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Dwarf Fortress => DF Community Games & Stories => Topic started by: Taupe on March 11, 2015, 10:26:45 pm

Title: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Taupe on March 11, 2015, 10:26:45 pm
Careful, long text ahead. this is where info and link on the previous iteration of murderflood are kept. This information is NO LONGER RELEVANT, but you may want to refer to it or check the links out of curiosity or something. So here it is:


*   *   *   *   *   *

**This is a new thread, since the original's OP has wandered into the bees pit and never came out. Most of this post is taken directly from this page over here (http://www.bay12forums.com/smf/index.php?topic=143716.0). The first three turns are written there**


Murderflood

Spoiler: The location (click to show/hide)
Spoiler: Welcome to....... (click to show/hide)

☼Quotes☼



Spoiler: Backstory (click to show/hide)

DF Version: 0.40.12 0.40.13 0.40.24
Tileset: ASCII Who fucking cares...


Moltenchannels has fallen! It is time for Ardentdikes III, the next entry in the series. Welcome to:
Murderflood the Fiery Enchanted Hell-Dike of Terror

Ardentdykes Principles
1. Must have a device to flood the fort with magma.
2. Ludicrously dangerous deathtraps that kill everyone are AWESOME
3. Construction should be aboveground when possible. That’s why it’s a 5x5.
4. We need dykes. Build moar dykes!

General rules:
1. Each player has one in-game year to run the fortress.
2. Each player has two weeks of real time to finish their turn. This timeframe may be changed if deemed necessary. Take as much time as necessary to complete the turn, but give regular updates,Make sure you try and stick to this timeframe, so the fort doesn't die of inactivity, lest we throw you into the bees pit while you sleep.
3. Once the previous' players turn ends, you have 72 hours to begin your turn before we throw you into the bees pit AND then into the eternally-burning-zombie-forgotten-beast-ridden cavern. You won't get free sandwiches there.
4. If you changed the tileset in your save by replacing the raws, specify it when posting the save.
5. Try not to kill the fortress.


Player List:
1. CaptainArchmage (complete) (Part 1) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5659628#msg5659628) (Part 2) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5699008#msg5699008) (Part 3 + Save) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5759755#msg5759755)
2. Ghills (skipped)
3. Triaxx (complete) (Part 1) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5817377#msg5817377) (Part 2) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5819562#msg5819562) (Part 3) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5826168#msg5826168) (Part 4) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5860974#msg5860974) (Part 5) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5883703#msg5883703) (Part 6) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5896742#msg5896742) (Part 7) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5902181#msg5902181) (Part 8 + 9) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5903938#msg5903938) (Conclusion + save) (http://www.bay12forums.com/smf/index.php?topic=143716.msg5965218#msg5965218)
4. Taupe (complete) (Part 1) (http://www.bay12forums.com/smf/index.php?topic=143716.msg6031473#msg6031473) (Part 2) (http://www.bay12forums.com/smf/index.php?topic=143716.msg6031651#msg6031651) (Part 3) (http://www.bay12forums.com/smf/index.php?topic=143716.msg6039790#msg6039790) (Part 4) (http://www.bay12forums.com/smf/index.php?topic=143716.msg6040928#msg6040928) (Part 5) (http://www.bay12forums.com/smf/index.php?topic=143716.msg6041030#msg6041030) (Part 6) (http://www.bay12forums.com/smf/index.php?topic=143716.msg6041205#msg6041205) (Part 7 + 8 ) (http://www.bay12forums.com/smf/index.php?topic=143716.msg6042800#msg6042800) (Part 9 + save) (http://www.bay12forums.com/smf/index.php?topic=143716.msg6047592#msg6047592)
5. notquitethere (skipped)
6. UristMcKiwi (complete) (Part 1) (http://www.bay12forums.com/smf/index.php?topic=149294.msg6102187#msg6102187) (Part 2) (http://www.bay12forums.com/smf/index.php?topic=149294.msg6104377#msg6104377) (Interlude 1) (http://www.bay12forums.com/smf/index.php?topic=149294.msg6106427#msg6106427) (Interlude 2) (http://www.bay12forums.com/smf/index.php?topic=149294.msg6128775#msg6128775) (Part 3) (http://www.bay12forums.com/smf/index.php?topic=149294.msg6137891#msg6137891) (Interlude 3) (http://www.bay12forums.com/smf/index.php?topic=149294.msg6146016#msg6146016) (Part 4) (http://www.bay12forums.com/smf/index.php?topic=149294.msg6151178#msg6151178) (Part 5 + save) (http://www.bay12forums.com/smf/index.php?topic=149294.msg6153101#msg6153101)
7. MDFication (skipped)
8. Darkrider2 (skipped)
9. Tonnot98 (skipped)
10. Deus Asmoth (complete)
11. Maxcat61 (skipped)
12. Notquitethere (skipped)
13. TheFlame52 (complete!)
14. Triaxx2 (complete!)
15. Zuglarkun (complete!)
16. jwoodward48df (missing in action)
17. FearfulJesuit (skipped)
18. Tonnot98 (skipped)
19. Pearofclubs (skipped)
20. Taupe (in progress)
21-Urist McKiwi
22-Deus Asmoth
23-TheFlame52
24-Gwolfsky
25-Ghills
26-Dumbestdorf
27-Zuglarkun
Title: Re: Murderflood: resurrection (Ardentdikes III)
Post by: Taupe on March 11, 2015, 10:27:02 pm
*reserved space*
Title: Re: Murderflood: resurrection (Ardentdikes III)
Post by: notquitethere on March 11, 2015, 10:37:31 pm
I'm still interested in taking a turn... when my life is a bit less crowded.
Title: Re: Murderflood: resurrection (Ardentdikes III)
Post by: Taupe on March 11, 2015, 10:40:54 pm
You've been added to the queue. 5 turns means 10 months in this place, you should have enough time to get your life together, or start a new one from scratch.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on March 12, 2015, 04:06:38 pm
Turn and dorf plz
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on March 12, 2015, 04:11:38 pm
I've got a day or so of hectic postgraduate Fun planned (project I was planning to do for a course got buried in paperwork and I had to switch to a backup....so I'm 1-2 weeks behind on it as a result), but then I should be able to.....um....read through 14 pages of very slow updates on the old thread and see where things are. Then I can get started. :)
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on March 12, 2015, 04:32:41 pm
TheFlame, you have been added to the turn list, altho you are already dorfed as the king's cousin and royal blacksmith. I still need to include an updated dwarfing list, which I'll do at the same time i decide to index the various turns from the old fort. Expect the thread to be progressively more in order over the upcoming weeks, as I update the copy-pasted OP with up-to-date infos.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on March 12, 2015, 05:16:20 pm
It may be worth checking who on the turn list is still interested as well.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on March 12, 2015, 07:21:41 pm
I'll be happy to take another turn at the very end.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on March 13, 2015, 07:53:57 am
Requesting for a turn.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on March 13, 2015, 01:51:37 pm
You've been added. I'm currently in the process of contacting the incoming overseers ahead of time, so we can get them up to date should they want to play, or skip them should they have forsaken this place. I've also added myself to the list of players for a second go, but I'll postpone if new players want to give this a shot.

Editing of the old OP is progressing slowly. If you stumble upon worthy quotes to include in the appropriate section, do point them out.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on March 14, 2015, 09:17:04 pm
Right! I've downloaded 0.40.24 and the savefile. I'll need to read up the history before really starting to play....



.....Hmm. This place seems relatively simple compared to endgame Moltenchannels. It is, however, a complete mess lacking any structure. It's going to take a while to sort things out a bit. A few questions I do have though:


1. Where are the levers for the drawbridges in the walls?
2. Are there any breaches in the outer defences?
3. What were we supposed to be doing here again? No, really, I've forgotten.....eh, screw it. What do people think about towers?*



*And walls, if we're lacking defenses that can keep us alive.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on March 14, 2015, 09:29:53 pm
1-I believe each lever is next to the drawbridge it activates, in the inner courtyard. Look for small ortoclase structures next to the walls.

2-The wall seems to be well-placed, but you'll want to make it double and add a second level/fortification to defend against climbers.

3-Our objectives were to build a magma dyke, but also to build only aboveground when possible. most of my turn was dedicated to the construction of the warehouse (i suggest setting the barracks on the second floor) as well as making the dinning hall and finishing the first big housing building. We still lack tons of windows in that building, but at least people now have beds.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on March 15, 2015, 04:17:14 pm
3rd Granite, 103. Murderflood.

Urist McKiwi VI looked up at the tree. "Hmmph".

He raised the axe, to start work....

"Urist! Urist McKiwi!"

Startled by the voice behind him, he spun on the spot.....and tripped over a root. "OOF!"


"Ah....eh...sorry sir. let me help you up..."

"That....will not be necessary," boomed McKiwi, "what is it?"

"The election, sir!"

"Election?"

"The...one yesterday....."

"I don't remember an election......"

"Well, you won it on the run-off....Gnott stood down"

"Gnott? Gnott.....I should know this....."

"....."

"...oh, yes...Gnott. Fine fellow, if a bit...well...you know the word....looking at yourself.....you know...."


"Vain?"

"No, no, not at yourself...sort of....at yourself.....ah..."

"Introspective?"

"YES! That's the one. Bit too much, if you ask me. No need for all that nonsense. "

"I'm not really sure Gnott is really-"

"So! I'm in charge now, yes?"

"Ah....Yes, sir."

McKiwi looked back at the tree. He really didn't like leaving a job unfinished like this.

"Alright. I'll be in shortly"
-------------------------------------------

My stats are perfect for this endeavour:

(https://dl.dropboxusercontent.com/u/4915761/McKiwiVI.png)


Truly, nothing can go wrong.

Edit: Did I mention that the elves are annoyed at us? Yeah, that's not gonna change, I don't think.
Edit2: Did I really spell "Gnott" with a Q? I should really start eating breakfast before writing these posts....
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on March 15, 2015, 09:52:29 pm
*placeholder*
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on March 15, 2015, 11:21:30 pm
So my basic plan for this year is to seal off the fort (yes, there's stuff out there we can use....but eh, I don't want to get us caught-out by a siege and slaughtered), and start work on a few engineering projects. These will disrupt previous works by the last two overseers....but since no one's done anything big yet, I'm gonna have some fun.....with water wheels.


Basically, we have a stream/river coming in from the eastern side of the fort. I'm gonna divert it (or at the very least, siphon water away from it) through a set of power turbines to give us lots of lovely energy that we can use for wonderful things in the future. Like diverting the other river and building a dam (which I'd really love to have happen). Or pumping magma. Or making a waterfall. Or drowning goblins/elves/whatever. That's for future peeps to work on....I'm just going to build our first little hydro scheme.

Keeping in mind that I have two machinery projects under my belt right now, this will be an interesting learning experience. The first was killing moltenchannels, and the second was a simple set of water-wheels for a test fortress....so this will be a small step up. I'm thinking about trying to run a switchback of water-wheels, rather than just a straight passage. I figure if we've got water-based lag already, might as well run with it and get something out of it. Depends on how much space (and how many dwarves) I have to work with, of course.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on March 16, 2015, 06:15:44 pm
17th Slate. Murderflood.


The fortress was bustling with activity. Dwarves carrying planks, blocks and machinery parts bustled as the southeastern corner of the fortress started to transform. Urist McKiwi VI watched from the parapet of the northern wall, a tear in his eye. One of his ideas was actually working.


Things hadn't gone entirely smoothly for the new overseer. He'd had to order a new lever built for the southern gate after being completely unable to find it again, and the elves had been rather nasty about the felling operations when they'd dropped in to trade. Worst of all, one of the dwarves assigned to the new power station had decided to get.....introspective. McKiwi had, perhaps, not handled it entirely well. Still, the dwarf had given him a rather nice stick to make up for it.....

(https://dl.dropboxusercontent.com/u/4915761/mood3.png)

The new power station would, in the mind of McKiwi, be a good way to kickstart engineering work at the fort. He wasn't really that sort of dwarf, but this sort of thing seemed to be what you did when you ran a good fortress. So he'd drawn up some plans, cursed at them, then found someone who could draw them up for him after he described the idea. It hadn't entirely worked out....his original idea for a switchback design would have flooded the fortress.....but the initial level had been entirely feasible, and was easily large enough to power a moderate-sized engineering project in the future. The eastern creek would be diverted through a canal, where the energy for the fortress would be generated.

(https://dl.dropboxusercontent.com/u/4915761/Machinery1.png)

Fortunately, the tunnel that had been dug for the second hall would be fully capable of draining the waste water away and over the cliffs.

The only problem that he could think of was defense...a new building to protect the wheels and machinery might be useful.



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

[/IC stuff]

Alrighty! So a switchback would have gone.....quite interestingly wrong....and I realised this embarrasingly late. So the design is a bit odd. Still, it should work.
Our northern wall is taking shape: I'm increasing the height to 2 Z-levels so that we can one day extend it to 3, and put fortifications on it so we can shoot things.

The elves came, and I sold some goblinite to them (and some glass corkscrews) in exchange for a tiger. Because you can never have too many tigers.

I've also added a new little bridge....as a dumping system. I'm sick of all these corpses lying around the turbine hall, so I'm going to dump them off the waterfall. The setup is visible next to the fixed bridge over the creek in the second screenshot. I'm starting to dump stuff on it now, and then I'll pull the lever and it'll all go away. What can go wrong?

Edit: Also, I'm basically ignoring the ongoing events from the last thread because 1: 14 pages and 2. McKiwi VI is a forgetful dwarf and thus I can handwave.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on March 16, 2015, 08:29:27 pm
The lever to the south gate is northeast of the little bridge crossing the river, it looks like a smiling clown face in the screenshot. :)
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on March 16, 2015, 08:43:54 pm
The lever to the south gate is northeast of the little bridge crossing the river, it looks like a smiling clown face in the screenshot. :)

That lever did nothing when I pulled it. So I put the new one in. Not a big deal though....redundant levers are a fact of life in any good succession.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on March 17, 2015, 03:13:57 am
Those bloody levers are a pain in the nuts. I had to build a second bridge to the east, because I pulled the lever the first time, and the bridge just up and vanished on me. So I'm completely unsurprised that the southern bridge lever isn't working.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on March 17, 2015, 06:15:23 pm
So it turns out that diverting water from the creek will lower it. And then the dwarves go charging in to recover logs that fell into it right next to the waterfall. And dwarves are not good judges of current.

.......we only lost a few of them, but it's still impressively stupid. At least one of them seems to have burst from the impact....or at least his arm did.

On the plus side, the array is up and running (albiet rather inefficiently...I used a lot more gear assemblies than I really should have, but eh....someone else can fix that, or add more windmills, or whatever). It currently generates 4,700 units of power, but has quite high power requirements. And it's currently draining into the aquifer through a happy accident. This might be a problem later, but eh....it's easy enough to fix with a full shutdown and drain of the system.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on March 22, 2015, 09:37:36 pm
Quick update: Turbine hall progressing nicely. 5 dwarves total killed by waterfall diving. Efforts to build a safety-grate ended very, very badly. I've walled that little bit off now. Bought a lot of cloth from the humans. More migrants (population is ~130). I've started a new militia squad, and tried building a rather crude training area. Gnott QT got re-elected as Mayor.

Might be a bit sparse on the updates, and may need a little extra time: I have a major assignment due on Friday that's going to take a lot of my time. The framerate is good though, so it shouldn't be too bad. Writing it up is the annoying bit.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on March 28, 2015, 10:08:41 am
What season are you at? And, where does your fps sit at, after the engineering duties?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on March 28, 2015, 06:21:47 pm
What season are you at? And, where does your fps sit at, after the engineering duties?

I'm in late summer (only just, mind) and FPS is quite reasonable. Starts at ~60FPS, then drops to 30 after a few minutes. There's definitely some optimising to be done, but it's not all that bad considering. I've shut down the hydro array for now to speed things up a little....although it takes a LONG time to drain. Might try modifying it to speed up the drain cycle. My IRL project is handed in (bar a few extra things I've got some extra time for), and so I should be able to polish off the year in the next few days. It's just been a lack of time on my part.


Current status: Building stuff! We're continually running out of stone and blocks, so I've been mining out large areas to get more. This is doing wonders for our coal and gem stocks. The resources are getting sunk into a building to house the turbines.....it'll be three stories eventually and link in to future extensions to the outer perimeter wall, assuming I can get decent amounts of it completed. I've also added some notes to the new levers I've built. I may also relocate the lever for the hydro array to the second floor of this new building....currently it's in an obscure little corner of the main fort, near the outlet for the array. It's labelled though.

Speaking of gems, I just had a look and we're sitting on a mountain of the things. I've tracked down the jeweller's workshops and set them to try to cut everything that we've got. That should give us some nice sparklies.

Edit: Oh hey, a dude just walled himself into the new construction work. Guess I'm removing a few bits.....


Edit: You know what I like? Impatient caravans who can't wait for the gates to open before declaring that they can't take their wagons in. I'm moving the trade depot to try to prevent this for future years. A little airlock system will handle that. I've also built a nice little barracks for our militia, above the turbine hall. It has little gem windows and everything and it is wonderful and lovely and don't you dare fill it it with corpses and oooh I can fit some weapons traps in here....

...This isn't quite going to end like the infamous Moltenchannels walkway system, but there'll be a few mystifying bits here and there. That being said, as of mid autumn it's looking like things will be rather functional. IC update coming later today or tomorrow.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 01, 2015, 08:29:54 pm
Mid-Autumn, Murderflood

Urist McKiwi VI looked over the growing turbine hall with a sense of pride. He knew he wasn't the smartest dwarf, and he'd be damned if he could remember anyone's name. Or remember the specifics of very much in general. But he'd built this. With some help, of course.

The turbines had been shut down for modifications. They'd added a new drain, and improved the outflow to reduce the risk of flooding. They'd also relocated the controls to a more sensible location. All in all, it had gone well. The mechancs were still somewhat crude, but they'd do for the time being. The floor was a bit messy as well, since they lacked the spare materials for paving it. Then it had just been a matter of the building around the hall.

The dwarves had dug out huge galleries under the surface to quarry the rocks needed for the new construction work. They'd carried hundreds of blocks of stone across the river on a set of brand new bridges, then up through the turbine hall to complete the first floor. Then they'd run out of rock. So while they now had a rather fancy barracks for McKiwi's squad (McKiwi had wanted a new dining hall, only to be reminded that they already had one, and he was eating in it while proposing the new one), they didn't have very much else on the first floor. Still, it was good progress and the perimeter wall was a lot more secure in this corner as a result. They'd also planted some strawberries and pepper around the place since it seemed like a good idea at the time.

McKiwi frowned at the dwarves crossing the stream. Those clothes looked awfully threadbare. And his own shirt was a bit ripped.....some new clothing seemed in order. But who could be spared for making any more? All the useful people were already.....

Ah, of course! That fellow! Yes! The one who'd annoyed him earlier! Now why would.......

....

....Yes, the skirt. That had been it. Some clothier or some such had run up to him babbling about fey and that he was feeling 'fantastic' and wanted to make something. After ignoring him for a while, the chap had gone and made......a skirt. With far too many frills for a true dwarf to wear.

(https://dl.dropboxusercontent.com/u/4915761/Murderflood%20Artefact%202.png)

He hadn't even bothered to yell at the imbecilic cretin, but perhaps....perhaps the dignity of unripped clothing was worth a few frills here and there.



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

I'm almost done with the year! One or two more days, and all will be well. We have a new building (well, most of it), new bridges, improved turbine drainage system, and a WIP airlock for the new trade depot. I'm going to finish up the build work, make myself a tomb, and then tidy a few things up.

Bonus picture: Here's McKiwi VI, sparring in the new barracks above the turbine hall. The barracks is the only room in this area that currently has a proper roof above it, but I'm working on that.

(https://dl.dropboxusercontent.com/u/4915761/Murderflood2.png)

The Z-level below this is full of water-wheels, the level above is a WIP, but has fortifications on the outer side of the wall, as well as the start of more rooms. The two weapons traps visible in the screenshot are each loaded with 5 menacing copper spikes, because that's what I made earlier in the year. Construction is a bit delayed by a lack of blocks, but I'll be redoing some designations with new blocks (rather than stones) to speed up the stopgap stuff to get the place at least semi-inhabitable. The idea is that these two rooms will be training and sleeping areas for squads....one melee, one ranged. SInce that's all the military we have right now, I'm not adding any more space. Besides, I'm running out of time.

I tried but could not get steel production running. Something must be preventing the jobs from reaching the furnaces, since I'm not even getting cancellation messages. I've made more furnaces in a little corner of the place, BTW. I would advise future overseers to get the walls completed up to 2-3 Z-levels high all-around the fort, then start producing steel. As a result of my quarrying, we have mountains of coal and iron ores to smelt, and I think we've got flux somewhere. I think we may have a stairwell into the caverns that needs sealing as well..... I might see if I can do that myself.

Final update should be done in 1-2 days.

Edit: Oh, one more thing. I walled off Sir Humphrey Cactusson so he doesn't get accidentally cut down.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 01, 2015, 10:43:30 pm
Good job. You've increased the number of buildings in the colony by 50 percent! We now have three things!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 02, 2015, 12:38:12 am
Good job. You've increased the number of buildings in the colony by 50 percent! We now have three things!

And not one of them is on fire yet!


And it's only taken, what, 6 or 8 months or so? We're doing just fine!


More seriously though, this building is a lot simpler, but larger than the other stuff, and I had a lot of materials to start with...so it's been a fairly easy build for the most part. Security is a bit iffy (the ground floor cannot be fully locked-down because of the axle coming off the turbine array, although you CAN lock the drawbridge at one end of the hall to buy a little more time), but the hatches on the second floor should keep it nice and safe. It would be a good place for putting an extra hall, since our existing one is pretty tiny. I'd say "also a hospital", but I won't since there's no water supply to clean the Death out of the place every so often.

Edit: Reading the quotes on the OP, I recall with interest that a stray porcupine (un-named) did indeed die this year. I'd initially thought that it had fallen off the waterfall because of the combat message, but it turns out that it had actually climbed up one of the existing buildings, then fallen off a ledge and burst on the Z-level below. As they do, apparently.

Also we have a small ghost problem, and I can't get the dwarves to engrave slabs. Oh well. It's not hurting anyone yet.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on April 02, 2015, 05:45:54 am
Check if there's room to drop the turbine axle down one level and run it out of the way, then you should be able to secure the ground floor.

If we want a Hospital, we should stick it on the ground floor, and hang it over the cliff side. Then we build a pressure tower and set it up so it pumps into one side of the hospital, and flushes everything out grates on the other side. Doesn't even need to be a terribly large tower either.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 02, 2015, 03:58:15 pm
Check if there's room to drop the turbine axle down one level and run it out of the way, then you should be able to secure the ground floor.

It crosses the stream, so it either has to go up a level, or down 3 levels (and miss the aquifer) to avoid flooding problems. Either one is possible (although the aquifer would be tricky since I can't exactly cave-in the turbine hall to breach it), but would take some retrofitting.


If I've got some spare stone, I might do some early work on a hospital. I probably do not, however. We probably don't even need to use a pressure tower....if we build it a Z-level or so below ground level, hanging off a cliff. Then we can just use the stream.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 02, 2015, 05:14:09 pm
Quote
More seriously though, this building is a lot simpler, but larger than the other stuff, and I had a lot of materials to start with...so it's been a fairly easy build for the most part.

I ran out of blocks at the start of winter, what with building the wall and the dinning hall, so I put a few people to the mines, just to get extra materials. Stockpiling and cutting blocks isn't too long, but sometimes the building process can take a while when you start working on upper levels.

Building a single building is actually a year-long project for an overseer, but I think the result so far is really cool. We don't have much, but everything has a purpose and a history, unlike the typical maze of randomly excavated rooms in a typical fort. The place has a very awesome feel so far.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: tonnot98 on April 05, 2015, 11:59:29 am
Do I have a dwarf yet?

If not, name one "Rigel"
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 05, 2015, 09:57:19 pm
Do I have a dwarf yet?

If not, name one "Rigel"

Done. You're a carpenter.


Made it to early winter, should finish today or tomorrow (sorry for delay. Moved home for the mid-semester break). I've started our very own little hospital, and I'm working to rebuild our fuel stocks....from scratch. Fortunately we have lots of coal to work with.

After that, I'll try to get some boxes for the hospital, and a chain so we can have a traction bench for it. I've almost finished the (very basic) flooding mechanism. It might not work properly, but that can be reworked later if necessary.

Unfortunately, even though we have a lot of spare tables, the dwarves refuse to make traction benches because we don't have any. But we do. Not sure what to do except make another table and try again. I'm running a flood test on the hospital now....and trying to fix a broken part of the turbine system.

Edit: Hospital flood system needs tweaks but does work. Slowly.

(http://i.imgur.com/0jTLgbb.png)

Unfortunately, I've broken the inlet for the turbines. Good old dwarven engineering being unable to link up bridges properly. I'm trying to replace it with a new system, but I've run out of mechanisms. And rock. And everything. So we'll see if that works out or not. I've ordered a new bridge outside the walls to help wagons, but I doubt it'll get built in time. Likewise the last few floor additions and the like, which got ordered with stone rather than blocks because the workshops were losing track of what rocks existed.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 08, 2015, 04:40:25 am
Urist McKiwi VI smiled to himself. It had been a good year. More or less.

The repairs to the turbine hall had gone well, with a redundant floodgate system installed, just in case. The system was slowly refilling now for one final test before he stood down as overseer.

Above the hall, a new dining hall stood in a state of semi-completion. Maybe it would be useful in future. Next to it, a pair of training and rest areas for the Militia were slowly developing the fortress' military abilities. They needed to improve....the new crossbow squad had been ordered out to handle a pack of hyenas coming disconcertingly close to dwarves gathering logs outside the fort. They'd killed a few of them, but had 4 dwarves wounded, some of them seriously. Still, there was some potential. A passing woodcutter had lopped the head off one of the beasts, and on discovering that he owned the only steel melee weapon in the fort McKiwi had offered him a job on the melee squad. Unfortunately the paperwork was a bit muddled, and honestly he didn't know if that had worked or not. Hmmph!

The injured dwarves had all been treated though. McKiwi's second project had been to build a new hospital, perched over the falls and equipped with a flooding system to clean out contaminants. He'd been rather pleased with it at the time, but the flooding system was a bit.....crude. Still, he knew his limits, and fluid engineering was well beyond them. The medical dwarf (after fainting at the sight of blood) had been rather happy with the setup after regaining his senses and actually tending to the wounded.

The new trade depot was up and ready for action, locked in a small enclosure in the outer wall. Now it could be left open for trade without inviting unwelcome guests into the fortress. Some new bridges had been built to help merchants move their wagons around the surrounding area as well. This had also opened up more areas for logging, which had sped up construction considerably.

Finally, he'd had a path dug to the small hill on the far side of the canyon, and ordered the slopes steepened to secure it. It still needed a lot of work to secure the bridge from above, and then some actual fortifications, but it would make a good outpost or tower. He'd ordered some traps put in place for the time being. Better safe than sorry, and all that.


On top of all the construction work, he'd ordered full-time processing of coal into coke. The fortress needed all the metal it could get, and that meant fuel. Some silver warhammers might be useful as well...although some steel axes would certainly work better for him personally.....
------------------------

Save and screenshots will be up tomorrow. I have a few more days ingame, and some housekeeping to do before passing it over. This year has been very good! Apart from the injuries and the waterfall deaths. I'm running the turbines for a test and it's going very well indeed. That area seems to accumulate blood, oddly.

Turns out the bridge that wasn't opening wasn't opening because it was forbidden. So we have a bunch of floodgates installed that aren't needed. Someone else can remove them...I don't have time. The dude who was sent to remove the bridge arrived just after it was opened, got washed away by the flooding, clambered out, and immediately started fishing.

The tunnel to the southern hill was dug on a whim, and it's not exactly secure....climbers are an issue, and anything that can drop down a Z-level onto the bridge. However in order to get in, any hostile will need to pass two rows of stone traps and a cage trap. And there's a hatch that can lock it all down, which I've forbidden for the time being.

I've ordered silver warhammers, but don't have anyone to use them just yet. No steel, alas....but we have the fuel to make some, if that's wanted. I'd advise building more walls (and equipping the archers better) before doing that though.

There's a bug with the militia system where McKiwi is o the militia squad twice, and I can't remove one of them. So no random woodcutter in the squad. Pity. That steel axe is our best weapon.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 08, 2015, 11:43:18 pm
Alrighty! I have a savefile and final OOC report for you all. Because of the massive construction work, here's some screenshots to really show the place off. I've included what some of the levers do.

(https://dl.dropboxusercontent.com/u/4915761/MurderLevers1.png)
Edit: The forum clips off the far right side usually! There's a scrollbar somewhere!

The ground level. New trade depot at top-right, new levers at the big "1" in the middle. Many, many new stonefall traps. Note the new hospital building hanging over the chasm. One level down, that has our hospital. The lever to flood this is in the meeting hall over the turbine hall.

(https://dl.dropboxusercontent.com/u/4915761/MurderfloodLevel2.png)
See?

That meeting hall is rather spartan, but it's big, so I've designated it as the current meeting hall to reduce crowding. Next to it are the two new...um...barrackses? Whatever the correct plural is. The one on the left is for archers, the right one is for melee. They have fancy gem windows because we had no glass and I only found the magma furnaces 3 ingame days before the end of the turn when they started receiving the orders placed at the start of the year.

(https://dl.dropboxusercontent.com/u/4915761/Murderfloodlevel3.png)

Above that is a completely unfinished area, but it does have fortifications. So this corner is about as secure as the place gets.


I have also added a series of extremely helpful and friendly notes around the fortress proper that will aid and guide future overseers. Except I got a little bored, so some of them are less helpful than others.


The turbine system is flawed...the drainage system is broken and needs to be ripped up and fixed. but I'll let someone else handle that. It does work though! So you can make machines and the like if you want to. No screenshots of that though.

It's been a nice year, with relatively few deaths, and the population is nice and stable-ish. We're quite wealthy as well....I expect that will cause us some fun in the future.


(https://dl.dropboxusercontent.com/u/4915761/MurderfloodEnd103.png)
There's more stuff I haven't shown, but it would be boring to try. Have a look around and you'll find most of the important stuff (except the magma furnaces. No idea where those are).

Good luck to the next few peeps. I'd advise continuing construction! We have a lot of stuff we can build!

SAVEGAME (https://dl.dropboxusercontent.com/u/4915761/MurderfloodEnd103.zip)


Edit: Oh, and please try to build a safety-net or something to stop things falling off the waterfall. We routinely lose pets and ocaisionally lose dwarves down there, and it's not a survivable fall for anything. I tried, but it went horribly wrong.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheKaspa on April 09, 2015, 04:39:42 am
Can I be dorfed?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Dozebôm Lolumzalìs on April 09, 2015, 09:12:22 pm
Could I have a turn in ten RL years? :)
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 09, 2015, 09:30:31 pm
Quote
Could I have a turn in ten RL years?
The random pile of characters constituting your username has been added to the list.

As for our 2015 player, I've previously contacted Darkrider via PM, and he seemed up for a turn. I've informed him that his turn has arrived, he should (hopefully) manifest here in the near future.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on April 09, 2015, 09:43:58 pm
This is probably going to be the next turn I get in a succession fort after I found Slaughterhelm, whenever that is.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 09, 2015, 09:56:08 pm
While updating the turn order, I decided to fend off my lazyness for a brief moment, and indexed the original thread. The first three turns should have easy-to-use links for new readers. Urist, I'll be sure to archive your turn very soon eventually maybe?

PS: I was really glad to see someone who sounded like they knew their way around engineering. Then I read the screenshot, and there's a part where you explain what each lever does. One of which is labelled ''I have no idea''. It's funny because I built the warehouse, and didn't put levers in them. You are basically the visionary mind behind this contraption and you totally can't say what it accomplishes. This fort is going places.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: FearfulJesuit on April 09, 2015, 10:41:10 pm
Can I sign up for a turn? The only restriction is that I can't go for a month- my last final will be on May 8th.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 09, 2015, 10:43:47 pm
Quote
The only restriction is that I can't go for a month- my last final will be on May 8th.

Hahahahahahahahahahahahahahahahahahahahahhahahahahahahahahahahahahahahahahahaha...
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 09, 2015, 11:01:54 pm
While updating the turn order, I decided to fend off my lazyness for a brief moment, and indexed the original thread. The first three turns should have easy-to-use links for new readers. Urist, I'll be sure to archive your turn very soon eventually maybe?

PS: I was really glad to see someone who sounded like they knew their way around engineering. Then I read the screenshot, and there's a part where you explain what each lever does. One of which is labelled ''I have no idea''. It's funny because I built the warehouse, and didn't put levers in them. You are basically the visionary mind behind this contraption and you totally can't say what it accomplishes. This fort is going places.

I did remember what it did in the end!...um....this morning actually. It toggles the bridge to nowhere next to the bridge to somewhere over the chasm. The 'garbage disposal' experiment I tried that....um...completely failed. Turns out you can't dump stuff on a bridge, apparently.

But I figured it was funnier to leave it as it was rather than re-upload the save, remake the picture, re-upload that as well, and edit the post. I'm not above leaving mostly-harmless surprises for future people to discover. But for the record, it's that little stub of a bridge next to the left-most bridge across the creek that has the power-station inlet. It's not a very useful lever.

To be fair though, I have no idea what's going on with the bridge at the intake for the turbines, except to say that it sometimes works when you pull the lever. And it can't be removed unless we divert the creek upstream, which will require power from the turbine hall, which requires that we do not divert the creek.


Edit: Oh, and I just realised that the "wash away toxic blood and goo in the hospital" outlet is right next to the well for the hospital. I'm sure that will be fine though. I'm reasonably sure that magic water purification via well still works.


In terms of engineering skill...I'm still a beginner, but I know enough to make a basic power station and not flood the fortress. Never worked with pumpstacks, so I didn't bother working on the Pimpstack. But repairing Moltenchannels for its big self-destruct was enough to get me this far. With some issues...there's a lot of very small axles in places rather than big ones because I forgot you could alter size before placing them....but hey, it worked! And I dare say someone will make it better eventually.


Quote
The only restriction is that I can't go for a month- my last final will be on May 8th.

Hahahahahahahahahahahahahahahahahahahahahhahahahahahahahahahahahahahahahahahaha...

Translation: That will probably not be a problem.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on April 10, 2015, 02:34:36 pm
Am I mistaken? Or can you place dumps on stockpiles? If so, a pair of stock piles set to take from one another, and a third set to pull from them, and then load a minecart sitting on a stop set to dump into the water.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 10, 2015, 04:47:02 pm
Am I mistaken? Or can you place dumps on stockpiles? If so, a pair of stock piles set to take from one another, and a third set to pull from them, and then load a minecart sitting on a stop set to dump into the water.

Eh, it's probably better just to set up an atom smasher.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on April 10, 2015, 04:59:39 pm
Can I sign up for a turn? The only restriction is that I can't go for a month- my last final will be on May 8th.
Ah, same.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on April 11, 2015, 01:37:49 am
Better? Maybe. More fun? Absolutely not.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 11, 2015, 04:04:48 am
Better? Maybe. More fun? Absolutely not.

Well, there's a balance. Dumping stuff into the river gives the potential for counting corpses down there later (we're already at 6-7). Atom-smashing it means we can have a manageable framerate for a little bit longer.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on April 11, 2015, 06:07:11 am
Fair enough.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 12, 2015, 10:53:45 pm
So.....um....next player?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 13, 2015, 01:42:46 am
Indeed. It has been over 3 days, and we have no word from  Darkrider. Tonnot98, that means you are next!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 14, 2015, 10:35:51 pm
It's been two days so far. Unless Tonnot appears from the shadows within the net day, the Lord of Cactusson will be put in charge.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 15, 2015, 05:11:08 am
It's been two days so far. Unless Tonnot appears from the shadows within the net day, the Lord of Cactusson will be put in charge.

Well, we're getting through the turn list quickly at least.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on April 15, 2015, 03:54:56 pm
I for one am fully in favour of the Lord of Cactusson. I hear he doesn't murder his relatives for power at all!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 15, 2015, 11:09:16 pm
It seems that every player in line has vanished mysteriously. The next in line is... Deus Asmoth, Lord of cactusson. What a crazy coincidence!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on April 16, 2015, 06:17:06 am
I'm still here for when it rolls back around to me. Are we sending PM's to members on the turn list?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on April 16, 2015, 07:24:02 am
Though my heart is heavy at the mysterious disappearances of my predecessors, I will take control of this place and serve it to the best of my ability, not abusing my power at all.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 16, 2015, 05:24:32 pm
Quote
I'm still here for when it rolls back around to me. Are we sending PM's to members on the turn list?

We are. Up tp now, everyone on the turn list registered like 7 months ago. We got one turn out of that. Deus Asmoth was the first to shotgun a turn after I resurrected the fort from oblivion, so him and the following players are probably more up-to-date and free to play than the bunch we just skipped.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Dorsidwarf on April 16, 2015, 07:04:26 pm
PWThis amazing fort.

That's some neat architecture. Add statues. Everywhere, statues.

Dwarf me if you please.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on April 16, 2015, 08:53:04 pm
Fair enough. Alright Cactusson, impress us.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on April 17, 2015, 11:33:04 am
Just confirming I have the save. First update should come later this evening.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: tonnot98 on April 17, 2015, 03:50:40 pm
I really need to pay more attention to these forums.

Sign me up again, bby!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 17, 2015, 06:03:22 pm
Quote
I really need to pay more attention to these forums.

Sign me up again, bby!
Subscribe your pm box to send you emails, that way you won't miss a turn. Succession hosts usually contact players via PM to make sure they hear about their turns.

added you back to the turn
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 18, 2015, 11:47:32 pm
Quote
I'm still here for when it rolls back around to me. Are we sending PM's to members on the turn list?

We are. Up tp now, everyone on the turn list registered like 7 months ago. We got one turn out of that.

But look how fun and (mostly) death-free it was!

Quote
......the following players are probably more up-to-date and free to play than the bunch we just skipped.

I'm imagining a premium store, currency and hat-addons for Dwarf Fortress players now. I'm still not sure how, but it may be all the sugary drinks I've had while studying today....
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on April 20, 2015, 06:05:07 pm
The Journal of Deus Asmoth, Lord of Cactusson, Defender of the Realm, Vizier Supreme and All-Round Nice Guy
1st of Granite, 104
It's nice to see that the people of Murderflood (or Murderflood, the Fiery Enchanted Hell-Dike of Terror to give it its full name) have gotten over their suspicions that I was somehow responsible for my wife's death. I loved her with all my heart! Or at least, she had a role to play in my plans and it didn't benefit me to kill her once she'd fulfilled that role. And that's basically the same thing, right? In any case, she left me with five living children of royal blood, so with some luck I'll be able to ensure that one of my daughters inherits the kingdom rather than just this bloody (literally) hole in the ground. Since Urist, our eldest, left us to pursue her own interests some years ago, I'll concentrate my efforts on Thob. She comes of age this year, and second children tend to have more resentment to draw on in any case.

On to the matter at hand, though. Murderflood seems reasonably well stocked for the moment. We do need more seeds, which I will be sure to bring up with any merchants that happen on us. I intend to expand our militia with some conscription, which should be easy enough considering all the children that are coming of age in the next couple of years (note to self: may require better recruitment drive than pointing out that the children don't do anything else useful). To supplement this, we'll have to start smelting more ores. The miners claim that they found a blue ore of near magical quality deep underground, but for some reason none of our leaders have done any work with it yet. I intend to remedy this, but cautiously in order to reassure the dolts who claim I'll 'end the world' or 'unleash the Dark Ones'. Fools. It's not like I'll be going down there myself in any case, so what does it matter if a few peasants have to die?

10th of Granite:
It turns out on further examination of the census, that most of our peasants aren't newly graduated children at all! One of them has gotten to the age of seventy six without doing a hand's turn in their life! Well, I'm putting a stop to this sloth right this instant!

15th of Granite:
It turns out that my daughter Thob is actually the only child coming of age this year. I've explained to her that she'll be learning the art of war anyway, since she'll sometimes have to take a more direct approach in removing one of her political rivals. Perhaps I could get one of the others into a church for a two pronged assault at the head of the realm...

In any case, a caravan of elven merchants has arrived. I'll get back to my thoughts once I've dealt with them.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 21, 2015, 03:22:51 am

10th of Granite:
It turns out on further examination of the census, that most of our peasants aren't newly graduated children at all! One of them has gotten to the age of seventy six without doing a hand's turn in their life! Well, I'm putting a stop to this sloth right this instant!


Ah, yes. We had a lot (Maybe 40+) immigrants last year, and a lot of them were useless. Since they were able to build walls and floors I didn't bother altering their labour settings except to train some furnace operators to mass-produce coke for steelmaking.

It's pretty impressive to survive to 76 without doing anything in a DF world though.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on April 21, 2015, 05:13:28 am
Dorf pimp perhaps?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 21, 2015, 11:45:36 am
People are peasants because building walls and floors does not require a skill, nor does it train one. With so many outdoor projects, most of the dwarves spend their days hauling and building instead of grabbing a job.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on April 21, 2015, 06:01:44 pm
Hmm. I may need to avoid drafting them all then. Oh well.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 21, 2015, 06:19:06 pm
Yeah, any building project will probably mobilize the population as a whole. The best way to avoid idle overload is really just to give them a new building to work on.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on April 21, 2015, 07:45:38 pm
Yeah. A curiously effective starting method is infini-dorfing. Everyone gets exactly one job, and always the same job at the same time. It's incredibly effective early on, but later it's irritating.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on April 22, 2015, 06:17:17 pm
The Journal of Deus Asmoth, Lord of Cactusson.
12th of Granite.
An elven caravan arrived today, with some form of diplomat in tow. Hopefully they're here to discuss more favourable trading arrangements between our nations.

24th of Granite.
We managed to get a potentially breeding pair of leopards off the elves, as well as a giant tiger. Their diplomat seems to be procrastinating mightily, though.

26th of Granite.
Another set of migrants have arrived, doubtless hoping to leech off of our hard work and live a life of luxury in Murderflood. Well, since I can't draft the dwarves who actually do anything, these new freeloaders have been granted the honour of actually doing something with their lives and founding Cactusson's Third Regiment.

30th of Granite.
Apparently, we only have a tiny number of weapon- and armoursmiths, and the ones that we do have are barely skilled enough to make a nail or... whatever the armour equivalent of something that barely constitutes a weapon and isn't difficult to make is. A buckler, I guess. In any case, I've packed them all off to the forges, and they're going to be half decent at their jobs before the year is through, or they're going to regret it.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on April 22, 2015, 06:28:34 pm
1. Magma forges
2. Mass smelting
3. Metal bolts
4. Profit
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on April 22, 2015, 06:48:57 pm
Something like that, yes. The existing militia will probably get an equipment upgrade in the process, but I doubt I'll be working with the blue stuff this year. It just feels wasteful to use it with a not-legendary smith.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 22, 2015, 10:56:57 pm
Something like that, yes. The existing militia will probably get an equipment upgrade in the process, but I doubt I'll be working with the blue stuff this year. It just feels wasteful to use it with a not-legendary smith.

I made some inroads into steel production last year...only a couple of bars of pig iron produced, but I set up a repeating set of furnaces (not magma ones, since I'd actually lost the location of those) to produce coke out of coal. Those may still be running, but even they aren't you should have a metric crud-ton of coke lying around. As a result, I'd recommend the production of steel weapons (unless you're gonna go for maces or warhammers, in which case, silver all the way). Currently we have one steel axe and that's it. Quality isn't all that important yet...train them up for now then try to get a strange mood out of 'em. Steel will also give us a (very, very small) chance if you accidentally unleash the HFS.

But if you're going to do that, make sure you buff the walls a little. Our defenses are still lackluster and having all that steel around will attract attention. Last year had no attacks at all, but I wouldn't expect that to last...we're short on places for our archers to work from, and our archers themselves are not very well set up with equipment.

Unfortunately, the tiger I bought last year was a normal one. So no little tiger kittens. The diplomat is probably really annoyed at us for cutting down trees......last year he snapped at us, and I then cut down several hundred more trees for the building projects.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 22, 2015, 11:26:51 pm
Quote
Those may still be running, but even they aren't you should have a metric crud-ton of coke lying around.
Spoiler (click to show/hide)
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: maxcat61 on April 23, 2015, 12:33:57 am
Quote
Those may still be running, but even they aren't you should have a metric crud-ton of coke lying around.
Spoiler (click to show/hide)
That's not coke, that's just Gypsum powder. The other dwarfs may say that it is used for casts, but some mayors use it recreationaly (And ask overseers to get more).
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 23, 2015, 12:49:33 am
Quote
Those may still be running, but even they aren't you should have a metric crud-ton of coke lying around.
Spoiler (click to show/hide)
That's not coke, that's just Gypsum powder. The other dwarfs may say that it is used for casts, but some mayors use it recreationaly (And ask overseers to get more).

Pretty sure I found some gypsum as well last year, if you're into that stuff. We now have a hospital so it might actually get used for plaster some day.

Besides, who needs drugs when you can make steel wheelbarrows and instruments and other useful stuff instead?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on April 24, 2015, 02:52:26 pm
Play with the Hotkeys. Unless they got changed, one of them should show you the magma smelters. Alternately, just use the manager.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on April 26, 2015, 04:30:57 pm
My apologies, I was planning to get a reasonable update over the weekend but something came up. Will have the rest of Spring and hopefully some of Summer tomorrow.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on April 27, 2015, 06:36:40 pm
The Journal of Lord Deus Asmoth.
4th of Slate.
The elven diplomat has demanded that I cease felling the trees of Murderflood immediately. Something to do with 'global warming' and the 'environment'. I have no time for such fantasies and told him so. Despite seeming unhappy about it, he then spend some days regaling me with the news of every settlement within a month's travel. I'm considering having his executed and turning his bones into decorations for Lord Cactusson, but then who would tell the elves how much I despise them?

15th of Slate.
I've had a series of new magma forges and smelters set up. Some peasants have been sent to forge steel equipment for the militia, since quite a few of them are using wooden weapons we seized from the elves earlier.

24th of Slate.
Something called a 'wereloris' has come to attack Murderflood. I have no idea what a loris is, and besides, I'm too busy doing important things. So I've sent some peasants to sort it out.

26th of Slate.
The peasants have managed to take down the wereloris, all thanks to my heroic leadership. Their steel equipment probably helped too. And possibly the suppressing fire that the archers laid down. But mostly my leadership.

15th of Felsite.
One of our stoneworkers was possessed by eldritch forces beyond mortal ken, producing a quartz crown after performing some kind of blood sacrifice and channelling the power of the full moon. It's a pretty tacky piece, what with the way it crackles with fell lightning (and that shade of purple! What were they thinking?), but I decided I'd improve his life by wearing it anyway. In spite of the tackiness and obvious lack of colour co-ordination, it is... precious to me. When I wear it, I no longer feel like there's any chance that my various power plays will fail. Not that I feel any differently normally, but I don't even worry that I'll have to use my various backup plans because of the incompetence of my agents. It's an odd feeling. Normally I take the incompetence of my operatives as a fact of life.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 28, 2015, 01:44:40 am
Huh. Our gods must be a strange bunch. A dude who turns into a bloodthirsty small primate (like a lemur, only not really) every month or so is an odd pick for a curse.

Still, could be worse.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 28, 2015, 02:18:07 am
Well, the were suck-lemur probably feels very bad about profaning a holy site now, and isn't that the point of the whole thing?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on April 28, 2015, 04:54:16 am
Well, the were suck-lemur probably feels very bad about profaning a holy site now, and isn't that the point of the whole thing?

Well on the one hand, it's a small, slow, mostly insectivorous primate, so it isn't that effective.....but on the other hand, it is a small primate.....I don't know whether that's a terrible pick or a genius one for turning someone into a rampaging beast. Either way, I guess it's not much good against steel weaponry and armor.



...you did armor them, right? We're not going to have 15 wereloris' militapeeps causing troubles next full moon are we?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on April 28, 2015, 07:02:13 am
One soldier did get bitten, but it only bruised the muscle. As far as I know that doesn't transfer the curse. I should probably put him in quarantine anyway.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on April 29, 2015, 03:12:01 pm
I, for one, have faith in the lord of cactusson. He would never do something ras that endangers the life of others.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on April 29, 2015, 04:20:36 pm
Yeah, I would never even think of locking a bunch of useless migrants in with our possibly cursed soldier in the hopes of infecting them all.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on May 03, 2015, 06:36:50 pm
Um..update?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on May 04, 2015, 07:48:17 am
Incoming. Sorry, my computer spent the weekend on the other side of the country.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on May 04, 2015, 12:49:15 pm
Did it... did it have fun?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on May 04, 2015, 06:05:12 pm
I just can't tell what it had any more. It's always so cold and distant now, but it acts surprised when I use a newer model.

The Journal of Lord Deus Asmoth
26th of Felsite
Our unfortunate quarantines have been released. Some of them complained about being locked up with the wounded recruit in spite of there being little to no chance that they were infected, but my snazzy lightning crown tells me that an army of werelorises would e too  tempting to pass up. It also tells me that we should crack open the seals of hell and bring forth the dark flood of Armageddon, but I'm thinking that this would be counter-productive for my plans.

2nd of Hematite
We've run out of steel to turn into things, so I'm having a series of new forges set up to make more faster than before. In the meantime, the smiths are making things out of silver to develop their skills.

10th of Hematite
A human diplomat has arrived. I hope that he isn't planning to lecture us about the environment as well.

15th of Hematite
The diplomat and our mayor were discussing import taxes or something of that nature, and things got a little... heated.

(http://i.imgur.com/sx3bEr7.png)

My snazzy crown tells me that it's for the best, though. The humans shall break themselves against us like porcelain against a diamond.

20th of Hematite
The humans have sent a caravan. Doubtless it is full of tribute to placate us, since they've realised that they cannot best us at war. I shall personally accept the goods. I can't trust the mayor at the moment; she keeps shouting "Off with their heads" and swinging that pick of hers around.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on May 04, 2015, 07:21:58 pm
I guess the mayor had a... bone to pick.

yeeeaaaah!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on May 05, 2015, 06:03:04 pm
Not a real update: not much of anything happened for the rest of Hematite/ start of the next month, then my landlord arrived and I remembered some work stuff that should have really been done weeks ago but it was and is entirely irrelevant to everything so I put it off.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on May 09, 2015, 10:42:42 am
The Journal of Lord Deus Asmoth
15th of Galena
One of our glassmakers has been acting oddly. He's seized one of the magma powered glassmaking workshops and is refusing to let anyone in to do anything. Not that I had any plans for using the thing in the immediate future anyway, but I've issued a warrant for the arrest of Amost Gebas anyway so that people wouldn't think I wasn't using the forge because he told me not to.

5th of Limestone
Amost has created a green glass figurine of someone or other. My snazzy crown tells me that some glass figurine could never be as pretty as it is, and I'm inclined to believe it.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on May 09, 2015, 01:08:17 pm
Quote
I've issued a warrant for the arrest of Amost Gebas anyway so that people wouldn't think I wasn't using the forge because he told me not to.
I loled.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on May 10, 2015, 11:28:43 am
The Journal of Lord Deus Asmoth
17th ofLimestone.

A caravan arrived from the homelands today, full of useless junk. We traded them some useless junk for it, so I guess it works out even. The diplomat that came with them told me that Cloaktome and Fortunebolted have been conquered by goblin armies. While this is good for me as it means fewer competitors for the throne and more chaos for me to take power in, I worry that I'll be left with only a handful of fortresses in my kingdom once it's all over. Doubtless my well trained and emotionally destroyed soldiers would just be able to retake the fallen fortresses and further increase my prestige, but that just delays my plans for using them to conquer the rest of the world. My life is nothing but hardship.

2nd of Timber
A new set of migrants have arrived and been conscripted as standard. One of them managed to prove useful enough to be exempted though, as he claims to be a grand master armoursmith. If he proves to be lying, I may craft him a suit of armour from molten lead.

24th of Timber
With my daughter's birthday and coming of age party approaching, I've been considering what she'd like as a present. Obviously she'd be happy if her mother came back from the dead, but since necromancers don't seem to count for that and there's no other way I know of short of building a pyramid and having an adventurer disturb her, which seems like a lot of work to go to, I've opted to give her her own room.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on May 13, 2015, 04:18:13 pm
My apologies all, I'm having some internet issues at the moment. I should have the save up by Friday at the latest.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on May 16, 2015, 03:13:43 pm
http://dffd.bay12games.com/file.php?id=10868 (http://dffd.bay12games.com/file.php?id=10868)
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on May 17, 2015, 10:34:28 pm
PM'd the next person on the list.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on May 21, 2015, 06:09:59 am
Got no response. PMing notquitethere.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on May 21, 2015, 04:01:06 pm
Got PMs back from both of 'em now....neither can do the turn right now. We can either skip, wait for one of them to come back, or put someone on before them.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on May 21, 2015, 04:04:09 pm
I messaged TheFlame52. We'll see if he can or cannot grab the turn right now.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on May 21, 2015, 04:17:39 pm
PERFECT, I AM VERY BORED

DOWNLOADING NOW
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on May 21, 2015, 04:24:35 pm
Someone grabbed the save... it's a miracle!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on May 21, 2015, 04:50:19 pm
How did this fort get so bad so quickly?

There is random forbidden shit everywhere. Random corpses everywhere. Spam job cancellations because we don't have enough steel. A dude is walking around who can't us his arms. I'm a fucking planter. And also a woman, making the streak 8. Some dumbass couldn't build walls right. Why are the so many corpses in the waterfall

Well, first things first I'm claiming a different dwarf.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on May 21, 2015, 05:01:59 pm
Surely you must be mistaken. the Lord of Cactusson cares only about the well being and happiness of his subjects. He would never let the place become a mess.

(Ps I remember you being the blacksmith. Either you died and were redwarfed (making the streak actually 9, the blacksmith was also a girl), or your secret hobby is farming and you became really good at it.)
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on May 21, 2015, 05:43:54 pm
My new dwarf, our best weaponsmith, is indispensable, has no friends or relatives, and has negative stress. And is a dude. Let's not talk about that.

First order of business is slabbing some ghosties. Then comes cancelling the manager orders because we have no steel. Then comes figuring out what the fuck is up with this fort.

There are more coffins than bedrooms. SUCCESSION FORTRESS!

I made 5 peasants masons and told them to make blocks.

I activated the military. Hopefully they will train now.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on May 21, 2015, 05:52:37 pm
I honestly did very little to improve life in the fortress during my turn besides trying to get a better military in operation. It was taking me like an hour or two to get through a month, so things I considered minor like the sanity of my subjects and the cleanliness of their living conditions were abandoned when I saw how painfully slow it was to get anything done.

I mean, eh... obviously I worked tirelessly to ensure the happiness of every citizen. They were just so intent on making things miserable for themselves that I could only do so much.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on May 21, 2015, 06:46:50 pm
Slowly updating the quote section on the side...
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on May 24, 2015, 12:04:42 am
Some dumbass couldn't build walls right. Why are the so many corpses in the waterfall


In order: Walls were never really completed so that's why they kinda suck. And the corpses are due to a pathfinding/dangerous terrain check bug that sometimes makes dwarves dive into the stream and get swept off the edge where they burst. I tried making a safety-ledge but....well....let's just say it didn't work.

Although the fort isn't actually that bad unless it got completely trashed last year. A bit slow, but reasonably functional.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on May 24, 2015, 05:34:59 am
What do you mean never really completed? I know I completely sealed it in. With bridges and everything.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on May 24, 2015, 07:34:55 pm
What do you mean never really completed? I know I completely sealed it in. With bridges and everything.

1-level high walls have disadvantages (http://dwarffortresswiki.org/index.php/DF2014:Climber). Mostly it's the whole "mishmash of 3 and 2 level high walls + odd thickness changes. Still, it's worked thus far.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on May 25, 2015, 05:26:05 am
Right, forgot about that. Didn't I start battlements though? I could have sworn I'd done that. By which I mean a one block overhang because I'm pretty sure you can't climb the underside of something.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on May 25, 2015, 08:20:52 am
I tried adding a second layer but ran out of dwarves...
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on May 25, 2015, 06:34:36 pm
Blocks probably would have worked better.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on May 28, 2015, 07:33:22 pm
OKAY TIME FOR UPDATE

I'm sending the military after some camels because we need meat and they need practice. I learned that the marksdwarves need ammo. The camels were all killed.

The last ghost was slabbed. Also, I'm making more coffins. It's a succession fort. You can never have enough coffins.

Copper bolts on repeat, lots of people turning military and back, making cloth bags, puppies.

I'm butchering all the grazers so they don't starve on accident.

Not really much interesting stuff happening.

Oh hey, mason got a fey mood! She's making something out of bauxite.

(http://i.imgur.com/Jwd1zgH.png)

OH SHIT I SPOKE TOO SOON
A FUCKING SAND TITAN
CLOSE THE GATES
EVERYBODY GET TO THE FUCKTHATBURROW
(hold on let me update the fuckthatburrow)
OKAY NOW EVERYONE GET TO THE FUCKTHATBURROW
WHICH OF THESE LEVERS CLOSES THE GATE
OKAY THAT ONE THANK YOU HELPFUL NOTES
GATE IS CLOSED CRISIS AVERTED HOPEFULLY

The mason made a bauxite cabinet. It's pretty boring, but worth 15600U.

On another note, there's an FB in the caverns, a shrew with secretions, an old one by the looks of it. It's got so many scars I imagine it's made of scar tissue.

The titan killed a puppy and a wild porcupine. Now it's just wandering around. I disabled the civilian alert so people would go back to work.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on May 29, 2015, 03:12:07 pm
Was playing at school, not much happened. I'm going to be gone this weekend, so I'll resume Monday.

 - rearranged smelters so they look better and the solid parts are blocking the magma
 - linked said forges to the ore stockpiles so furnace operators won't go so far
 - built magma kiln, started making pots
 - FB came, a vomit blob with dust, harmless
 - applied the fast marksdwarf training fix
 - the titan is wrecking Gnott QT's outdoor rooms
 - ghost appeared and was slabbed

(http://i.imgur.com/Mjs7IWC.png)

(http://i.imgur.com/hTW8Pnt.png)
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: notquitethere on May 30, 2015, 11:50:36 pm
- the titan is wrecking Gnott QT's outdoor rooms
It must be stopped at all costs!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on May 30, 2015, 11:56:34 pm
Outdoor rooms? How is it a room if it's outdoor?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on May 31, 2015, 01:12:02 pm
Did I seriously make a 2 wide door?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on June 02, 2015, 12:11:41 am
I'm really glad I updated the notes on the gates.


If you can get it to the southeastern corner you should be able to shoot the titan full of holes from the top of the turbine hall. From the other areas.....well.....not so much. But we have enough stuff to easily outlast it.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on June 02, 2015, 01:01:38 pm
Finished off the year.

Titan was killed by marksdwarves, but not before ripping the leg off a poor miner. She is up and walking.

A vile force of darkness arrived!

Save: http://dffd.bay12games.com/file.php?id=10899

GOOD LUCK NEXT OVERSEER
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on June 02, 2015, 03:37:25 pm
Excellent. This means that Triaxx2 is up for the next turn. I'll contact him via PMs.

Quote
but not before ripping the leg off a poor miner. She is up and walking.
That's some underwhelming leg-ripping right there. Oo
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on June 02, 2015, 04:10:39 pm
crutches
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 02, 2015, 06:42:59 pm
I shall acquire the save tonight.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Pearofclubs on June 02, 2015, 09:10:16 pm
Is it too late to get on the list? This looks... FUN.

Either way, I'd love to be dorfed.
I'd prefer a migrant with a really useless set of skills, if possible... whatever you make me do instead is perfectly fine :P
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on June 02, 2015, 10:12:50 pm
Quote
Is it too late to get on the list? This looks... FUN.
It's never too late to add people to the list. Welcome aboard!

PS: Darkflame, did you want another go? This applies to both NQT and Maxcat, who have both skipped their turn. If any of you wish to rejoin the turn order, just let us know.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on June 03, 2015, 11:48:00 am
I downloaded the save to pore over so I could have a better idea of how to approach the fort when it was my turn, and everything seems pretty "normal" to me.
(As in normal for the standard fare of death and disorganization that most community fortresses face.)

But really, the fort could do with some major FPS improvements, starting with butchering the 90+ animals and then using up all the block and wood we have accumulated.

Also, could someone explain to me why is there a FREAKING SAGUARO growing in the middle of the wood stockpile? furthermore, someone seems very much cognizant of the fact and simply casually walled it up. I don't quite understand the logic of this.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on June 04, 2015, 12:38:22 am
I downloaded the save to pore over so I could have a better idea of how to approach the fort when it was my turn, and everything seems pretty "normal" to me.
(As in normal for the standard fare of death and disorganization that most community fortresses face.)

But really, the fort could do with some major FPS improvements, starting with butchering the 90+ animals and then using up all the block and wood we have accumulated.

Also, could someone explain to me why is there a FREAKING SAGUARO growing in the middle of the wood stockpile? furthermore, someone seems very much cognizant of the fact and simply casually walled it up. I don't quite understand the logic of this.

THAT, my good fellow, is Sir Humphrey Cactusson. Our lord and true leader.


(Also, check the notes screen. It explains most of the stranger stuff but not all of it)

Edit: And yes, agreed on the wood/blocks. I collected most of that for construction work but it didn't get used. Using it up on towers and walls will make the fort more secure AND improve FPS significantly. ANd butchering everything we can't use to kill other people is also good.

Edit2: Also paving the inside of the fort so we don't have excessive tree growth. ANd outside around the walls to make climbing in harder. There's a lot we can do! Just don't hurt the cactus.... It's a joke from the early days of the fort and the walls are there to prevent accidental regi/deicide.

Edit3: Also, why were you expecting everything to be logical in a succession game? Especially one started by a bunch of Moltenchannels alumni?

On that note, I'd like another turn, so slot me on to the back of the turn list and let's hope more people skip so I can get the fort before it dies. It's fairly good odds for that.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on June 04, 2015, 05:35:35 am
Could I sign up for another turn as well?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on June 04, 2015, 09:42:11 am
gimme another turn
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on June 04, 2015, 12:48:58 pm
(Also, check the notes screen. It explains most of the stranger stuff but not all of it)

Edit: And yes, agreed on the wood/blocks. I collected most of that for construction work but it didn't get used. Using it up on towers and walls will make the fort more secure AND improve FPS significantly. ANd butchering everything we can't use to kill other people is also good.

Edit2: Also paving the inside of the fort so we don't have excessive tree growth. ANd outside around the walls to make climbing in harder. There's a lot we can do! Just don't hurt the cactus.... It's a joke from the early days of the fort and the walls are there to prevent accidental regi/deicide.

Edit3: Also, why were you expecting everything to be logical in a succession game? Especially one started by a bunch of Moltenchannels alumni?

*Goes back to read the earlier thread...*
Oh, so that is the cactus that The Lone Cactus is named after? I must apologize, I need to catch up on the earlier reading before throwing out even more baseless accusations.

Hmm, how do I put this? I was not expecting everything to be logical, I just wanted the particular reasoning that went behind that cactus surrounded by walls as it seemed odd to me. It just didn't hit me then that I was looking at a monument of significant cultural and historical importance to the fortress. Somehow that simply didn't register in my mind. My bad, my bad. (^^);;
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on June 05, 2015, 01:52:22 am
Well now you know. Random walled off trees with notes on them may be significant. Sometimes.
 





.....who's turn is it, anyway?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 05, 2015, 02:17:50 am
Mine, but circumstances have momentarily conspired against me. I shall play a bit later this morning.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 06, 2015, 06:06:56 am
Circumstances include: Needing to update ten versions of DF. :D

So, finally playing, and can anyone explain to me why exactly, we have bridges underneath our admittedly awesome turbine hall?

My immediate plan is to complete and secure the southern outpost.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 06, 2015, 11:34:40 am
First however, I must get the military off their collective arses and deal with this siege. Seven goblins versus almost fifty of our best war dorfs. (And a few complete numpties, but there's always cannon fodder.) We did sustain some significant injuries. A couple dwarves with nerve injuries, and one with the inability to stand, but beyond that, we've won a clear victory. Our militia captain even entered a martial trance and spent a good ten minutes dodging every arrow shot at him. Including four at once before reinforcements arrived. Once we closed in, the death came swiftly to our goblin foes. The siege ended, and we were able to open the south gate and begin the process of crafting our fine southern outpost.

My first task will be to cover over the bridge to the outpost, lest we have enemies who drop down upon our heads. A solid Bauxite Roof should do the trick, and we'll put up walls both over it, and on either side of the bridge. We can carve fortifications in either side as well.

What? Elves? Eat them. Came to trade? Oh. Well, I suppose we can always eat them later.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on June 06, 2015, 04:52:07 pm
Circumstances include: Needing to update ten versions of DF. :D

So, finally playing, and can anyone explain to me why exactly, we have bridges underneath our admittedly awesome turbine hall?

My immediate plan is to complete and secure the southern outpost.

Yes I can: It was a failed attempt at a fast-drain mechanism to make tweaking it while I was building it a bit easier. Because of lower FPS while it's running, I figured it was worth a shot, but messed up the levers. Ignore it for now unless you want to dismantle and rebuild it to work.


The underground walkway to the outpost goes via a hatch near the south-west corner of the compound. I had it forbidden when I ended my turn, but once you've got it open it might be a useful second way through (as well as the surface, which you'll need for the roofing probably).
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 06, 2015, 06:19:18 pm
I just opened the south bridge. And I'm getting 7-8 FPS, with it off. Monday evening or so, I'll be able to plug the PSU into my new computer, and that should improve the performance noticeably. Until then, it'll be a slow slog through the game.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 07, 2015, 06:13:29 am
We jacked the elf caravan. I hadn't intended to do so, but Ghills came back and informed me that the elves had offered a tribute. They wouldn't hear of it being an accident, so I ordered The Guilded Arrows to stand watch until they left.

Meanwhile, I'm informed of a cavern collapse. Because some idiot attempted to support a piece of wall with the bridge to the southern outpost. Two dwarves fell to the water below and drowned. Serves them right.

The elf diplomat asked us to cut down only a hundred trees, though we settled on 118 instead. We agreed, and sent him on his way with a mug of strong dwarven ale. And continued sharpening axes behind his back. Elves is so stupid.

Construction of the southern outpost is progressing, though slowly due to the difficulties of constructing battlements. I need a drink.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: CaptainArchmage on June 09, 2015, 03:17:33 am
Oh hey, back after a long period of other things going on. How's this fortress going?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 09, 2015, 04:45:28 am
Going well, if hilariously slowly.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on June 10, 2015, 12:42:09 am
Oh hey, back after a long period of other things going on. How's this fortress going?

Excellently terrible. We're a few years in, 50% of the overseers have skipped, the waterfall is full of corpses, the FPS is off the bottom of the charts, and nothing I said in my turn made it on the quotes list. <_<

On the other hand, we have a nice set of water wheels attached to nothing and about 1/6th of the walls built up to decent levels. And there's been some fun moments so....eh, it's been pretty decent. Not as exciting as Moltenchannels though, as of yet.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on June 10, 2015, 01:03:32 am
Oh hey, back after a long period of other things going on. How's this fortress going?

Excellently terrible. We're a few years in, 50% of the overseers have skipped, the waterfall is full of corpses, the FPS is off the bottom of the charts, and nothing I said in my turn made it on the quotes list. <_<

On the other hand, we have a nice set of water wheels attached to nothing and about 1/6th of the walls built up to decent levels. And there's been some fun moments so....eh, it's been pretty decent. Not as exciting as Moltenchannels though, as of yet.
I'll get more quotes up once I index the recent turns, pinky swear. I just added a few Deus Asmoth/Darkflame exchanges as they unfolded because they were there in plain sight...

And WB, captain. Spoiler alert, I've sort of taken over during your leave :p
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 10, 2015, 09:01:51 am
The southern outpost is progressing slowly. I'm up to the second level of the upper walls, and I'm now preparing to construct the battlements. Of course building hanging walls presents it's own challenges. I've given it a small ammo stockpile, and will give it a food and drink stockpile as well, but not until the walls are completed. There's no point in filling a depot with supplies for thieves and invaders on our own door step.

I've noticed that the Baron and Manager have demand and requirements. Does anyone know where they're quartered?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on June 10, 2015, 11:06:48 am
from memory, baron is to the nirth of the dinning hall, first and second floor to the left. mayor is in the same building, second floor middle and right. could have changed..m
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on June 11, 2015, 03:54:54 pm

I'll get more quotes up once I index the recent turns, pinky swear.
I know. :)

Also a few of us  (me and 1-2 others) requested extra turns a bit up the thread.


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

If you can chuck up some screenshots of the construction work when it's a bit further along that'd be awesome. If you want to build the walls protecting the bridge faster (and we've got the materials) it might be worth making a bunch of wooden and copper spikes and just having a 1-Z high wall with either upright spear traps (with a lever) or good old-fashioned chunky-salsa weapons traps (with a few buzzsaws to compliment the spikes).
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 11, 2015, 06:47:49 pm
Walls and roof took almost no time at all actually. It's even been carved into fortifications, The bridge is completely secure actually. Now I'm working to build an overhanging fortification around the southern base. I'm going to put in a central pillar and try to ring it with Green Glass Serrated Disc traps. Love those things.

I will take some screen shots. Annoyingly, I bought the wrong motherboard, which turned out to work with everything, except my CPU. *bangs head* So, we're still marching along at 8 FPS. worked today, so I couldn't play either. I'll play some tomorrow and get some screens.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 12, 2015, 11:22:42 am
I hadn't realized how much I missed DFHack until I was playing without it. Nothing beats workflow orders protecting the booze making jobs.

---

So, the Baron wants a clear glass window for his dining room. Fair enough. I've given the manager a mission to make dorfs make all the things we need for the clear glass, and for the window the baron wants. I've also ordered a basic glass furnace set up, which will have only one job, collecting sand.

The Southern Outpost (http://s290.photobucket.com/user/Triaxx2/media/Murderflood%20Southern%20Outpost%20Second%20Level_zpsse1xvj0u.jpg.html) is going well. The bridge (http://s290.photobucket.com/user/Triaxx2/media/Murderflood%20Southern%20Outpost%20Second%20Level_zpsse1xvj0u.jpg.html?sort=3&o=1)

So, I finished out all the mayor's requirements, though he's still living under a roof constructed out of doors, rather than in the main keep. We're busy attempting to make a clear glass window for the Baron, but I've made a note to get the mayor some more appropriate quarters. I may have to build them though.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 17, 2015, 11:18:58 am
Still Alive over here. DF's been annoyingly crash happy, including one just a day before the seasonal auto-save into summer.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 21, 2015, 10:23:29 am
Well, the world appears a bit yellow due to a failing monitor, but I'm playing just fine.

However, we have managed to fulfill the baron's request, and constructed a clear glass window. Of course, now comes the long wait as it's hauled up from the magma forges. I'm leaving a note for my successor, that we should perhaps consider a pump tower to bring the magma up to the surface. I've left an annotation on the map that there's magma some one hundred and twenty-one levels below. Unfortunately, said magma location is also some short distance south of the eastern wall. I leave such a thought to minds better suited for such construction than me.

Summer is coming and I must prepare.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Sponge on June 22, 2015, 11:40:58 am
Sign me up!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 24, 2015, 03:29:21 pm
Summer brings good things. The work has been completed on the southern outpost. Now it is fully roofed and enclosed, and fortifications have been carved on the second level. I have also set our glass smiths to work producing green glass serrated discs. Not only shall this improve their abilities for statue work, but also for the making of windows to improve the uppermost levels of our great fortress.

More so, we have located some limonite in the cliffside and a surveying team managed to locate the vein from the inside of the cliffs. I am considering the idea that perhaps we should inhabit more than just the tops of the cliffs surrounding the falls. Perhaps a singular achievement of dwarven engineering to ensure that all who come know that we are truly without equal in our conquering of nature. A great spire running from the surface of the falls to the top. One with no purpose to it but decoration. Indeed, it would be a monument without equal if we were to construct it from the clearest glass our glass workers can manage.

The mind boggles at the potential for awe in our allies and enemies. And perhaps we can turn it into a laser drill. After all, doesn't that scream evil lair?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on June 26, 2015, 11:21:50 pm
The mind boggles at the potential for awe in our allies and enemies. And perhaps we can turn it into a laser drill. After all, doesn't that scream evil lair?

I dunno. The clifftop fortress and having our minions continually falling off tall things for no apparent reason was doing that job pretty well.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on June 27, 2015, 12:34:11 am
To be fair, having a flooding hospital and a cliff that claims lives at random doesn't scream evil lair so much as simply ''poor real estate''.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on June 27, 2015, 11:18:02 pm
To be fair, having a flooding hospital and a cliff that claims lives at random doesn't scream evil lair so much as simply ''poor real estate''.

It's self-cleaning.*


The fact that the flooding system is defective, on the other hand......that is poor real estate.



*The hospital. Not the waterfall. Although the blood does wash away over time, we'd need a corpse disposal system at the bottom for it to be self-cleaning. Might be a good idea as well to reduce ghost numbers.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 28, 2015, 08:28:27 pm
Ah, I see what you mean. I'll fix it. Piece of cake. Speaking of, what a difference a couple of cores and 14GB of RAM makes. :D 10 FPS, that's what.

---

With the big project complete, I decide to have a look at the flooding system for the hospital. It seems strange that there's a place for it to backflow. Not to mention that it can backflow into our water supply.

What I'm going to do, is pressurize it with a pump, and pump it across the chasm into a drying room. The water will gush into the room, wash away all infections, and probably the infected, then sweep them through the channel into a massive drying room across the way.

Annoying thing, DF Hack's Planning mode doesn't work for making levers.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on June 29, 2015, 02:01:43 am
Yeah, I'm sort of really not good with hydraulics in DF, so I made it as simple as possible. Pressurising it should work nicely.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 29, 2015, 06:30:50 pm
DF Hydraulics are gravity basic. The best thing would have been to dig to the corner, channel down, and let the water flush down a level to prevent back flow. No worries, I've got it in hand.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on June 29, 2015, 07:48:10 pm
It's been a while since you started (3+ weeks). Not to pressure you or anything, but do you think you'll be able to finish the turn soon?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 30, 2015, 06:47:06 am
Yeah, I will, it's just taken a little longer to get everything going than expected. Maybe the end of the week. I know that it's been about a month, but now that I can play at a relatively good speed, it should get better. I'll play a lot tonight and tomorrow and see if I can finish.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on June 30, 2015, 04:33:19 pm
Reconfiguration of the flooding system has been completed. The pump has been placed down, and is set up so that upon activation of the lever, will either flood the hospital, or pump water into the tube, priming the system. This allows a dual safety system.

I've also configured the lower left mason's workshop to produce only Bauxite items, such as blocks. These fit particularly well with our fortress sand layers, so having them en-masse is nice. Not Gneiss mind, but enjoyable. As well as aesthetically pleasing.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 01, 2015, 07:27:26 am
The Dwarven Caravan has arrived. This was surprising, because no one told me it was autumn. I am less than amused.

No matter, we got some leather, some cloth, a few bags of Pig tail seeds, some booze, and a fair amount of iron and steel bars. In return, we asked for a large selection of items, but only suggested what it was, instead of demanding. I am wise to the ways of greedy merchants. In return they want Splints, Meat and Windows. We can handle that. I ordered thirty green glass windows, and thirty splints. Gnott looked at me like I'd lost my mind, but shrugged and made a note.

I leave the acquisition of meat to my successor, whomever that maybe. Also, the mayors complaints about his room quality have been solved by replacing his cabinet with Fokeravan, The Slippery Lyrics, which is a bauxite cabinet.

Now I've been told that a miller has just been taken by a Fey mood. That's interesting. I'm pretty sure miller isn't a moodable skill. Which is kind of annoying.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 01, 2015, 09:09:13 am
As expected, our miller has taken a Craftsdwarf workshop. It's one down by the magma smelters, which seems silly, but eh. Speaking of, I've put a small pair of stockpiles down there, with food and booze, and I've ordered a small dining room dug out. That should make it easier for things to be forged, since they won't have to run all the way up stairs to eat and drink. After a few minutes, I also ordered a Dormitory dug and built. And then had both smoothed. Just because they're working deep in the dank underground, doesn't mean they shouldn't have a nice place to sleep and eat while they work.

Our miller has begun work on his construction. Etestrimad, The Dutiful Tactics, a limonite figurine of Lelgo Catchjewels. That's the new artifact. And our new stone mason is legendary. Excellent. I've also thrown down a second plain glass furnace to ensure we always have some sand being gathered.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 01, 2015, 07:24:17 pm
Winter has Come. Which is fine. I've accomplished all my goals. The southern outpost is complete, and prepared for any event. The flushing system for the hospital has not only been modified to ensure that there's no possibility of backflow, but also so that the flushed water will spread out into a drying area. As long as the area is not filled with more water than from the pump to the flood gate, it should work.

More, I have prepared us to get the maximum amount of return from next years trade caravan, provided we remember to trade the correct items. I've left a note to the north west of the trade depot.

In the last month or so, I start some exploratory diggings, using my patented 'Dig an enormous area and hope you hit something' method. It turns up a few bits, but not much that we didn't already know was there. I always like to leave the place a little better than I found it, and there's no better way to do that than to find more ore. Plus there's a lot of microcline available, and I love that rock for some reason.

It seems that the last month of my tenure will be nice and quiet. I like that.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 01, 2015, 08:33:46 pm
Right, so the game crashes when I try to roll over into the new year. This is supremely annoying. I'm not sure why, but the yearly auto-save seems to have something to do with it. If it does it again, I'll post as close to the end of the year as I can, and hopefully someone else can play through it.

Okay, I'm not sure what the problem is, but if I try to save anywhere past this point, the game crashes. If it won't work for the next person, I suggest just dumping my turn entirely. http://dffd.bay12games.com/file.php?id=10970
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 02, 2015, 09:05:47 am
Thanks for the heads up Triaxx2, I have downloaded the save and will try running it through the end of year to see if the corruption problem persists on my side. And if it does, I will see if I can try to pinpoint the problem and try to salvage it.

EDIT: Ran the save through winter without really doing anything. The game managed to autosave itself on 1st Granite without any trouble. Only notable difference was that I disabled the stockflow and workflow plug-ins since I saw no point in producing that many goods. (Stockflow gave me no end of trouble by re-enabling the jobs despite turning the plug-in off on DFHack. Was able to finally disable it by manually unsuspending and then cancelling each job.) I also butchered a whole bunch of animals if that somehow made a difference.

Perhaps you might want to try the aforementioned method and see if it enables you to autosave on the beginning of the new year. I don't mind waiting a bit. If not I can probably continue on from the save you posted.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on July 02, 2015, 10:49:35 am
If its really the autosave, you could disable it for a moment and pass the year.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 03, 2015, 06:14:53 am
Go ahead and continue. I wasn't able to save at all without DF crashing.

I didn't enable stockflow, but I like using workflow because it means I don't have to keep ordering the bloody booze to turn back on every five minutes. I've lost no end of fortresses, because the booze shut off, and everything slowed down and then enemies showed up.

I did also set some limits on clothing, because we keep ending up with huge piles of old stuff all over the place and that's also a leading cause of problems I've found. Naked dwarves that is, the piles of stuff I just order hauled to the depot and traded.

You can adjust the limits on workflow protected jobs. Select it and hit alt-w, and you can set or adjust the limits.

I also hope you remembered not to butcher the pigs at the bottom of the list.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on July 03, 2015, 09:02:47 am
my new workaround is to simply queue about 30x4 bre drink jobs when the stocks drop below a certain threshold. If anything is missing the cancellation spam will tell you whats the problem. Then queue barrels, pots or plant proccessing as needed.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 03, 2015, 11:03:45 am
Right then, that alt-w thing is really helpful to know. For some odd reason, can't get stonesense to work on this fort, though it works just fine on my other fort.

Now before I go on a butchering spree, what is this about the pigs again? Is that our main meat source going forward? Because I'm planning on getting rid of ALL of the non-pet, non-exotic stuff just to scrounge up whatever FPS I can get, <10 fps is a real pain to work with.

I will be accepting dorfing/ redorfing requests. Let me know if you'll like a specific dwarf, name and profession title to go with it, otherwise I'll just use my own discretion.

To be dorfed:

jwoodward48df (jwoodward48df)
FearfulJesuit (FearfulJesuit)
Rigel (Tonnot98)
Pearofclubs (Pearofclubs)
sponge (sponge)
TheKaspa (TheKaspa)
Maxcat61 (Maxcat61)
notquitethere (notquitethere)
MDFication (MDFication)
Dorsidwarf (Dorsidwarf)


To be redorfed:


Taupe II (taupe)
Zuglarkun II (Zuglarkun)
bluescreen1988 II (??)
bp920091 II (??)
Triaxx2 II (Triaxx2)

Not quite sure who some of the dwarfs are supposed to be representing. So there might be some duplication.
Do let me know if I am missing anyone else.


Here's a snapshot of the fort before I embark on my turn.
Spoiler (click to show/hide)

I'll start playing out my turn over the weekend.

After a quick overview, current plans are to expand floor space for upper floors, and perhaps a defensive structure of some kind on the eastern side. Would really like to actually dig out magma dikes to live up to the fortress name, but the uneven terrain and the river is a real hindrance in that respect. Perhaps some other mass flooding contraption will suffice. I'll see what I can do.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on July 03, 2015, 11:16:05 am
Wow 214 dwarves? I'm not sure how exactly we are housing all those fine folks with our handcrafted above--groung structures
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 03, 2015, 05:30:55 pm
At the moment, we're not. Most of them are in dormitories I believe. I didn't realize it was a problem, or I'd have had beds being made.

Stonesense wouldn't work for me either. Old computer would cause DF to crash, new one caused Stonesense to crash. Some kind of problem running a renderer. Not sure if it's an issue with the save being multi-version, or the version of Stonesense.

On pigs: Pigs reach full size after two years. So if you butcher the older ones first, you get more meat. I don't think it affects leather. And since they don't graze, they can be enclosed for long periods, or even raised above the ground.

On magma: I left a note on the west side of the chasm directly above the lava. Maybe a spiral stack?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on July 03, 2015, 07:38:10 pm
After three of my narators died, I dwarfed myself as GRRM the Bookeeper.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 03, 2015, 08:59:55 pm
Oh, yeah, I kind of got killed by mystery lava during my first turn. I was a level above, with no direct connection and got hit somehow.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Gwolfski on July 04, 2015, 08:34:21 am
i wanna a turn!!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 06, 2015, 01:29:33 pm
Just finished the remaining of year 105.

I'll post a more detailed writeup with screen shots (I took a decent amount of them) later on in the week along with updates for spring and summer hopefully.

Here's a brief summary of events while I continue to play out the year 106. (Like right now)

First order of business - Reinstating the chosen.
(Everyone that has not been properly dorfed in my previous post is now dorfed, including Gwolfski, and those that need to be redorfed were redorfed. I'll post the individual pictures next update.)

Second order of business
- Mass butcher of livestock. There are now 31 animals in the fort, including pets. I preserved the piglets as breeding stock as well as the exotic big cats. Was able to salvage some FPS from that. I get around 18-20 FPS now as compared to <10 FPS from earlier.

Third order of business - I did some reshuffling of the military garb, in anticipation of the armory being restocked with quality steel armor. I also redid all of the training schedules, so that dwarves would spar more frequently. Made a large order of steel weaponry and armor to be made to outfit our military. Discovered we had few useable bolts, and plenty of unusable arrows, all of them in bins to boot. (Which made equipping bolts buggy.) Will have to redo the ammo stockpiles next year.

Fourth order of business - Continued to expand the floor space by building floors on the second level of the fort. Next overseer can probably utilize it to build living quarters or move the stockpiles and workshops there. Everything is cramped on the ground level, making it one big mess to navigate through.

I was informed of a reacher corpse befouling the tunnels with its foul rotten stench. Upon closer inspection, I believe it emerged from the stairway below which was not floored over and opens up directly into the caverns over some spore trees. I have ordered it floored over, lest worse things issue from the cavernous depths.
(the up/down stairs exposed the fort to the caverns. I've sealed off the 2 hazardous spots by flooring over them.)


26th Obsidian 105
Unib Mengsosad has risen and is haunting the fortress! After consulting with the older occupants, I've discovered that Unib was one of those unfortunate few whom had perished in the river, and thus we couldn't recover the corpse for a proper burial. I've also discovered that Unib is not the only ghostly presence haunting the fortress. Alath Mokezkikrost is another of those unfortunate victims. I've ordered slabs to be carved and dedicated to them in an effort to sate their desire to be memorialized in proper dwarven fashion.


28th Obsidian 105

Stakud Nakuthshorast Kings Cousin has been possessed!

Spring has arrived on the calendar.


EDIT: Was able to autosave as well as save. Save is uncompressed for fear of save corruption. Also, not running DFhack for fear of save corruption. Would recommend not using the DFHack 'reveal' command, as it crashes the game every single time.

EDIT2: Ah I see, a spiral pimpstack. Now I understand what those dang arrows are for. I have more experience with the vertical powered kind, so I'm not exactly sure how to go about it. Will see how it goes.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 06, 2015, 02:38:39 pm
THE CHOSEN DORFS thus far...

Spoiler: notquite there is fine (click to show/hide)
Spoiler: The Kaspa is good (click to show/hide)
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 06, 2015, 04:06:41 pm
I like this design:

Code: [Select]
LLsSL
LWWGs
SWWWS
sGWWL
LSsLL

This way you only need two shafts, and every other side gets two gears. It's power expensive, but surprisingly FPS friendly.

An alternate option, is to run a single shaft of gears down the Center, with gears on each side of the plus as you go down. That's actually a little more expensive.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Pearofclubs on July 07, 2015, 12:42:55 am
I actually really like my dorf!
When I have more time, I'll have to look her over - seems like she'll be fun to role play as.
Thanks :P
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on July 08, 2015, 07:28:33 pm
I like this design:

Code: [Select]
LLsSL
LWWGs
SWWWS
sGWWL
LSsLL

This way you only need two shafts, and every other side gets two gears. It's power expensive, but surprisingly FPS friendly.

An alternate option, is to run a single shaft of gears down the Center, with gears on each side of the plus as you go down. That's actually a little more expensive.

Power may be a concern...the turbine hall was only my second or third generator system ever, so it's not geared for maximum power. But I'm sure that with some alterations it can be made to work. The only issue would be if there's enough space to do that without cutting off the ramp to the first floor. Alternatively, the water flow could be re-routed into more turbines downstream of the original hall (which might also allow for a more secure conduit for the power).

....or we can just botch it together with what we've got and let it go humourously wrong later on.

If the turbine channel has been drained all this time, it may also be necessary to pave it with blocks to stop stuff growing in it. Might not be an issue though.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 09, 2015, 04:54:30 am
There should be enough blocks to pave it over.

I didn't have time to investigate the turbine hall while playing, though it should provide more than sufficient power for even a spiral lift. If all else fails, there's always a minecart lift, though that'd take forever to fill a magma dike.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 09, 2015, 05:25:15 am
Hey there, sorry for lack of updates, been busy this week, the low FPS, memory chugging save was not exactly forgiving either.

Just thought to mention that a spiral shaft will no longer be necessary, I've found a different spot that fits a vertical magma pump stack just nicely. The location comes out just right next to the southern outpost. Been spending the entirety of Spring 106 dealing with digging cancellation spam, digging out a cistern for the stack. I think we will have magma to work with soon, just not on my turn. Someone else will have to finish up the pimpstack. I'm ramping up sand collection and glass production to give the next guy a head start.

I'm also afraid power will be somewhat of a issue, with !!128 z-levels!! worth of pumps to power. I'll let someone else deal with that in the future though.

EDIT: DAMN AUTOSAVE CRASHED MY GAME. I figure it might be the trees. Gonna test it again. Chopped them down last season and was able to autosave. Gonna chop and pave all around the fort now. DAMN TREES.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Ghills on July 09, 2015, 01:51:12 pm
Wait wait wait, Ardentdikes is back?  Awesome!

I'd love a turn and a dorf.  Hopefully I'll actually be able to play this time.

EDIT: NVM, the latest save is crashing on me. :(  I'll try again after Zuglarkun's turn.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 09, 2015, 03:55:19 pm
128? No problem. Chop a hole to the water at the lower river level and plonk down three water wheels. Problem solved.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on July 09, 2015, 04:59:39 pm
Wait wait wait, Ardentdikes is back?  Awesome!

I'd love a turn and a dorf.  Hopefully I'll actually be able to play this time.

EDIT: NVM, the latest save is crashing on me. :(  I'll try again after Zuglarkun's turn.
Put you back in the turn order. I'm fairly sure your dwarf is actually still alive, and acting as the manager or something.

As for this place being ''alive'', well let's just say it ''isn't dead''.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 10, 2015, 04:37:52 pm
"Aten't Ded"
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 11, 2015, 01:42:12 am
21st Opal 105 - Mid Winter

I awoke in a cold sweat. A cloaked figure loomed over me.

"Don't move."

A knife was placed firmly over my neck, applied with just enough pressure to hint that I was to take those words very seriously. The yellow face burning in the sky stung my eyes, though it was partially blocked off by this hooded dwarf that was standing by the bedside, the glare of the yellow face obscuring his (or is it her?) features under the hood in a deep shadow. I put a hand over my eyes to block off the glare so as to try to better focus on this mysterious figure.

"What is the meaning of this? And why do you hide your face?" I stammered groggily.

The hooded figure took a step closer, a rasping whisper issued forth from the hood, "As far as you are concerned, it matters little who I am. What matters though is that you listen to this message I have come to relay."

The hooded dwarf paused, and then in a lower timbre of voice rasped, "You have been chosen. Yes. You have been chosen to lead this fortress."

There the hooded figure paused, as if in contemplation.

"Well for the moment at least, until someone more competent comes along or the powers that be decide otherwise," even from under the hood, I could sense a widening smirk forming over the figure's face.

The figure straightened its posture, "We have been coping awhile without an "Overseer" for direction. Sad to say, but your predecessor Triaxx2 died in some rather mysterious circumstances. We are arranging a replacement for him, but you should pay that no heed. After careful consultation with the powers that be, we have decided to bestow this honor upon you. Do you understand the gravity of the situation?"

The pressure of the knife's tip increased ever so slightly. I nodded in bewilderment, fearful for my own safety.

"Good," The figure swiftly withdrew the knife tip, though its point was still trained on me. At least I could draw a breath of relief.

"We understand that you are but a simple fisher-dwarf, but soon you will learn to oversee the running of the fortress and its daily operations," At this the hooded figure paused and leaned in, the hooded head turning in my direction as if staring straight at me.

"You will have a day to acclimate yourself to these circumstances," The figure rasped in a menacing tone.

And then the dwarf (it is a dwarf isn't it?) relaxed, taking a step back and sheathing the knife, perhaps convinced that I was along for the ride now.

"I know this is all sudden, but a great burden and responsibility awaits you. I suggest that you will just have to learn to accept this and move on with your new circumstances," The figure said in a gentler conversational tone, though it could not completely mask the venom in its voice.

The figure produced a scroll from within its cloak and placed it by the bed.

"Follow these instructions, TO THE LETTER. If you know what is good for you," The hood chuckled.

With that, the figure made to turn and was gone before my bewildered self could even interject or raise a protest.

"Wait, what?"
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 11, 2015, 02:44:18 am
I unfurled the scroll, and peered over the contents. Looks like I'll have to make a visit to my predecessor's grave.

At Triaxx2's tomb, I found a package. In it was a dusty tome and writing materials. Good thing I learned to write a little back in the Mountainhomes. There was another set of instructions as I had expected, and a map of the layout of the fortress.
Spoiler (click to show/hide)

I pored over the other contents. *Sigh* I had work to do.


22nd Opal 105 - Mid Winter


First order of business (as dictated by the scroll) - I did some reshuffling of the military gear, in anticipation of the armory being restocked with quality steel armor, which I was also tasked to produce. I placed an order for steel and armor with the Manager, Gnott QT. I also redid all of the training schedules for the military.
Spoiler (click to show/hide)


25th Opal 105


Since Flame was capable, he was assigned to churn out the best quality steel weaponry for our burgeoning military force.
Spoiler (click to show/hide)

I was informed of a reacher corpse befouling the tunnels with its rotten stench. Upon closer inspection, I believe it emerged from the stairway below, which was not floored over and opens up directly into the caverns over some spore trees. I have ordered it floored over, lest worse things issue from the cavernous depths.
Spoiler (click to show/hide)

A small memo hastily scribbled in the instructions pointed out which of the livestock were to be butchered, due to some infectious disease (hastily scrawled down as "Faulty.Posterior.Syndrome") plaguing the animals. Well, bad gas can certainly be a problem, as any dwarf can attest to with how irritating miasma can be, especially in cramped spaces underground. Why the foul smell lingers all over your clothes, and you can never quite wash it off.
Spoiler (click to show/hide)

Another of those memos, noted that I was to expand the fortress defenses. I saw it fit to wall off the Western Fortress.
Spoiler (click to show/hide)

After much thought over how to improve the living conditions of the fortress, I surmised that the main concern amongst fellow dwarves is the lack of personal rooms. There are dorms and dining spaces alright, but sometimes we just want a little privacy. The main issue of contention is that some believe the hoi polloi don't deserve their own personal rooms. Heck, we don't even have sufficient floor space to house our stockpiles; the courtyard is currently serving as a temporary holding area for all our goods and supplies. These cramped living conditions make things more difficult than they ought to be.

As it is now, the 'fortress' is little more than an giant pen for dwarves (more like docile sheep), open to attack from above. Though our military force is a sufficient deterrent, I still feel much too exposed. So in order to change the current state of affairs, we need to tackle the problems at the root. Floor space. I have given orders to the masons to produce even more blocks. The plan being to expand upwards.


26th Obsidian 105

Unib Mengsosad has risen and is haunting the fortress! After consulting with the older occupants, I've discovered that Unib was one of those unfortunate few whom had perished in the river, and thus we weren't able to recover his corpse. I've also discovered that Unib is not the only ghostly presence haunting the fortress. Alath Mokezkikrost is another of those unfortunate victims. I've ordered slabs to be carved and dedicated to them in an effort to sate their desire to be memorialized in proper dwarven fashion.

Poor Unib. I bet when he still lived he wanted to be remembered for something. But how easily we forget. Probably didn't amount to much in life, but in death - Oh, In death he was a punchline. Now every time someone wandered nearby and peers into the waterfall, they might glance down and remind themselves not to be that dwarf. You know, the one that wandered in for a drink and drowned himself out of lack of coordination and utter stupidity. Oh the indignity of death.

But it does make one think, I wonder if anyone will remember me when I meet my doom in some dark, damp hole? Probably not, out of sight, out of mind. That's probably the best I could ask for. Life is fleeting, and the memory of life is as tenuous as life itself. That's what we keep mementos for, to remind ourselves and others like ourselves that this wasn't some fleeting dream, that this thing happened here. That this thing mattered. BAH! I grow melancholy when I get in these moods. I need a stiff drink.


28th Obsidian 105

I have been informed that Stakud Nakuthshorast, Kings Cousin has been possessed! I hope it was not by Unibs or Alaths hand. I could do without more vengeful dead around here.
Spoiler (click to show/hide)


Spring has arrived on the calendar.


P.S. Sorry for the delay, needed to spend some time to develop the character and story. Spring is already done and will probably be uploaded later tonight. Will hopefully complete another season or two over the weekend. Autosave shouldn't crash the game now, pretty certain it is because of trees growing into 2nd level buildings and structures. Flooring over everything.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on July 11, 2015, 01:33:04 pm
great updates. glad to see things moving foward nicely
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 11, 2015, 03:47:26 pm
1st Granite 106

First things first, a formal report on the state of the fortress stocks, as of 1st Granite, 106.
Spoiler (click to show/hide)


3rd Granite 106

Stakud claimed a magma forge, all the while muttering a bunch of incomprehensible nonsense. Well at least he isn't pretending to be mute and scrawling pictures in the dirt in an effort to communicate.
Spoiler (click to show/hide)


5th Granite 106

The Apparition of Unib and Alath was spotted recently, still meandering about their corpses, which had drifted all the way down the river.
Spoiler: Poor Unib (click to show/hide)
Spoiler: Poor Alath (click to show/hide)
I made doubly certain that the already engraved slabs were being moved to the tombs. It is a pitiful fate that has befallen these two, and this is the least I could do for a fellow dwarf.

"..."

I did not notice it before, but one of our beloved cats, Dastot Athserustuth, has been spending the past few seasons hanging on for dear life at the bottom of the waterfall. I'm pretty sure cats are not known for being adept swimmers. Its a miracle that the poor fella has survived for as long as it did. Unfortunately, that area is a deathtrap, and I am not about to send anyone on a perilous and foolhardy rescue mission. There is little we can do but pray that it finds a way out of its predicament somehow.


7th Granite 106

The ghost of Unib was finally put to rest.
Spoiler (click to show/hide)


9th Granite 106

One of the mandates mentioned on the scroll I received was the construction of a method of siphoning the earth's blood to the surface. An odd request to be certain, but I've heard even stranger tales back in the mountainhomes, only mentioned in hushed whispers and fearful glances - of how the blood from the bosom of the earth could be fashioned into a mighty hammer that could smite herds of elephants and even an entire contingent of armed goblins in one fell stroke. I do not know what to make of such tales, but I fear what might happen to me if I do not comply.

After spending all of last season discussing with the engineers and mechanics, we've determined that a magma pumpstack can be utilized for such an endeavor. In fact, some progress had already been done on that front by my predecessors, though incomplete. The way the engineers explained it to me certainly seemed overly complicated and inefficient, what with all the talk of spiral designs and automated mine carts. I was loathe to entrust my safety to something I didn't comprehend fully and was in much of a predicament over what to do for much of the new year.

But whilst I was at the magma smithy's to check up on the production of steel arms and armor, I had a stroke of luck, coming across a spot just south to the magma forges that would plausibly fit one of the more simple (I say simple, but its still complicated and finicky as all heck) designs. Well at least all that work put in by my predecessors was able to reveal that spot to me, so all has not gone to waste.

I consulted with the miners and engineers on this and promptly ordered excavation work to be started on a magma cistern that would be able to store a considerable amount of earth's blood to be delivered to the surface.
Spoiler (click to show/hide)


10th Granite 106

The tree hugging delegation from The Oily Shell has arrived. Bah, what do they want?
Spoiler (click to show/hide)


12th Granite 106

The tree hugging eco-terrorist protection racket has arrived.
MORE ELVES. DEAR ARMOK WHATEVER DID I DO TO DESERVE THIS TORMENT? Oh wait, Deus Asmoth will speak with them? Well, that's better.
Spoiler (click to show/hide)


15th Granite 106

Hostage negotiations were had with the elven tree hugging eco-terrorist diplomat. Though I didn't have to negotiate, I still had to sit in to put it all down on record. Armok damned bureaucracy.
Spoiler: NEGOTIATIONS (click to show/hide)

SNARKY UPSTART ELVES I SWEAR YOU WILL MEET YOUR COMEUPPANCE SOMEDAY.


18th Granite 106

The bribe for the elven trade delegation has been accepted. Uh, I mean the trade negotiations have been conducted successfully by our stockbroker Ghills. We managed to extort trade for clay and some fruits, and the promise of more exotic animals next season. Armok damned elves better bring something exotic next spring.
Spoiler (click to show/hide)


21st Granite 106

The ghost of Alath was put to rest. There, that is the last we will hear of hauntings in the fortress.
Spoiler (click to show/hide)


26th Granite 106

"HELP! HELP!", a shrill voice cut through the air, coming from the direction of the eastern entrance, near the trade depot.

That call for help came from Solon Nishsterus, whom was the first to sound the alert as the military hastily scrambled into action, though there was some confusion at first as to what to do.

The Were-loris emerged from its stealthy hiding right in front of the trade depot and main entrance to the fort and with a ferocious roar that sprayed flecks of spittle from its maw, it barreled its way to the trade depot.

Despite Solon's well-intentions, his shouts drew the unwelcome attention of the Wereloris and he was the first to be
Spoiler: struck down. (click to show/hide)

The elven merchants, sensing that their backs were to the wall, went charging in head first. (Huh, snarky as they are, they still exhibit bravery in the face of danger.) In the first few moments of engagement, one of them struck a lucky blow, socking the wereloris in the jaw and scattering its teeth all over the trade depot.

Whilst Erush the suturer, armed with an axe and Alath the tanner suddenly found their way back to the fortress cut off by the Wereloris that was facing down enemies from many fronts.

The battle raged on, with neither side gaining a significant advantage though Erush was able to inflict some serious damage with the axe in her possession. By this time, the elves were badly hurt, and Sarvesh the leatherworker and the hammerlord Sodel soon joined the wild melee. Sodel was without weapon or armor though, as the orders for new arms and armor were not yet processed yet.

It was at that moment that the tide turned. The Axe lord Triaxx2 II, having heard the call to arms, rounded the corner and with a single swing of the masterful steel battle axe that she had procured from the magma forges, (having priority to arms issue by virtue of being in second in command) cleanly bisected the Wereloris in one fell stroke.
Spoiler (click to show/hide)

With that, the battle was over.
Spoiler: The Aftermath (click to show/hide)

One casualty recorded, and many dwarves and elves are badly injured and shaken. Heck the elves probably didn't deserve that. Wait what am I saying?
Spoiler: Injuries sustained (click to show/hide)
Spoiler: The price for bravery (click to show/hide)

Does this mean the trade negotiations were borked? What bad timing, I will have to up the bribe amount next time. Stinking werebeasts.

Yet another dwarf bites the dust. Solon's quick thinking saved the fort from further trouble, but already the dwarves are clamouring around Triaxx2 II for delivering us from Iton Oboknin's rampage, heedless of the sacrifice of Solon. That is the way the unsung heroes go I suppose. At least I will see to it that Solon gets a proper burial.
Spoiler (click to show/hide)

Erush should get commended as well, for her bravery and quick strokes with a steel axe. I will see to it that she gets tended for her injuries. Now to find Urist McDuck.


28th Granite 106

The Magma Cistern has been excavated! Soon everyone else that thinks to oppose us shall partake of the Earth's Blood!
Spoiler (click to show/hide)

Later on that day, I made a visit to the hospital to see how the injured were holding up.
Spoiler: All patched up. (click to show/hide)

That Erush is one spunky lass.


9th Slate 106

I made my rounds, glad to see that some of my efforts at bettering the lives of our fellow dwarves are starting to bear fruit.

The elven merchants have embarked on their journey, badly shaken and wounded and all. So I guess no reprisal then?


17th Slate 106

Amidst all the hustle and bustle, I had clean forgotten about Stakud. Report has it that Stakud has begun a mysterious construction.
Spoiler (click to show/hide)


22nd Slate 106

Stakud has created Lormeban - Toolstream, a gold figurine of Urdim Rasptheaters, our beloved Queen and daughter of "King" Rith Sterusvabok.
Spoiler (click to show/hide)

Much progress was made (ticks off another box on the checklist on the scroll), but there is still much work to be done. *Sigh* I migrated here expecting to spend the rest of my days fishing in peace. This was not what I signed up for. Speaking of fish, I wonder how Dastot is doing?
Spoiler (click to show/hide)

Summer has arrived on the calendar.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on July 11, 2015, 05:56:56 pm
So the hospital is full of dwarves injured by a werebeast. Thank Armok someone made that place self-cleaning.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: TheFlame52 on July 11, 2015, 07:40:23 pm
I think you may post the most screens of any forumite, ever. This is good.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on July 12, 2015, 07:08:39 am
The Journal of Lord Deus Asmoth the Generally Amazing, 12th of Granite.
I still amn't sure why I agreed to meet with this elf. I slipped him some slow acting poison after that short joke he cracked, but it seems to be working so slowly that I'll have to suffer through this entire ordeal... Times like this make me wish that my wife was still alive. Not that I arranged her death or anything, it's just normal, guiltless grief that I feel.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 12, 2015, 01:31:45 pm
Axin' like it totally ain't a thing. Now I gots all the lady dorfs.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 14, 2015, 01:04:19 pm
Quick question: magma flow tiles regenerate magma overtime right?
The magma cistern has been SOOO SLOW to fill, that I am having my doubts, even though I am pretty sure nothing has changed in the new versions.

I have already reached Early Winter. Summer and Autumn are ready to post, its just that to write up and arrange things in a coherent manner takes so much more effort.

P.S. Not to spoil any surprises, but can someone explain to me...
Spoiler (click to show/hide)
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 14, 2015, 01:51:25 pm
They should, though I typically draw from one level below the surface, with the plan of miner digs, and then books it for parts unknown before he gets boiled.

On spoiler: Shouldn't think so, though that might explain the issues with StoneSense and such.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Dumbestdorf on July 14, 2015, 05:37:38 pm
I am really surprised to see that my dwarf is still alive. Sorry, I kind of lost track lately.

Now, since my life should get back to a semblance of order in September or so, I'd like to sign up for a turn, if you don't mind.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 15, 2015, 11:06:15 am
1st Hematite 106 - Early Summer.

Lately, I've been having a bout of disturbing dreams, though I can't seem to pinpoint what exactly unnerved me about them after I woke up from them. Can't really put it into words, but there is a growing sense of unease - a foreboding of sorts, like something looming on the horizon.

Frankly, I think its the excessive amounts of pepper roasts that are everywhere on the menu these days.
Spoiler (click to show/hide)

So... in order to keep my mind off these troubling thoughts, I've been resorting to keeping myself busy, picking up some skills in mechanics even. (Alas, fishing activities have been strictly prohibited as outlined in the scroll - on the secret list of overseer mandates. Otherwise, I would be making myself busy with procuring a good catch.) Lately, I've been personally installing the fail-safe mechanisms that will seal off the magma cistern in case of untoward circumstances beyond our control. Its also useful for maintenance of said cistern apparently.
Spoiler (click to show/hide)

As a result of all this work, I feel like the situation with my episodic nightmares have been much improved. Of late, my musings have been on more practical matters, and these concerns have steadily drawn my attention to the rich cache of resources we are sitting on, and how to make the best use of it.
Spoiler (click to show/hide)

The overall mood of the fortress is starting to lift, albeit slightly. Many of the dwarves I've been observing seem to be content with how things are going.
Spoiler (click to show/hide)

Though not everyone is in a cheery mood.
Spoiler (click to show/hide)

I feel like things are starting to look up now.


11th Hematite 106

It has been brought to my attention that Tirist Zokundodok, one of the children is behaving particularly rowdy lately. Better keep an eye on him to ensure nothing untoward happens.
Spoiler (click to show/hide)


13th Hematite 106

Tirist has claimed an abandoned Craftsdwarf Workshop beneath the surface. Strange, I've not been aware of the existence of these facilities - there simply isn't much traffic in these parts.
Spoiler (click to show/hide)


14th Hematite 106

The leopards that we've procured from the elves have given birth to a litter of leopard cubs. Hopefully, they won't have that Faulty Posterior Syndrome that the dogs and horses before them contracted.
Spoiler (click to show/hide)


17th Hematite 106

mayor Cattennakuth mayor has been re-elected mayor.
Spoiler: mayor (click to show/hide)


2nd Malachite 106

Tirist has begun working furiously on a mysterious construction!
Spoiler (click to show/hide)


6th Malachite 106

Tirist has created Idneth - Rockbalanced, an avocado wood amulet. Upon completion of the artifact, she immediately headed off to the Lone Cactus to throw a celebration party.
Spoiler (click to show/hide)


16th Malachite 106

Nothing exciting has happened. This is a good thing. Most of the fort is preoccupied with the daily rigors of existence - production, providing, rearing, honing, consumption, rest and a WHOLE LOT of hauling and construction.

We have been paving the outside of the fortress walls as per the instructions given in the scroll. Flooring on the southern outpost is close to completion.
Spoiler (click to show/hide)

I've redirected most of the labor to hauling all the rock from the magma cistern. We'll need it later on to floor over the rest of the fortress and to construct more floorspace, and the sooner we can gain access to the Earth's Blood, the one less thing I have to worry about.

In the meantime, I've been helping out by linking the mechanisms to the fail-safe device.
Spoiler (click to show/hide)


25th Malachite 106

The connection work has been completed. And now, to test out if my effort has all been for naught or if I did pick up some engineering skills.
Spoiler: the moment of truth (click to show/hide)

Success! Now to order the release of the Earth's Blood.
Spoiler (click to show/hide)

By Armok's grace, the miners have uncovered another cache of the coveted blue metal!
Spoiler (click to show/hide)

Excavation is almost complete. It won't be long now...
Spoiler (click to show/hide)


26th Malachite 106

Lord Deus Asmoth has mandated the construction of war hammers.

Deus must have perused through the stock records, urging me to hurry the hell up with the weapon production. *Sigh* I do hope he understands that these things take time. Especially when you have to reinforce some semblance of quality control. However, we are not far now from achieving our goal - only the blunt weaponry are left. I wish he'll quit harping on me already.

Yes m'lord. The walls have ears!


12th Galena 106

Excavation of the magma cistern is completed. The next step would be to flood the magma cistern RELEASE THE EARTH'S BLOOD.
Spoiler (click to show/hide)


Meanwhile, construction work begins on the paving of the outer rim of the fortress. I've been instructed that this will keep those icky creaky trees at a safe distance from our walls. HAH! TAKE THAT NATURE! LETS SEE YOU TRY CRASHING INTO THE WALLS NOW.
Spoiler (click to show/hide)


14th Galena 106

Zuglarkun II lets loose a fell laughter.
THE DEED IS DONE.
Spoiler (click to show/hide)

OK ok, calm down. calm down. We must not get ahead of ourselves, there is much work yet to be done before we can continue with the process of pumping the magma to the surface. These contraptions should help.
Spoiler (click to show/hide)


21st Galena 106

The training report by Urist McKiwi VI indicates that our military is getting well acquainted with the masterful weaponry that Flame has produced.
Spoiler (click to show/hide)

Through rigorous training and familiarity with the heft of the weapons, they have grown to appreciate the effort gone into producing these weaponry. Many of them are growing rather attached to the master craftsmanship.
Spoiler (click to show/hide)


Autumn has arrived on the calendar
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Deus Asmoth on July 15, 2015, 05:42:34 pm
Of course we need hammers! Without them, how will I order the execution of the random innocents dangerous subversives that try to trade away those earrings I like undermine our thriving trade industry?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 16, 2015, 03:50:02 am
Rush the magma. The nobility needs it's hot tub.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 16, 2015, 08:31:32 am
Rush the magma. The nobility needs it's hot tub.

120 more pump stacks to construct...

By the way, where is the DAMN LEVER FOR FLOODING THE HOSPITAL? Some buffoon was climbing up the hospital ramps, opened the hatch, slipped and smashed a pot on both herself and her baby. Now the lass is lying in the hospital, inches away from the beds, while her crippled baby is crawling all over the first floor. However, due to some reason or another, no "rest" job is being generated. I enabled more diagnosticians some time later, after discovering we had only 3 in service. Still nothing. So i think i may have to re-injure the damn dwarf or at least move her with water to get her to generate a rest job.

EDIT:

Well, curses the self draining hospital does not work.

I built another lever to connect to the floodgate connecting the hospital interior to the river, and released the water from the river. Unfortunately, whomever built the assembly that powers the millstone, had the pump blocking the flow of the water to the hospital, so eventually it went down to a trickle. Well that was correctable, I had a miner go and dig around the pump to get at the river. Success! But, then I discovered the water flow does not reach the drains at the bottom left at all. Turns out the water is emptying out from the well near the center of the hospital.

/facepalm (the wonders of succession fortresses!)

You would need to either (1) increase the flow of water from the river (bigger pipeways) or (2) relocate the well. I had plans to connect the magma pump stack to the hospital as well, which will rule out (1) since the magma will flow down into the river below. Though, that might be a good thing, since it could possibly dam up the base of the waterfall below. Opinions?

Also, I'm making a separate plan to open up the magma cistern to other areas of the magma sea in case the magma does not regenerate as I had thought it would. This would be a Plan B. Plan C would be to relocate the cistern or expand it one more layer downwards. There is more magma flow directly below and I had designed the cistern in such a way that maintenance is possible. You just have to pump out the magma within it first. If the bloody thing does not fill to the brim by end of the overseers turn next year, then execute plan B in hopes that it will work. I'm nearing the end of the year and the magma is at 5-deep with streaks of 4. By my estimate, it should fill up by autumn of next year give or take. Just gauge if the magma levels have increased instead of spreading out cause its difficult for me to tell. Hopefully everything I've done this turn works out *crosses fingers* otherwise I would look really foolish digging out all that crap for nothing.

EDIT 2:
Also, Poor Unib will not work any jobs. She has fallen and can not get up. She will not be able to get another job until diagnosed, you can confirm that from her health screen. Unfortunately, since she heals quickly, the window of opportunity to get a diagnosis job was lost. Will have to cause another injury to snap her out of it. I suggest capturing gobbos or the like and releasing them in the hospital. Otherwise, we can welcome the new doormat to the hospital!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 16, 2015, 02:34:12 pm
Flood gate lever is in the south west, two floors up. Left lever opens the flood gate, right lever re-powers the pump. I didn't realize there was a well in there, or I'd have moved it. Try putting it behind walls and a door. That should fix the problem.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 17, 2015, 09:53:51 am
11th Limestone 106 - Early Autumn


The dwarven trade contingent has arrived from the mountain homes, along with Uzol Godthurkubuk the outpost liaison.
I mistook the liaison for one of the caravan guards, since he was decked from head to toe in a mix of various bronze and copper armors.
Spoiler: Uzol Godthurkubuk (click to show/hide)

Apparently the reason for this is that the route from Murderflood to the mountain homes is so filled with danger in recent times that it was considered best that the liaison was able to fend for himself, in order to reasonably increase the chances of survival out in the wilderness. No wonder the human merchants did not arrive last season. When i pursued the matter further, I only got a muffled reply from Uzol - something about were clowns...


13th Limestone 106

Uzol spoke with the mayor, mayor outside the Lone Cactus where the mayor's makeshift office is located.
Spoiler (click to show/hide)

From my understanding, Uzol has come with authority from the Queen herself - Urdim, to elevate our standing in her realm. We shall join our brethren as another standing symbol of dwarven fortitude and prosperity - a bastion of hope in these troubled lands.
Spoiler (click to show/hide)

From Uzol's accounts, It seems the danger abroad has disrupted the mountain homes information networks. Little news has arrived from the other settlements. We are one of the first that they've been able to contact thus far. Uzol believes this a temporary setback, but I am not so sure what to believe.
Spoiler (click to show/hide)

As for the fortress's needs - from my knowledge, we are short on cloth, (though that is being corrected now, but a little buffer sure won't hurt.) and leather. I will have to comb over the stocks later to see what else we are missing.

I put in a HUGE significant order for leather, cloth, various colored stone blocks, colored magma-safe stones (so useful for differentiating levers, at least from what I've picked up on thus far), metal ores, bolts, and cats. (Yes cats, we don't have a breeding pair unless you want to send someone to save Dastot under the waterfall)
Spoiler (click to show/hide)

Seems there is a shortage of crossbows, fish, cloth, plants, scepters and - pearl amulets back at the mountain homes. Wait just a damn moment, when did the mountain homes come across a supply of pearls? Has someone managed to torture the merpeople into giving up their fishy secrets of oyster harvesting?
Spoiler: The trade agrement (click to show/hide)

After an exchange of pleasantries, the outpost liaison bid us farewell, waddling off into the distance under the weight of the armor. I wonder why don't more trade liaisons adopt this armor wearing habit as standard practice?
Spoiler (click to show/hide)


15th Limestone 106

Usanlaluth Zirilminbazshashimush Angak - Murderflood the Firey Enchanted Hell-Dike of Terror and the surrounding lands have been made a duchy. News sure travels fast along these parts. Also unsurprisingly, mayor has been re-elected mayor. What with a name like that, I wouldn't be surprised if our mayor came from a long lineage of mayors.
Spoiler (click to show/hide)

I made an order for gold furnishings in order to sate the need for opulence our new duke would certainly come to expect from his newly appointed rank.
Spoiler (click to show/hide)


23rd Limestone 106

Under my orders, Ghills traded for sand to kick-start the screw pump production, a whole bunch of leather and some assorted food items. Sadly, we couldn't afford the large amounts of silk or cloth that the merchants brought at the behest of the previous trade agreement. But I expect that soon enough our cloth production will be getting into high gear, so we would not have such dire need for it anyway. These things tend to work themselves out. The merchants though seem disappointed that they have nothing to show for their efforts in procuring the vast amount of cloth and trudging through dangerous lands to bring them for sale on our doorstep. I corrected their mood with a sizable amount of profit, and a sample of our fine pepper roasts that made their eyes tear in joy. I promised them more of the same would await them if they would bring more leather next year. They nodded fervently, tears still in their eyes and tongues lolling about in what I can only assume was sheer bliss.


2nd Sandstone 106

Deus Asmoth has been laying on the pressure lately, mandating mail shirt production and then following it up immediately with warhammer production.
Spoiler (click to show/hide)

We're doing our best to sate his demands. But the never-ending tasks of fortress building just keep piling up on top of each other. While I had the time, I had a look over some of the art pieces that were scheduled to be delivered to his abode.
Spoiler (click to show/hide)

Yes, I would say our armor smith/ metal smith Oddom has some fine taste in art.


4th Sandstone 106

The troubled dreams have returned lately, perhaps its all this fancy business with the dukes new accommodations that has been getting me all antsy as of late. Can't get a good wink of sleep with all these things requiring my attention. Sometimes I even get the nagging sensation that I am being followed as I go about my business in the tunnels beneath fortress, setting the screw pumps in place for the magma pump stack. But of course every time I care to glance back behind me, there isn't anyone there. The newly appointed duke must really be anxious for his furniture to send someone to tail me, but wouldn't it be better to urge the metal smiths to hurry instead? Or perhaps, it was that hooded figure from before, but I would rather not think about it - that encounter was harrowing enough. If they are keeping a respectable distance, then perhaps they mean me no harm.


5th Sandstone 106

I was doing the usual routine of hauling the green glass screw pump parts to the magma pumpstack, when the air was rent by this horrible nerve wracking cacophony. I turned about, half expecting that dreaded hooded figure to be there, but there was nothing. Which in a way was worse, there was no telling from where or from what that dreadful cry came from. I could feel the tension thick in the air, and I wanted nothing more than to be out of those narrow winding tunnels and out and about in the bask of the yellow face above, as odd as that might be coming from a dwarf. But us dwarves are very much aware of the dangers lurking just out of sight in the dreary depths.


9th Sandstone 106

It was only later on that I heard report that the cry originated from a forgotten beast that announced its presence in our domain. Odd, I felt a tinge of relief though forgotten beasts are certainly no laughing matter. Many a fortress has fallen to these forgotten abominations - whether they were caught unawares or that they thought themselves well-prepared to handle these creatures. These towering forces of nature certainly should not be underestimated. On hindsight, ordering those tunnels sealed up back when I found the dead reacher corpse contaminating our tunnels was a stroke of good luck. Without that dead intruder befouling the tunnels, I would perhaps have overlooked the breaches in these shafts, and the situation today would have been much more dire. Yes, the Mountainous Earth still smiles upon us.

I've sent Rovod the military captain of the Gilded Arrows to keep track of the foul beasts movements and give me a report everyone once in awhile of its whereabouts. Her experience in tracking will prove to be of good use on this occasion. One can never be too sure about these things.

Meanwhile, upon hearing these latest reports, the merchants have announced their intention to leave. They are busily packing up their wares, and safe to say - want no share in our troubles.
Spoiler (click to show/hide)


13th Sandstone 106

I was informed that the merchants have hastily embarked upon their journey.
Spoiler (click to show/hide)

In the meantime, Rovod has returned with her first report on the description and whereabouts of the beast which she had named Leto.
Spoiler (click to show/hide)

It seems this Leto would certainly be categorized as a dangerous foe, though a little ridiculous looking gauging from Rovod's description. I expected a Sandworm Giant Earthworm, or some burning disembodied eye or even a huge grossly misshapen spider, but a turkey? (later on I learned it was part spider, to little comfort.) Still, I urged Rovod and her squad to take turns keeping track of this foul abomination. When I asked about the conditions of the caverns, the only reply I got was -
Spoiler (click to show/hide)

I was rather offended at first, but later found out from her other squad members that Rovod spoke as she did in consideration of my well-being.
Spoiler (click to show/hide)

To put it aptly, its a slaughterhouse down in the second cavern layer, a sight that would drive even the most hardened dwarf into sheer terror.
Spoiler: Leto is hunting (click to show/hide)

This foul creature had accrued its fair share of battle scars and much of the carnage found below can surely be attributed to this twisted monstrosity. I did not sleep well that night.


27th Sandstone 106

it seems she has taken over a craftsdwarf workshop and is sketching pictures of... things in the dirt...
Spoiler (click to show/hide)

"Armok damn it, if you want something can't you ask properly instead performing this dumb and mute crap?"


*FUMING*


6th Timber 106

Goden is working secretly on a mysterious construction...
Spoiler (click to show/hide)

More reports stream in from The Gilded Arrows, each one more grisly than the last.
Spoiler (click to show/hide)


10th Timber 106


Goden has created Kegethilid - Heldruler, a dog bone buckler.
Spoiler (click to show/hide)

I've been looking over the military these few days, the matter of the forgotten beast foremost in my mind. Inspection of the military has led me to believe that Iden of the Gilded Arrows might not be fit for service. I'm considering discharging him honorably from service, though he has had his fair share of glory and is experienced in battle, I'm afraid we can't afford a liability on the front lines.

I made certain arrangements in preparation for all out war in the near future. We needed to replenish our medical supplies in lieu of injuries that would certainly be sustained in the battles to come.
Spoiler (click to show/hide)

The latest reports from Rovod only reaffirmed the appropriateness of my decision.
Spoiler (click to show/hide)

Some of the other dwarves are of like mind as well.
Spoiler (click to show/hide)

Even the sparring sessions have ramped up in intensity, in anticipation of bloodshed.
Spoiler (click to show/hide)

On the other hand, the rest of the populace are decidedly less concerned with such trivialities, most of them going about their busy lives with nary a care for the battle looming in the horizon.
Spoiler (click to show/hide)

Everyone has their way of coping through tough times...
Spoiler (click to show/hide)

Though not everyone conceals their lingering fears well.
Spoiler (click to show/hide)

Spoiler: Atis sums it up (click to show/hide)
Indeed, nobody is truly free from the shackles of uncertainty and the feebleness of the spirit. We can only hope to endure.


26th Timber 106

After careful consideration, I have discharged Iden from the Gilded Arrows. I got a replacement for him from the Hunters in our midst.

...

There is another matter which I must speak of.

I've been on edge these few days.

I've made mention before of how I had this sensation of being followed, and I think finally my paranoia is getting the best of me. Just the other week, I was busy with work on the pump stack, hauling screw pump components and determining where each part went before the masons came in and set things in place. I was on this familiar routine deep in the tunnels below when I heard a faint pit-pattering of footsteps behind me. I stopped in my tracks and chanced a furtive glance behind, and thankfully there was no one there. (to my relief) So I continued onwards, but immediately those footsteps began to pick up again somewhere in the distance.

This incessant "pit pat pattering" and the dogged pursuit of an unseen assailant began to rake on my nerves. Hoping desperately to lose this annoying wretch, I picked up my pace, but the footsteps only grew ever more insistent. I tried waiting it out, spending ever more time in those dreaded tunnels, as I shuffled my feet and bided my time. True enough, the footsteps would stop when I stopped moving, though the nagging sensation I was being watched never did fade away. But every time I would grow steadily weary of all this, as my growing boredom, thirst or hunger would urge me to get moving. And as I dragged my legs and proceeded to go onwards, those footsteps would reappear every time and tail alongside me.

After an entire week of this cat and mouse game, I had finally had enough. I needed to stand my ground! I will not be made a fool of by some miserable sneak!

27th timber 106

As I began my long trek to the surface after completing yet another well designed screw pump, the by now familiar "pit pat" started up somewhere behind me again. Quickly, I rounded the corner and stopped in my tracks. The foot steps had ceased. I took in a deep breath and steeled myself, then I charged headlong into the tunnels behind me...


Winter has arrived on the calendar.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 17, 2015, 09:59:01 am
3rd Moonstone 106

"Strange, no one has seen a glimpse of Zuglarkun II lately. He asked nicely to have me tail Leto's whereabouts and bring him reports of new developments but here I am with a report in hand, and he is no where to be found! All this paperwork lying about everywhere unattended! I guess someone will have to tender these reports to the duke, not that there is much to report anyway. Ah well, here goes -" - Rovod

Report from Rovod:
Flame has finally completed all the orders for our new weaponry!
Spoiler (click to show/hide)
I'm really digging this shiny steel crossbow in particular; SO SHINY. I'm glad to announce that for his dedication and services, Flame has been conferred with the title, "Master Weaponsmith." Also, I'm glad to report that the dukes accommodation arrangements have been completed!
Spoiler (click to show/hide)

4th Moonstone 106

Report from Rovod:
My squad has found the unconscious body of Zuglarkun II in the mining tunnels. We revived him with a ice cold bucket of water. He seems badly shaken, but otherwise fine. All limbs and appendages intact. He is indisposed at the moment. He grabbed me by the shoulders and entrusted me with the responsibility of making these overseer reports in the interim, all the while muttering about having some matters to attend to. Hah! I get. To be. Overseer. Wait til the folks at home hear about this!

14th Moonstone 106

Report from Rovod:
I've received news of an
Urdim suffered a bad fall on a ramp at the hospital while fetching an earthernware pot for booze brewing. The pot slipped from her grasp as she fell backwards, and hit her in the ribs, shattering them. Yeowch! More distressing was poor baby Olon, whom Urdim had been carrying at the time of the accident. Her left lower leg is utterly crushed and mangled beyond recognition. Eek!
Spoiler (click to show/hide)

28th Moonstone 106

Report from Rovod:
No one has attended to Urdim yet. Bloody slackers! She is still lying at the bottom of the ramp in the hospital, though it seems others have attended to her food and water needs in the meantime. She seems to be taking things fine and everything, its as though her rotund body is preventing her from turning over the right way - like a turtle laying on the back of its shell or something. She seems perfectly fine upon inspection, nothing injured at all, though she seems to be expecting someone to come around to have a look over her condition. Very peculiar.
Spoiler (click to show/hide)

Just in case, I've ordered the hatches removed and staircases to be installed to prevent further shenanigans on that front. Safety first!
Spoiler (click to show/hide)

After asking around all day, I found out that only 3 diagnosticians were employed in our fortress. 3!! I never knew our healthcare conditions were so bad! What if I get injured? Speaking of things in bad condition, the state of law and order around here is horrendous! Why look at that! We don't even have any cages or chains set up for the use of detaining criminals nor anyone to administer a healthy dose of dwarven justice!
Spoiler (click to show/hide)

I've implored Urist McDuck to increase the amount of healthcare professionals by a fair bit. Also Olon, whom had been a crippled baby recently, is now a crippled child.
Spoiler (click to show/hide)
Congratulations Olon on your 1st birthday! Hope you like your broken leg! *Just joking* Hopefully now that she is of age, she will be able to get some medical attention. Don't you know that toddlers aren't covered by dwarven medical services? Later in the day, Bembul finally arrives to carry Olon off to the hospital. Good Dwarf!

2nd Opal 106

Report from Rovod:
I have decided to stay over at the hospital for the time-being to see that Olon gets tended to. Bomrek the miner comes in (stepping over Urdim) to make a diagnosis on Olon, whom is recuperating in bed.
Spoiler (click to show/hide)

3rd Opal 106

Report from Rovod:
Edem arrives to clean the patient. Shorast comes in shortly after to make a second diagnosis.
Spoiler (click to show/hide)
The poor lass is getting restless, yeah a young'un like that needs to be up and about at her age. Unfortunately, she will have to wait for all these complicated medical procedures to get over and done with.
Spoiler (click to show/hide)

6th Opal 106

Report from Rovod:
Zefon arrives to suture the wound, it seems yet another diagnosis is required. They must all be "medical specialists" to split up the duties like so.
Spoiler (click to show/hide)

7th Opal 106

Report from Rovod:
Surprise surprise, Shorast arrives for yet another diagnosis. Maybe he is the family doctor or something.
Melbil arrives to set the bones in place, meanwhile Deus Asmoth arrives for a personal visit to give water to Olon. Oh how nice of the duke!
Spoiler (click to show/hide)

8th Opal 106

Report from Rovod:
Zefon arrives to dress the wound. Sponge makes yet another diagnosis. I know hospitals are inefficient and all, but this is getting ridiculous.
Spoiler (click to show/hide)

10th Opal 106

Report from Rovod:
Domas arrives to immobilize the break, and... why am i not surprised, Shorast comes in yet again for another diagnosis. Domas arrives after that with a crutch and soon after Olon is discharged, though the same can't be said for her mother, whom has not only fallen and can't get up, but has a bad but of insomnia.
Spoiler: Another diagnosis?? (click to show/hide)
Spoiler: Olon is discharged (click to show/hide)
Spoiler: Urdim... Insomnia (click to show/hide)

12th Opal 106

Report from Rovod:
I checked in on Zuglarkun II, he had been poring over this tattered tome day and night after sealing himself up in one of the rooms on the second level of the fort. But now he seems to have collected his wits, with a rather grim and determined look on his face might I add. He still seems quite pallid but is able to resume duties shortly I think. I think I've had my fill of being overseer and will return him to his rightful position. Its been fun bossing people around, but I've been missing out dearly on my training. Now I'll leave him to it once I leave this report on Leto on his desk.

-----------------------------------END OF ROVOD'S REPORT------------------------------------------

13th Opal 106

I've resumed my duties as overseer of the fortress. I had been looking over the reports that Rovod has been sending in, but it is all irrelevant to me. These things mattered little ever since that horrible encounter in the depths, and I've never been quite the same after. I've been poring through the contents of the tome that I pried from Iton Oboknin's remains, and I have discovered a great many secrets surrounding the lands of Murderflood. I only pray none of these horrible secrets will turn their gaze towards Murderflood. A heavy burden lies upon me, but at least now I am resolved to see things through, starting with getting rid of this tome, no one else needs to subject themselves to this madness. Rovod has also reported more disturbances coming from Leto. Perhaps that is a sign that there is worse to come?

14th Opal 106
I do not wish to relate my encounter in the depths, but nonetheless some sort of record must be attempted in case anything untoward were to happen to me. That possibility is growing ever more likely now that I've made further progress into the unfathomable mysteries after poring over that forbidden tome of secrets, and so I must set this down should anyone stumble upon these secrets as I have.

I... I was accosted by the foul deceased spirit of Iton Oboknin that fateful day in the passageways deep below. I know it was the wereloris because I had set my eyes on that terrible visage before. I had seen its dead countenance before in the refuse stockpiles at the western keep. I remember that I was readjusting the refuse stockpiles that day when I noticed a tome had slipped out from the tattered remains of Iton Oboknin's corpse. Now, I wasn't one to pillage from the dead, but there was this strange allure to it that I couldn't keep my eyes away from. I ended up stowing it away with me, though I nary gave it a look all those weeks after. Little did I know the trouble it would bring in the coming days.

I came face to face with the other realm that day in the passages below, and I would never forget the way that foul entity looked. Those giant wells of emptiness that you would call eyes, the stubby index finger that he used to accuse me of stealing his possessions on those grimy 5 fingered claws of his. Worse of all, was the gibbering laughter it made! that horrible noise will haunt my dreams until the end of my days.
Spoiler: the horror! (click to show/hide)

It had wanted the tome returned to it, but though I was horrified, I was loathe to acquiesce to its demands. Not after seeing how dwarven might was able to overcome wretches of his ilk. After all, there must be something valuable recorded in there for it to want it back so badly. I wrested with the fiend but fell prey to its cold steely grasp, fortunately I was able to retain possession of the tome and help came by soon afterwards, driving it away.

And so here I am now, with a decision to make.


15th Opal 106

I HAD attempted to burn the wretched tome last night, but I managed to save a few pages from the fire. I thought it would be better to have some shred of evidence to fall back on should things go bad. But it is too dangerous to leave it lying about, I need to store it in some secret place that only I would know about.
Spoiler (click to show/hide)


20th Opal 106

Now that that wretched secret is safely stored, I can go back to the banality of everyday life.

After some consideration, I have relocated the well. In the event that the security of the hospital should be compromised in some way, we should still retain access to a well.
Spoiler (click to show/hide)
I've decommissioned the old well, and a crew should be coming to deconstruct it and floor it over anytime now. With Urist McKiwi VI's help, preparations for war are proceeding at a good pace. Even the children seem enthused by the notion of it.
Spoiler (click to show/hide)


23rd Opal 106


I've also neglected to mention that I've moved the refuse stockpile useable materials - bones, skulls and the like to a holding area underground. The animals and cage holding area is located at the same level.
Spoiler (click to show/hide)


4th Obsidian 106

All is well it seems, most of the folk here are enjoying the tenuous peace. Little do they know of the horrors lurking below.
Spoiler (click to show/hide)
Spoiler (click to show/hide)


15th Obsidian 106
I've received word that Mestthos was possessed by unknown forces! Foul spirits begone! we do not need your ilk here!
Spoiler (click to show/hide)

We badly need personal quarters for the dwarves. We've been producing more clothing at the behest of the mayor, as most of our clothes are in a bad shape. So far, the clothing problem is being alleviated one article of clothing at a time, though 200 over dwarves is a long list to go through and some are already experiencing the ill effects of being impoverished on the clothing front.
Spoiler (click to show/hide)

However, everyone that had a new issue of clothes has taken to throwing their old tattered ones all over the place. Clothes are strewn all over the place, it is an unsightly mess.


17th Obsidian 106

Mestthos has claimed a craftsdwarf workshop, muttering away.
Spoiler (click to show/hide)


28th Obsidian 106

I wish to retire this position of overseer to some more deserving fellow. It is a dreary task to run a fortress of this magnitude. I have made the necessary arrangements, and other than expanding on the floorspace, I've fulfilled my end of the bargain on all the items listed in the overseer's scroll of mandates. There are still things I need to find out to confirm my suspicions on the matter of the secrets I found in that tome. I hope the next overseer will be up to task after I have cleaned up this mess of a place.

You must not refuse the kindness of strangers after all.



Spring has arrived on the Calendar.

----------

Meh, wasn't particularly satisfied with the write-up, but there is something peculiar about the fortress.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 17, 2015, 08:39:53 pm
Here (http://i290.photobucket.com/albums/ll274/Triaxx2/Levers_zpsg8suotqw.jpg) are the levers to for the flood gate in the hospital and to re-engage the pump. FG on the left, pump on the right. I'm almost certain I marked them with (N)otes.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 17, 2015, 10:57:21 pm
Here (http://i290.photobucket.com/albums/ll274/Triaxx2/Levers_zpsg8suotqw.jpg) are the levers to for the flood gate in the hospital and to re-engage the pump. FG on the left, pump on the right. I'm almost certain I marked them with (N)otes.

Oh yeah, I neglected to mention that I discovered those later on. I was confused because your previous post said SW when the levers were found in the SE. Yeah, anyway I added a note for the lever on the right, as a note was absent there. I ended up not making any changes to the hospital besides relocating the well one level up.

Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on July 18, 2015, 02:09:47 pm
Ah, now that I realize it, the note I made was in that part you took over. And I always confuse east and west in DF. No idea why.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on July 19, 2015, 04:33:04 am
So our hospital creates hypochondriacs who won't move until the doctor sees them, and our doctors aren't having it. Thus it is in fact *reducing* the health of our dwarves by starving them to death on the floor.


Eh, better than Moltenchannels at least.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 19, 2015, 02:46:42 pm
Finally I have finished!

FPS should be somewhat more reasonable now, hovering around 15-20 and sometimes 30+.
There is still some flooring to be done at the southern end of the main fort. The western fort is not floored over yet, while the southern outpost is secure from the threat of trees. I highly recommend pausing when close to the end of the season (or whenever it is you autosave) and scanning for and removing tree growth around and inside the surface fortress to prevent save crashes. As long as trees don't touch the walls, you should be fine.

Oh and a few more things for the next in line...
- trade for gypsum powder if you are able, we have none.
- I made a note nearby the Trade Depot wall on what we have available for trade. To reiterate, trade goods wise we have prepared meals and the obsidian swords that we won't be needing, should trade away the bows and arrows as well as the wooden weapons, why use those elf implements? Swords, bows and arrows are already at the depot look in the weapon bins if you can't find them.
- i used most of the wood logs for the flooring near the turbine hall. So traders probably won't bring any wood.
- I cordoned off a rather large area to the east of the tombs, designated to be multi level royal tombs for the queen and her entourage, if you need more stone, you're welcome to try digging it out, though you'll have to channel it layer by layer from the top. Kind of tricky.

Save is up: http://dffd.bay12games.com/file.php?id=10993
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on July 20, 2015, 01:50:57 pm
Excellent turn, Zuglarkun! I'm certain that the few dwarves who no longer have to sleep on a hot, sandy patch of soil are grateful for your term as overseer. The unlikely-named jwoodward48df is next, and has been PM'ed, altho he hasn't been seen around recently I think. If he doesn't respond shortly, FearfulJesuit is next in line, and has also been Pm'ed to let him know of the situation.

Edit: Indexing continues. The 4th year by Urist McKiwi has been correctly linked, and some noteworthy quotes added to the OP. You may have noticed that we have like 9 parts for each turns, maybe let,s try to keep that down a bit and edit our posts.

Edit 2.0: FearfulJesuit responded, and should be available to play either next turn or should jwoodward48df (can we just call him Woodward?) be unavailable. This thread is almost sort of moving foward. Maybe.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on July 20, 2015, 08:46:14 pm
Edit: Indexing continues. The 4th year by Urist McKiwi has been correctly linked, and some noteworthy quotes added to the OP. You may have noticed that we have like 9 parts for each turns, maybe let,s try to keep that down a bit and edit our posts.

Never! This is nothing next to Moltenchannels! :P


But yeah, this was a cool turn. More paving is always nice.

EDIT: I'm surprised you didn't go for the "I have no idea" lever labels. :P
EDIT2: And 'killing moltenchannels' was quite a serious engineering project for a beginner. That self-destruct system was really badly damaged.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 21, 2015, 03:00:39 am
I think I've isolated the problem with the slow rate of magma flow.

I played ahead a little with the save, the magma did not regenerate. So I did a search over the internet, and found that the likely cause was that the area the magma cistern draws its magma from did not touch the maps edge. (The maps edge tiles regenerate magma but the magma flow tile seemingly doesn't, maybe it should be on the same level, not on the level below like I constructed it. The wiki is not very clear on this point.)
To correct this, you'll need to execute "Plan B", but also you'll need to connect the area that "Plan B" reveals to another area on the left which touches the maps edge.

Here, pictures. Cause its words can be confusing.
(http://i1284.photobucket.com/albums/a580/JunHagane/Murderflood/Murderflood%20105/Plan%20B%20expanded%20II_zps37pyotig.jpg)
Dig like so and channel down where one edge of the magma pool is close by to the other to connect them. Channeling down the first time will reveal where else you need to channel.
(http://i1284.photobucket.com/albums/a580/JunHagane/Murderflood/Murderflood%20105/Plan%20B%20expanded%20I_zpskrcjxrvb.jpg)
the lower left corner of the magma connects to the maps edge, which I'm pretty sure regenerates the magma.

I WILL NOT LET MY EFFORTS GO TO WASTE. WE MUST HAVE MAGMA.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on July 21, 2015, 09:40:37 pm
Edit: Indexing continues. The 4th year by Urist McKiwi has been correctly linked, and some noteworthy quotes added to the OP. You may have noticed that we have like 9 parts for each turns, maybe let,s try to keep that down a bit and edit our posts.

Never! This is nothing next to Moltenchannels! :P


But yeah, this was a cool turn. More paving is always nice.

EDIT: I'm surprised you didn't go for the "I have no idea" lever labels. :P
EDIT2: And 'killing moltenchannels' was quite a serious engineering project for a beginner. That self-destruct system was really badly damaged.
The unlabelled levers thing is on-par with any succession games. Also I may have missed it. As for the Moltenchannels quote, I dont doubt the greatness of this deed, I'm merely using the quote for the out-of-context sheer hilarity it wields. ''hey guys, ive got two engineering projects under my belt. One of them is blowing up my own fortress!''

Quote
the lower left corner of the magma connects to the maps edge, which I'm pretty sure regenerates the magma.

I WILL NOT LET MY EFFORTS GO TO WASTE. WE MUST HAVE MAGMA.
Indeed we must. I'm sure the future overseers will be eager to finish the project promptly get confused by the fortress and die to new mysterious opponents!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on July 28, 2015, 09:49:07 pm
Ok, it's been forever days. FearfulJesuit is definitely up next. Sorry for the delay.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: FearfulJesuit on July 28, 2015, 11:07:18 pm
Heya. Luckily I've got a day off tomorrow, and possibly Friday too, so I'll try and get through at least the end of Summer tomorrow (we'll see how quickly it runs on my machine).
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Ghills on July 31, 2015, 12:16:40 pm
Save is still crashing my DF install, so I'll just follow along.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on July 31, 2015, 01:28:50 pm
Save is still crashing my DF install, so I'll just follow along.

That's odd, I thought I mostly eliminated the risk of autosave crashing, though honestly I wouldn't be surprised. Loading the save file does take up a HUGE chunk of memory on my laptop for some odd reason, and it takes an awfully long time to load. Well, compared to my own save games anyway. Might be because of the embark size and population.

Let's see... the damn dwarf fortress process takes up around 1,800,000 k memory on my system (as reported by windows task manager) Yikes!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 07, 2015, 03:38:49 am
FearfulJesuit, we haven't heard from you in ten days. I shall thus assume that you died, unless you manifest yourself here...
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 09, 2015, 05:55:37 am
After twelve days of silence, I must declare FearfulJesuit missing as far as overseeing is concerned. Tonnot98 is next in line for overseer, and has been Pm'd accordingly.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on August 10, 2015, 06:37:33 am
At this rate if the savefile doesn't collapse entirely then I'm actually gonna have a turn this year. ^_^
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 10, 2015, 08:05:00 am
At this rate if the savefile doesn't collapse entirely then I'm actually gonna have a turn this year. ^_^
Only three more skips! Hang in there.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on August 10, 2015, 08:06:12 am
Oh no, the overseers are beginning to drop like dead flies.  :(

Well, can't be helped. Also, sign me up for another turn at the end of the list. Thanks!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Gwolfski on August 10, 2015, 09:41:33 am
Oh no, the overseers are beginning to drop like dead flies.  :(

Well, can't be helped. Also, sign me up for another turn at the end of the list. Thanks!
same for me pls
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on August 10, 2015, 07:00:58 pm
At this rate if the savefile doesn't collapse entirely then I'm actually gonna have a turn this year. ^_^
Only three more skips! Hang in there.

If you skip yourself, we're gonna have some issues. :P
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 10, 2015, 09:44:16 pm
When my turn comes and I disappear, please wait three weeks then grab the save.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 11, 2015, 06:28:32 pm
Oh no, the overseers are beginning to drop like dead flies.  :(

Well, can't be helped. Also, sign me up for another turn at the end of the list. Thanks!
same for me pls
Zuglarkun was re-added. Gwolfski, you're... already on the turn list. So you were not added twice.

Tomorrow morning will mark the end of the 72 hours period for Tonnot to reply. I've PM'd Pearofclubs already, and we are waiting for a reply from him. If we haven't heard from Pearofclubs by friday, I'll just grab the save and begin my turn, since that's actually my day off.


EDIT: Aaaaand here I go. First priority will be to follow the instructions and activate ''plan B''. I'm very unknowledgeable about magma and mechanics in general so i feel going into a magma pumpstack without instructions will be disastrous, but there are two things I can begin work on:
1=Preparing all the required pieces. that means mining, smelting, and forging of required gears and parts. Obviously everything should be magma-safe, and some magma-safe blocks and rocks should be made too.
2=Digging a giant ditch outside. Whatever we do, we at least need to fill the surrounding area around the walls with a fuckton of magma. Thats gonna require a lot of digging and optionally smoothing. I'm seriously not sure how we'll deal with the river AND the ravine. We'll cross that bridge when we get to it.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Urist McKiwi on August 14, 2015, 05:24:11 pm
We could dam the river and make an aqueduct over it (and the ravine) to carry the magma pipe/dike. Might be a bit evil to framerate though.

Edit: Alternatively, use magma to block the rivers entirely with cast obsidian, then replace it with a magma river to make any elves downstream nice and cosy.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 14, 2015, 06:14:19 pm
my plan was to lower ghe river by two levels by digging undermeath and causing a few caveins over it at the start. not sure how that would fuck up the turbines tho..

Basically before the fort the riberbtakes a plungem The lava goes over it. On the other side, ali just build a sort of trench along the ledge over the canyon.

While im doing this i may as well add a dam to the river.drop altho i dont jnow how to do this at all.

EDIT: So Zuglarkun, if I get this right, the objectives of PLAN B are to:
1- reveal the map to discover the map's edge
2-channel between magma pools to connect all the magma sea, allowing our own section of the pool to refill over time.

Correct?

EDIT2:
Here's a very brief and colorful summary of my plans for the moat.

Do note that by definition the hospital will be right underneath the suspended magma moat structure. By addidng a simple floodgate or magma-safe hatch, we can actually make a much, MUCH better self-cleaning system.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on August 14, 2015, 10:55:56 pm
EDIT: So Zuglarkun, if I get this right, the objectives of PLAN B are to:
1- reveal the map to discover the map's edge
2-channel between magma pools to connect all the magma sea, allowing our own section of the pool to refill over time.

Correct?

Exactly. Though you won't need to use DFhack or any third party tools to reveal the map. The channeling you do for PLAN B will be sufficient to reveal enough of the magma sea so that you can plan where to channel next. By my count, you only need to connect 2 magma pools, the one at PLAN B and the next one revealed after channeling PLAN B. (You can't see the edge of the magma sea even then, but it is connected. You can reveal more of the magma sea by channeling a little further to make sure like I did, but the photos I posted earlier should confirm.)

You might want to place a door at the entryway before digging to connect the magma pools, that way you can forbid it once the miners are in and save yourself some time from all the cancellation spam you are going to get. (The forbidden door keeps them from accepting other jobs, so they'll continue to dig instead of going up to the fort for some drink or something) As long as you dig on the same z-level as the designations for PLAN B and only channel down where you need to, you should be !!FUN!! free.

Here's a very brief and colorful summary of my plans for the moat.

Do note that by definition the hospital will be right underneath the suspended magma moat structure. By adding a simple floodgate or magma-safe hatch, we can actually make a much, MUCH better self-cleaning system.

I had pored over the map quite a bit over my turn plus these few weeks and had pretty much come to the same conclusion as you have.

Only thing I would do differently is instead of using controlled cave-ins, I would build a pipeline over the point of the river and obsidianize the part you want to dam (I'm not that great with cave-ins, so I don't quite trust I'll do it right). Leaving some room, maybe around 3x3 to build a raising bridge to dam the river before the point where you would channel down to divert the flow of the river. Then once everything else is set in place, you can just channel away the obsidian plug and release the bridge to allow the river to flow again. Yeah, safer IMO but more tedious. Also, bonus for being able to retrieve all the forbidden crap lying on the lower reaches of the river at your leisure (assuming the water there flows off the map), as well as recovering some framerate by damming the river at your leisure. Just go with what you are comfortable with.

Although, the variation in z-levels along the top part of the fort pretty much means you'll need to build a wall to level that part of the magma moat with the rest. I think you can dig up to a 2-3 z-level deep ditch (The deepest I would go with 3, so that the bottom is the same level with the farms, and it will be above the sand collection area and just below the hospital)

1=Preparing all the required pieces. that means mining, smelting, and forging of required gears and parts. Obviously everything should be magma-safe, and some magma-safe blocks and rocks should be made too.

The glass making/ sand collecting is already underway. I made useful shortcuts (H) to pinpoint where certain production areas are. There are around 50+ of each part (glass blocks, glass tubes, glass corkscrews) by my count, which should keep pump construction going without disruptions for quite awhile. The tough parts are already done, you just have to make sure that the parts used when constructing are all glass (magma safe), and to not build more than 1 or 2 at any one time (There are plenty of mechanics, building designers, and masons to make sure things flow smoothly, but if you finish building the top pump before the bottom one connecting to the rest of the stack is finished, you risk having the top ones collapse since they are unsupported by a base. Though there is a leeway of a few in-game days before this happens.) FUCK, I CAN NEVER ADEQUATELY EXPLAIN THE NUANCES OF MECHANICS.

Just to note, there's a stockpile for sandbags only on the z-level just below the forges (furniture stockpile 79), and the sand collection area is already in the shortcuts (Shift+F3).

After going back to read the original thread, I realized far too late that those rectangle clearings in the caverns were for a spiral pimpstack design that has far more output than the current one I have now. Derped on that one. On the bright side, it is still serviceable and should require far less power to automate.

If anything is unclear, just let me know.

EDIT: I just discovered that there are 2 breaches (open spaces) just above the top level of the magma pump stack, where the southern fort is. You might want to floor them over ASAP.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on August 15, 2015, 07:39:56 am
Are we still collecting sand with the basic glass furnaces? Or using the Magma ones.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 15, 2015, 08:35:05 pm
Some planning for the turn. My estimates are sometimes off, but I usually stick to them as much as I can.

I've recovered the save friday, and my initial plan was to simply goof around and roll with it. However, as the new thread manager of this thing I realised it was sort of expected of me to actually push forward our main goals, aka magma awesomeness and engineering. Of which I know nothing. A desire to not fuck something up badly lead me to pause (or rather, not unpause) and brainstorm shit out. Add a recent turn in Drunkfort and the associated hangover, and not much was accomplished so far. I'm surprisingly busy with work for the following days, and as such the first main play session (and screenshot flood) will probably happen tuesday, and the second one thursday. I'm aiming friday evening for a final report and wrap-up, unless something tragic happens, like the cat exploding or the FPS dropping into the earth's core after I mess with the river.

In the meantime, I'm trying to catch up on the basics of engineering, pumps and turbines during my breaks. My latest project involved accidentally defeating half of hell's legions while trying to achieve something absolutely opposed to that. So obviously, I need to get up to date with some physics notions.  Some ideas and options I've added to make sure we don't die or lose half the fort during the operations, as well as some quality of life improvement. Once we fill a giant moat with magma and redirect a river, there's a sort of commitment, so any contingencies should be devised now. Oh, and by the way thanks a lot for the details and precisions Zuglarkun.

The new river will need:
1-An access to the work area, doubling as an emergency exit, should someone fall into the river.
2-A grate system, or something similar, meant to release water into the chasm, but keep living things and items inside the riverbed. The grate system should be toggleable on/off, just in case we want something NOT to stop there.
3-An alternate riverbed. Either because someone needs to be fished out, or because we want to grab items stuck there, or simply for maintenance and upgrades, we need a second riverbed that's closed with bridges. Activating a lever would shut the normal path and open the alternate one. Appart from dealing with dumb dwarves and trolls, this will be mainly used if we want to attach a dam system to either side.
4-The alternate riverbed will be going straight under the turbine hall. That way (i think) we'll be able to expand the turbine downwards so they are powered by the alternate riverbed. The alternate riverbed should thus be very close to the surface, to accomodate the turbine. We could thus have a normal riverbed letting water flow freely, but a pull of a lever would redirect the water underneath the turbine hall, providing power that can be shut down easily, to save fps.
5-All levers must be clearly labelled, and have a backup. I plan a small lever building on the surface, and another one deeper underground  so that anything rampaging one section is unlikely to break both sets of levers, should the worst case scenario happen. We won't be able to repair anything if the damage spreads to the control devices. Maybe wall off the backup levers until they are needed?
6-Full magma-safe components. I'm not saying we'll fill the area with magma, but there'll be vast quantities of it sleeping above these tunnels, and sometimes shit happens. Better safe than burning. I've had many situations were I thought about making something magma safe, then told myself ''nah magma isnt supposed to come here'', only to very much regret that later on.

The moat section over the canyon:
1-Should be made of full blocks, not floors, so it is not vulnerable to something heavy falling inside.
2-Should be two blocks high to avoid ANY complications, see point 1
3-Construction will start with a set of temporary floor tiles, covering the future bottom of the moat. This will provide a relatively safwe way for workers to build shit without dying.
4-Section by section, floor tiles are removed, and replaced by a wall. Expand until the whole bottom layer is created.
5-workers can now walk on the bottom section, and add walls on top of it to create the second layer, starting outward to avoid unreachable area.
6-The sides of the moat can be completed using temporary ramps.
7-Voila, the moat is now ready to host magma, and cannot be broken by falling objects.

Order of operations:
1-Digging the riverbed, smiths prepare the components.
2-Miners move to the moat, while engineers begin wiring the riverbed
3-Riverbed redirected, builders can begin working on the suspended moat. Miners enable Plan B
4-Not die in the process?
Bonus step: make every useless dwarf a miner, create lots of spare picks.

Writing this all here is a good way for me to not forget something crucial. I still have some things to work out until tuesday, namely how the bridge system will work to redirect the river. Which brings up a very important question:

QUESTION:
-Can a bridge be raised if there is liquid on it (aka, can a submerged bridge be raised to seal the waterflow?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on August 15, 2015, 09:54:02 pm
As far as I am aware, a raising bridge shouldn't care about water. Though I've always used floodgate walls in addition to bridges.

Are you intending to use a punch to divert the river to the new lower bed?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on August 16, 2015, 12:37:02 am
Are we still collecting sand with the basic glass furnaces? Or using the Magma ones.

As far as I'm aware, the basic glass furnaces are doing the sand collection. I don't quite remember but I think I've built a few more basic glass furnaces next to the clearing of sand to be used solely for sand collection (there are now 4 with sand collection on repeat). The magma glass furnaces (of which there are 5) are solely used for making the glass components.

QUESTION:
-Can a bridge be raised if there is liquid on it (aka, can a submerged bridge be raised to seal the waterflow?

I can confirm that a submerged bridge can be raised to seal the flow of liquids even with magma or water on it. Well, you'll need to make sure that the ones submerged in magma are made of magma-safe materials (including the mechanisms) or they would deconstruct. (In fact, you can observe this being put into practice with our magma cistern, lever controls are inside the southern outpost) I use this method all the time because of paranoia over building destroyers entering my fort from the aqueducts.


As for the other stuff regarding the riverbed, do pay attention when constructing the moat section over the canyon - to wall off a 1x1 section that maintains direct access to the river bed below for the well above the hospital. You could even build a separate cistern at the bottom level of the riverbed just so we could have water from the well even when the river is dried up for maintenance or whatever. But its not a major concern since you can designate another drinking zone over the part of the river that is dammed off.

Similarly, another pathway to the southern outpost will need to be devised, since the magma moat will likely cut through the existing pathway now. The mill stones and mechanisms powering the current hospital cleaning system will also be deactivated once you divert the river flow.


See if this design works out for your plans.

As for the grate system, the only feasible way I can think of is to build grates after the dam, or one at the base of the waterfall, since submerged fortifications and bars don't really block items and living things. Maybe some kind of out-hang at the base of the waterfall, that is around 4-5 tiles wide, with a pathway that leads back to the surface (outside the fort). That way, anything that washes down will get caught there. Seal the pathway with raising bridges if need be. Still vulnerable to building destroyers though should one get washed down there somehow, but better than grates on the surface which will be exposed to any building destroyer that wanders about on the surface.

Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 18, 2015, 01:00:30 pm
Heir to the mess --Prelude

Spoiler (click to show/hide)
Atis was heading to the daily combat training when a page came to her.

''Your highness'', he said, ''your royal father summons you.
-Is that so, father? Atis yelled through the paper-thin block floors separating their rooms
-Hum, yes dear. Please come to my office at once!

She did. Their bedrooms were the mopst luxurious of this place, and still they were below what a peasant in the capital could claim for himself.

''You don't need to use a messenger, father. This place is a shithole. I live 6 feet away from you.
-Hum, yes, I see. There is something important I must tell you.
-Well then father, speak softly, for our very enemy the lord of Cactusson lives on the floor below
-Good morning your graces! the manipulative voice of Deus Asmoth said through the flooring.


She had the conversation moved to the rooftop. Prince Tholthig was there, quietly observing the horizon. ''Taupina will be back soon'' he repeated, as always. He had been spending most of his time since the death of the sixth princess here, waiting for his sister to return. She never would, having been killed by goblin skirmishers a few years prior.  And that was the problem. Two of her sisters had been assassinated in strange ways within a month of Deus Amosth becoming the Lord of Cactusson. Their royal party had arrived to investigate, but they had been cut off by the goblin wars erupting at the same moment. Now they were stuck in this desertic hellhole, and her father seemed more concerned with fishing and playing the drum than he was of bringing justice. Things would change soon, she thought. Atis had joined the troops shortly after her arrival, training as a soldier. Battle expertise would be required, once they'd decide to remove the men loyakl to Deus Asmoth, and bring him in chains. she hoped her father was ready to discuss their purpose here. she was mistaken.

''my daughter, it seems that nobody is claiming the post of Overseer after zuglarkun stepped down. It's strange, how many potential overseers just stop responding or vanish mysteriously when...
-It isn't strange father, he's behind it.
-tss, as i said, we need someone to rule the place. Your mother insists that we finish a special project. A lava dyke, and a system to self-destruct the fortress.
-Whaaaa
-Yes dear, just like in the legends. They say that long ago, when a mighty fort fell to enemies and its own failed designs, the surviving dwarves rigged the fortress and made it explode. Then a golden crown fell from the skyies, into the hands of the first king, and thus the rest is history.
-Father, the world is 107 years old. I'm pretty sure mom and you are the first of your king, none of this happened.
-Maybe, maybe not. Your mother wants to repeat the leghends of old and turn this place into a self-destructing fortress of lava and engineering.
-That's dumb.
-You can't argue with history!
-FATHER NONE OF THIS HAPPENED.
-well, your mom wants a lava moat and pumps and magma and shizzle and she will have it, regardless. She'll be coming over soon, I,m told, to make this place the new capital.
-What why what, why would this ever...
-Oh the kind Lord of Cactusson invited her, and the rest of the royal family! Isn't he great!
-father you do realise this is just a bluff to get everyone together and murder the whole succession line right.
-Is it tho?
-Yes.
-Well how are we gona prove this true if we don't build the lava moat first, huh?
-I can't even...
-Well good luck with that honey, I'm gone fishing.

...

Her father had always been a dimwit, and her mother unwise. Still, what mother wanted, she usually got. As the royal heir, it was her duty to secure her family's ambitions, no matter how retarded they were. She too a quick look at the fortress and the blueprints from previous years. most of the fort was aboveground, with poor housing and a detrimental heat. The initial plans were laid out by Captain Erhmagher, but he died, taking the secrets of his designs with him. Same for the guy after him. Many ideas, designations and half-dug areas littered the undergound, their dead opwner silent as to their intended purpose. She certainly wasn,t touching any of the mechanical stuff for now, being a former mason. What she could do, however, was prepare the moat with blocks and a sound structure, and divert that stupid river out of the way.

This would be a long year.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 18, 2015, 01:26:56 pm
Heir to the mess -- Spring


Princess Atis has a strange dream. As if a divine presence is warning her of incoming events. She dreams that she designates her masterplan, prepare the riverbed. Then goblins attack, and the miners ignore the alert and burrows. The soldiers rush outside, to save them. Something goes wrong. The riverbed is filling with water on many places. Someone fell into the river during the battle, punching through the sand and opening a hole. the construction project fills up with water. People are drowning. MDFication is caugh underground, unable to reach the staircases. Instead he punches a way trough the rock into the waterfall. he falls down. water fills the area, and crashes the game.

Atis is back in her bedroom, on the first day of spring. ''I have a feeling goblins are underway'', she says. ''Prepare the troops, and cancel all our current projects.''

Spoiler (click to show/hide)
She knows that nothing good will come out of moving the river the way she intended. there are too many pockets of water, too many sandy patches. She'll focus on digging the moat, and brainstorm on the river over the next year. The first step will be to move the passageway to the Southern Outpost further down. Right now, it is just under the surface, and digging the moat would expose it. A few staircases, a new tunnel and a bunch of block walls should sort that out.

Spoiler (click to show/hide)
Inside, the workers are upgrading the passageway. Right above, the goblins are getting slaughtered. Children run amidst the battlefield, oblivious to the danger. Why they have 71 of the little bugger, the princess will never know. She herself never married, and the chaos of this place certainly doesn't drive her to courtship for the moment.

Spoiler (click to show/hide)
With the goblins dispatched, the moat assembly can begin. Miners will have to channel an area around the fort that is six units large (block magmax4 block), while everyone else should be busy removing the floor blocks that were placed there. they served their purpose, but now they'll be replaced with something cooler. A magma trench.

Atis ponders what the project involves, and realize something... the turbine hall section is way too close to the surface. Even if they did manage to dig there safely without hitting something dumb, the river would still not be able to go underneat the moat. That she noticed by removing the area around the southern outpost tunnel. What poor insight. this leaves her with two choices.

A-- Don't move the river, keep the turbine hall intact. great in theory, but they need a magma moat

B-- Move the river toward the southern canyon, which only requires some channeling and a bunch of trees cut. Adding a few floorgates along the way will allow future overseers to redirect the river underground, underneat the moat, and closer to the turbine hall. She'll do it herself if she has time.

Option b sounds better, so the woodcutters are dispatched to the southern area of the region, to carve a working area.

Spoiler (click to show/hide)
While browsing the nothern section of the wall, Atis is happy to see that the ground there is lower, and won't require as much work. sadly, it seems people don,t love GnottQT much, because his office is outside, at the mercy of animals and sieges. Said office is also filled with sand and insects, made of wood furniture of poor quality, and the roof is supported by exactly one corner wall. Obviously Deus Asmoth was trying to have the poor fellow killed, to replace GnottQT with Notquitethere, the manager's lookalike, and a man loyal to the Lord of Cactusson.

Obviously this area will be deconstructed.

Spoiler (click to show/hide)
Feeding the people remains important, and the elves have become valuable trade partners. Zuglarkun also left a note regarding gypsum powder. excelent. It's too bad that most if not all of their trade goods are made of grown wooden toys and crafts. this suggest that previous encounters with elven merchants were not kind. That just won't help matters.

The traders were still waiting. days were passing slowly, with little progress made. At this rate, it would take a year to finish the moat, no less. To worsen things, Mestthos, her father's cousin, had created a precious diorite crown, and named it the triangular bars. Everyone was now partying to celebrate. That's when an elven diplomat came to her, asking that they restrain from cutting trees. This was a bad timing, and Atis told him to stick it up his ass, for they were not slowing down her projects any longer. She dropped a bin of blood-soaked grown-wood toys at his feet, saying they were welcome to take arms if that was such a fucking problem.

The princess felt confident with her declaration. She may like the Lord of Cactusson none, but the man knew how to raise an army, and this outpost had 5 squads of soldiers ready for war, most of them full.

Looking at the surrounding construction area, Atis soon realized that miners were done with their job quickly, and then just waited after the builders and woodcutters, who worked much slower. To keep them occupied, she browsed through the paperwork left by the previous overseer, and handed a scroll over to the head miner.

''Execute Plan B'' she instructed him, and the miners rushed toward the magma forges.

*a month passes*

''I meant now'' she add.

As the miners return from not working on project ''Plan B'', they report that the forges have officially ran out of steel. Which is sad because the Lord of Cactusson had order 20 of every piece of steel armor possible. instead he got... 3 helms. He isnt too happy. Meanwhile reports of hyena attacks reach the fortress. The soldiers are dispatched, but for now the civilians dare not venture outside...

As work resumes, the area above the southern outpost tunnel is channeled by mistake, without first securing the area above. Zefon the planter plummets two levels below into the Turbine hall refuse tunnel. GnottQT the manager sort of suffers from a mid-case of the exploding leg. Progress is halted once more to avoid further cave-ins.

Bridges are slowly deconstructed so that a full channel can take place. They'll need to be rebuilt, anyway, to cross the full lenght of the moat. The old blocks have been mostly removed, and miners are digging the side of the trench, while builders replace the sand by granite blocks, as to create the sides of the upper moat level. slowly, but surely, but mostly slowly, progress is made.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Gwolfski on August 18, 2015, 03:16:25 pm
NOOO! find a way to fix it! maybe its aquifers?
 :'(
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 18, 2015, 04:01:24 pm
NOOO! find a way to fix it! maybe its aquifers?
 :'(
Hardly matters, since the save crashed. Things are moving atrociously slow, with the fps being unknown thanks to using a vanilla install without packs. Still, took me about 4 hours so far, and we aren't done with the first month. Somehow I can't even take more than one screenshot without rebooting the game. Something must be done. I'm almost tempted to start running DFhack and see if the scripts and fixes could help improve the situation. That would go against the vanilla-feel of this fortress, tho. State your opinion, folks.

I wrote this down, went to take a piss, took a glass of wine and started a batch of laundry. a day passed ingame. FML.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Gwolfski on August 18, 2015, 05:09:20 pm
you can edit init.txt or dinit.txt and there is an options SHOW_FPS, set it to TRUE
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 18, 2015, 05:38:26 pm
you can edit init.txt or dinit.txt and there is an options SHOW_FPS, set it to TRUE
Hum, thanks. Altho, the game crashed again mid late-spring, as I tried to save, and I'm back to the 37th day. I'm done for today. Consider most of the previous report to be invalid.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Triaxx2 on August 18, 2015, 06:08:34 pm
They didn't believe me.

They thought I was mad.

Now they see. Now they SEE!

*jetpacks away*

Yeah, there's some seriously strange things that happen with the save.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: crazyabe on August 18, 2015, 06:18:31 pm
Ptw
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 18, 2015, 07:28:44 pm
They didn't believe me.

They thought I was mad.

Now they see. Now they SEE!

*jetpacks away*

Yeah, there's some seriously strange things that happen with the save.
I am so, so sorry. I have seen the truth!

Forgive me, Triaxx, forgive me...

For one, I believe there is some areas that aren't floored yet, so cacti springing to life could be an issue. I'll try to fix that before anything else when I play again, which should be thursday. While I am sorta mad that this is happening, at least I'm aware of the problems, and I should be able to keep up with the schedule. My initial plans were to get up early (like 6 am), get some piano practice done, eat, clean some shit around the house and eat again, then play in the afternoon. Obviously now, I know that I should just let the game run in the background from the second I wake up. I'll simply check in here and then, queue some more designations, and go on with my life. Saving every two weeks or so is definitely up there on the list of things to do.

I tried to scroll down and make every single part of the moat unified with granite blocks. Because the save explodes when using DFhack and refuses to load, utilities are out of the way for me. So hey, watch me go as i stop caring and build a wall made of anything stone-like that happens to lie around this time.

As far as I can tell, another issue might be that we started this succession game when DF2014 just came out, and eventually upgraded through 24 different builds in the process, which is BOUND to suck as far as file integrity goes. We should also compile a list of levers and gizmos around the fortress, and indicate what they actually do. This could be valuable in the long run since we seem to be planning some heavy engineering, and labelling shit such as ''the mystery lever ahahahahahahahah'' ''nobody knows what it does'' is going to magmatize someone important down the line...

all and out, some minor setbacks, but we learn to deal with this capricious fortress as we go. May this turn not be the last.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Zuglarkun on August 18, 2015, 08:20:54 pm
When playing with the save, and dealing with the shitty FPS, I kept hoping that a siege or forgotten beast would show up and kill off over half of the 200 or so population, then at least things would be much easier on the FPS. But I didn't dare to pull the trigger.

But yeah not surprised with what is happening. I also had DFhack disabled for the entire length of my turn. Like yourself, I suspect there is some shit going down in the save file, since it was ported from 40.12/40.13 which comes down to about 10+ builds ago. (Not to mention the tinkering done by Captain Archmage, but i suspect that is relatively innocuous in the whole grand scheme of things.) Does the Dwarf Fortress application take up a lot of memory/ processing power upon loading the save? Cause other than the non-existent FPS, that was THE major issue for me. It made loading and saving really tedious, and with a buggy fort like this, you wanted to save often.

If its crashing due to autosave or manual saving, its probably the bloody trees again. Comb the inside of the fort (which is not paved over, check the trade depot and the northern wall) for new growths. That's the reason why I spent most of my turn paving all over the outside of the fort in the first place, to prevent the obnoxious tree growths. What makes it worse is that there's so much shit all over the floor that you can't really spot newly grown trees. They just spring up out of the ground and fuck things over. What I did was to just mass designate the inside of the fort for tree chopping a few weeks or so before the end of the season before the game autosaves, and i did not have problems saving after that.

As for the levers, there are a bunch of levers in the central control room in the center of the fort that control the misc bridges to seal the fort, some at the southeast end on level 2 above the clock tower that deal with power for the clocktower, the turbines and the hospital, and one more for the magma in the southern outpost.


But if its really too much of a pain to play out, perhaps a reboot is in order?

We could engineer a mass exodus (read:abandon the fort, the world and everything) and cook up an entirely new world. Though we might want to play this out and wait for the new version. *shrugs*
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2)
Post by: Taupe on August 18, 2015, 08:43:59 pm
There are many, many areas that need flooring, and I,ve booted the save to designate a few. There are about 300+ squares inside the turbine hall, and what's more, everything underneath the turbines is now considered outside as well, so the tunnel for water evacuation spawns grass as well. Yay! So gotta floor that as well, not that it'll do any good when we reopen the turbines, which should be in a long long time since I'm moving the river soonish.

I'll also check for various areas that we may have missed, hidden in random nooks and crannies.

As for rebooting the fortress, I'm not even sure waiting for the next version would be much better, since we'll just get version 49.01, and then 30 new builds will appear and somebody will update and we'll have a buggy save again. If we were to change, I'd either grab 40.24 which is more likely to stay as is and not cause issues, or hell, run 2012 to avoid fucking tree fucks. Actually, I'll create a poll to know how overseers (and the very patient/insane readers feel about this idea.  I mean yeah, reboots suck, but we're talking about what, six turns over the course of a year? We'd get about half of that done by next month if we got motivated players and a non-horrible savefile. Especially considering I'd run a new registration process, which will hopefully cleanse the turn list of people who registered 6+ months ago and died. I'd just send a mass message to everyone registered for a turn. Those who manifest interest would keep their place in the turn order, others will be left out until they re-apply. So anyone waiting for a turn would not be losing their spot.

I'll let the poll run, and see where it is heading. Whether I'll be continuing this thing or switching to a rebooted fort on thursday shall be decided by a vote.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Zuglarkun on August 18, 2015, 10:36:17 pm
Yeah, I don't think the next version is coming anytime soon either. I'm voting for a reboot with version 40.24 cause quite frankly, I'll rather have the fancy new features and bug fixes.

Frankly, the only 2 things that aren't quite as up to par with 2012, is the bug with the trees and the sieges. Trees aren't that bad of an issue since there are ways to work around that, and sieges not pathing to the fort aren't that bad as long as the world gen is done right. I can probably offer up my skills with world gen by generating a pretty diverse small/ smaller map (to preserve FPS) - with high savagery, tons of megabeasts (40+) and all the civilizations (I have a few working profiles for these), if more !!FUN!! is needed.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Deus Asmoth on August 18, 2015, 11:30:15 pm
Well I'll miss being the root of all evil, but there's not a whole lot of point in ruling a world of ashes and lag. Plus I'll get to assassinate my way up to the barony all over again!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Taupe on August 18, 2015, 11:38:42 pm
Indeed, the tree problem can be worked with as long as we make it primordial that stuff be floored. ''Add a floor before roofing anything'' is a very simple and efficient rule.

Im not an expert with world gen, having acually created exactly none myself (the world I use is 34.xx and was created by a friend who taught me the game while we
were both drunk), so I'll give you carte blanche for world creation. Unless somebody suggests sonething very specific, just trust your guts. Looking at the poll,  a reboot is definitely needed. 

Should we use a desert again? This one was pretty tane but im sure we can get some cool snakes and scorpions in there to spice things up...
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Zuglarkun on August 19, 2015, 12:21:02 am
Deserts huh? I'll give the world generator a whirl and see if anything interesting comes up. Any requests?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Dumbestdorf on August 19, 2015, 02:18:08 am
What good is a save if it's unplayable? Voting for reboot.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Urist McKiwi on August 19, 2015, 05:54:15 am
Well, it's sad but rebooting does seem to be in order. I personally played before things got this bad, and never used DFhack at all (I don't have it installed....it gets me too....organised...for my liking)....but this save is from about as early a build of DF2012 as is possible to bring up to the current version. Evidently, it hasn't been brought up very well. Add to that the tree issues + large embark + water + lots of units + wacky pathfinding shenangigans......and it's likely that whatever we do, it's gonna collapse again. We didn't really have many ties to Moltenchannels with this fort anyway...so if we start again with a nice volcano or something we can get right down to business.

One thing that would be nice though is if we can tie the reboot into the meta. Not necessary, but I did kinda like the (rather patchy) metaplot we had going between Ardentdikes and Moltenchannels. I'd excuse peeps if they didn't want to read through over 100 pages of thread to catch up on it for a simple "so yeah, this fort....isn't...anymore")

....Also I nominate the next thread title as "Murderflood: Resurrection II: The Reboot. :P

Maybe also rename the fort a little to make light of the fact that this is the...ooh...third or fourth...rework of this fort?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Taupe on August 19, 2015, 06:15:25 am
What about... Cactusson?

 But seriously: Murderflood resurection II : The reboot (Ardendikes IIIv3) is so dumb it must come to be.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Triaxx2 on August 19, 2015, 06:30:14 am
Maybe we can get a desert with a stream in it? A flat surface volcano would be ideal, but a water moat will deal with most things. A two-tiered design with a drain into an aquifer or off the map edge, so things get flushed out.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Zuglarkun on August 19, 2015, 11:01:43 am
OK, I've got a working template going. Still running into many rejections,  but I can eventually get at what I'm aiming for. It'll need some fine-tuning for certain. I think we might have to forgo volcanoes, as its difficult with my current skill at world gen to slot a sufficient amount of those in without running into more rejections, I'll try to get at least one embark with it though.

Anyway onward to the important stuff.

- Small region (65x65)
- 150 year history
- No oceans
- Hopefully no aquifers
- Surface water source
(preferably a lake)
- 4x4 embark.
- Desert
- Intersection of 3 biomes or more
- 30-40 megabeasts
- 50-60 titans
- Access to all civilizations
(except kobolds, they tend to keel over pretty early on)
- 25 civilizations (reason being that a good number of them will die off completely in the first few years anyway due to the ridiculous number of megabeasts and titans, which are 10x their normal number. Survival of the fittest! This way, we'll get some interesting history and are bound to run into multitudes of goblins as long as they are in range.)


Need some quick opinions:
- Would you guys want more layers above ground? (currently set at 15 z-levels)
- Space between surface level and first caverns (currently set at 20 z-levels)
- More necromancer towers or less necromancer towers?

Does that look good enough? I'll keep you guys updated once I've managed to isolate a few choice locations, though I think it might take me till the weekend.

Also, in case you were wondering what we missed out on when we decided to abandon Murderflood... Warning! Spoilers ahead!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Gwolfski on August 19, 2015, 11:54:09 am
more necromancer towers and more z-levels. we must have a magma moat for flying invader zombies!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Ghills on August 19, 2015, 12:07:34 pm
Also voting for rebooting.  Would rather a save that works.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Taupe on August 19, 2015, 12:20:03 pm
More above-ground levels. They are empty and dont really slow things down, and its always nice when we are thinking of aboveground building.

More necromancer towers if possible. With siege pathing issues, we may miss on a lot of them anyway. Its not like we cant deal with sieges witg a magma moat or a sealed entrance anyway...

Biome intersection sounds fine and interesting.

Im ok with a water source. Realistically nobody has any reason not to settle near one in a fucking desert. Starting with a water-oriented design where we build along the river instead of randomly, with ports and docks and warehouse along the river could be awesome. Like, rows of multi-level clay buildings filled with tiny back alleys and inner city walls and magma aqueducs could be fucking metal.

Dont really need extra space before the caverns, as we'll probably be using the ground for stone instead of rooms. We can also get a ton of mileage out of clay and sand crafting, because desert y'all.

As you can guess im really in favor of a unified desertic vibe for design and building. Something aboveground and unique, biome-specific, yet intrinsically dwarven. Im thinking City of Brass, with clay and stone claustrophobic buildings, magma pipes and pool everywhere, decorated metal roofs to reflect the sunlight, gem windows monuments...
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Gwolfski on August 19, 2015, 12:59:21 pm
More above-ground levels. They are empty and dont really slow things down, and its always nice when we are thinking of aboveground building.

More necromancer towers if possible. With siege pathing issues, we may miss on a lot of them anyway. Its not like we cant deal with sieges witg a magma moat or a sealed entrance anyway...

Biome intersection sounds fine and interesting.

Im ok with a water source. Realistically nobody has any reason not to settle near one in a fucking desert. Starting with a water-oriented design where we build along the river instead of randomly, with ports and docks and warehouse along the river could be awesome. Like, rows of multi-level clay buildings filled with tiny back alleys and inner city walls and magma aqueducs could be fucking metal.

Dont really need extra space before the caverns, as we'll probably be using the ground for stone instead of rooms. We can also get a ton of mileage out of clay and sand crafting, because desert y'all.

As you can guess im really in favor of a unified desertic vibe for design and building. Something aboveground and unique, biome-specific, yet intrinsically dwarven. Im thinking City of Brass, with clay and stone claustrophobic buildings, magma pipes and pool everywhere, decorated metal roofs to reflect the sunlight, gem windows monuments...
+1
use dfhack to find places with sand/clay
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Urist McKiwi on August 20, 2015, 03:13:42 am
What about... Cactusson?

 But seriously: Murderflood resurection II : The reboot (Ardendikes IIIv3) is so dumb it must come to be.

My good fellow, it's hardly dumb enough without the extra colon and pretentious capitalisation. 'Murderflood: Resurrection II: The Reboot (Ardentdikes IIIv3)' is a name that just says "Success!"



Desert with a few cacti would be nice to have a little wood, but not masses of it...and deal with those stupid trees the easy way.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Triaxx2 on August 20, 2015, 05:20:51 am
Wood? What are we, elveses? We're dwarves man. We make glass blocks and tell everyone they're beds.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Dumbestdorf on August 20, 2015, 06:06:37 am
Desert with a few cacti would be nice to have a little wood, but not masses of it...and deal with those stupid trees the easy way.

This could be slightly problematic for a large engineering project, which I assume is still what MF:R2:TR(AD3v3) will be about?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Zuglarkun on August 20, 2015, 06:55:07 am
Desert with a few cacti would be nice to have a little wood, but not masses of it...and deal with those stupid trees the easy way.

This could be slightly problematic for a large engineering project, which I assume is still what MF:R2:TR(AD3v3) will be about?

Meh, saguaros yield 2-3 logs per tree, not exactly the most, so it is somewhat of a minor problem in terms of readily available fuel sources early on. But still not as bad as DF 2012.

Since we're also performing architectural feats on the surface, I'll rather have a shortage of fuel than game crashes due to buggy trees interfering with 2 z-level or higher walls due to overseer negligence in skirting around the bug. Besides, all the more reason to dig down for magma early on I would say.

I could increase the embark points somewhat and give us a head start to bring along lignite/ bituminous coal if we want to go smooth sailing early on. But frankly I would rather spend those on iron ore for steel weapon forging in the first year.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Dumbestdorf on August 20, 2015, 06:59:43 am
Meh, saguaros yield 2-3 logs per tree, not exactly the most, so it is somewhat of a minor problem in terms of readily available fuel sources early on. But still not as bad as DF 2012.

I was thinking of axles and wheels.

Quote
Since we're also performing architectural feats on the surface, I'll rather have a shortage of fuel than game crashes due to buggy trees interfering with 2 z-level or higher walls due to overseer negligence in skirting around the bug.

True, there's that annoyance.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Taupe on August 20, 2015, 09:57:43 am
Desert with a few cacti would be nice to have a little wood, but not masses of it...and deal with those stupid trees the easy way.

This could be slightly problematic for a large engineering project, which I assume is still what MF:R2:TR(AD3v3) will be about?
So are we a fort or a mathematical proof...?
Anyway a few trees here and there, caverns, possible coke and trade will keep us afloat. Fuck forests.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Dumbestdorf on August 20, 2015, 10:47:12 am
Desert with a few cacti would be nice to have a little wood, but not masses of it...and deal with those stupid trees the easy way.

This could be slightly problematic for a large engineering project, which I assume is still what MF:R2:TR(AD3v3) will be about?
So are we a fort or a mathematical proof...?

"MF:R2:TR(AD3v3),TL;CNBATW". (Too Long, Could Not Be Arsed To Write)

Quote
Fuck forests.

Leave that to the elves.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Gwolfski on August 20, 2015, 05:12:17 pm
There is a way to get rid of trees...and make them grow in farmplots...PM me if anyone is intersted
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Triaxx2 on August 21, 2015, 06:40:07 am
Frankly, as long as we can get to the caves, wood is no issue.

Farm plotting trees is easy. Chop down what you've got, and floor over the world with their bones, except a few plots for them to grow.

I actually had one fort where I embarked, and the wagon was on top of a tree. That was somewhat entertaining.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Gwolfski on August 21, 2015, 07:18:24 am
i mean plant them like plump helmets
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Taupe on August 21, 2015, 11:56:17 am
i mean plant them like plump helmets
The very definition of trees is that they are not seasonal crops...
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Gwolfski on August 21, 2015, 11:57:34 am
i mean plant them like plump helmets
The very definition of trees is that they are not seasonal crops...

can make em grow two+ years if you want.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: crazyabe on August 21, 2015, 01:24:04 pm
hmmm giant plump helmet wood that sounds useful (and tasty) :)
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Gwolfski on August 21, 2015, 01:26:45 pm
hmmm giant plump helmet wood that sounds useful (and tasty) :)

could try to mod that in and give an example download tommorrow.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Taupe on August 21, 2015, 01:40:12 pm
hmmm giant plump helmet wood that sounds useful (and tasty) :)
(http://i.imgur.com/lGnk2Eh.jpg)
So once again you're faced with the classic dwarven dillema:
Do I eat the barricade now? Or do I let it ferment so I can drink it later?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: crazyabe on August 21, 2015, 01:44:28 pm
So once again you're faced with the classic dwarven dillema:
Do I eat the barricade now? Or do I let it ferment so I can drink it later?
Siged
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Zuglarkun on August 22, 2015, 02:40:11 pm
Just an update on the situation with the next world.

Here are the parameters if someone wants to give it a shot, or just mess around with it. I did increase the embark points and lowered the layers between caverns and surface to just 10, but kept the layers above ground at 15 cause I've heard it causes lag. Can always add it in later with the infinitesky plugin from DFhack.

Spoiler (click to show/hide)

It does reject on average every 3000 worlds or so, but far less than it used to. I've genned about 6 worlds with fairly interesting sites at the moment. None are perfect though as is usually the case. I'll try to do up to ten worlds then narrow it down to 5 sites for voting. Have not spotted the volcano in the desert yet or the one that I am aiming at, which is a desert/ grassland/ haunted lake biome with access to iron, sand, clay, flux, no aquifers and towers. But I should have something up for voting by tomorrow.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Dumbestdorf on August 23, 2015, 03:48:55 am
Edit: posting in wrong topic. :s
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Zuglarkun on August 23, 2015, 03:11:44 pm
Bah, in the end I couldn't just narrow it down to 5.


I shamelessly stole the layout and format from Bearskie from the Succession Tower. The sites are all permutations of the same desert, water source, clay, sand, flux and something else that is interesting formula. Technically, magma should not be an issue as there are only about 40 levels from the surface to the very bottom of the map (your mileage may vary). Once the poll is up, vote for whichever site you would like to embark on, and if you like more than one, then feel free to vote for those too.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Gwolfski on August 23, 2015, 05:30:53 pm
since no poll, i like no 3
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Taupe on August 23, 2015, 07:40:34 pm
since no poll, i like no 3
There's a poll now.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Zuglarkun on August 24, 2015, 01:02:18 am
Erm, is it just me or does the poll not have any option for me to select? I mean I see the various embark choices, but no box to check off or select.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Dumbestdorf on August 24, 2015, 02:28:59 am
Erm, is it just me or does the poll not have any option for me to select? I mean I see the various embark choices, but no box to check off or select.

Yeah, voting seems to be closed.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Taupe on August 24, 2015, 03:05:10 am
how do i kill the poll and start it anew?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Triaxx2 on August 24, 2015, 06:22:35 am
I'm definitely torn between five and six. I like five for it's TERRIFYING biomes. But I like six more I think. I've always enjoyed Untamed Wilds more, plus MAGMA.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Taupe on August 24, 2015, 08:13:25 am
one five and eight are the ones that pull my strings personally...
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Dumbestdorf on August 24, 2015, 10:57:13 am
I'd vote 4 (2 necro towers => many sieges, plus having to use the aquifer as a water source) and 8.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Triaxx2 on August 24, 2015, 11:38:13 am
Didn't notice what the lake in 8 was. I like that one. A lot.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Zuglarkun on August 24, 2015, 11:49:58 am
I just finished testing out embark 8, embark 6 and embark 5, since most of you are interested in those sites.

Do not click the spoiler unless you do not mind being spoiled on what you'll expect to find on embark 8 (and now, embark 6 and 5 as well), and risk having your FUN quotient reduced.


Spoiler: embark 6 pictures (click to show/hide)


Despite what went down during testing, I will be voting for site 8. I'm not so sure definitely not ready for site 5...

Does anyone want the region save files for their own personal enjoyment? (Man, that sounds like I'm peddling some illicit wares) If so, I will zip them up and post them along with instructions for finding the sites I marked out on DFFD.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Taupe on August 24, 2015, 01:51:19 pm
im not clicking anything to avoid fun times, but it looks like embark eight is getting fairly popular!

Edit: so i just unspoilered the things to see the pictures and holy shit is embark six beautiful as all fucks. Thats the kind of thing i'll definitely consider as a map for any new fort i'd start. beautiful and sufficiently high amounts of fun, make sure you make this region available for download my good man.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Zuglarkun on August 24, 2015, 03:06:31 pm
Since the poll is b0rken. Here's a tally of the votes thus far.

Embark 1: 0
Embark 2: 0
Embark 3: 1
Embark 4: 1
Embark 5: 2
Embark 6: 1
Embark 7: 0
Embark 8: 4 (I'd assume that Triaxx2 made a vote for this based on his previous post)

From the looks of it, I suppose embark 8 is the one we'll be using. So question is - how long until we decide to end the polling and get this community fortress rolling?

I'd assume that Taupe will be starting the turn for the embark since he did not get to finish the previous turn. I'll post the region saves tomorrow once I get the chance. As for the rest, I'll leave it to your discretion Taupe. Let's get this fort going!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) POLL: Is a reboot in order?
Post by: Taupe on August 24, 2015, 03:52:05 pm
Now that the embark is clearedc, we should probably take a look at the rules for this new iteration. what do we keep, what do we discard, what do we change?

I'm all for taking the first turn (aka dooming us) but I'll be busy finishing ImmortalityTowers for the next days (at least until thursday). I'm up to start the fort after that, say this Saturday. Should leave us enough time to close the poll (lol) and get the rules sorted out.

In the event that Immortality tower or my actual life hits some serious problem, and I can't kickstart this thing on time, feel free to take the first turn in my stead.

Question the first: Are we making a new thread, and if so, who's in charge of maintaining it?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Zuglarkun on August 25, 2015, 02:41:13 pm
The 8 embarks are up: http://dffd.bay12games.com/file.php?id=11082

Meh, by all means start a new thread if need be, I don't feel strongly about it either way.

Rules wise, I think the current iteration is fine, no real need to revise anything. The above ground construction, magma moats and most importantly the !!magma purification device!! gives the fort its distinctive flavor.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Triaxx2 on August 26, 2015, 05:50:22 am
Agreed, and now, we can make lots of glass blocks if we have surface magma. Glass fort!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Gwolfski on August 26, 2015, 07:53:44 am
permission to add glass mchanisms and beds?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Taupe on August 26, 2015, 07:59:08 am
Glass beds sounds like the worst idea if you have a fulfilling sex life.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Gwolfski on August 26, 2015, 08:55:58 am
Glass beds sounds like the worst idea if you have a fulfilling sex life.

less anoying dwarven children?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Triaxx2 on August 26, 2015, 11:05:16 am
Urist McCharlieHarper was killed today in a terrible bed accident.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Gwolfski on August 26, 2015, 11:51:14 am
well, they cant be harder than wooden beds. or stone beds.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Deus Asmoth on August 26, 2015, 12:02:39 pm
I think the problem wouldn't be hardness so much as shattering.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Gwolfski on August 26, 2015, 12:07:47 pm
I think the problem wouldn't be hardness so much as shattering.

you can drop a dwarf from 100z-levels on to a glass floor and the floor is intact. so i dont think beds will shatter
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Dumbestdorf on August 26, 2015, 02:04:42 pm
Dwarves have known the secret of plexiglass since a time before time.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Gwolfski on August 26, 2015, 05:42:28 pm
Dwarves have known the secret of plexiglass since a time before time.

'xactly
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: TheFlame52 on August 26, 2015, 05:59:58 pm
Yeah, how do you think I can keep demons in green glass cages without them breaking out?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Taupe on August 26, 2015, 07:02:39 pm
Yeah, how do you think I can keep demons in green glass cages without them breaking out?
hope.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Taupe on August 27, 2015, 08:15:11 pm
Alright, I,m ready to dive into this thing anytime now, as Immortalitytowers is out of the way.

Zuglarkun, what are the directives to find the embark location we want?

Everyone else, if you want a specific kind of dwarf, let me know before I roll the starting 7.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: TheFlame52 on August 27, 2015, 08:18:43 pm
gimme dat stoneworker/mechanic
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Zuglarkun on August 27, 2015, 11:24:33 pm
Alright, I,m ready to dive into this thing anytime now, as Immortalitytowers is out of the way.

Zuglarkun, what are the directives to find the embark location we want?

Everyone else, if you want a specific kind of dwarf, let me know before I roll the starting 7.

There is a notepad (.txt) file inside the save folder that should give you instructions on how to find the site along with a .jpg file that shows the site in question on the embark screen. It is all in ASCII. (You are familiar with the symbols on the overland map and how to make a 4x4 embark right?) I can't figure out how to make a note on the embark screen without actually embarking on the site, so you'll have to work with that. You'll only want the save folder that says "Site 7 & 8". If you run into any difficulties, let me know.

Oh, can I also request that we use "The Stirred Irons" as our civilization? There is some interesting stuff going on in the background there (as compared to the other 2 dwarf civilizations we have available).

Same deal as last time, Mechanic/ Building Designer, any gender. If you can't fit that in, just grab the nearest dwarf from the migration wave with either of those skills and enable the missing labors.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Taupe on August 28, 2015, 08:19:48 am
Alright thanks a bunch. Ill start messing with this when I return from work.

Im aiming for the following crew:
-miner
-farmer
-mason
-carpenter
-fisherdwarf
-brewer"cook
-soldier

Flame would get the mason, Zuglarkun the carpenter, both with mechanic on the side, until the fort can afford to specialize. Zuglarkun, ill also strap architecture amd design on your dwarf as a moonlighting activity, as I dont think you'll be designing bridges nonstop on embark.

Flame will, obviously, end up being a chick.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Gwolfski on August 28, 2015, 08:46:16 am
fisherdwarfpls. secretly train me in master axe lord.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Zuglarkun on August 28, 2015, 09:08:10 am
I'm aiming for the following crew:
-miner
-farmer
-mason
-carpenter
-fisherdwarf
-brewer"cook
-soldier

I don't know how to break this to you, but since we are embarking on a terrifying lake, I don't think... fishing is going to work as well as you think it will. So let's just say that I'm going to frown upon that decision. But hey its your call.

Hmmm, since TheFlame52 is taking the mechanic role, I'll scrap my previous ideas and just roll with the carpenter then. Just throw in some skill with pottery and enable building designer (or vice versa) and we'll call it a day.

as I don't think you'll be designing bridges nonstop on embark.

I sure hope to Armok that will be the case. May Zon show us his mercy.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Ghills on August 28, 2015, 10:30:45 am
Alright thanks a bunch. Ill start messing with this when I return from work.

Im aiming for the following crew:
-miner
-farmer
-mason
-carpenter
-fisherdwarf
-brewer"cook
-soldier

Flame would get the mason, Zuglarkun the carpenter, both with mechanic on the side, until the fort can afford to specialize. Zuglarkun, ill also strap architecture amd design on your dwarf as a moonlighting activity, as I dont think you'll be designing bridges nonstop on embark.

Flame will, obviously, end up being a chick.

Brewer/cook would be great.  Name of Ghills.  Female by preference.

ETA: Bah, I can't read.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Taupe on August 28, 2015, 10:36:18 am
Quote
I don't know how to break this to you, but since we are embarking on a terrifying lake, I don't think... fishing is going to work as well as you think it will. So let's just say that I'm going to frown upon that decision.
I guess thats the part where i should take a look at the world huh? We'll just train Gwolfsky with an axe ad he requested. The army will bw of two and have more productive training sessions. That way fishery will double as live training. Unless terrifying means ''undead demon fishes'' then we'll call it unlive training.

Obviously Im half joking here, the second i see whats in there we are going to run the FUCK away.

We still have the miner, farmer and soldier up for grabs, altho I myself may claim the miner as my own.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Triaxx2 on August 28, 2015, 02:12:33 pm
Gives to me the miner. I likes to die ins the lava. (FOR NO APPARENT REASON) Seriously, lava always kills me. Just like my X-Com characters are never psychically gifted, or are horrific liabilities in that department.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Taupe on August 29, 2015, 03:34:25 pm
Because it has been somewhat successful in Immortalitytowers, I'm going to start this succession with a bit of an illustrated turn. This should help us set the characters, location and general atmosphere of the fortress.  The update should thus spread over up to two weeks, including the intro posts for the region and backstory. While I work on some mspaint dwarves, is anyone around versed enough with AD(Moltenchannels to provide a fitting intro to this reboot? Im still bingereading the previous forts but hell are those threads looong.

Like, are we a very random fort that aspire to build lava devices, or is there a deeper connection to the older fortresses we want to establish?

Ps. Ive claimed the farmer for my own, and the unlucky soldier shall remain nameless for now.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Gwolfski on August 29, 2015, 04:26:08 pm
name the soldier Thorin. I want to experiment writing in character with two people. unless someone else wants him.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Ghills on August 29, 2015, 07:26:55 pm
name the soldier Thorin. I want to experiment writing in character with two people. unless someone else wants him.

Oooh.  Hobbit crossover incoming?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Zuglarkun on August 29, 2015, 11:42:17 pm
Because it has been somewhat successful in Immortalitytowers, I'm going to start this succession with a bit of an illustrated turn. This should help us set the characters, location and general atmosphere of the fortress.

I just happened to read through that last night, and short to say it was very entertaining, and I wholly approve of such an endeavor.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Dumbestdorf on August 30, 2015, 04:46:39 am
Hm. I'd like to be dwarfed later, as a migrant who either is or becomes a woodcutter and who is rather stupid, under the name Nujux. Bonus points if he or she has no family relationships with anyone alive.

Edit: also, Taupe - the drawing stuff like you did on (Im)mortality tower was bloody nice!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Ghills on August 30, 2015, 07:17:53 pm
Since this is yet another reboot, are we doing a new thread? It might be a good idea so that readers aren't confused.  Did I just miss the post where this question was decided?
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Taupe on August 30, 2015, 07:39:11 pm
We vaguely browsed over the idea like two pages ago before chainquoting Archer. Ill be starting a new thread, but im waiting till i can actually fill the op with something. Since im working heavily on weekends, this'll probably happen tomorow night, or more likely tuesday, along with an opening update. Wednesday-thursday will be the hot, unfolding days to watch for, both this week and the next. All and all, my turn will be done by september tenth. If things move slowly, ill simply skim the pictures for the winter updates to meet the deadline.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Ghills on August 31, 2015, 11:39:42 am
We vaguely browsed over the idea like two pages ago before chainquoting Archer. Ill be starting a new thread, but im waiting till i can actually fill the op with something. Since im working heavily on weekends, this'll probably happen tomorow night, or more likely tuesday, along with an opening update. Wednesday-thursday will be the hot, unfolding days to watch for, both this week and the next. All and all, my turn will be done by september tenth. If things move slowly, ill simply skim the pictures for the winter updates to meet the deadline.

Makes sense. Thanks for clarifying!
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Taupe on August 31, 2015, 09:49:53 pm
http://www.bay12forums.com/smf/index.php?topic=152870.0 (http://www.bay12forums.com/smf/index.php?topic=152870.0)

So that's happening.

The groundwork for the new thread has been made. I need to sleep. Starting entry tommorrow, with embark and dwarf introduction. Spring wednesday, ideally summer on thursday. Feel free to judge the current scafold of the new OP and propose improvements, tweaks, or just claim your turns.

I spent countless time this weekend preparing the em,bark and naming shit, micromanaging skills and stuff, then I realized I didnt choose our civ as Zuglarkun suggested. didnt know how at the time. Just went back and started again from scratch. It was all worth it for, within about half a dozen random names, the game gave me, I dont fucking shit you people, the Group name ''The Channels of Melting'' If that's not a sign i don't know what is.

Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Max™ on September 08, 2015, 08:34:42 pm
So I got here cause of the Archer-esque "eat the barricade or let it ferment" sigging and was reading through and thought the world parameters looked neat so I tried them out.

Figured maybe I'd get one or more of those neat dwarf/elf wars right?

What I got was so much better.

This is Ulol Åmdeb
Spoiler (click to show/hide)
I've got my modded castes in the world with all the wanderlust stuff, which includes the dragon bone/scale template dorf/hurf/erf adventurer castes, as well as a way to turn a regular dwarf/human/elf into them.

Why does that matter?

Code: [Select]
Civilized World Population

        4546 Dwarves
        12044 Humans
        8856 Goblins
        446 Kobolds

        Total: 25892

Ulol there, was a dwarf for two seconds before I changed them into an erf, and he is now Last Babyeater. The only elf in the entire world, out to singlehandedly redeem his race by becoming a legend, before wiping them out in a glorious death.

Thank you for this, I will enjoy my alternate universe romps in your world.
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: crazyabe on September 09, 2015, 11:17:54 am
Wow my sig WAS fallowed by people! :P
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Blitzgamer on September 22, 2015, 11:46:58 pm
Hey, looking to be dorfed as Blitz Gamer, Traveller, weapon smith. pls n ty
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: crazyabe on September 23, 2015, 08:05:06 am
Hey, looking to be dorfed as Blitz Gamer, Traveller, weapon smith. pls n ty
Threads dead buddy, Threads dead
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Triaxx2 on September 23, 2015, 08:57:14 am
We've moved on to http://www.bay12forums.com/smf/index.php?topic=152870.0
Title: Re: Murderflood: resurrection (Ardentdikes IIIv2) Preparing the reboot...
Post by: Blitzgamer on September 23, 2015, 12:50:09 pm
Armok damn it every time