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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Furious Fish on January 29, 2008, 03:25:00 am

Title: Fuck dwarves.
Post by: Furious Fish on January 29, 2008, 03:25:00 am
Goblin Fortress is way more fun.
Title: Re: Fuck dwarves.
Post by: Kagus on January 29, 2008, 03:31:00 am
But difficult to set up properly.  I had to abandon my goblin fort because nobody could farm, I couldn't bring along any breeding livestock, and the hunter I sent out got destroyed by a wild horse.
Title: Re: Fuck dwarves.
Post by: Athmos on January 29, 2008, 04:06:00 am
If i may, i'd rather have women. Personal preference matter of course.
Title: Re: Fuck dwarves.
Post by: Kagus on January 29, 2008, 05:03:00 am
Human women at that.  Beards can be a bit tickly...
Title: Re: Fuck dwarves.
Post by: Furious Fish on January 29, 2008, 09:50:00 pm
Ok, so at the beginning of my second summer I have an almost-finished obsidian block wall around a fairly large area including a large magma vent, which I have used to make a moat of firey doom. It will eventually become the greatest goblin castle ever.

My findings:

# Goblins are carnivorous. This I did not know. They will starve to death rather than eat vegetables. This is causing serious problems, because I have practically no source of meat. When I worked this out I trapped some groundhogs to breed, but this is hardly an ideal solution because the pups take a while to grow up, and grown groundhogs give a measly 2 meat when slaughtered. Goblins do, however, eat bones, and not just when they're starving, either. I haven't yet worked out if this actually provides nourishment for them, or if it's just something they do for a lark. If the former, that'll help with food issues a lot, but it will make it difficult to provide bone bolts.

# Dwarves are pansies. Goblins are hardcore. When they see a kobold thief, they don't run away like cowardly dwarves, they charge it en masse and kick the hell out of it.

# When you have a nicely dug out fortress to hide in, kobold archer bands are not a problem. When your only defence is your not-yet completed obsidian block wall, you may be in trouble. 3 goblins got shot to death, the rest of the population got conscripted, and charged and beat the kobolds to death barehanded.

# Bringing two proficient masons means you can put block walls up pretty quickly.

# Elves will trade with goblins. Who knew?

Title: Re: Fuck dwarves.
Post by: Kagus on January 29, 2008, 10:25:00 pm
Sounds awesome mate!  And yeah, that meat thing can be a bit tricky.  As I pointed out in my first post.

And yes, eating bones will provide them with nourishment.  However, this extra food has a price, as they may choke to death on one.

I tried setting up domesticated animals for goblins, but it never worked out.  I wanted to add the ability to bring and breed trolls (and give them that special dog training tag so I could have war trolls) for defence and pets, and giant rats for a source of meat.

However, for a quick fix, just give them the creature tags the other humanoids have so they can bring along muskoxen.  Those seem slightly more goblin-ish than horses or cows.


EDIT:  Oh yeah, one more thing.  Goblins drink water.  They will not drink booze, even if you had any.

[ January 29, 2008: Message edited by: Kagus ]

Title: Re: Fuck dwarves.
Post by: Furious Fish on January 29, 2008, 10:29:00 pm
quote:
Originally posted by Kagus:
<STRONG>EDIT:  Oh yeah, one more thing.  Goblins drink water.  They will not drink booze, even if you had any.

[ January 29, 2008: Message edited by: Kagus ]</STRONG>


There is no fresh water on my map (salt water area). The goblins are drinking whip wine just fine. Maybe they just hate dwarven booze?   :)
By the way, you can bring trolls, it just depends on whether or not the goblin civilization your guys come from have access to them. Best of all, they cost a grand total of one point  :(

[ January 29, 2008: Message edited by: Furious Fish ]

Title: Re: Fuck dwarves.
Post by: Kagus on January 29, 2008, 10:33:00 pm
Huh, that's odd.  Supposedly, the alcohol dependency tag is what makes a creature drink booze, and goblins don't have that...


Whatever the case, throw out those icky whip vines!  Get some good, goblin rat weed!  Sewer brew is so much more appropriate than whip wine.

Or perhaps swamp root, or bloated tubers!  If you're on an evil map, you absolutely have to have some gutter cruor (forget the exact name of the plant, but it's also used to make black dye, an essential for any goblin fort).

This is fun, and I'm not even playing it!  Don't you love those personality profiles the goblins have?


EDIT:  I think you have to edit the troll profile in order for them to breed.  Otherwise, they won't reproduce, and you'll have the number you first brought along.  I don't know if you can buy more from the traders, though...

And you can just select the same civ to come from so you get trolls.  Doesn't matter where you are on the map, you can manually select which one you want.

[ January 29, 2008: Message edited by: Kagus ]

Title: Re: Fuck dwarves.
Post by: Cosmonot on January 29, 2008, 10:41:00 pm
Alcohol dependency is probably what makes dwarves slow down without booze. I'd guess that other creatures just get happy thoughts from drinking, rather than more or less being being required to drink.
Title: Re: Fuck dwarves.
Post by: Kagus on January 29, 2008, 10:44:00 pm
Maybe they go the other way, and become slower and less efficient the more booze they drink...

Seems reasonable, but I hope it's not the case.

Title: Re: Fuck dwarves.
Post by: Helmaroc on January 29, 2008, 10:47:00 pm
Let's be prepared for Armok to come and say kobolds are better than everything else.
Title: Re: Fuck dwarves.
Post by: Kagus on January 29, 2008, 10:54:00 pm
Kobolds sit around in caves scratching their loincloth-covered butts with copper daggers and exploiting the ranged weapon overpoweredness.  Goblins build massive dark towers, breed trolls and beak dogs, and send wave after wave of cannon fodder to be squished and splattered in a myriad of lovely ways.

I'm gonna have to say goblins -> kobolds.  Sorry, but that's just the way I feel.  Heck, even my forum name is in goblintongue.


EDIT:  Not to say I don't like kobolds, mind you.  They were some of my favorite critters in the later D&D games, until they turned into those weird lizard-thingies.

I love kobolds, it's just that I love goblins more.

[ January 29, 2008: Message edited by: Kagus ]

Title: Re: Fuck dwarves.
Post by: Fenrir on January 29, 2008, 10:56:00 pm
I hope that Army Arc will allow our Goblin Fortresses to send out snatchers and our Kobold Fortresses to send out thieves to get captives and loot!
Title: Re: Fuck dwarves.
Post by: Kagus on January 29, 2008, 10:59:00 pm
We can always hope...


Speaking of which, what would we do with the children, provided any snatchers are successful?  Train them at the kennels into war dwarves?  Their bites are certainly strong enough.

And what of the loot kobolds bring back?  They can't wear any of the stuff...  What would they pick up that might actually be useful?

Title: Re: Fuck dwarves.
Post by: Furious Fish on January 29, 2008, 11:05:00 pm
quote:
Originally posted by Kagus:
<STRONG>Whatever the case, throw out those icky whip vines!  Get some good, goblin rat weed!  Sewer brew is so much more appropriate than whip wine.

Or perhaps swamp root, or bloated tubers!  If you're on an evil map, you absolutely have to have some gutter cruor (forget the exact name of the plant, but it's also used to make black dye, an essential for any goblin fort).[ January 29, 2008: Message edited by: Kagus ]</STRONG>


Yeah, I was planning to use just muck root (that's what makes Swamp Whiskey, right?) but you can't farm that, just wild strawberries, prickle berries, whip vines, and longland grass, IIRC. The rest you have to gather from herb bushes, which I can't be bothered with. I have to admit the thought of goblins drinking wine is a little odd  ;) Maybe I'll find a chasm, and milk purring maggots to make cheese.
Oh god. French goblins. What have I done?

Title: Re: Fuck dwarves.
Post by: Fenrir on January 29, 2008, 11:06:00 pm
quote:
Originally posted by Kagus:
<STRONG>We can always hope...


Speaking of which, what would we do with the children, provided any snatchers are successful?  Train them at the kennels into war dwarves?  Their bites are certainly strong enough.</STRONG>



They should become part of the community and work like any other kobold.
quote:
Originally posted by Kagus:
<STRONG>And what of the loot kobolds bring back?  They can't wear any of the stuff...  What would they pick up that might actually be useful?</STRONG>

I wonder why kobolds steal that stuff.
Title: Re: Fuck dwarves.
Post by: Misterstone on January 29, 2008, 11:07:00 pm
Do the gobbos eat fish/seafood? What about bones or meat from sentient life such as humans/elves/dwarves?
Title: Re: Fuck dwarves.
Post by: Kagus on January 29, 2008, 11:14:00 pm
They will most likely eat seafood.  Anything that bleeds, essentially.

And the sentient comment brought something to mind...  You need to remove the [BUTCHERABLE_NONSTANDARD] tag from other races!  That way, after an attack, you could chop up the corpses for extra goodies!

An what do you mean you can't farm muck roots?    I've had thriving farms with rat weed and bloated tubers, you just need to grab the first sample from the wilderness, the rest you can farm.


Another interesting thought:  Who launches sieges against goblins?  Other goblins?

Title: Re: Fuck dwarves.
Post by: Fenrir on January 29, 2008, 11:19:00 pm
Why is there a [BUTCHERABLE_NONSTANDARD] tag anyway? If you remove it from the dwarf definition will butchers chop up the fallen before anyone goes to bury them? Will butchers chop up buried dwarves?
Title: Re: Fuck dwarves.
Post by: Furious Fish on January 29, 2008, 11:28:00 pm
Huh. Well, I haven't been able to farm muck roots yet, it doesn't appear on the farm crops list anyway. I'll see if I can find a sample and try it.
Don't know yet if they'll eat bones from sentient things. They won't butcher kobold corpses, we'll see if they eat the bones when the corpses rot.

By the way, does anyone know if animals still breed when in chains? I know they won't in cages, but if chains work that would make things a lot more convenient for my mass slaughterhouse.

Title: Re: Fuck dwarves.
Post by: Kagus on January 29, 2008, 11:51:00 pm
Well....  It's under debate.  Nobody's really sure.

As for the butchering, I'm not really sure what all they'll eat or not eat.  I have no idea if a dwarf will eat the meat of another dwarf, but I'm pretty sure you can't butcher the live ones without using the dwarf companion.


You can try sticking animals in chains.  See if it works for you.

Title: Re: Fuck dwarves.
Post by: Furious Fish on January 30, 2008, 01:52:00 am
Oh god, this game is hilarious when all your workers have "He is very quick to anger" (goblins have different personalities from dwarves).

A stoneworker was unhappy, so he sought out the leader (a Very Strong, Very Agile Clerk) and yelled at him. The leader got an unhappy thought from being yelled at, threw a tantrum, and beat the stoneworker to death.

Now THAT'S management.

Title: Re: Fuck dwarves.
Post by: umiman on January 30, 2008, 02:32:00 am
o.O;;

Whoa! Can someone give a link to how to set up your own goblin fortress?

Title: Re: Fuck dwarves.
Post by: Kagus on January 30, 2008, 02:34:00 am
Not much required for a basic setup.  Just add the [CIV_CONTROLLABLE] tag to goblins in the "entity_civ.txt" file.

At least I think that's what he's using, I don't know if he's tweaked anything else.

Title: Re: Fuck dwarves.
Post by: Reign on your Parade on January 30, 2008, 02:46:00 am
quote:
Originally posted by Helmaroc:
<STRONG>Let's be prepared for Armok to come and say kobolds are better than everything else.</STRONG>

Why wait for armok? Kobolds own everything. Ever. AT ALL.

Title: Re: Fuck dwarves.
Post by: Furious Fish on January 30, 2008, 02:49:00 am
I made a separate install of DF, opened up entity_default.txt in the raws folder, cut [CIV_CONTROLLABLE] from the "mountain entity" list (dwarves) and pasted it into the "evil entity" list (goblins), and generated a new world.
Title: Re: Fuck dwarves.
Post by: niltrias on January 30, 2008, 02:52:00 am
quote:
    quote:Originally posted by Kagus:
   We can always hope...


   Speaking of which, what would we do with the children, provided any snatchers are successful? Train them at the kennels into war dwarves? Their bites are certainly strong enough.



Roast them alive! stew them in a pot! fry them, boil them, eat them hot! till beards blaze and eyes glaze, skin cracks and bones black...
etc etc.
That's what real goblins do with dwarves.

Title: Re: Fuck dwarves.
Post by: Kagus on January 30, 2008, 02:59:00 am
Soo...  We send out a raiding party so we can get one dwarf meal?  Seems a bit odd.  I say we capture a breeding pair, and then start preparing them with a variety of recipes.  Cooking at home is easier than having to order out for each and every one.


Sliver barbs!  That's what those evil little plants are called...  Gutter cruor and black dye for everyone!

They only grow in evil environments, by the way.  You'll still want to grow other things though, because gutter cruor is about as foul a drink as sewer brew and swamp whiskey.  Tuber beer is slightly less abrasive to the tongue.

But then again, these are goblins we're talking here...

Title: Re: Fuck dwarves.
Post by: Furious Fish on January 30, 2008, 03:02:00 am
I’m building an execution tower at the moment, for when I capture humans/dwarves/elves with cage traps. It’s going to be a tower with a balcony and a “pit” designation above a small hole in the ground going straight down into the magma. I’ll stick some statues around the hole and make it a statue garden, so my off-duty goblins can hang around and watch some executions for their amusement.
Title: Re: Fuck dwarves.
Post by: Furious Fish on January 30, 2008, 03:04:00 am
quote:
Originally posted by Kagus:
<STRONG>I say we capture a breeding pair, and then start preparing them with a variety of recipes.  Cooking at home is easier than having to order out for each and every one.</STRONG>

Oh my GOD, I so have to see if this is possible. The idea of having my entire fortress fed on a diet of babies is too awesome not to try.

Title: Re: Fuck dwarves.
Post by: Eruonen on January 30, 2008, 03:49:00 am
It's possible.
Make a new race called "Dwarven slave" and take away the [BUTCHERABLE_NONSTANDARD] and the intelligent creature tag.
There's also a tag to make them come with you at the start of your journey.
quote:
Originally posted by Furious Fish:
<STRONG># Elves will trade with goblins. Who knew?</STRONG>

I'm not surprised. Damn elves.

[ January 30, 2008: Message edited by: Eruonen ]

Title: Re: Fuck dwarves.
Post by: martinuzz on January 30, 2008, 05:06:00 am
quote:
Originally posted by Kagus:
<STRONG>They will most likely eat seafood.  Anything that bleeds, essentially.


An what do you mean you can't farm muck roots?    I've had thriving farms with rat weed and bloated tubers, you just need to grab the first sample from the wilderness, the rest you can farm.

</STRONG>


How do you farm bloated tubers and muck roots? They don't have seeds or spawn.
What mod do you use?

Title: Re: Fuck dwarves.
Post by: Kagus on January 30, 2008, 05:12:00 am
No mod, they provide seeds.  At least I think they do, I thought I remembered growing a little plot of bloated tubers and remembering that they looked a bit like sweet pods, just a different color.
Title: Re: Fuck dwarves.
Post by: Gigalith on January 30, 2008, 12:05:00 pm
Interesting. Now I really want a goblin fort. Do sieges happen, and if so what species comes?
Title: Re: Fuck dwarves.
Post by: Greiger on January 30, 2008, 02:12:00 pm
My custom race I play has the Carnivore tag as well.  Early game I get the most food from fishing, then once I start getting useless migrants I give them a bone crossbow a few bolts and tell them to go hunting.

If they die, one less mouth to feed, if they succeed they start bringing in somewhat large amounts of food until they get hurt.  If I got good food stores I make them off duty crossbow military to train up in the archery range before I send them off hunting.  It also helps to have traders bring every hunk of meat they have access to.

Title: Re: Fuck dwarves.
Post by: Scorpios on January 30, 2008, 08:19:00 pm
quote:
Originally posted by Furious Fish:
<STRONG>...so my off-duty goblins...</STRONG>

That's so going to end badly.

Title: Re: Fuck dwarves.
Post by: Puzzlemaker on January 30, 2008, 08:31:00 pm
quote:
Originally posted by Scorpios:
<STRONG>

That's so going to end badly.</STRONG>


Yet strangley hilarious!

Title: Re: Fuck dwarves.
Post by: Furious Fish on January 30, 2008, 09:27:00 pm
quote:
Originally posted by Gigalith:
<STRONG>Interesting. Now I really want a goblin fort. Do sieges happen, and if so what species comes?</STRONG>

I don't know yet. I get goblin traders instead of dwarves, and haven't seen a single dwarf or human yet. Elves have come to trade, and are getting pretty pissed off with me stealing most of their stuff (it's very satisfying stealing their "pets" and butchering them for meat), so hopefully they will come in force soon.
My walls and moat are completed, and I have a drawbridge (although there's no lever linked to it at the moment. must get around to that soon). One building inside the castle is finished, a large two-storey obsidian food store & dining hall (with butchers' shops and chained groundhogs underground). Magma smelters & forge are running nicely a little deeper underground, but unfortunately the only metal I've found so far is copper. Current architectural project is putting towers on the four corners, and walkable fortified battlements all the way around, so that when I have a good force of marksgoblins I'll be able to keep siegers at bay with ease.
Food is still a huge problem, I've run out of meat again and a lot of goblins are hungry. Goblin traders should be coming soon, and I have hunters patrolling for wild horses, so I should just about squeak by, but about five goblins starved to death last year and I think more will this year.
The funny thing about playing as goblins is it's a lot easier to not get attached to them, compared to dwarves. If I were facing the prospect of a dozen dwarves starving I'd feel bad, but these? Meh, they're only goblins. Die in service, for the glory of Witchwalls!

Speaking of which, a large immigrant wave has just arrived, and my population is far too high for me to feed. The volcano god demands sacrifice.

Title: Re: Fuck dwarves.
Post by: MindSnap on January 30, 2008, 11:26:00 pm
Ahem: Playable goblins

Me and metal chao worked a lot of this out. Much is posted, and there are some pre-modded downloadable raws to play with.

I added one plant for goblins for them to brew (it's still inedible) and let them take trolls, beak dogs and giant guinea pigs with them. you might want to increase the guinea pig lifespan though.

Title: Re: Fuck dwarves.
Post by: Furious Fish on January 30, 2008, 11:34:00 pm
Behold the glory of Witchwalls!

(http://i5.photobucket.com/albums/y160/alexquayle/witchwalls1.jpg)
http://mkv25.net/dfma/map-2014-witchwalls

Title: Re: Fuck dwarves.
Post by: Squeegy on January 30, 2008, 11:39:00 pm
I am so modding in an diff race. Playable kobolds for all?
Title: Re: Fuck dwarves.
Post by: Kagus on January 30, 2008, 11:57:00 pm
Huh, not quite what I was expecting.  I was thinking more along the lines of Sauron's tower in the LoTR series (Barad Dur?  I don't remember), a giant obsidian tower that housed everything.

For the starting sleeping/eating/other necessity areas I'd have little underground pockets dug into the dirt, with one stairway or ramp connecting it to the surface.  It seemed appropriate, somehow.

However, I'd probably just give up long before I'd even completed the second floor of the thing.  That kind of patience is a little beyond me at the moment.  

Looks nice, hope you get a sustainable source of meat set up soon.


I wonder...  Do cooked meals count as meat?  If they require even just one meat ingredient, you might be able to "trick" the goblins into eating some veggies by lumping everything together.  This might help out your food stocks.

However, you probably don't get access to food long enough to make anything out of it before it's gobbled up by the goblins.

Title: Re: Fuck dwarves.
Post by: Torak on January 31, 2008, 12:16:00 am
Why not ZOMBIE Goblin Fortress?
Title: Re: Fuck dwarves.
Post by: Quintin Stone on January 31, 2008, 12:50:00 pm
quote:
Originally posted by Kagus:
<STRONG>Huh, not quite what I was expecting.  I was thinking more along the lines of Sauron's tower in the LoTR series (Barad Dur?  I don't remember), a giant obsidian tower that housed everything.</STRONG>

How about Isengard?
(http://farm3.static.flickr.com/2207/2230023078_05730810d8_o.jpg)

[ January 31, 2008: Message edited by: Quintin Stone ]

Title: Re: Fuck dwarves.
Post by: Sean Mirrsen on January 31, 2008, 01:29:00 pm
I'm currently making a Dark Elf fort (mostly just evil renamed elves), and I have noticed something strange. Skeletal creatures do not attack them - and vice versa. While you'd think it would be good, it can backfire REAL quick. I was playing on a terrifying site, and a short while after I started, a whole platoon (15 or so) of skeletal rhesus macaques scurried through my camp and right past my good-for-nothing patrol swordsman, into the wagon that I hadn't even time to unload, and made off with about 45 units of food and some 20 or so booze, plus a shovel and some steel arrows. Not even one of the d.elves so much as tried to stop, or in fact even attempted to notice the incursion. The fort survived, only to be flooded by a "U-Tubed" well design.
The only survivors of the flood were the swordsman, the broker, and the carpenter who rested in their rooms, the two elven traders and their donkeys (all melancholy) locked in the depot, and the herbalist who was grass-gathering outside. The people in their rooms eventually died, either because they were thirsty and tried to drink, leaving the room, or because someone (a pet jaguar, in the case of the carpenter) opened the door to the room in search of dry ground. The traders starved to death, and the only ones alive in the fortress were the herbalist, and one of the stray cats that was loitering in the food stockpile. Not wanting to just "abandon", I suicided the herbalist by having him dismantle the base of the huge watchtower built above the fort entrance, and be crushed by it. So much for my first darkelven fort.
Now I've taken 40 bauxite blocks (to contain even magma if the need arises) and built a wall around my starting wagon, to prevent any critters from stealing anything again. So far the second fort is doing alright...
Title: Re: Fuck dwarves.
Post by: Greiger on January 31, 2008, 01:35:00 pm
Cooked stuff counts as meat when it is cooked.  Once my hunting is in full swing I start rendering fat and creating tallow stews.  

I'm kinda worried if you could cook plants and make them edible by carnivores but I never got around to testing despite plenty of opportunity.

Title: Re: Fuck dwarves.
Post by: sorbius on January 31, 2008, 01:47:00 pm
dwarf one-"Hey man, whatcha eating?"

dwarf two-"cookie made something special tonight! Beer and fat roast!" *vomit*

dwarf one-"um, you just threw it up.....why are you eating that?  and while I'm asking questions how the hell did he make a roast out of fat and beer???"

dwarf two-"cookie used ALL the beer to make it, so we are otherwise out of booze." *vomit* " you want some?"  

dwarf one-"..." *grabs bowl*  "yeah... I hate this place"  *vomit*

Title: Re: Fuck dwarves.
Post by: Dasqoot on January 31, 2008, 03:19:00 pm
That's amazing quintin. WOW   :eek: Is that a goblin fort by any chance?
Title: Re: Fuck dwarves.
Post by: Quintin Stone on January 31, 2008, 05:31:00 pm
quote:
Originally posted by Dasqoot:
<STRONG>That's amazing quintin. WOW    :eek: Is that a goblin fort by any chance?</STRONG>

Nope, just dwarves.  They're under contract from Saruman.
Title: Re: Fuck dwarves.
Post by: Kagus on January 31, 2008, 10:31:00 pm
I wonder what that place would look like in adventure mode...

That's one hell of a tower mate, you must have insane patience.

Or a macro.

Title: Re: Fuck dwarves.
Post by: Quift on February 01, 2008, 06:57:00 am
Isengard looks astonishing. Really like it. How is the interior layed out? is the tower inhabitet etc...

and witchfalls doesnt really strike my as goblinesque, I would go for something with a more primitive feel, housing along the edges of a chasm maybe. like an inverted tower, going downwards instead of up, and with rooms on the outside looking in instead of the opposite (duh..)

Title: Re: Fuck dwarves.
Post by: Quintin Stone on February 01, 2008, 02:12:00 pm
Yes, it's taken a lot of patience.  I haven't yet tried out any macro stuff; I've just built up muscle memory laying out the constructions.  It is inhabited.  The ground floor is the barracks, armory, and training.  Second floor is the dining hall (one huge room with a hundred or so tables and chairs).  Third floor food storage, kitchens, stills.  Fourth floor lounge (unfinished).  Fifth, sixth, seventh, eighth floors are residences.

In the basement you'll find stockpiles and most workshops (to keep the noise away from the residences).  The noble rooms are also underground, to allow engraving.

Title: Re: Fuck dwarves.
Post by: Kagus on February 02, 2008, 03:13:00 am
I've been trying out some gobbo forting.  Had a bit of a scare early on though, as I settled in a very hot climate (all the ponds had long since evaporated) with no brook, and goblins can't take booze from the start.

I also only had three wooden logs, and my other barrels were stuffed full of turtles (get extra food from the bones, yet another reason to go turtle).  I had to dig out some rock, build a still and a carpenter's workshop (after taking down the previous ones, which were made out of aforementioned logs), and start making barrels and booze.

Well, the first barrel suffered from lack of micromanagement and got stuffed full of useless hide roots.  The second barrel fell prey to a bug, and refused to be stuffed full of anything.  But the third barrel was juuust right.

So I had seven goblins all clamoring or the same barrel.  Two goblins died of thirst, a miner and my very much needed goblins sniper (crossbow).  The reason he was very much needed was because I happened to settle on a place that had not one, but two chasms (so far).  One serpentine and one pit.  I had a tiny bit of space on my side of the chasm, and promptly decided to only dig out a hallway on that side and slap everything else on the far side.

Right over the heads of a family of inquisitive ratmen.

I had to station the crossgoblin there to fire down at them whenever one decided to poke its head out, or else nothing would get done dut to cancellations.  But then he died, and I needed to conscript someone else.

Anyways, things have stabilized somewhat.  There are several deceased batmen at the bottom of the chasm with bolts stuck in them, and there's a ratman who wanders around in his little hole passing out from time to time due to the iron bolt that's currently stuck in his arm.  I even got a wave of completely useless migrants (lye maker, weaponsmith, siege operator, three peasants...) who were sent to work doing menial jobs.

I didn't want the ratmen to bother me anymore, and the angle my goblins were firing from wasn't that great.  So I built a couple bridges out to see if maybve they could hit 'em from there.  No luck.

Since there were two bridges, I figured I'd just remove the one that was connected to my main bridge, and have the other collapse (it was far enough away not to suck anybody in).

Well, guess which end of the bridge my highly skilled mason/architect decided to deconstruct it from?  Yep, he stood on the second bridge, and removed his support, tumbling into the chasm below.

But hey, I'm not complaining.  I've got a fresh new batch of mason recruits, and I didin't lose a single goblin to my controlled cave-in.  Not even the imbecile miner who dug out the last space from the wrong side, and got trapped on the platform.

There's even a perfectly shaped doomtower overlooking my front entrance!  Since it's part of the cliff, it goes up several levels with all manner of bloodletting potential!  It's even got the right spacing inside of it to allow for catapults to be centered comfortably inside.

Pity trolls don't breed though.  I should have fixed up the stuff in the goblin mod before starting up.

Title: Re: Fuck dwarves.
Post by: Bullion on February 02, 2008, 05:20:00 pm
quote:
Originally posted by Quintin Stone:
<STRONG>
How about Isengard?
 (http://farm3.static.flickr.com/2207/2230023078_05730810d8_o.jpg)

[ January 31, 2008: Message edited by: Quintin Stone ]</STRONG>


isn't that tower called Orthanc?  [/Nerd]

Title: Re: Fuck dwarves.
Post by: Kagus on February 02, 2008, 10:10:00 pm
Yeah, that's the tower of Orthanc.  But it's in Isengard, and more people know "Isengard" than "Orthanc", so it counts.


EDIT:  I've just had a birth in my fortress!  The giggling goblin girl "Nguslu Nusnakaspuz"

How delightful!  Now, let me get my goblin dictionary to find out what that means...  

...

"Terror Odorincests".

[ February 02, 2008: Message edited by: Kagus ]