones closest to the goblin keep going, while the other ones go back to the ballista house to swap stories about ale they've consumed.

Sighing heavily, I order the full military to run headlong into the goblin force coming up the entryway.  I figure they stand a better chance if they're all in the same place rather than spread out like loons.


And, as it turns out, they did remarkably well yet again.  The goblin forces had gotten a bit scattered due to the rough terrain on the mountain, so we didn't run into the swarm straight off.  Managed to take down the enemy leader before the rest of the party arrived and the real brawl broke out.

It only took a few more kills before the goblins broke ranks and ran for the hills.  We'd lost one Darwin Award winning dwarf, plus two war dogs who ended up registering as "lost a pet" thoughts in the minds of the dwarves they were assigned to (you didn't even see the thing, and you think it's your pet?  Idiot...).


So a few coffins, stitches, blood stains and gray beard hairs later, we've fought back the horde.  *Phew*, finally, now I can take a break to focus on restoring our water supply now that we're sa-

(http://i36.tinypic.com/29ojzi9.png)

Aw hell.
Title: Re: Cavebrands
Post by: Cheddarius on August 06, 2010, 08:32:53 pm
Oh god.
Raise the bridge. We don't need the outside. We can make it safe in our fortress. Maybe the caravan guards will take care of it next spring.
Title: Re: Cavebrands
Post by: melkorp on August 07, 2010, 08:04:18 am
We don't need the outside.
Awesome
Title: Re: Cavebrands
Post by: Argonnek on August 07, 2010, 10:47:33 am
Giants have [BUILDING_DESTROYER:2], so you really need to have correctly functioning drawbridges to keep them out. I hope your siege operators are up to this task!
Ah, and one more thing: I've had a giant throw me into a wall before (in adventure mode), and guess what? I slammed into an obstacle and blew apart. Do NOT engage a giant in wrestling, it will only end in a very, very messy defeat.
Title: Re: Cavebrands
Post by: SethCreiyd on August 07, 2010, 12:28:38 pm
Do we have cage traps?  The giantess should be captured for study.
Title: Re: Cavebrands
Post by: Kagus on August 07, 2010, 12:52:11 pm
Well, this should be interesting.


Fortunately for us, the giantess was distracted from our fort by a kitten that was wandering around outside (even better, it was a female kitten who had just recently been claimed.  This is pretty much the only way to deal with it now).  It led the giantess on a wild goose chase up around the craggy mountains, and was just running circles around the poor extra-sized individual.

Unfortunately for us, kittens are mentally retarded.
Spoiler (click to show/hide)

Yeah.  That's our wall.  Our wall which does is one tile high.  There is a giant naked lady running after a small cat on top of a blue stone fence that's about 10 feet high.


This wall happens to be a dead end.  The kitten, realizing this, has decided to try its luck on the ground below.  By pathing through the giantess.

The kitten is running straight at the giantess.  Combat is unavoidable.  And if at any time in the fight the kitten should attack the giantess and have its feeble attempt deftly avoided...  The giantess could dodge straight into the middle of our fort.


...

IS THIS PLACE TRYING TO KILL US?
Title: Re: Cavebrands
Post by: LordSlowpoke on August 07, 2010, 12:56:29 pm
Oh fuck yes I made that wall. Feels good, man.
Title: Re: Cavebrands
Post by: Kagus on August 07, 2010, 01:50:08 pm
(http://i33.tinypic.com/scclfb.png)

We get some strange announcements around here...  Who was it exactly that decided to name a number of dwarves "Food"?


Anyways, here's an update on the giantess story:  The kitten, seeing that it was running towards certain peril, turned around and dashed back in the other direction.  Barenaked lady followed her until she promptly forgot what she was doing and stood perfectly still.

The location she chose happened to be right next to the new defensive entrance I'm setting up (a one-tile-wide catwalk with a ballista aiming down the whole thing), so production halted.  Her sentry point also had one other, remarkably annoying quirk.

(http://i33.tinypic.com/2itqxhf.png)

Yep, that's right.  Dwarves are seeing the giantess on the wall, getting scared, and running back around the house.  The ballista house which just recently had a wall added to it so that you can only go around behind it.  They've all backed themselves into a corner, they're all thirsty, and they refuse to stop trying to grab a drink from on top of the ballista house for long enough to break down the wall between them and the rest of the fort.

But wait, there's more!  See that base of microcline walls just there?  That's the bottom of my newest ballista emplacement.  Because the giantess is located directly behind it, innocent dwarves will fail to see her until they're right in between the wall and the ballista house with its delicious booze stockpile.  Now, given the choice between the open safety and freedom of the fortress proper, and the certain entrapment of the path to the left, which way do you think these clever little beasties run?

That's right, they run to the left.  10 points.


As more dwarves come out to see what's going on, take a stroll in the sunny spring day, or try to access the rooftop alcohol supply, they get stuck in this little dwarf trap.  And for some reason, the giantess refuses to budge.  All it would take is a couple steps to the left or right, and the situation would be helped.  I'm afraid she's aware of this somehow.


The kitten, on the other hand, is running back and forth in laps.

Title: Re: Cavebrands
Post by: Cheddarius on August 07, 2010, 03:02:12 pm
We get some strange announcements around here...  Who was it exactly that decided to name a number of dwarves "Food"?
I think it may have been me, or the guy before me. Anyway, it means that they're involved in food production.

You might be able to use burrows in some way to make dwarves construct the ballista without running into the trap? Or make a ballista on the upper floor and just skewer her with bolts until she dies?
Title: Re: Cavebrands
Post by: Kagus on August 07, 2010, 04:45:07 pm
-~^~-

  "Oh most marvelous man-shepherd, I'm so glad I ran into you!"

  "El Burro Sombrero, you asked me to come here.  Quite insistently, I might add.  I don't think you quite realize just how important my duties as mayor are, and how essential it is that I attend to them."

Mayor Mobabbey sulked a little bit.  He thought back to his comfy office chair.  It would be cold by the time he was finished with this annoying twit, and he'd have to sit there for hours before it reached 'the zone' again.  The ordeals he had to go through as mayor...

  "I know, dearest master, but there is something that I absolutely must tell you...  For you see, I am not who you think I am."

Well that's not much of a stretch, thought Mobabbey, You aren't even who you think you are.

  "Oh yes?  And who are you then?"

  "Sweetest and most desirable lordship, I have been waiting a long time to say this, and it fills me with such joy that I am now able.  For you see, my lovely Lokum, I am-"

El Burro took a bubbling gurgle which, theoretically, could have been a breath.

"-the ghost of your long-lost wife!"

Lokum Mobabbey looked at the heap quizzically.  All thoughts of his chair had vanished, along with...  Well, along with most of his other cognitive processes.  The flesh pile looked happy.

  "Oh yes Lokum, it's me!  This body I am inhabiting is but a shell, a dwarf so near death that I was able to possess it!  My love, my one and only, how I've longed to see you rise to the position you've always deserved.  Indeed, I was the artificer behind your recent election, I was the one who manipulated the minds of the masses to bring you the seat of power that has always been your rightful place."

Mobabbey continued processing.

  "Now, my sweet cave swallow, my scrumptious love biscuit, my cuddly plump helmet..."

The lump extended two protrusions which a creative mind could have interpreted as limbs.  Possibly even arms.

  "...KISS ME!"

-~v~-



--The events of late Obsidian, 596.  Cavebrands.


The giantess Taron Calledsteels the Hardy Mouth, having slaughtered its feline prey atop the ice-colored barrier, wandered into the western valley beyond the great mountain.  There she waits, eagerly anticipating the juicy meat of caravans coming from the mountainhomes or the far cities of men.  The dwarves of Cavebrands, though safe for the moment, now live under a dark shadow.  A giant naked woman-shaped shadow.

While the dwarves closed and locked the gates to seal themselves from the dangers of the outside world, two skulking brothers of kobold blood scavenged the goblin corpses left behind after so many failed attempts to oust the dwarven pests.  After they had found matching treasures, they fled the tainted land.  Only much later in their lives, after their prizes had brought them much wealth and social standing, would they discover that not even the items that litter the ground are safe from the Curse of Cavebrands.

(http://i36.tinypic.com/foll38.png)

Amidst this furious storm of death and sorrow, an apprentice mason was inspired by forces otherworldy, and constructed a great monument to honor the steadfast resilience of those brave enough to dwell within the slightly defective walls of this place.

(http://i33.tinypic.com/2drcoar.png)
(http://i37.tinypic.com/169n9s9.png)

Never before had an artist rendered a depiction of short-term memory loss in a sculpture.  His achievement was lauded as mildly spectacular, although there were mutterings of disapproval at his having included an elf as part of the piece.  Some fans of the artwork claim that the elf is merely metaphorical, or say that the doubled image of the fort's founding was a statement that even the most mundane dwarven act held twice the worth of the most astonishing elven one.


Deep within the halls of Cavebrands, there lies a dwarf who spends his years trapped within a coma that few, if any, believe he will recover from.  His wounds are so great that he is barely recognizable as a living creature, and his wounds continue to spatter blood onto the floor despite the best attempts of the hospital staff to ignore them.

The current democratically elected official, Mayor Lokum Mobabbey, does not set foot within the hospital's walls.   When pressed, he claims never to have heard of anyone known as "El Burro Sombrero".  A name from an ancient and exotic language, which when roughly translated into the parlance of today, is equated as "The Ass Hat".


Cheddarius, the dwarf in charge of overseeing the lost cause that is the aid of those dwarves who fall victim to the mountain's merciless ills, has spent the past many months slaving away at the seemingly impossible task of mixing powder with water in order to create a past that might help those with broken limbs to keep the wounded article immobilized.  Although his attempts have been foiled on many occasions by the will of the gods, he is resolute and determined.  Some suspect he has silently gone mad, and that the ceaseless cranking of well mechanisms is a stark reminder of what happens to even the most vigilant and good-hearted in this foul world.


But for all the madness, all the blood and tears shed by the dwarves who are tormented by the evils of this place, and all the many graves that line the walls, Cavebrands moves on.  Grease and fat are rendered and made useful in the kitchens, great and powerful tinctures are brought forth by the massive distilleries, the hot and pulsating magma furnaces are lit with rivers of running metal, and life, in whatever measure it may be found or maintained, goes on.



Notes:
Currently we have a stream of water flowing into the tunnel underneath the hospital.  I would've set up the pressure plate to stop it when it gets full, but complications arose and I was unable to do that.  Keep an eye on the water level, and when it gets to a suitable amount just shut off the flow.

Also regarding floodgates, the treefarm water supply tunnel has a slight blockage in it.  A boulder is preventing the floodgate from closing.  The brook is still mostly frozen from winter, so immediate action should be taken to get that rock out of there.  After that, it should be just fine.

The treefarm is fully excavated, but it still has a lot of rubble clogging it up, along with a fair amount of valuable ore that should be smelted down and made into metal things.  Not to mention the catapults.

The ballista tower is being reconfigured.  The idea is to have one long pathway, possibly trapped, extending out from the tower (or possibly a staircase directly in front of the tower, as I was intending to protect the ballista with a fortified slot and some walls).  The pathway needs to be two z-levels above the ground so that invaders can't just reach down and smack dwarves passing underneath.   The current plan was to have the pathway extend to the west, as that would result in a negligible number of scares.  But regardless of what happens to that tower, our entire outdoors defensive setup needs to be rethought from scratch...  As I'm sure we all well know now.

There's a new hallway and a well-hole that's been dug out on one of the lower levels.  The vertical pipe opens up into a flooded cavern.  The reason I did this was to ensure we had a water supply during the colder months.  Care should be taken to stop anything that decides to fly up through there.

We currently have two forgotten beasts.  One of them is completely trapped and is "waggling his trunk" and farting behind a couple treeshrooms.  The other is still out on the prowl, but isn't as major a threat as it used to be due to its now extensive injuries.  Care should still be taken when dealing with it.

Also, I haven't updated to the latest version yet...  Might wanna do that.


(http://i37.tinypic.com/xbw8bn.png)

--~El Save~-- (http://dffd.wimbli.com/file.php?id=2911)
Title: Re: Cavebrands
Post by: Cheddarius on August 07, 2010, 05:19:54 pm
Hurray!
Title: Re: Cavebrands
Post by: melkorp on August 07, 2010, 05:35:30 pm
That corner of unexcavated rock is starting to look like the margin of a high school yearbook. 
Title: Re: Cavebrands
Post by: SethCreiyd on August 07, 2010, 11:18:33 pm
Cavebrands survives another year.  And to think of its humble origins.
Title: Re: Cavebrands
Post by: Argonnek on August 08, 2010, 09:41:56 pm
Okay, I'm downloading the save now, let's hope it doesn't crash my computer...

Edit: I'll have to skip my turn unless any of you know how to make a save compatible with a mac.
Edit2: I might not need to if I knew what version you were using.
Title: Re: Cavebrands
Post by: Kagus on August 09, 2010, 02:40:14 am
I was using 31.10, having been too something to download and install the latest versions.  I put it up as the "version compatibility" on the DFFD link, but I probably should have mentioned it.  Sorry about that.
Title: Re: Cavebrands
Post by: BadSyntax on August 09, 2010, 01:07:19 pm
Dorf me :D
Title: Re: Cavebrands
Post by: Argonnek on August 09, 2010, 02:45:42 pm
Well, I'd hate to say it, but unless you guys are willing to wait until the seventeenth, I can't apply my own special brand of madness to this fort.
Title: Re: Cavebrands
Post by: Cheddarius on August 09, 2010, 02:54:36 pm
How about Seth plays until then? If he can finish in a week...
Title: Re: Cavebrands
Post by: SethCreiyd on August 09, 2010, 07:06:50 pm
That works for me.  I could probably finish it by then.

Edit:  I'm checking the place out now.  I don't even know where to begin.
Title: Re: Cavebrands
Post by: Kagus on August 09, 2010, 07:52:29 pm
Dorf me :D

I take it that means you want a swing at the overseer spot?  I'll put you up after LordSlowpoke, provided things turn out as expected.

Well, I'd hate to say it, but unless you guys are willing to wait until the seventeenth, I can't apply my own special brand of madness to this fort.

Sorry to hear about that...  The excessively long wait of sitting around for my turn is finally over, and you're incapacitated for the time being.  Well, hopefully Seth will indeed be up for it.

Edit:  I'm checking the place out now.  I don't even know where to begin.

Stunning, isn't it?   But believe me when I say "I've seen worse".

If there are any questions, I can attempt to answer what I can.  Unfortunately, I'm not hugely familiar with the place myself.  After all, I could never figure out why our broker was specifically titled "Fisherdwarf".  There are a stunning number of oddly-named professions running around, although almost all of our workforce is currently drafted into service as haulers.  It would be really, really nice if there were some way of searching through dwarves by profession and skill, as there are currently a few haulers with specialized and highly valuable skills.  There are even a number of very proficient military dwarves wandering around completely unnoticed.

Once the current dumping order has been fulfilled or canceled in the -3 treefarm, you're going to see a massive spike in idlers.  I don't think we're really doing anything other than just moving stone from one place to another.  We've got one guy slaughtering bulls, one guy rendering fat, one guy making masterpiece bone bolts, and I think there's one guy working the magma smelter.  But that's pretty much it.


And my original attempts at a clear, organized layout have gone completely down the toilet.  Not that I would have done much better, mind.
Title: Re: Cavebrands
Post by: Cheddarius on August 09, 2010, 11:48:39 pm
Quote
It would be really, really nice if there were some way of searching through dwarves by profession and skill, as there are currently a few haulers with specialized and highly valuable skills.
Dwarf Therapist, my good man.
Title: Re: Cavebrands
Post by: SethCreiyd on August 11, 2010, 12:22:46 am
(http://i33.tinypic.com/2s97osg.png)

Journal of Overseer Sethrek Mobabbey, Excerpts

(http://i34.tinypic.com/rm73sy.png)

Marvelous Cavebrands, a gem in a mountain of schist, where eighty-eight dwarves of all ages live, work, play and lead fruitful lives, aside from the ones crippled in bed.  Ah, but they're the minority.  Life is easy, we want for little, and the booze flows freely.  It's even beautiful if you love messes.  It's home, and rather good at it.

There is just one tiny little problem.

(http://i36.tinypic.com/2ym8z69.png)

At some point the prosperity of our home caught the interest of a shockingly tall and naked lass who has been doing cartwheels on top of our wall for the past month.  Only recently she descended to firm ground, and ran as fast as her massive legs could propel her into our fort.  Once inside, she picked up a nearby peasant who enjoyed staring more than running, and casually tossed him into the wall he slammed into as comfortably as possible.

(http://i38.tinypic.com/2ltoeua.png)

A structure to the northwest took advantage of the commotion and collapsed.

(http://i36.tinypic.com/j5yxw2.png)

(http://i34.tinypic.com/16qdkz.png)

The army of Cavebrands charged down the giantess and tore her asunder, hacking her to humorously small pieces.  A few soldiers suffered minor injuries to their brains and lives.

(http://i36.tinypic.com/6pvywp.png)

I almost went off to tell the mayor of our good fortune, but discovered she was a first-hand witness.  Her skull cracked open by the giantess, she found the will to mandate some (giant eagle) leather items to commemorate the event.  I went to speak with the leatherworker, greeted by the usual stench of our main hallway.

(http://i33.tinypic.com/6ifrbt.png)

Yet another day in marvelous Cavebrands.
Title: Re: Cavebrands
Post by: Cheddarius on August 11, 2010, 12:25:47 am
Hahaha, nice.
Title: Re: Cavebrands
Post by: SethCreiyd on August 11, 2010, 01:54:27 am
Spring

I had to take up extremely early this morning because some idiot flooded our entire forge level with molten rock.  I swear, in a room of a hundred miners you have a hundred people with rocks in their heads.

Spoiler (click to show/hide)

Still, I do enjoy a good hunt in the wee hours of the morning, if I tend to avoid using crossbows.  Thankfully I'd taken the precious adamantine gear before it could drown in the magma, so I was able to don my choice apparel.  While I was changing, the militia captain came into the barracks with some troubling news.

(http://i34.tinypic.com/23s6e7p.png)

The beast he described sounds frightful enough, but so deep in the caverns the creature can't harm us.  Even so, I asked our captain to keep a vigilant watch.  Then I went out for my hunt.

(http://i37.tinypic.com/2rpz1pt.png)
(http://i38.tinypic.com/hrl9p3.png)

I'd not sooner wiped my blade when I spotted the first of the goblins on the horizon.  Scores of them.

(http://i34.tinypic.com/jtqtcp.png)

A few greenskins appeared in ambush and sunk their hatred into the civilians who were working on the new road.  They cried out for mercy, surely knowing the futility of it but having no other option to turn to.

(http://i34.tinypic.com/wamvk2.png)

The war dogs were the first to assault back, but vicious teeth are no match for cruel metal.  One by one our canine soldiers fell to the invaders.  The fortress guard was stationed near the front gate, but several broke rank and started pursuing the enemy around our gates in order to protect the civilians caught outside.  Then, we struck disaster.

(http://i34.tinypic.com/21e2gb5.png)

A legion of goblins mounted on great winged beasts from the dark underground came soaring in over our northern gate.  The soldiers that hadn't yet joined the fray to the west rushed over to defend against this more present threat.

The fight on the western front went poorly for our forces, many of whom had never before seen a battle, who had to contend with monstrosities they'd scarcely imagined.

(http://i34.tinypic.com/2duf0n6.png)
(http://i34.tinypic.com/rrpis4.png)
(http://i33.tinypic.com/2w65vsi.png)
(http://i38.tinypic.com/a9lmpu.png)

The first of our defenders lain to waste, the enemy stormed our entrance, their mounts ignoring the feeble traps before them.  A squadron of marksdwarves was there to slow their advance at the ballista house, and the goblin squad leader was caught in the chest with a bolt and launched from the beast he was riding into a pond beside our walls.

(http://i35.tinypic.com/t9y0l5.png)

(http://i35.tinypic.com/2058d1y.png)

Far to the south, a lone goblin slew half a dozen dogs and soldiers by itself, and stood admiring its own handiwork.

(http://i37.tinypic.com/312tic7.png)

All was not lost.  The struggle for the northern wall ended favorably, our troops killing most of the flying attackers and setting the rest to retreat.

(http://i38.tinypic.com/aynhqs.png)

But the battle was not yet over.

(http://i37.tinypic.com/4t12mp.png)

Near the front of our gate, a lone wounded soldier stood firmly against a crazed troll, losing great amounts of blood from a spot that once held an arm.

(http://i34.tinypic.com/1430qh1.png)

He succeeded in driving the troll off, and limped back inside, his work not yet over, and moved with purpose toward another engagement along the south wall.

(http://i34.tinypic.com/2q8axd4.png)

I was then distracted from my observations when a Troll crept from behind a boulder and tried to throttle me from behind.  My sword was out quick enough to fend off the creature, but it was wickedly fast itself, and it cackled madly as it evaded my attempts to dispatch it.

(http://i36.tinypic.com/29z52ls.png)

(http://i34.tinypic.com/jhu2o6.png)

My sword finally caught the creature right in its slavering maw, and it thrust truly into the brain, ending its madness forever.  It was the last threat we would see this day.  We are victorious.  Cavebrands is safe.

(http://i38.tinypic.com/2i8xbb6.png)

Safe.
Title: Re: Cavebrands
Post by: Cheddarius on August 11, 2010, 02:03:17 am
...for now.

Man, I died. Oh well. We'll have goods to trade and steel to melt down.
How's our military doing?
Title: Re: Cavebrands
Post by: SethCreiyd on August 11, 2010, 02:06:54 am
A dozen are severely wounded or worse, the others are a bit bruised and more experienced.  Not too shabby for the casualties we inflicted.  I'm hoping the death keeps them away for a while.
Title: Re: Cavebrands
Post by: Cheddarius on August 11, 2010, 02:22:08 am
It won't. I suggest that you close up the bridge and try to train up a better military before opening it.
Title: Re: Cavebrands
Post by: Kagus on August 11, 2010, 03:06:12 am
Troll...  Gem Setter?  They brought a freakin' jewelerbeast to the battle?


Anyways, shame about our forges and metal industry going up in smoke.  I can only imagine how that particular happening came to be...
Title: Re: Cavebrands
Post by: SethCreiyd on August 11, 2010, 10:48:30 am
That was me trying to expand the area for a slew of magma smelters.  The plan (which also went up in smoke) was to make Furnace Operators out of everyone useless.

The mishap is not as bad as it could be since the area above the magma flood is completely unused.  New forges can be easily built to replace the old ones cooking below.
Title: Re: Cavebrands
Post by: SethCreiyd on August 11, 2010, 11:51:06 am
Spring into Summer

(http://i36.tinypic.com/9q8co4.png)

A gifted child named Reg completed a cabinet made entirely of goat bones.  I'm not sure how it holds itself together, but it's getting sent my office all the same.

(http://i36.tinypic.com/2di15qp.png)

It's a bland, ugly affair, but it does possess a quiet charm and sets a fine example of resourcefulness.  I hope this kid can teach the rest of us how to make furniture out of dead things, as we have a surplus of sorts in our bone yard.

(http://i35.tinypic.com/23kxhx.png)

I was trying to figure out where to put the cabinet when a peasant ran up to me wailing about her dead dog.  It seems the animal revealed its utter worthlessness by allowing a squirrel to rip its head off.  I might have rolled my eyes the entire time I went out to investigate.

Holy schist, she wasn't exaggerating.  I found the head (still in the marmot's jaws) hovering over the blood-soaked ground.  The dead eyes stared, seeming to ask, "Where did my body go?"

(http://i35.tinypic.com/15i0vx2.png)

I drew my sword.  Something was clearly wrong with the squirrel and it needed to die.

(http://i37.tinypic.com/27y8sw0.png)

I carried the deceased animal to the upper entrance, framed as it was by an ocean of coffins.  As I buried the headless dog, I wondered which of these coffins would one day entomb me.

(http://i36.tinypic.com/24wdab6.png)

Suddenly there were panicked shouts, picked up and launched from one end of the fort to the others.  Some imponderable beast had destroyed our defensive fortifications in the underground and now posed a considerable threat to all our continued existences.

(http://i33.tinypic.com/5chkip.png)

I am starting to think the gods hate us.

(http://i36.tinypic.com/334r7yw.jpg)

Well, this wasn't so bad after all.  The beast was already crumbling to glittery dust when we assailed and finished it off.

(http://i34.tinypic.com/8xiwyg.png)

Our soldiers unscathed, I sent some of them back to the fortress while the rest and I escorted a few civilians deeper into the cavern to repair our fortifications.

That's when we quite literally ran into the vomit monster.

(http://i35.tinypic.com/akfits.png)

(http://i37.tinypic.com/nzkbph.png)

(http://i33.tinypic.com/296j1nk.png)

The ash maker was heard shrieking away before we'd even rounded the corner.  There stood the repulsive monster, its vile form leaving puddles of retch-inducing slime along its path.  It stood sucking on the corpses of a fallen fisherdwarf before it noticed us, bellowed loudly, and started heaving its gluttonous mass toward us, snapping its wet jaws.

(http://i34.tinypic.com/2vbkcoj.png)

When it reached us, it literally exploded with the most evil-smelling liquid ever conceived by gods or dwarves.  I have never before felt such rage.

(http://i35.tinypic.com/e7z2f4.png)

When the awful beast made a break for Tholtig, I charged forward and departed its head from the rest of it.  Our threats dispatched, we headed back to the surface to tend to our wounds, bury our dead, and take the longest baths of our lives.

(http://i35.tinypic.com/rkobw8.png)

Later that evening:

(http://i33.tinypic.com/2hrln53.png)

Spoiler (click to show/hide)
Title: Re: Cavebrands
Post by: Cheddarius on August 11, 2010, 11:55:34 am
Dang. And I'm dead, too... hopefully the doctors will take care of you as best they can.
Or, y'know, dance on your bed and slosh water at you.
Title: Re: Cavebrands
Post by: Argonnek on August 11, 2010, 12:24:40 pm
My personal suggestion is that you give five or so idlers only health care duty, because if you don't get to a hospital soon, that rot will become very, very bad.
Title: Re: Cavebrands
Post by: SethCreiyd on August 11, 2010, 12:34:13 pm
Summer

(http://i37.tinypic.com/kd251j.png)

I've been lying on the ground for days.  Why hasn't anyone helped me?

Oh wait, someone came over to bury me.  Since I'm not dead yet they brought me over to the hospital instead.

(http://i35.tinypic.com/id4xhz.png)

I can't move a muscle so I have to sit here in the putrid husk of my premature corpse and have news of the fort delivered to me by the Captain of the Guard.  This is what I get for being a hero.  At least the guards are in good spirits, since they've been clearing the underworld of danger one draltha at a time.

(http://i33.tinypic.com/2yvrn68.png)

Several events transpired during my brief respite.  For starters, another defective dog removed itself from the breeding pool with the help of a groundhog.

(http://i34.tinypic.com/2qlqqtd.png)

The same day, a weaver was attacked by a Giant Cave Spider while he was collecting webs.  The guard dispatched it easily enough but the weaver did not survive.  I wonder who told him to go off in the caverns alone and unarmed?

(http://i33.tinypic.com/wsu0d3.png)

I fortunately recovered mobility after three days of rest, despite the fact that I now resemble one of the rotting zombie animals of old legend.  After one more day of getting used to the way my limbs now moved and felt, it was back to the job of overseeing, and it came not a moment too soon.

(http://i37.tinypic.com/vigspi.png)
(http://i37.tinypic.com/2w49ocn.png)

This place needs a miracle, not an overseer.

I was just told that El Burro Sombrero (or Crazy Old Windspells, depending on whom you ask) had a matter of great importance to discuss, so I decided to entertain the old coot because he's good at making me laugh and I could really use some mirth right now.

(http://i36.tinypic.com/15n0v2o.png)

(http://i38.tinypic.com/166x8cg.png)

(http://i34.tinypic.com/2n9cnb5.png)

Someone decided it would be real funny to stick a fully-armed goblin inside Sombrero's room.  When I opened the door, the brute lunged forward with his whip and knocked the wind out of me.  It was a strange feeling, as I fell to the floor - so much pain through such rotted flesh.  I've never been so weak.  I fear it will never end. 

I'm back in the hospital now.  The goblin was dispatched by the guards easily enough.  Sombrero, for his part, actually succeeded in dragging his pseudobody outside of his room only to pass out on the floor a few feet away from the door.  They put him in the bed next to me.  How exciting.

(http://i35.tinypic.com/1z5i6fa.png)

Humans have come to trade.  We opened the gates to let them in.  I hope we dont'

(http://i38.tinypic.com/4s207r.png)

come

(http://i37.tinypic.com/2n04zkn.png)

to

(http://i38.tinypic.com/vhqqsn.png)

regret it.

(http://i33.tinypic.com/1zn7xi1.png)
Title: Re: Cavebrands
Post by: SethCreiyd on August 11, 2010, 01:06:53 pm
The dwarves fought valiantly to protect their own, but the cost would be great indeed.

(http://i34.tinypic.com/242ar1k.png)

Overwhelmed by sheer numbers, they couldn't maintain for long.

(http://i35.tinypic.com/8zmqf9.png)

One by one, the defenders of Cavebrands were overrun by the swarm of invaders.

(http://i33.tinypic.com/2h3d57a.png)

The battle spilled into the main hall.  The attackers were beset by brave dwarves the entire way through, but even the stoutest among them were torn to shreds by the fell creature commanding the assault.

(http://i34.tinypic.com/jhy7n7.png)

Some humans rushed to the aid of their trade partners, only to be batted aside just as easily.

(http://i35.tinypic.com/24ypmxh.png)

With the main resistance over, the new masters of Cavebrands began to redecorate.

(http://i36.tinypic.com/2eupp37.png)

And so, the reign of dwarves over their final outpost came to its end:

(http://i37.tinypic.com/u9f1c.png)

But there can be no end without a beginning.

(http://i35.tinypic.com/24vlgle.png)

Out of the whirls of time and space a hardened soul without a home was ripped across the sundered fabric of reality and placed gently but firmly in the able body of a legendary stoneworker.  Disoriented at first, he quickly found himself standing on a magnificent golden trade depot, surrounded by a small group of terrified dwarves asking him what to do.  A few humans stood nearby with loaded wagons, their weapons out, their eyes darting back and forth for danger.

What in the Windy World? (http://www.bay12forums.com/smf/index.php?topic=57052.msg1241571#msg1241571)  Creiydrek thought.



I finished the year already, FPS improved dramatically after I destroyed a billion articles of clothing and lots of things died, and now I just need to narrate the turn.  I'll do that soon, I just need a break for a bit.

The goblins attacked as soon as the traders got in, the gate couldn't close quick enough to avoid getting destroyed, and I couldn't finish a few vital wall sections because the masons were too scared of some stationary trolls.  In order words, they caught me with my pants down.
Title: Re: Cavebrands
Post by: melkorp on August 11, 2010, 08:48:15 pm
Damn, the Battlefailed/Cavebrands continuity is starting to look like the DC universe.

Crisis On Infinite Urist
Title: Re: Cavebrands
Post by: SethCreiyd on August 11, 2010, 08:53:56 pm
Journal of Creiydrek Yearrings the Granite Stomps of Foot, Excerpts

Autumn - Winter

The last thing I remember before finding myself in this "Cavebrands" place was being mauled by a gigantic stonefly that appeared without warning in the middle of the dining hall.   I remember thinking, "The pain, the pain, oh Otik the pain please stop."  And then it did, and I was here, and what the fuck is going on? I wondered.

(http://i37.tinypic.com/6i5o3n.png)

So there I was, suddenly on a fabulous golden platform with animals and crying dwarves all around me, a couple children pointing their fingers at a doorway through their sobs.  It was all I could do to not pass out from confusion on the spot.  Before long I worked out that there was some kind of horrific death waiting on the other side of that door, and that we were all unfortunately close to it.

(http://i33.tinypic.com/10dtkc1.png)

A child went berserk in the middle of the depot while I was trying to figure out what to do next.  He lunged for one of the nervous human caravan guards, who dealt with him mercilessly.

(http://i33.tinypic.com/vyr32d.png)

This makes two fortresses that have seen me unwillingly covered in the blood of children. 

I wish this were all a dream, and though I doubt it, a part of me prays that when I awake on the morrow I'll be back at Battlefailed in my house with Edzul and Pisano and everyone else just across the halls.

Still, I was assuredly a goner.  Losing the lower half of your body to a giant bleeding insect tends to have that effect on a dwarf.

(http://i34.tinypic.com/2rzdslh.png)

That's it, then.  I'm dead, and this is Hell.
Title: Re: Cavebrands
Post by: SethCreiyd on August 11, 2010, 09:43:20 pm
(http://i37.tinypic.com/2j2i9w9.png)

Journal Excerpts Con't

A swordsman sprinted forth to besiege a hideous red-eyed mole person that came to investigate us, and I reckoned that was the best time to strike a quick bargain and send the caravan on their way.  I'm no trader, but sometimes one doesn't need to be.

(http://i35.tinypic.com/2ccr0qq.png)

"Take all the clothes on the Depot," I said.  "Just leave us your goods and go."

They considered haggling for only a moment before realizing the kind of profit this deal had for them and they started dumping their things and packing the clothes without a further word.  While they did so, I hurried down the hall to save all our lives.

(http://i38.tinypic.com/e66p9g.png)

While gathering stone I noticed a suicidal child kicking a maddened bull in the face.  It pains me to say I didn't have time to save the child or the bovine from one another.  I had survival to consider.

(http://i37.tinypic.com/20fxo5k.png)

I returned to the Depot and shouted at the terrified group until they shut up and listened to me.  Then they took picks and began to dig for the first time in their lives, while I built up a wall with as much haste I could muster.  I must admit I am fond of this strapping new body.

(http://i37.tinypic.com/2czapsm.png)

However, I noticed (with no small dismay) that I'm not the only thing to have come out of Battlefailed.

(http://i36.tinypic.com/mkgoh.png)

Poor lad.

*   *   *

Meanwhile, across the rest of the fort, things are unwell.

(http://i33.tinypic.com/nva4r8.png)

A psychotic child rages against a wounded hero...

(http://i34.tinypic.com/65coat.png)
(http://i37.tinypic.com/2rw6tcx.png)

A terrifying beast from the underworld emerges and enters the fort...

(http://i33.tinypic.com/2dwduzk.png)

Followed by another...

(http://i38.tinypic.com/110vo8g.png)

And another...

(http://i34.tinypic.com/29xxgqp.png)

Till nary a living soul breathes in all of Cavebrands.

(http://i37.tinypic.com/29nv1ug.png)
Title: Re: Cavebrands
Post by: SethCreiyd on August 11, 2010, 10:51:03 pm
Journal Excerpts Con't

(http://i33.tinypic.com/2sanf5l.png)
(http://i33.tinypic.com/2ak051g.png)

We had finished the wall after the humans had left, and when we heard dwarven voices on the other side of the barricade, we were slow to take down a section to let them into our hideaway.  It seems the coast is clear for now, so I intend to extend our habitable area while we have the protection of the guards from Kivish Borik.

It's been quiet, but the sounds of forgotten beasts still echo through these desolate halls.  As long as the caravan remains here, we are all vulnerable.

(http://i33.tinypic.com/289fsyb.png)

The trader actually had the stones to ask if we were attacked.

(http://i35.tinypic.com/x20yfm.png)

I don't know, what does it look like?  Moron.  Funnily enough his name was Meng.

(http://i35.tinypic.com/2mn5b9y.png)

We somehow managed to do our business despite the smell of the dead child buried underneath all the humans' wares.  We traded all that junk for more food, timber, booze and animals, everything these dwarves will need to survive.

I don't expect to make it another night.  There is a shadow hovering over this fort, and we will never know peace until it is banished.

(http://i34.tinypic.com/6s9l53.png)

While I will almost surely die, I will die in a manner befitting a dwarf, not hiding in some cubbyhole like a kobold pup.  If I must die I will die with honor.

Besides, I'm supposed to be dead anyway. 

(http://i35.tinypic.com/29c6ss4.png)

*   *   *

Without saying goodbye to the strange dwarves, Creiydrek proceeded to the weapon stockpile and gathered what he would need to face their foe.

(http://i36.tinypic.com/14y0ltf.png)

The battle lasted for hours.  Creiydrek matched the mole demon blow-for-blow, his axe every bit as swift as the demon's raking claws, but the mortal's stamina was limited; the demon's was not.  As time flowed forth it swept the dwarf's ability to stand against the unyielding savagery of his opponent, until he could stand no more.

(http://i38.tinypic.com/2v2z8ec.png)

The demon was in questionable shape, mangled but showing no sign of discomfort after taking many blows that would have felled lesser creatures many times over.  Creiydrek knew what his chances were.  He let the axe fall from his grasp to lie on the ground beside him.  He had lost.  Death would be next.

This is how it should be, Creiydrek thought as his blood pooled around him.  His vision was growing spotty.  There were streaks of gray over everything.  He was starting to feel cold.

This is how it should be.

(http://i36.tinypic.com/3504aap.png)






...

























But his death was not yet to be...















(http://i33.tinypic.com/350897b.png)

When the Granite Stomps of Foot awoke, the bleeding in his stump had ceased.  In front of him hovered Anoth the mole demon, its legs crossed in an unnatural looking manner, and it eyed him with predatory curiosity.

Creiydrek spat in the direction of the monster, but missed by a wide berth.  "Filth," he swore at his enemy through gritted teeth.  "Why haven't you finished me yet?  The battle is yours."

The malign creature grinned through bloodstained lips and, with a searing voice that echoed with hollow mirth, said, "What manner of king would so injure his subjects?  They are no good to him dead."

"King of no one that counts," Creiydrek managed.  The pain in his arm had not left him, and his severed leg was rotting so quickly he could already smell it decaying around him.  He tried not to dwell on it, and cast his mind elsewhere.

He doesn't know about the others, he thought.  The others are safe.

(http://i36.tinypic.com/jraezt.png)

"The others are safe," said the demon.  "They are not quite as foolish as you are.

The dwarf failed to hide his astonishment.  If the beast could read his mind, then...

"Ah, the audience arrives.  Lo, here they come now."  Anoth pointed, and Creiydrek looked.

(http://i35.tinypic.com/vpaf50.png)

Goblins crept from the path up the mountainside and began to perch around them, making no move to attack.  They were laughing and staring across the hall intently as their demonic master lowered itself to the ground and moved toward Creiydrek with slow conviction.

"I think you came here to die," purred the demon as it approached, it's mole-headed face stopping inches from the dwarf's bearded one.

"But you shouldn't die yet, Creiydrek Yearrings.  Now, how many holes do dwarves start with?"

The demon stared down at him hungrily, and inside Creiydrek felt he should scream.
Title: Re: Cavebrands
Post by: SethCreiyd on August 11, 2010, 11:46:37 pm
While Creiydrek distracted the invaders, even taking a few down with him, the caravan sneaked out and escaped undetected.

(http://i34.tinypic.com/1z1v4hl.png)

The goblins were eventually driven off by Cavebrands' intricate web of traps that spanned the fort, but they did not leave empty-handed.

(http://i35.tinypic.com/sx0nq8.png)

The winter months passed quickly.  The survivors did no work the entire time, having little to do but spend their days talking, drinking, throwing parties with imaginary guests, smoothing their hideaway, and biding their time.

For what?  They didn't dare ponder too long.


(http://i37.tinypic.com/2l8bzm8.png)



(http://i37.tinypic.com/jsft37.png)

I really did the best I could, but I got completely taken by surprise.  We actually repelled all three sieges, but not without horrible casualties, and the demon master never left.  I had plans to radically alter our entrance and clean up the place but they got completely dashed in their tracks.

A woodworker got chased into the underground and trapped when the second siege started.  I used him to chop down the trees holding Basen and the thing came up into the fort and started killing off the wounded.  I was hoping it would attack our besiegers since it's a lot easier to manage one forgotten beast than a castle full of goblins, but then two FBs came within two game weeks of each other, which I didn't even know was possible, and they came to the surface as well.

There's only three real survivors (not counting Creiydrek the eternal torture victim) but they're incredibly safe and well-off.  They have enough food and drink for over a decade.  And since the goblins all left, and the caravan left with an ABSURD profit (perhaps a million dwarfbucks, we had so much junk) we might actually get some migrants in the near future.

There are two major considerations:

1)  The demon master, who appears to have no intention of leaving the main stairwell.

2)  Stockpiles are borked.  There is so much garbage everywhere I think it'll be impossible to manage without mass-forbidding.

There is a third, lesser consideration.  There are only three survivors not counting the unhappy child.

So there you have it.  The fort, such as it is, lives on.  I'm sorry about the mess.

Save is here. (http://dffd.wimbli.com/file.php?id=2935)  I almost forgot, the save is updated to 31.12.
Title: Re: Cavebrands
Post by: Kagus on August 12, 2010, 12:17:41 am
Wonderfully done, SethCreiyd!  Managing to lose 85 dwarves in a single year...  Now that takes true skill!

Right, well, couldn't have hoped for a better ending actually.  Nothing quite like a glorious rising up from the seat of oblivion, yeh?  Wonderful work on the updates, as always.


Argonnek, can you take the save or would you like some more time?  I'm sure Cheddarius would be more than happy to clean up this murderpit.
Title: Re: Cavebrands
Post by: Argonnek on August 12, 2010, 01:08:30 am
Well, cleaning up train wrecks is a hobby of mine, but I'm not sure if I'll be able to play. Let me test something out first, though, before skipping me.

Oh, Seth? You write awesome entries.

Edit: IT LIVES!! Okay, it's running. At 9 fps, sadly, but I'll take what I can get. Due to the nature of my quick fix, I won't be able to easily upload pictures. I'll try, but it won't be often. Due to the fact that it's half an hour before tomorrow (where I am, anyway), I'll be posting updates later.
Title: Re: Cavebrands
Post by: SethCreiyd on August 12, 2010, 04:04:03 am
Thanks Argonnek :)  May you have far better fortune than I did.

Glad to be of service, Kagus.  Once the survivors were safe I gave up on trying to achieving anything meaningful and just tried to make months of idling as interesting as possible.  I didn't dare let them wander around because of &.
Title: Re: Cavebrands
Post by: Argonnek on August 12, 2010, 11:38:29 am
Journal of Argonnek Ngotundumat, Mayor of Cavebrands.

The past few months have been... Horrifying. We were besieged by goblins, Demons, beasts that seemed impossible until you saw them.

All seemed lost, but one shining beacon of light let us live. The former overseer, Creiydrek, helped us keep our heads during the chaos and gave us the chance we needed to survive. Once our hidey hole was secured he did the unthinkable and left to try and drive out the remaining forces, but even those blessed by Armok have limits.

It has been long since he left and the agreed upon knock has not been heard. We can only assume the worst.

Until such a time has come that we are safe to leave this place, I will be in charge of the few remaining dwarves. The first order of business will be obtaining a better room and office for me. One can only rule effectively if one has a decent place to sleep.

I will pray to Doren for wealth in numbers, as well as wealth in coin.

Well, this is interesting, to say the least. I'm going to have to postpone my magma-based plans due to massive invasion forces at my doors.
Because of more scheduling conflicts I have to leave in half an hour or so, but I'll be back in time to play some more and hopefully get something done.
Doren, by the way, is the god of wealth.
Title: Re: Cavebrands
Post by: Kagus on August 12, 2010, 01:07:32 pm
Ziril is also the god of wealth and shiny things.  Two perfectly suitable entries for a dwarven pantheon, but they're backed up by that weirdo goddess who likes birth, pregnancy, and love.  Ecch.

Well...  This should be quite interesting indeed.  I don't really know what we can do to evict that demonic moleman, and considering his current list of kills I'd say it's safe to assume that wandering migrant groups aren't going to be enough to dethrone him.


One thing that might be interesting is to find some method of making crossbow bolts, and then either dig or build a shooting platform.  From what little I know, this molemaster can neither fly nor throw fireballs, so getting someone to ever so slowly plink away at him might eventually do something.  Plus, it'd be good experience.

Unfortunately, just having one person do that would be taking away one third of our workforce, and military dwarves don't return to normal work due to some weird bug.  Also, I have no idea what kind of capabilities we have as far as actually producing bolts.


Damn...  I don't think I've ever seen a thief make off with an artifact before.  That's hardcore.  I wonder if we're going to end up with kobold raiding parties now...  That would just be the cherry on top now wouldn't it?
Title: Re: Cavebrands
Post by: Argonnek on August 13, 2010, 03:38:49 pm
"But Mayor, I need to get my stuff!" Stinthad screamed for the thousandth time.

"No, you don't need to go out there and kill yourself for a sock." Argonnek replied. Again.

"But... But Mayor!"

"No."

This exchange continued like this for hours, just as it had every day since things had settled down after the doors were sealed.

When not being harassed by the spoiled brat, Argonnek wandered around their bunker, pondering how long he would have to be trapped in here with this annoying twerp.

Little did he know, a group of pioneering dwarves gathered on the horizon.
Title: Re: Cavebrands
Post by: NightmareBros on August 13, 2010, 03:58:54 pm
Oh armok please dorf me now

This is such a buitifull train wreck that I must be part of it
Title: Re: Cavebrands
Post by: Argonnek on August 13, 2010, 04:52:37 pm
The migrants gazed upon the carnage of the front gate and heard the wailing of the trolls from within as they descended the hill overlooking the pass. They gathered in one of the entrances and tried to figure out what to do.

A tanner, who called himself Erush Breachearth, stood on top of a pile of clothing and armor and addressed the crowd once everyone was assembled.

"We came here to escape our problems and to make a new life in the wealthy border fortress of Cavebrands, we thought that we would be able to provide skills that this fortress would need, but we were wrong. This fortress doesn't need my tanning skill, it doesn't need weavers, it doesn't need animal caretakers. It needs soldiers and warriors to drive out the infestation that currently plagues its halls.
I will take with me nine brave souls who will willingly die to defend this, our new home. Who is with me?"

At first, no one spoke out, and it seemed no one would until Avuz, a bowyer, stepped forward. Then came Kogan and Oddom. Brave dwarves stepped up until they were ready to move.

Erush smiled at the group of dwarves that stood before him and said: "Take any weapons or armor you find on the bodies around here and be ready for the ordeal that awaits us."

Everyone scattered to find armor and weapons, each grabbing anything that could be used to kill. Some, instead of gathering weapons nearby, ran onto the walls and discovered the trolls before they were armed and attacked with their fists.

Hearing the commotion, Erush cursed under his breath and rushed to help with an iron scourge in his hand.
Title: Re: Cavebrands
Post by: melkorp on August 13, 2010, 06:24:21 pm
Please mark me down for the next available turn.  I'm optimistic.
Title: Re: Cavebrands
Post by: Argonnek on August 13, 2010, 07:14:16 pm
The battle was long and exhausting, but the dwarves managed to destroy the Troll occupation forces.

After the battle, Erush gathered his troops and took a head count.

"Lets see... Wait, Avuz is missing, and so are Nish and Sazir. I don't see their bodies anywhere, where could they--"

He was interrupted by an eldrich scream coming from overhead, where the mass grave was located. He ran up to investigate. What he saw turned his stomach and nearly made him retch. An enormous, skinless mole, corrupted by demonic evil into a perverse mockery of humanoid form, ravaging the bodies of his three missing men, as well as that of some adamantine-clad dwarf he'd never seen before. He couldn't speak, he just ran until he hit a wall and fell into a fetal position.

His men ran to him, and Kogan said, "Sir? Sir! What's wrong? What did you see?!"

All Erush could do was shiver.
"N-N-N-No" He whispered "N-N-N-N-No..."

Kogan stood up and gave his commander a stern look, then turned to the rest of the assembly.
"Our commander is temporarily incapacitated, and until this changes, I will lead our squad. Go and help the civilians rebuild this fort, and for Armok's sake, wall off that section before whatever the hell is in there gets hungry. Hurry Up! That's an ORDER!"


Argonnek, after once again arguing with the irritating brat, went to his chambers and prayed to Doren to ask if it was safe to leave. He never received an answer to this question in the past, and was starting to wonder if he ever would.

"Do not doubt me, mortal." Doren snapped at him.

Argonnek started and nearly yelped when he saw Doren standing before him. He fell to his knees and did the ritual hand motions to show loyalty to his goddess.

"I-I wanted to ask--" Argonnek feebly replied.

"I know what you want," Doren spat. "All you mortals only want one thing: wealth, gold, shiny things that you think look pretty. Fine, I shall allow you to be wealthy once more. There are no more trolls for you to fear, mortal, you are free to leave this place without immediate danger to your lives."

"Thank you, my Lady, but... What of the demon..." Argonnek asked quietly. When he received no answer he dared a glance up. He saw Doren looking down at him with a cruel smirk on her face. She chuckled quietly and vanished.

He left the room and announced to the other survivors the good news.
Title: Re: Cavebrands
Post by: Argonnek on August 13, 2010, 07:49:57 pm
After two days of sitting in a fetal position, Erush suddenly stood up and wrested control of the military from Kogan.

"Listen to me! I have seen the child of evil itself! We must Destroy the monstrosity, no matter what the cost! Follow me, soldiers, we will destroy this thing of evil, we will end the oppression of its presence! We, the dwarves of Cavebrands will fight to our last breath to destroy this thing and reclaim Our Fortress!"

He charged up the slope and began bashing the monster with his scourge. He knew he would not survive this fight, but he's would gladly lose his life to end the life of this evil.


OOC: I tried very hard to keep him from going near the demon, but noooo, he just HAD to risk his life to reclaim the graveyard. Inconsiderate jerk.

The battle continues! But i have a headache. I'm done for today.
Title: Re: Cavebrands
Post by: LordSlowpoke on August 16, 2010, 06:55:52 am
...How many dwarves do we have by now? Two, three? If more than three, dorf me, I'll hope to survive until my turn - which I'd again like to notice I'm shitting blueprints for. Literally. I replaced my toilet with a scanner by now.
Title: Re: Cavebrands
Post by: Argonnek on August 16, 2010, 01:33:39 pm
Sorry for the delay, guys, I have to travel across the state today, and will only have access to a capable computer tomorrow (that's why I moved my turn earlier).
Title: Re: Cavebrands
Post by: Argonnek on August 17, 2010, 08:20:55 pm
The civilians ran around, tending to whatever task they had set their minds to, completely ignoring the screams and the sounds of cracking bones coming from the mass grave area. They didn't seem to care that the ten dwarves who risked, and even sacrificed, their lives to clean out the fort had yet to return to them.

Argonnek wandered around, hauling this, deconstructing that, doing nothing very interesting. He, however, noticed something wrong with the picture: The wall that would keep the demon in place wasn't being built! He walked up to Kol, the mason.

"What is the meaning of this? Why is the protective wall not being built!?" He demanded loudly.

"Aww, come on, mayor, that sounds hard. Is it really necessary? I don't like doing more than is necessary." She replied.

"YES! Unless you would enjoy being mauled by a skinless mole demon, I suggest you make it a priority." After saying this, Argonnek starting foaming at the mouth.

"Okay, whatever you say 'mayor.'" Kol said. She then decided she was thirsty and headed straight for the booze stockpile.



Not dead! Actually, neither is Erush, he's still bravely fighting the mole demon. Sadly, I'm getting very little FPS, and it's still mid-spring ingame. This could take a while.

I do believe Erush is winning the battle. That's... more than a little surprising.
Nope, hand torn off. I jinxed it.
Title: Re: Cavebrands
Post by: SethCreiyd on August 17, 2010, 08:59:37 pm
It seems anoth is the Humanish word for "god" which means our demon's fully translated name is "God Flagbanner the Heroic God."  This'll be a tough battle to win.  While mostly-red at the start of winter, she healed quite a bit by the time Spring rolled around.

Out of curiosity - did Creiydrek finally die, or is he still "conducting a meeting" with his captor?
Title: Re: Cavebrands
Post by: Kagus on August 17, 2010, 09:20:09 pm
Ha, I just realized that I looked up that very demon in legends mode...  I noticed the human name on the goblin civ entry, and I wondered for a moment if we were, in fact, fighting the legions of David Bowie.

And now we find out that he's a skinless mole demon...  I'm not sure exactly what that means.
Title: Re: Cavebrands
Post by: SethCreiyd on August 17, 2010, 09:29:32 pm
I noticed the human name on the goblin civ entry, and I wondered for a moment if we were, in fact, fighting the legions of David Bowie.

I have no idea what you're talking about. (http://www.youtube.com/watch?v=ViftZTfRSt8)
Title: Re: Cavebrands
Post by: Argonnek on August 17, 2010, 09:53:50 pm
Creiydrek still lives, but he's not conducting a meeting anymore. I kind of wonder why the demon just stopped attacking him all of a sudden when I first started governing. Odd things happen in this world of demons.
Title: Re: Cavebrands
Post by: Argonnek on August 17, 2010, 11:23:41 pm
I'm sorry to say, but I can't go on. I'm getting a regular 1-2 FPS on this machine, and to preserve my sanity I must drop it, even though I don't want to. I've made it through the first week of late spring. Here is the link: http://dffd.wimbli.com/file.php?id=2966 (http://dffd.wimbli.com/file.php?id=2966)

I do hope you will pick up where I left off. I've released the dwarves in the bunker and repelled the trollish invaders. My advice on the demon is that you should just wall it off and ignore it as best you can.
Title: Re: Cavebrands
Post by: LAAT501legion on August 23, 2010, 02:55:46 pm
Amazing sucession game!!!
Title: Re: Cavebrands
Post by: Kagus on August 23, 2010, 03:23:28 pm
It'd be even more amazing if we could actually get some life blown back into it.  I knew I'd forgotten to do something...

Argonnek, many thanks on your work in booting out the trolls, and for your perseverance in the face of extreme hardship (I mean, I was having a hard enough time with 9 FPS.  You must've been going through hell, complete with mole demons and moronic dwarves).  Your contribution to the good of the fort is much appreciated.

Now it's time for Chedd to throw his will into the mix, or whoever else is capable of beating back the horrors of mass processing.
Title: Re: Cavebrands
Post by: Cheddarius on August 23, 2010, 06:12:55 pm
Ah! I am sorry, unforeseen circumstances prevent me from playing my part. I can't play right now, maybe in a few months though.
Title: Re: Cavebrands
Post by: Kagus on August 24, 2010, 12:05:47 am
Sorry to hear that.  Be sure to pipe up when/if you want another go at this.

Well then, I guess that passes the torch on to toessscsccscss, or however you're supposed to say that...  C'mon laddie!  Let's see what your processor's made out of!
Title: Re: Cavebrands
Post by: toescs on August 24, 2010, 08:07:29 am
I'll just remind you that this is my first community trainwreck. I'll post an update as soon as I can. Just posting to let you know I haven't fallen asleep and the long weary trek towards Cavebrands has completed for its new overlord. Big changes are (maybe) coming.
Title: Re: Cavebrands
Post by: LordSlowpoke on August 25, 2010, 08:12:38 am
In a peculiar chamber at the base of the mountain, a conversation is overheard...

"Look, Slowpoke. I have no idea what you're trying to pull off, but I'm not making you into a crystal glass carp."
"I earned it! Come on, haven't I brought you enough souls already?"

A diabolic laugh echoes, and the entire mountain shakes...

"No."


Spoiler (click to show/hide)
Title: Re: Cavebrands
Post by: toescs on August 29, 2010, 07:48:23 pm
Upon Arriving at this Supposedly wondrous city-in-a-mountain, I was greeted with corpses. Corpses in the front gate, corpses left rotting in taps at the front door that told visitors they were very unwelcome and yet more corpses in the main halls.

Stumbling up stairs and through an unfinished wall blocking off the mausoleum I saw that a group of unconscious dwarfs lay around a badly injured great skinless mole monstrosity. A pair of doctors frittered on the edge of a great retractable marble bridge, wishing to tend to the wounded but unwilling to cross into the great rot cloud and skinless freak that lay on the other side.
Spoiler (click to show/hide)

A few other dwarfs (scavengers, not residents no doubt) lay about the fortress drinking its its liquor and scrounging stockpiles. They appeared to be doing nothing for the redemption or cleanup of the bodies.

Spoiler (click to show/hide)


Title: Re: Cavebrands
Post by: Argonnek on August 30, 2010, 06:21:57 pm
You can use any image hosting sight you like, but it is preferred that you use the Dwarf Fortress File Depot (http://dffd.wimbli.com/) to upload saves.
Title: Re: Cavebrands
Post by: Kagus on August 30, 2010, 06:24:50 pm
End date should be the first day of Spring, when the new year rolls around.  Just pause the game then, make whatever final notes and such that need to be made, and pack it up.
Title: Re: Cavebrands
Post by: toescs on September 04, 2010, 06:36:12 pm
At a hearty 14 population, due to some deaths of dwarves unwilling to leave the mole demon, died of thirst, and the goblin

Things are not well my friends. I write this letter to you for fear that we may never live to tell our story. The great mole demon is still defiling our catacombs, which have become rotten with the corpses of many brave dwarfs, including the most recent who, though barely able to fight, continued the fight against the much weakened creature. Eventually some of our noble dwarfs succumbed to death by thirst, their conviction was so great to hold the demon that they refused to walk away for drink.

In the summer of 598 a great goblin siege appeared,
Spoiler (click to show/hide)
and thanks to the foresight of our one-dwarf trapsperson/siegemaster almost every goblin bowman was soon entrapped and a prisoner. The siegemaster wandered outside in her zeal, and died a horrible slow agonizing death.
Spoiler (click to show/hide)
I fear they will starve soon, as we haven't the dwarf-power to keep them all fed.
To complicate matters, we cannot do anything about them now, as immediately after the goblin siege was broken by their own clumsiness, a great party of trolls managed to break through the traps and have made room in our front hall. We are but 14 of us left now, with little chance of holding out over winter.
Spoiler (click to show/hide)

Its about fall, I couldn't do much as its 3fps (bad) and 6 (good) and last week was my last week at work and I had thigns to clear up : /

I don't know what to do about the trolls, theres alot... and  the wall-in option isn't even open. And the manager kept deciding to assign masons to build doors which I didn't catch until recently : /
Title: Re: Cavebrands
Post by: Trooper0102 on September 05, 2010, 06:05:59 am
Man,this fort is hilariously screwed up. Your having terrorist dwarves leading goblin soldiers against their own kind, you have a demon master who is the supposed "Heroic God", and your being occoupied by trolls. Smells like the Dwarven equivalant of Juresualem during the crusades, while at the same time being in Japan after WWII, and also being the end of the world.

...

So glad i read this entire topic in one night. Well worth losing sleep over. Oh well. Personally I suck too much to every pull off breathing life into this, besides, I'm still learning how the metal industry works, and what my style is of playing. Now that I think about it, I barely know how to play at all. o.O

...

On a lighter note, this is my first post ever on these forums, even though I've been lurking for about a year now.  :D
Title: Re: Cavebrands
Post by: Kagus on September 05, 2010, 01:02:11 pm
Welcome (officially) to the forum, Trooper!  Glad to hear you liked the story so far...  Although, as this thread is a semi-living testament to, we're not exactly the most godlike DF players either.  And, frankly, I wouldn't have it any other way.


Right then, moving on...   Thank you toescs, for driving onwards through crippling framerates and even more crippling trollish wrestling locks.  And look at it this way...  You've nearly tripled the fort's population in your turn!  Congratulations!

Anyways, it's time for LordSlowpoke to take command yet again, and lead his heroic legions to survival.  We're not just hiding inside the walls of our fort, we're hiding inside the insulation of our fort...
Title: Re: Cavebrands
Post by: BadSyntax on September 06, 2010, 01:11:29 am
I cant take my turn. Put me on the side for now. College, its getting too rough to have freetime.  :'(  I will notify you when I can.
Title: Re: Cavebrands
Post by: LordSlowpoke on September 06, 2010, 09:21:14 am
Well, I'd be glad to play, but I have no idea where the save is. Scanned DFFD already, but to no avail, toescs - where did you put it? Or did I just fail at reading the thread?

Title: Re: Cavebrands
Post by: toescs on September 06, 2010, 03:28:40 pm
I'm full of dwarf fail. I meant to get that extra little bit towards the end of summer, but if theres someone who can fix this wreck coming forward please go! There are three perfectly fine ( though mentally challenged) dwarfs who would prefer to sit on a bridge and die of thirst than do anything. Others are having "fun" or "funconscious".

You start in mid-summer. I hope you have a multicore so you can start a ken burns documentary while waiting for them to execute your first order.


I would have pulled levers, but they'd all been pulled already : ( . Maybe all those trapped goblins can be rounded up and released on the next wave?

http://dffd.wimbli.com/file.php?id=3069


Title: Re: Cavebrands
Post by: LordSlowpoke on September 08, 2010, 12:31:41 pm
Mmm'kay. Got the save. I'm proud of the fact that you guys actually managed to fuck this up better than I imagined. Or worse, for the record... but it's still good. We can salvage this, we've got materials, we've got... half a season, or so, but still, we have some butcher's workshops made out of rose gold, we can pull this off.

Semi-fake edit: Wait, do I get 600 too? Or do I go to 599 only?
Title: Re: Cavebrands
Post by: Kagus on September 08, 2010, 01:31:04 pm
Uhh....  Hmm, that's a tricky one.

Considering the reduced term you'd be serving otherwise, I'd say that if things are running smoothly enough for you that you can go ahead and take on the next year, if you're willing.  You did say, after all, that you had "great plans" for our little mess, so a bit of extra time should be quite the desirable scenario, eh?

I'd say it's up to you whether or not you want to take the next year.  I'd like to have things with the clear end-point of a new year, so whatever winds up with a term ending on New Year's Day will make me happy.
Title: Re: Cavebrands
Post by: LordSlowpoke on September 09, 2010, 01:54:07 pm
FPS is zero. How Fun is that.

Permission to launch dfhack and delete layers upon layers of blood? I know it's history, but it's killing me.
Title: Re: Cavebrands
Post by: Kagus on September 09, 2010, 07:57:43 pm
I'm sure nobody's really all that attached to the innumerable smears and such, and if you do believe it will clear things up from a standstill then I'd have to say go ahead.  Just don't get too hack-happy, wouldn't want things to get any easier from a gameplay perspective now would we?

All in all, something needs to be done to raise the performance.  Unplayability is never particularly fun.
Title: Re: Cavebrands
Post by: LordSlowpoke on September 10, 2010, 09:15:10 am
Well, good. At least it raised FPS to a total grand of three, so I can work with this now. But from what I see this will take at most two weeks to take it to 599. without interruptions.
Title: Re: Cavebrands
Post by: Cheddarius on September 10, 2010, 08:40:13 pm
Oh god! Smeary! Smearinson! Smearbobowilly! I LOVE YOU ALL MY BLOODSTAIN CHILDREN
Title: Re: Cavebrands
Post by: LordSlowpoke on September 11, 2010, 10:48:31 am
Well, damn. I'm not messing with all that crap anymore. VAULT MODE GO

P.S. Argonnek, you died.

P.P.S. I'm making a backup me just in case somebody thinks it's a great idea to give me an unfortunate accident. The live of a Vault Overseer ain't just mining caverns and telling people to work faster before we drop that pitchblende bomb on demons.

P.P.P.S. I runesmith-genocided everything that wasn't invading us or wasn't us just for the sake of FPS, currently working on damming the river.
Title: Re: Cavebrands
Post by: NightmareBros on September 11, 2010, 11:31:21 am
Quote
P.P.P.S. I runesmith-genocided everything that wasn't invading us or wasn't us just for the sake of FPS, currently working on damming the river.
And so, Cavebrands became known as the one place where cats are erased by  the universe.
Title: Re: Cavebrands
Post by: LordSlowpoke on September 12, 2010, 09:00:36 am
Just hit Limestone, total population of Cavebrands is 9, working population is four. Or three, because that animal caretaker is prone to getting killed soon - Savior, Secondary Savior, and Hauler/Engraver. Seth is currently invictible due to his multiple bugs, while the demon just stands over him and waits for him to die - good luck. I think the Vault will be together on summer 600, with furniture, dwarves, farms, etc. but nobody knows what can break in the middle.
Title: Re: Cavebrands
Post by: Kagus on September 12, 2010, 10:33:16 am
Secondary Savior?  You mean to say that we have a Vice Christ?

Anyways, keep up the good work.  How's the framerate now that all superfluous animals have been done away with?
Title: Re: Cavebrands
Post by: LordSlowpoke on September 12, 2010, 10:52:21 am
Why, yes. I want to say that we have a Christ, Vice Christ, and the guy who hauls the cross for those two. Hope nobody gets offended, but that's exactly how it is.

Current FPS is four, but that's because there are traders and I don't really want to nuke the traders. That would lead to a siege, and we've got more sieging than we need anyway.
Title: Re: Cavebrands
Post by: melkorp on September 12, 2010, 02:22:24 pm
Oh god! Smeary! Smearinson! Smearbobowilly! I LOVE YOU ALL

LOL
Title: Re: Cavebrands
Post by: LordSlowpoke on September 13, 2010, 11:03:43 am
GRAAAAAGH

VICE CHRIST JUST TANTRUMMED AND DESTROYED A DEPOT HE'S BEEN BUILDING FOR FOUR HOURS

GRAAGH


Edit: Before I rage some more, you can go on and listen to the theme of Vault 3 that I have blanantly stolen for us - it's here. (http://www.youtube.com/watch?v=hPjSTAW7bpM)
Title: Re: Cavebrands
Post by: LordSlowpoke on September 19, 2010, 05:32:46 am
Great, I killed this thread? Woo me. Anyway, we've got a human hammerman in iron staying to crowd control the flood of trolls in a chokepoint, a starving, dehydrated and miserable soldier smacking them with an iron shield, and FPS is in double digits with temporary dips to 6-8. Still waiting for the river to dry down so I can make the primary brook dam.
Title: Re: Cavebrands
Post by: Kagus on September 26, 2010, 12:39:50 am
*ahem*

I must admit I was not previously aware of just how apt your pseudonym was, LordSlowpoke.  However, I'm sure that with proper care and encouragement we can see you past this temporary incapacitation.

I recommend that you agree.
Title: Re: Cavebrands
Post by: LordSlowpoke on September 27, 2010, 08:16:57 am
Good si- Wait, why did I want to write this in Victorian style. Anywho, I'll take this prime time to ragequit, mainly due to the fact that I can no longer spend whole days staring at the screen and making sure some trolls aren't able to track anywhere. Work be damned, for it is making it a hard time - before winter, I need to make sure the entire workplace, all five square kilometers (not counting the external parts) have enough supply to keep working until summer. That means I'm on overdrive, everyone else thought it's a great time to use up their remaining vacation time, and if I find a single one of you who gives a damn, this will be a happy day. So, yeah. Cheers.
Title: Re: Cavebrands
Post by: Kagus on September 27, 2010, 01:49:18 pm
Sorry man, fully understandable.  Life comes before Dwarf Fortress, after all.


And I apologize for the tone of that last post, it was late at night and I was starting to get snippy.  Crunch times need to be respected.
Title: Re: Cavebrands
Post by: SethCreiyd on October 04, 2010, 03:03:18 am
I hate to ask, but is Cavebrands... finished?
Title: Re: Cavebrands
Post by: Kagus on October 04, 2010, 03:13:51 am
I'm not really sure.  LordSlowpoke has just bowed out, but he's however far along in his save and I don't know if he's uploaded it anywhere.

I don't know if it's better to ask for him to upload, which would take some attention away from his life which is kind of a priority right now, or just pass over to the next person and forget about Christ and Vice Christ (not to mention all the other work that LS has dragged himself through).

I really just don't know.  It seemed like things were going spectacularly downhill, so it'd be a shame to just dump the fort, but the near future looks a little unclear.


Also, speaking of succession forts, you need to bug me more often about Murdercloisters.  I've been playing a lot of HellMOO lately and I tend to forget things.