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Dwarf Fortress => DF Community Games & Stories => Topic started by: xkcd1963 on August 08, 2021, 08:24:21 pm

Title: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on August 08, 2021, 08:24:21 pm
Babinushal – Nâzomkib
Friendlytreason – Dreamynet

(https://i.imgur.com/yXxNStI.png)

Have you always wanted to live on a volcanic, reanimating mountain, with local bitter sludge and eerie mist, in a world that is mostly an evil biome and is infested by goblins? Would you like to play a succession game without rules EXCEPT one? Do you commit treason but in a friendly way? Then this fortress is made for you!

Let us know if you are taking over and I'll happily add you to the succession list below. Being dorfed is welcome as well.

Rules
Spoiler (click to show/hide)

Successions
» year 193: xkcd1963 part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8303962#msg8303962)
» year 194: Mobbstar part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8306235#msg8306235)
» year 195: NordicNooob part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8307079#msg8307079) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8307637#msg8307637) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8310248#msg8310248) • part 4 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8314779#msg8314779)
» year 202: xkcd1963 part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8344323#msg8344323) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8344483#msg8344483) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8347455#msg8347455)
» year 205: Bombyx Mori part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8351447#msg8351447) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8361036#msg8361036)
» year 208: AvolitionBrit part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8366461#msg8366461) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8368018#msg8368018)
» year 211: StrikaAmaru part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8373182#msg8373182) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8373220#msg8373220) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8374639#msg8374639) • part 4 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8375820#msg8375820) • part 5 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8377624#msg8377624)
» year 215: AvolitionBrit part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8378248#msg8378248)
» year 219: StrikaAmaru part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8382549#msg8382549) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8383392#msg8383392) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8386077#msg8386077) • part 4 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8387474#msg8387474) • part 5 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8388168#msg8388168)
» year 220: AvolitionBrit part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8393205#msg8393205)
» year 220: xkcd1963 part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8392393#msg8392393)
» year 228: StrikaAmaru part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8395495#msg8395495) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8386077#msg8386077) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8396931#msg8396931) • part 4 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8397475#msg8397475)
» year 229: xkcd1963 part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8399034#msg8399034) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8401154#msg8401154) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8435792#msg8435792) • part 4 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8436401#msg8436401) • part 5 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8437332#msg8437332)
» year 231: StrikaAmaru part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8441039#msg8441039)
» year 239: dikbutdagrate part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8448369#msg8448369) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8448369#msg8448369)
» next: ?

Some screenshots
Spoiler: dormitories @xkcd1963 (click to show/hide)

Comic strips

Current population cap: 75
DF version: 0.47.05
Fortress map size: 4x4

=== Original Post ===
Spoiler (click to show/hide)
Title: Re: 1 year play switch save file (community fort)
Post by: Mobbstar on August 09, 2021, 06:44:12 am
You're in the right room! This subforum is home to several community/succession/bloodline fortresses. Take a look at the recently active threads to see the on-going ones.

You understand how community forts work. One thing I'd like to suggest is setting (or discussing for) a theme or glorious goal right away. For example, Smallhands is a deliberately downscaled fort (a "fortalice" i suppose?), Smithsoldier is a bastion against goblins (well, now inhabited by lawful goblin citizens somehow), Ardentdikes was built between a volcano and a river;

At any rate, I'll be watching and probably joining.

As for your observations:
Title: Re: 1 year play switch save file (community fort)
Post by: xkcd1963 on August 09, 2021, 02:19:35 pm
@Mobbstar awesome. I'm oblivious to the currently running community fortresses, not sure if they accept outsiders so easily. Starting a new community fortress seems like an idea to me.

What would be a good theme or glorious goal that comes to your mind? Mine would be to have the longest running fort by in-game year count for a community fort (though I suppose there must be some very old ones going in that direction already). I suppose the biggest challenge here would be FPS death, or maybe memory corruptions.

I generally like chaos, so I'm not against as example, random levers littered across the map. I suppose that a visit to the clowns will happen fairly quickly if the fort should prevail centuries. I would probably try though to eliminate stone boulders and catexplosions before they take a toll on FPS.

The save file probably also shouldn't be too big for easier internet transfer, what do you think? Is a world dimension with 33x33 and history of ~100 years too restrictive? Is an embark of 4x4 too small? I don't have the most performant PC either.

Thanks for the clarifications. In their game they had "Urist fell into a deep chasm" and it was in the upper caverns I'm quite sure. "Impenetrable" heh.
Title: Re: 1 year play switch save file (community fort)
Post by: Mobbstar on August 09, 2021, 04:04:31 pm
I'm oblivious to the currently running community fortresses, not sure if they accept outsiders so easily.

Most community forts will gladly add you to their queue and it'll be your turn in a few weeks. Some even say something along the lines of "looking for overseers" in the title and the only thing stopping you from reviving old forts is whether the last person posted their savefile.

What would be a good theme or glorious goal that comes to your mind? Mine would be to have the longest running fort by in-game year count for a community fort (though I suppose there must be some very old ones going in that direction already). I suppose the biggest challenge here would be FPS death, or maybe memory corruptions.

I know of Archcrystal (http://www.bay12forums.com/smf/index.php?topic=156319.0), which has managed to keep running for almost 500 years now (since 2015). It is not a community fort though, that would be extremely impressive! Perhaps a new player every year is too slow for that.

I generally like chaos, so I'm not against as example, random levers littered across the map. I suppose that a visit to the clowns will happen fairly quickly if the fort should prevail centuries. I would probably try though to eliminate stone boulders and catexplosions before they take a toll on FPS.

I wonder if it were fun to make a community fort where every year, a lever/tripwire with some functionality must be added. Can be as easy as a door control, or as disastrous as a self destruct button. If you have to take one down for whatever reason, you must add another elsewhere.

The save file probably also shouldn't be too big for easier internet transfer, what do you think? Is a world dimension with 33x33 and history of ~100 years too restrictive? Is an embark of 4x4 too small? I don't have the most performant PC either.

Good thinking! The suggested parameters sound good to me.
Title: Re: 1 year play switch save file (community fort)
Post by: xkcd1963 on August 12, 2021, 12:08:13 am
Quote
Most community forts will gladly add you to their queue and it'll be your turn in a few weeks. Some even say something along the lines of "looking for overseers" in the title and the only thing stopping you from reviving old forts is whether the last person posted their savefile.
Noted. Do you currently play one?

Quote
I know of Archcrystal, which has managed to keep running for almost 500 years now (since 2015). It is not a community fort though, that would be extremely impressive! Perhaps a new player every year is too slow for that.
Archcrystal, an amazing fort.

Quote
I wonder if it were fun to make a community fort where every year, a lever/tripwire with some functionality must be added. Can be as easy as a door control, or as disastrous as a self destruct button. If you have to take one down for whatever reason, you must add another elsewhere.
Ok. I've added plenty already (see below).

Quote
Good thinking! The suggested parameters sound good to me.
Okay, here we go then (0.47.05): https://dffd.bay12games.com/file.php?id=15636

»The Land Of Brilliance«
Location: The ungodly tooth
Mountain: The order of fire

Civilization: The Dreamy Net
Fort: Friendlytreason
Government: Friendlydevils

Official goal: Extract minerals for the glory of our king

Expedition leader Athel Inkyvory – 15th of Granite 193
It has been a very dangerous ride to reach the tip of this mountain. Luckily none of us got into squirrels with the local wildlife. Wildlife is not precise, it's rather dead animals that somehow continue to live. Their flesh has disappeared but they continue to roam this forsaken place. Where do these beings take that strength from? Anyway, I've to focus on my mission, we are to extract the minerals that this place has to offer and send it to the southern commonwealth. The decisions that have been made in the mountainhomes are good from commercial perspective. This mountain is rich in minerals. We've already found ore for gold, silver, lead, zink and copper. No iron in sight yet though.

Expedition leader Athel Inkyvory – 18th of Granite 193
It's raining bitter sludge! Why oh why did we decide to come here? This hellish beast of a flying skeleton is freaking me out! And an eerie mist is roaming the countryside, I'm glad we did not come in contact with it.

And our first kill goes to Zuglar:
Spoiler (click to show/hide)

Catten has been badly wounded by an undead wolverine while running to a pond to clean himself from sludge:
Spoiler (click to show/hide)

Expedition leader Athel Inkyvory – 15th of Felsite 193
We've finally established a secure place for ourselves. We have killed 23 undead beings, poor Catten seems to have taken big hits, though his bended extremities look somehow fascinating to me now, I'll have to investigate that. We've started to dig down. Though there is sure enough beverage for this year to come, we need a source of emergency water. New reinforcement has arrived from the mountainhomes, they won't see whats comin these fools.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

New temple inquired:
Spoiler (click to show/hide)

Marriage of expedition leader and Catten:
Spoiler (click to show/hide)

Expedition leader Athel Inkyvory – 15th of Granite 193
One year is over. After we have had closed ourselves in, nothing particular had happened. I started my duties as priestess of the Blockaded Sanctuary (change the name if you like) and I've no more time to manage this fortress for the time being. We are running very low on food and beverage, but we've already established farms close to the watersource and many more are supposed to be build. Maybe we should consider cave fishing, although it is very dangerous to go out in the caves.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Laterigrade on August 12, 2021, 01:30:23 am
oh, hello new person, it’s very cool that reading Headshoots enlightened you as to the possibility of community forts
there are quite a few of those stories written up in the Hall of Legends (http://www.bay12forums.com/smf/index.php?topic=168375.0)
I recommend reading Boatmurdered next because it’s the next-most-famous, not to mention glorious
lots of these stories are so old that DF was still 2D then, never mind crazy things like hitting people so hard they fly away

by the way, if you’re doing a community fort in this thread, you might want to update the original post with what you’re doing and some rules for turn-taking and such, which I recommend taking from threads like Smallhands (http://www.bay12forums.com/smf/index.php?topic=175473.0) or such

I like your name, by the way, is 1963 your favourite xkcd, or just the most relevant?
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: fatcat__25 on August 12, 2021, 01:37:54 am
PTW

Also, I looked and 1963 is probably the most fitting xkcd for a username.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Laterigrade on August 12, 2021, 03:02:45 am
PTW

Also, I looked and 1963 is probably the most fitting xkcd for a username.
ehhhh, imo 910 (https://xkcd.com/910/)’s better :D
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Mobbstar on August 12, 2021, 12:22:41 pm
Friendlytreason    : )
Undead volcano >: D

I think the screenshot of battered Catten is erronously shown twice.

Took a peek at the savefile and, ho boy this is going to be interesting. The food situation alone is very exciting, with the farmplots freshly tilled, no livestock to speak of, and the only cavern with edible plants is filled with flying undead.

Noted. Do you currently play one?

At time of writing, I'm in the queue for the Colorless Houses, but that'll take a while. Therefore, I could and would take the next turn of Friendlytreason if nobody else steps up. (No promises I'll be even just half as productive as you!)
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: NordicNooob on August 13, 2021, 01:27:47 am
PTW

Also, I looked and 1963 is probably the most fitting xkcd for a username.
ehhhh, imo 910 (https://xkcd.com/910/)’s better :D
If you're gonna make your username an xkcd comic, you should at least put xkcd 1223 (https://xkcd.com/1223/) in your sigtext.

And what exactly is this fort aiming for? Old age? Just a run of the mill fort, do whatever? Buncha stupid dwarf tricks with a trillion levers? If we're going for old age I suggest imposing some rules, which you can just edit your first reply to the post to have (as well as maybe a turn list). I'd suggest a 40 pop limit, and then just a general rule of "try not to spam too much livestock or items." For a long term fort longer turns could be useful; maybe even 5 or 10 years per turn; things go a lot slower with 40 dwarves, so that's not as daunting as it sounds as long as we keep FPS high. Maybe 5 years, since at 100 FPS 10 years is a full day of hard play, and I doubt a 4x4 triple cavern reanimating biome is gonna stay at 100 FPS, especially with some having computers not up to the task.

Since we've already got a year done (and since formative years are the most important) we could just wait 5 turns at 1 year per turn so that we aren't jumping from year 1 to 6 to 11 and staying uneven for all of time.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: xkcd1963 on August 13, 2021, 11:47:01 pm
Quote
I recommend reading Boatmurdered
oh yes!

Quote
by the way, if you’re doing a community fort in this thread, you might want to update the original post with what you’re doing and some rules for turn-taking and such, which I recommend taking from threads like Smallhands or such
Noted, I'll update the original post and I've adjusted it already to something similar as in Smallhands.

Quote
I like your name, by the way, is 1963 your favourite xkcd, or just the most relevant?
Quote
Also, I looked and 1963 is probably the most fitting xkcd for a username.
Quote
ehhhh, imo 910’s better :D
Quote
If you're gonna make your username an xkcd comic, you should at least put xkcd 1223 in your sigtext.
:D

Quote
I think the screenshot of battered Catten is erronously shown twice.
Damn you are right, I've crossed it out, also replaced the images with 1200px width, not sure which is the best image host.

Quote
At time of writing, I'm in the queue for the Colorless Houses, but that'll take a while. Therefore, I could and would take the next turn of Friendlytreason if nobody else steps up. (No promises I'll be even just half as productive as you!)
No worries about the productivity, do as you please. Nobody else stepped up so go for it : )

Quote
And what exactly is this fort aiming for? Old age? Just a run of the mill fort, do whatever? Buncha stupid dwarf tricks with a trillion levers? If we're going for old age I suggest imposing some rules, which you can just edit your first reply to the post to have (as well as maybe a turn list). I'd suggest a 40 pop limit, and then just a general rule of "try not to spam too much livestock or items." For a long term fort longer turns could be useful; maybe even 5 or 10 years per turn; things go a lot slower with 40 dwarves, so that's not as daunting as it sounds as long as we keep FPS high. Maybe 5 years, since at 100 FPS 10 years is a full day of hard play, and I doubt a 4x4 triple cavern reanimating biome is gonna stay at 100 FPS, especially with some having computers not up to the task.
Hm you are right, there is a lot to consider. I'm not sure whether we should aim for a long list of successions (1year) or just long in-game time (flexible span of years). We'll have to clean up things occasionally, using atom smashers, reduce animals, remove stones ...

Quote
Since we've already got a year done (and since formative years are the most important) we could just wait 5 turns at 1 year per turn so that we aren't jumping from year 1 to 6 to 11 and staying uneven for all of time.
Why are the formative years the most important ones?
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: NordicNooob on August 14, 2021, 02:44:48 pm
Why are the formative years the most important ones?
They determine the entire shape of the fort: what industries are where, how established each one is as the primary industry for x or y, where maintenance tunnels that inevitably crop up will lead to and from, and all that jazz. Of course, most of these things aren't permanent: a lot of really old forts just completely rebuild the fortress later on (I did it in my second oldest fort, though my oldest by far is still running off the same initial bit I made), and if we're going on multiple generations training dwarves to legendary in new industries and repurposing old rooms is trivial. But succession forts are messy, and it stands that often times we'll have bigger problems than perfecting fortress life, especially in a hostile environment.

The first thirty or so years are gonna be the worst, until we've established true control over the map, though the fort will already have taken shape long since then. Since the wildlife is by default undead, I presume that the embark is reanimating, which means sealing the map edges on all three caverns will be critical. This is something I've struggled with a lot, and led to the eventual death of my second oldest fort, which lasted around those thirty years before losing the two-couple requirement due to continued incidents with the caverns (with the alternative being FPS death), although I was on a very hostile embark (terrifying glacier with nothing but a copper nugget and an anvil, and no migrants), which prevented me from initially dealing with them. However, we have three caverns to deal with, and I used a custom param set to only have one, so the time we spend on the first and second caverns might mean the third will be extremely terrifying to deal with. I say thirty years specifically, because if we don't get full control of the map (more specifically the caverns) by then we will have failed and the fort will succumb to FPS death even by normal standards, never mind by long term standards.

Hm you are right, there is a lot to consider. I'm not sure whether we should aim for a long list of successions (1year) or just long in-game time (flexible span of years). We'll have to clean up things occasionally, using atom smashers, reduce animals, remove stones ...
I think flexible yearspans is a very interesting idea; we could just change it depending on fort objectives, the current player's free time, and FPS. If we're struggling with undeadsplosions five year turns starting year five could become very long and very bad if somebody finds themselves unable to progress on the front of stopping them. But if we're way past that and the player has a free weekend and a good computer, I could also see somebody blowing through ten years in that weekend: the most I've done in my fort is a bit more than 10 years in a day, and I wasn't even AFKing it for half that; 16 is about the maximum for ~100ish FPS.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Mobbstar on August 14, 2021, 04:08:16 pm
Nobody else stepped up so go for it : )

I shall see to it during next week.

Since the wildlife is by default undead, I presume that the embark is reanimating, which means sealing the map edges on all three caverns will be critical.

I'll keep that in mind, thanks! Based on cursory research just now, I assume the kind of seal you are talking about is raised bridges? If nothing else, I should start making armour and tenderisers to reclaim the first layer with before it gets too late. (Un-)fortunately(?) the second layer is mostly flooded from what i saw.

Do we need to worry about undead magma crabs crawling out of the 'cano?
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: NordicNooob on August 14, 2021, 04:48:50 pm
Nope, in the caverns you can construct walls up to the edges. Doing so allows you to just prevent cavern wildlife from entering the map, getting killed, and reanimating. Minecart crusher will probably be necessary for the second and third layers if we wish to keep the undead populations low, which will at least buy enough time to get squads down there to support construction crews going down there.

And no, only the surface wildlife will be undead.

I might be up for a turn, but it'll be a while; I've got a bunch of irl stuff going on for the next two weeks, so I don't want to make commitments I can't follow through with.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: BudTomazi on August 14, 2021, 06:54:11 pm
I'd like to be dorfed and added to the turn list.  Its been a while since I played in a biome this difficult, so it should be interesting. 
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Laterigrade on August 15, 2021, 02:05:24 am
PTW

Also, I looked and 1963 is probably the most fitting xkcd for a username.
ehhhh, imo 910 (https://xkcd.com/910/)’s better :D
If you're gonna make your username an xkcd comic, you should at least put xkcd 1223 (https://xkcd.com/1223/) in your sigtext.
weird as it sounds, that xkcd actually got me into DF; that comic enlightened me as to its existence — which I guess dates me, but in the opposite direction to usual :D
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Mobbstar on August 18, 2021, 02:01:01 pm
Status update: Autumn, had to revert to a backup because a single feather achieved what its former owner could not - completely wipe out the fortress (dodging a desperate magma spill on the way too)

Anyways, back on track, I should be done by friday or so.

I'd like to be dorfed and added to the turn list.  Its been a while since I played in a biome this difficult, so it should be interesting.

Want me to pick one for you, or would you rather wait your turn and choose one yourself? EDIT: I did not dorf you since it looks like you're up next anyways.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Mobbstar on August 19, 2021, 04:55:57 pm
Music suggestion: Shadows by Rasmus Fynbo (https://rasmusfynbo.bandcamp.com/track/shadows)

2nd Year

15th Granite - Aban Mebzuthďteb

Our food stocks are low. Our leader Athel Likotsosad has put me in charge of rationing and protecting what little we have left. We should be able to survive on water and scraps until the first harvest, and we will have to. The caverns are not safe and fishing seems like a bad idea too, given the curses that befall all dead in this land. Our unfortunate liaison's beheaded body claws at the fort gates at this very moment.

21st Granite - Aban Mebzuthďteb

I've begun planning a more varied kitchen to allow us the processing of sweetpods into syrup. This will take a while, but should bolster our food supplies enough so we need not tighten our belts until the farms are finished and the crops ripe.

The earth around the upper cavern rumbles. More draltha must have fallen victim to - and thereupon joined - the horde besieging us. With every apathetic step they take, their enormous injured bodies send unnerving shockwaves to our fort. They never seem to sleep or rest. It is starting to wear on our sanity, and we fear they will never let loose. What if the contrary comes true, and they continue to grow in numbers? We have reinforced the barricade with a brick wall, but will that be enough to keep us safe?

Spoiler (click to show/hide)

18th Slate - Aban Mebzuthďteb

We now have enough food reserves to make it through summer, and our farms should keep us fed. We might even be able to make booze again! In light of this success, I have been declared account keeper and work manager, and will assist in all future projects.

Sibrek has requested Kulet that they go outside together and strike down any straggling husks, so that new workers from the mountainhome may arrive safely. The latter disagreed, called it foolish, and mentioned Cattens numerous scars as proof. While I am terrified by the thought of heads-on battle against such unwavering, uncaring opponents, I also wish the siege would finally be broken. Perhaps the mechanics can develop a trap to defeat the shambling corpses without casualties.

1st Felsite - Aban Mebzuthďteb, Manager

Workers from the mountainhome have arrived. The only obstacle to their entry was the headless liaison. Oh, the irony! We have locked her it in a room and hope it doesn't rise yet again. Though, if it does, we could at least use it to test traps with...

5th Hematite - Aban Mebzuthďteb, Manager

Against our better judgement, we are considering to carve a trade depot into the rockface. Such a room would require at least two sturdy gates: one to protect the inner fort, and one for the merchants to protect themselves after their arrival. Perhaps we could create this before autumn, in hope of dwarven goods, but we mustn't hurry such a dangerous matter.

The mechanics and metalsmiths have prepared cage traps, which will capture any creature careless enough to step on one. It worked against a relatively small, but no less meaningful, opponent: Liaison Dumat Lokumnazush's corpse, which the merchants can hopefully return to the mountainhome for a proper burial. I suppose that would count as an offering, though it'll hardly stoke goodwill.

1st Malachite - Aban Mebzuthďteb, Manager

We have begun walling off a section of the lower caverns, far enough that no horde can wander within earshot. Our dear leader Athel Likotsosad insisted on doing her part, despite expecting a child soon. Too soon, as it'd turn out. The boy came out healthy on a bed of moss, and is now with his father Catten, at the masonry.

Spoiler (click to show/hide)

8th Malachite - Aban Mebzuthďteb, Manager

Life in Friendlytreason is getting better, but our attention keeps turning to the stampede. We are getting desperate for a solution. Tapping the volcano seems too haphazardous, cage traps require much more metal for this many adversaries, and we just don't have enough fighters to stand a chance in direct combat. These haunting dead never rest, and neither must our approach to the matter. On a prayer, we will dig deeper and try to capture a magma crab, to be used as a sentry as well as its own lure. Even if nothing comes of that, we will get more metal ore for cages.

10th Malachite - Aban Mebzuthďteb, Manager

Blast! As we dug down, we hit another cavern, and a swarm of creepy crawlers ascended. They are upon our farms and our stockpiles, constantly hoping to slip into a barrel of food. The bulk of them, however, went the other way, into the secured caverns. Perhaps they smell the dead above, because they seem to wander towards a crack in the ceiling. If we are lucky, they'll eat the flesh off our nightmares, leaving only bones to be smashed. Or the draltha will stomp the crawlers and liberate us of our newfound worry.

Either way, we must focus on securing this new cavern while it is empty. The silence is only broken by our own miners and masons, and the distant wails of a jabberer. That might be a good sign, since only the living can feel pain, meaning it isn't dead. Yet. Such a collosal beast is sure to crush or withstand smaller dead, but we must be ready to retreat should it quiet.

Spoiler (click to show/hide)

16th Limestone - Aban Mebzuthďteb, Manager

Miraculously, the dwarven merchants have arrived safely and taken shelter in our new depot. With great horror, they observed our captured specimen, and are willing to trade for them. A blood-thirsty, nigh-unstoppable and yet restrainable monster must seem like an excellent war animal. I hope they heed our warnings and treat the beasts with caution. As for the liaison, the merchants refused the body, therefore it has been cremated on-site.

Work on the deepest cave has taken most of the past month, but we find it quite a relief to be away from the siege. Some have even slept on the soft moss, despite the threat of hungry heads floating over the half-set walls.

24th Limestone - Aban Mebzuthďteb, Manager

A large, unfathomable beast has snuck into the cavern perimeter. Some of the armed dwarves heard the tormented jabberer die and held ground. Apparently the intruder strongly resembles a monster from a nursery tale, wherein it eats children who stay up late. Can't fight anything bigger than children it seems, because nobody got injured in the battle. Now we hurry to destroy the bodies before they destroy us. (I had a nightmare that a single feather managed to slay the whole fortress. It is quite amusing, in hindsight.)

12th Timber - Aban Mebzuthďteb, Manager

I won't need to ration food anytime soon. We could last longer than a year on Thob's glazed meat alone! (And the syrup should keep it fresh as long as we keep the vermin off it.) For the first time in months, possibly since I arrived here, we've been jolly.

Spoiler (click to show/hide)

17th Timber - Aban Mebzuthďteb, Manager

The gemcutter Sigun Ekirstukos has superceeded my authority, constructed a jewelery workshop, and took a gem. At least she made up for it with a truly marvelous flask, made of pure garnet. She calls it Flickeredlead, though I do not understand what our lead cages have to do with it.

Spoiler (click to show/hide)

10th Opal - Aban Mebzuthďteb, Manager

At long last, the lowest cavern is secured. Short of fish, we don't expect to get bothered from down there.

1st Obsidian - Aban Mebzuthďteb, Manager

Momuz Lalurvad, who had been spared of most labours, and Solon Isdenkogan, are now the proud mothers of the second and third children to grace this fort. The boy is particularly energetic and both are clearly healthy. What joy!

8th Granite - Aban Mebzuthďteb, Manager

The constant shaking around the upper caverns, however faded, still troubles me, and I am sick of pretending otherwise. All things natural get warped into nightmares around here, and it is up to us to make ourselves a home. I have implored the mechanics to come up with a better solution than cage traps. Time will tell if we can secure ourselves some quiet at last.

Spoiler (click to show/hide)



The file: https://dffd.bay12games.com/file.php?id=15644 (https://dffd.bay12games.com/file.php?id=15644)
I wish whoever continues this a very Fun time reclaiming that cavern.

It sincerely was fun, though nerve-fracking. Especially the forgotten beast. If I forgot to mention something feel free to ask!

(Edit: using different image source; if you read this, i did a history preservation for YOU!)
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: xkcd1963 on August 20, 2021, 01:38:42 pm
Hail HailMobbstar, who created the legendary engraving of the second part of Friendlytreason in the year 2021! His reign gifted us three children and made the fortress a lot more secure for future generations.

Great music theme. I really like the statues at the trading entrance a lot. Ingish killed the forgotten beast, Tulon and Sakzul also had their fair share with the rodent men. I had totally ignored the liason, were you really not able to trade his corpse back to the mountain homes? Does fishing undead biome cause undead fish? Where did you get all the meat from or rather where did you capture the creatures? The feather is hilarious, maybe we could use it as a secret weapon for future sieges hahahah.

Amazing job with the walls! Awesome. I've one point of concern though, if we are to eradicate all undead on the first cavern floor, the game will have more available slots for creatures to spawn. There is much more open border space on the 2nd cavern floor than on the 3rd (I think only one opening at the 3rd) through the water, e.g. some forgotten beasts can swim and fly and could hence spawn at 2nd and 3rd floor. I'll try to reclaim the pools with magma at some point.

Can't wait to drink from Flickeredlead!



I think flexible yearspans is a very interesting idea; we could just change it depending on fort objectives, the current player's free time, and FPS. If we're struggling with undeadsplosions five year turns starting year five could become very long and very bad if somebody finds themselves unable to progress on the front of stopping them. But if we're way past that and the player has a free weekend and a good computer, I could also see somebody blowing through ten years in that weekend: the most I've done in my fort is a bit more than 10 years in a day, and I wasn't even AFKing it for half that; 16 is about the maximum for ~100ish FPS.
How about we change the rule then that the amount of years is flexible per turn (and thus we aim for longest in-game playtime as a goal) but that after claiming a turn one has a maximum of one week to post the new gamefile. Optimistically in a real year we could have 52 turns, let's say average game time 3 years, so 156 years in-game playtime.

Also, do we want to restrict the amount of dwarfes/visitors? To which maximum?

weird as it sounds, that xkcd actually got me into DF; that comic enlightened me as to its existence — which I guess dates me, but in the opposite direction to usual :D
pick a number and get dwarfed, hah :P

Want me to pick one for you, or would you rather wait your turn and choose one yourself? EDIT: I did not dorf you since it looks like you're up next anyways.
It's either BudTomazi or NordicNooob now, unless somebody else wishes to take over. What is the idea of being dwarfed, it's about having a dwarf with your name and some roleplaying right?

I've a vision for what we could build ontop of the mountain:
Spoiler (click to show/hide)
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Mobbstar on August 20, 2021, 03:12:28 pm
I had totally ignored the liason, were you really not able to trade his corpse back to the mountain homes?

The full story is that, similar to war prisoners, trying to bring the liaison's zombie to the depot resulted in the cage itself getting hauled, with the zombie free to attack people. A single punch knocked her out but it seems corpses cannot be brought to the depot either. That's why i said the merchants refused the offering. So she got the Fun Alternative To Burial.

Also! I checked legends mode and she was a proud mother, and wife of an influential baron. We really ain't stoking goodwill here haha.

Does fishing undead biome cause undead fish?

I have no idea. If you check the combat/deceased logs you should find that even wool came to life, somehow. Given the aforementioned, undead fish stand to reason. Then again, fishing only yields "vermin" creatures, do those come to un-life? Is that why you brought no cats?

Where did you get all the meat from or rather where did you capture the creatures?

The meat comes from the same creatures as the feathers: From the Forgotten Beast and the poor beaten Jabberer (latter got killed by former). The roasts should mention that in their descriptions. I foolishly thought butchering the corpses would resolve all threat, and saved as soon as those jobs completed, thereby locking myself in feather-hell until I managed to get the danger sealed away.

On a related note, I didn't mention the rodentfolk in the story because there were actually only a few severed arms and a toothless head gently pushing against the perpetually unconscious jabberer, and those all got crushed by the Forgotten Beast too.

e.g. some forgotten beasts can swim and fly and could hence spawn at 2nd and 3rd floor. I'll try to reclaim the pools with magma at some point.

I have only ever seen Forgotten Beasts arrive on solid ground, but maybe you're right. Besides those, the only [AQUATIC] cavern creature I know are pond grabbers, who wouldn't randomly start killing each other, ergo no zombie snowballing fps death. Or at least that was my rationale. Apply magma regardless :)

What is the idea of being dwarfed, it's about having a dwarf with your name and some roleplaying right?

It's the DF equivalent of getting turned into a marketable plushie! ;D
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: xkcd1963 on August 21, 2021, 01:58:18 pm
The full story is that, similar to war prisoners, trying to bring the liaison's zombie to the depot resulted in the cage itself getting hauled, with the zombie free to attack people. A single punch knocked her out but it seems corpses cannot be brought to the depot either. That's why i said the merchants refused the offering. So she got the Fun Alternative To Burial.

Also! I checked legends mode and she was a proud mother, and wife of an influential baron. We really ain't stoking goodwill here haha.
Fun Alternative xD.. The hell she came to Friendlytreason; it's not like a normal tourist destination, some willform of self-preservation is genuinely expected.

I have no idea. If you check the combat/deceased logs you should find that even wool came to life, somehow. Given the aforementioned, undead fish stand to reason. Then again, fishing only yields "vermin" creatures, do those come to un-life? Is that why you brought no cats?
We need do to some dwarfen science here. Until I read about the creepy crawlers which you mentioned I didn't know food rots much faster under their influence unless mitigated by vermin consumers such as cats. Maybe we can buy some from the next merchants.

The meat comes from the same creatures as the feathers: From the Forgotten Beast and the poor beaten Jabberer (latter got killed by former). The roasts should mention that in their descriptions. I foolishly thought butchering the corpses would resolve all threat, and saved as soon as those jobs completed, thereby locking myself in feather-hell until I managed to get the danger sealed away.

On a related note, I didn't mention the rodentfolk in the story because there were actually only a few severed arms and a toothless head gently pushing against the perpetually unconscious jabberer, and those all got crushed by the Forgotten Beast too.
I remember watching Steelclutches by Kruggsmash he had a butcher workshops surrounded by cage traps in a separated room.

I have only ever seen Forgotten Beasts arrive on solid ground, but maybe you're right. Besides those, the only [AQUATIC] cavern creature I know are pond grabbers, who wouldn't randomly start killing each other, ergo no zombie snowballing fps death. Or at least that was my rationale. Apply magma regardless :)
You've made me unsure now, maybe I remember Forgotten Beasts spawning at the edge close to the water, but on mushroom trees. From there on they would either fly or swim through the water.

It's the DF equivalent of getting turned into a marketable plushie! ;D
Heh, well at least I'll remember that the Manager's secret nickname is Mobbstar :P
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Mobbstar on August 22, 2021, 03:11:18 am
You've made me unsure now, maybe I remember Forgotten Beasts spawning at the edge close to the water, but on mushroom trees. From there on they would either fly or swim through the water.

Indeed, I forgot to check for trees at the map edges.  Regardless of whether water/air spawning is possible or not, those trees would certainly allow ordinary land creatures to spawn, climb along the natural walls, and undeaden each other.  A grave oversight the next overseers should consider rectifying, however they see fit.

Heh, well at least I'll remember that the Manager's secret nickname is Mobbstar :P

I actually dorfed myself as the baby "Mossbeard" (like "Mossbird", which felt fitting given his place of birth).  Similar to how you wrote from Athel's perspective but dorfed yourself as the miner.  Y'all feel free to write from Aban's perspective!  Whatever makes a good story.  :)
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: NordicNooob on August 22, 2021, 06:55:21 pm
I *might* attempt my turn right now, and looking over the fort, things look pretty good for now, aside from a few little messes and the undead horde. I'm not sure how many years I'll need to rectify these, especially since I'll be treading carefully as to not disturb FPS; I don't like the current fort design personally (bedroom value cheese isn't something I like to do and the stairs aren't optimal for pathing), but it's good for FPS and digging a real fort for the long haul should not be done lightly, especially not when we still have to deal with all the various new-fort problems.

In my turn, I plan to (in rough order of priority):
1. Destroy the zombie horde. I don't think I'll have time to secure that layer, but some minecart crushers should keep them from destroying us. As it stands, the horde has already basically won in the first cavern unless we take drastic measures NOW, since the population in the first layer is about to explode.
2. Set up a detailed burrows system to keep our dwarves from running off to dumb places as soon as they can.
3. Fix the military. We've got a hodgepodge of copper armor (so we need real sets made), and honestly hammers aren't great as the main weapon for small militaries, even those in reanimating biomes. Given that they have almost no training, I may just switch their weapons, or maybe turn half the squad into axes, even if we can't forge good ones yet. I may try to arm the civilians with swords and helmets which, when we establish training for them, will let them train armor user up and defend themselves from the occasional zombie bit or fort crisis, but arming civilians should probably wait for a bit given our lack of metal and all the other stuff we have on our plate.
4. Fix labor management. I have no clue what anybody does right now, and we'll want to use our dwarves sparingly. Also I'm more of a neat freak with labors than I am with military. I'll be leaving my pop cap at 40 (both strict and normal, though maybe I'll lower normal so we can do a birth-only fort) so we don't have to deal with the mayor, who will literally just never go away if somebody gets him.
5. Finish the seal on the third cavern layer. Enemies can and will spawn in the water, speaking from experience, though they will be limited to aquatic and amphibious types. Not sure about fbs, but a zombie apocalypse is bad enough.
6. Lever room. Having levers near what they operate is nice enough when you're one player, but it's not very standardized so some levers will end up being in stupid spots and be hard to find.
7. Clothing industry. At least until everybody is legendary armor user, we're gonna need a lotta clothes. Clothes can possibly wait another year, but most everybody is wearing xclothesx right now.
8. Maybe set up QSPs? We don't have much stuff, but it's worth considering so that nobody feels the need to make massive stockpile rooms.
9. I almost certainly won't get to this in my year (or two) but an obsidian generator would be great to have eventually, given that we're low on stone and don't want to mine a ton of empty space out. I have a rapid-fire design I used in Angelcrux that's more compact and faster than a conventional obsidian farm, and I think I can make an improvement to make it lever-speed minus the necessary time of mining out the obsidian.

So overall, a lot of what I plan is either "I'm not going to get to this anyways" or just management stuff that doesn't require in-game time.

Some actual long term goals might be interesting once we secure the fort and establish map control and beat the "survive" phase of the game. Cave dragons are pretty cool, as are birth only forts (birth-only might be too hardcore for a community fort in a reanimating biome), we can hold off on breaching the HFS until we're ready to beat it in a cool way, supersoldier programs can actually work, and megaprojects will fall before us over long periods of time, all as long as we're coordinated. Oh, and it looks like our world has been basically taken over by goblins; aside from a few low-population dwarven settlements and a single human castle (also low population) the goblins rule the world. We might be forced into birth-only eventually anyways, then.

Or, of course, we could "extract minerals for the glory of our king" on the stupidest scales possible with a massive (for us that's like 20) marksdwarf squad and a good bolt splitter, which over the span of decades will produce truly absurd amounts of candy, which we can then use for stupid megaprojects.

This is all supposing I actually do my turn; I still have one more really busy week before I might have a realistic amount of time, so if Bud takes the turn that works too; the zombies can *probably* wait another year before they're super out of hand, and I might prefer to have two years to do stuff when I have a real amount of free time anyways.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Mobbstar on August 23, 2021, 05:16:05 am
3. Fix the military.
Frankly, that's completely my fault.  xkcd1963 had only three conscripted dwarves and not started making equipment for them, so I set up the Maxwell's uniform to deal with small pests (e.g. hungry heads) without worrying about getting a proper military.  (How they defeated a forgotten beast is beyond my understanding.  Never look a gift horse in the mouth.)  I bought and requested tin and iron stuff from the caravans, so expect ore and meltables, hopefully enough for decent weapons.  Might want to save that one steel bar for weapon moods, though.

4. Fix labor management. I have no clue what anybody does right now, and we'll want to use our dwarves sparingly. Also I'm more of a neat freak with labors than I am with military. I'll be leaving my pop cap at 40 (both strict and normal, though maybe I'll lower normal so we can do a birth-only fort) so we don't have to deal with the mayor, who will literally just never go away if somebody gets him.

I redistributed labours to best conscience.  At least there are no more hunters, haha!  Please let me know what you change (and why!) so I can become better. :)

Thanks for letting us know about the population cap in advance! The default of 200 is probably too great if this fort shall last long.

Oh, and it looks like our world has been basically taken over by goblins; aside from a few low-population dwarven settlements and a single human castle (also low population) the goblins rule the world.

Two human castles! ...with a combined population of around ten people.  On second glance, it seems like Friendlytreason is already the most populous non-goblin site. Setting the pop cap at this point seems perfectly reasonable.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: NordicNooob on August 24, 2021, 02:57:02 pm
Labor and military isn't that poorly made right now (haven't looked too closely at labors tbh and military will be passable once they train), it's partly just that they're messy, and I'm a neat freak about both. Not 100% what exactly I'll do with labors (I have my own preferences but obviously want to make the fort flexible so every overseer can do what they want with the population), but I will at least give everybody profession names based on what they do. I'll likely do 12 or 16 soldiers (3 or 4 squads of 4, 4 because it's two sparring pairs, a nice base 2 number, and generally the minimum for an effective squad, and we'll have easier precise control over where soldiers go) and give the squads boring technical names of weapon and squad number so I can profession the soldiers with weapon, squad, and squad position, which will distinguish them better in combat logs.

I will likely do something similar to my own forts, with extra padding in labors that I don't use much: what I've been using in my Angelcrux, my *real* long term fort, is:
1 Engraver
1 Clothesmaker
1 Farmer
1 Mechanic
1 Smith
1 Weaver
2 Farmhands (handle misc farm labors, cooking, and pretty much everything in the farming tab; I need 2 because I use only underground crops and process heavily for food variety)
2 Furnaces (furnace operating, strand extraction, and wood burning)
1 Medic
1 Mason
2 Miners
for a total of 14 workers. It has done a good job at keeping workload low for everybody except during megaprojects, where selective dwarves get overworked, along with much of the fodder citizens. Angelcrux has 12 soldiers (not counting the decommissioned marksdwarves that are still in their squad), but I choose not to use that as a good example of a traditional military because it isn't.

I will alter this somewhat (other overseers aren't so long-term in their thinking, not to mention some people like other industries and I literally do not use a few of them), and probably top us off at 20ish workers with 12 soldiers, with 8 leftover as fodder to buffer for when there's children, help with construction or megaprojects, replace workers that die, haul, or just fill in extra workers that aren't dead but need help. The extra 6 dwarves we have right now (since our pop is at 46) can probably just fall into that fodder rank, unless we want extra soldiers in the early years.

Likely I'll add:
+1 Mason
+1 Glassworker (if people like glass. This *is* a volcano fort. Or... do we have sand? Didn't check, actually. If we lack sand then I obviously won't get a glassmaker.)
+1 Carpenter/Woodcutter (woodcutter might be better as a fodder job given its often dangerous nature, even if I normally merge the jobs. Dunno.)
+1 Animal Trainer
+1 Beemaster (wax worker + beekeeping). Maybe. If we like bees. Probably not.
+1 Smith (so labors can be split; armorsmith + metalcrafting and weaponsmith + blacksmithing. Minimizes harm done by losing the fortress smith.)
+1 Gemworker.
+1 Mechanic. (I know, two mechanics sounds odd, but after initial setup like 50% of megaprojects end for me in a rush of masons, architects, and mechanics.)

I'll set up an architects guild so we get endless architects of legendary skill, though I'll probably only enable it on the fodder dwarves, so we don't need a distinct architect, which isn't a full-time job anyways.

Thoughts? Complaints? Additions? Plenty of labors like crafting or brewing fall under broaders labors; I give masons stonecrafting and carpenters woodcrafting, and farmhands brewing, so all I haven't added or suggested any of is:
bowyer (nobody uses bowyer)
plant gatherer (kinda useful, might enable on farmer or just leave to whomever might need it to enable.)
leatherworker
bone carver (maybe combined leatherworker/bone carver? I just smash all of this outside of a stockpile I save for moods, since it's largely useless compared to superior materials in terms of value, utility, and time cost. Also reanimating biome, so we don't want a dedicated leather/bone worker anyways.)
the three fishing labors (fishing is unsafe and unviable long term)
pottery and glazing (pottery is almost always useless unless you have the right combination of materials on your map. Could be alright for bricks if we have clay, but an obsidian generator is cooler than bricks.)
siege engineering and operating (they're cool and all, but kinda useless and very labor intensive. Pass.)
pump operating (which hardly counts as a job, it's a thing you enable on fodder every now and then)



Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Mobbstar on August 25, 2021, 09:09:40 am
Sounds good!  The military reform should help a lot.  Best disband the existing squad altogether, assuming you use spreadsheets to pick out the candidates.


Can architecture be trained by designing-then-cancelling simple things like support struts?  In that case, if it is not too arduous, you might want to reserve the guild hall(s) for labours that are more expensive to train, like smithing.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: NordicNooob on August 30, 2021, 11:32:56 pm
Also just, friendly reminder that anybody is still able to yoink the turn from me. I haven't actually had a chance to play aside from my initial look-over because I'm way behind on schoolwork. Turns out 5 classes and a job don't do wonders for your free time. Maybe I'll get a chance this next weekend, but two weeks is pushing it on the "yeah I'm just gonna let the fort sit here and do nothing"-o-meter.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: NordicNooob on September 03, 2021, 03:09:26 pm
Babinushal Preliminary Progress Report
Preface: This report and those that follow are written with the intent to inform current and future leadership within Babinushal and within The Dreamy Nets as to the purpose and progress of my mission inside Babinushal. If this report (or any that follow) is read and received outside of fortress Babinushal, destroy it immediately after reading, as it is critical to the safety of the fortress Babinushal that that this report (or any that follow) not fall into enemy hands.

The Mountainhome has recognized the fortress Babinushal, Friendlytreason in laydwarf's terms, to be in need of immediate military assistance due to its proximity to the enemy, most notably the goblin fortress of Fiendpulps. Unfortunately, trained soldiers cannot be spared (even untrained civilians are scarce in these dark times), so I, Ral Gemurdatan, have been sent with the mission of creating a passable fighting force from the civilians already there. The first part of this mission has been observational, to allow me to greater understand the current infrastructure of Babinushal and determine the necessary actions to prepare the populace for invasion.

This observation period has passed, and the second phase of my operation has begun. As is tradition in a true Dwarven fortress, a new overseer is chosen to lead the fortress through each year. The overseer role has near complete control over the workings of the fortress, and with this control I will be able to effectively circumvent any administrative obstacles towards completing the necessary preparations to ensure the survival of Babinushal. These preparations are:
1. Re-designating of citizen labor structure. In order to keep the civilians pacified, no dwarf should be allowed to overwork themselves, and as such a detailed overview of labors is required to balance efficiency with prevention of riots.
2. Construction of a true military. Under my observational period the previous overseer established the workings of a basic military to keep hostile wildlife at bay. I will rebuild this into a true fighting force by establishing weapon diversity, expanding the ranks, standardizing equipment and eliminating shortages,
3. Destroy the undead plaguing the lower reaches of the world. The site where Babinushal resides is cursed to give no rest to the dead, and as such the regular conflicts of underground wildlife have spawned undead that themselves kill living wildlife and bring it into the ranks of undeath. Given the lack of a usable and sizable military, this will have to be done in an unconventional manner.
4. Secure the final pieces of the third cavern layer. My predecessor has mostly sealed the cavern layer away from intruders, and when the seal is complete it will be a very valuable resource in addition to serving the express purpose of preventing the proliferation of unlife.
5. Establish protocol for where civilians are and aren't allowed. It is important for rapid security that coordinated evacuations are able to occur.

As of 2 Felsite, 195, progress on these objectives is such:
1. The civilian labor structure has been completely re-organized into a well-balanced labor force. Extra laborers currently exist to provide unskilled labor such as hauling and construction, as well as serve as backup laborers in the event of casualties or unforseen high demand of a particular labor.
2. The military has been re-structured into four squads of four soldiers each:
Equipment is scarce, but melting the decorative copper statues placed in the main hall has yielded enough copper to forge the minimum necessary equipment to complete the existing sets of copper armor and provide basic armaments for all soldiers. Superior materials are expected to arrive with the autumn caravan, so this situation will likely be resolved before the end of the year.
3. A velocity-based trap has been devised and construction is nearing completion on its basic functionality. It will utilize a minecart loaded with heavy metal to crush the undead and render the corpses unable to be reanimated. This alone will not secure the cavern layer, but it will prevent the buildup of undead.
4. Plans for a waterfront seal to completely secure the third cavern layer have been readied, and materials have been procured for the construction of the necessary screw pumps.
5. No progress has been made on establishing siege protocol or designating safe areas. This will be remedied.

There are other objectives, but they do not take precedent as they are not critical to the security of Babinushal. They are:
6. Establish clothesworking. Many civilians are starting to note wear and tear on their clothing. A textile industry will be important to self-sufficiency, but is not an immediately pressing matter yet.
7. Construct a lever room. A central hub is important for engineering projects, as without one it may be difficult to locate the proper release quickly. Currently, a room has already been dug out for this purpose.
8. Quantum stockpiling. This is an experimental and highly effective method of mass-storage, and will be far superior to bins, which result in some difficulties in locating items. This is a low-priority objective, and has not been started.
9. Obsidian generation. By utilizing the volcano and a fresh source of water to cool it, renewable stone can be quarried from the earth for large-scale construction. This is a low-priority objective, but may be critical later on to securing vast quantities of construction material for defensive fortifications.

END REPORT


Finally got some time to work on stuff. I should be free for most of the weekend too, so I should be able to wrap up my turn. Hope you enjoyed the dull military drivel, because there's more where that came from. It mostly fits Ral's character, though there's some secondary traits that haven't really come into play yet, or won't be seen in the formal reports that Ral is making.

Overall things are going pretty well, though. Report establishes most of what I've been up to (barring a carpenter whose artifact bucket I turned into iron), and I'm ahead of schedule in most areas.


Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Mobbstar on September 04, 2021, 06:24:55 am
I am intrigued and excited by how different the three overseer dwarves have been so far.  Athel strikes me as withdrawn and focused on what's within the own four walls, figuratively and literally.  The bitter sludge seems to have reinforced that in her personality.  In contrast, Aban is expressive and unforgivingly meticulous, with a strange balance of courage and self-doubt.  I'm a little surprised the two are still friends despite their different beliefs and attitudes.  Ral is more balanced, but noticably law-driven and focused on his given objectives, and this is reflected in his structuring of tasks and duties.

In order to keep the civilians pacified, no dwarf should

I agree with these

(barring a carpenter whose artifact bucket I turned into iron).

You what?!  Are you the king midas of iron?
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: NordicNooob on September 04, 2021, 11:28:44 am
(barring a carpenter whose artifact bucket I turned into iron).

You what?!  Are you the king midas of iron?
Yes.   ;D

In actuality, if you forbid the main material of an artifact after the dwarf has started work, there will be no valid main material and the game will default to the first material entry in the raws, which in the case of vanilla DF is iron. You can normally identify the main material based off the moody dwarf's profession; I just forbade all the logs the carpenter picked up. Make sure you leave at least one material unforbidden, or the dwarf will simply go insane, and if you can identify the material with less forbidding that is better, since each one of those extra materials is a decoration you're ripping off. I suspect that the main material of an artifact will always be the first picked up, but I haven't seen anything to confirm that and haven't looked too closely myself, so I forbid based off what materials said profession will take as their main material.

It's obviously a glitch and frankly a bit cheesy, but it's fun to do and isn't that OP because if you can't control artifact material through normal means chances are you won't have a great artifact anyways, with exceptions for furniture items (iron bed is hilarious) and arguably clothes, because who doesn't like iron cloaks? (not that I've gotten a cloak before, I've had two clothier moods and both made iron undergarments, I suspect kinky shenanigans)

Oh yeah, and here's what I decided on for population jobs:
I notice now that I accidentally drafted a former overseer's dwarf. Whoops. Eh, unless one of you blunders the military I rarely lose soldiers and she's a squad leader. I can find a different axe leader if'n you so desire, Mobbstar, and return you to... hm, did you even have an actual job?

In order to keep the civilians pacified, no dwarf should

I agree with these
[/quote]
And frig, I knew I accidentally left something unfinished. I hop to and fro whenever I write stuff to avoid writer's block, or maybe just for no good reason. It's a thing I do, regardless. The statement does ring true, though. Corrected, because I'm fundamentally boring.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: xkcd1963 on September 04, 2021, 09:56:23 pm
I am intrigued and excited by how different the three overseer dwarves have been so far.  Athel strikes me as withdrawn and focused on what's within the own four walls, figuratively and literally.  The bitter sludge seems to have reinforced that in her personality.  In contrast, Aban is expressive and unforgivingly meticulous, with a strange balance of courage and self-doubt.  I'm a little surprised the two are still friends despite their different beliefs and attitudes.  Ral is more balanced, but noticably law-driven and focused on his given objectives, and this is reflected in his structuring of tasks and duties.
Hahaha xD Athel was victim to my writing. I guess I could write more interestingly given more time. I really am fascinated by your writing and organisation, the latter specially by NordicNooob.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Mobbstar on September 05, 2021, 03:02:48 am
Oh cool, so that's how they made the anti-gelding-armour I had read about.  Hahaha!

Labour reassignment looks good to me.  In the professions, I keep reading Xbox 360 instead of Xbow 30.

hm, did you even have an actual job?

Me?  I have a job yes.  Aban?  Hasn't had any dedicated or important jobs other than accounting, but is a glassmaker by skill.

I have no problem with Aban being in the military.  Athel has been drafted too, into the same squad.  Time to test that friendship of theirs.  >:)
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: xkcd1963 on September 21, 2021, 03:01:41 pm
Looks like a long time of inactivity here.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: NordicNooob on September 22, 2021, 01:31:33 pm
Ugh, yeah, I might just give up my turn. I keep thinking I'll have time and then something comes up or I'm too distracted to play. Sorry guys!
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: NordicNooob on September 22, 2021, 02:52:29 pm
Oh right, here's (https://dffd.bay12games.com/file.php?id=15673) the save if you don't want to start over. Unfinished projects I have going are the full seal on the cavern and the minecart crusher, both of which are fairly technical, so if you just want to abandon them that's good, though the full seal needs to get done eventually even if you don't do it right on the edge of the map. Minecart crusher just needs the cart added and filled with something heavy (gold ore seems like our best bet here) and for the bridges to be hooked up to levers.

Full seal is a bit more complicated because I hadn't gotten much done yet, but you'll need something consistently powering the pumps (micro reactor is probably easiest, which says something) so that the workers don't drown when a hypothetical pump operator grabs a drink. I suggest using a bridge so we can lower it to have access to water down there should we ever need it. And then the rest of the edge above the water level needs sealing off too, pumps are in the way right now since they won't work with stuff in the way.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: delphonso on September 22, 2021, 10:19:01 pm
PTW, looks like a cool location and plenty of potential for classic succession fun. Hope someone picks up a turn!
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: xkcd1963 on September 24, 2021, 02:52:21 pm
@delphonso what about you? : )
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: delphonso on September 24, 2021, 06:18:16 pm
Unfortunately, my laptop is too slow to play any average sized fort. It is just a slog and not enjoyable for me.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: NordicNooob on September 25, 2021, 01:24:58 pm
Well fortunately this is not an average sized fort, we're playing with pop cap 40, though currently there's a bit more than 40 dwarves in the fort, we're at 46.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: xkcd1963 on January 13, 2022, 09:11:28 pm
File: https://dffd.bay12games.com/file.php?id=15819

4th Felsite 195, Vutokűz 'xkcd1963'

The administration approached me in the hallway and in a rush it was decided that for reasons to be yet found out, I shall take over the management of the fortress. Exciting time lies ahead, I been bored after being unable to practice a craft for too long, and it will occupy me quite a bit.

First things first, let me have a look at the current fortresses projects, their budget and their standings:
- The wall encirclement of the 3rd cavern floor: Great work has been achieved by previous fortress managers, only a small part above the water remains to be walled, I'm taking personal measures to finish this at hand
- The wall encirclement of the 2nd cavern floor: Only a few passages have been closed, further expeditions into the watery caves need to be undertaken. It seems that from time to time creatures of water emerge and disturb our piece
- The wall encirclement of the 1st cavern floor: The work has not begun due to horrific encounters with the unliving
- Clearance of enemies on the 1st cavern floor: Our previous fortress manager had projected marvellous machines of destruction to bring a second death onto the unliving, unfortunately his knowledge of using them has been lost so far. It is not clear yet how to continue on this problem from here onward
- Syrup industry: The fortress manager before the previous fortress manager, his or her name lost in time, had established stills and kitchens so we may enjoy the fruiting of sweet pods
- Farming: Up and running, no food shortages encountered so far, we also have meat from somewhere
- Military: An organisational talent like the fairy tale famous dwarf Lňr 'Trotskie' has enhanced our defensive prowess greatly
- Upper defenses: No 'trapping' is yet in place, no walls or fortifications have been established on the surface
- Housing: Currently all dwarves reside in the same hall, though this doesn't cause most of us to be unhappy
- Mining: As for now no further inquiries have been made to extract or process earth's gifts
- Improvement of relationships with the outer world: The current outpost liason of our homeland seeks to return, but at the moment we do not allow dwarves to exit or enter the fortress as it is too dangerous to enter the surface
- Jobs: Jobs for armor, mechanisms and pipe sections are in progress

Strange noises have emerged from the depts while work on the walls in the 3rd cavern floor were in progress. Our scouts reported that 3 blind ogers did not understand the consequences of breaking our laws. It is not permitted to enter the fortresses boundaries without explicit permission. While I would have peace at all costs, I understand that we cannot permit the presence of such dangerous beings. I called upon my military advisors and was recommended not to engage in direct conflict, since blind cave ogers are a formidable foe. We hence came up with a plan to trap the ogers. For now, we have surrendered the 3rd cavern layer, but only for now.

YEAR 195 SUMMARY
- Work on a magma tunnel commenced. It will be a rather dull mining operation, but it is necessary for the long term survival of this fortress.
- A human caravan has entered our fortress unscathed. We traded them some clay, a copper statue of slugs, some old clothes, bone totems and a mangled cave crocodile bone for a bull, 5 iron anvils, some fish, cheese and a book on reproduction.
- Some dwarves have established a guild named the Company of Dyes. And a girl has been born today. And Mossbeard has grown up to become a child, that rascal!
- Four new migrants were allowed to enter the fortress, mostly craftdwarfs.
(https://i.imgur.com/ZjWVDWu.jpg)
- Testpacks the Stable River of Skies, a bulky pig tail sandal has been created!
- A request for a temple complex has been made and I've recognized Athel Likotsosad as sacred sanctuary, who is also the exalted escort of said place. Our smith has been elected mayor, though I really don't understand these politics, after all I'm in charge here.
- Gleammile, a yakbone coffin has been created!
- A milk quartz bed has been created!
- A troglodyte went up the stairs to our fortress and was swiftly taken care of by one of our miners. He must have come from the 2nd cavern floor. We barricaded the entrance, though some animals are grazing out there, but they will be fine I'm sure.

YEAR 196 SUMMARY
- The establishment of the great trap has commenced! I personally dig the tunnel to the unliving beasts, and made a quick run once they sensed me. Sadly our liason was too curious to explore the 1st cavern layer and run straight in the kindly embraces of the unliving.
- 4th Granite, we passed into the age of legends.
- It seems that the unliving Draltha found a way to block the trap that we had prepared for them. The passage has been temporary shut down until we find a way to deal with the Draltha.
- A green glass instrument has been created!
- Our fortress was blessed with two girls and a boy!
- 3rd Limestone, marriage!
(https://i.imgur.com/ncvDCoH.jpg)
(https://i.imgur.com/uP6pNlA.jpg)

YEAR 198 SUMMARY
- Good news, our trap at the 3rd cavern layer has emerged victorious! The cave ogers have been trapped. We can now start work again on closing the 3rd cavern layer.
- We have finally closed the gap at the 3rd cavern layer. We can now utilise the 3rd cavern layer in peace.
(https://i.imgur.com/phxDGzD.jpg)
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Mobbstar on January 14, 2022, 11:19:41 am
I was convinced Friendlytreason had quietly withered away.  Of course, not even a fortress can die in these lands.  :D

Good work securing the lower cavern!  Sadly I cannot help with the minecart at all.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: xkcd1963 on January 14, 2022, 01:38:12 pm
I was convinced Friendlytreason had quietly withered away.  Of course, not even a fortress can die in these lands.  :D

Good work securing the lower cavern!  Sadly I cannot help with the minecart at all.
You and NordicNooob put so much work into this I couldn't let it just die : )) and I happend to have lots of time recently. I forgot to add the most recent url file: https://dffd.bay12games.com/file.php?id=15819
Also if you like to see the new tavern (3rd cavern layer):
(https://i.imgur.com/RqCKXtX.png)
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: Bombyx Mori on January 19, 2022, 09:34:09 pm
This fort looks like plenty of classic !!fun!!
Sign me up for the next year please. I'll try not to let the zombies in too much.
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: xkcd1963 on January 20, 2022, 12:27:53 pm
This fort looks like plenty of classic !!fun!!
Sign me up for the next year please. I'll try not to let the zombies in too much.
Awesome! Let me finish my extended turn (I was about to secure the first cavern layer) and I put you in the ledger
Title: Re: The Fortress Of Friendlytreason [community fort]
Post by: xkcd1963 on January 26, 2022, 11:52:46 pm
more pragmatical this time

I got worried about fps last time and read through wikis. so ideally amount of active units should be reduced because of pathfinding and liquid coverings etc.
we've adamantine on 3rd layer with no interruption. We could train some adamant warriors and clean the monsters in a more interesting way.
I also decided to simplify the automated jobs to reduce error messages appearing and use only one squad. squad ought to have full adamantine armor and silver warhammers, because warhammers are good against zombies.
we have almost 1000 plump helmets and 1000 pig tail cloth.
current fps at 100 on my computer, so not to shabby for the moment.
sword 02 00 03 01, xbow 31 32, hammer 11 12 13, axe 20 => hammer squad
   hammer 11 has most kills so he will lead the squad
xbow 30 33, axe 21 22 23 => unemployed
squads send to train
in year 200 19th of moonstone full armored testing has begun. first victim blind cave ogre. hammer warrior bit ogre in the tongue and started shaking.
final test with 11 caged enemies => only one dwarf got injured mainly his chin whisker hair was torn apart
year 201 militiacaptain died while cleaning of zombies was happening
year 202 we have started to reclaim the 1st cavern floor. Its very full of mangled corpses, blood and webs.
because we have a craftdwarfs guild lots of dwarfes had learned glassmaking, but there were no means to get glass since we are shut off from outside and a couple of them went insane, due to pop caps there are many many children now in the fortress
year 202 1st cavern floor is now walled and safe to use, 2nd one is the last left cavern layer not safe to use

file: https://dffd.bay12games.com/file.php?id=15832

This fort looks like plenty of classic !!fun!!
Sign me up for the next year please. I'll try not to let the zombies in too much.
@Bombyx Mori you are signed up, have fun!
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: Bombyx Mori on February 11, 2022, 03:17:54 am
Somehow we have managed to survive in this accursed land for 10 years.
I do not know if this is an act of mercy by the gods, or if we are merely being kept alive for some darker purpose.
Regardless, we have delved deep into the earth, and secured our new home.
However, I feel this is not enough. For too long us dwarves have been forced to hide underground.
The goblins continue to dominate the surface world while we hide in our mountain halls. Even here, where few goblins dare tread, the living dead continue to hunt us.
I feel that we need to leave our mark on this cursed mountain in some way.

To this end I will attempt to build a monument to our achievements at this place. I will also attempt to create a secure passage for traders.
These tasks will be frought with peril, and some of us may perish.
However, when the bitter sludge has settled there will stand a beacon of hope that will strike fear into the cold hearts of the undead!

Or there will be nobody left to tell the tale.

My first concerns are of a much more mundane sort. While we are not in any immediate danger, we will need many materials to complete my dream.
Additionally we have a severe shortage of clothing that needs to be addressed.

Work continues slowly deep below the earth. This day marks the beginning of spring, although we do not feel the change in heat.
To assist in the various excavation projects I am working on, I have decided to enlist more miners.

(https://i.imgur.com/AD4AuVL.png)

A fresh victim emerges into the undead infested second cavern layer. I hope that it can at least kill some of them before joining their ranks.

Spoiler (click to show/hide)

I have long wondered why this fortress has no glassworking industry, as we have skilled glassworkers and plenty of sand.
It seems that some dwarves have even died due to a lack of glass. I have decided to fix the issue.

Spoiler (click to show/hide)

I have designed a trap that should allow us to capture two undead monstrosities on the surface.
I have taken steps to eliminate any danger to the fortress during the capture operation, but it will still be dangerous.

Spoiler (click to show/hide)

Success! We have trapped both of the beasts in the first attempt.

Spoiler (click to show/hide)

Now my main concern for safety on the surface lies with the so called 'Eerie Mist Zombies' that roam the mountain. Thankfully they are not always present, but we also need to avoid the clouds of Eerie Mist themselves. We must ensure that we will be spending as little time as possible on the surface.

(https://i.imgur.com/z5VdmBw.png)

Another season passes. We have excavated most of the stone required for the project, and must now set our masons to work carving stone blocks.
In other news, our clothing situation has improved greatly.

I have decided that it is time to open the gates and try to secure the surface. I will personally lead our military to make an opening for our workers.

-=Report of the interim overseer Iden Atisaval, 21st Galena 203=-

I can't remember the exact sequence of recent events, but I shall recall them as best as I can.

My squadmates and I were going out to the surface to fight the undead. At first we had some successes against a group of Eeerie Mist keas.

Spoiler (click to show/hide)

Next we regrouped, then we sallied out again. Some of us stayed outside to watch for zombies, I returned for more provisions.
The next thing I heard was that the dwarves stationed at the entrance, our overseer included, had turned into undead and were now fighting amongst themselves.
We quickly shut the inner gate. I think the only reason this fortress hasn't fallen and I'm still writing this is their focus on fighting each other.

Spoiler (click to show/hide)

In total we lost 5 dwarves and their equipment. I do not know how the curse was able to spread, as all soldiers present were fully armoured in adamantine.

Spoiler (click to show/hide)

One of my former comrades fall at last. Hopefully all will meet a similar fate.

Spoiler (click to show/hide)

(https://i.imgur.com/L3cLhyY.png)

It is Autumn now. Our nobles have decided to hold a mid year election for a replacement overseer. I hope the new overseer will prioritise the safety of the fortress.
The past month has shown how quickly things can go wrong.

-=-=-

I was working today when our mayor came up to me and told me I was overseer.

"Why?" I asked.

"Because you were voted in."

"But I wasn't a candidate. Anyway, don't we already have an overseer?"

Instead of replying she just gave me the *granite scepter* of office and left. Nobles.
Well, unfortunately I've just been given command of this madhouse. Let's see what I can do.

The first order of business is to find out what happened to the previous overseer. It seems he was infected by a dead bird with some sort of necromantic curse that turned him and half his squad into undead killing machines. I didn't have much of an idea what I was going to do before, but now I know to never leave the caverns under any circumstances.

So here's the plan. I just focus on improving the caverns while putting as much rock between myself and the surface as possible.

Spoiler (click to show/hide)

Unfortunately given the current... predicament regarding our trade depot, the caravan from the mountainhomes cannot access our fortress.

I have decided that we need some proper bedrooms. Every dwarf will have a bed, cabinet, and chest.
Honestly I find it strange that nobody did this sooner. Half the dwarves in this place snore.

Spoiler (click to show/hide)

(https://i.imgur.com/yKE4mOB.png)

It is winter now. Work continues on various projects.

I had torn down one of the barrier walls in the third cavern layer to find a safe source of flowing water. The past month has been spent fighting off an endless horde of monsters.

Things are starting to smell awful.

Spoiler (click to show/hide)

This entire season so far has been dwarves going to operate a pump and then getting spooked by a tiny undead hand.
Seriously, they're getting scared by things like this.

Spoiler (click to show/hide)

I've decided to start slaughtering some of our bugbats in a new area that has been sufficiently
protected against reanimation related incidents.

Spoiler (click to show/hide)

Here's some good news at last from the second cavern layer.

Spoiler (click to show/hide)

This one should be impervious to necromancy.
Nevermind, it doesn't seem to have even entered the caverns. Maybe the sheer amount of undead has formed a wall, blocking any more creatures from entering?

In other news I have decided to abandon any hope of adding a fortification to prevent creatures from entering through the gap in the third cavern layer for now.
As soon as the water level was low enough for us to construct it, a group of crundles came through! Someone else can probably think about fixing it though.

(https://i.imgur.com/AD4AuVL.png)

It is the end of the year. I'm not sure if I'll be able to stay in power, as there is quite a lot of grumbling recently. Especially from the military, who have had to stand in miasma for months now. Either way, here is the end of year report.

Spoiler (click to show/hide)



I've decided to separate the artifacts made during this time from the rest of the update. Here they all are:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

There's also an artifact that was being made at the end of the year by none other than Mossbeard!

Spoiler (click to show/hide)



Well, that certainly wasn't the most successful turn, but it was definitely !!fun!!
We did lose half our military, but at least the clothing situation has been fixed thanks to a large cloth stockpile at the beginning of the year and two clothiers working non-stop.

Here's the save: https://dffd.bay12games.com/file.php?id=15840 (https://dffd.bay12games.com/file.php?id=15840)

Also, if nobody else wants a turn I can continue for an extra year.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on February 11, 2022, 12:59:27 pm
Also, if nobody else wants a turn I can continue for an extra year.
I don't mind if you continue and I'm looking forward to the updates! x) To be honest, I was save-scumming (this is what it's called right?) most of the entire reclamation of the 3rd and 1st cavern floor and I think it is much dwarfier and !!fun!! inciting if you just play DF without save-scumming as you apparently do. Hail Bombyx Mori!

EDIT: I had immense troubles blocking of the 3rd cavern floor because of crundles and worse. After many tries I just abandoned it, installed some traps so the cave trolls may walk into it. The 1st one was even harder, at some point a Forgotten Beast was wrecking havok but through magic and forbidding doors I was able to arrange a meeting with another Forgotten Beast composed of Ice (a terribly strong foe), I could upload a mp4 since I made a short movie and even a safe-file short before the showdown.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: Bombyx Mori on February 12, 2022, 11:18:57 pm
Thanks. Maybe I can try to get a working trade depot again.
And besides, my dwarf needs some extravagant quarters  ;)
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on March 17, 2022, 09:29:11 am
Hey Bombyx Mori I've not heard from you in a while..
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: Bombyx Mori on March 21, 2022, 12:45:01 am
Sorry, here's the update. Enjoy.



Well, the good news is that I was able to stay as overseer for one more year.
Now you might be wondering why being in charge of this madhouse is a good thing.
I assure you that it isn't because it's an 'honour' to be overseer or anything of that sort. I'm certain the nobles didn't see it that way either when they gave me this job.
The answer is that I can excavate some living quarters for myself, fill it with valuables, and no one will think twice about it.
I'll be sure to make it secure as well. Those military dwarves are still angry about last year after all.

In other news, We've finished placing a barricade preventing creatures coming through the gap from entering the caverns proper. Now the militia dwarves can get some
well earned rest. They might also hate me less. Also I've given them the third month of every season as a break from training.

There has been some mysterious occurrences in the caverns. Firstly, our well, which hasn't been operational since I first became overseer, has started working again.
Also, someone's arm got ripped off by a ghost. I should probably fix that.

Spoiler (click to show/hide)

My predecessor can rest at last. I have placed his slab underneath where we believed he wanted to build a tower of some sort.
It was a foolish idea. Eerie Mist birds would've infected the workers in seconds. Still, his idea to build a tunnel connecting us to the outside world was a good one.
Especially since the disaster in our former main entrance...

Spoiler (click to show/hide)

I think I still hear them sometimes, clawing at the inner gate. And sometimes I hear this whispering coming from the other side, a voice that never belonged to them in life.
It tells me of blasphemous things, hidden away in the depths of the world, waiting for dwarves who are brave enough to break down the barriers that hold them...

I haven't gone near the inner gate for a long time.

Needless to say I'll make sure I'm safe before trying anything risky on the surface. Once we've hopefully got a safe route, then maybe I can even try to make my way out of here.

Spoiler (click to show/hide)

There is sad news today. Our carpenter has been found dead in the main stairway. She will be sorely missed.
The cause of death is unclear, but no foul play is suspected. The best theory seems to be that she died of an infection.
Unfortunately, she doesn't stay dead for very long. I've sent in the military, so hopefully no one else need die.
A miner is able to slay the undead, but a few limbs might be at risk of coming back.

(https://i.imgur.com/ACox9Jl.png)

Time passes slowly below the volcano. As summer dawns, we prepare to reestablish contact with the outside. There are low numbers of undead on the surface and no Eerie Mist zombies,
so things should go smoothly. We can seal everything in case there is an emergency. The military will be stationed outside. There is nothing to be afraid of.
I'm still going to be staying inside.

Spoiler (click to show/hide)

Meanwhile below the caverns, our miners have dug deep, finding another spire of adamantine. I shall begin excavation soon.
I have been having nightmares about it recently. Strange, considering it protects our warriors against the undead.
Still, in my dreams I hear those same whispers from the gate...

I have ordered the breach to be made. Armok help us.

Spoiler (click to show/hide)

Things are going well so far. Unfortunately the dwarves won't build a regular wall too close to the designated fortress limits, so we will have to use a more
time-consuming option. Other than a skirmish with a dead nanny goat, there's been no sign of the undead.

Spoiler (click to show/hide)

Things aren't going... too smoothly right now, but everything is under control. This was just an isolated incident, an elk bird that died in captivity
reaninimating and somehow escaping its cage. We'll be more careful in future.

No, don't worry about our mayor getting chased across the surface by a dead owl...

Spoiler (click to show/hide)

Everything is under contro-

Who am I kidding, seal the gates!
The ironic part is, this is completely independent from the surface reclamation efforts.

The military arrives at last, and the threat is put down. Now we can get back to work.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Unfortunately, 3 dwarves died, with one severely wounded.

Spoiler (click to show/hide)

At this point Sibrek decides now is a good time to go strolling around on the surface. Not my idea of a nice place for a walk.

Spoiler (click to show/hide)

Kib joins him on the surface. Sibrek decides to fight a magma crab on top of the fortress, and almost dodges into the volcano.
There's clearly something going on here that I don't understand. Is it some sort of test to see how many laps of the volcano you can make?

Spoiler (click to show/hide)

Oh Armok they've found me get me out of here please Armok have mercyyyyyy

Spoiler (click to show/hide)

Thank you xkcd!

AND CAN SOMEONE PLEASE GET THESE ZOMBIES OUT OF MY FORTRESS!

The rest of the journal is covered in blood.

Spoiler (click to show/hide)

-=[Second] Report of the interim overseer Iden Atisaval, 3rd Malachite 204=-

The position of overseer seems to have had a curse put on it. The past weeks have been fraught with trouble, most noticeably the large amount of undead murdering
dwarves in the heart of the fortress. The latest victim being... our replacement overseer. We're going to have a hard time getting anyone into the job now.
At least we are making good progress on the surface, but that hardly matters if the entire fortress dies in the meantime.

To this end I will be halting all work on the surface. My squad is urgently needed inside right now. It should however be easy to continue work at a later date.

The main cavern is currently a scene of absolute chaos. For Armok's sake, why are dwarves climbing down to the water to get killed by a hand.

Spoiler (click to show/hide)

Something that the overseer forgot to mention in his logs is the new farm area he was working on. Strange, seeing as that is probably one of the most useful things he did.

Spoiler (click to show/hide)

Speaking of farming, guess who just died! That's right, one of our legendary growers!

Spoiler (click to show/hide)

We have dubbed this undead hand Berdanstigaz, or Walkrasped. If we do not kill this, it may lead to the demise of the fortress.
The problem is that it's in a pool.

Spoiler (click to show/hide)

The miners have devised a plan that might be able to kill it. In the meantime, the main way to the central area of the fortress everyone is using seems to be...

climbing along the wall of the volcano while getting attacked by Walkrasped. Why they don't just use the perfectly usable bridge, I don't know.
Maybe all that Bitter Sludge on the surface had a toll on their reasoning abilties.

Yep, they're all climbing down a spore tree, climbing along the wall and doing a jump to land in the Blockaded Sanctuary. While they're climbing Walkrasped is attacking them from below.
The best part is that the dwarves don't even fight back.

Spoiler (click to show/hide)

Walkrasped claims another victim. If only it wasn't for that elk bird, none of this would've happened.
I decided to put a sign up saying something to the effect of "Use the bridge if you want to live!"
Surprisingly, it managed to get through their thick dwarven skulls and they've stopped jumping headfirst into danger.

I'm not sure why one of my comrades decided it would be a good idea to go swimming in the undead pool, but Onul did. He almost made it away before he drowned too.

Spoiler (click to show/hide)

Onul's corpse then reanimates, climbs onto the bridge and kills a child.

Spoiler (click to show/hide)

I was wondering why no miners had arrived to finish killing Walkrasped. It seems that the burrowing alert from when we were trying to secure the fortress had not been ended,
so they were not allowed to destroy an undead creature that is responsible for the deaths of 4 dwarves and the injuring of many others. Not to mention completely
disrupting all work in the fortress and causing loss of equipment.

We can finally rest at last.

Spoiler (click to show/hide)

This has certainly been an... unfortunate episode in our history. Hopefully it will never happen again.
Now that things have settled down somewhat, we need to find someone to dupe into becoming overseer. Someone in the fort would have to be mad to volunteer for the
position now, so we may have to give it to some unsuspecting migrant.

(https://i.imgur.com/SHQENdu.png)

Hopefully we will be able to trade this Autumn. We've reopened the surface, and are going out to finish the construction of the tunnel.

An elk bird reanimates and maims one dwarf, but xkcd is able to take care of it.

Spoiler (click to show/hide)

A group of 5 migrants were able to make the trek here, to their almost certain demise. At least things will get done a little faster.

Spoiler (click to show/hide)

-=-=-

Ah, we've finally arrived at this god-forsaken pit. Truth be told, I wasn't expecting to make it this far.
But my struggle has been rewarded! Yes, the dwarves of this place have recognised my greatness, and have made me the overseer of their fortress!
I'm sure that true wonders await me inside!

...

The first thing I notice are the skeletons. Strewn about in all public areas.
All of the dwarves in this place are constantly looking over their shoulders, as if they expect an undead elk bird to suddenly leap out of the shadows
and murder them. Some careful interrogation reveals that there have actually been a few incidents like that in recent months.

Unfortunately, as I am making my way back up to the surface to leave, an alarm sounds. It seems two of my fellows were unable to make it inside the fortress, and were turned into
undead mist zombies of some sort. Now I'm sealed in with the rest of these lunatics.

Spoiler (click to show/hide)

One of them falls, but now the other is lying in wait at the entrance. As reopening the escape trade route is of prime importance, I will try to create a trap for them.

Someone was just severely wounded by a zombie on the main stairway. I need to get out of here. Apparently that corpse was our former mayor.
Also, the victim just bled out on the way to the hospital.

After a long and incredibly risky battle, the eerie mist threat has been put down.

Spoiler (click to show/hide)

Unfortunately, it cost the life of one of our soldiers. It's worth knowing that an unarmed and unarmoured one of these eerie mist zombies is powerful enough to fight
two trained warriors clad in adamantine. It also emphasizes that I need to get out of here.

Of course, the dead don't stay that way long. Momuz reanimates, but doesn't do any damage.

(https://i.imgur.com/mOe1dd6.png)

It's winter now. The eerie mist zombies still haven't gone away, so there's no escape just yet. Since I will be staying here,
I've decided to carve out some quarters befitting of my station. I'll be sure to include emergency supplies in case the zombies get in.

Unfortunately we don't have any skilled blacksmiths. They all seem to have perished in the past year.

Well, the surface is clear of eerie mist now. But still, when I set out from the mountains it was with several other fools. I don't know how far I'd get without them,
so maybe it is safer staying here.

Spoiler (click to show/hide)

A mason dies from his wounds.

Spoiler (click to show/hide)

My quarters are finally complete. I should be able to live quite comfortably here for a while. Maybe once a future overseer has secured the surface better I'll make my escape,
but for now I'll stay in these rooms, and make sure never to enter the fortress proper, lest a wandering zombie kill me.

(https://i.imgur.com/mFjTZxM.png)

My short time as overseer is over. I wish my successor the best of luck, and pray to the gods they don't let the undead in.
Here's the fortress' situation.

Spoiler (click to show/hide)



Now for the artifacts:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)



That was quite a year. It's unfortunate that I died again, but at least my third dwarf got some nice rooms.

As for the surface situation I believe all that need to be done is to link the outer bridge to a lever within the fortress (I have placed a lever for this purpose up in the old fortress)
and to pull the lever. After that we should be able to trade safely.

My dwarf is currently burrowed into some rooms above the main fortress. I've set it up so that he can continue working without leaving. Just check to make sure that food is getting delivered and try locking the door if the undead get in again.

Good luck to whoever is next!

Save: https://dffd.bay12games.com/file.php?id=15864
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on March 28, 2022, 10:41:16 pm
Awesome! I love how the Blockaded Sanctuary was in a way blockaded :D A shame your 2nd overseer perished after I just saved him. I had a lot of fun reading through, thank you.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on April 08, 2022, 03:51:05 pm
I am intrigued, but won't have time to play for the next several weeks. We're releasing, and I'll be both busy and focused on, y'know, my actual day job. But after that, I'm up for the *rutile hat*.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on April 09, 2022, 03:25:13 am
I like the sound of this, sign me up for a turn.

Update: Seeing as no one else is signed up i will just start my turn now.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on April 10, 2022, 12:24:03 pm
Writings of Avolitionbirt Letmosegen

An new overseer was needed and with everyone occupied surviving this accursed land i took the job. I don't know why the others didn't stop me. They probably didn't care all that much to be fair and just saw it as childish games. But with time i will show them wrong.

It had all began a few years ago when i asked about this small room off to the side of our lower levels. The library of oranges, the sign said, i thought it was a dinning room but it had strange cabinates without doors with chests laying bare and empty. I would learn it was a library, a place where once upon a time the smartest dwarfs would write about everything and anything, collab with fellow scholars and discover new technological advancements. I was awestuck by this, i asked if other places had librarys and why ours was so bare. There have been others, but the goblins have had a tendancy to destroy them, rekoned there are non left and as for why we didn't have any, well its just not been thought about, no one was a scholar here, with the constant undead and the "more cruical" industries have taken priority. Not any longer.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on April 13, 2022, 01:15:23 pm
I am intrigued, but won't have time to play for the next several weeks. We're releasing, and I'll be both busy and focused on, y'know, my actual day job. But after that, I'm up for the *rutile hat*.
Sorry for the late updating, ye in the list after AvolitionBrit



I like the sound of this, sign me up for a turn.

Update: Seeing as no one else is signed up i will just start my turn now.
Okay! : )
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on April 17, 2022, 12:35:53 pm
Here it is https://dffd.bay12games.com/file.php?id=15886

Will post more of what happened during my turn btw tldr.

More space
Make and wrote some scrolls
Grabbed some books from abandoned sites.
Hammer3 causes too many problems, is now either a werebeast or a vampire. Killed a few citizens
Had a butch of migrant waves
Traded with humans and dwarfs
A forgotten beast showed up and disappeared
Started a tower but didnt get far due to x undead corpse rising up to kill.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: Bombyx Mori on April 23, 2022, 03:13:53 am
Well, looking around the fortress, and you've certainly been busy. It's impressive how much you were able to dig out, although I do worry for the FPS. Also, that tower looks like an Eerie Mist bird related disaster waiting to happen. I do have one question though. How did my dwarf die despite being burrowed into the most remote parts of the fortress behind traps?

Anyway, you seem to have avoided the population dropping significantly since my turn, so good job. I can't wait for the main update.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on April 23, 2022, 10:50:41 am
Oh you had a strange mood and i had to disable your burrow to let you gather items. I didnt get around to setting to back before you died.
Title: Re: The Fortress of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on May 11, 2022, 08:59:23 am
I’m guessing it’s my turn? Groovy.

I’m still not doing grand with time, but I’ve also lost the ability to give a fuck. (The fabled release date was repeatedly pushed back for a total of one month, and the next prognosis is ‘soon’. With ™ attached, probably. So I'm in the exact same spot as I was a month ago, when I originally posted in the thread. Screw it).

I'll play as time is available, including during 'office hours', but I'll try to hold on on story posts until AvolitionBrit posts his story.

Moving on, to more interesting things.

Firstly, does anyone mind if I post Phoebus screenshots? Everybody else posted ASCII, but every time I tried playing with ASCII, I got a splitting headache in a few hours. Obviously, I’ll sanitize the save before I’m uploading it; that’s just basic decency.

Secondly, we have a 40 dwarf popcap; this is probably way too low, especially since we already have 11 children on the map. SmallHands pulled it off, but SmallHands occupied 2 embark squares, not 16. On the other hand, if we go over 50 dorfs, we need to deal with a dumbass mayor… (EDIT: for some fricking reason, we do have a mayor, Moldath Mengteskom. How this happened with less than 40 morons, I cannot tell you. Unless the pop used to be much larger, and that's why I have to deal with the noble). Screw it, I'm increasing pop to 75.

Here's what I'm planning to use:
Spoiler: d_init snippet (click to show/hide)

Thirdly, I intend to use a bunch of weapon traps for clearing thinning the zombies in the second cave. Weapon traps are poorly regarded sometimes, as making things too easy. Just wanna make sure nobody thinks I’m cheesing too hard. On the other hand, there’s already that bridge corridor trap thing on level 157, so I’m pretty sure that ship has sailed.

And lastly, are you ok with some DF commands? This one’s not saved in the main play-trough, but this is what it would do:
(https://i.imgur.com/UvBn4q4.png)


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

A superficial fort overview:

We have a really compressed map; about 80 levels from the top of the volcano to the deepest pit of hell. The surface goes as high as 169, cave 1 is from 131 to 128, cave 2 119 to 115 (and connected to cave 1 with a passage), and cave 3 is from 113 to 108.

We have so many items strewn around, most of them forbidden (which bodes ill about how they got strewn in the first place). We have so many corpses, and parts of corpses, just laying around.

We have a biome that creates two kinds of hostile undead, and two open entrances into the fort. One should have been sealed with a bridge, that was never completed. Another, with doors; I suppose that’s good enough for zombies, but if WHEN we get a building destroyer, we’re all in trouble.
(https://i.imgur.com/gca1xgu.png)

Our military ‘forces’ consist of 3 mace-dwarves, one of whom is practically unusable due to having a stress of 94,500! Combined with the Legendary+5 skill, that gal is a TPK waiting to happen; she’ll be removed from her squad, and left to do some relaxing task, such as weaving.

Why do we have 70 bugbats, and a bunch of birds left in cages? The llama doesn’t count, she’ll get slaughtered asap due to zombie related reasons.
(https://i.imgur.com/3wPxIvj.png)

Cave 1 is walled off, secure, and is absolutely wallpapered in webs. A mass-gathering may be highly profitable.

Cave 2 is open, flooded, and absolutely wallpapered in zombies. For the sake of FPS they need to be dealt with.

Cave 3 was walled off (with one small water-based exception at the upper-left corner), and seems to be the main hub of the fort. It still requires a bit of cleanup.

Props to XKCD for walling off the caves; I know from experience that it can be ridiculously tedious.

My priorities so far:


Seal access to the surface. I don’t trust doors, unless they’re over ramps and unassailable due to pathing bugs.

Burrows are a bit baffling; at the very least, they haven’t kept up with later excavations. My first instinct is to create a bunch of new ones, but in the interest of minimizing chaos I should try and modify the existing ones.

Military needs to be beefed up; it needs armor, and way more peeps than it currently has.

Corpses need to be cleaned away, from both surface and underground. There are stockpiles of remains in the third cavern, which have no business existing. Normally, I’d settle for a simple bridge to atom smash them but I’d better make an incinerator, given where we are. Or, heck, both.

De-zombify the second cave.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: chaotic skies on May 11, 2022, 10:51:40 am
PTW, maybe take a turn
Title: Re: The Fortress of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on May 11, 2022, 01:50:52 pm
I’m guessing it’s my turn? Groovy.
Yes.

Firstly, does anyone mind if I post Phoebus screenshots? Everybody else posted ASCII, but every time I tried playing with ASCII, I got a splitting headache in a few hours. Obviously, I’ll sanitize the save before I’m uploading it; that’s just basic decency.
No problem. You are not required to post any screenshots, so any type of screenshot is more than nothing.

Secondly, we have a 40 dwarf popcap; this is probably way too low, especially since we already have 11 children on the map. SmallHands pulled it off, but SmallHands occupied 2 embark squares, not 16. On the other hand, over 50 dorfs and we need to deal with a dumbass mayor… (EDIT: for some fricking reason, we do have a mayor, Moldath Mengteskom. How this happened with less than 40 morons, I cannot tell you).
Only thing I'm worried about is FPS death. As long that is avoided we can have more dwarves.

Thirdly, I intend to use a bunch of weapon traps for clearing thinning the zombies in the second cave. Weapon traps are poorly regarded sometimes, as making things too easy. Just wanna make sure nobody thinks I’m cheesing too hard. On the other hand, there’s already that bridge corridor trap thing on level 157, so I’m pretty sure that ship has sailed.
We only have one rule here, which is to avoid FPS death :). I intended to use the bridge trap to clear the 3rd cavern of zombies but it performed poorly. Some Draltha corpses were żtoo big? to fall down and the bridges got destroyed. Later the tunnel was used to trap some forgotten beasts.

And lastly, are you ok with some DF commands? This one’s not saved in the main play-trough, but this is what it would do:
(https://i.imgur.com/UvBn4q4.png)
We should avoid memory corruption. Personally I always try to play vanilla as much as possible as to avoid running into memory corruption, which happened to me when playing with dfhack. If a safe file runs into memory corruption, we'll have to go back in time to a safe file that runs without problems.

We have a really compressed map; about 80 levels from the top of the volcano to the deepest pit of hell. The surface goes as high as 169, cave 1 is from 131 to 128, cave 2 119 to 115 (and connected to cave 1 with a passage), and cave 3 is from 113 to 108.
Damn I didn't know 1 and 2 were connected.

We have so many items strewn around, most of them forbidden (which bodes ill about how they got strewn in the first place). We have so many corpses, and parts of corpses, just laying around.
Not good for FPS I assume.

Our military ‘forces’ consist of 3 mace-dwarves, one of whom is practically unusable due to having a stress of 94,500! Combined with the Legendary+5 skill, that gal is a TPK waiting to happen; she’ll be removed from her squad, and left to do some relaxing task, such as weaving.
We used to have a full adamantine squad. Their former possessions are probably littered around on the surface.

Cave 2 is open, flooded, and absolutely wallpapered in zombies. For the sake of FPS they need to be dealt with.
I agree.

Cave 3 was walled off (with one small water-based exception at the upper-left corner), and seems to be the main hub of the fort. It still requires a bit of cleanup.

Props to XKCD for walling off the caves; I know from experience that it can be ridiculously tedious.
3rd cavern used to be sealed off but the door to hell was opened again probably for a potential water reactor. I sealed off the 1st cavern while NordicNooob did so mostly with the 3rd layer.

-=-=-=-=-=-=-=-=-=-=-

PTW, maybe take a turn
Ok, you are on the list after StrikaAmaru.

-=-=-=-=-=-=-=-=-=-=-

I'm happy this fortress attracts some willing overseers. If you have suggestions how we can improve the play, please let me know.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on May 11, 2022, 02:14:01 pm
Ok. I'll increase popcap to 75, and skip the dead-units commands; I've used it exactly once before, so I have no idea if it causes any problems.

Some of those adamantine clad warriors have been turned to eerie mist zombies, and have spent the past however-many-years fighting one another (or slapping each other, given the utter lack of damage)

The vertical passage is visible between 119 to 125. Curiously, it doesn't have a visible exit in cave 1 although it definitely should... probably blocked by a tree. If it's not visible, there's no need to open it and floor it over.

About FPS and lots of items, no definite answer. I used to think that people and path-finding were the big factor, except I had a fort running pretty much the same at 170 and 260 dorfs. And on the flip side, performance slowly degraded with ~170 dwarves while item numbers crept up to around 100,000. I'll err on the side of caution and assume everything causes lag (we have ~30,000 items on the map at the moment).

[EDIT] RIP Legendary mace-lord, she's a were-tortoise now, the first (and hopefully last) of her kind:
(https://i.imgur.com/5JUKNRT.png)
This happened in the same day my turn started (208-09-11). I'll check if it's part of the old save, or if it happened in my play-though and I missed it.

== 1-day report ==

In hindsight, the cursing had to have happened before my turn; it was already in the Legends export that I made with the starting save -- that's how I know she's a were-tortoise.

I've played about 2 months in-game; I'm desperately waiting for some migrants, or even for the 3 eleven-year old kids to grow up. Playing a fort with so few adults is mind-numbingly slow, wholly independent of any FPS issues. At any one point there are ~5 dwarves doing anything that I actually want them to; the rest of the time, they're either eating, drinking, sleeping, socializing, reading, etc. Fucking around, basically.

I've inherited 27 dwarves, about whom I'll carefully avoid any adjectives. I've immediately drafted 12 of them in 4 separate squads -- axes (because one dude had skill), crossbows (all 3 of them that have any experience) and 2 hammer squads led by the other 2 guys in the old hammer squad. They're not allowed to train, they just equipped and are now my rapid-response force. One of the unskilled hammer-dwarves has been killed on the surface; bad luck really, he went to get some piece of armor, and ran into a walking dead. That aside, they've been doing pretty well. A single yak cow rose within the fort; she got dog-piled by everybody, and didn't rise again.

Madam Iden the sometimes-tortoise is the only member of the old hammer squad. She was successfully sealed from the fort, by the simple expedient of kicking her outside and locking the door after her (then walling it up for good measure). We don't need anything from the outside or the trade depot yet, so she can stick around as the only outdoor dwarf in FriendlyTreason. She was also given several stockpiles to fill with random outdoor junk -- food and corpses, for now. Whenever the full moon approaches, she gets locked in one of the rooms to the left of the depot, just in case somebody important (what a strange thing to call migrants) comes around.

With the outside and the inside isolated from one another, the entire map could be reclaimed, and dwarves left to handle things to their best judgement. We're still in the stage of "butcher any corpses we can grab", and we even slaughtered 5 of our living bugbats without incident. I intend to slaughter all of them, gradually, and replace them with more useful fauna; such as the ducks which our breeding pair can spawn. Duck breeding can be controlled much easier than that of a mammal, and in unfortunate circumstances a zombie duck has got to be less of a hassle than a zombie bugbat.

At this point, I have 26 adult dwarves, of which only 22 are reliable -- 3 are borderline-unusable for mood-related reasons, and their ceaseless bitching is practically blocking the mayor from doing anything too. Which is a bit of a problem, 'cause our mayor is a level 20 mason. I think I'll let them rest in Obsidian; it might improve their performance if they just get all their time-wasting out of their system.

Other than this, the waiting continues.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on May 17, 2022, 05:51:12 am
While the next report is being compiled, have a few large pictures of FriendlyTreason:

The entire world, as seen in fort-mode civilization menu. It’s interesting in the Chinese curse sense:
Spoiler (click to show/hide)

The embark site, from the top down (and with multilevel 15).
Spoiler (click to show/hide)

The eerie mist, descending upon the western forest; a single magma crab was in the way, and it was not affected:
Spoiler (click to show/hide)

I'm tentatively assuming this mist has different syndromes if it's inhaled or smeared on -- inhaling it does close to nothing, while smearing it on means death. BattleFailed was like that, in DF2012 -- mist caused brief nausea if inhaled, but if it was mixed with the neighboring biome's foul muck, it rotted you alive from the inside out over the next 2 weeks. Now remember we have that bitter sludge biome next to the mist...

Two samples of the first cavern; when I say the place is wallpapered in webs, I mean the place is WALLPAPERED in webs:
Spoiler (click to show/hide)

By overseeral decree, there will not be any cats in FriendlyTreason; those little bastards will happily ignore creepy crawlies in the food pile, and instead come to munch on cave spiders. I've had forts where cats completely annihilated the cave spider population.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on May 17, 2022, 09:14:54 am
Days 2-3 -- 208-11-18 to 209-12-28

TL;DR, Population increased to 61, second cavern partially de-zombified and made into the fort’s farming & plant processing zone, third cavern fully sealed while keeping the water source; available corpses butchered and/or atom-smashed. Trading is a complete failure.



Soon after Obsidian began, Madam Iden stopped being useful. She no longer equips her clothes or weapons, and ignores commands; she didn’t completely break yet, but she alternates between depression and ‘attending a meeting’ all by herself. Compounding the problem, she started doing this after I had let her out for garbage gathering, so now there’s a completely naked, thoroughly depressed, unresponsive were-tortoise wandering at random on the surface.

Speaking of the surface:
(https://i.imgur.com/RNBIn8A.png)

Another dwarf was ruthlessly murdered. By me. Tosid the BEEstMaster was nearing 50k stress, and was constantly either tantrumming, or yelling at the mayor. He got locked in the mayor’s dining room, and died of thirst. Then he rose as a zombie; when I got some free population (so in 210), he was caged and atom-smashed, cage and all. His slab was built already, he’s no longer a problem.

Also on the subject of happiness, the fort has two unhappy dwarves with stress around 13,000, hopefully making them salvageable: one’s a random civilian, and the other is Sibrek, one of my 2 skilled hammer-dwarves. They were removed from hauling jobs, and assigned masonry & bone crafting; both these jobs are in high demand currently.

But I’m getting ahead of myself. The last month of 208 saw everybody removed from jobs, except for food hauling and lever pulling… and everybody proceeded to store food in stockpiles for the next 2-3 weeks. Wow, that might have been my best idea, and I didn’t even know.

Migrants have arrived… all the way towards the end of spring, on the 24th of Slate. They’ve successfully navigated the berserker were-tortoise and all made it into the fort, with the help of one hastily-defined meeting zone, some strategic door locking and unlocking, and some helpful dark gnome zombies who distracted were-Iden until they all made it in.

The fort’s been enriched with eight adults and 2 more children. Between them and the two children who grew up, the summer of 209 begins with 34 working adults and 11 children (and one were-tortoise).

Meanwhile, in the third cavern, the problem of the one open tile was resolved without destroying the water source. It’s going to require a temp save with clean all and autodump used, because there’s just that much crap obscuring the poor thing. But to sum up: the water source tile had a fortification built in it. A temporary wall was built to stem the flow and allow me to work (the grey andesite wall standing out among the white granite). Two floodgates control the water channel, one here at the start and the other (not pictured here) all the way at the eastern end of the drain.
(https://i.imgur.com/c1aG8eM.png) (https://i.imgur.com/gztVtt6.png)

Their controlling levers are built beneath the tavern, and named appropriately. Also in this picture, the tavern’s underground storage area for booze and prepared meals.
(https://i.imgur.com/8o8hBa9.png)

On the upper level, the screw pump was moved one tile to the East, an unavoidable process seeing as I just built a wall in its former input tile (actually, this pump might be pretty useless now that we have the floodgates).
(https://i.imgur.com/7TvdyiG.png)  (https://i.imgur.com/nZ41hST.png)

I’m just gonna say this change increased FPS from 9 to 11, despite the bump in population.

Onwards: given all the corpses, I made a slaughter area in the third cavern. There were already bugbats pastured near it; I added a refuse stockpile restricted to corpses, an atom smasher right by it, and 2 rooms in the above levels: one for bone-crafting, and the other for fat and meat cooking:
(https://i.imgur.com/GuIF9ty.png) (https://i.imgur.com/CpABk2X.png) (https://i.imgur.com/fg111U6.png)

And just to make the lever for the atom-smasher very obvious:
(https://i.imgur.com/qH59eNi.png)

Summer doesn’t bring a human caravan. What a bummer, who’s going to buy all our bone crafts?

And speaking of bone crafts… the civilian wisely stuck to bone-carving for the past half-year, and was in the clear by this time, with 12 levels acquired. Hammer-dwarf Sibrek has spent some time cutting blocks, then cooking food, then making some crafts, and not improving his mood at all. He’s at 16k stress; this is the point where I kicked him out of the army and put him on crafts permanently. Spoilers from the future, his mood did improve, but very slowly. The next summer finds him as a legendary bone-carver, and at 11k stress despite mass-producing masterworks by now. Really, some people are just curmudgeons.

Mid-summer, on the 19th, we've been visited by a were-chameleon. It got into a fight with our resident were-tortoise, and beat the snot out of her. All this is were-tortoise blood:
(https://i.imgur.com/bVP8CKj.png)

Summer migrants arrived 2 weeks after that; another 8 adults, and no babies.

Autumn arrives, and with it the caravan and outpost liaison. The caravan reaches all the way to the depot, then turns right around and fecks off. There were no messages in the announcements or reports, but a missing wagon in the units list points out the cause anyway.

There are some forbidden ‘wagon logs’ in the depot itself, so I’m assuming the stupid thing made it in then just kinda exploded (they couldn’t be from before, I reclaimed everything in the room when the caravan arrived). What I don’t know is the actual cause, because there were no undead around, and, as said previously, there were no combat logs involving a wagon, or anyone else for that matter. I can only shrug, deconstruct the old depot, and build it anew a few tiles indoors.

The outpost liaison receives orders to bring certain birds. Turns out I was wrong about one thing after all: we don’t have breeding pairs of birds, we have a bunch of females without males, or a bunch of ganders without geese. After he leaves, I remember I should have asked for iron ore as well, but now it’s too late.

Seven migrants arrive in the autumn. We now have 51 adult dwarves in FriendlyTreason, and they all have plenty of work.

In the second cave, there are 2 big projects underway: a plant processing area with all the bells and whistles, and a safe(ish) zombie grinder.

The zombie grinder is a simple winding corridor, with some cage & weapon traps in it, and sealed off with 2 bridges. The levers for the bridges are 2 levels above, in the newly-minted farmer’s guild. A separate corridor allows archers to shoot incoming zombies. The whole assembly is kinda temporary; once the surrounding cave is marginally safe, it will be deconstructed and rebuilt right next to the next large pile of zombies.
(https://i.imgur.com/3BXsEf4.png)

A miner opened the corridor in late autumn; every on-land zombie in a 40-tile radius shuffled towards it. The traps were very effective, therefore the whole thing ended up kinda underwhelming; less than 1/3rd of traps were even tripped. Still, there are several zombies stuck in trees, and even more in the water; none of them have budged when the corridor opened. The area is far from safe.

The crossbow squad has failed to shoot anything, and upon closer inspection, I find out they don’t have any quivers and therefore no bolts. I did look at their uniform and their military equipment, and each of them has a crossbow assigned and equipped. I still don’t know why they’re not picking up their gear.

The plant processing area is mostly done right above the farm itself; there was a large room already excavated there, for flooding the farm below. I even manage to build a dedicated stair from the middle of the farm to the middle of the room; this requires me to rebuild the farm plots themselves, turning the nine 3x3 farms to four 4x5 ones.
(https://i.imgur.com/ON5GHzt.png)

I built a still, a farmer’s workshop and a loom in it, and added stockpiles for all plants (minus dye plants) and an empty barrel pile. This is where brewing, leaf bagging, plant processing, and plant weaving gets done.

Next to it is the cloth and tailoring area; it only includes actual cloth, since thread is processed wherever it’s made - plant thread in the loom next door, and silk in the cavern where it’s picked. The remaining space gets filled with dyeing infrastructure. Dye plants have a stockpile off to the side, where the quern-stone and the empty bag stockpile is; the fort’s only dye workshop sits by it.

In winter, the were-chameleon returns, and makes the mistake of lingering until his transformation ends:
(https://i.imgur.com/6WH4nFr.png)

Iden is thankfully accepting commands at this point; she’s ordered to kill Stukos, and does so. He’ll raise later as a zombie, but that’s fine. Zombies are much easier to kill than were-chameleons.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on May 17, 2022, 12:01:46 pm
Amazing! Thanks so much for the screenshots!! Gives new insights into this world and map. I love community games. Finally 3rd cavern is sealed again, wohoo! Amazing work done.

One question, Iden seemed to have been beaten by a were-chameleon but later you write she was still outside killing the same/or other were-chameleon?
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on May 18, 2022, 01:55:43 am
She was beaten, but not killed. And any wounds he has got wiped when she transformed, as they usually do. She also didn't go insane yet; I'm honestly surprised about that. She's spent, by now, two years with stress 100k.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on May 21, 2022, 07:44:46 am
… Wait, the turn was one week not two? Fiddlesticks, I thought I was still playing until Wednesday. Ok, I’ll wrap up a few projects and post the save. Meanwhile, I’m also splitting 210 in 2 parts, because there’s plenty to tell.



Year 210 (part 1)

Population has slowly increased to 75, 67 of which are adults. One miner died, during events which will get expanded upon. Iden still lives locked up in her tiny room, and 3 eerie mist zombies are still beating the crap out of each other. The second cavern is ruled by zombies; some interesting game behavior has been noticed, and this too will get expanded upon.

But first, all the projects that have used up some of that dwarf power.

First and foremost, I wanted to use strategic cave-ins to rid the fortress of its most dangerous denizens. The first and easiest targets were two undead feathers:
(https://i.imgur.com/AHNOpXA.png)

A single cubic plug was carefully detached from the rock above, and left to drop on top of the abominations:
(https://i.imgur.com/5D1KZsI.png) (https://i.imgur.com/e0qhqzJ.png)  (https://i.imgur.com/vx4U8Cm.png)

(https://i.imgur.com/MlMFiWh.png)

(https://i.imgur.com/6aMdsKN.png)

This is where the miner died: I expected to not have any major problems, so made the plug to drop via channeling one last floor tile. But no, that was enough to slam the poor miner on the ground and kill him. He was immediately atom-smashed before rising (actually, I think he was mangled enough that he could have been buried; but better safe than sorry).

Apocripha #1: DO NOT, UNDER ANY CIRCUMSTANCE, DIG OUT THIS BIT OF STONE.

(https://i.imgur.com/6aMdsKN.png)

Look. Normally, when a solid stone plug falls on something, that something should stop existing. Atomized into non-existence. Well not these two assholes; they are dead, and therefore cannot die. When I foolishly dug out the stone plug to expand the neighboring smithy, I found them both untouched:

Animated Feathers:  (https://i.imgur.com/8qCLyJ9.png)
Inanimate Feathers: (https://i.imgur.com/FAUOtzu.png)

Thinking little of them, I ordered them dumped, and forgot about it. No problem, they reminded me pretty quickly, when the stupid Forgotten Beast Feather rose again (regrettably, I didn’t screenshot Usbu’s feather running amok though the bone carving area; it was very clear that I needed to ditch that save)

It can’t harm any military dwarves, although civilians are a different matter; conversely, military dwarves can’t harm it.

(the jabberer feather was mangled, and mercifully stayed dead).

We now return to your regularly-scheduled program.

The next target was the forgotten beast locked in the bridge corridor. This one’s a bit trickier, because it can move around. However, after one year of careful observation, I noticed that it’s only walking back and forth in about 10-15 tiles.
(https://i.imgur.com/NU4dxL3.png)

I chose 10 where it’s usually found, and dug out a plug in that shape. This time, I learned from Minkot’s death; I built a support and connected it to a distant lever.
(https://i.imgur.com/5EKkBfy.png)(https://i.imgur.com/i0lVGy7.png)(https://i.imgur.com/X3lLMCy.png)(https://i.imgur.com/JlTUXTQ.png)

Then, when everyone was clear, the deed was done:
(https://i.imgur.com/87NsHh4.png)

There are still two undead titans imprisoned in FriendlyTreason; there’s technically the possibility of dropping a plug on them both, with care, but it will be a bit trickier because this will have to dig outside in order to disconnect the plug. That, or we can unlock that southern door and hope they’ll both choose to shuffle forward underneath the mountain:
(https://i.imgur.com/TJQeiwb.png)

Frankly, they’re nowhere near as big of a problem than the second cavern.

In the second cavern, one more trap corridor was used, in the north-eastern corridor.
(https://i.imgur.com/DJ8Zy27.png)

Once again, the undead stuck in water refuse to budge, even when they’re one short hop away from dry land, and from the waiting cage traps:
(https://i.imgur.com/9JICC4R.png)

The process revealed yet more lake trees with loads and loads of undead stuck on them. The total number of non-fortress critters has reached 310; if the last unrevealed corner of C2 has about the same concentration of undead, then there should be around 350-400 total.

Cage corridors do clear the land, which is nice, but it’s nowhere near enough.

Most of the undead are staying up on 3 trees connected to the map’s edge. Unless the bastards can climb, I really don’t think there’s any solution besides obsidianizing all of the lakes in the cavern. And if you think undead make lag, you should see what happens when you dump magma on top of water.


(Apocrypha #2)

And yes, the undead are indeed to blame for the lag we’re experiencing. For the sake of science, I did an ‘alternate timeline’ which started with running exterminate undead. Several things immediately happened:

- FPS jumped from the current 8 to 35. Then it immediately started to drop because…
- about 25-30 previously-placid corpses have suddenly risen as undead, and…
- 40+ cavern critters, most of them crundles, have spawned on the edge and…
- the new arrivals and newly-risen corpses have started fighting, and…
- one previously-invisible Forgotten Beast has started murdering all of the above.

I say invisible, because it didn’t spawn then -- I’d have gotten a message. Nor was it in the unit lists -- I looked for FBs, the only “official” FB we had was the one I dropped a literal bridge on, and nothing but undead afterwards.

And more importantly, because that FB had officially arrived two months prior to the experiment; then it just vanished from the unit list, and re-appeared after the undead had been magically annihilated:
(https://i.imgur.com/f7UgHP6.png)

Both the initial spawn and the post-extermination location were in this tree:
(https://i.imgur.com/uu1hTLV.png)

All of the above makes me think the game does have mechanisms in place to keep zombie-splosions under some form of control -- suppressing new spawns, suppressing new reanimations, outright pokemon-ing an entire FB?!? It’s just that the game also considers very low FPS to be perfectly playable.

(End apocrypha).
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on May 21, 2022, 11:21:22 am
Nice. I also thought that the only solution might be filling the 2nd cavern with magma. It kills the zombies and obsidians the water neatly. Maybe in segments as to have an easier time closing off the edges.

EDIT: There is no turn RL or game time-limit but it would be good to coordinate with potential overseers.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on May 21, 2022, 03:26:48 pm
I am down to take another turn, do want to kill those forgotten beasts corpses and enter a golden age or whatever age the world will become once they are gone
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: Mobbstar on May 22, 2022, 03:34:55 am
HAHAHAHAHAHA!  O Űsbu, you wicked thing.  Even 16 years later, you still massacre all who come near.

I suppose you can leave the note there.  You know, this one:

(https://mobbstar.gitlab.io/cdn/df/2021-08-19_friendly-treason/place_of_honour.png)

(Edit: using different image source; if you read this, i did a history preservation for YOU!)
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on May 23, 2022, 02:46:20 am
I am down to take another turn, do want to kill those forgotten beasts corpses and enter a golden age or whatever age the world will become once they are gone

Ah, more meat for the meat grinder. I’ll take this opportunity to put my name down for a re-overseering, by the way. This should make me third, after Chaotic skies and AvolitionBrit.

How is the next overseer, by the way? I can have an upload done by this evening (~12-14h), but I’m tempted to keep playing just a bit longer, if no-one else can pick it up soon.

Also, don’t get your hopes up about changing the age; we might pass from Myth to Legends, if we aren’t there already, but if Legends run out too, we’ll go into the Age of the Goblin. There are almost 25,000 of these little pricks in the world (and around 600 each of elves, dwarves, and humans).

Back to FriendlyTreason: the big problem with this fort right now is that we really can’t do shit until the second cavern is dealt with (literally can’t, the lag will make any other projects into a torture). Which means we might have to somehow coordinate a massive obsidianization campaign, across multiple overseers.

I’ve only done one lake obsidianizing before, and it was much smaller and easier - only 2 lakes, less than 1/6th of the surface we have here, magma was much closer, and most of the cave was under control, unlike here. It still took around 4 years (though granted, I was not in a hurry).

I really hope the fort is still playable on everyone’s PCs; personally, I’m using my work laptop to run DF; this is technically a breach of contract. It’s a decent laptop, about three years old, and it’s only running DF at 7-8 FPS by year 211. Granted, it was also running at 8-9 FPS in year 208 before dealing with the flowing water in cave 3, so I can at least say I didn’t make things notably worse.

HAHAHAHAHAHA!  O Űsbu, you wicked thing.  Even 16 years later, you still massacre all who come near.

I suppose you can leave the note there.  You know, this one:

(https://cdn.discordapp.com/attachments/422069774206631949/977851619448356865/unknown.png)

Hey, that’s a good idea! I wish I could engrave words on walls, or at least on slabs, but dwarves don’t roll that way. I’ll just have to pretend the note is actually carved in stone.

(I’ll also try to dump the damned feather into a nearby magma channel, before it rises. That should destroy it without the delays involved in atom-smashing. If it doesn’t work, you’ll know because I’ll ditch the save, and the Sealed Evil in a Can Rock will be there untouched).
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on May 28, 2022, 12:19:21 pm
Ok, here’s the save (https://dffd.bay12games.com/file.php?id=15947), and it’s also linked at the bottom of this post. If I keep doing “one more thing”, I’m going to end up playing until I conquer the entire world.

Year 210 (part 2)

Firstly, the military.

Unfortunately, very few citizens have any pre-existing military skill; tactically, we have 2 armchair generals (one skilled leader and one novice tactician with no other military skills); they’re currently unused, but if this fort ever gets to raid its enemies, they might come in handy.

The only skilled hammerers are those that we already had; so, Kib who’s Legendary +5, and whining little Sibrek at level 8; Sibrek was only drafted in late autumn, after he had finally crafted enough masterworks to drop below 10k stress. I’m not counting poor Iden, because she’s no longer picking up a hammer, despite definitely having access to one.

A full hammer squad, made from these two alongside 8 complete n00bs, have been allowed to train since spring 210. Except they didn’t; they did sometimes do individual training, and have acquired a tiny bit of experience, but the desired cyan S never appeared. Most of the hammer-dwarf skill that exists was acquired by executing caged zombies.

In the ‘other weapons’ department, the fort has a level 5 axe-dwarf who I drafted in his own squad as emergency troubleshooter when I got the fort. Later on, he was left to train 2 months of the year just to keep up his skills. Besides him, we have three novice hammerers, one novice sword-dwarf, and one talented spear-dwarf (aka, level 6). All of them are unused, and live as civilians.

The crossbow squad is doing better, having gone up to 7 members with the addition of 3 new recruits. They used to have a problem, where they didn’t pick up quivers and bolts; the problem went away after deleting and recreating the squad (literally nothing else was changed). Then, they were stationed in cave 2, near specially-carved fortifications facing the zombies in trees. They really suck at hitting anything, but they manage to kill a crundle… eventually. At least they’re getting XP.
(https://i.imgur.com/hSJpG9V.png)

More concerningly, they’re not hitting the forgotten beast sitting up in a tree. I presume they can’t see it, with all the trunks and branches in the way.
(https://i.imgur.com/qwS7pGy.png)

The melee squads all have barracks prepared next to the fort’s main exit; only hammers and axe are assigned:
(https://i.imgur.com/yE99VVI.png)

Some time in late 209, every dwarf was allowed weaving, the first cavern was mass-forbidden, then spammed with looms; since then, I’ve gradually unforbid the webs nearest to the looms:
(https://i.imgur.com/WizaHZH.png)

As of spring 211, I considered I have enough silk; there are 1000+ silk bolts, and that’s with multiple ‘do silk x’ jobs firing occasionally. Only 2 weavers are now allowed in FriendlyTreason; they can just barely keep up with random web spawns. We’ve barely made a dent in the existing webs, and most of the cavern is still forbidden.

Part of the reason why I’m focusing on the cavern silk is that I’m trying to not massively increase the number of items in the fort. Growing pig tails would add new items (be it plant, thread, cloth, or finished clothing item), but the silk already exists. It will get transformed, not created.

We may still have a problem with all the webs suspended in trees, since they’re both unreachable and still count as items. There’s not much we can do about them, besides maybe clear-cutting trees and waiting for new trees to destroy them, by growing over the suspended webs. That, or build massive floors in the cave. Or, y’know, use autodump & atom-smash them, which is arguably cheating.

In related news, the number of items reported by cleanowned has gone from 38,000 to 40,000; which isn’t all that much for 2 years of play, and I’m willing to bet most of that increase is from blocks and bars.

Back up on the surface; when migrants arrived, I took the chance to do some cleanup. The depot finally got a bridge to close it off; its lever is by the tavern.
(https://i.imgur.com/Eet8AQO.png) (https://i.imgur.com/vcbekRl.png)

I don’t let dwarves walk outside unrestricted, due to pools of eerie mist. I’ve only found one of them, but that's about one too many. So, I made a new burrow, named ‘Outside Access’, and included a small area in front of the depot. Dwarves were allowed to access only the general underground burrow and that little outdoor area.

This is how the depot was reconstructed, the bridge built and linked, and a few of the nearer corpses moved to the third cavern for processing.

Whichever one of you dug out this massive room: firstly, I appreciate your dedication. Secondly, WHY?!? Thirdly, I'm going to wall out most of it. The only things of any use are the native copper chunks, and arguably the gems.
Spoiler: A massive room (click to show/hide)

Autumn comes and goes, without any sign of the dwarven caravan. Well that’s unpleasant…

Well, might as well build more trap corridors; this is when the second trap corridor was built in the NE, and cleared that speck of land too. Then the third, near the second and planned to open above the zombies in the tree.
(https://i.imgur.com/DJ8Zy27.png)
(https://i.imgur.com/0j1MNk5.png)

The levers to control it are in the tavern; they're properly labeled, so you'll know them when you see them. There's also a third unused lever there, by the way, if you need it.

Turns out the guys do indeed climb, and fast at that. This trap corridor might actually be underpowered, while the other two were overpowered. But it’s not all good news: as soon as a zombie dies, it’s replaced by one (or more) from the corpses existing in the cave.

Year 211

There is no longer any doubt: the only solution to the second cavern is to obsidianize the entire place. Trying to reduce numbers with traps has proven to be outright counter-productive - for every zombie we cage or kill, at least one more takes its place, and usually several. The third trap corridor has run three times, and every time the population count has gone up, not down.

I’m not saying trap corridors are completely useless: the land in cave 2 is mostly clear, and when we’ll build walls around the former lake, we could definitely use traps to clear the pockets of water and undead hiding under trees. But until then, the corridors are decommissioned: the outer bridge was raised, and all traps were deconstructed - the cage traps for being useless, and the weapon traps to free the weapons within. I’ve already killed off all the caged zombies, I’m not letting them pile up. Even so, we’re at 330 ‘others’ on the map, literally all of them zombies.

For the purposes of future obsidianization, I’ve set up mason’s and mechanic’s workshops in the giant dug-out space of level 159. Here, the existing stone will be used to craft mechanisms, floodgates, hatches, and blocks. Basalt and alunite are magma-safe; they’ll be the main materials for the above, and for a few grates just in case. Diorite and gneiss will be used exclusively for blocks, since they’re not magma-safe. I’ve also ordered 20 nether-cap corkscrews and pipe sections; this should be enough for any magma pumps we may need. The plan so far is to use level 120, right above C2, for all the magma works.

Also among my (mostly ineffectual) attempts to increase FPS, are restricting access, and reducing travel times. A whole bunch of walls, with doors in them just in case, were built in the wider spaces of the fort, including the massive open space by the fort’s main entry and in the caverns.

The tavern is really nice, but it’s also really far away. It’s about 100 tiles from the stairway, never mind any other places where a dwarf might need to go. To alleviate the problem, I’ve built a ‘subsidiary’ in the first cave - a room with food and drink, that’s also part of the tavern. Hopefully, dwarves will use it to fill their needs without going all the way to the main tavern.
(https://i.imgur.com/F8S6Ofn.png)

And after all of that was completed, I’ve spent half of spring and summer doing one thing I said I’ll never do: letting dwarves roam outside unrestricted. With all the essential tasks accomplished and without any great hopes of completing any major projects, the only time waster I can approach is cleaning the surface. It’s also the kind of task I can leave running in the background while I’m actually doing my dayjob.

Then, when I can actually focus on this puppy, I embark on a last and very dangerous task: digging out the deadly feather’s tomb, and dumping it in magma (before it rises again to pester the fort).

Success!
(https://i.imgur.com/kM9ZzSr.png)

Lastly: there is a new Forgotten Beast in the second cavern:
(https://i.imgur.com/q6LqKyg.png)

Curiously, it’s not engaging any of the neighboring zombies or the hidden FB that’s arrived in 209. It’s just sitting there, in its happy little tree.

I wanted to play until autumn, when the dwarven caravan may or may not arrive. Regrettably, it didn’t arrive; apparently, the mountainhome still likes us enough to send migrants, but the outpost liaison wrote us all off.

And that’s about it. I’m leaving you in the late autumn of 211, with decently usable dwarves. There are no active dump zones, clothing and booze industries run on their own, more or less. We even have a safe amount of wool thread & cloth; I’ve managed to shear our 4 wooly critters with some help from the military. Cooking and butchering still require micro-managing, but I left a sizable amount of lavish meals laying around. The mayor occasionally mandates figurines; that’s perfectly doable, we have a really nice bone stockpile on level 109.

Also, there are only 74 dwarves; one of these guys succumbed to infection in late spring. There’s a strange symmetry, where I lost one dwarf in every year: in 208 Iden got were’d, in 209 I locked the Beestmaster to die of thirst, in 210 I stupidly killed Minkot the miner, and now in 211 Stakud finally rolled a 1 on his ‘survive infection’ check.

Once again, the save (https://dffd.bay12games.com/file.php?id=15947).
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on May 28, 2022, 01:43:25 pm
Awesome, a lot of work done in short time!
So the non-magma safe blocks that can be used to contain the magma don't melt?
I think it's AvolitionBrits' turn now, chaotic skies has not mentioned taking his turn as of recently.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on May 28, 2022, 07:00:19 pm
I shall pick this up tomorrow. :)
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on May 30, 2022, 02:19:24 pm
I just love how long after this fort has died that hammer 05 and hammer 08 will still continue their eternal battle. Whilst Hammer 04 just watches them.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on May 31, 2022, 01:10:12 pm
One miner died
Oh yea I think that was me  :P feel free to dwarf me in again

I just love how long after this fort has died that hammer 05 and hammer 08 will still continue their eternal battle. Whilst Hammer 04 just watches them.
The hammer 08 weapon is a named waterskin with dwarfen rum in it and hammer 05 is strangling him right now...

I'm at 7 FPS now damn.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on May 31, 2022, 01:54:35 pm
Avolitions Log - Date Unknown

Progress is going well, my library is coming together whilst my fortress beutification project continues. Alas a shame about my tower, it seems a different overseer has sealed up the staircase. A wise move considering what has been happening out there.

In other news the two titans twisted into undeath have been incinerated. Their beastial screams echoed through the fortress for days, truly haunting. As we dealt with that we have a new guardian/enemy. The cyclops has taken to killing the walking dead, which was useful. However it is likely we would be killed by the beast and that was before good old hammer 03, that beast cursed lost it. Her isolation in the outermost airlock got to her and she busted down the door and charged the beast. Giving it the werebitchameleon curse. Since then Akera Graymine the Duties of Questing has been put into stalemate against the undead werebit who heal the blows dealth by the great beast.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on May 31, 2022, 02:23:35 pm
24th Moonstone, 213

A great creature with two heads has come. These two large foes are yet to meet but they are sure to come to head. The beast has two legendary weapons, a bow and a copper halberd. This will be interesting.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on June 02, 2022, 08:42:30 am
One miner died
Oh yea I think that was me  :P feel free to dwarf me in again

I can proudly say that no named dwarves died during my turn :P The miner was one Minkot, (s)he had just arrived as a migrant. That said, 'you' and Bombix Moriii were regrettably dead when my turn started.

Oh, by the way. I completely forgot about a death in 209 -- a recruit who trekked across the surface for gear, and got ambushed by undead before reaching it. Which only means that I... really do have one dead dwarf per year. Huh.

> Alas a shame about my tower, it seems a different overseer has sealed up the staircase. A wise move considering what has been happening out there.
I wanted the depot room to be sealable, and the tower's staircase got in the way. I've built a temporary wall in its place. Not like I was going to do anything with it...

Quote
> In other news the two titans twisted into undeath have been incinerated.
Good job, and good riddance.

Quote
[...] before good old hammer 03, that beast cursed lost it. Her isolation in the outermost airlock got to her and she busted down the door and charged the beast. Giving it the werebitchameleon curse. Since then Akera Graymine the Duties of Questing has been put into stalemate against the undead werebit who heal the blows dealth by the great beast.
I'm pretty sure megabeasts can't get any curses? Something about tags... that I looked up once but don't remember now.

(also, edit b/c I didn't answer to this last week)

So the non-magma safe blocks that can be used to contain the magma don't melt?

Yep. Walls and floors are not subject to temperature/fire calcs, for some reason. So you can hold back magma with a wall made of wood, or even ice, and the only effect is that it will get warm. Presumably, it will eventually be changed, but for the time being we all live with it. In the same vein, there are no real material restrictions -- you can make walls and floors out of ash (because ash is a bar, and therefore a perfectly valid build material), you can dam a river with soap constructions and no melting is ever considered, etc.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on June 14, 2022, 01:19:45 pm
Sooo, two weeks passed. How is it going AvolitionBrit?
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on June 14, 2022, 01:28:06 pm
Oh dam, sorry i thought i had posted it. I will upload, the later years didn't go well
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on June 14, 2022, 01:40:41 pm
https://dffd.bay12games.com/file.php?id=15964
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on June 14, 2022, 02:20:14 pm
Thanks. I guess it's StrikaAmaru's turn now.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on June 19, 2022, 07:27:39 am
I guess it is. And I gotta say, this is not the problem I expected to have to tackle first:
(https://i.imgur.com/udFydoB.png)

Allllso, we've lost all control of the surface, which is now full of zombies and one eerie mist ettin. Somewhat related, population dropped from 75 to 48. And the second cave is still generating lag for days.

But, it's not all horror and bad news -- the two trapped zombie titans died in magma:
(https://i.imgur.com/fAFcW7W.png)

Which surprises me a bit; I thought undead don't burn in lava? But I guess that was a bug and was fixed; no more eternally fire-proof undead, just a smear on the ground:
(https://i.imgur.com/6BFMpHP.png)

But that's all for later, food first.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on June 19, 2022, 07:38:29 am
The material they made from got so hot it just melted into grease as for food, not to sure how we reach that but i suspect that the zombie that killed some livestock just destroyed the egg supply.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on June 22, 2022, 03:48:20 am
Food got solved pretty quickly, by slaughtering two of our remaining bugbats; half the fort rushed to the butchery to claim one chunk of meat each. This indirectly caused both rawhides to rise from the dead: with everybody busy eating, nobody even tried to tan them. They’re not actually a problem, they both got trapped in the cage traps around the butchery. The army will be later called to re-kill them, and then they’ll be processed properly.

Meanwhile, I’m shutting down brewing, and ordering some plump helmets to be gathered from the spontaneous flora in the caverns. That should tide us over until a new batch of plump helmets grow in the farm. And looking at plant stocks, it’s obvious that I can safely disable all other kinds of farming for the rest of my turn: we seem to be drowning in cave wheat and sweet pods (both of which can be brewed, but not eaten raw).
(https://i.imgur.com/YX8XHWJ.png)

For the near future at least, the farm has been disabled, except for one plot producing plump helmets ad infinitum. I’ve also built a kitchen in the plants stockpile, to cook some of those plants; this does destroy seeds, but it’s not like anything can go permanently extinct, we have an eternal backup on the cavern floors.

On to the next crisis: clothing. More than half the clothes currently in use by dwarves are tattered (aka, they’re XclothesX, aka, they have wear level 2 or even 3). Besides giving bad thoughts on their own, it also means we’re only a coupla months away from an epidemic of nakedness. I added automated tasks for making clothes in my last turn, but their trigger conditions have been set way too strictly -- they’re supposed to launch when less than 10 unclaimed clothes exist in the fort. This unfortunately also counts all the unreachable clothes on the surface, so the tasks practically never fire.

For the time being, I've upped the limit to 100 (which might be too high, but I’ll deal with it later), and I’ve manually chained up the five basic clothes -- shoes, trousers, shirts, gloves, caps -- before using cleanowned X to ditch the worst offenders. This also released back to the fort a bunch of prepared meals, that some bloody fool has been ‘storing’ on the floor of his room:
(https://i.imgur.com/uYLu0SU.png)

A dwarf was thrown in a cage for “failing to meet mandates”, and has been left there until she went irretrievably insane:
(https://i.imgur.com/hrHZbEd.png)

She, and her cage, will eventually get thrown in the atom smasher, but right now I have more important things to do.

While everybody eats and hauls rags, I turn my eyes towards the surface. Which is filled with a depressing number of (un)dead dwarves, and one eerie mist zombie ettin. The ettin doesn’t seem to carry any mist contaminants, but does carry two named weapons. One of those is a shitty bow worth only 30 dorfbucks, but the second is an actual artifact halberd that has been well-used:
(https://i.imgur.com/j4PKeqS.png)
(https://i.imgur.com/PbJP4FM.png)
(https://i.imgur.com/oaUusD3.png)
Spoiler: Halberd Kills (click to show/hide)

Since I don’t want to risk any spread of the eerie mist syndrome, the surface is getting cleaned via traps. The left-side corridor looks like a good spot for the task; a line of cage traps gets built in all but two spots, which got bypassed because they held masterwork engravings, and building cages on top would have destroyed them. Then the door gets unlocked, and every zombie on the surface rushes in:
(https://i.imgur.com/qDvQLhB.png)

I’m a bit surprised the doors can still be locked and unlocked afterwards; I’d have expected them to be ‘taken by invaders’ and uncontrollable by the fort until a dwarf passes through them to reclaim them. Either the conditions have been relaxed, or undead don’t count.

While the cages were being built, the life, death, and undeath of the fortress carried on. A sleeping mason was attacked by a violent ghost, and got his leg ripped off. Somehow, he managed to not wake up through the whole ordeal, and is peacefully still napping amidst the ruins of his own battered foot:
(https://i.imgur.com/eCSsCqB.png)

The leg didn’t rise, which surprised me; it even got to sit around for nearly a month, seeing as everybody was busy. Six dead dwarves were then memorialized.

The second cavern was untouched by us, although the time draws ever nearer. During the above-mentioned preparations, we’ve been visited by two Forgotten beasts; the first one is once again placidly sitting in a tree, but the second one started a fight with the resident zombies and got instantaneously murdered. It won't rise again, since its corpse is both mangled and mutilated:
(https://i.imgur.com/PHQs2xe.png)

(https://i.imgur.com/g7qb49d.png)
(https://i.imgur.com/I1ci1Ef.png)
(https://i.imgur.com/lEkhxJN.png)
(https://i.imgur.com/4QZx0pv.png)

The second cave now has at least 4 forgotten beasts, 3 of them living and the last zombified. Minimum.

-----------
This was the progress for around six months; so mid-winter 215 to mid-summer 216. My FPS is around 4, but that's during work hours (so DF has serious competition for processor and RAM). Next up: I'll do my best to tackle the second cavern. I may or may not fail miserably.

Apropos of nothing, Miss Aban OarPost, one of the eerie mist zombies, has briefly appeared in Dwarf Therapist, thus allowing me a glimpse at her stats.
(https://i.imgur.com/2FeVW9X.png)

She was listed as a guest (with name in italics and uneditable jobs), and she didn’t stick around for long. I’ve looked around for her since then, and she never reappeared. I’m assuming Dwarf Therapist has briefly glitched; when she showed up the first time, I had just changed settings from hiding children, to showing them.

[edit] Miss Aban keeps appearing and disappearing from Dorf Therapist; I'm guessing there must be something wonky in her loyalties. That said, I'm not letting her out; she's still an eerie mist zombie, opposed to life.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on June 24, 2022, 07:22:53 am
The Creepy Sacrifice xd
Damn, if we could turn Aban OarPost to our side somehow through reviving her as intelligent undead, we would have a great help.
Yes I also got confused about "taken by invaders" seems like it does not apply to undead.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on July 01, 2022, 11:09:21 am
Part 2 (216 winter - 217 autumn)

The final pre-obsidianizing preparations have occupied the next half of the year. Everybody is already clothed, we’re doing decently with food, and two little projects have been started in the first and third cave. Namely, two rooms were built on the edge, their floors covered in cages, and then a small portion of the wall torn down. Yep, I just deliberately ruined the cave seals.
(https://i.imgur.com/R0EX23F.png)  (https://i.imgur.com/pzVFePP.png)

I’m hoping that having spawn options in all caves will make the second cave a little less busy when it’s time to wall it up. Also, as you can probably figure out, the trap room for the third cave was really badly planned. So, I tore it down and rebuilt it; the exit of the corridor had to conform to the existing hatch airlock, resulting in an… interesting… design. Whatever, it’s supposed to work well, not look good.
(https://i.imgur.com/K7W9DoF.png)

And it definitely does work well, because the third cave spawns a whole bunch of beasts; a good half of them are crundles, of course, but we also got some rutherers, reachers, elk birds, etc. Most of them have been tamed and slaughtered; our meat stocks have gone from absent to overflowing. The only survivors are 3 crundles, who now make up the fort’s only breeding animals (as it's recommended, as soon as they produce the first generation, they’ll get butchered). The semi-sapient animals (plump helmet people and gorlaks), were assigned to a built cage nearby, and were left there.

(This little misadventure resulted in 3 civilian deaths, bringing the population to 45).

Apropos of nothing, I remade the hospital, and temporarily moved the well above a spot in the pond with 2-deep water. The previous well had run dry; or rather, water level finally dropped at 3. Dwarves keep using it for washing themselves… which I can’t really blame them for, now can I?
(https://i.imgur.com/YlgNY41.png)

The well is temporary due to safety concerns; its new water source very much allows critters to climb up into ‘safe’ fort areas. A new well is getting built… somewhere, as soon as I figure out a spot for a cistern.

It is now winter, I’ve run out of distractions, I have 3 very unhappy dwarves and 2 unhappy ones, let’s punch some holes in a volcano.


The first target is the northern lake; it (probably) has no Forgotten Beasts around, so if I screw anything up it shouldn’t be that much of a disaster. A single-tile channel will carry magma to the northern edge, then be redistributed closer to the intended target, by way of other channels. Unfortunately for this log, screenshots of the channels make no sense outside of their context, so they’ll get skipped. Instead, I’ll focus on their effects.

The initial plan for moving magma did not include any pumps, and relied on normal flow to move the magma. I’m not doing that again, because it took about five months and achieved mediocre results. It did have results, obviously -- the zombie tree was partially set on fire, many of the zombies loitering in water got annihilated via obsidian casting, the map edge itself was partially obsidianized, and is about 2/3rds of the way ready for construction (so it’s not yet ready). Between late obsidian 216 when magma started falling, and the start of summer 217 when flow was cut, mob numbers went from 359 ‘living’ & 286 dead to 288 / 422.
(https://i.imgur.com/ilwzbQU.png)
(https://i.imgur.com/o4lzGwo.png)
(https://i.imgur.com/NY6R621.png)

Lastly, the three very unhappy dwarves have survived carving a fortification in the volcano; yay for them. Unfortunately, all three of them keep tantruming, beating up dwarves, destroying all sorts of things, and generally exhausting my reserves of patience. The spring of 217 was their last season alive; they were, at last, convicted of the long, long list of transgressions they’ve committed, soundly beaten, then they were locked in their respective hospital pods. By summer, the fort was home to 42 dwarves.

… I should build cage traps in the hospital pods. That may well save a lot of trouble in the future.

Summer started with a few small changes to the magma channel -- namely, the addition of 3 pumps to put some pressure in the flow. It’s not a super-safe system, and a small bout of magma flooding already took place when I stupidly let the ‘input’ pump going after the ‘output’ ones had stopped.
(https://i.imgur.com/xatbSJJ.png)

But, the desired blob of obsidian has expanded noticeably. This section of the edge is fully sealed, and can be built on top; minus that tiny tree that’s still home to ~15 zombies. I’m not counting the zombies caught below the tree; those are completely enclosed, they can’t exit until the obsidian is dug out. They’ll be eventually dealt with manually, with the army’s intervention. That’s part of the reason why I expanded the military; that, and just… well, did you look where we are?
(https://i.imgur.com/jIvhGse.png)

Now, this took until end-autumn; the new death score is 279/449 (~160 new deaths, only 3 of which were dwarven). Let’s talk about what else I’ve done in the meantime.

Firstly, the army was expanded and armored some more. There are now 16 hammerers (only 10 of whom have skills), 2 axe-dwarves, and 5 crossbow-dwarves. We’ve spent all copper bars making some very crappy armor (because somehow both our skilled armorer and weaponsmith have been killed). But there is still not enough for everyone, so the surface will have to be opened. The military can pick up armor, and the civilians can reload the traps. As well as whatever else, I guess.

I’ll have to delay a bit though, another were-whatever popped up:
(https://i.imgur.com/bxqgkqC.png)

So I’ll take the opportunity to drop another bridge: the one keeping the hammerer eerie mist zombies sealed.

Aban and Mistem pay no attention; they’re still locked in their tireless struggle. But the third one, Shem, rushes for the exit… and is promptly caught in a trap. Too bad s/he has no armor or weapon:
(https://i.imgur.com/9UsfHUT.png)

For the endless dancers, another plan is underway: a corridor was dug out parallel to the wall, and fortifications carved into it. The five crossbow-dwarves will eventually fire at the fighters. I’d expect all their shots to miss or get deflected; they’re relatively low-level, their bolts are carved from bone, and their enemies are clad in adamantine. I’ll keep track of archers’ levels progression, though -- for the record, we have one dude at level 9, three at 8, and one at 4. If they can’t kill the dancers, at least they can level up.
(https://i.imgur.com/IA1dn7K.png) (https://i.imgur.com/TcOqzn6.png) (https://i.imgur.com/FNrTlet.png)

But that’s autumn stuff, let’s get back to summer. Dwarves are on the surface, rushing in all directions. Armor gets picked, cages are reloaded, occupied cages are hauled to the basement, and so are all the corpses on the surface. Dwarves seem to have a fairly strict priority about tasks that are in the same category, they pick them more or less in the order they’re listed in the {j}obs screen. So, traps were handled because they were their own separate job type, but the hauling jobs executed in order: first refuse and corpse hauling, then storing random food items in barrels, then storing in bins, in bags, and lastly in the hospital. Well, that was educational, but also annoying, since nobody got around to dumping a few choice items. And by now it’s nearing autumn, so the outdoor excursion is canceled. Back into the fort!

Oh, and the army is still not fully kitted out. Screw it, I’m going to carve out a proper smithy and bar storage.

And that’s where the end of autumn found me: with a mostly-completed smithing complex, and most dwarves hauling stone.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on July 03, 2022, 08:39:30 am
Nice =D I assume you just continue to play? I'm not eager right now to take a turn, but if you get weary let me know.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on July 03, 2022, 09:04:53 am
Down to take a turn
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on July 04, 2022, 08:04:22 am
Down to take a turn

Cool. I'll hand over the save in at most 24h, I'm in summer 218 now and I'd like to play until autumn. Still dreaming of trade caravans...
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on July 04, 2022, 05:53:07 pm
Play til start of next year shall wait
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on July 06, 2022, 03:39:00 am
Much appreciated! That means I'll make two updates: one for 217-218 Autumn (where I am now), and another one for the remaining half of the year.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on July 06, 2022, 05:19:16 am
Part 3 (217 Autumn - 218 Autumn)

The smithy has been completed. Some of the bars have been moved underground, thus decluttering smelters, and allowing them to process some badly-needed copper at a faster rate.
(https://i.imgur.com/KmszTUM.png) (https://i.imgur.com/mn4tYsC.png)

While the peasants are hauling, miners have moved above the second cave, carving out new magma channels all across the northern map edge. This revealed the North-West corner of the map where I once feared another zombie tree. There was no such tree, in fact there have been no zombies whatsoever. Because that map corner contains this monstrosity:
(https://i.imgur.com/Kt7jver.png)

It has been annihilating every creature unfortunate enough to cross its path, living or dead:
(https://i.imgur.com/FCq4udm.png)

I was really worried it might cause me issues, and was also low-key hoping it would sit in the way of magma so it would either melt, or become encased in obsidian - a sure death for any creature. But it did neither; instead, it swam away, along the western edge, and stayed out of view for the rest of my turn.

(I never got the bastard’s name. ‘The Bismuth Monster’ will have to do).

And speaking of pouring obsidian: the results of half a year of digging, constructing, and pumping:

Walling up around the tree was a lot more of a pain than I expected, and took several save-scums to figure out how to deal with the stupid 15 zombies still stuck on it. The rest of the walls were a breeze, but this thing is the curse that keeps on giving.

My first idea was to station the army at its bottom, and hope the zombies will jump down on the new obsidian floor, to their deaths. Instead, they stayed up on their little perch and attacked down towards the dwarves, who were in turn attacking up. There were casualties on both sides, and it just took so damn long… After three failed runs I ditched the idea.

My second and much better idea was to channel above the tree, let zombies walk into the fort, and use the now venerable cage trap corridor to thin the horde. Military can handle what survives the traps; three jabberers, specifically. This was a great success, with one complication: the dwarf who went to dig the channel chose to jump down among the zombies, thus ensuring he died like a moron, and that the horde was delayed while killing him.

With the tree finally clean, it’s time to start constructing. It went reasonably alright, excluding the odd zombie resurrecting or spawning on the edge. Not to say only undead spawned, we also had one gorlak, a flock of bugbats who are still flying around, and a few crundles who didn’t live very long.

Far more infuriatingly were the five dwarven deaths, including the idiot miner. Notably, none of them were from the military, all were civilians, and a disproportionate 4 of them were miners. For some reason, miners just love to rush towards danger, despite being practically popcorn when it comes to surviving damage. For crying out loud, you’re civilians, act like it!

Before operations were shut down, the lower level was fully sealed, while the upper level had floors built and was half-sealed. We ran into some slight issues with the tree itself, and the estimated 180-200 items blocking 5 tiles of the edge.

I decided this problem is best solved with magma.
(https://i.imgur.com/xOQKeXQ.png)

One unexpected benefit is that the tree itself seems to whittle down from having magma poured directly on top of it; considering the stupid thing can’t be cut, that’s good news.
(https://i.imgur.com/S454psX.png)

Anyway, while the tree and the garbage around it were burning, all but 8 dwarves were enlisted in the military. The exceptions were five miners, one woodcutter, one child and one very unhappy dwarf who will be kept away from any dangerous implements.

They were allowed to pick up armor while the magma evaporated. Then walling operations have begun again, this time with far less of a hassle. There still were two deaths, in the tiny exit off to the right of the main operation: a miner (of course) went and picked a fight with an undead giant cave toad who’d climbed on the obsidian from the surrounding lake. Equally of course, he got swiftly murdered.

Then a stupid draftee somehow ended up in the lake, and drowned long before the remaining 4 miners have even started to dig a ramp so he can climb out. This wasn’t the result of any combat by the way; the scene was peaceful, the dead miner had been re-killed weeks ago, and all the edge sealing up was very nearly done. He was left in the lake where he fell, and the island of obsidian was walled up away from the rest of the fort. He can be undead all he wants, as long as it doesn’t bother anyone.
(https://i.imgur.com/71IVN2p.png)

On the other end of the northern edge, an undead giant olm keeps things complicated:
(https://i.imgur.com/t9mdnw5.png)

It’s close enough to keep dwarves from building a floor, but not so close as to aggro on dwarves and come over to this side, where hammerdwarves can kill it. With only one month left until autumn, the whole area was left as it is.


Meanwhile, in the rest of the fort:

The caged eerie mist zombie was atom-smashed; this produced a specific death message:
(https://i.imgur.com/bDEvgs4.png)

The little airlocks have proven their value: two separate FBs have spawned in the first cave, while I was fiddling with walls, floors, and zombies in the second cave:
(https://i.imgur.com/8GudtWu.png) (https://i.imgur.com/8FgVk5d.png)
(https://i.imgur.com/FJdpnXH.png)
(https://i.imgur.com/e5rptO3.png)

They promptly got in a fight, which Sarek won quickly, although it got seriously banged up in turn:
(https://i.imgur.com/eQCcJLM.png)

Other than those two horrors, the first cavern airlock has produced nothing in its entire existence.

AvolitionBrit’s dwarf had a strange mood, and crafted a crown. If he weren’t a named dwarf (the only named dwarf still surviving in this shithole, actually), nobody would have cared. But since he is…
(https://i.imgur.com/nnyPx5v.png)
(https://i.imgur.com/lxaZFtE.png)

In the summer of 218, we received some excellent news: a human caravan has arrived in these blighted lands! Joy! This is why I wanted to extend my turn until autumn, by the way: to finish the trade depot, and to trade with the dwarven caravan, if any.

Unfortunately, we still haven’t traded for shit.

The first run (because yes, a bit of savescumming was involved), I’ve received the message “Their wagons bypassed your inaccessible site”. Excuse me, what the fuck? The trade depot in the center of the map, the one I built from platinum blocks, has been graced by caravans before (ok, it was one caravan, and the only wagon that reached it scuttled itself in the doorway); are you telling me it suddenly doesn’t have a path to the map edge?

Yep. There is no path from the depot to any map edges. How fascinating and infuriating. There’s an overabundance of boulders hidden under the muck, and they’re very good at making the surface impassable for wagons. You can see them if you look from above, every thicker dot is the top of a boulder:
(https://i.imgur.com/WJrFVVd.png)

My last save was on 218-03-15, so I can still salvage this. I hope.

My depot has been torn down, and the one built by AvolitionBrit has been rebuilt in its old place, at level 156. There are paths in place for a safe, sealed entry for caravans, and it’s about time it’s getting completed. The path is capped off with a bridge, and the bridge is linked to a lever in the tavern, next to the other lever that controls the inner bridge; the old ‘depot access’ bridges got renamed to ‘center exit’:
(https://i.imgur.com/3CSBCbK.png)(https://i.imgur.com/T9uNwfK.png)
Spoiler: Large pic of level 156 (click to show/hide)

(the top-left lever is labeled ‘stairway-gate’, and I have no idea where it goes. Maybe one of the internal bridges)?

Unfortunately, the linkage job was picked by one of the slowest dwarves in the fort, and the bridge was still down when the caravan spawned. On the opposite end of the map. It followed a ridiculously circuitous route, turning every single tile to bypass all the boulders blocking its path, and it almost seemed like it would make it.

Then both yaks driving the wagons decided the best path possible is on top of a tree:
(https://i.imgur.com/sBMg7FN.png)

Both wagons scuttled, merely 20 tiles away from the entrance:
(https://i.imgur.com/daucde0.png)

(The humans were also attacked by a peregrine falcon corpse, but that's after trade was aborted)
(https://i.imgur.com/kuLuV1e.png)

Between this mess and the end of summer, the final walling of the northern edge was done. Not without pain and anger, and coercion from me: there is a new burrow covering select bits of the second cavern, that was active for most of summer and which illustrates my feelings on the matter:
(https://i.imgur.com/B4P1njE.png)

Then dwarves returned to the fort, to discover that animal taming does not, in fact, pass down through generations as a heritable trait. Most of the second generation crundles have gone semi-wild, despite having a tame set of parents. Making matters worse, the feral crundles prevent animal tamers from working with the still-tame ones:
(https://i.imgur.com/K6MYfDJ.png)

Eventually, I gave up on them and stationed a hammer squad in the animal zone. Six crundles survived, of the nearly 30 that we used to have.
(https://i.imgur.com/vLUvIUv.png)



Two things worry me about this fort: there are no migrants, and FPS didn’t increase.

I’ve started with 48 dwarves. Building the airlock in the third cave brought me down to 45. Then 3 very unhappy dwarves got killed by me due to lack of improvement and constant disruptions. From summer 217 until spring 218, the fort had 42 dwarves, under the limit of 45 dwarves that I have set out in d_init, and no migrants have arrived. Sealing the cave then dropped the population at 35. The civilization is still active, so that’s not it. We just don’t get migrants…

As for FPS, there is no change I can see, despite the slaughter in the second cave. In 216, there were 359 other units (all of them undead critters) and 286 dead/missing. Now in autumn 218, there are 266 others, including 22 living, and 613 dead. A good haul, but without payoff.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on July 06, 2022, 07:30:06 pm
Noise, I added "The Bismuth Monster" to the oversight on page 1 not sure if this roundup justifies anything.

Boulders:
(https://i.imgur.com/bPLw8Zi.jpg)

"build fukken walls" xd
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on July 08, 2022, 08:46:45 am
 Here's the save file (https://dffd.bay12games.com/file.php?id=15994), linked, as usual, at the top and bottom of the last post.

Part 4 (218 Autumn - 219 Spring)

Behold! The dwarven caravan!
(https://i.imgur.com/gcjBz1J.png)

They spawned outside, again, because I was impatient. The outer bridge had a slight flaw: there was no floor right on top of the bridge. This meant an invader could crawl between the bridge and the constructed roof (I should know, it happened to me).

So, I dropped the bridge and had dwarves build one layer of floor/roof on top of it. This went reasonably well, and completed until the 7th. Then I called dwarves in, and decided to wait a few days before sealing the fort back up. And the caravan arrived on the 10th; mere seconds after I ordered the lever pulled, in fact. I quickly canceled the command, and hoped they would all make it inside without any difficulties. Then I pulled the lever, and this time it stuck.

They brought only two wagons, and no liaison joined them. I’ve traded for weapons and armor (almost everything they had from bronze, bismuth bronze and steel) and two animals: a gander and a rooster.
(https://i.imgur.com/FycPL73.png)
(https://i.imgur.com/DOvdGIP.png)

There was a single book available, in something like 7-8 different editions; I bought two of the cheaper ones.
(https://i.imgur.com/6B6xNLE.png)

While these indubitably good things were going down, the crundle fiasco kept getting bigger. The dead crundles have risen en masse, and killed the remaining living crundles, despite the army being stationed right in the room with them. Considering all the weirdness around crundle ranching, that’s probably for the best.

Crundle ranching is… odd. When crundles hatched from eggs all the way back in 217, they weren’t listed as babies; they were listed directly as adults.Their weight was insignificant; 30 to 60 grams, with all values in between in increments of 5. Their parents had weights around 10,000, for comparison. And the females immediately started laying eggs (which were fertile; ick). One year later, at the time of their demise, they were weighing between 500 and 600 grams, about as much as a kitten. If that’s their usual growth rate, then it’s not worth bothering.

The undead crundles also killed the two old birds that were in the same room; not those I bought, those were still up in the depot.

In the middle of the season, we were visited by a third Forgotten Beast. It joined the other two in the first cavern, and as is tradition, it got in a fight with the only living one:
(https://i.imgur.com/PvB053o.png)
(https://i.imgur.com/FrXTMoh.png)

It killed the previous champ, suffered grievous injuries, then quickly died itself. Both of them rose again. The biggest gain here is that half the cages got webbed, and webbed cages trap ANYTHING.
(https://i.imgur.com/bIIT32C.png)

(Or they should; really hope they didn’t change that…)

After trade completed, I took the chance to order loose clothes to be hauled at the depot; I don’t necessarily intend to sell them, but it’s pretty much the only way to gather them from all the random places where dwarves ditch discarded clothes.

This took until the caravan packed, at which point any remaining orders were canceled. Dwarves were then tasked with outside cleanup, over the remaining two months of autumn. The long list of ‘Store item in Hospital’ tasks has finally been whittled down to about 15, from the ~40 that they used to be.

I've floored over a bit of the volcano, to minimize the risk of dwarves walking next to lava, and getting pushed in at the slightest attack. Something else I noticed here: if the Cleaning job is left active, dwarves will cheerily clean all artificial floors, and any stockpiles. Good to know in general, bad for letting dorfs outside.
(https://i.imgur.com/Zqt57Ic.png)

The first half of winter passes with rest and relaxation. Only a bit of work got done, while everybody mostly relaxed. The miners were called to duty, to dig the future magma channels to the west side. The four unhappy dwarves were removed from their normal squads and placed into a special squad, named The Sad Sacks; they get armor, but no weapons. One pump operator has worked to fully extend the obsidian island on the eastern side of the lake. And lastly, a handful of dwarves have finally walled the little spot to the north that used to be infested by an undead giant olm (the olm had finally moved into the neighboring land, and was killed by hammerdwarves).

This lets dwarven eyes see new lands, and find new horrors: the Bismuth Monster has re-emerged. Its name is Baktur, and it’s barely even scuffed from all its fights:
(https://i.imgur.com/0YKk8kh.png)

It stopped on a land strip that used to be hidden; it seems to be doing nothing, so far.
(https://i.imgur.com/IvtRE20.png)

Zombies in general have been moving; giant toads, giant olms, and crocodiles that used to sit underwater have moved on land, including on the large flat land dominating the east of the cavern (I suspect it’s because of the poor bugbats: they were flying all around the cavern, and they drew the attention of submerged zombies). This gives me an idea: I rebuild some weapon traps in the previously unused corridor:
(https://i.imgur.com/zrh8gHp.png)

Just like the last time, any zombie that had a land path to the corridor has begun moving towards it. Around 30 have arrived, and only one survived the traps; it made it to the top of the corridor’s dedicated stair, just to get annihilated by the stationed hammer squad. This left the eastern side zombie-free; we still needed to wait one more month to wall up that edge, due to magma making the obsidian island impassable.

Meanwhile, dwarves are hauling all the corpses for butchering. A second meat stockpile was created right next to the butchery; by the end it’s nearly overflowing, and there still are some corpses left to butcher. A good thing, as long as you don’t think about where the meat comes from.
(https://i.imgur.com/JrpnOQr.png)

And, la piece de resistance: the western edge has been partially flooded with magma. Knowing what critters are sitting around in the trees, I didn’t dare punch open ways into the fort (though I did plan a few), and only relied on fully-sealed corridors for this: two stairways were brought to above water level, then one tile fortifications carved towards the zombies.
(https://i.imgur.com/pp79wQ1.png)

My advice for magma channels: opening > constructed fortification > floodgate to control the flow. This way, even if a forgotten best or another building destroyer gets in, they can’t do any damage.

The magma flood was a thing of beauty.
(https://i.imgur.com/6VCTT0Z.png)
(https://i.imgur.com/yY2tpYr.png)
(https://i.imgur.com/ePKKXCz.png)

In terms of results, I’m ending the year with 151 others and 883 dead. The mess with the crundles has fouled up the flow of numbers, but before magma was pumped, I was at 256/719. So merely obsidianizing the water, and setting trees on fire, has killed off 164 critters, of which 59 were replaced and 105 stayed dead/absent.
(https://i.imgur.com/w8KCExq.png)

At least one living jabberer has spawned between magma floodings, and was immediately killed by still-extant undead fauna. Then it rose, and then it burned away in a second, more targeted magma flood. Lol.
(https://i.imgur.com/ZJW3an9.gif)

Burning things with magma is far less of a sure-fire (heh) destruction method than I expected. Some flammable things catch fire as it’s reasonable, and others are just sitting there in a pool of magma, without giving any signs of decay.
(https://i.imgur.com/W49G1vJ.png) (https://i.imgur.com/WZvq1j0.png)

In the last month of Obsidian, Baktur the Bismuth Monster has fallen.
(https://i.imgur.com/S481eMZ.png)
(https://i.imgur.com/fgmF9oA.png)
(https://i.imgur.com/NmueoSF.png)
(https://i.imgur.com/qYA9AIk.png)

Its killer is yet another metal FB:
(https://i.imgur.com/iRajpir.png)

Amas has been in the fort for a while, it just didn’t do anything until now. Even now, it’s loitering on the western side of the map, bothering no-one except zombies.

At around mid-winter, there’s been a dwarven murder: Kol the very unhappy axe-dwarf killed one Stinthad, crossbow-dwarf. There is no report in the justice system, nor has one appeared over the ensuing months, so it seems like Kol gets away with it. There is a slab in the works for Stinthad, but nobody got to it yet. At least they managed to dump and atom-smash Stinthad's corpse before he rose.

My turn is approaching its end, and there is one last risk I’m going to take: walling up the eastern edge.

Work could only start in the last week of Obsidian. Some spots were still inaccessible due to unevaporated magma, but they can be dealt with later. There are 3 levels to cover, there’s plenty to do!

Work then stopped abruptly after the first week of 219; Amas is coming!

Actually, Amas has been loitering to the North; I may have been overly-cautious in calling all the dwarves back in. But it did make its way to the land mass, so maybe I was exactly as cautious as I should.

Eastern edge progress:
(https://i.imgur.com/DytcOR0.png) (https://i.imgur.com/KnpEKm3.png) (https://i.imgur.com/1450hAI.png)

Dwarves then spent the next week… mostly Storing Owned Items? Bullshit. You’re all wearing armor. Don’t tell me you actually need some spider silk left glove. And actually, do tell me why you didn’t do this one month ago, when you had nothing else to do? Hmmm?

Dwarf AI is weird. News at 11. Here is the save, made on 219.01.14th (https://dffd.bay12games.com/file.php?id=15994).

Random garbage time:

One dwarf of the four Sad Sacks has crossed below 10,000 stress, and was reinstated in the hammerdwarf squad. Finally, the silk gathering and weaving therapy is paying off. Of the other three, Kol seems increasingly like a lost cause, and the other two are slowly improving. I recommend they’re left to it, until they get better or die.

The dominant goblin civ is shaped uncannily like a scorpion:
(https://i.imgur.com/31X2Cbk.png)

Aban the eerie mist zombie, at the end of summer 218; he did show up in Therapist a few times, but not in Obsidian, so this is the most recent screenshot:
(https://i.imgur.com/VkRJCz0.png)

Despite my murder spree, FPS still hasn’t improved. I’m getting worried, to be honest.

I am definitely going to poke at the fort in Legends mode; if I find anything interesting, I’ll let you know.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on July 08, 2022, 09:01:28 am
picking it up, seems ive got a bit to catch up on
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on July 08, 2022, 06:58:07 pm
dear lord the fps has become awful, liquid is the cause but the corpses aren't helping. Gonna try and see what i can do to solve it. Should get better once your magma tunnels settle as its alot of flowing magma currently.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on July 09, 2022, 07:02:42 am
22nd Granite 219

Some migrants have arrived, a diagnoser, spinner and a bone carver. This is good news, they managed to get inside safely.

7th Slate 219

Dwarves have reported seeing a gray shape moving under the cavern waters. It was first spotted by a dwarven child who was taking about a moving stalagmite. It appears to be another forgotten beast akin to our tin scorpion.

(https://i.imgur.com/j3OqQrj.png)

It got instantly swarmed by corpses, the rotten corpse of Quula doing most of the heavy lifting. Thank god they cannot reach us. Truely a bloodbath to behold.

19th Slate 219

Another forgotten beast has been sighted, seems to be some kind of beetle making this creepy belches and croaks. Seems like these things attract eachover. It has been captured.
(https://i.imgur.com/Efg4MOi.png)

5th Felsite 219

We have a new artifact, a legendary midnight blue pig tail cloak. Truly the one of the greatest pieces of dwaven fashion of the 3rd century.
(https://i.imgur.com/FqtbYgF.png)

12th Malachite 219

New migrants today, a fish disector, a bone doctor and a gem cutter.

Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on July 10, 2022, 05:32:39 pm
Nothing of note but trading. Guess which fortress just got 7 copies of Dellreigned and The Universe.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on July 12, 2022, 10:47:35 am
Apocryphal note: I ran exterminate undead on my local copy of the fort; FPS immediately jumped at my set maximum, 50. Magma and water flow are almost negligible for processor usage; the real resource hog is whatever those undead are doing in the water. (Probably an endless, fruitless loop of pathing calculations).

Also, running that command will kill all undead, including the two endless dancers. It doesn't touch any caged zombies, so the ettin is still alive. (edit: for varying values of 'alive').

I've gotten 2 FBs in close succession too; one in the second cave and one web-spewer in the first cave airlock. That's how I learned that webbed cages catch almost anything -- web throwing FBs are immune to webs regardless of origin  :( >:(

I've sent the crap hammer squad to raid the goblin civ that we're at war with; gobbos retaliated with a measly 10-person 'attack', unsupported by any war beasts. I really regretted not having the dancers around anymore; I'd have just dropped the outer bridge, and let goblins come to them. They probably would have, goblin sieges have this amazing habit of attacking any undead on the surface; they already wiped a pack of undead chinchillas on the way to the gate.

In somewhat related news, the army of FriendlyTreason can win against Amas the tin monster; they need to have armor to protect them from blows, and all of them should be stationed in a single spot, so they can all dogpile on the FB, and keep unconscious dwarves from getting attacked. It takes a long, long time to chip away at Amas, and it's a good thing it doesn't really have an attack that can go through armor.

The second cavern has 5 Forgotten Beasts total, including one composed of fire which was a great help in annihilating any undead that spawned in its vicinity. Then there's Amas who's running all over the place, one FB composed of mud that's sitting in a tree, and two others who died pretty fast.

For shits and giggles, I tried to reclaim the retired fort (I made a copy before exporting Legends). The first attempt crashed DF :D The second attempt worked though, and produced a fort that's completely lacking in any zombies or corpses, but still runs at around 10 FPS. Can't explain the difference. Oh, and and a bunch of rodent people and cave fish people have suddenly spawned in caves.

As always when unretiring a fort, a bunch of merchants and their animals have 'arrived' and are now residents of the fort; the Unretired FriendlyTreason has almost doubled its population because of them. But they're a bit bugged, and they don't show up in Dwarf Fortress proper. They can still be controlled from Dorf Therapist perfectly fine, and all of them ended up drafted.

Most Forgotten Beasts were in the same pre-retirement location, but one zombified FB neck from the first cave airlock was teleported to the surface, where it started killing merchants and their yaks. It scored some 6 dwarven deaths, and near-total annihilation amongst the animals; only 2 survived when the fort was sealed. That's about the time I decided I don't want to play the unretired fort, because I'd have to deal with at least two seasons of cleanup and hauling, and multiple bugs (most annoying: old fort armor isn't 'seen' by dwarves; there are entire suits that are just not reserved by anyone). Reclaimed forts are a mess.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: Salmeuk on July 12, 2022, 02:03:46 pm
Noise, I added "The Bismuth Monster" to the oversight on page 1 not sure if this roundup justifies anything.

Boulders:
(https://i.imgur.com/bPLw8Zi.jpg)

"build fukken walls" xd


I really like this comic.

Friendlytreason seems like just the sort of unreasonably messy and complex kind of place bay12 loves to generate lol, replete with captured invaders and strange liquid pipes.

also that is a LOT of forgotten beasts to just be.. hanging out. playing cards?
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on July 13, 2022, 01:47:35 am
I really like this comic.

FriendlyTreason seems like just the sort of unreasonably messy and complex kind of place bay12 loves to generate lol, replete with captured invaders and strange liquid pipes.

also that is a LOT of forgotten beasts to just be.. hanging out. playing cards?

The fort's been around for around 30 years, so 5 FB in an open cavern layer isn't all that much, tbh. Plus the sheer zombie numbers are causing FBs to act strange; they're mostly placid, while usually they'd be fighting everything in sight.

That's gradually changing as more zombies die -- case in point, Amas who used to be one of the tree zombies but has switched to moving around in my turn. It even had to pass through magma or fire to get out, which left bits of it melted.

The most interesting thing about this is the conclusion that Dwarf Fortress has different AIs for different game situations (or maybe it doesn't and their current behavior is just a side effect of a failed instantiation somewhere :D).

And yeah, that comic is downright adorable. I like the style the faces are made in, because they somehow manage to be both very detailed and sketch-like; and the zombie bird flying above them is just hilarious, for reasons I can't explain, despite being basically 2 lines and a bunch of dots. I'm assuming that's the peregrine falcon corpse that attacked the humans while they were leaving.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on July 14, 2022, 07:30:28 am
I really like this comic.

And yeah, that comic is downright adorable. I like the style the faces are made in, because they somehow manage to be both very detailed and sketch-like; and the zombie bird flying above them is just hilarious, for reasons I can't explain, despite being basically 2 lines and a bunch of dots. I'm assuming that's the peregrine falcon corpse that attacked the humans while they were leaving.

Thanks :> I had started a strip for Smallhands too but it just took me too long, so I decided if I was to create a new one it must be easy and simple enough to be finishable.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on July 15, 2022, 08:26:15 pm
I got curious on how the plain of boulders would look like and did some screenshots (https://imgur.com/a/6G4RlqK) through Armok Vision:
- upper fortress at daylight with boulders visible link (https://i.imgur.com/7c0Nex9.png)
- upper fortress at night link (https://i.imgur.com/IduSWe2.png)
- fortress entrance link (https://i.imgur.com/oV2RhK4.png)
- 3rd cavern layer tavern link (https://i.imgur.com/ui2tSTW.png)
- dormitories link (https://i.imgur.com/fodNqO4.png)
- forgotten beast in relative size link (https://i.imgur.com/YKeFedK.png)
- seen from above: upper fortress link (https://i.imgur.com/c6Bc0Ka.png)
- seen from above: the "we need more space" endeavour link (https://i.imgur.com/ciuImfd.png)
- seen from above: 1st cavern layer link (https://i.imgur.com/RWYUb30.png)
- seen from above: 2nd cavern layer obsidian casting work #1 link (https://i.imgur.com/153yS0e.png)
- seen from above: 2nd cavern layer obsidian casting work #2 (for some reason water is purple) link (https://i.imgur.com/7bYa0fS.png)
- seen from above: 3rd cavern layer link (https://i.imgur.com/8Fpgaa0.png)
- seen from above: looks like we have plenty of adamantine link (https://i.imgur.com/Ku0LRZV.png)
- seen from above: layout for potential conquisition of the circus link (https://i.imgur.com/em0Ajcp.png)
- forgotten beast in relative size near obsidian casting link (https://i.imgur.com/CrU4L3q.png)
- obsidian casting at work link (https://i.imgur.com/UnHUUXy.png)
- trapped Draltha zombie with what looks like a Molemarian link (https://i.imgur.com/Se8mpIP.png)
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on July 18, 2022, 05:50:30 pm
Hey AvolitionBrit any news?  :D
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on July 18, 2022, 06:04:50 pm
Will upload soon, didnt get far due to lag and PC upgrade.

Will upload today
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on July 20, 2022, 02:23:35 pm
https://dffd.bay12games.com/file.php?id=16007
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on July 21, 2022, 02:01:11 am
If Xkcd can pick up a turn, that's great. I won't be available until next Tuesday at the earliest.

(Plus, it's good to have a fort with more variety in overseers, not just have it ping-pong between two dudes).
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on July 23, 2022, 01:00:22 pm
If Xkcd can pick up a turn, that's great. I won't be available until next Tuesday at the earliest.

(Plus, it's good to have a fort with more variety in overseers, not just have it ping-pong between two dudes).

https://dffd.bay12games.com/file.php?id=16015

I made it until mid-spring. FPS was between 4 and 0 so progress was very slowly. StrikaAmaru was right, dfhack exterminate undead improved FPS significantly. StrikaAmaru you and I are currently the only ones interested in solving the undead issue with conventional means, but if you agree I'm up to using dfhack exterminate.
In the meantime I dug out the obsidian casting tunnels to the west, only a zombie crundle came up but was dealt with swiftly. Opening the gates on the rightern side caused me a save-scum as the tin scorpion would bring havok.

Other things (I really like to do todo lists dodelido):
- cancel digging (i marked the ones I canceled, but its good to know that we have now 100+ rooms)
- cancel all food production (we have 8k units, i forbade the door to the farms)
- reduce military training time (all except hammer 01. We need construction workers for closing off edges, in fact I dismissed hammer 02 squad)
- give a break to stressed dwarfes (marked as profession stressed with no jobs enabled)
- renamed some hotkeys
- reduce cancelation messages
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on July 26, 2022, 10:37:20 am
I'm not really sure if the problem can be solved conventionally; that's the main reason why I'm even trying to wrestle with the shit-tier FPS. Maybe if enough of them get burnt, the FPS will improve? On one hand, not everything is instant; maybe persistence is the correct course of action. On the other hand, definition of insanity: doing the same thing despite lack of results, and somehow expecting victory. If undead burnination does not improve FPS, then that's that, we'll acknowledge defeat and use DFHack.

The massive draft was started so that dwarves wear armor instead of clothes; that's why everybody except miners and wood cutters were shoved in squads, doesn't matter where, doesn't matter if they have weapons to pick. Armor really improved dwarf lifespan in the cavern. Heck, the squads weren't even enabled for training -- they were just supposed to wear armor.

Given the vast number of rooms, is there any expectation of population growth? AvolitionBrit wanted, contrary to his username, to end the Age of Legends; but once that's finished, the Age of Goblins is going to begin, and that's a lot worse in my opinion. So, do we go pick a fight with the gobbos? All 25,000 of them?

(They don't have demons backing them up; gobbos without demons go down like chumps. If you're willing to grind at their strongholds, they will eventually die).

The Age of Legends will fade away on its own -- Forgotten Beasts will keep dying and no new ones can be made. Eventually, there will be none.

I've picked up the save, obviously. For the near future, I'll try to care for the 2 very unhappy dorfs, and the 5 unhappy ones. Hilariously, none of the 7 sad sacks are in the actual Sad Sacks squad -- the one with armor and no weapons. That's something else to  change. I'll also do a bit of magma flooding; if no FPS improvement happens, it's time to stop trying to win 'fairly'. And with FPS recovered, one way or the other, maybe we can go to war with goblins, like a normal dwarven fort.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on July 27, 2022, 07:40:56 am
Fresh from the experimentation board, I have come up with a stunning conclusion:

The vast majority of the lag is caused by Aban OarPost, the eerie mist zombie. Killing her punts FPS all the way to my personal max of 50; it's probably even bigger in actual value.

How I got there: at the start of month 5 (so about 3 months after getting the save), I've gotten beyond fed up with the extant FPS, so I made a backup and decided to use exterminate. Except I'm too stubborn to just use exterminate all, so I mucked around with exterminate it on selected targets instead.

At first, I went for the cavern and cleaned all the undead under the trees. This didn't do much, and also didn't remove all that many undead either; there's maybe 20 of them. Pretty encouraging news for the 'fair' game to come.

Next, I went for the endless dancers. And that's when I saw FPS skyrocket! So I crashed DF and focused only on these two guys.

Aban and Mistem have been fighting for... how many years now? Their skills have increased to beyond god-tier, and they're unstoppable and untouchable. Which is why I wanted to keep one of them ;)

First, I sacrificed Mistem and kept Aban. Since Aban is somewhat-part of our civilization (probably still retains fort loyalties, depending on the exact circumstances of The Incident), I obviously prefered her. For novelty if nothing else. Except this time no change in FPS happened :(

So, I crashed the game and started over. And annihilated only Aban.

And FPS magically improved.

So, here's the plan: this is the save that I'll continue playing. Aban has been sacrificed, Mistem still remains. When goblin invasions will happen, and I'll make sure they'll happen, he's going to be unleashed like the Pokemon from hell.

Going by that other third eerie mist zombie whose name I don't remember, Mistem can be trapped. Which is excellent news, because it makes him reusable. So Mistem may yet defend FriendlyTreason, in perpetuity, or until some goblin gets lucky.

If no goblin gets lucky, we may eventually even pit him against The Hidden Fun Stuff. That will probably be the death of Mistem; there's bound to be some web-spewing demon around there, and once he's webbed he's a sitting duck regardless of stats (I think?).

Just, please, don't use actual pitting for Mistem. It barely works on normal critters, for the strategic thermonuclear dwarf it's way too unreliable to risk.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on July 28, 2022, 05:39:38 am
Regarding the squads I understand now. I'm not sure how else we would have dealt with the eternal dancers.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on August 01, 2022, 07:46:03 am
Part 1 (220 - 224).
The initial priorities were to continue magma floods, to improve happiness for the seven unhappy dorfs, and to train the army as much as possible. After Aban was sacrificed, two more goals were added: increase population (and then army), and fight the goblins. For now, the population cap was left at 75.

Edge obsidianizing has continued; even before Aban’s end, there had been progress on this project. I too had some zombie issues; apparently, they somehow manage to traverse one tile on the roof of the cavern, monkey bars style, to reach the stairway. The squad of skilled hammerers was kept stationed in the channel, which really paid dividends when Quula’s corpse has followed the same path:
(https://i.imgur.com/HUFQWZL.png)

Despite these complications, the fortifications and floodgates were eventually built, and magma was pumped as desired. Flooding the western edge with magma has dropped the number of undead to around 100, a number that has kept steady since then.

Then, after Aban’s sacrifice, the pumping was started again to annihilate a new batch of zombie spawns, and, uh, left on for longer than intended, resulting in a much bigger obsidian patch and the inner lake being completely sealed off from the edge. Interestingly, the caps for giant mushroom trees in the water have started burning too. This was not the case when flooding the northern edge, despite having near-identical conditions.
(https://i.imgur.com/oEh5znv.png) (https://i.imgur.com/XGwtvas.png)

End result:
(https://i.imgur.com/TtbB8iW.png)

Not all water sources have been destroyed; there are two very small ones on the western edge, and to the south, the lake connects to the edge underneath large overhangs of natural stone. That one can’t be sealed, we’ll have to put up with it.

For the unhappy chaps, great progress has been made. Well sort of; two of them got killed by the dwarven justice system, but the rest are either happy, or nearly so. One of those deaths was kinda my fault: the fort had no captain of the guard when I got it, so I appointed AvolitionBrit. Except AvolitionBrit is a miner, so at the first tantrum poor Zutthan got his brains picked in a very literal way. Don’t feel too bad for ol’ Zutthan, he was making an awful mess in the library:
(https://i.imgur.com/reeVk2D.png)

Then I replaced AvolitionBrit with the mayor (since he already had rooms assigned), and found out that the mayor cannot serve as a justice officer:
(https://i.imgur.com/IO5u2Cw.png)

Makes ya wonder why he can even be appointed in the first place.

Another Forgotten Beast emerged in the first cavern’s airlock. It stepped on a webbed cage, and got trapped. There are 3 more such traps waiting for customers, and I’m not opening the airlock until they’re filled. Those cages are an irreplaceable resource.
(https://i.imgur.com/PpoOxzY.png)
(https://i.imgur.com/o2BfSUM.png) (https://i.imgur.com/Z9YUKky.png)

Plus, the corpse of the web-spitting FB that made the super-traps in the first place is still there; crossbow-dwarves occasionally get stationed in the fortifications corridor to snipe at it. That zombie is the best crossbow training tool you could hope for.

In the background to all this, adamantine processing has picked up. I’ve dug as much as I dared, and built a new section near the smithy to keep the newly-made adamantine threads away from doctors:
(https://i.imgur.com/1jhVgHc.png)

That last bit… didn’t work, actually. I need to remember that dwarves can climb walls nowadays, especially when they get up to do something they shouldn’t do.

From the extracted adamantine, I made all the rigid armor pieces -- breastplates, helms, gauntlets, greaves, and high boots. I’ve read at some point that the best protective combo is adamantine breastplate with copper mail shirt, so that’s what people get.

Also, a dumbass metalsmith wasted 2 adamantine wafers to make a ring. He’s lucky we have so much addie, otherwise I’d have locked him in the forge and left him to die. And no, forbidding the addie was not an option -- dude would not settle for any other kind of bar:
(https://i.imgur.com/D6N9mDf.png)
(https://i.imgur.com/bEfJW5E.png)
(https://i.imgur.com/vub4Br5.png)

We did get a legendary +2 metalcrafter  (https://dwarffortresswiki.org/index.php/DF2014:Metal_crafter)out of it, so we can have some masterwork gold furniture, at least.

Back in the second cavern, beasts have started moving. Amas the Tin Monster has gotten in a fight with Tharumi, a FB composed of flames. None of them died, but the strip of land to the east has been thoroughly incinerated. Amas then moved away towards the west, but Flame Boi stuck around; in a single spot, actually. So I took the risk, and built fortifications near it:
(https://i.imgur.com/33wmHCT.png)

Great success!
(https://i.imgur.com/PBGtBqU.png)
(https://i.imgur.com/jUZPhf3.png)

Amas went on to kill another FB composed of mud. Besides Amas itself, there are no more living FBs in the second cave; three zombie ones still exist, one under water and two stuck under trees, but that’s it.
(https://i.imgur.com/CJUEuXX.png)
(https://i.imgur.com/MScRaEQ.png)

With Tharumi dead and Amas elsewhere, the fort’s military dwarves were called to build the remainder of the east wall -- the one that was interrupted in late 219 by Amas wandering in that general direction. This time, there were no interruptions, and the Eastern edge was finally sealed.

By this point, it’s the winter of 221. The first hammer squad is almost entirely legendary; the other two progress far slower (as expected), and it’s time to look at our neighbors.

The dominant goblin civilization, the one shaped like a scorpion, is named The Nightmare of Coasts; it’s the one with 25,000 members. Their civilization is not yet visible to our fort, but Legends already ratted them out as being at war with our parent civ, and everybody else in this world.
(https://i.imgur.com/31X2Cbk.png)

There is a second goblin civ, the Ghoul of Grips, intertwined with the holdings of our mountain home; they number barely 900 goblins, and we've been at peace with them since 190. Let’s ask them for trade, you can always use more idiots to haul away your garbage and bring you iron for the privilege.
(https://i.imgur.com/YfUEBIe.png)  (https://i.imgur.com/rRsps0J.png)

So, in the autumn of 221, three axe-dwarves peacefully visited HatredSabres to negotiate a trade agreement. I’m not even being facetious, they really did come in peace. They’ve been snubbed and ignored, and returned empty-handed days later.

The next two seasons pass with general fortress cleanup for civilians and hammer training for the military. The airlock to the third cavern has been opened a few times, and brought in a cave dragon and three jabberers. I have not yet trained any of them, because I’m waiting for the trainers to level up some more. They can do that by practicing on the near-endless tide of crundles and bugbats that’s also pouring from the airlock.

In the summer of 222, we are under siege! By five extremely pathetic goblins.
(https://i.imgur.com/Plx2Y8d.png)

Really, it’s not even worth calling the army for this. Instead, I just activate the Underground burrow, and open the door. Four of the five are trapped, the last one flees. The prisoners were killed later by the least experienced squad.

This also makes another project into a necessity: surface defense can no longer be ignored. Problem is, I’m not sure how to handle it. Walls? Traps? Dwarven power? Strategic zombie deployment? All of the above?

For the time being, I’ll just build the two cages with eerie mist zombies on the surface, and connect them to levers. All cage traps outside have been dismantled, too; I don't want the uber-zombies getting themselves trapped before they’re done slaughtering my enemies.

In retaliation, our legendary hammer-dwarves are ordered to raze CleanedWraiths, the nearest dark pit belonging to The Nightmare of Coasts. In hindsight, I should have checked if the siege was indeed from the Nightmare, or if the Ghouls have gotten uppity. Either way, the Civilizations screen tells me we are now at war with both goblin civilizations.

The hammer-dwarves have brought CleanedWraith’s population from ~110 goblins to about 20. No treasures were looted from it, and no dwarves were lost, or even injured for that matter.

This misadventure has massively upended armor for all squads; all five, not just the squad that left, have dropped gear and refused to either pick it back up, or get replacements. This is a known issue with raids, and likely a side-effect of reusing migrant code to bring the squads back in the fort. At least they hauled the dropped armor back inside this time; it’s a lot worse when they completely, physically, drop their armor and other gear on the map’s edge. Since the issue didn’t fix itself during autumn, I eventually disbanded all squads, and reformed them after about a month. This finally solved any equipment glitches.

When trading with the dwarven caravan (as if any other caravan visits us) I managed to ditch the mayor’s increasingly large collection of figurines. He had just issued a mandate for two more of the stupid things, so I promptly sold the four bins of existing figurines, and delayed completing the mandate. Without a trade ban in place, we got away with it scot-free. Then crafted two figurines, after the caravan left.

At the beginning of 223, we get a halfway-decent siege!
(https://i.imgur.com/mSk2ZXQ.png)
(https://i.imgur.com/04kk4hj.png)

Still not big enough to deploy Mistem the uber-dwarf, but we can use the ettin. Even unarmed, he quickly slaughters the entire siege, then is caged back without incident. Most of the goblin corpses rise as normal zombies, but that’s to be expected.
(https://i.imgur.com/9PTTdBm.png)

Hilariously, one of the goblins was unarmed; instead, he carried a book with him, and managed to kill a zombie wombat with it. I’m disproportionately happy to get some new reading material, our entire civilization literally has a single book, and I’m beyond sick of “DellReigned and the Universe”.
(https://i.imgur.com/ZYfUrXt.png)
(https://i.imgur.com/3hLbJDV.png)

In summer, more good news: our human allies have finally sent us a caravan. Only two wagons, and fairly sparse, it was nonetheless traded with at over 300% profit, and bribed gifted with even more valuables, to rapidly increase their bad opinion of us.

In autumn, the dwarven caravan followed. It occurs to me that now that we have caravans, we don’t really need them anymore; the fort is well armed, well armored, well dressed, and has food to spare. The only thing that caravans can bring is even more iron… which we can now ‘extract’ from goblins.

Speaking of goblins… it’s time to beat on them some more. All four squads are sent to a dark pit each:
(https://i.imgur.com/XZQs7vL.png)
(https://i.imgur.com/CS2Iy2b.png)

They return in the same month; all pits were fairly close after all. None of them has fallen yet, and CleanedWraiths has managed to go from 20 to 30 inhabitants, despite the slaughter. On the other hand, armor problems were nowhere near as bad this time. While all 40 dwarves did find themselves technically unarmored, they still retained armor in their inventory, and hauled it back inside the fort. There was another slight glitch where all squaddies besides the leader were regarded as civilians; this one goes away fast if the game is saved and reloaded (and I mean from Dwarf Fortress’ normal interface, not with quicksave).

Goblins retaliate very quickly; in winter, we are sieged. Still not a large siege, about on par with the previous one:
(https://i.imgur.com/UuxYNAM.png)

At first, they’re ignored; 40-odd dwarves need to go dress themselves, and there’s a strange mood going on too. This ends up being in our favor, because the goblins find, fight and kill yet another were-chameleon:
(https://i.imgur.com/r4XjaoL.png)

Then the ettin comes out to play once more. He does, of course, make short work of the invaders, but he ain’t doing too hot either: syndrome zombie or not, all these battles are taking their toll on the semi-megabeast:
(https://i.imgur.com/zcJjMLP.png)

Heck, you can even see his guts trailing after him:
(https://i.imgur.com/n72zH89.png)

Back into the fort: after a month and a half, the army is still not putting on all armor, despite being removed from all jobs. So, I resort to the tried and true method: disband squads, let dwarves walk around for an in-game week or so, then recreate the squads.

And that’s how winter ends: with more than half the fort getting dressed, and a surface in dire need of cleanup.


This was the turn until Sunday/yesterday. I’ll continue playing today & tomorrow, then post the second part and the save on Wednesday at the latest.

The failed trading request to the Ghouls was a gamble that didn't pan out. I sent the axe-dwarves to 'demand tribute', the only way to contact an invisible civilization without starting an outright war; Dwarf Fortress chose to start a war regardless. Oh well. There's about 900 of them, they'll get slaughtered.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on August 02, 2022, 12:59:55 am
It had been a cumbersome journey to the ungodly tooth as this fields were ravaged with unpassable rafts and boulders. The dry air was polluted with dust and the smell of rotting flesh. The sun and the moon here were always fogged with eerie mist. In short, nothing here was friendly to life and nobody was expected to traverse these haunted fields. Nobody, until recently. Some few dwarfs who dared to leave their encampment and had the nerves to ask our chieftain for .. what was it? Trading? Ospog Olotoso didn't understand why the chieftain would not stripe their skin right there where they had stood. The situation was altogether perplexing. The few dwarves who remained in the Land Of Brilliance were enslaved. And to see free and armed dwarves was indeed alarming. Ospog was old enough to remember the time before the time. Gruesome dwarves would kill his parents and ravage through the goblin ranks. But with cunning and endurance, their strength had diminished fast.
The strange dwarves were dismissed, and Ospog and four others were tasked to follow them and to figure out where they come from.
He had only heard spooky rumours of the order of fire. The smell of sulfur was intense. The glow of the mountain was visible from afar. A many bodies and garbage lay here. Indeed a sign of a dwarfen presence. But which reasonable living thing would come here, yet even establish something permanent? This did not make sense.
At first we were not able to locate any building or dwarf but once the heavy fog lifted, a small tower showed itself protruding the sky. We found an entrance shortly after. It was not obvious at all and somewhat well hidden.
Technically we had found what looked like an dwarfen fortress, but still one had to establish whether the dwarves were here, and how many of them lived here. My comrades head on first in the narrow tunnel. Nothing looked inordinately at glance. But a few steps inside caused the floor and walls to roar strange noices, this caused iron rods to move in the passage and entrap my comprades. I was lucky enough to be outside of the range of this new type of weapon. My comrades waned in panic but there was nothing I could do. I decided I would return and report of our mission. What fate my comrades took is unknown to me. If nothing else, exciting times lay ahead.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on August 03, 2022, 01:51:44 am
Well, my dream to finally give the save on time is once again dashed; I haven't had time to play, and I have 3 concurrent projects that are almost complete (surface cleanup, surface defenses, cave sealing). Say, Friday/Saturday?
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: Salmeuk on August 03, 2022, 02:19:13 am


At first, they’re ignored; 40-odd dwarves need to go dress themselves, and there’s a strange mood going on too. This ends up being in our favor, because the goblins find, fight and kill yet another were-chameleon:
(https://i.imgur.com/r4XjaoL.png)



goblins making themselves useful, hmmm?

your efforts to map the world are awesome and detailed!
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on August 07, 2022, 01:23:33 pm
At some point in my life, I will learn to set goals matching the time I have to execute them. That point is not now. Have part 2 of 3 of this never-ending turn of mine. Part 3 will follow tomorrow, along with the save. Right now, I'm just tired.



Year 224.


Spring was pleasantly boring, occupied with domestic tasks.

But in summer, a new siege has arrived. This one was a bit larger, closer to 60 than the 30-ish that had previously bugged us. I chose to finally release Mistem the eerie mist zombie hammer-dwarf.

The fighting mostly happened on the slopes west of the central entry. I briefly believed this would prevent any good screenshots, until I remembered multilevel exists:
(https://i.imgur.com/2KGMcPd.png) (https://i.imgur.com/gvijhuD.png) (https://i.imgur.com/nduR6rg.png)

Mistem ran straight into the goblins' siege, leaving a trail of goblin blood and body parts behind him. But it wasn’t an entirely one-sided slaughter: Mistem is accumulating wounds, that will never heal:

Before the battle:
(https://i.imgur.com/cydzOQg.png)

After the battle:
(https://i.imgur.com/NzJX8Es.png)

Part of the reason might be his less-than-complete armor; he was trapped with full gear, so I do wonder if some of his armor was stripped away by dwarves, or if it simply broke while Mistem slaughtered the entire siege by himself.
(https://i.imgur.com/wwtFHpn.png)

Oh well, time to trap him once again. The first cages were filled with freshly risen goblin zombies, but there’s still five or six cages left to catch Mistem… oh come on, how are you trapavoid all of a sudden?!?
(https://i.imgur.com/Y4Sec5Q.png)

My only option is to call the army; there are no doors left to lock, and the inner bridge will not be raised in time. Luckily, no new eerie mist infections occur, and Mistem is killed at the cost of one dead dwarf, and five wounded who required hospitalization.
(https://i.imgur.com/pJf6N6P.png)
(https://i.imgur.com/WE3S0hU.png)

The aftermath of the siege is largely ignored; I finally figured out what I want to do for defenses. I’m going to reuse the old and cursed trade depot space, and turn it into a trap corridor; or maybe just a room to station dwarves before letting them loose. Next to it, there will be the Slaughter Tower -- a tower dedicated to processing siege results, both sentient and not.

‘Course, the first attempt at building the tower is constantly interrupted by many new zombies, rising from the summer siege. Even worse, the combination of sludge rain, zombies, and simply going outside after so long underground means that every step outside comes with a mood penalty. In less than two months, the fort goes from two almost-mended dwarves to two very unhappy dwarves and four unhappy ones. So, work is stopped, and the population is allowed to decompress over autumn.

Also, we traded with the dwarven caravan, everybody washed up thus expending all our soap, and several new stockpiles were laid down for diorite blocks (for the benefit of the tower), and for silver and copper bars (to clear out the smelteries); nothing really interesting occurred.

In winter, though… in winter we get a proper siege. Two and a half pages of invaders, including beak dogs and trolls.
(https://i.imgur.com/9i5GNyV.png)

Spoiler: Full Siege: (click to show/hide)

I immediately decide to let loose the ettin, for the final time; there’s no way he’ll survive this. And indeed, he doesn’t.
(https://i.imgur.com/qHGY03V.png)
(https://i.imgur.com/4sVel2f.png)

He does extract a heavy cost, but not enough to break the siege. No syndrome infections happened, either.
(https://i.imgur.com/WNA5s7y.png)

Then, the siege is free to turn its attention on the fort. The trolls especially mean that our door system is about to go kaput; likewise, the gem windows decorating the central tower. Some half of the siege makes its way indoors, through broken doors and filled traps, despite the inner bridge having been raised since the siege started; then they kinda just stop. All but one troll, who entered the central tower and started smashing windows. One by one, and all alone.
(https://i.imgur.com/4MhIuNM.png)
(https://i.imgur.com/M4DDCmX.png) (https://i.imgur.com/AgccQ0F.png) (https://i.imgur.com/VWjDPuw.png)

I don't know if he climbed the outer walls, or if he just went up the center stair. That's one bit I missed.

Meanwhile, the army has been assembling in the training room. Forty hammer-dwarves and ten crossbow-dwarves are about to be unleashed on the remaining goblins. The bridge is dropped, and the middling two squads are sent down the old trap corridor, to annihilate trolls and goblins alike. Meanwhile, the weakest squad is sent up the tower to kill that oversized vandal before he runs out of windows (the gems are then forbidden; don’t want dwarves wasting time hauling them to stockpiles).

The goblins break before dwarves, and retreat mostly to the west, in the same direction they’ve arrived from. In the end, I guess around 10-15 of the original siege have survived; mostly by running faster than their peers.
(https://i.imgur.com/iTCF4e4.png)

With the siege broken, work on the tower can begin anew. I leave a squad of hammerers on an outcropping overlooking the carnage; their job is to kill off any rising zombies. Plus, the crossbow dwarves are stationed on top of the new corridor, to deal with the ever-present and infinitely-annoying fliers that keep pestering dwarves.

But, I don’t have much luck this time. The corpses on the inside have started rotting, and I won’t risk stacking miasma debuffs on top of all the other usual debuffs. Everybody is called inside; let’s go look at that cavern for a little bit…

The cavern has already had its two last open water sources obsidianized. Incidentally, this also annihilated ole Amas the Tin Monster -- for reasons known only to the AI, it had climbed up one of the magma nozzles, and stayed there (obviously, the channel connected to the nozzle was sealed with a fortification since it was made). Amas simply melted when magma was pumped over him.
(https://i.imgur.com/RGw0qqu.png)

Now, there’s ‘only’ the matter of dealing with all the zombies up all the trees, and the trees themselves. Easier said than done… and a plan for the next year. It is the end of Obsidian.

Year 225.

The year begins with an abortive siege; a few goblins crop up on the northern map edge, then leave right away. With the benefit of hindsight, I’m going to say this is the second goblin civilization, declaring war upon us.

Also, a baby has been born in FriendlyTreason! Given the dying status of our civilization, that is excellent news indeed! We may yet rise to conquer the world, and in the end, isn’t that all that matters?

Back to the zombies. A room was excavated in the roof near the tree. The plan is heavily inspired by the northern tree’s clearing: to punch a single path above the tree, and let zombies come to the dwarves. This… mostly works. Two civilians manage to somehow descend on the tree’s surface; they can’t get back up in the fort, they refuse to jump down on the obsidian, and the army can’t follow them on the tree, so they both die.

I had a slight savescum here: I tried to restrain dwarf access just by forbidding all items; if there’s nothing for dwarves to get, they won’t go there, I naively thought. But of course they went there anyway, because dwarves are stupid, and I soon had 6 dead dwarves. I did not accept that, and the game died so dwarves can live.

Learning from the above, the dangerous area was removed from the Underground burrow, and locked away with magma-safe doors. I know from the other annoying tree that the undead will leave large amounts of body parts behind, so at least one magma flood will be needed.
(https://i.imgur.com/6NSSEf6.png)

Dwarves then carve a dedicated access path through the rock bordering the former lake; one of the squads descends, and kills off as many undead as possible. But there are still plenty sitting in the damned tree, and the corpses have already started stinking… time to withdraw, and let magma flow:
(https://i.imgur.com/8pBko6V.png) (https://i.imgur.com/MWI8Hoq.png)
(https://i.imgur.com/OPVhkUy.png)

And this is where summer finds me: waiting for magma to evaporate. The human caravan has arrived, and I’ve bought most of their books in exchange for large troll clothes, and normal-size rags from goblins and dwarves.

Once that's done, I turn my attention to the second, slightly less zombie-filled area of the cave. There are supposed to be only four undead (crundles don't count) capable of free movement, currently sitting in the leaves of a spore tree. The undead blocked under various tree bits won't move until we allow them.
(https://i.imgur.com/LQLzh4v.png) (https://i.imgur.com/8sRYztm.png) (https://i.imgur.com/QgugUm2.png)

I figure the army can deal with the four; then, a miner can punch holes through the obsidian to release the hidden zombies, and when those are done in, woodcutters can cut the trees and the wall can finally, finally, be built.

It mostly went according to plan; the only complication was one military dwarf, who fought a crundle and dodged into a 1-deep magma pool on the first obsidian island, where he was not supposed to be. At least it resulted in some interesting game output, across the next two months, while his gear melted and cooled back down:
(https://i.imgur.com/cwwrOrP.png) (https://i.imgur.com/C07Q80K.png) (https://i.imgur.com/UCyP0qy.png)

These strange metal lumps, and one pair of excellent steel greaves that will be reused, are all that remains of the dwarf’s gear:
(https://i.imgur.com/JD5dfYx.png)
(https://i.imgur.com/b4CnCte.png)
(https://i.imgur.com/NHK9n2t.png)

That incident aside, most of the second island is sealed off. Work had to cease because of a sudden influx of undead, most of them crundles and bugbats. Through sheer numbers and dwarven stupidity, they manage to kill another woodcutter; we are now at 71 dwarves (two jumped in the zombie tree, one evaporated in magma, and now this moron). I still blame the quasi-armor implementation of miners and woodcutters for their unfounded bouts of courage.

Autumn: a siege was lucky enough to spawn directly in the depot airlock, and nowhere else. They’re far fewer than the last siege, have no trolls, and only one beak dog. I’ll have to check in Legends which of the two goblin civs is bugging us; it might be the Ghouls that I tried to trade with.
(https://i.imgur.com/ZlyVVlL.png)
(https://i.imgur.com/D63cHfX.png)

The first three hammerer squads are called to deal with them. The dwarves barely even have to slow down in the process of slaughtering the siege; by the 6th there are no more goblins in FriendlyTreason:
(https://i.imgur.com/hHV9spe.png) (https://i.imgur.com/d7fb9ZH.png)

Ultimately, we may still lose the dwarven caravan; although the siege itself got mulched, most of the corpses are still in the corridor, and all it takes is one lucky undead to scare those chickenshit traders into leaving.

Except we get lucky, and the six wagons of the caravan pass through the corpses without any of them rising to bite. Any future undead goblins were re-killed by a strategically positioned squad, and we trade without incident. Too bad the dwarven caravan has almost nothing we need right now; I only buy some fire clay, some magnetite, and a few bits of fish. And the caravan’s luck holds because they also leave without any complications (ok, almost; one trader somehow decides to leave through the second cavern, and quickly runs into zombies; but aside from that, everybody left safely).

The rest of autumn is spent cleaning up after the siege, walling up the two little lake edges, and finishing up the non-tree bits of the obsidian island. One crossbow-dwarf dies at some point; I don’t even know when or how. Screw it, I’m done with the second cavern. It’s as safe as can be made with the dumb tree in the way, and with the unbeatable zombies holding court. So, y’know, not really safe. I'm pretty sure I'll never talk about this area again, so have some screenshots:

Spoiler (click to show/hide)

Now, only the tower and the surface remain. And internal cleaning, I suppose. Just as well, winter starts with another siege; again a small(ish) one, the presence of elves in the troops marks them as being from the Nightmare of Coasts; they took over an elven retreat, once upon a time.
(https://i.imgur.com/Tnpz5Cf.png)

Once again, they’re being ignored for the first two months. I really cannot stress enough how much hauling there is to be done. But once that’s more or less done, the army of FriendlyTreason makes very short work of them. No casualties on our side, of course. And with a whole month left in the year, I can get more work done on the tower…
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on August 09, 2022, 03:41:51 pm
As I’ve gotten in the habit, here is the save, on 228-02-21 (https://dffd.bay12games.com/file.php?id=16031); linked both at start and end for ease of access.

Part 3: Years 226-8

Wonder of wonders, this spring, summer and autumn we don’t get any sieges. This lets me finally complete the tower without any major interruptions. Unless you count a were-chameleon in late spring to be a major interruption:
(https://i.imgur.com/FOLnvTE.png)
(https://i.imgur.com/r73eS2L.png)

He went down to two hammer-dwarves without inflicting any bite wounds, so personally I filed him under minor interruptions. The combat log is some 2 pages of this:
(https://i.imgur.com/U610aJ9.png)

However, what was a major and unsettling interruption was the game’s apparent inability to spawn this bastard on the edge. Dwarf Fortress crashed twice in the third month, after 15th but before 21st, the date of the full moon. It was only after seeing the were-chameleon that I finally figured out why.

Nothing I can do about it anyway; fast forward to autumn when the tower was sealed from the outside:
(https://i.imgur.com/LpQhM9x.png)

The inside still needs a few floors to be finished; I ran out of granite during construction. Then I can clean the place good and proper, and assign barracks to all squads, so they don’t cave-adapt and get nauseous when it’s time to go outside; might even build a new franchise of our tavern in a level.

Happiness has tanked correspondingly; there are now 10 varyingly unhappy dwarves, many of them drafted, and one of them an actual squad leader. This prompted a slight military reorganization; I ended up with only 3 hammer squads and the crossbow one, but at least every dwarf still drafted is doing fine.
(https://i.imgur.com/huhh992.png)

Winter:
(https://i.imgur.com/JsDpXCi.png)

Time to try out the new toys:
(https://i.imgur.com/nuBOv2m.png) (https://i.imgur.com/gBaGNN7.png)

Dwarves rocked, as expected. Now let’s see how the cleanup fares; first, the old stockpiles in the third cave are disabled and diminished, or outright deleted in the case of the corpses’ pile. Back on this level, a rapid access route is deconstructed through the fortifications, and all fortifications that have a body part in them are also marked to be torn down -- there’s no other way to get them out.
(https://i.imgur.com/xULZjN0.png)

The Slaughter Tower gets its first use: a corpses stockpile is designated, and a new quantum stockpile will dump its contents into an equally new atom smasher. Later, part of this pile will be removed in favor of a small refuse stockpile, to gather up some animal corpses too; but for now, we have to process a ton of goblins and exactly one (1) beak dog.

It goes well enough; in the two+ months until the year ended, all corpses were dumped and atom-smashed; the fortifications were rebuilt, and now all that’s left is cleaning up the actual corridor; a far cry from the two-season cleanup incurred by the last siege. Which, as an aside, hasn’t yet reached the stage we’re at here: all clothes and some armor pieces are still littering the trade corridor; something else to do before I turn in the save…
(https://i.imgur.com/TW6Y9nZ.png)  (https://i.imgur.com/iVgcpRm.png)

To clean all the detritus from the corridor, I set up a dump in the former atrium. It’s probably going to be reused after future sieges:
(https://i.imgur.com/RZQS25K.png)

I’ve considered moving the melting operation in the tower too; there are still two iron minecarts filled with magma in the smithing area. Eventually, I decided to leave the melting job where it is; even if goblin armor won’t have to be hauled, the bars still would, so I would have increased hauling jobs, not decreased them. Anyway, if anybody needs a 4-deep magma pit, you’ve got the minecarts right here:
(https://i.imgur.com/vlMScoP.png)

Year 227 begins with death. Not violent death, for a change, just the normal death of old age that’s at the end of the story for all dwarves and their pets:
(https://i.imgur.com/azCamDd.png)

Better station a squad here; by sheer numbers, some will rise again before getting hauled. And oh for crying out loud, it was the caged jabberer. Dying somehow punted it out of the cage, and for a brief time, there was a zombie jabberer loose in the meat processing area. Then the squad made it dead-dead, and that was that.

Well, almost; nobody got to the sow in time, so it rezzed and killed a pet sheep; said pet sheep and a pet turkey were then hauled to the corpses stockpile up in the Slaughter Tower; being pets, they’re stored in a corpse pile, not in a normal refuse pile. Both resurrected on the way, were promptly killed again, and brought back down. Pointless work, how I don’t like you.

Once that’s done, I nearly let the dwarves outside; except an eerie mist zombie owl is flying around, and I don’t want to risk another batch of legendary dwarves getting syndrome’d. It’s then replaced with a flock of eerie mist ravens, and I give up on the surface for a while. Lemme go clean up that trade corridor I mentioned…

Partly motivated by the death of the jabberer, I finally go and train the caged animals, the one cave dragon and two jabberers. It went extremely poorly:
(https://i.imgur.com/EOGW4UO.png)
(https://i.imgur.com/PrqaaG6.png)

The fort has a grand-master animal trainer, how did he screw this up so badly? Were any of the other, less-skilled bozos also enabled? Did he just roll a 1 on competence this time? Either way, the cave dragon gets slaughtered; I won’t risk her going berserk in the middle of the fort, and her stats are garbage anyway.

The jabberers are both left in the care of the above-mentioned animal trainer; the plan was that if their training improves, they’ll be chained up in a nook and left to breed. Eventually, this does pan out; though I’ll leave it to the next overseer to usher in a new generation of tame jabberers. There are already two fertile eggs laid; we may yet supplement our army with war jabberers!
(https://i.imgur.com/blcwSmX.png)
(https://i.imgur.com/wwwm3Zs.png)

By the way, did you know jabberers have feelings too?
(https://i.imgur.com/I4NQ1rC.png)

In summer, we get another siege; 50-60 goblins, without trolls or beak dogs. The corridor is used again, and the army does annihilate most invaders without incident. But nearly half the corpses rise as undead, which puzzles me; aren’t hammers supposed to minimize that?

The zombie goblins somehow manage to achieve what they couldn’t do while living: they kill one of the hammer-dwarves. That’s even more impressive when you remember zombies have neither armor nor weapons. I’m seriously wondering if the 1-tile corridor is a detriment to dwarves, and if it would be better to tear down the fortifications in favor of a simple room, where dwarves (and their enemies, I guess) can dodge in peace.
(https://i.imgur.com/9Th6Dfh.png)

Anyway, for the time being the whole mess is left alone; the human caravan has arrived, and everybody is on rag hauling duty. And by the time that’s done, I decide to keep the zombies as a welcome gift for the next siege. Because nothing says “you’ve come to the wrong fortress” than being attacked by your former buddies :V

But, for the rest of my turn, no more sieges have appeared. This is oddly disappointing; I have those ~25 zombies loitering around, and no one to unleash them on. I’ll leave it to the next overseer to go to Shift-F4, station the army in the corridor to actually handle the siege, and pull this lever to let the zombies out & let the invaders in (to their deaths):
(https://i.imgur.com/Zzxqnxb.png)

The rest of summer and most of autumn were spent slaughtering some of the more feeble animals; with animal breeding running unchecked, there were a lot of them.

Winter meant surface cleaning. For the three months of it, all corpses on the surface were hauled to the base of the Slaughter Tower; any sentients were auto-dumped into the atom smasher, any zombies were manually dumped into the same, and the animals were butchered. Then a less destructive dumping operation has started; the nearest pieces of… whatever… on the northern side of the surface have been stored in a dump zone near the entry. (the southern ones can get moved to a different pile; either by the Top Entrance, or by the Tower; whichever one is most convenient).

And "later" had turned out to be the first half of spring 228; I’d rather not leave a ton of hauling jobs for the next guy, but on the other hand my turn is never going to end if I try to do every little thing I can see. So here is the save, on 228-02-21 (https://dffd.bay12games.com/file.php?id=16031). There is one active dumping zone in front of the depot (Shift-F5), for dwarven worn clothes; when traders arrive, you can always un-forbid that tile, and sell the old clothes for ridiculous amounts of money.

-------========= Random Gubbinz Time ==========----------

Also on the surface: I’ve cut most of the trees; besides needing the wood, they had all kinds of corpse bits stuck in them. If I’m going to really clean the surface, then they all have to go.
(https://i.imgur.com/FbNbi3T.png)

The top of the Slaughter Tower is somehow part of the forest biome, not the mountain; it doesn’t get covered in bitter sludge, and did manage to spawn eerie mist. Thankfully, said mist never got into the tower:
(https://i.imgur.com/pSyBJKR.png) (https://i.imgur.com/fafQZJu.png)

Same deal with the Top Entrance; that last vertical strip of construction can generate mist.
(https://i.imgur.com/vp3r3Ep.png)

I’m not all that worried, the only mist zombie incidents have originated from animals, not contaminants themselves. About which, I cannot stress enough, DO NOT LET DWARVES OUTSIDE IF ANY EERIE MIST ZOMBIES ARE ABOUT.

Back indoors:

I changed the kitchen area: all stockpiles were enlarged, and fat/lye were moved in their own section. The central stockpile, by the way, is exclusively for prepared meals; this doesn’t even count the other smaller piles made in tavern locations.
(https://i.imgur.com/iDKeIV7.png)

In the butchery, the cage traps were replaced with weapon traps, made with 10 picks each. That’s enough for the skins, scales and wool that rises from the butchery. As for the picks, there was once upon a time a ‘make copper picks’ task that went on for way longer than it should have…
(https://i.imgur.com/zSQiQaC.png)

Remember Tharumi, the Forgotten Beast composed of fire that left ‘flames’ as its only body part? Well those flames are burning still, pretty frickin’ hot actually:
(https://i.imgur.com/Ou3i1IF.png)

(Hotter than the real-life surface of the Sun, and iirc closer to a blue star like Sirius; suffice to say, the game cuts some corners with physics).

I tried mounting the thing on a golden pedestal; the pedestal was vaporized as soon as it came into contact with the ‘body part’. Good thing that kind of check isn’t done for dwarven hands, or an entire fort could be wiped out by a single dead imp.

It’s currently sitting in the bone stockpile, probably due to dwarves not being really sure what to do with it. I can sympathize, neither am I.
(https://i.imgur.com/ozHI6J1.png)

I’d like to introduce you to the weirdest dwarf in FriendlyTreason: our mayor (mayoress?) Moldath LashedJails. She is the only ecstatic dwarf in a fort of saner, more balanced dwarves, who tend to stay in the ‘fine’ zone of the happiness spectrum (that or be straight up unhappy, like a normal sentient forced to live in FriendlyTreason):
(https://i.imgur.com/uVCLYdg.png)

Depending on how her psych profile is interpreted, she is either a hopelessly naive, unjustifiably optimistic lunatic, or the beating heart of the entire fort, holding everyone together and pushing everything forwards in conditions that would have made anyone else simply lay down and die:
(https://i.imgur.com/rIqcdok.png)

The ettin’s weapons have been logged in Legends; we have been accused of stealing them. Which, y’know, is actually true; I did take them from the mist-stained hands of the ettin, and planted them on a pedestal somewhere. But still, the accusation stings!
(https://i.imgur.com/FKSQgbc.png)

And again, the save, on 228-02-21 (https://dffd.bay12games.com/file.php?id=16031)
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on August 12, 2022, 07:41:52 pm
 :D :D :D
I'm gonna update the front page soon. Who's interested for the next turn? Also I wanted to make a list of all ur screenshots etc.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on August 14, 2022, 02:48:32 pm
I've updated the initial post, it should now represent Friendlytreason and the successions better.

Now to my turn... FPS steady at 24.

Middle objectives:
- connect surface and all caves through a maintenance tunnel

Big objectives:
- I'd like to finish sealing off and cleansing the 2nd cavern
- tedious, but process all the stones on the floor that has been entirely excavated

Done:
- checked the stress levels. 8 dwarfs are currently not in the safe zone. One was recently confined and it looks like her right hand was recently smashed. I'm not sure if it will help, but I assign her a job as a scholar, as she would like to improve a skill, has 90k stress. The rest I enlisted as unemployed
- I stopped the infinite R jobs, I believe it is better to work through the manager. Also the collect web jobs, I believe these replenish in the caves infinitely, and I'm thinking of ways how to stop that. Also no more farming, as we have 15k food units. Most dwarfs after this started dumping old clothes
- next I checked most enemy units. Some trapped undead goblin invaders, some in trap halls and most in the 2nd cavern

EDIT: in progress
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on August 15, 2022, 02:20:02 am
Middle objectives:
- connect surface and all caves through a maintenance tunnel
... Why would you do that?!? The second and third cave are fully sealed, and the third cave is where all our smithy and bar deposits are kept. There is no reason to connect these two areas to the surface.

You could make a case for the second cavern, in the case of Forgotten Beast infestation and siege on the surface, but the other two?

Quote
- checked the stress levels. 8 dwarfs are currently not in the safe zone. One was recently confined and it looks like her right hand was recently smashed. I'm not sure if it will help, but I assign her a job as a scholar, as she would like to improve a skill, has 90k stress. The rest I enlisted as unemployed
- I stopped the infinite R jobs, I believe it is better to work through the manager. Also the collect web jobs, I believe these replenish in the caves infinitely, and I'm thinking of ways how to stop that. Also no more farming, as we have 15k food units. Most dwarfs after this started dumping old clothes
- next I checked most enemy units. Some trapped undead goblin invaders, some in trap halls and most in the 2nd cavern

The unhappiness situation was exacerbated by me letting everybody outside to gather as many scattered gubbinz as possible. Many of those unhappy dwarves are legendary weavers; a few others are legendary bone carvers, and the fort's legendary cook. My plan was to let them work their masterworks, and get happiness this way.

The webs in the caverns do indeed replenish infinitely, but I consider that a good thing; it also means our silk clothing replenishes infinitely. Though I can't think of any reasons you'd want to change that, the easiest way is probably letting cats loose in the level; spiders are vermin, after all, and cats will ruthlessly hunt them down (I've had that happen to me before).

The /R jobs are a matter of preference, I think. I tend to use manager when I want to tightly control the produced items (clothing, ash, soap), and repeat jobs when I want to control which workshop gets the job, want to fully convert an input resource (for example, melting goblinite) or want 'whatever' number of items (stone blocks, bars, silk thread and cloth). In this particular case, the cloth-related jobs were on /R because I wanted the sad sacks to get happy, and didn't particularly care about the actual thread or cloth they produce; sure, it's good, but not the main product of the operation as far as I'm concerned.

As for the zombie goblins in the corridor, those are a welcome gift for the next siege. Welcome to FriendlyTreason, motherfuckers!
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on August 15, 2022, 08:18:59 am
... Why would you do that?!? The second and third cave are fully sealed, and the third cave is where all our smithy and bar deposits are kept. There is no reason to connect these two areas to the surface.
I should have stated that no harm to the fortress or dwarves is intended.
(https://i.imgur.com/JnseOnJ.png)
The idea is that any intruder can spawn at the respective layer. No intruder may enter the Fortress directly, only through a long shaft. All spawn areas are connected through shafts, which can be closed off (see green marking) and lead ultimately to the Fortress through the long shaft that also can be closed off. In order to give moving incentive for any intruder, gates (green) may be opened and closed.
Following advantages:
- all types of map spawners may appear (we have something similar at the web-trap hall at the edge)
- map spawners can be set on at each other easily (e.g. 2 forgotten beasts, one at c1 and one at c3)

Quote
- checked the stress levels. 8 dwarfs are currently not in the safe zone. One was recently confined and it looks like her right hand was recently smashed. I'm not sure if it will help, but I assign her a job as a scholar, as she would like to improve a skill, has 90k stress. The rest I enlisted as unemployed
- I stopped the infinite R jobs, I believe it is better to work through the manager. Also the collect web jobs, I believe these replenish in the caves infinitely, and I'm thinking of ways how to stop that. Also no more farming, as we have 15k food units. Most dwarfs after this started dumping old clothes
- next I checked most enemy units. Some trapped undead goblin invaders, some in trap halls and most in the 2nd cavern
The unhappiness situation was exacerbated by me letting everybody outside to gather as many scattered gubbinz as possible. Many of those unhappy dwarves are legendary weavers; a few others are legendary bone carvers, and the fort's legendary cook. My plan was to let them work their masterworks, and get happiness this way.
Hm I see. I intended to let them socialise as some might miss friends and family, and generally reading books and entertainment causes happy thoughts. But I already got a hammerdwarf tantruming 2x and causing fistfights.

The webs in the caverns do indeed replenish infinitely, but I consider that a good thing; it also means our silk clothing replenishes infinitely. Though I can't think of any reasons you'd want to change that, the easiest way is probably letting cats loose in the level; spiders are vermin, after all, and cats will ruthlessly hunt them down (I've had that happen to me before).
Yes, it probably doesn't even cause lag. I thought of maybe make it look a bit more orderly. Or maybe remove the amount of items in an area and close it off to safe FPS.

The /R jobs are a matter of preference, I think. I tend to use manager when I want to tightly control the produced items (clothing, ash, soap), and repeat jobs when I want to control which workshop gets the job, want to fully convert an input resource (for example, melting goblinite) or want 'whatever' number of items (stone blocks, bars, silk thread and cloth). In this particular case, the cloth-related jobs were on /R because I wanted the sad sacks to get happy, and didn't particularly care about the actual thread or cloth they produce; sure, it's good, but not the main product of the operation as far as I'm concerned.
Yes. Probably the item-count isn't the FPS cullprit either. Maybe it's the amount of open space?

As for the zombie goblins in the corridor, those are a welcome gift for the next siege. Welcome to FriendlyTreason, motherfuckers!
:D
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: TheImmortalRyukan on August 19, 2022, 01:28:41 am
In the spirit of Succession Games, I would like to humbly submit my application to be the the next Overseer without having read anything except the OP and the three posts on this current page.

About time I get back into the game anyways!
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on August 19, 2022, 09:57:20 am
In the spirit of Succession Games, I would like to humbly submit my application to be the the next Overseer without having read anything except the OP and the three posts on this current page.

About time I get back into the game anyways!
Dear immortal
Your application is hereby joyfully accepted. This weekend I'm planning on finishing my turn and by Monday it is all yours.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on August 21, 2022, 12:49:14 pm
In the spirit of Succession Games, I would like to humbly submit my application to be the the next Overseer without having read anything except the OP and the three posts on this current page.

About time I get back into the game anyways!

Welcome to the show!

Really glad to have another overseer on the list, with most of the gameplay done by 2-3 people the fort was looking a bit too... organized? sane? straightforward? Something on those lines :D
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on August 22, 2022, 06:18:30 pm
File: https://dffd.bay12games.com/file.php?id=16041

In the spirit of Succession Games, I would like to humbly submit my application to be the the next Overseer without having read anything except the OP and the three posts on this current page.

About time I get back into the game anyways!
the fort was looking a bit too... organized? sane? straightforward?
I tried, I really tried. But during my reign a whole half a dozen dwarves died! In just a year..

Continuation:
- hammer 07 2nd gen (Bim) killed weaver "BEST_AXE" in a tantrum with a punch tearing the spine apart and second collapsing the upper body at the temple of no particular deity. I guess it was not a good idea to use the justice system on her. As she is a feasible warrior. I decided to assign her mining duty and send her to the 2nd cavern west to the zombie tree, if she survives, she may remain in the fortress. Two manera corpses finish her. With a hammer equipped she could have done far more damage. I'm thinking of creating an "asylum"
- dwarven trade caravan arrived and I sold all the old clothing and bought 17 iron anvils and some codexes
- our best hammer 3 is telling a story at the tavern with sixteen listeners, in midspring 220 Avolitionbrit ceased to be the militia commander. Some politics going on hm? Armorer Ralkakdal serves blueberry wine (I'm coincidentally drinking a blueberry milkshake whilst playing)
- it took me quite a while to figure out how you taped the volcano without losing a dwarf, but now I managed it, I had to use a quick engraver and quick pump operator
- we got an artifact adamantine scepter 150k value
- progress is being made on the 2nd cavern. Some pond grabbler zombies challenge our hammer lords
- marksdwarf Reg (got 40 kills) killed our broker after getting into an argument in the temple dedicated to Kikrost, basically punching the head until the spine broke. She is our marksdwarf squad leader. She won't cause much damage if I send her to the caves like with hammer 07, so I'll establish an asylum now, where she will be exiled. The asylum is north of the 3rd cavern tavern
- I decided to challenge the zombie tree with 3 squads. (Bim) goes down as well as various manera corpses. Essentially I just wait in the hall and from time to time manera corpses emerge. A combat log can take up to 31 pages with a manera. After a while I decided that it would be easier to work with magma dropping. Maybe, if we construct bridges on the edge, the magma will be able to reach the rest of the zombies
Spoiler (click to show/hide)
Spoiler (click to show/hide)
- Onul created an artifact pig tail skirt
- An accident happened where a dwarf opened a door, and behind that door was magma. Two dwarves perished
- whilst constructing the asylum, Reg got into a tantrum and kicked away the whole arm of our carpenter
- Sodel pushes our bowyer to death during a tantrum, then goes to the hospital and starts a fist fight. He'll go to the asylum as well
- I figured a nice punishment for Reg and Sodel. There is a forgotten beast on the 2nd floor trapped in the trees. Both are assigned tree duty and released to cut the tree down. Should they survive, I may consider expelling them. Bothom Tarem got consequently in a fight with Sodel. After some tarzaning on the trees the beast bites Sodel in the neck and lower arm, which explode into gore, Sodel is enraged and bites the forgotten beast back! Reg in the meantime drinks from the underground lake. Sodel scrambles away and probably dies from bloodloss. I assign Reg to kill Tarem, she, completely naked and only equipped with a battle axe, only tearing the skin and fat of the mighty snail. She fought well and did not get any damage. I let the next overseer decide what her fate will be

PS: I also leave the next overseer some fun with magma dropping (west tunnel) on the zombie tree and a jabberer reverting to a wild state, have fun!
PPS: The new lever to close the magma let-in (west tunnel) is one layer above the tunnel

File: https://dffd.bay12games.com/file.php?id=16041
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: Laterigrade on August 22, 2022, 07:29:31 pm
In the spirit of Succession Games, I would like to humbly submit my application to be the the next Overseer without having read anything except the OP and the three posts on this current page.

About time I get back into the game anyways!

Welcome to the show!

Really glad to have another overseer on the list, with most of the gameplay done by 2-3 people the fort was looking a bit too... organized? sane? straightforward? Something on those lines :D
and that, as we know, is not the dwarven way
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: TheImmortalRyukan on August 24, 2022, 09:18:41 pm
Alrighty, I have downloaded the save, I'm having to use ASCII, Armok help me. I open up the save, and I can't tell what the fuck is happening. There appear to be about five times as many undead as there are living dorfs. I am going to continue on the assumption that the fort is sealed nice and tight and we aren't under any sort of emergency. The fact there are just over 60 living dorfs in a fort this age can't mean anything good. Alrighty lads, I'm in charge now, and that means shitty management while I conscript everyone to work on some useless project!
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: blueturtle1134 on August 24, 2022, 09:34:52 pm
Really glad to have another overseer on the list, with most of the gameplay done by 2-3 people the fort was looking a bit too... organized? sane? straightforward? Something on those lines :D

Too much sanity, you say

Could I be added to the list?
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on August 25, 2022, 03:11:17 pm
Really glad to have another overseer on the list, with most of the gameplay done by 2-3 people the fort was looking a bit too... organized? sane? straightforward? Something on those lines :D

Too much sanity, you say

Could I be added to the list?
blueturtle1134 you are on the list after TheImmortalRyukan
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: TheImmortalRyukan on August 29, 2022, 01:03:18 am
Sorry for the late post, but I've been busy this past week. However I am off work the next two days, so I can actually play more than a few days.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: TheImmortalRyukan on August 31, 2022, 12:33:26 pm
So guys I'm sorry, but I don't know why my game keeps crashing. I get this message that a Jabberer has reverted to a wild state
(https://cdn.discordapp.com/attachments/370248747826806785/1014060699611320350/unknown.png)

I order the military to kill it
(https://cdn.discordapp.com/attachments/370248747826806785/1014060887604219914/unknown.png)

Then right as they kill it, the game crashes. Like, I get one day in, and that's it :/

I'm using the latest version of the LNP, if that helps any
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on September 01, 2022, 05:53:37 am
@TheImmortalRyukan i tried a few things and let the game run afterwards until mid Hematite, it didn't crash again:
- I turned off animal caretaking for our only animal caretaker Edem Kaluritan (he's a gem cutter)
- I slaughtered the two remaining Jabberers

Maybe it is enough to just disable the caretaking. Here is the alternative safe file after Jabberers were slaughtered: https://dffd.bay12games.com/file.php?id=16054
If you play from here on you'll have to deal with some jabberer skin though. Also, Reg is still in prison probably starving soon.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: TheImmortalRyukan on September 01, 2022, 06:02:05 am
@TheImmortalRyukan i tried a few things and let the game run afterwards until mid Hematite, it didn't crash again:
- I turned off animal caretaking for our only animal caretaker Edem Kaluritan (he's a gem cutter)
- I slaughtered the two remaining Jabberers

Maybe it is enough to just disable the caretaking. Here is the alternative safe file after Jabberers were slaughtered: https://dffd.bay12games.com/file.php?id=16054
If you play from here on you'll have to deal with some jabberer skin though. Also, Reg is still in prison probably starving soon.

I'm not sure who Reg is or why they're in prison (or that we *had* a prison), but thanks! Quite a nasty surprise seeing all the undead and opening up the C menu :o
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on September 14, 2022, 04:06:48 pm
@TheImmortalRyukan any news? Two weeks have passed and I've been waiting patiently (which means I was hitting the refresh page button at least 3 times a day)
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: TheImmortalRyukan on September 15, 2022, 04:14:52 pm
@TheImmortalRyukan any news? Two weeks have passed and I've been waiting patiently (which means I was hitting the refresh page button at least 3 times a day)

Bah, work and school, same issues as always. The three days I had planned for this were taken up by me trying to fix the crashes... I'm afraid I don't have the time to finish my turn right now. I'll still be open for a turn later, when I have time tho. Sorry :(
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on September 15, 2022, 05:51:17 pm
Sure, you can always come back later and take a turn, but for now, and I'm just assuming that blueturtle1134 is eager to take a turn, it would be cool if you submit your turn, even if you consider it unfinished.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on September 17, 2022, 12:20:17 pm
TheImmortalRyukan I set a deadline next Monday 00:00 UTC. If you have not played your turn and submitted a file until then I'll decide to make your branch non-canonical
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on September 22, 2022, 04:00:52 am
I think it's time to forward another application for the position of overseer. I'd have liked to wait a bit more, and I still think it's too soon after my previous turn, but it's better to have an active fort than one that's waiting for the perfect blend of overseers.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on September 22, 2022, 07:46:08 am
I'm eager to play a turn, but right now I just lack the chronological funds. I don't mind if you take over a turn now if you wish so.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: blueturtle1134 on September 22, 2022, 07:25:40 pm
Sure, you can always come back later and take a turn, but for now, and I'm just assuming that blueturtle1134 is eager to take a turn, it would be cool if you submit your turn, even if you consider it unfinished.

I'd love to take my turn, but I'm very busy for the next couple of days (incredibly inconvenient timing). I'll be able to do it on Monday at the earliest.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on September 23, 2022, 04:49:21 am
Okay, I'm fine with that!
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on October 01, 2022, 06:04:32 am
Well, I still have very little time, StrikaAmaru, would you like to take up the turn?
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on October 03, 2022, 01:58:39 am
I don't think I can right now :(

I've got a week off, which paradoxically means I'm both very busy, and won't be on my laptop for most of the time.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on December 15, 2022, 11:12:40 pm
I was convinced Friendlytreason had quietly withered away.  Of course, not even a fortress can die in these lands.  :D

Good work securing the lower cavern!  Sadly I cannot help with the minecart at all.
After a long break I've found time to continue Friendlytreason. To facilitate current pacing I've decided to let the dwarves loose, but I'll document everything that happens.

Year 229
- Reg who was semi-imprisoned for murdering, and who is naked and without weapon is free to roam the caverns now. Next to her though she might have to face the huge megabeast snail. A zombie cave crocodile and a dwarf corpse kill the overexhausted Reg
- A crundle bone amulet artefact was created
- some battering ghosts are putting people unconscious
- Still trying to liberate the zombie tree and I just sent the hammer force (20 hammer lords) to deal with it. The inital onslaught killed about 10 zombies, upon which the warriors retreated. Pop at 65. On 3rd of Malachite 229 I finally figured out how to clean out the area. First I secluded the warriors at the zombie tree by closing them off and canceled their station duty. Then I spamed through dfhack unsuspend various x staircases and one stone stockpile close by to erect staircases, which allowed the armed citizens to climb up the trees and finish the various jabberers, maneras, dralthas, crundles, bugbats, trolls and En Gutmine the Evil Jackal's forgotten beast https://i.imgur.com/2QXZr34.png (https://i.imgur.com/2QXZr34.png) & https://i.imgur.com/cwVY24X.png (https://i.imgur.com/cwVY24X.png)
- work has begun to close off this extremely populated edge. Waves of creatures visit the map border, plump helmet men and gorlaks. Many zombies revive, .. chaos
- 23 Timber, finally, the zombie tree mapedge has been closed https://i.imgur.com/qBVahwI.png (https://i.imgur.com/qBVahwI.png)
- 3rd Moonstone, goblins pay us a visit (3 screens) https://i.imgur.com/gCkfHpY.png (https://i.imgur.com/gCkfHpY.png). They get distracted by ravens who reanimate upon death, undead kea's (many many arrows fly around). I release the zombie goblins for family reunification https://i.imgur.com/Y9j5CXp.png (https://i.imgur.com/Y9j5CXp.png), or rather, the invaders go wilingly into the entrance meat grinder https://i.imgur.com/bMEa7Zh.png (https://i.imgur.com/bMEa7Zh.png). They manage well and trolls start to tear down on the doors. We send in the hammer lords and the problem was dealt with swiftly
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on December 17, 2022, 08:09:09 pm
I've finally figured out a way how to get rid of the cave underwater trees at the edge of the map DWARFEN SCIENCE COMMENCE:
Step 1) Install a ballista on the same level as the branch https://i.imgur.com/fxbPMg1.png (https://i.imgur.com/fxbPMg1.png) pointing to the branch
Step 2) Create a passage for a ballista arrow to the branch. In my case the water is leaving the map one z below through a fortification. Floodgates or gates might be useful to control the flow of water
Step 3) Shoot https://i.imgur.com/82sh3dF.png (https://i.imgur.com/82sh3dF.png). Ballista arrows don't fly necessarily straight, building the ballista closer to the branch might help
Step 4) Enjoy your tree free edge
Spoiler (click to show/hide)

Sidenote: Soon after the tree disappeared of course a ton of new monsters entered the fortress. So having the military stationed closed by and builders ready to close off the edge again might be useful.
Sidenote: Ballista arrows disappear after leaving the edge of the map
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on December 20, 2022, 09:23:03 pm
Oh I only noticed now that there was a database loss http://www.bay12forums.com/smf/index.php?topic=180566.0 (http://www.bay12forums.com/smf/index.php?topic=180566.0), so here is the fortress in year 231 https://dffd.bay12games.com/file.php?id=16258 (https://dffd.bay12games.com/file.php?id=16258)

I sealed off all of the edge entrances of the second cavern layer and began draining it. We encountered several resistant undead creatures that had taken refuge in the water and up in the trees. After dispatching numerous troglodytes, molemarians, bugbats, crundles, trolls, FB tombsdepth, maneras, and dralthas, I thought it wise to slaughter any non-feline animals in the fortress in order to reduce lag.

Avolitionbrit was killed by an unhappy hammer lord https://i.imgur.com/IfobjX5.png (https://i.imgur.com/IfobjX5.png) who also killed other dwarves. He was thusly expelled. Bye bye https://i.imgur.com/FnvibbE.png (https://i.imgur.com/FnvibbE.png)
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on December 27, 2022, 02:10:39 am
It... it lives!?! Wow, here's a Christmas present I didn't expect!

Excellent work on the cavern, xkcd1963. I can honestly say I never considered cutting trees with artillery :D Thanks for introducing me to that concept, I'll cherish it for the rest of my DF-playing career (so until I die, probably).

I think I'll take a short turn for clean-up; holiday schedule tends to be hectic, so I'm not lining myself up for anything more elaborate than that. Plus, you know how forts are after a mega-project: they need a holiday too ;)
Title: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on December 30, 2022, 02:19:59 pm
231 - 237

I’d love to fork over a detailed report, except this was a cleanup turn; nothing interesting happened, by design. I spent all this time just hauling corpses, dumping old clothes, and trying to improve the mood of the 8 dwarves found in varying states of unhappiness.

Part of my brilliant plan for dwarven survival in these cursed lands is to let everybody off work, around Obsidian. Dwarves finish with all their social and religious needs in one month, month and a half at most. Then they can go back to work.

Of those 8 unhappy dwarves, all but one have recovered, via a combination of crafting and rest. It’s worth noting that at first this method doesn’t seem to give results; for a year and a half, the (un)happiness bar started with the same 3-2-3 for miserable, very unhappy, and unhappy. And then, as if a switch got flipped, stress started just draining off of dwarves, until they were in the clear; the two going from ‘miserable’ to ‘fine’ required maybe half a year, everybody else was much faster.

The exception to this rule is the fort’s only metalcrafter; he was given the same treatment, but several details sabotaged the hell out of the poor dwarf:

Firstly, he’s wounded so he walks very slowly. Secondly, he keeps having breakdowns, which slow him down even further. Thirdly, metal crafting itself is pretty slow going. All of this combined so that in 2 years, he barely went up one level (16 to 17), and made, at a guess, less than 100 items (goblets, pedestals, and altars, all from gold). He’s still miserable, keeping at around 62,000 stress. He’s also peaceful enough, seldom tantruming, and when he attacks another dwarf he’s sufficiently wounded to not cause damage.

Onwards. Gathering and processing the corpses took the most time; between the killing corridor and the second cavern, there were some ridiculous numbers of them. It wasn’t kept on all the time, but we only ran out of them in the autumn of 234. Internally, that is; outside the fort, there’s still a fuck-ton of corpses scattered about.

A nice good cleanup of clothes was done as well, about once every two years. There’s a dump zone in the living quarters, made on top of a refuse stockpile. I occasionally enable it then run cleanowned; the discarded clothes rot on their own.
(https://i.imgur.com/poIHdV0.png)

Year 231

At the end of 231, FriendlyTreason was inhabited by 42 adult dwarves, 4 children, and 8 aging cats.

We’re nearly out of booze, and more won’t be made because some fool has toppled the still (and everything else) in the plant processing area.
(https://i.imgur.com/fR86udE.png) (https://i.imgur.com/1dxsurg.png)

We’re also out of empty barrels, but that’s easy to fix; too bad the replacements will be crap, our legendary carpenter is dead, along with just about every other skilled dwarf in this fort.

The nobles’ ranks got hit hard; I reinstated a new broker, a captain of the guard, and a militia commander. This was then used to boot the captain of the second squad, one of those unhappy dwarves I mentioned. He immediately gets locked in the clink, for breaking a production order; some of the mayor’s precious figurines, no doubt. Two other dwarves join him for various tantrum-related crimes.

Many a dwarf has perished without being memorialized; this many, in fact:
(https://i.imgur.com/tAW2hzB.png)

The cats have been allowed to roam the entire fort; they would be much better served in the food stockpiles, hunting down vermin. In the long term, I’ll have to get some new ones; all but one are over 10 years old, and cats don’t live much longer beyond that…

After the fuzzballs are pastured, I swear the FPS improves from 35-ish all the way to my local maximum of 50 FPS… there might have been some locked doors somewhere around the fort.

Year 232

The year we haul corpses.

One of our cats has died of old age, thus winning Dwarf Fortress:
(https://i.imgur.com/vfjFze5.png)

Another died in the same conditions, but nobody has seen it, so no congratulatory message was generated; we only find out when its body reanimates, and attacks another cat. The trainee squad deals with it. The attacked cat dies at the start of summer from its injuries.

And so we’re down to 5 cats.

Really need to buy some more fuzzballs; too bad neither caravan carried any this year. Our outpost liaison was asked for male cats only; the last thing FriendlyTreason needs is a catsplosion. He was also asked for yarn cloth; I expect next year’s caravan to bring 12 bins of woolen cloth, which should be enough for all moods that will ever happen in this fort.

Towards the end of the year, a dwarf is killed in the subsidiary tavern from the first cave. The fort’s two ‘jail cells’ have been built inside it so prisoners would have access to food and drink, but this design also allowed a chained dwarf to reach out and grab one of their fellows, then beat them to death. Ooops. The jail has been moved to the housing complex, into the most distant row of rooms; it’s not occupied anymore, what with the massive numbers of dead dwarves.
(https://i.imgur.com/BOtKEdU.png)

Year 233

The year unhappy dwarves fix themselves.

I’ve taken a break from shifting corpses to tidy up around the fort a bit. Pedestals were built everywhere where dwarves would regularly see them (mostly in the center of the staircase, but also in the corridor ) and the fort’s unused artifacts were placed upon them. Temples have been moved from the dingy 2x3 and 3x3 rooms where they used to lie into the temple complex started… I think 20-odd years ago? Anyway, I’m talking about his massive construction:
(https://i.imgur.com/RSUMXng.png)

It now looks like this:
(https://i.imgur.com/qnjcz4t.png)

The central space was removed from the library’s purview, and was sectioned off into 8 temples for all the 8 gods worshiped by dwarven kind; including the ones that have no active worshippers in this fortress. The middle room that connects all rooms is now the ‘unspecified deity’ temple, while the other three are home to 3 recognized cults: the top one worships Kikrost, god of fortresses; the bottom one belongs to The Umber Coal, god of Minerals, and the left one, with all the slabs, is dedicated to Oce, the human god of death and suicide who nonetheless has 4 worshippers in FriendlyTreason.

The vast majority of dwarves (as in, over 2/3rds) worship Kikrost. Next are minerals, metals and death, while jewels, wealth, and family aren’t terribly well-liked. The dwarven god of death, Godum has 3 worshippers, while Oce has 4, organized in a little cult named The Ashen Sect.

233-05-21 The day a miracle happened:
(https://i.imgur.com/P58dcB2.png)

I was sure this fort no longer receives any migrants! But no, here are 6 adult dwarves ready to join. At this point I seriously considered killing off the eight unhappy dwarves who seemed to not get any better; but I decided to be patient; lucky them.

Speaking of improvement, there’s one strange case here that defies everything I know about dwarven justice and how dwarves react to it:

Sibrek MerchantNames, Legendary+5 Hammerdwarf, Legendary+5 bone carver, and the mayor’s scapegoat whenever one of his idiotic mandates for figurines gets missed. He was imprisoned when my turn started, which naturally cratered his already flagging mood; he dropped all the way to miserable, and spent nearly two years in that state. He did tantrum a few times, beat a few dwarves, and toppled some furniture, but I deferred his punishment hoping he’ll improve. Nope.

Then after the migrants arrived, I decided I had no more patience. Sibrek was condemned for his crimes, imprisoned in a jail cell… where instead of breaking completely, he felt all very contrite about it, and improved his mood all the way to fine. In jail. What.

(This was all unmade when another missed mandate sees poor Sibrek tossed in jail for half a year. His stress skyrockets, reaching all the way to 100,000, and he’s really not getting better).

Year 234

A spring siege arrives, and is summarily ignored. It left behind two squads of goblins, in a faulted state; they should have left when the season changed, but instead they're just sitting in a single spot, completely immobile even if the gates into the fort are opened. I only notice their presence around late autumn, when one of their number can’t stand the boredom anymore and goes berserk (theoretically at least, because s/he doesn’t attack anyone). Three of its fellows soon follow, while three others go melancholic. Oh well.

Obsidian begins with a nearly save-breaking bug: the game crashes without any warning messages on the second day. It’s not the first time something like this happens in the history of FriendlyTreason; the game tries to spawn a were-chameleon on the map’s edge, and for some reason it fails miserably. In an attempt to minimize any interference, I disabled DFHack, and returned Dwarf Fortress to its natural state; it still crashed some 4-5 times before finally spawning one of these idiots. It’s not a DFHack issue, or some other interaction; Dwarf Fortress itself is to blame.

The were-chameleon, by the way, immediately engaged the bugged goblins, and finally jolted their AI into leaving the map; at least they killed the were-creature before shoving off.
(https://i.imgur.com/qi9KSct.png)

Year 235

Begins with the unluckiest goblin siege in history: immediately after their arrival, the western forest is engulfed in a massive cloud of eerie mist.
(https://i.imgur.com/7K5wRLu.png)

The invaders… fare poorly:
(https://i.imgur.com/5M00mku.png)
(https://i.imgur.com/Ed8hQhS.png)
(https://i.imgur.com/FQa8Us6.png)

As they’re being converted, most of them leave the map; only around 20 remain, clustered in that one point on the former forest floor, which also entrapped goblins last year.

Then a corpse rises and attacks them, which causes the group to break. Only 8 goblin eerie mist zombies are now sitting around, immobile and definitely bugged. It’s likely that their AI would fix itself if somebody would attack them, just like the living goblins did, but I’m not all that keen to risk dwarves. Their fellow goblins can check that for me, when they inevitably attack me next.

And attack they do, in autumn. About 60 decently trained goblins, likely from the small civ, the Ghoul of Grips. They head directly for our eight unexpected guests. The goblin zombies are proven to be tougher than living goblins; even through the onslaught of sustained bow fire, the mist zombies annihilate the siege, at the cost of five of their own.

By the 7th, the siege is broken. Most of the living invaders have been killed, and the three surviving mist zombies have left. A good page and a half of corpses have proceeded to rise from the annihilated siege; if the dwarven caravan will still arrive this autumn, I don’t envy the poor outpost liaison.

The caravan and the liaison arrive one week later, on the 14th. Luckily, the liaison arrives on the eastern edge, while the zombies are located on the western edge. I can work with this. I station the hammer-dwarves in the central entry, and open both the hatch sealing it, and the hatch from the base of the Slaughter Tower. The plan is that zombies will head for the central entry, while the liaison will head for the Tower; those are the closest entries to each of them.

It… mostly works. Zombies aren’t fully cooperating; most do head through the cage corridor and into the open arms of 30-odd hammerers, but a few stragglers get into the tower too. The least-trained squad is sent to intercept them, and the liaison finally makes it inside. And that’s the end of that.

I should probably take a step back, and point out that this year’s spring the fort received its last two migrants. The population reached 75 dwarves, the maximum specified for FriendlyTreason since around the year 208-9 when I started playing it.

This upswell in population resulted in the creation of 5 squads: 2 hammer-lord squads, one marksdwarf squad composed of 5 skilled crossbow dwarves and 5 unskilled recruits, one axe squad composed entirely of neophytes (intended primarily for attacking other locations on the map; legendary axe dwarves are doing a lot better in raids than legendary hammerers for some reason), and lastly one hammerer trainees squad. Another squad could be formed, but there’s no armor for them.

All were sent training to their abilities; except the crossbow-dwarves, who need special accommodations. And until those accommodations are done, they can go bully our one trapped forgotten beast zombie:
(https://i.imgur.com/0P0DFbI.png)

The zombified forgotten beast is tough, but eventually the unavoidable happens: the beast dies.
(https://i.imgur.com/ChvMXaC.png)

This concludes the training exercise, with notable improvement in dwarven ranks:
(https://i.imgur.com/92Xko2g.png)

Then the corridor was opened and cleaned, the traps were moved to their stockpile and all non-FB beasts were executed by the military, which incidentally resulted in the shortest ‘Others’ list this fort has seen since its first year:
(https://i.imgur.com/A4OOezW.png)

It also resulted in the fort’s only available shells:
(https://i.imgur.com/4fnTrYd.png)

(Technically, more shells can be obtained by fishing in the single pond found on the map, in the mist-generating biome. I decided I’m not all that keen for shells after all).

And now, because I’m a glutton for punishment, I’ll try to clean the surface. What could possibly go wrong?

Year 236

The year I (begin to) clean the surface.

Dwarves have been sent out to clean the surface in 2 batches: one in spring and one in winter. Before being sent out, most hauling jobs (minus food and refuse) should be suspended, the squads should be inactivated and the barracks freed, and soap should be forbidden, or the little prissies will go clean themselves after setting a single toe outside in the muck. Learned that the hard way.

Frankly, I barely put a dent in all the detritus scattered outside. Eventually, I give up because this stuff is boring.

There was a slight interruption in autumn, when about 70 decently-trained goblins attacked. At around the same time, the game tried and failed to spawn another were-chameleon, and proceed to crash a few times; thankfully, a lot less than the last time in 234. Goblins were mostly inside the corridor by the time Strodno the were-chameleon reached their rear-guard; being decently trained, they just turned around and speared the crazed beast.

Then they shuffled inside the slightly-redesigned killing corridor, where they were quietly annihilated by 30 hammer-dwarves, and their corpses dumped next door:
(https://i.imgur.com/cJScxkR.png)

I’ve ditched the fortifications in favor of walls, and widened the corridors from one to two tiles. Given how crossbow-dwarves are, I’ve given up on them completely, and will use them only in raids and for covering haulers when it’s time to bring stuff from outside.

The recommended cleanup procedure is to temporarily deconstruct 2 tiles of wall near the door, across all 3 walls. That should allow a short path to haul corpses directly to the atom smasher. Do not, for the love of dwarves, let the poor sods walk all the way around via the main stairway, it’s like 300 tiles, that’s just nuts.

A strange mood picks that one stack of shells as its primary component; the entire stack has been consumed, so the next guy who wants shells will have to be walled off to die:
(https://i.imgur.com/wGXE4qF.png)

The dwarf made a forgotten beast shell figurine, referencing our killing of another forgotten beast in 211:
(https://i.imgur.com/DlXlKJR.png)
(https://i.imgur.com/YMIqC0z.png)

Year 237

At some point while playing this fort, I had delusions of completely cleaning the surface. It’s very clear that is not going to happen. Other than that, I’ve pretty much reached all of my goals, and even a bit more on top. It’s time to wrap things up, and leave the fort to someone else.

There is now an archery range in the slaughter tower; four shooting lanes, and they’re even used for training. In the same image, you can see the corpse of that were-chameleon that struggled to spawn last summer; nobody hauled it away.
(https://i.imgur.com/9fNPx7c.png)

The slaughter corridor has another surprise for unpleasant visitors: the four cages with forgotten beasts (undead or alive) that have been trapped in the first cavern airlock.
(https://i.imgur.com/kNfVulg.png)

Each of them is connected to its own dedicated lever; I’d seriously recommend you only ‘launch’ one at a time so they don’t start fighting among themselves, and that you keep them as an emergency measure, because… well… let’s just say some goblins in this world have backup of an otherworldly origin. I found that out while plotting out the demise of the smaller of the two goblin civilizations, the Ghoul of Grips. TL;DR, they acquired our civ’s former mountainhome, and for some reason 76 demons live there now.

And you didn’t hear this from me, but I did play this fort on my own when I thought the thread withered: they can and will bring these demonic fucks in invasions. That was a season of unashamed turtling…

I’ve trained a new weaponsmith and a new armorer; try not to kill these ones too.

The animal situation changed a bit: a breeding pair of cats was acquired from caravans, and left to frolic for a while. Then the adults were slaughtered, and the three resulting female kittens were placed in a cage. When you’ll need to restart the population, just pasture them somewhere and let them go ham. The same process was repeated with some hens and roosters. I doubt we’ll ever need more meat in the entire history of FriendlyTreason, but it’s nice to have the option.

The farms have been suspended; the booze plants stockpile is overflowing, and we have enough plants for around a decade of boozing (and 3,000 units of booze ready-made):
(https://i.imgur.com/ngibysm.png)

And as much booze as there is, maybe it wouldn’t hurt to buy from the humans when they come; without any kind of outdoor farming, the caravan is the only source of variety in alcohol for our poor dwarves.

Other than that, autumn sees another goblin siege, composed entirely of humans. Most of them glitch out and loiter on That One Spot, while about 30 make their way inside the slaughter corridor. As always, the hammerers are on point, with the crossbow-dwarves and the axe-trainees getting stationed just to keep the newly-risen corpses out of the fort proper.

Once the attackers in the corridor are dealt with, I take a chance and charge at the bugged troops; yes of course the hammerers win, without losses even:
(https://i.imgur.com/2FkzdQp.png) (https://i.imgur.com/q4OJsqP.png)

Then it’s all over but the cleanup. With an entire turn dedicated to cleanup, it would be the height of irony if I left a corpse-clogged corridor, wouldn’t it?

The save (https://dffd.bay12games.com/file.php?id=16292), on 237-12-05; there are some 25 human zombies outside, if a siege spawns in spring they’ll have a proper welcome.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on January 03, 2023, 06:58:58 am
My reaction when I saw ur post:
(https://i.imgur.com/ixtruyh.gif)
I'm happy to see that this thread is not entirely dead. My concern is that because of the newer releases the safe-files won't be compatible any longer. I've purchased now the steam version to pay remedies to the creators – I was elusive on making a direct donation, out of fear of new technology. And I was not able to to play the Friendlytreason safe-file, I should try with the normal free release for windows. So far the new version has not convinced me as the labor system has been overhauled and I feel having much less control over work assignments.

dead, along with just about every other skilled dwarf in this fort
(https://i.giphy.com/media/H5C8CevNMbpBqNqFjl/giphy.webp)

contrite
maybe contrite is bugged and adds +10000 happiness when an imprisoned dwarf experiences it sometimes.

stand the boredom anymore and goes berserk
We could use this mechanism for adamantine coin duplication.

shortest ‘Others’ list this fort has seen since its first year
Amazing, we did it... I was aiming for this. And oh wow you cleaned the killing corridor as well. A super overseer.

And you didn’t hear this from me, but I did play this fort on my own when I thought the thread withered: they can and will bring these demonic fucks in invasions. That was a season of unashamed turtling
Oh wow I didn't even know this was possible.. Were the demons aligned with the goblins? I hope the play you had wasn't meant for continuation though, wouldn't want to undue progress someone's made. I guess it is rather better to publish a version than zero to the thread.

I’ve trained a new weaponsmith and a new armorer; try not to kill these ones too.
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRWOcGMXGxl0b6tC-43tj8FDpoiYclJ1zGUIA&usqp=CAU) yes sir
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: Donnerino on January 03, 2023, 07:36:16 am
I'll throw my hat in for Overseership.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on January 03, 2023, 01:29:26 pm
Well well, greetings fellow! Welcome to Friendlytreason! We hope you're ready for a warm ungodly welcome and a whole heap of fun! From the rolling hills to the lochs and glens, there's plenty to explore and enjoy. So, dinnae fash yersels, get ready for a grand adventure!
*chatgpt*

You can start right ahead nobody is in line :)
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: Donnerino on January 03, 2023, 01:30:57 pm
Well well, greetings fellow! Welcome to Friendlytreason! We hope you're ready for a warm ungodly welcome and a whole heap of fun! From the rolling hills to the lochs and glens, there's plenty to explore and enjoy. So, dinnae fash yersels, get ready for a grand adventure!
*chatgpt*

You can start right ahead nobody is in line :)

Oh boy.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: Donnerino on January 03, 2023, 03:45:40 pm
So, going through the first month so far, gotta say I'm a bit overwhelmed. I've gotten used to the lay out... sort of. Instead of messing with any of the fancy machinery and levers going on here, I'll just focus on doing something a bit simpler, making some high-value housing. A few of the Hammer Lords appear to be going through bouts of depression (not sure if that's normal), and I found a few dead bodies within the fort that have... gotten up but were quickly put back down, namely a Furnace Operator by the name of Kudol.

I also plan on making some facilities above that fancy lake. 

Edit, so I don't spam or anything: The save broke during my 2nd session some how. Progress lost. Oh well, that's how it goes sometimes. Whoever wants to go next can grab the previous save posted here.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on January 05, 2023, 02:57:27 pm
So, going through the first month so far, gotta say I'm a bit overwhelmed. I've gotten used to the lay out... sort of. Instead of messing with any of the fancy machinery and levers going on here
We actually had a rule that stated "no levels are allowed to be removed" in order to add to the chaos and overwhelmingness, but I occasionally have removed some mechanics here and there.

appear to be going through bouts of depression (not sure if that's normal)
That is the default Friendlytreason je-ne-sais-quoi

Furnace Operator by the name of Kudol
Ah yes Kudol.. I didn't even know we still had Furnance Operators.

Edit, so I don't spam or anything: The save broke during my 2nd session some how. Progress lost. Oh well, that's how it goes sometimes. Whoever wants to go next can grab the previous save posted here.
I don't to have this problem because I admittedly safe-scum a lot with autosafe. But I keep telling myself one day I have an overseer's turn without safe-scumming.
Title: [0.47] The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on January 07, 2023, 10:01:21 am
The save broke during my 2nd session some how. Progress lost. Oh well, that's how it goes sometimes. Whoever wants to go next can grab the previous save posted here.
'Save broke', as in it keeps crashing without any warning or message at a certain point? Because that sounds like the 'can't spawn were-chameleon on the map edge' that keeps happening in this fortress. And only in this fortress.

Does the save crash around the dates when Full Moons occur?

There's no real fix for it, we just have to run the fort and keep rolling the dice until Dwarf Fortress succeeds. And then you'll have a were-chameleon on the surface :)



In completely unrelated news, I've been playing the game non-canonically, in order to go poke at the goblins. I shouldn't have bothered, because they keep poking at me; even more interestingly, the Ghouls of Whatever have brought half their demons in one invasion:
(https://i.imgur.com/M2vwmXD.png)
(https://i.imgur.com/nboCbm5.png)

Obviously, I made a save with all of them on the map, so I can play around with multiple strategies; spoilered because of its non-canon status:

Spoiler (click to show/hide)

Edit: forgot to mention, demon corpses don't rise from the dead. I don't have enough confidence to make a sweeping generalization that 'NO demons rise from the dead', but this was my experience with both steam and leech demons. It makes sense on some level: steam demons don't even leave a corpse behind, only a puddle of water, and leech demons only have 3 body parts (body & 2 wings); I suspect none of these parts have the fabled [GRASP] tag that allows a body or body part to rise from the dead, so that's why they're immune to the evil biome's resurrection effect.
Title: Re: [0.47] The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on January 09, 2023, 06:59:57 pm
In completely unrelated news, I've been playing the game non-canonically
Would you mind share your alternative safe file? I'm curious about these demons.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: StrikaAmaru on January 10, 2023, 12:55:16 pm
Here it is (https://dffd.bay12games.com/file.php?id=16337). I think I have some "pull levers" orders active, for the two bridges that seal the corridor.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: dikbutdagrate on January 20, 2023, 12:45:08 am
I would very much like contribute some new ideas for this fort.

And potentially recondition any of the dwarves who elect to openly disagree with these new ideas.

Can I have the job? I'm taking it.


--------------
Currently in late spring. And we're definitely going places with this... New places... Scary places...

New government - New Rules - New social order
Also, everyone gets a number, and now consequently is that number.
Spoiler (click to show/hide)

Also, everyone has new hats. This is the best I could to giving them giant hats featuring bolded numbers corresponding to their rank/number/name designation.

(https://i.imgur.com/gwGTLBm.png)

A description of one of the hats.
Spoiler (click to show/hide)

And if they don't wear the hats, well...
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

The old mayor is #1, but #2 runs the fort. Idk what happened with #1. They sequestered themselves in some room after drawing these pigs all over the wall, and later died of insanity. Tragic, but interesting! In accordance with their design, the fort now functions according to their alleged will. However due to the biome effects, #1 continues to persist as an undead ghoul, still trapped in the pig chamber, who according to fort propaganda, continues to divulge their wisdom to the current leader #2 through hushed undead whispers of madness and paranoia; as well as haunting dream visions pertaining to occult pig-worshiping idolatry.

-----
"Yes, the fort continues to benefit from the wisdom of the former dead leader, who is now accursed in the eyes of both the living and dead. And yes, while this same very creature now wishes to devour all of this fort's inhabitants, we would like to remind citizens that this is, of course, no cause for alarm. We have tasked several committees with compiling and disseminating the truths the ghoul-father presents us. And we assure citizens that all specially appointed committee members must undergo a rigorous screening process, overseen by #2 himself, to verify the individual abilities of each committee member to discern the lies from esoteric cosmic truths from the unintelligible wails of mindless corpse monsters.

One such official subcommittee, presently working with the ghoul-father to discover his wisdom, would like to issue a statement for the general public's consideration at this time, which is as follows:
"Do not be alarmed!"

However, if you, or a party you belong to, do still feel alarmed, in spite of the very explicit instruction provided just now on behalf of the Calculators of Cultural Anticipation Subcommittee, you, and/or the party to whom you belong, are hereby requested to report immediately to a temporary holding cell pending arrangement with a Truth-Conciliation Adjudicator. An appointment shall be made available to you shortly in order for you, and/or the party to whom you belong, to address any and all safety concerns and grievances with the volcano. This will, in no uncertain terms, relieve you, and/or the party to whom you belong, of all concerns, personal aspirations, personal belongings, special assigned numerical identification aluminum cone-hats, flesh, and teeth which may, or may not, belong to you, or to other affiliated concerned party members who shall no doubt be meeting with the volcano shortly after you.

We hope you experience an unexciting and productive rest of your day!

[Please note: food-ration demerits issued as penalty for the destruction of one's special numerical identification cone hat will be redistributed among the closet relatives of a dwarf in the event of state-mandated volcano grievance addressal. Removing the hat prior to attending the meeting is not permitted, and will result in further food-ration demerits being issued to the grievance-addressed's next of kin, following the meeting.]"
------

I'll post a full log when I'm done.

Oh! So after #13, the old hammerer, went mysteriously missing, after having repeatedly refused to wear their designated #13 hat, we got a new #13/Hammerer, and they made a thing! "The Barb of Rot" - A fly chitin amulet
Spoiler (click to show/hide)
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: dikbutdagrate on January 21, 2023, 11:09:55 pm
Alright, it's been a year and my turns over. Good luck to the next poor sucker who takes up the mantle of becoming the new #2.

Link to save file listing for FriendlyTreason - Winter of 239:
https://dffd.bay12games.com/file.php?id=16375

Not going to have as much time for the write up I was planning. But I'll share what tidbits of the notes were compiled and weren't later incinerated for secrecy, which in addition to the last post, should provide enough of a summary of what happened.


----------------
Late winter 238:
Former Mayor, now known only as number 1, went crazy placed pig statues everywhere. Another dwarf, known only as number 2, has now taken over the fort as totalitarian dictator for life, for a year, by 5th of obsidian. A change in regime has occurred for FriendlyTreason and democracy, as an institution, is dismantled.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Everyone is given a number (wrote about it in the last post)

The fort commissions odd looking pig statues and glass windows. The new "mayor" is provided with an office befitting his title of the dictator for life, for the year. Golden pig statues are placed behind the crystal glass windows within the office, the purpose is alleged to be symbolic.

BIG CHANGE: Everyone has new hats!
(I wrote about this and shared screenshots of what the hats look like in the last post.)

Number 13, the old hammerer, did not see eye to eye with the regime, and would not put on his new hat, and was consequently cast into the fire of the volcano. Number 75 is promoted to Number 13 and designated as the new hammerer.


Early Spring 239:
Reduced thread production. Seriously wtf? Why is there so much thread? My game lags for like 10 minutes trying to view all of it in the stocks screen. I'm probably going to start tossing this stuff in the volcano.
Spoiler (click to show/hide)

Increased pig-watching propaganda.

Iconoclasm - A mob of citizens, loyal to the new regime, destroys the heretical church shrines of the false gods. The Fortress adopts a one size-fits-all cult-like worship of the hierarchical leader, Number two.
Spoiler (click to show/hide)

More people keep taking off their hats. More purgings ensue.
Spoiler (click to show/hide)

The new naming conventions have proven confusing to some of the dwarves.
Additional purging options for citizens who are ill-suited for the new regime are now being considered.
Spoiler (click to show/hide)


Mid Spring 239:
Number one succumbs to her insanity and passes on into undeath, wherein her mad whispers of pig worshiping idolatry continue to provide ever illuminating guidance for the party and the population as a whole.
Spoiler (click to show/hide)

More purgings.
Spoiler (click to show/hide)

The new Number 13 is apparently related to number two, and produces a strange artifact.
(Showed it in the last post. Bizarre fly-chitin amulet, which features bituminous coal and bumblebee chitin. Unclear where this stuff came from.)


Late Spring 239:
Begin project toss excess thread into the volcano.

I myself go nuts, and after having made all of these tiny little hats for the dwarves, and picking up and individually placing each one onto a citizen's head, a number of them won't wear them, and immediately take them off. I wrestle with these citizens for hours, just trying to keep their hats on on their stupid little heads. A couple of the dwarves are pretty good about wearing the hats, in fact, they won't take them off. The problem with these specific dwarves is that they're NOT wearing the RIGHT HATS. And everytime I try to get them to take them off, they immediately run away. I tried everything. I tried purging, I tried reconditioning, nothing works! Hours and hours of just micromanaging these STUPID LITTLE HATS, whose idea was this?! I've had it! These anti-hat maverick citizens are just going to take off their special individually numbered hats, no matter how much re-education I throw at them! I NEED HELP! Well, perhaps in more ways than one, but for this specific problem, I'm going to need help from the fellow loyalist dwarves.

An investigation reveals a conspiracy involving the military, who were clearly opposed to the new order of things, and subscribed to "enlightened" ideals concerning free hat wearing expression. They continued to wear their more effective metal combat helms.

And so, I disbanded the military.

In place of the military are now special designated Citizen-Uniform Verification Support & Wrestlemania Squads. These squads each have a leader, and will meet several times a year, in order to verify that citizens are wearing their special hats. They will likely also discuss how much they appreciate the leadership and sociocultural micromanagement provided to them at no expense by the new regime.

All citizens are placed into military squads with have no supplies and the requirement they wear a metal helm. All other metal helms aside from the aluminum and lea numbered ones are forbidden to ensure the specially individually forged ones are worn.
Spoiler (click to show/hide)


Early Summer 239:
Invasion starts - Perhaps dismantling the military was perhaps not the best idea.
Spoiler (click to show/hide)

Whatever, it's fine. The dwarves will continue to be trapped within the volcano/mountain fortress of information control and retrieval. And the goblins can stand there forever and get pecked to death by zombie owls, for all I care.


Mid Summer 239:
Top secret government research yields fruit. A new breed of surveillance attack pigs are grown, and now patrol amongst the citizenry, ensuring everyone wears their hat, lest they be devoured. The best part is that pigs wear hats too! These are special hats which signify their status. The pigs are truly loyal. No pig has removed their hat thus far.
Spoiler (click to show/hide)
Spoiler (click to show/hide)


Late Summer 239:
New state sanctioned cult of pig worship. Roman style temple, with similarly style roofing, is built.
Spoiler (click to show/hide)

Still haven't resolved the invasion crisis. Continue to assure the citizens to continue to maintain their unwavering confidence in the assured decisive victory of the state over the invaders. However, the state appears to be clueless how to even begin to approach the task.


Early Fall 239:
Evidently one of the local zombie eagles managed to slay a goblin even after its head got cut off, whose severed head was quickly reanimated by the biome and proceeded to join in on the fight. The goblin reanimated and chaos broke out amongst the goblin ranks. Siege lifts and goblins return home 5th o Limestone, 238.

Somehow, we manage to get a trade caravan into the fort alongside the fort liaison. Somehow they weren't devoured by the local wildlife.
I sell them a bunch of surplus meat in exchange for more aluminum and platinum bars.

Mid Fall 239:
The merchants leave, no incidents occur somehow.

Early Winter 239:
Annnnnndddd another invasion! Alright, I'm out of here.
Spoiler (click to show/hide)
-----------

Old Number Two out!
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: dikbutdagrate on January 23, 2023, 01:58:49 am
Babinushal – Nâzomkib
Friendlytreason – Dreamynet

Let us know if you are taking over and I'll happily add you to the succession list below. Being dorfed is welcome as well.

Rules
Spoiler (click to show/hide)

Successions
» year 193: xkcd1963 part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8303962#msg8303962)
» year 194: Mobbstar part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8306235#msg8306235)
» year 195: NordicNooob part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8307079#msg8307079) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8307637#msg8307637) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8310248#msg8310248) • part 4 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8314779#msg8314779)
» year 202: xkcd1963 part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8344323#msg8344323) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8344483#msg8344483) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8347455#msg8347455)
» year 205: Bombyx Mori part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8351447#msg8351447) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8361036#msg8361036)
» year 208: AvolitionBrit part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8366461#msg8366461) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8368018#msg8368018)
» year 211: StrikaAmaru part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8373182#msg8373182) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8373220#msg8373220) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8374639#msg8374639) • part 4 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8375820#msg8375820) • part 5 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8377624#msg8377624)
» year 215: AvolitionBrit part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8378248#msg8378248)
» year 219: StrikaAmaru part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8382549#msg8382549) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8383392#msg8383392) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8386077#msg8386077) • part 4 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8387474#msg8387474) • part 5 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8388168#msg8388168)
» year 220: AvolitionBrit part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8393205#msg8393205)
» year 220: xkcd1963 part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8392393#msg8392393)
» year 228: StrikaAmaru part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8395495#msg8395495) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8386077#msg8386077) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8396931#msg8396931) • part 4 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8397475#msg8397475)
» year 229: xkcd1963 part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8399034#msg8399034) • part 2 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8401154#msg8401154) • part 3 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8435792#msg8435792) • part 4 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8436401#msg8436401) • part 5 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8437332#msg8437332)
» year 231: StrikaAmaru part 1 (http://www.bay12forums.com/smf/index.php?topic=178865.msg8441039#msg8441039)
» next: Donnerino

You still updating the OP?

Also, to whoever takes over, I recommend the construction of a large clear glass dome atop of the volcano. Fill it with windmills or something, idk. Just lots of gears and spinning axels, and call it the Sub-fortress of Information. Maybe designate it as some kind of guild?
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on January 23, 2023, 06:23:08 pm
You still updating the OP?
Yes yes sorry it takes me a while, I wanted to respond properly
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on January 29, 2023, 08:18:24 am
img
Are you also running df on macOS? I've the same issue with retina screenshots (2x the normal size)

...teeth which may, or may not, belong to you...
That has actual historical truth to it. Google reveals "George Washington's teeth"

A fly chitin amulet
Actual flies? Wow. With sponge sponge and an image of dwarves in pixie leather
(https://i.ibb.co/9H9S6Bv/flabbergasted.gif)

dictator for life, for a year
xD

How.. how do you assign **helms** to pigs?

EDIT: I updated the OP. So who is our next overseer?
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: dikbutdagrate on February 16, 2023, 08:19:16 pm
img
Are you also running df on macOS? I've the same issue with retina screenshots (2x the normal size)

How.. how do you assign **helms** to pigs?

EDIT: I updated the OP. So who is our next overseer?

About the screens:
I am, I was wondering what the deal with those screens was.

About the artifacts:
Macabre moods are wonderful things.

About the pigs:
Spoiler (click to show/hide)

About whose next:
Evidently nobody. Which is really a shame, as I was really looking forward to wherever this fort was going.
I guess someone could take another turn, or the thread can just linger around on page 1, getting the occasional bump, at least until someone bothers to take over for a year.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on March 07, 2023, 12:06:54 am
Number 2 decided to follow his curiosity and investigate the shiny metal that has never been excavated properly at the lowest cavern layer.

:::

A great roar filled the air as the iron gates of Friendlytreason Fortress were thrown open. The very foundation of the fortress shook as a powerful force of energy burst forth with a deafening sound. It was a hellish energy, filled with hatred and malice.

The air around the fortress turned to an acrid smoke, and the land around it began to burn. The flames spread quickly, consuming the walls of the fortress and setting the buildings ablaze. The cries of the people within could be heard, but there was nothing that could be done to save them.

The inhabitants of Friendlytreason were doomed to suffer an eternity of torment. From within the depths of the inferno came the sound of tortured screams and agonized howls. It was a sound that echoed throughout the night, a reminder of the suffering that awaited those who had dared to challenge the power of hell.

No one could escape the grip of the burning flame, and no one could hope to survive the onslaught of the damned. The noise of the inferno was deafening, and the heat was unbearable. As the fires started to burn, the screams of the damned gradually died away. All that remained would be charred and smoldering ruin, a testament to the power of hell.

:::

Specter Of Shadow
Enormous blob composed of ash. Has broad shell and bloated body.

Pterosaur Fiend
Spiral shell, long and wavy hair. Poisonous gas.

Spirit of Embers
Dimetrodon composed of ash. Has wings.

Slug Devil
Feathered slug. Has wings. Noxious secretions.

Wrath of Soot
Quadruped composed of ash. Three stubby tails.

Specter of Steam
Humanoid composed of steam. Has knobby trunk.

Scorpion Fiend
Feathered scorpion. Wings. Poisonous sting.

Demon of Steam
A nightjar composed of Steam. Two tails, bloated body.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

:::

To be continued...
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: AvolitionBrit on March 07, 2023, 07:29:11 am
Atleast none of them have webs
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on March 08, 2023, 01:13:27 am
https://dffd.bay12games.com/file.php?id=16507 (https://dffd.bay12games.com/file.php?id=16507)

After examining the old excavation site, number 2 erected a plan to prevent wildlife from a potential 4th cavern breach to infiltrate the fortress. The dwarves had never dug deeper and even though the magma prevented further downwards digging, the excavation material seemed to be durable enough to withstand the heat.

:::

Year 238. As it stands, we are facing 20674 goblins:
Spoiler (click to show/hide)

Historical figures remaining (note the last polar bear man):
Spoiler (click to show/hide)

Events by type in Friendlytreason:
Spoiler (click to show/hide)

This is an all-inclusive forum, we care about all creatures in Gomathsil, doesn't matter caste, race or size!
Spoiler (click to show/hide)

Also, wtf:
Spoiler (click to show/hide)

:::

Btw I'm at incredible 48 FPS! Is it maybe because so much cleaning has been made? The fortress is in top shape!

:::

It has been only a small siege of about 20 goblins.

:::238-10-28:::
Number 2: A very distressed Number 5 approached me running and screaming that horrible creatures emerged from the 4th cavern layer. I tried to calm him down but he wouldn't listen. We activated all gears in order to close off the 4th cavern layer, just in case. What can be more horrible than a couple of zombies? He didn't see anything actually, only heard very frightening noises.
:::238-10-29:::
Number 2: Number 5 would not stop being in panic about yesterdays incident. I already warned him that he would be spending time with the pigs soon, but it made me think that we should probably investigate a little further. Number 5 usually has his head on the shoulders, and if he thinks this must be a new kind of monstrosity, maybe we can use this to our advantage.
:::238-11-02:::
Number 2: I decided to see how the current goblin visitors will fare against our new monstrosity. The gate that connects the surface with cavern 4 is not open...

The demons did a very short work of the goblins, on the same day there are no more remaining forces.
Spoiler (click to show/hide)
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: dikbutdagrate on March 27, 2023, 04:35:11 pm
https://dffd.bay12games.com/file.php?id=16507 (https://dffd.bay12games.com/file.php?id=16507)

After examining the old excavation site, number 2 erected a plan to prevent wildlife from a potential 4th cavern breach to infiltrate the fortress. The dwarves had never dug deeper and even though the magma prevented further downwards digging, the excavation material seemed to be durable enough to withstand the heat.

:::

Year 238. As it stands, we are facing 20674 goblins:
Spoiler (click to show/hide)

Historical figures remaining (note the last polar bear man):
Spoiler (click to show/hide)

Events by type in Friendlytreason:
Spoiler (click to show/hide)

This is an all-inclusive forum, we care about all creatures in Gomathsil, doesn't matter caste, race or size!
Spoiler (click to show/hide)

Also, wtf:
Spoiler (click to show/hide)

:::

Btw I'm at incredible 48 FPS! Is it maybe because so much cleaning has been made? The fortress is in top shape!

:::

It has been only a small siege of about 20 goblins.

:::238-10-28:::
Number 2: A very distressed Number 5 approached me running and screaming that horrible creatures emerged from the 4th cavern layer. I tried to calm him down but he wouldn't listen. We activated all gears in order to close off the 4th cavern layer, just in case. What can be more horrible than a couple of zombies? He didn't see anything actually, only heard very frightening noises.
:::238-10-29:::
Number 2: Number 5 would not stop being in panic about yesterdays incident. I already warned him that he would be spending time with the pigs soon, but it made me think that we should probably investigate a little further. Number 5 usually has his head on the shoulders, and if he thinks this must be a new kind of monstrosity, maybe we can use this to our advantage.
:::238-11-02:::
Number 2: I decided to see how the current goblin visitors will fare against our new monstrosity. The gate that connects the surface with cavern 4 is not open...

The demons did a very short work of the goblins, on the same day there are no more remaining forces.
Spoiler (click to show/hide)

Woah. What on earth? I'll have to check the save file, you made it sound like the fort was done for.

No idea how 48 fps is being managed after a hell breach. And these leech demons are pretty sweet. If it wasn't for their supernatural tag, they'd have the potential for becoming reverse vampires.

Suckugly the vomit of pus has to be the grossest name for a slab I've ever read.
Title: Re: The Fortress Of Friendlytreason | OVERSEERS WE NEED YOU
Post by: xkcd1963 on August 18, 2023, 07:58:00 am
19th of Opal 238
You've finally got your equipment together, such as it is. Now it's time for action and adventure! In the rush of excitement, you've forgotten where you were going to go. Perhaps some of your friends here can remind you.

I arrived in Necrogear after travelling from Axeshin to the west in hope to find an acquaintance; my ancient home was completely devoid of life since I last had checked a couple of years ago. Where did everyone go? I've many friends in Friendlydevils who I know since my earliest childhood, but it is a cursed place. Have all lost their mind and went there?

20th of Opal 238
Only after one day of travelling on a very dangerous path to Friendlydevils, I arrived at this cursed mountain of doom. It is currently snowing.
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Approaching the shores of the fortress, I encounter what probably used to be a former lumberyard. Further investigation reveals that this place is litered with mangled skeletons, what an eerily sight. Climbing the mountain reveals some structures and I found a gate, but it is tightly closed.
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Climbing further up I encountered the first living dwarf since I don't know how long. Mosus Consructpointy is a merchant. We talked a bit and he apparently a resident of Friendlytreason. Also he mentioned that an individual named Number 18 wants Shakenwhirls the steel speer returned. I asked him to join me but he would rather wait here until the gate opens.
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I seem have to reached what looks like the mountain top, the sky is dark and my sight does not penetrate it.
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Here I find a small hole that is leading to a flickering heat source, I climb down, avoiding the red glowing fluid and find an open door.
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Spoiler (click to show/hide)
There are no traces of sunlight here, but the torches allow me to see. The first hall has two gold statues of pigs? And they are unnaturally contorted.. Why would the citizens of Friendlytreason worship such a low-life of an animal, moreover in a crippled state? Both statues also hold a rendition of 'Number 2', the statues had been placed here last year. What looks like the main staicase also has exceptionally well detailed floors of pigs.
I enter a very cozy housing with an artifcat figurine, how pleasant it is to look at.
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Next is a room that has a whole in it.. but nothing more.
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Before I decide to explore the stairways I went upstairs, this must have been the first mining operation conducted on this mountain according to the inscription (founding year). The next floor holds a column with a horrid engraving on it, from 194. What dreadful activities must have happened in this fortress is beyond my imagination.
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I stroll to a leftern pathway that leads to complex, here I find a tree shield that shows some wear:
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the display case here contains two mugs. Apparently the symbol of Friendlytreason is an old book about mating called The Tongs of Love... The complex also is a memorial hall dedicated to Bombyx Mori.
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I leave the complex and pass by some smithy, there is another staircase that leads down. Upon further exploring I encounter an obese dwarf who calls himself 31. He wears an aluminium helmet with an image of 30 circles:
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Spoiler (click to show/hide)
apparently the dwarfes here not only call themselfes by numbers but also are strangely attached to helmets that represent these numbers. The dwarf looks very injured and has sewn into his injuries a lot save spider silk threads. I follow the dwarf and enter into what looks like a very fancy throne room.
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After some talking I figured to meet the locals in the tavern. However, the tavern was quite empty, and I only found strolling merchants and yaks. On my search for others I went into the caverns and saw strangely misshaped merchants hunting crundles. Following the carvings I managed to find the dormitories...

- When exploring the fortress I found a baby on the floor and tried to pick it up, searched through all the adventure hotkeys.. well I found x Perform action but decided not to use my natural ability to spit.
- In the dormitories I was handing over white stork bone rings for making myself popular, but of no avail did anyone join my adventures. I tried to joke "at least it doesn't rain down here" and again my charisma was not enough. After a while I performed a poem and this apparently convinced anyone to join me as entertainer
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