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Dwarf Fortress => DF Community Games & Stories => Topic started by: Inatun on February 27, 2023, 05:23:01 am

Title: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on February 27, 2023, 05:23:01 am
Intro
It has been 250 years since Armok forged this world we know as the Domain of Wind. Since then, The Contained Swords has prospered, forging alliances with our dwarven cousins to the north in the Pulley of Lobsters, the humans to the west in The Puce Confederacies, and the elves to the south in The Beast of Covens. They have also repelled the goblins of the Tick of Alliance and managed to contain the vile forces of the tower of Claspcircled.

And yet, many in the kingdom feel isolated. Bound by a haunted steppe to the west and a towering mountain range to the east, the dwarves are running out of places to settle, and the wider world is beginning to beckon to some. Rumors of civilizations far afield are starting to excite the minds of many citizens.

It is in these circumstances that we find seven dwarves loading a wagon outside a tavern in Amazedlantern, the southernmost settlement in The Contained Swords. Their plan? To travel south through the Murk of Polish and into the untamed wilds of the Mysterious Jungle, to a place where three rivers join into one. Their goal? To create a nexus of knowledge and culture, and hopefully forge a gateway between their kingdom and the wider world. Though survival may be difficult, the location offers great potential to showcase the craft and ingenuity of the dwarves.

Their story is in your hands. How will you shape what becomes of this place?

Overview
The spirit of this succession fort is rather simple: to create a fortress devoted to hosting visitors and handling all the challenges that come with it. Expect lots of bar fights, spies, attempts to steal artifacts, and a massive number of suspects for every crime committed. Whatever can be done to draw in travelers will be our goal. More than that, it’s up to us to keep them safe in this savage landscape and maintain a good reputation. Overseers are also encouraged to create any megaprojects they think would fit the theme.

Biome Details:
Spoiler (click to show/hide)

Game Rules
-The citizen cap is 50 and the visitor cap is 100.

-Petitions for long-term residency and citizenship are to be denied automatically to avoid the number of citizens exceeding 50.

-If there's a type of zone that attracts visitors, it needs to be built. This includes taverns, libraries, and temples dedicated to various religions. Unofficial zones like statue gardens, zoos, and museums displaying artifacts are also encouraged.

-Zones are allowed to be set to citizens only for the first three years of the fort, but after that at least one tavern, library, and all temples and guildhalls must be set to allow visitors.

-Taverns must have tavern keepers serving drinks, and all zones that can have performers need at least one performer assigned.

-No minimalistic designs. All rooms, passages, and the general layout of the fort itself should be aesthetically pleasing to both creatures inside and outside the game.

Player Expectations
-Turns last one in-game year, ending at the beginning of Spring.

-Players have one week to complete their turn. I can make exceptions as long as you keep communicating with us and show your progress on the fort, but I'd rather not have you go more than three days past a week.

-Don't intentionally run the fortress into the ground. Depending on how far we get before something catastrophic happens, I reserve the right to roll the save back to right before the fort falls.

-Don't be dumb. This means no mining of adamantine and making sure that a capable military squad is on standby when cracking open any pockets of obsidian studded with precious gems. On top of that, take care not to rile up the wildlife or at the very least be prepared to respond properly when dealing with them. Finally, please resist the urge to mess with the caravans. It's bad for business.

-Don't be a dick. I'm not gonna tell you what you can or can't talk about here, but just please be civil and follow the general forum rules.

-Journal entries can be written in character or just from your view as a player, whatever your style is. Just make sure that you let us know what's going on and anything major you're building for the sake of future overseers. No one wants to pull a lever and accidentally activate Project Fuck The World Mk2.

-DFHack is going to be used, but the only commands allowed are ones that help manage the fort. Any commands that could be considered cheating are off limits.

If you're interested in being a part of this, drop a reply and I'll add you to the list of players.

Player Queue
_chax
Parry
Necabo
Inatun
Salmeuk
AvolitionBrit
Baprr

Journal Entries
Year 1: Inatun (http://www.bay12forums.com/smf/index.php?topic=181457.msg8459905#msg8459905)
Year 2: Salmeuk (http://www.bay12forums.com/smf/index.php?topic=181457.msg8463829#msg8463829)
Year 3: AvolitionBrit (http://www.bay12forums.com/smf/index.php?topic=181457.msg8465640#msg8465640)

We have a Discord! (https://discord.gg/K9DbTHdQ)
The Discord channel is open to all, whether playing or just watching. Ideally I'd like most communication be done here on the forums, but I recognize that it takes time for forum accounts to be approved, so this is an alternate way to engage while waiting on that.
Title: Re: Dwarf Resort (Succession game interest check)
Post by: Salmeuk on February 27, 2023, 05:33:21 pm
yup. consider me interested... perhaps a few others might join.

protips for succession games:

1. scout the embark to make sure it fits with the concept at hand (ie. low lag, access to ornate metals, water features maybe? ). after scouting, you can quit the game with the dfhack command 'die' and this will neatly prevent a save from occurring. or just force quit the game. unless you are going for true RNG, sight-unseen embark
2. keep the player list updated so people know who is playing
3. listing the successive player journals in a table of contents is always a nice touch
4. as OP you are responsible for kicking the can along and sending PM's to alert players their turn has arrived
Title: Re: Dwarf Resort (Succession game interest check)
Post by: AvolitionBrit on February 27, 2023, 05:41:00 pm
I am also interested. A true dwarven resort, waterfalls and all. Will be interesting if the resort gets overtaken. Additionally a key goal should try and make our fort worth an ridiculous amount of money.
Title: Re: Dwarf Resort (Succession game interest check)
Post by: Inatun on February 27, 2023, 06:48:04 pm
yup. consider me interested... perhaps a few others might join.

protips for succession games:

1. scout the embark to make sure it fits with the concept at hand (ie. low lag, access to ornate metals, water features maybe? ). after scouting, you can quit the game with the dfhack command 'die' and this will neatly prevent a save from occurring. or just force quit the game. unless you are going for true RNG, sight-unseen embark
2. keep the player list updated so people know who is playing
3. listing the successive player journals in a table of contents is always a nice touch
4. as OP you are responsible for kicking the can along and sending PM's to alert players their turn has arrived

Got it. Personally I think an area with both a waterfall and a lake would be ideal. Given the rarity of such a site, I suppose this would justify setting minerals to 'everywhere' to make sure access to plenty of high value metals.
I am also interested. A true dwarven resort, waterfalls and all. Will be interesting if the resort gets overtaken. Additionally a key goal should try and make our fort worth an ridiculous amount of money.
Oh yes, producing large amounts of useless crap finished goods would only be natural for a resort town. It would also probably be fitting to adorn everything with the image of the site government wherever possible to increase brand awareness.

Just to be clear, I'm open to modifying the proposed rules given any suggestions that a majority of the starting players would agree on.
Title: Re: Dwarf Resort (Succession game interest check)
Post by: brewer bob on February 27, 2023, 06:54:49 pm
Looks interesting, but I'll just post to watch for now.

(BTW, which DF version will you be using?)
Title: Re: Dwarf Resort (Succession game interest check)
Post by: Salmeuk on February 27, 2023, 07:10:59 pm
good question. I'm open to both 47.05 and premium (grievances be damned, the music is just too good).

I think the rules as stated are fitting. none are horribly constrictive and leave space for player agency. maybe you should declare a popcap now? If we keep the citizen population at, say, 30-50, this would allow for ambushing squads and various other attackers but nothing crazy strong like a siege. And assuming we manage to attract a full population of visitors, then a total agent population of 100 - 150 (50 citizens + 100 visitors) is FPS friendly
Title: Re: Dwarf Resort (Succession game interest check)
Post by: Inatun on February 27, 2023, 07:52:50 pm
I was planning on using the premium version. The new labor system and the UI changes are a must for me now. I also feel like we should discuss mods. I'm not suggesting anything game-changing, just DFHack and visual mods like Detailed Landscapes. What are your thoughts on those?

I'll also edit the first post to make it clear that the rules listed there are in place now, including the citizen cap being 50 and the visitor cap being 100. I have a technical question though. If we're going to keep the citizen cap at 50, can that be bypassed by long-term residents and them potentially petitioning to become full citizens? I agree that the cap should be kept low so that sieges aren't triggered, I just want to make sure there aren't any loopholes that could get the fort to that threshold.
Title: Re: Dwarf Resort (Succession game interest check)
Post by: King Zultan on February 28, 2023, 04:54:03 am
I have nothing to add to the conversation, but a PTW.
Title: Re: Dwarf Resort (Succession game interest check)
Post by: Salmeuk on February 28, 2023, 03:05:31 pm
I was planning on using the premium version. The new labor system and the UI changes are a must for me now. I also feel like we should discuss mods. I'm not suggesting anything game-changing, just DFHack and visual mods like Detailed Landscapes. What are your thoughts on those?

I'll also edit the first post to make it clear that the rules listed there are in place now, including the citizen cap being 50 and the visitor cap being 100. I have a technical question though. If we're going to keep the citizen cap at 50, can that be bypassed by long-term residents and them potentially petitioning to become full citizens? I agree that the cap should be kept low so that sieges aren't triggered, I just want to make sure there aren't any loopholes that could get the fort to that threshold.

yeah. we should simply have a rule that petitions are to be ignored ("Sorry sir, your job application has been reviewed and you are not fit for the position of Sauna Attendant.")
Title: Re: Dwarf Resort (Succession game interest check)
Post by: Inatun on February 28, 2023, 03:25:31 pm
yeah. we should simply have a rule that petitions are to be ignored ("Sorry sir, your job application has been reviewed and you are not fit for the position of Sauna Attendant.")
Added to the first post.

Also, I'm going to start generating worlds to look for suitable embark sites. I'll use the advanced world generator and manually enter seeds so that I can start now and answer the question of mods later.

Edit: Are we okay with dealing with light aquifers? I'll make sure there are some stone layers above the aquifer at the very least, but not excluding light aquifers would help with the site-finding process.

Also, how many players should we wait for before starting? Currently it's just the three of us playing plus two watchers. Would a few good journal entries attract others?

Finally, I know FPS is a concern, so what steps should I take during world generation to mitigate FPS drop?
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on February 28, 2023, 06:35:01 pm
I find that too long a history during world gen can result in too many extant populations. the best way to mitigate that is generate small worlds, instead of medium worlds. If you DO want to play with the larger and more interesting medium world, then halting the worldgen around year 250 is my recommendation..

We might get more players but honestly the forums are quiet as of late. if you made a post on reddit or wherever else people gather (discord?) we might find more takers.

aquifers aint no big deal imo
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: callisto8413 on February 28, 2023, 07:23:24 pm
So...you're making Vegas?
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on February 28, 2023, 07:57:34 pm
our only export will be pairs of dice and regret
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Laterigrade on February 28, 2023, 07:58:32 pm
PTW, this is a very interesting idea
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on February 28, 2023, 08:17:26 pm
So...you're making Vegas?
I mean...probably.
Drunkenness, crime, performing arts, insane vanity projects...
The only things out of place might be the libraries and temples. I don't think Vegas attracts a lot of scholars or saints. If you want to try and give it a touch of Vegas, I won't say no.
I find that too long a history during world gen can result in too many extant populations. the best way to mitigate that is generate small worlds, instead of medium worlds. If you DO want to play with the larger and more interesting medium world, then halting the worldgen around year 250 is my recommendation..

We might get more players but honestly the forums are quiet as of late. if you made a post on reddit or wherever else people gather (discord?) we might find more takers.

aquifers aint no big deal imo
I think I'll go for medium worlds at 250 years then. I've also already made a reddit post, but I'll look for a DF discord channel when I get the chance.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Baprr on March 01, 2023, 05:59:41 am
Hi, I'm interested.
I do have a question about "All rooms, passages, and the general layout of the fort itself should be fancy." Backrooms should be exempt from this rule, no? Nobody expects the kitchens to be fancy.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: AvolitionBrit on March 01, 2023, 06:03:31 am
All of it, gold block workshops, only the finest foods.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 01, 2023, 09:02:13 am
Hi, I'm interested.
I do have a question about "All rooms, passages, and the general layout of the fort itself should be fancy." Backrooms should be exempt from this rule, no? Nobody expects the kitchens to be fancy.
Just for the sake of challenge, let's say all of it has to be fancy. These dwarves are going to be stuck catering to all sorts of people, so they deserve nice things to look at in their personal areas. Their psyches are fragile enough as it is and it's good for business if the staff doesn't get depressed or go insane. Plus, imagine the reputation boost if it gets around that our resort treats the hired help just as well as the visitors.

Also, your name has been added to the list of players.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Baprr on March 01, 2023, 01:45:40 pm
Makes sense. It's also hard to keep the visitors patrons out of places, so it's a bit practical even.

Btw, speaking of mods, DFHack and Dwarf Therapist aren't mods, you can use them even if they aren't installed at world gen.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Baprr on March 01, 2023, 01:47:36 pm
We should probably embark on sand, because we will certainly need a lot of glass.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 01, 2023, 02:04:31 pm
We should probably embark on sand, because we will certainly need a lot of glass.
Understood, I'll look for sand during embark. Might as well look for clay too I guess.

While we're talking about DFHack, if I use it to set up autofish or something similar, are the settings saved within the same file we'll be passing around?
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 01, 2023, 06:35:34 pm
Okay, we've got another person from Reddit joining us soon, which puts us at 7 players, and that seems like a good enough number to start at. I am currently swamped with stuff at college, but spring break is coming up this week so I should be able to get us up and running during that. In the meantime, I feel like we should discuss details.

Location
I think it's a given that we want a waterfall, but should I scour for a place that has both a waterfall and a portion of a lake?
Should the location be close to existing hillocks or in terrain where a new hillock could be founded? This would give us a chance to become a barony at the very least which would enable wagons being sent our way. Is that much of a concern?
What level of savagery do we want? I suppose this comes down to how much excitement we want our guests to have and how much Fun we want to have as players.
How big are we willing to make the embark site?

Dwarves
What skills do we want our starting seven to have? Here's a rough list I just cooked up.
Obviously somewhere in there we'll need miners, a doctor, and some sort of administrator, but I'm sure I'll be able to squeeze these skills in somewhere. What are your thoughts?

Meta
How long should someone have to play out their turn? Maybe a week? Do we give them some leeway as long as they're posting regular updates and making timely progress?
Are we using any mods? At most I was thinking just visual stuff like Detailed Landscapes rather than anything game-changing, but whatever it is the decision has to be finalized before I start generating any worlds.
What difficulty settings do we want? Should we deviate at all from the standard settings?

That's all the stuff I can think of at the moment. I've got to get back to homework now so I might not be replying for a while. Just think about it and we'll see if we can come to a consensus.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Baprr on March 02, 2023, 05:08:01 am
Might as well look for clay too I guess.
Pottery is cheap and doesn't look as cool as glass, it's a practical material, not luxury. I guess it's fine if you glaze it properly. actually more expensive than most materials - even some gems! We totally can use it.

While we're talking about DFHack, if I use it to set up autofish or something similar, are the settings saved within the same file we'll be passing around?
I'll try to test it, but I think for that you need to pass some files from dfhack along with the save.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 02, 2023, 11:23:43 am
Clay has been removed from the desired criteria then. I'm setting minerals to everywhere by the way, so there's a high likelihood we'll get everything we need pretty easily, but am I correct in assuming that at the very least we want iron, silver, gold, and platinum, plus a flux stone layer?
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: AvolitionBrit on March 02, 2023, 11:29:16 am
Yeah sounds good, plus we can always trade our lavish souvenirs for lots of gold.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 02, 2023, 01:16:11 pm
I just saw the edit to your post, so I guess I'm putting clay back on the list. Clay crafts decorated with mussel shells could be a good starting industry since both are functionally infinite.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 02, 2023, 03:54:05 pm
the most important thing is to not ... overbuild ... like if we already have a main staircase, don't build five new ones on your turn.

that being said - I won't object if you do because freedom . but coherent fortresses are more fun to play :)

my favorite part is to try and mimic the style of the players that came before me. so if you define corridor sizes and room layout and whatnot on your first turn we can build off of that.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 02, 2023, 09:57:14 pm
Okay, I managed to find a spot where three small rivers converge that has everything we need. There is a waterfall, even though it's only a couple z-levels high, but there's a nice big pool at the bottom we could do something with. It's untamed wilds, but maybe we could market it as an exciting getaway. There's also the small matter of a tower popping up nearby and being surrounded by elves if I let history keep going a bit further though. What do you all think? I could mess with the history seed to see if we get less elves and no tower while keeping the geography.
https://imgur.com/a/DaPEBtB (https://imgur.com/a/DaPEBtB)
Also, I know there's a way for images to show up directly in a forum post, but I'm not sure how to do it. Can anyone share the secret with me?
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Baprr on March 03, 2023, 01:25:00 am
The place looks perfect. And to embed images like this
 (https://i.imgur.com/iyvgxr8.png)
I think you need to put a direct link into the post (use the [img] thingy, I don't think it's called a header, I don't know - it's in the leftmost button right under Bold).
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: brewer bob on March 03, 2023, 01:34:03 am
Also, I know there's a way for images to show up directly in a forum post, but I'm not sure how to do it. Can anyone share the secret with me?

This is the way:

Code: [Select]
[img]https://yourimageurlhere[/img]
You can also set the image pixel width (or height) if it's a large one (clicking it will enlarge it):

Code: [Select]
[img width=640]https://yourimageurlhere[/img]
There's also a button (says 'Insert Image' when hovering over it) for the image tags above the area where you type. It'll add the (http://) tags and you just have to paste the image url between them.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 03, 2023, 02:21:24 am
looks good . the embark is, surprisingly, not as important as people make it out to be.

though, I must admit Smallhands would have turned out very differently had there not been a constant shower of purple goop that infected our dwarves who then only moved at %50 speed. . .
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 03, 2023, 10:42:29 am
Okay, towers keep popping up nearby by 250 no matter what history seed I use it seems. The one using the original history seed was founded in 119. Is it likely it'll still be founded in 119 if fortress mode begins before that?
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: brewer bob on March 03, 2023, 11:01:43 am
I believe towers aren't built after world gen, but couldn't find much info to confirm it.

The wiki only states that:

Quote from: Wiki (https://dwarffortresswiki.org/index.php/DF2014:Tower_(necromancy))
Necromancer towers (I) are special structures built by necromancers during world generation. The number of necromancer towers is influenced by human populations (which requires low savagery and large tracts of neutral land) and the number of secrets in world generation.

Haven't seen or heard of them built after world gen, so I'm pretty sure beginning the fort before the tower is built is safe.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 03, 2023, 11:13:26 am
Aaaaand the very next seed I try gives me exactly what I wanted. No tower nearby, all other races within range to be considered neighbors, and only two forest retreats in the same forest region so we're not completely surrounded by hippies. All of this and the world is at year 250. So we've got an embark location in a suitable world now, so I suppose the next step is to actually create the embark profile.

To-Do List
Drop some suggestions on what labors you think we should focus on and I'll fill in the gaps if that's okay. Same goes for items and animals.

As for names and the symbol, post your suggestions and I'll create some kind of poll.

Disclaimer: This is my first time even participating in a succession fort, much less starting one, so I have no idea what the standard practice is for deciding any of these things or if the OP gets blanket power over these decisions.

Bonus: Just did a test embark to look at nearby locations using the world screen, and the dwarf civ that would make most sense as our parent civilization has an alliance with our human and elven neighbors, so the placement of the resort is actually a lot more justified now it seems.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: brewer bob on March 03, 2023, 11:25:02 am
Give the starting dwarves mainly useless social skills and music skills.

Animals: peacocks, alpacas, cavies and cats

Disclaimer: This is my first time even participating in a succession fort, much less starting one, so I have no idea what the standard practice is for deciding any of these things or if the OP gets blanket power over these decisions.

Just go with what you like the most/feels the best for you -- it's your succession game. You'll anyway be responsible to keep things moving, so it's best it's something you like and feel comfortable with, imo. (This said with the experience of running only one succession game.)
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 03, 2023, 11:33:15 am
Give the starting dwarves mainly useless social skills and music skills.
That's actually a good idea. No matter what skills I give the starting seven, we're bound to get migrants who are better at it than them, so why not ensure we have performers ready for when the resort opens?
I'm making sure to bring at least one good fighter and some war dogs though. This is untamed wilds and I've already spotted some giant alligators in the upper river.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 03, 2023, 11:49:18 am
The upper portion of the site.
(https://i.imgur.com/zDFZ6XT.png)

The pool at the bottom of the waterfall.
(https://i.imgur.com/srakVas.png)
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 03, 2023, 06:31:38 pm
looks. . . ready for any number of ridiculous megaprojects. perfection

yeah dont sweat it we all know what to expect and if anything is out of place it will become clear.  you are the shot caller, since you have the responsibility of hosting the thread, and your word is generally final.

typically you would play the first year and journal, then pass it along! dwarf fortress file depot (DFFD) is the typical hosting service. and make sure to compress your save file with something like 7-zip before uploading!
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 04, 2023, 09:38:49 am
Do you think fishing is going to be feasible in the lower pool? We've got things like giant alligators and giant snapping turtles in the water, but there aren't any ramps along the edges of the pool. Can they still get out if the z-level at the water's surface is dug out for fishing? Moreover, if a fisherdwarf gets spooked, will they accidentally dodge straight into the water? Can marksdwarves fire at creatures in the water?
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Baprr on March 04, 2023, 10:55:27 am
Do you think fishing is going to be feasible in the lower pool? We've got things like giant alligators and giant snapping turtles in the water, but there aren't any ramps along the edges of the pool. Can they still get out if the z-level at the water's surface is dug out for fishing? Moreover, if a fisherdwarf gets spooked, will they accidentally dodge straight into the water? Can marksdwarves fire at creatures in the water?
I think its yes to all.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 04, 2023, 11:24:23 am
Do you think fishing is going to be feasible in the lower pool? We've got things like giant alligators and giant snapping turtles in the water, but there aren't any ramps along the edges of the pool. Can they still get out if the z-level at the water's surface is dug out for fishing? Moreover, if a fisherdwarf gets spooked, will they accidentally dodge straight into the water? Can marksdwarves fire at creatures in the water?
I think its yes to all.
Fishing via floor grates it is then. That should be an interesting project given the proximity to such dangerous wildlife, but once it's set up we might be set for food.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 07, 2023, 03:06:23 pm
I just overhauled the first post with more details about this game and to give it a bit more flavor. I've also put together a list of skills for the starting seven.

#1:Woodcutter, herbalist, carpenter, and melee fighter. This is the dwarf who's going to be interacting with the surface the most.
#2: Weaponsmith, armorsmith, and miner. These are untamed wilds, so I'd like quality weapons and armor as soon as possible.
#3: Stone carver, stone cutter, and engraver. Stone furniture and blocks are always necessary, plus it'll be nice to have a skilled engraver right from the start.
#4: Potter, glassmaker, gem cutter, gem setter, and bone carver. A general craftsdwarf for making things to export.
#5: Cook, brewer, thresher, and planter. A staple of any fort.
#6: Miner and doctor: Our Chief Medical Dwarf, just to make sure we have someone capable from the start.
#7: Admin and marksdwarf: Will function as broker, bookkeeper, and manager while also being a ranged fighter.

Each dwarf will also be a novice in some kind of performance skill. I knocked fishing off the list after learning that it can agitate the wildlife. We're surrounded by fruit and nut trees anyway, so food likely won't be an issue. I should be able to start my turn by the end of the day tomorrow.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: AvolitionBrit on March 07, 2023, 03:09:38 pm
Sounds good, im looking forward to this.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 08, 2023, 05:37:16 pm
I made a Discord server so that even people who haven't gotten their forum accounts approved yet can join the discussion.

https://discord.gg/K9DbTHdQ

It's the bare minimum at the moment, but at least it's there. I'm not limiting it to players only either, so anyone who's just watching is free to join. If all goes according to plan I should be getting my first play session in sometime tonight.
Title: Re: Dwarf Resort: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 09, 2023, 12:10:38 am
And so it begins...
(https://i.imgur.com/xQaBKZe.png)
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Necabo on March 09, 2023, 07:42:01 am
I would love to be an Overseer!

Intro
It has been 250 years since Armok forged this world we know as the Domain of Wind. Since then, The Contained Swords has prospered, forging alliances with our dwarven cousins to the north in the Pulley of Lobsters, the humans to the west in The Puce Confederacies, and the elves to the south in The Beast of Covens. They have also repelled the goblins of the Tick of Alliance and managed to contain the vile forces of the tower of Claspcircled.

And yet, many in the kingdom feel isolated. Bound by a haunted steppe to the west and a towering mountain range to the east, the dwarves are running out of places to settle, and the wider world is beginning to beckon to some. Rumors of civilizations far afield are starting to excite the minds of many citizens.

It is in these circumstances that we find seven dwarves loading a wagon outside a tavern in Amazedlantern, the southernmost settlement in The Contained Swords. Their plan? To travel south through the Murk of Polish and into the untamed wilds of the Mysterious Jungle, to a place where three rivers join into one. Their goal? To create a nexus of knowledge and culture, and hopefully forge a gateway between their kingdom and the wider world. Though survival may be difficult, the location offers great potential to showcase the craft and ingenuity of the dwarves.

Their story is in your hands. How will you shape what becomes of this place?

Overview
The spirit of this succession fort is rather simple: to create a fortress devoted to hosting visitors and handling all the challenges that come with it. Expect lots of bar fights, spies, attempts to steal artifacts, and a massive number of suspects for every crime committed. Whatever can be done to draw in travelers will be our goal. More than that, it’s up to us to keep them safe in this savage landscape and maintain a good reputation. Overseers are also encouraged to create any megaprojects they think would fit the theme.

Biome Details:
Spoiler (click to show/hide)

Game Rules
-The citizen cap is 50 and the visitor cap is 100.

-Petitions for long-term residency and citizenship are to be denied automatically to avoid the number of citizens exceeding 50.

-If there's a type of zone that attracts visitors, it needs to be built. This includes taverns, libraries, and temples dedicated to various religions. Unofficial zones like statue gardens, zoos, and museums displaying artifacts are also encouraged.

-Zones are allowed to be set to citizens only for the first three years of the fort, but after that at least one tavern, library, and all temples and guildhalls must be set to allow visitors.

-Taverns must have tavern keepers serving drinks, and all zones that can have performers need at least one performer assigned.

-No minimalistic designs. All rooms, passages, and the general layout of the fort itself should be aesthetically pleasing to both creatures inside and outside the game.

Player Expectations
-Turns last one in-game year, ending at the beginning of Spring.

-Players have one week to complete their turn. I can make exceptions as long as you keep communicating with us and show your progress on the fort, but I'd rather not have you go more than three days past a week.

-Don't intentionally run the fortress into the ground. Depending on how far we get before something catastrophic happens, I reserve the right to roll the save back to right before the fort falls.

-Don't be dumb. This means no mining of adamantine and making sure that a capable military squad is on standby when cracking open any pockets of obsidian studded with precious gems. On top of that, take care not to rile up the wildlife or at the very least be prepared to respond properly when dealing with them. Finally, please resist the urge to mess with the caravans. It's bad for business.

-Don't be a dick. I'm not gonna tell you what you can or can't talk about here, but just please be civil and follow the general forum rules.

-Journal entries can be written in character or just from your view as a player, whatever your style is. Just make sure that you let us know what's going on and anything major you're building for the sake of future overseers. No one wants to pull a lever and accidentally activate Project Fuck The World Mk2.

If you're interested in being a part of this, drop a reply and I'll add you to the list of players.

List of Players
Inatun
Salmeuk
AvolitionBrit
Baprr
TheDorfist
YoloMesh
_chax
Parry
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 09, 2023, 09:45:34 am
I've added you to the list. Make sure you check out the discord channel.

Also, can someone tell me the trick to turn links into custom text? For instance, how do I make the link to each journal entry into look like "Journal Entry 1" instead of a URL?
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: brewer bob on March 09, 2023, 10:01:24 am
Also, can someone tell me the trick to turn links into custom text? For instance, how do I make the link to each journal entry into look like "Journal Entry 1" instead of a URL?

Just add the text between the url tags, like this:

Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=181457.msg8457027#msg8457027]Journal Entry 1[/url]

Which will show up like this (links to the first post in this thread -- no nasty surprises behind it, I promise!):

Journal Entry 1 (http://www.bay12forums.com/smf/index.php?topic=181457.msg8457027#msg8457027)

(As a tip, if you see formatting in a message and wonder how it's done, just quote it and then inspect the "code" in the typing field. Also, with preview you can check what it'll look like when it's posted.)
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 09, 2023, 11:24:30 am
15th Granite, 250

Well, we finally made it, somehow…

It’s only about a day’s travel from Amazedlantern to here, but what a day it was. Picturesque though this place may be, it might be a difficult one to settle. I could’ve sworn I saw a mosquito bigger than a bear, and I don’t even want to think about the size of the alligator I saw in the canyon below.

I know we only have three years to get this place ready for visitors, but for now I have to think about the health and safety of the seven poor sods I’m in charge of.

Kib Idgigin: She’s going to oversee weapon and armor production while also helping to mine out this place.
Bembul Avuzmesir: Our other miner, but more importantly he’s our only doctor. I’ve already made him chief medical dwarf.
Morul Letmosidith: Our carpenter as well as woodcutter and herbalist. Also, not bad with an axe in combat. He’s going to be the dwarf who’s up on the surface the most, so I’m going to be assigning him a war dog. I’ve also named him militia commander.
Asob Emalnish: Stone carver, stonecutter, and engraver. She’s going to be pretty busy for a while now. Hopefully we’ll get some migrants who can help her out.
Adil Vutokzes: Our general craftsdwarf. She’ll be in charge of making sure we have plenty to sell when the caravans come.
Likot Melbillorbam: Planting, brewing, cooking, threshing, if it’s got to do with plants she’ll be the dwarf to do it.
Kol Atirkanzud: Our general administrator, but also not bad with a crossbow either.

I’ve set up a list of things to take care of first, mostly so we don’t all die before the season is up.
•   Get everything from the wagon inside and have some sort of defense up on the surface.
•   Start digging a central staircase to see what kind of stone we have to work with and where the aquifer begins.
•   Dig tunnels to the edge of the claim with entrances at the surface so that migrants have a safe route to the fort and line the entrances with traps.
•   Get some steel gear for Kib forged.
•   Carve out basic accommodations.
•   Try and get Adil producing basic crafts for export.

This might be tough, but I think we’re up to the task. No more standing around. Strike the earth!
(https://i.imgur.com/WzFYXND.png)

Next Entry (http://www.bay12forums.com/smf/index.php?topic=181457.msg8460041#msg8460041)
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 09, 2023, 01:49:24 pm
Quote
On top of that, take care not to rile up the wildlife or at the very least be prepared to respond properly when dealing with them.

good luck with this one  :P

let it begin.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 09, 2023, 02:56:45 pm
Disclaimer: I've never played in a savage biome since the whole agitated wildlife feature was added. I sort of know what to expect in the sense that someone has explained to me what happens, but I've never experienced it firsthand.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: brewer bob on March 09, 2023, 03:34:38 pm
That's a nice looking embark.

Also, should be pretty easy to make defensible against non-fliers.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: AvolitionBrit on March 09, 2023, 04:32:26 pm
Im eyeing up some waterfall facing rooms
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 09, 2023, 08:00:41 pm
Im eyeing up some waterfall facing rooms
Anything that can overlook the rivers or the pool is definitely going to be prime real estate. I'm thinking of having the bedrooms be in the southeast portion and most of the touristy stuff be in the area under where the wagon currently is, which will include the tavern. That way there can be a covered glass bridge at the base of the waterfall with some grates to let mist in. Dwarves looking to relax will end up with nice thoughts from the mist pretty consistently.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 09, 2023, 10:07:09 pm
21st Granite
A pair of giant otters strayed a bit too close to the wagon and spooked the war dogs. Given that the otters were several times larger than them the dogs did surprisingly well. One of the otters was all but incapacitated and the other managed to escape across the river. I sent Morul out to finish off the injured one and he did so quite skillfully. Not bad for nothing but a copper axe. I’m setting up a butcher, kitchen, and tannery to process the corpse. It looks like giant otter tallow soap is going to be in our near future.
(https://i.imgur.com/jA9Vp3e.png)

2nd Slate
More shenanigans with a giant otter and a war dog, specifically the one I assigned to Morul who he’s named Iton. The otter got away, but Iton isn’t looking so good.
(https://i.imgur.com/abGxo7i.png)
I might have to get that soap made quick. We don’t have any animal trainers yet, so I want to make sure we keep the dogs we do have healthy. I’m hoping these things with the otters don’t become a pattern.

21st Slate
Not again…
(https://i.imgur.com/5CBumTn.png)
I can only assume that Morul is as done with these otters as I am, seeing as he skipped fetching his axe and started punching the damn thing to death.
(https://i.imgur.com/u6CkPFF.png)
I’m not sure whether to give him a commendation or send him to anger management.

3rd Felsite
Okay, this one I think I brought on myself.
(https://i.imgur.com/5aagp4u.png)
Turns out the bridge over the river for migrants coming from the west is at just the right height for creatures to crawl out of the river, onto it, and into the fort.
(https://i.imgur.com/iCmyvBW.png)
Iton immediately began chasing after it, and Morul also began to give chase, forgoing the axe once again. I’m walling the passage off though, because that giant alligator is still lurking in the river and I’m not taking any chances.
(https://i.imgur.com/w6jbus3.png)
Meanwhile, the wagon is completely empty! I’m going to be transferring all the workshops currently on the surface underground now and building some basic fortifications at the top of the stairwell. Maybe then I’ll get some peace from all these damn otters. Kol has an office, kind of. There’s a basic dormitory and we’ve started growing some sweet pods.
All of this is temporary of course. My hope is that this entire layer can be excavated and paved over with something more appealing than wood or dirt.


That's all I can do for tonight. I'll work to get another update out tomorrow.

Next Entry (http://www.bay12forums.com/smf/index.php?topic=181457.msg8460254#msg8460254)
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: brewer bob on March 09, 2023, 10:45:27 pm
I might have to get that soap made quick. We don’t have any animal trainers yet, so I want to make sure we keep the dogs we do have healthy.

Took me a while to realise that you didn't intend to make soap out of the dog. Guess I'm a bit too used to seeing them as only a source of meat/fat/leather.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 09, 2023, 11:29:53 pm
I might have to get that soap made quick. We don’t have any animal trainers yet, so I want to make sure we keep the dogs we do have healthy.

Took me a while to realise that you didn't intend to make soap out of the dog. Guess I'm a bit too used to seeing them as only a source of meat/fat/leather.

the DF world is brutal, life is short, and soap is a hot commodity. Poor Iton had better watch himself around the butcher.

Quote
Turns out the bridge over the river for migrants coming from the west is at just the right height for creatures to crawl out of the river, onto it, and into the fort.

Improving the local infrastructure AND providing early combat experience to our dwarves - brilliant move commander!  :P

you chose the exact place I would have built - where the waters meet and produce menacingly tall cliffs. epic geology 

Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: IncompetentFortressMaker on March 09, 2023, 11:59:53 pm
I can only assume that Morul is as done with these otters as I am, seeing as he skipped fetching his axe and started punching the damn thing to death.
I’m not sure whether to give him a commendation or send him to anger management.
Classic dwarven behavior right there. The correct answer is probably both.
Also, PTW. Looking like it'll shape up nicely, but I will note that I do not plan to join on account of taking issue with 50.0x's mandatory mouse usage.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 10, 2023, 08:34:47 am
I might have to get that soap made quick. We don’t have any animal trainers yet, so I want to make sure we keep the dogs we do have healthy.

Took me a while to realise that you didn't intend to make soap out of the dog. Guess I'm a bit too used to seeing them as only a source of meat/fat/leather.
The way I play usually has the pack animals become the first batch of soap, but we got lucky this time in the sense that we got a male and female yak pulling our wagon. A free breeding pair of yaks seems like quite a blessing.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: brewer bob on March 10, 2023, 10:39:41 am
A pity you can't shear yaks for wool in vanilla DF, since yak wool is used in the real world. But at least you can make cheese from their milk.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 10, 2023, 09:40:27 pm
3rd Felsite
Not good.

(https://i.imgur.com/mVJr4yr.png)

That giant alligator I was worried about decided to seize the moment, and by the moment I mean it seized Morul.

(https://i.imgur.com/dkes2Yi.png)

Spring isn’t even over yet, and we’ve already lost a dwarf. Iton wasn’t going to let this go quietly though. She promptly grabbed the alligator by the head and began shaking it until it passed out, and even then she didn’t stop. Kol, apparently consumed by rage, charged in and began bashing the unconscious gator with his crossbow. The fight continued to drag on until Kol was on the verge of passing out and Iton did pass out. Eventually the alligator finally bled out and we were able to recover the bodies. Asob made a coffin out of limestone for Morul. I’m making plans for a nice tomb. Perhaps that alligator's skull on a pedestal and a statue of Iton are in order.

In other news, the miners have finally found the aquifer. It’s in sandstone about ten layers beneath the water’s surface. Before we dig any deeper though, I’m going to get the forges up and have Kib make every last dwarf some steel weapons and armor and get some training happening. This last incident proves we aren’t in some friendly hillocks anymore. This is the real deal, and I’ll be damned if I lose another dwarf to a stupid mistake like this.

Next Entry (http://www.bay12forums.com/smf/index.php?topic=181457.msg8461041#msg8461041)
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Baprr on March 13, 2023, 01:42:33 am
So, purely hypothetically, when giant alligators get all seven, do we reclaim the same site? Or do we look for a less of an alligator-infested deathtrap?
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 13, 2023, 01:29:39 pm
So, purely hypothetically, when giant alligators get all seven, do we reclaim the same site? Or do we look for a less of an alligator-infested deathtrap?
Let's cross that bridge when we get to it.

By the way, all of the dwarves are refusing to chop down any trees. I've tried assigning the woodcutting job to pretty much everyone and removed their other labors, but even when no other tasks are available no one touches any trees. Is this a bug?
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Baprr on March 13, 2023, 03:02:15 pm
Maybe the axes are already assigned for military use? I've had a similar problem, I don't remember at all how I solved it. I think I just bought an extra axe, but reassigning the equipment might help also.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 13, 2023, 03:13:30 pm
make sure the axe is not, um, stuck in the river with the dead guy.

make sure dwarves have access to the surface

make sure dwarves are not burrowed in the wrong area

make sure woodcutters are not assigned military roles

finally make sure the woodcutter has no other tasks. woodcutting has always been pretty low on the 'do this now!' tier-list, so things like carpentry, crafting and (IIRC) hauling often take priority
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Parry on March 13, 2023, 04:41:13 pm
Honestly it's pretty fitting to build a high-end resort in a wetland infested with alligators--just look at Florida.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 13, 2023, 06:57:57 pm
Honestly it's pretty fitting to build a high-end resort in a wetland infested with alligators--just look at Florida.
Yeah, once we have glass walls and cage traps between us and all the things that want to violently murder us, we might even be considered a family-friendly establishment. Seeing as we don't have access to animatronic animals though, let's avoid attempting to re-create the Disney jungle cruise.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 13, 2023, 07:03:10 pm
Honestly it's pretty fitting to build a high-end resort in a wetland infested with alligators--just look at Florida.
Yeah, once we have glass walls and cage traps between us and all the things that want to violently murder us, we might even be considered a family-friendly establishment. Seeing as we don't have access to animatronic animals though, let's avoid attempting to re-create the Disney jungle cruise.

but sir, these hippos look particularly trustworthy. what could possibly go wrong
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: King Zultan on March 14, 2023, 02:00:44 am
Given that we're talking about dwarf fortress here we'd probably have to worry about the animatronic animals killing our dwarves just as easily as the regular ones do.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 14, 2023, 10:32:28 am
5th Hematite

It’s summer finally. Quite a few of the dwarves are still reeling from what happened to Morul. Iton keeps going back to the site where it happened, poor girl. I’m digging out some proper bedrooms and a dining hall in one of the limestone layers, so hopefully those will boost the morale of the dwarves. I know they’re not up to the standards agreed on for this place, but for their own sanity I need them in stone bedrooms instead of a dirt dormitory for now.

19th Hematite

(https://i.imgur.com/Tys6WWE.png)

The basic bedrooms are carved out, and so is the new dining hall. Asob is working on smoothing out a nice room to bury Morul in. I’ve had the alligator’s skull made into a totem and it’s going to be placed on a pedestal in his tomb along with a statue of Iton. Likot still isn’t handling it well, so I’m making sure she gets the single masterwork bed Morul was able to create.

More than that though, we’ve got our first wave of migrants! Maybe they were already on their way here before word of what happened to Morul got out…

Bomrek Azinkeskal: An absolutely legendary bowyer! She’ll keep us well supplied with crossbows so our dwarves can deal with threats at range.

Ezum Zonlelum: She just turned 18 apparently and has no skills. For now I’ll have her be a general hauler unless we need something specific done.

Fikod Stukosaran: An expert jeweler, always handy.

Kikrost Kilruddegel: A legendary stonecrafter! Combine her with Fikod and we might be raking it in soon.

Lokum Gusilodgub: An accomplished carpenter, a fortunate catch since we lost Morul.

Melbil Uthmikkadol: A decent thresher, but also an accomplished furnace operator! With her help I can have us producing steel in no time!

Stinthad Logemroder: An adequate metalcrafter. I think I’ll have her mostly on hauling duty with Ezum for now though.

With this new batch we should be able to really get some stuff done around here, even if it just means more hands to haul goods around. I’m going to have Kib forge a load of steel picks and put a bunch of the migrants to work carving out the plans for the resort.

OOC: I've got a little bit more homework to do today, but hopefully it doesn't take long and I'll be able to do a marathon session tonight to get the year over and pass the save off to Salmeuk by the end of Wednesday.

Next Entry (http://www.bay12forums.com/smf/index.php?topic=181457.msg8461162#msg8461162)
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 14, 2023, 02:36:58 pm
finally here :D

so what's our planned main export here? i'm hoping it will be clothes and not crafts. i can't handle those clutters, lol. same with bolts and arrows. but i'll try to endure this time.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 14, 2023, 05:30:26 pm
I'm honestly not sure what our main export is going to be yet, although being able to produce our own clothes would be nice. All I'm trying to focus on during my turn is getting a nice foundation laid for the rest of you.

At the moment though, it might be bone crossbows. We've got a legendary bowyer here and that alligator left behind 64 bones with a value multiplier of x3. I'm having her work through the giant otter bones first just to get some good crossbows for the military, but imagine what masterwork giant alligator bone crossbows could be worth if they're decorated a bit.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: YoloMesh on March 14, 2023, 08:18:15 pm
im finally on the forums and the fort seems to be going well so far. have we breached the caverns yet?
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 14, 2023, 09:22:37 pm
11th Galena

With brand new steel picks in hand, I’ve tasked some of the less busy dwarves with carving out some proper bedrooms. No more cramped quarters for our people, no sir.

(https://i.imgur.com/3jz94Pj.png)

The ‘citizens only’ tavern is also up. Though it lacks flair, at least there’s a proper place to relax and socialize now. Hopefully Likot will make good use of it since her mood still hasn’t improved. I’ve given her time off work to relax, but it doesn’t seem to be helping. The bedrooms on the left are going to be torn down and the area will be converted to a hospital soon.

(https://i.imgur.com/yAFiZJ9.png)

Bomrek’s also been churning out epic bone crossbows like nobody’s business. We should be able to give a full squad masterwork crossbows pretty soon.

(https://i.imgur.com/3Q10t44.png)

2nd Limestone

It’s Autumn finally, and the caravan is due any time now. I’ve got a feeling that some of the meals made from that alligator will fetch a hefty price but, just in case, I’m having our legendary stonecrafter do whatever she wants with some bauxite. The ground up top is also covered in nuts and apricots the trees have shed, so I’m having some of those gathered. Might as well add some more variety to our diet since we’ve been eating mostly otter and alligator.

13th Limestone

I’ve got another batch of claystone blocks made, so I’m hoping to finish the western tunnel. There are cage traps in place and the wildlife has been fairly tame, but I’m still going to keep my eye on the river while construction is going on. I’m going to place a statue of Morul at the entrance once it’s done, plus maybe one of Iton and her epic struggle with the beast.

(https://i.imgur.com/jNEs6dX.png)

15th Limestone

The caravan is here! I’ll take a look around and see what we can spare to trade away. Hopefully they’ve brought things we can use.

Next Entry (http://www.bay12forums.com/smf/index.php?topic=181457.msg8462667#msg8462667)

And that's where I'm calling it for the night. I want to give everyone a chance to weigh in on want we want to request they bring for next year. Salmeuk's turn is up next so he gets first dibs. Personally I think we should request silk, yarn, leather, some clothes, pearlash, and sheets of paper. The current caravan didn't really bring anything we can't make ourselves beyond some bins of cloth and cheese.
im finally on the forums and the fort seems to be going well so far. have we breached the caverns yet?
Glad to have you here! No, the caverns haven't been breached yet. I'll try and break through the aquifer before the end of my turn.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 14, 2023, 11:13:36 pm
I'm honestly not sure what our main export is going to be yet, although being able to produce our own clothes would be nice. All I'm trying to focus on during my turn is getting a nice foundation laid for the rest of you.

i see watermelon(?) and tomatillo (i think) on the map. is this the tropics?
could you start an (underground) aboveground farm? or is that too much to ask? ;D

crop request : longland grass, whip vine, rope reeds, and any kinds of brewable fruits (tomatillo is, but i'm not sure if that's tomatillo, lol)

personally prefer aboveground crops (hence rope reed for clothes, doesn't look like there's cotton on the map).
but we can also just do pig tail.

edit : would like to avoid crafts if possible. dorf claiming a bunch crafts and then littering is driving me nuts sometimes. at least clothes are degradable and will be gone with time. as for leftover stones, we can polish those and encrust them to the clothes, along with the bones/shells.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 15, 2023, 07:38:52 am
The biome is listed as a temperate conifer forest, which is weird because I've yet to see a single conifer tree on the map. The temperature is warm though, so I suppose it could be considered the tropics.

I think you're seeing cranberries on the map, and I'm pretty sure we don't have tomatillos. I'll see what kinds of plants I can request or gather.

You've also sold me on the idea of making clothes the main export. I'll try and trade accordingly and get some infrastructure set up.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 15, 2023, 05:58:24 pm
I'm not going to be able to finish up my turn tonight, too much homework. I should be able to pass over the save by midnight on Saturday.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 17, 2023, 11:48:03 pm
if there's an update to the base game during our play. do we restart or hold back on the update? (to avoid possible save incompatibility issues)
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 19, 2023, 10:15:23 am
if there's an update to the base game during our play. do we restart or hold back on the update? (to avoid possible save incompatibility issues)
Not sure, I suppose it depends on if the update is compatible with existing worlds.

Also, an update on my turn. The stars have aligned and I was presented with multiple large school projects due both tonight and tomorrow. I've already talked with Salmeuk and he's okay with me taking a little extra time for my turn. I should be able to get an update out on Monday. I'm going to forego chronicling every little thing and just try and get to the end of the year, and then I'll give an overview of the fort.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 21, 2023, 04:12:59 pm
18th Limestone

No real unusual orders for next year’s caravan. Leather, cloth, thread, spare metal bars, a bunch of surface crops, pearlash, paper, and raw crystal glass. Apparently the mountainhomes are willing to pay double for leather and bracelets next year as well.
I traded off a bunch of prepared meals and a few steel picks for a bunch of cloth and other basic supplies. Turns out those giant otter bone crossbows aren’t worth much at all, regardless of quality. Probably the one truly interesting thing we got was our first book.

(https://i.imgur.com/yB9vOyk.png)

26th Limestone

We’ve got some undead ravens harassing the merchants. Not sure where those came from, though it doesn’t bode well. Nothing serious happened and no one was hurt, but it’s still a little mysterious.

19th Sandstone

Six new migrants just arrived, though only four are adults. We’ve got a legendary thresher, a talented glassmaker, and an accomplished stonecrafter. One of the kids is 17, so in about a year he should be ready to start working, but his brother is only 7. I’m carving out some more bedrooms for them right now.

15th Timber

We’ve finally done it! We’ve reached the bottom of the aquifer and broken through to the caverns! We’ve also found a small passageway leading further down, so we should probably keep an eye on that. For the moment I think I’m just going to wall off the main stairwell from the caverns and continue downwards until we hit magma.

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

I’m also enlisting some of the dwarves with less useful skills into a clothing industry. We may not be producing anything of quality anytime soon, but at the very least we can make extra bags to help with the glass industry.

1st Moonstone

(https://i.imgur.com/IQ32B6I.png)

The western and southern migrant tunnels are complete. I’ve placed some statues honoring Morul and Iton at the western entrance. I’ve also added a floor grate to one of the bridges for the new hospital to use as a water source.

1st Granite, Year 251

Well, one year in and so far, we’ve only had one tragedy. In this environment, I suppose that counts as a success. It’s a far cry from the grand resort in the plans I received, but spirits are fairly high and we have some basic infrastructure up. My successor from the mountainhomes is due to arrive any moment, so I better put together an overview of what’s been built so far.

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

The surface entrance. Nothing too fancy. We’ve got the depot up here as well as the pasture for all the grazers we’ve accumulated so far.

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

Just below the surface we’ve got an absolute clusterfuck a basic setup of workshops and a general stockpile. I’m not really attached to it, it was just easy to build in a soil layer. The turkeys have some nest boxes off to the right.

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

There’s a small squad that trains in the room around the central staircase. Across Morul’s bridge is a mood burrow the dwarves are in the process of stocking. I think we’re going to need some raw glass and stone blocks before it’ll have everything, but once that’s in we’re locking the door and only unlocking it for whenever a dwarf gets a bright idea.

(https://i.imgur.com/pk7Hv3K.png)

Down the stairs near the mood burrow is an insult to the gods a barebones place for dwarves to worship and meditate. Morul’s tomb is on the right. The pedestal for the giant alligator skull totem just got made, but I haven’t had a chance to install it yet.

(https://i.imgur.com/zS41bgN.png)

Surrounding this level of the staircase is the hospital, dining hall, dormitory, jail, and Kol’s office. If it’s administrative, Kol is probably taking care of it. There was a massive coal seam down here as well that I started filling with more organized workshops.

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

Across the river are some more bedrooms along the southern migrant tunnel. There’s a room just up the staircase as a staging area for another bridge across one of the rivers.

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

Finally, we’ve got the bottom of the staircase. I’d be careful doing any major excavating above this level until you get above the aquifer. I also made sure to block off the caverns from the rest of the fort.

Hats off to anyone who can turn this place into an actual tourist destination. Two more years remain before the doors are to be open to anyone who passes by. I’ll be keeping an eye on this place for sure, but for now it’s time to hand over the reins to the next overseer.

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

Sorry for running over the time limit everyone. My original plan was to have my turn finished during Spring break, but I underestimated how much time this would take. School started up again and homework had to be a priority. I've just messaged Salmeuk with a link to the save, so the fort is in his hands now.

By the way, what do you all think of my turn? I've tried to avoid my usual fortress designs while also staying true to the challenge. Though it's not as fancy as I would have liked it to be, I think I managed to keep things interesting. Feel free to tear things down and remake them by the way, since I tried to leave as good a canvas as I could for future overseers.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 22, 2023, 02:56:45 am
did we skip first layer? how are we on the second already? :o
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Baprr on March 22, 2023, 04:47:34 am
did we skip first layer? how are we on the second already? :o
If you get lucky you can avoid a cavern or two. Especially if you dig 1x1 stairs.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 22, 2023, 06:28:48 am
did we skip first layer? how are we on the second already? :o
If you get lucky you can avoid a cavern or two. Especially if you dig 1x1 stairs.
i guess that's one way to do it, lol. and i take it we do not have any magma pools?
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 22, 2023, 10:18:50 am
did we skip first layer? how are we on the second already? :o
If you get lucky you can avoid a cavern or two. Especially if you dig 1x1 stairs.
i guess that's one way to do it, lol. and i take it we do not have any magma pools?
None have been found yet. I didn't really do any exploration of the caverns.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 22, 2023, 06:56:07 pm
picking this up :] nice update Intatun, the fortress looks well designed and ready for expansion. the "year 2" turn is traditionally when SHTF and I expect nothing but trauma and blood. this is why we built near the rivers, yes? easy washing.

Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 22, 2023, 09:19:04 pm
picking this up :] nice update Intatun, the fortress looks well designed and ready for expansion. the "year 2" turn is traditionally when SHTF and I expect nothing but trauma and blood. this is why we built near the rivers, yes? easy washing.
Thanks. I was aiming to design it with expansion in mind, so I'm glad you feel I hit the mark on that one. I'm really excited to see what this becomes. As for the trauma and blood part, the rivers are probably going to be the greatest source of health and harm. Water for cleaning wounds will come from them, but so will horrible creatures and death by drowning.

Perhaps a doctor's guildhall should be set up. People can socialize while some dwarf gives a lecture on how to stop internal bleeding.

Lord knows you were all flexible with me when it came to time, so I'm going to extend the same courtesy to everyone now. Keep us updated and let us know if life gets too busy to play. Have fun!
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: TheDorfist on March 24, 2023, 03:40:23 am
Hi Everyone! My account on here just got approved, finally! Small disclaimer: my username was the first thing that popped into my head and is not intended to be a representation of my skill in this game! Just lowering expectations so I can wow you all later ;)

Great first year, I'm excited to see how it goes and looking downward to my turn.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 27, 2023, 01:14:59 am
My name is Kol, but they call me Captain.

(https://i.imgur.com/nWul6Qu.png)

 I am the self-appointed militia commander of Noblerivers, a far-flung settlement on the edges of our civilization. Our purpose here is to provide the most hospitable surroundings for any visitor, no matter their size shape race or quest. Uunless they are here to steal stuff - that's when I step in with this here axe!

The rest of these dwarves are all on-board with the plan. We have a number of skilled providers, including brewers, planters, cooks, stonecarvers, miners, etc. After our first year, the previous overseer took a leave of absence so I stepped in to provide some direction.

First order of business was to expand expand expand! We would quickly outgrow these early workrooms, and we desperately needed bedrooms for the coming migrant waves. A large teardrop-shaped hollow was carved, ringed with spacious bedrooms.

Spoiler (click to show/hide)

So too during this spring expansion, a large diamond-shaped room was carved, potentially for a library.

Spoiler (click to show/hide)

* * *

Migrants arrived in mid-spring, bringing us to 33 total population. Some were set to train as semi-permanent militia, while the rest were thrown at various tasks including stonecutting, mining, and engraving. One of them showed some skill in record keeping and was given the role and a desk.

(https://i.imgur.com/GY70B85.png)

Our traps caught some badgers, a whole family of them! Wait, we have traps?!

A kobold pair were spotted in the northwest, around midsummer. They ran across the western bridge and skulked off into the underbrush. A first sign of more to come . . .?

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

We traded a number of bauxite rings, limestone mugs, and giant otter bone crossbows for a sheep, a single barrel of cranberry wine, all the rest of their food (minus the fruits and veggies because we are dwarves not herd animals) and finally, two wheels of 'special cheese'.

Spoiler (click to show/hide)

Early in autumn, Lorbam defended her two puppies from a wild badger deep in the forest.

Spoiler (click to show/hide)

Meanwhile, the dwarves worked hurriedly to build basic defenses (just in case. . .) and locking gates for the various tunnels leading directly into the heart of the fortress.
Spoiler (click to show/hide)
Large entrance arches were planned, but it is unclear if they will be completed in time. . .

It was around this time we got to scheduling and equipping the militia team (5 strong at the moment. %10 of our total population, if you think about it). For now, each dwarf was given a steel sword and shield, with armor as we could manage.

* * *

More migrants arrived, bringing us to 40 total. So did the dwarven caravan! We had no time to make further goods, so we made do with some of the cut rubies and sapphires our jeweler had created. Only four of these small gems were worth a whopping 4000 dwarfbucks!

The traders negotiated with us. We requested quite a broad range of useful things, including metals, weapons, cloths, foods, and more. The traders wished for more of these cut gems, and any paper sheets we could provide would also prove valuable to them next year.

A few more migrants, perhaps stragglers from the last wave... we are now 47 strong.

* * *

Spoiler (click to show/hide)

At some point Inod went a bit crazy and started grabbing chunks of gypsum. Inod was one of our stonecarvers and I guess the stone spirits had their way with his impulses because his eyes burnt with a strange desire. Besides the gypsum, inod also grabbed most curiously the gigantic pile of bones left over from that giant crocodile attack last year.

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

Putting the whole beast to good use, I suppose. The eventual construction proved somewhat interesting in design.

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

Around this period we discovered a large magnetite deposit north of the library complex. Mining began immediately.

Spoiler (click to show/hide)


* * *

Spoiler (click to show/hide)

Autumn turned to winter.

Spoiler (click to show/hide)

Giant, hulking grey forms were seen lurking in the leafless forests. Fearsome, but timid creatures. The dogs should be kept inside to avoid altercations.
Spoiler (click to show/hide)

New kitchens and stills and stores were constructed, one level above the tavern:

Spoiler (click to show/hide)

Many of our children came of age this year. All were drafted into the militia team. These young dwarves were brave and agile and would prove to be fearless swordfighters.

(https://i.imgur.com/jr96N9J.png)

Finally, two small but furnished temples were constructed, to specific gods:

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

Spoiler (click to show/hide)

Litast was a god of damn near everything.

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

And ágesh the god of strength was also honored.
Spoiler (click to show/hide)

Both of these temples elected performers who believed in these particular gods. And all was right with the world for a moment.

* * *

As winter passed into Spring, my time had come to return to full-time military training. The next overseer should seek to build a tavern worthy of visitation, as well as continue to mine for iron ore to turn into steel armor for our soldiers. The bedrooms are furnished and replete with splendor, and food is plentiful.

So, with the basics guaranteed, one might see this third year a time to push for greatness!

===

save here:  https://dffd.bay12games.com/file.php?id=16552

Thanks for reading... lmk if the save is broken at all.

Spoiler (click to show/hide)

I played my entire turn out on stream and will link the vod once it uploads. no voice or anything but you can see how I play and what exactly I created this turn.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 27, 2023, 04:33:13 am
honestly. i'm surprised there aren't  any (angry, and possibly deadly) birds so far :o
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 27, 2023, 01:19:54 pm
Alright, AvolitionBrit is up next. Keep in mind that this is the last year before we need locations open to visitors and have performers and tavern keepers assigned.

A note about performances. I have no idea if you guys know about this yet or not but I feel like mentioning it on the chance you don't. Chax brought to my attention that every music form requires specific instruments and potentially multiple dwarves, whereas I thought it was as simple as putting a single dwarf as a performer and that would be that. More than that, poetry and dance forms are linked to specific musical forms.

Salmeuk mentioned this last bit in his journal entry, but I feel the need to reiterate it. The current tavern was always meant to be temporary. You're not going to hurt my feelings if you want to tear it down and build a better one. The same goes for the hospital, jail, and Kol's office.

Salmeuk, do you want to reapply as overseer and have me add you to the bottom of the list again?
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: IncompetentFortressMaker on March 27, 2023, 01:24:05 pm
A note about performances. I have no idea if you guys know about this yet or not but I feel like mentioning it on the chance you don't. Chax brought to my attention that every music form requires specific instruments and potentially multiple dwarves, whereas I thought it was as simple as putting a single dwarf as a performer and that would be that. More than that, poetry and dance forms are linked to specific musical forms.
Let me just put my two cents in on this one. Yes, performances technically need specific instruments - but as far as I know, dwarves can and will "simulate" such instruments if none are available. This is especially troublesome with handheld instruments, which may end up used once or twice in a tavern and then forgotten entirely (or at least, this could happen in 47.05; I don't know if Toady fixed this in 50.0x). Instruments that have to be placed down in the world to be played ("stationary" instruments) do not have this problem as far as I know. Generally speaking you will need multiple dwarves congregating in an area for them to start a performance, but visitors can and will join right in.
(Incidentally, in 47.05 I noticed it was possible for visitors to become so engrossed in guildhalls that they stayed long past the time their fellows left. If you have any guildhalls open to visitors, be aware they might stay a lot longer just to listen in and potentially do demonstrations of their own.)
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 27, 2023, 01:25:09 pm
yeah sounds good sign me up for round 2 :] this place is really promising. I left the tavern and jail and clinic in tact because I wasn't sure if I could replace them on my turn. also I didn't want to destroy your lovely tavern! which turned out to be a good thing because I did end up running out of time.

 I think we should STRIVE for having all the instruments. I bought one of the gongs from the traders. It shouldn't be too tough as we have full material access on this embark - silk, cloth, metals.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: IncompetentFortressMaker on March 27, 2023, 01:27:39 pm
Any forms native to your civilization can have their instruments be made at home if you have the materials. To be extra sure, though, you'd need cloth (of all types), clay, and sand on top of the obvious ones like wood and stone. Some instruments also use metal. (Note that, at least as far as I know, it is not yet possible to make home-made glass instruments/instrument pieces out of anything but green glass, even though traders can bring such instruments/instrument pieces made from other types of glass. Toady could have fixed this in 50.0x? I haven't really played 50.0x much yet.)
Tip: for all but the one-piece instruments, you can see what ones you have and what they need in a craftsdwarf's workshop in the "assemble instrument" menu.
One-piece instruments are made at their respective workshops and as such can't be seen in the craftsdwarf's workshop unless they would be made there.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 27, 2023, 01:32:27 pm
wait, do we have clay? I didn't think to check on my turn!
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 27, 2023, 01:46:31 pm
wait, do we have clay? I didn't think to check on my turn!
Pretty sure the top soil layers are clay. I made sure to have it as a resource before embarking.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: IncompetentFortressMaker on March 27, 2023, 01:47:25 pm
wait, do we have clay? I didn't think to check on my turn!
Even if you don't, it can be bought from caravans if they have access to it, though you may need to specifically request it to get a meaningful amount. Fire clay is the best kind.
Similarly, bags of sand can be acquired from caravans.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 27, 2023, 02:09:29 pm
We also have sand for sure. There are some patches in the migrant tunnels.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 27, 2023, 04:44:26 pm
about the instrument thing. be sure to create extra. since our fortress is small, maybe 10 of each at least. with the exception of the stationary ones.

visitors will play instruments too, and annoyingly so, may leave the fortress with one, lol. i've had several masterpiece instruments stolen before. usually (and most of the time) by diplomats.

now on the matter of the thing being used or not, it depends on the performance we got. we're kinda stuck on worldgen, really. it has been my usual play goal trying to make dorfs to compose an art piece (either a dance, music, or poem). though i'm still not sure if it is possible. i'm not even sure why i'm very drawn to this side of the game, lol. hopefully one of our performance fits the requirement for that to happen.

on the side note. if we have any children turning into adult soon, can you please try to train one of them to be a mechanic? preferably a male if we do have one. i want one for a roleplay purposes, and since we probably won't be getting any new migrant during my turn.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: AvolitionBrit on March 27, 2023, 04:52:11 pm
Picking this up now.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 27, 2023, 04:53:41 pm
wait, do we have clay? I didn't think to check on my turn!
Even if you don't, it can be bought from caravans if they have access to it, though you may need to specifically request it to get a meaningful amount. Fire clay is the best kind.
Similarly, bags of sand can be acquired from caravans.

forgot to add, porcelain is better, and the most expensive pottery :D
do request kaolinite if one of the caravan has it.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 27, 2023, 05:15:32 pm
Quote
about the instrument thing. be sure to create extra. since our fortress is small, maybe 10 of each at least. with the exception of the stationary ones.

visitors will play instruments too, and annoyingly so, may leave the fortress with one, lol. i've had several masterpiece instruments stolen before. usually (and most of the time) by diplomats.

geez, at this rate we will need a whole secondary musical instrument industry just to replenish our stocks. and any overstock might be worth a good price too.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 28, 2023, 10:38:18 pm
ok, so i have some good news and some bad ones  :P

i did some digging into the currently available performances we have. and we do have a lot of lively ones.
bad news is, the only "complete" performance we have is a war dance. from my experience, they are less likely to be performed by dorfs, especially in small communities. another bad news is about half of the required instruments are foreign.

the good news is, one of our "incomplete" performance has a Participation Dance. the best kind of dance form, anyone can join without the "knowledge" requirement, creating a loooong line. and even better news, more than half of our dorf already know this form. a total of 28 so far "know" the musical form, this will be played a lot in tavern. sadly, it has no poem (no lyrics  :-X ).

_____________________________________________________________________
(im only listing the famous musical performance here, we do have more)
Tavern Music       :    7
Temple Music (general)   :   2
Temple of Udar      :    1
Temple of Covema    :    1

The instruments we need. foreign instruments are mostly stationary i think. so we don't need much.
stationary (i think)
   Rakust
   Dalem
   Albish
   Om (metal)
   Omrist

handheld   (make a lot of these)
   Dumat   
   Igath (bone)

foreign
   Tustzal
   Gothum
   Zamnuth
   Sedish (handheld?)
   Elema
   Tathe
_____________________________________________________________________

notes :
the (participation) dance seems to be performed in a line  (north-south). make sure we have a lot of space in the tavern.

we also have 2 religious performance in the general temple with no specific deity. make it spacious.
for specific temple, only Temple of Udar and Temple of Covema have a performance. double check the space when any of you create these temple, also make sure they have a valid performer.

extra notes :
- all the foreign instrument seems to be dwarven. make sure to contact other dorf civ that aren't our parent civ to trade with them.
- we also have some improv dance and music, but are less known. these can fill excitement need when performed. and i think, also the need to uphold tradition.
- if you think getting foreign instrument is too much of a hassle. i can DFhack my way through this during my turn. either make it available to craft, or available to trade with our parent civ.
- there's a pairing dance (for couples). i love these the most since they're adorable. making tavern looks like a proper fancy Ball. but sadly, very few (less than 5 i think) of our dorf know it. unlikely to be performed.


extra extra notes :
my crappy pc chokes on loading this save, lol. one digit fps is awful. but this is my problem and i'll figure something out myself.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Salmeuk on March 29, 2023, 12:28:34 am
Quote
periwinkle of lilac   

what a banger of a title

Nice research. never seen someone do a thorough performance / instrument report like that

I think if the instruments are truly inaccesible then DF-hacking a few examples in is not against the theme of the fortress. "special order instruments, 2-day shipping!"



Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 29, 2023, 04:56:15 am
Nice research. never seen someone do a thorough performance / instrument report like that

probably because it's randomly generated at every world gen. it's something that most people won't bother with unless they're very invested in it.
i do dabble in these from time to time. and it just happen that our succession theme fits perfectly.

that said, i really want that couple dance, lol. (game term is Social Partner Dance, iirc. dorf will pair up instead of just standing in a line or a circle)
it's visually pleasing to see. i'll probably try to cheese it out during my turn. let me lock up some dorf  ;D
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Baprr on March 29, 2023, 05:57:25 am
I actually downloaded the save and tried to look up the instruments in legends, but they're not there, or at least I couldn't find them. I don't think there's an easy way to look up the list of instruments in fortress mode either.

Very nice fortress btw, screenshots don't do it justice.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 29, 2023, 12:26:54 pm
Is there a peaceful way to contact the other dwarf civ so that they send merchants our way?
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: AvolitionBrit on March 29, 2023, 01:35:04 pm
Not sure, there is the rude introduction of demanding a tribute from the civ. That certainly gets them interested but normally if they are listed as our "neighbours" they will find a way to use. Hoping i get some during my year so far nothing.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 29, 2023, 03:49:46 pm
Chax, you mentioned you could use DFHack to get us access to foreign instruments somehow. Is that something you could walk AvolitionBrit through? Alternatively, could the save be handed off to you and you run the commands before passing the save over to Baprr?
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: AvolitionBrit on March 29, 2023, 04:24:01 pm
Im pretty good with DF commands, if you post what you want i think i can do it. There is a df-hackery to create items is that what is being utilised here?
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 29, 2023, 05:36:11 pm
Im pretty good with DF commands, if you post what you want i think i can do it. There is a df-hackery to create items is that what is being utilised here?
I'm actually familiar with that command and this is how I think it should be used. Let's say you have an instrument or instrument piece made out of a single metal bar. You have a dwarf make something out of a metal bar and note the quality. You then destroy that object and spawn in the foreign instrument with the same quality as the made object. That way you're actually simulating the creation of that instrument.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: IncompetentFortressMaker on March 29, 2023, 05:37:10 pm
I think most single-piece metal instruments are actually made from two bars, if memory serves? The really small ones could perhaps be one bar, though.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 29, 2023, 08:49:42 pm
Chax, you mentioned you could use DFHack to get us access to foreign instruments somehow. Is that something you could walk AvolitionBrit through? Alternatively, could the save be handed off to you and you run the commands before passing the save over to Baprr?
Im pretty good with DF commands, if you post what you want i think i can do it. There is a df-hackery to create items is that what is being utilised here?

how familiar are you with gm-editor? it's not that confusing once you get used to the view, but it doesn't look pretty  :P
the problem is, it's an instrument. kinda extra confusing to double check, really.

edit:
aaaaand there's more than a 100 of these, lol. and since this is a large world with decent history, it probably goes up to 200+ or something.
i'll try to pinpoint exactly what we needed. and let you know how to unlock it.

Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on March 29, 2023, 09:39:30 pm
I'm just gonna trust you know what you're doing, because I have no idea what I'm looking at.

Edit: Hang on, would it help if you were able to embark as a member of a different civilization and see what instruments you could produce? I remember looking through a bunch of music forms our dwarves knew and a bunch originated in the Pulley of Lobsters, the dwarf civ next to our own.
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 29, 2023, 11:01:01 pm
I'm just gonna trust you know what you're doing, because I have no idea what I'm looking at.

Edit: Hang on, would it help if you were able to embark as a member of a different civilization and see what instruments you could produce? I remember looking through a bunch of music forms our dwarves knew and a bunch originated in the Pulley of Lobsters, the dwarf civ next to our own.
no need. found what we're looking for. the one we needed the most anyway.
Spoiler (click to show/hide)

we should be able to import these, let me test that first.
as for crafting those. well... umm... there are about 1k reactions to dig through. i'll just give up.  :-\


edit :
ok all good. who wants to edit these? mind you that since we're getting this through imports. only the next player can actually get the item.
(https://i.imgur.com/kmcOD5W.png)

here's all the id :
Code: [Select]
80    Sedish
84    Inal
85    Tustzal
86    Zamnuth
87    Gothum
272   Tathe
275   Elema


our parent civ's ID is 254. from there, head to "resources > instruments_types" then add in all these.


so... as i was idling waiting for caravan. i saw one of our dorf simulated an instrument i don't recognize. i panicked. lol
turns out i missed one in my own list.
:-[
(https://i.imgur.com/TdX2EmR.png)
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Chax on March 30, 2023, 08:48:06 am
decided to dig into creation of the foreign instruments. should be easier than modding the parent civ.
had to slither my way through manager orders.

now everyone can craft it just by importing the order from dfhack :D
(https://i.imgur.com/ryPluyo.png)(https://i.imgur.com/dxBIWEz.png)
-----------------------------------------------------------------------
things to note :
- should probably pause the "assemble" orders to avoid cancel spam.
- or just delete most orders after importing and do it one by one. you can import the order again after one instrument is done.
- i've run some barebone test and all of them should produce a "proper" instruments with the correct materials instead of broken stuff from gui/create-item, let me know if it doesn't.
-----------------------------------------------------------------------
step by step :
1. copy the orders into notepad or something. (will put the order into a spoiler below)
2. save in JSON format. ( or just download here and skip step 1&2 = https://dffd.bay12games.com/file.php?id=16555 )
3. put the JSON file in base-game-folder/hack/data/order
4. load your save
5. open manager order (o).
6. import with dfhack ( Crtl + i ).
7. wait till it gets validated and enjoy :D

Spoiler: them stuff (click to show/hide)
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: AvolitionBrit on April 02, 2023, 08:35:44 am
Hello future visitor,

Come one, come all to Noblerivers, the top resting place for visitors of all shapes and sizes. We have everything and anything you need.

Our most recent project is the waterfall tavern

Come bask at our amazing waterfall through the premiere underground viewing and dinning area.

See our crystal clear blue waters through the finest sapphire gem windows in the world

Dwarven technology has ensured us that no flooding can occur thanks to our patented brass reinforcement

So why don't you come and visit today.

(https://i.imgur.com/opK9T9L.jpg)
Title: Re: Noblerivers: A visitor based succession fort (Overseers wanted)
Post by: Inatun on April 02, 2023, 10:14:01 am
Looking good! I like that we have sapphire windows right off the bat. What material did you use for the floor of the tavern?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 02, 2023, 02:30:34 pm
Noblerivers Announcement

We would like to alert our guests that rumors of a werelizard infestation are just rumors. I certainly havn't seen any around, have you?. Anyone with injuries should please make your way to the open plan hospital.
(https://i.imgur.com/ZICUnOC.jpg)
Complaints about an open plan hospital would make it easier for a werelizard to attack are noted but i must once again repeat that we have no such creatures within our fortress.

Rumors of secret werelizard overlords running this resort are just slander thought up be jealous dwarves who wishes they had Sapphire windows and Hazel wood log floors.

Please help yourself to a complementary glass of our finest barley wine to ease your stress of these supposed werelizard attacks.
(https://i.imgur.com/U21Sb1M.jpg)

OOC: Very annoying but when i go to see who is has been bitten. Black combat log so the entire fort just gets a monthly attack. I think everyone is gonna be dead or lizards soon. Might need to redo my turn if it goes too south
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on April 02, 2023, 04:56:52 pm
BURN THE SAVE WITH FIRE AND RESTART.

sorry for caps. but holy hell it is truly painful to search for bites in premium.

Quote
Complaints about an open plan hospital would make it easier for a werelizard to attack are noted but i must once again repeat that we have no such creatures within our fortress.

i suspect these early premium versions will go down in memory as "the were-pocalypse". Almost every successful fortress runs into weres and the resulting containment can be a genuine impossibility.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 02, 2023, 05:16:36 pm
Every bit visitor will enjoy a nice rest in their own masterfully crafted soft bed, and their own private wall, made only of the finest limestone blocks, along with a nice cask of Amon barley wine.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 02, 2023, 06:00:33 pm
BURN THE SAVE WITH FIRE AND RESTART.

sorry for caps. but holy hell it is truly painful to search for bites in premium.

Quote
Complaints about an open plan hospital would make it easier for a werelizard to attack are noted but i must once again repeat that we have no such creatures within our fortress.

i suspect these early premium versions will go down in memory as "the were-pocalypse". Almost every successful fortress runs into weres and the resulting containment can be a genuine impossibility.

Its so bad, first time ive encounter it. Combat logs wiped quickly so im looking in the hospital. Wounded. Then realise i cannot seal the hospital fuck. But that wouldn't of helped either. Turns out some dwarven child was also bitten and just wondering around. Gonna try and salvage this save then failing that burning it and trying a redo.

Every bit visitor will enjoy a nice rest in their own masterfully crafted soft bed, and their own private wall, made only of the finest limestone blocks, along with a nice cask of Amon barley wine.
Residents are reminded to enjoy our monthly supply of lizard steaks. Pleasure queue up in the Kitchen to recieve this premium piece of meat. Free of charge ofcourse.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on April 03, 2023, 08:39:11 am
Yeah, I'm gonna say go ahead and restart your turn. It's way too early for these types of shenanigans, especially if the effected dwarves have vital skills and the only other option is to expel them from the resort. You get the full amount of real-world time back to complete your turn.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on April 03, 2023, 09:55:41 am
actually these shenanigans are right on time. year 3 is the classic "SHTF / derailment / mass casualty event" year. seriously, something always happens. and it's always a bloody mess
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 03, 2023, 10:56:58 am
And we were accumulating wealth pretty fast, that always draws attention. Werebeasts are worse than most enemies, but not entirely unexpected.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on April 03, 2023, 12:09:31 pm
here is the sped up version of my entire turn: https://www.youtube.com/watch?v=DrWiE0Qr_Z4

you can find the full vod on that channel as well.

i have to ask, did you engage the werelizard in combat? maybe when you restart you can bait the were into a trap or something.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on April 03, 2023, 01:18:33 pm
Yeah, what exactly was the source of the werelizard epidemic? Did it come from one of the migrants, or just a random visitor?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 03, 2023, 01:28:52 pm
A visitor, they had already breached defences when they "revealed" themselves. The combat logs cleared for them after killing so hunting for bits was tough. One i knew was bitten. So i locked them away. Then a child was also bitten. Slain but created three more. Next full moon it was now 5. The current save has a pop of 18 i believe with 5 infected as werelizards.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on April 03, 2023, 01:42:04 pm
I'll be honest, I've never had to deal with a werebeast problem before. Given that we now have a sizable portion of the populace infected, what's the next step in terms of dealing with it?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 03, 2023, 01:59:55 pm
Gonna play it out, see if it is can be salvaged.

If not Lizard cult resort?

Probs just redo the year.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 03, 2023, 04:00:56 pm
I'll be honest, I've never had to deal with a werebeast problem before. Given that we now have a sizable portion of the populace infected, what's the next step in terms of dealing with it?

The best way normally would be to wall one in and kill the rest. Werebeasts are pretty much immortal if left alone and can be used to keep the fortress alive even if all the dwarves die - you can't keep them together though, because they will eventually try to kill each other. Second best is kill everyone. What we have right now is "third best" aka "the worst".
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: King Zultan on April 04, 2023, 02:35:27 am
As cool as lizard cult resort sounds I think it might be against the idea of the fort if the population eats all the visitors every month.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on April 04, 2023, 08:15:06 am
i've only had problems with were-creature like twice so far. learned the hard way and started lining up hallways with traps ever since. and no matter how hard i tried to change that habit, i always seem to fall back into it in the end.

would really love it if you can persevere somehow. help me broaden my horizon, lol.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 07, 2023, 03:35:15 pm
So another werebeast attack but an easier to manage on. Two deaths and one cursed. Expeled the new arrival cursed dwarf and we are golden. We survived the werebeast attack.

Edit - Great embark btw, Sapphires and Rubies. We are certainly gonna be spoiled for decor.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 07, 2023, 07:46:34 pm
https://dffd.bay12games.com/file.php?id=16565

Here is the save.

Quick run down.

Werebeast, two dead and one banishment
New tavern still needs work called The Perfect Diamond
We are a barony now
We have an economically linked hamlet now
We have underwater viewing areas but we have some mud to clean up as a result of that. Good luck. Full post soon
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 08, 2023, 09:40:47 am
Oh boy, is it my turn? I'm not at home right now, can maybe start playing tomorrow.

Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on April 08, 2023, 03:17:56 pm
Quote
underwater viewing areas

is this what we're calling flooding now?   :P

good luck Baprr. sounds like you have a little cleaning to perform
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 08, 2023, 03:54:31 pm
There is no flooding, just a bunch of river bed mud that has mysteriously found its way in. But oh look theres some lovely underwater sapphire windows.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on April 09, 2023, 11:05:28 am
Oh boy, is it my turn? I'm not at home right now, can maybe start playing tomorrow.
That's right, you're up next!

AvolitionBrit, do you want to sign up again?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 09, 2023, 11:24:20 am
Yeah forgot to say i shall.

Welcome to Noblerivers latest attraction. Since rising to barony.
(https://i.imgur.com/ep1V8LX.jpg)
Becoming an economic powerhouse
(https://i.imgur.com/5Bnan0P.jpg)
And cleansing the caverns of forgotten beasts
(https://i.imgur.com/GZJOe5Z.jpg)

We would like to welcome you to The Perfect Diamond. Our new three tier tavern open to the public.

Come dine in our riverside area.
(https://i.imgur.com/asyPwzw.jpg)
Or Watch the waterfall flow through our sapphire windows
(https://i.imgur.com/bufJY6Z.jpg)
Or dine under the river and watch the fish swim by our ruby windows.
(https://i.imgur.com/F4EQf8f.jpg)
We hope you choose Noblerivers as your next destination.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 09, 2023, 05:03:35 pm
AvolitionBrit, are you sure you're done with the turn? The save starts at 1 Moonstone, early winter. I can wait a couple of days, I wouldn't start until Tuesday anyway.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 09, 2023, 05:18:03 pm
Ummm that doesn't sound right. Double check there are no other timelines, if not i will finish it off.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on April 09, 2023, 09:44:55 pm
the new save system gives me a headache, what with the renaming of folders and autosaves. luckily they fixed that awful thing where the game would automatically overwrite existing saves if they shared the same folder name.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on April 09, 2023, 11:35:57 pm
I'm learning how to use Photoshop as part of one of my college courses. Our most recent assignment was to replace an existing billboard with one of our own design, so I decided to make a little advertisement for our little resort.
(https://i.imgur.com/PEiVXAX.jpg)
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 10, 2023, 12:42:39 am
Ummm that doesn't sound right. Double check there are no other timelines, if not i will finish it off.

Removed every save, loaded yours, still early winter. Maybe you've sent the winter autosave by mistake?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: King Zultan on April 10, 2023, 03:01:33 am
I'm learning how to use Photoshop as part of one of my college courses. Our most recent assignment was to replace an existing billboard with one of our own design, so I decided to make a little advertisement for our little resort.
(https://i.imgur.com/PEiVXAX.jpg)
I like it, a good start to the advertising campaign.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 10, 2023, 06:12:21 am
Ummm that doesn't sound right. Double check there are no other timelines, if not i will finish it off.

Removed every save, loaded yours, still early winter. Maybe you've sent the winter autosave by mistake?

Let me see what i have.

Edit: Yeah i see what happened, the save system saved this paticular timeline as region24 so i didnt think it was the save. Updated the file depot listing
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: brewer bob on April 10, 2023, 07:14:06 am
I'm learning how to use Photoshop as part of one of my college courses. Our most recent assignment was to replace an existing billboard with one of our own design, so I decided to make a little advertisement for our little resort.
(https://i.imgur.com/PEiVXAX.jpg)

Haha, nice. Now all it needs is the car replaced with a wagon or maybe just adding a yak and a donkey to pull it.

(...maybe I'll try that out.)


Edit. I couldn't resist adding the yak and donkey, so:
Spoiler: now with yak & donkey! (click to show/hide)
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 10, 2023, 10:26:54 am
Here i added some stuff
(https://i.imgur.com/Urgsd2H.jpg)
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 10, 2023, 03:56:21 pm
Save works, 1 Granite, starting soon.

Also if I may
(https://i.imgur.com/dpqfGL3.jpg)
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on April 10, 2023, 05:38:57 pm
brilliant. BRILLIANT. we will do Inatun's homework for them!

Spoiler (click to show/hide)
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: brewer bob on April 10, 2023, 07:38:55 pm
Excellent additions and the volcano is a nice detail.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: King Zultan on April 11, 2023, 03:16:26 am
Every addition to the image increases the dwarfyness!
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on April 11, 2023, 11:30:58 am
You guys are amazing. Unfortunately the assignment is already submitted, but I might share this portion of the thread with my professor.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 11, 2023, 12:10:18 pm
Show them the luxury fortress fit for a dwarven king
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on April 15, 2023, 06:48:41 am
hey guys, it's nearing the end of fasting month here at my place ( should be on the next weekend ). and it's some sort of tradition for a big family gathering by that time, it may and may not take a whole week.

my turn will probably come at the right time though, but just in case, can i be swapped with the one after me?  :-[

it's @Baprr's turn right now, yeah?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 15, 2023, 10:16:12 am
It's my turn now, yes. I will be done in a day.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on April 16, 2023, 07:49:28 am
hey guys, it's nearing the end of fasting month here at my place ( should be on the next weekend ). and it's some sort of tradition for a big family gathering by that time, it may and may not take a whole week.

my turn will probably come at the right time though, but just in case, can i be swapped with the one after me?  :-[

it's @Baprr's turn right now, yeah?
Don't sweat it. If it lines up that your turn coincides with when you don't have time then we can shuffle players around a bit.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 16, 2023, 01:26:10 pm
From the journals of Kib Bappr Rockflier
(https://i.imgur.com/E3UAIOd.png)

Noblerivers™! Come for the waterfalls, stay for the drink!
Sorry, the new idea from the management is that we should strive to promote Noblerivers™! Savage wildlife and sewer brew wild parties! whenever we are writing anything. Makes work orders a bit inefficient, but at least we can reuse our drafts as flyers.
I came to this place to fulfill my lifelong dream of creating a monumental work of art - something epic that will earn me my rightful place among the greatest architects of this world. I decided to design and carve out Great Guildhalls - a series of meeting halls built to accommodate all sorts of professions.

Today I begin my year of managing Rîtholigër, and also my great project.
Noblerivers™! It's even bigger on the inside!

1st Granite, Spring of 253.
I formally received the keys to the fortress (Noblerivers™! A key, to your pleasure!) and officially started my work. It didn't take long to receive my first complaint - in fact, Avolition, our new baron and the previous overseer, complained about their lack of proper apartments before even giving away the keys. I had to promise to start on that right away.
(https://i.imgur.com/cYPbTjI.png)

We also didn't have any tombs for the few of our citizens that ended up dead recently (I'm not at a liberty to say why). Let's just say that In Noblerivers™! L is for Luxury! and not Lizardpeople.
Hmmm, despite initially planning to hire only 50 workers, we seem to have more than 90. I guess I will have to build 40 extra rooms for them too. I will use some of that empty space near our main living quarters.
(https://i.imgur.com/xcN3ZpU.png)

Our new aboveground tavern, The Perfect Diamond, is pretty good as taverns go - but it's terribly unsafe! I quickly ordered some bridges built and connected to a lever in the fortress. While at it, I also had most bridges outside connected to another lever in case of a siege. I will also add some rooms on the roof so it could act as an inn.
(https://i.imgur.com/ezLxBh6.png)

So, the apartments of some of our residents - including Avolition's by the way - were flooded at some point, I think (Noblerivers™! Flood, of entertainment!), and the walkway between them and the main fortress is still full of water. No wonder Avolition was so pissed, they had to walk all the way around the entire fortress every day.
(https://i.imgur.com/IBmlRwO.png)
It's an easy fix. Judging by the amount of mud in the fortress, flooding is fairly common in Noblerivers (™! Get drrrrrenched!) but I don't see why you can't just avoid that. Just, don't break the wall if you see a river behind it on the plans. The clean up is going to take so much work.
(https://i.imgur.com/B8jFf89.png)

I also started making the first of the Great Guildhalls - The Farmer's Guild. It's going to be a beauty. A shame it will take me most of Spring to deal with the more mundane problems even though Noblerivers™! are supposed to be Anything but mundane!
(https://i.imgur.com/nmROQjA.png)

We didn't have any militia squads designated, I think some paperwork was lost at some point. I reinstated the sord n bord squad or whatever it was... aaaaand the equipment didn't include any armor. We don't even have any armor made, and I despite having plenty of coal we don't have any coke - whatever, this is also low priority, (Noblerivers™! Your needs are our priority!). I will see if I can get to magma by autumn and hopefully make some steel.
(https://i.imgur.com/spxc1vm.png)(https://i.imgur.com/i03wA6l.png)

And apparently, one of our miscellaneous workers is posessed with some kind of idea right now. He's asking for a lot of things, and I don't know which specific one we lack, but I noticed that we don't have any bones. I sent some puppies and calves to the butcher - hopefully that would be enough.
(https://i.imgur.com/oTLMFBD.png)

And it was! He got to work right away and soon emerged with a terrifying-looking bone mask - all spikes and boogeymen. He didn't remember a thing from the experience and offered it to Noblerivers™! All our craftsdwarfship is of the highest quality!.
(https://i.imgur.com/6eYiZhH.png)
(https://i.imgur.com/XrSXU6E.png)

I ordered the militia to train for a bit lest their skills get rusty - I don't remember when they were disbanded.
(https://i.imgur.com/kDHS5fk.png)

A visitor! An elven diplomat came to Avolition and demanded we stop felling trees. We agreed that in order to provide the best experience to our elven visitors we indeed should try to limit our "abuse of nature".
(https://i.imgur.com/nuLys2o.png)
An elven caravan came right after the diplomat, they sold us some berries and nuts in return for our lead crafts.
(https://i.imgur.com/1nbh8H4.png)

The management is almost satisfied - all that's left is to dig out some tombs. I also put in an order for a king-sized tomb to be prepared in case we need it, and maybe as an attraction of sorts? There is no guild of morticians, but it could serve as a meeting hall in the mean time. Noblerivers™! A multitude of fun!
(https://i.imgur.com/mpEGG11.png)
So, lesson learned. I will check every blueprint for slogans, and in case they look like a part of the actual plans. Thankfully a there were a lot of engravers nearby, and we managed to plug the leaking part before we drowned the entire section.
(https://i.imgur.com/6fo0W3h.png)

The luck is on our side! Magma wasn't even that deep!
(https://i.imgur.com/Cy3Rr91.png)
I ordered an inn built down there right away - this is the perfect spot for the Guildhall of Metal. It's not that deep (only 29 levels below surface), so the visitors will be just the right amount of tired and thirsty coming all the way down here. Noblerivers™! You will be thirsty, for knowledge!
(https://i.imgur.com/QVlpxos.png)

It might be late spring already, but I finally started working on the Guildhall of Farms - the star attraction is going to be the tree farm, and once I get enough glass blocks - a greenhouse with some aboveground plants.
(https://i.imgur.com/i99FuiA.png)
(https://i.imgur.com/Pov3MxD.png)(https://i.imgur.com/PVFOtbN.png)


Summer

Summer started with some more visitors, only this time they weren't invited. A warband of bowgoblins came from north-west and started advancing towards us.
(https://i.imgur.com/g08Gl2D.png)
They didn't look like much, honestly - just a small squad with some subpar weapons and not even one full metal armor set between all of them. If only we had even just some iron armor!
(https://i.imgur.com/nZZFJqU.png)
Still, right now we would lose too many soldiers.
(https://i.imgur.com/tygDG8C.png)
Closed bridges trapped two thieves that were travelling with the warband. Our military dealt with them easily.
(https://i.imgur.com/Fc22JTS.png)
Look how our citizens laugh and play even as goblins shout their powerless insults from across the river! Noblerivers™! Safety is our top Your safety Your life is in good hands! I just hope they don't stay for long - I don't want to lose any business.
(https://i.imgur.com/7UxyxdS.png)

A weaponsmith in a strange mood? Maybe we will have an artefact to arm our renewed militia! It seems that she's posessed by some spirit rather than inspired, but we still can get a good weapon out of that.
(https://i.imgur.com/u8OkbSC.png)
She only grabbed only a bar of iron and some leftover puppy, so the item won't be the most decorated, but at least she won't go insane looking for raw clear glass or something. Huh. A pick. Not exactly what I was expecting, but still. It's a good pick. Just like Noblerivers™! Is a good pick for your vacation!
(https://i.imgur.com/dtQGC54.png)

Turns out a goblin siege didn't turn away all visitors - an elf dancer came by from the north. Well, north and east are safe directions - the squad of goblins can only menace their side of the river. Anyway, the elf looked better equipped than all the goblins put together so I doubt she'd have much trouble with them. She visited The Eye of Truths and was on her way shortly.
(https://i.imgur.com/sfwtCiQ.png)

As I was dealing with another water leak in our magma workshop, I heard a terrible noise from the upper cavern. Galka the Spider Dinosaur.
(https://i.imgur.com/mgg4O00.png)
The beast isn't known for its rampages, but I still wouldn't want to fight it.
(https://i.imgur.com/HfK9r8P.png)
It went around the cavern killing crundles and other cave animals, while I ordered the military to meet it if the flying beast finds a way in we somehow missed. It was a false alarm, thankfully.
(https://i.imgur.com/gPZYly8.png)

Back to the magma. The water still leaks - I suspect an aquifer, though we smoothed every wall we could. Bloody water.
(https://i.imgur.com/mxvYF9U.png)

Hey, another visitor! A goblin this time. I have nothing against goblins that don't try to lay siege on us, and this one seems mostly interested in our selection of wines.
(https://i.imgur.com/182RXuv.png)
End of summer.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: AvolitionBrit on April 16, 2023, 01:47:17 pm
As Baron/CEO of Noblerivers inc. I am glad to approve this update.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 17, 2023, 05:43:37 pm
Autumn

We finally made, engraved, and installed the slabs for a couple of citizens who unfortunately met their ends in Noblerivers™! If it's gonna be your last moment, make sure to spend it in Noblerivers™!
(https://i.imgur.com/9h2dnXz.png)

Also the goblin visitor is still around, and he's apparently a baron consort of his civilization.
(https://i.imgur.com/Yu8NFmo.png)
He told the bartender that we weren't the only dwarven town attacked by the goblins - they attaked hillocks of Inkycarnage and Bronzesilver, both slightly more than a day's travel to the north-east of us.
(https://i.imgur.com/7ub95y3.png)
Crazy times we live in. Tol soon tasted every wine in the tavern, slept for a while upstairs, and went on his way. Another satisfied customer!

I noticed that we run out of meat and ordered our captive badger population tamed just enough so they would listen to the butcher. Noblerivers™! Tastes like nature!
(https://i.imgur.com/PodzJhy.png)

I was afraid the siege, such as it is, would scare away the trade caravans, but the goblins apparently left without anyone noticing. They've seen our bridges raised though, and arrived without the wagons though.
(https://i.imgur.com/zdOWJSZ.png)
So, the previous overseer ordered A LOT of cut gemstones. I don't have the crafts or the need for any of them, honestly. And selling our cut gems just seems like a waste now! You know you're in Noblerivers™ when you have too many gemstones! Oh, and also I bought some food. They brought nothing but food and gems...
(https://i.imgur.com/xYySta1.png)

My meeting with the outpost liason was much more productive.
Firstly, Avolition was promoted to count
(https://i.imgur.com/Kulm2GU.png)
(https://i.imgur.com/qmlP7PL.png)
Second, I ordered every musical instrument I could think of (as well as some leather), and promised to make some high-quality anvils in return.
(https://i.imgur.com/fPQE1yy.png)
(https://i.imgur.com/Mg5WNmh.png)

Shit shit shit shit shit! How and why is that did that of huck
(https://i.imgur.com/CQ7uXEu.png)
Ok, so - 1) turns out that while natural magma is too thick to follow the laws of pressure like water does, you can it seems force it if you use a pump. And I was using a pump to filter out any magma pests such as crabs and imps.
(https://i.imgur.com/uA6iVJy.png)
2) the water proved somewhat useful, actually! Some of the magma managed to reach the stairs, but they were wet which cooled down the magma enough to stop it's advancement.
(https://i.imgur.com/qaV8tPS.png)
And our workers are smart enough to avoid the puddles of death, and soon enough the danger is gone. Still, that was quite a shock. No strength to make a slogan. Noblerivers, don't drink magma! here, done.

Another settlement incorporated into our holdings. It seems the benefits from that are barely existent, so I'll just leave it for the next overseer.
(https://i.imgur.com/NNy4lQt.png)

Galka is killing random wild life in it's cavern - which is not entirely unhelpful. Still, the cries of pain make that region much less appealing to most tourists.
(https://i.imgur.com/SWzGbtN.png)

Another forgotten beast! One of my totally intentional waterfalls drains into that cavern, but the set up should be fool proof - or at least the beast didn't notice any weak points right away. I leave it be.
(https://i.imgur.com/luLxpVW.png)
(https://i.imgur.com/IPxVWZg.png)

The rest of autumn is spent crafting armor and furniture for my many projects. Winter will be a busy season.
(https://i.imgur.com/TFLIy78.png)
End of autumn.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on April 17, 2023, 09:08:12 pm
Quote
I noticed that we run out of meat and ordered our captive badger population tamed just enough so they would listen to the butcher. Noblerivers™! Tastes like nature!

Spoiler (click to show/hide)

Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: King Zultan on April 18, 2023, 04:29:54 am
Badger burgers for everyone!
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 18, 2023, 05:50:18 pm
Winter, finally

Winter begun with a goblin invasion. I raised the bridges and started preparing the security - this time I would meet them properly, but I needed some time for everyone to suit up - wouldn't want to leave all that armor behind. I just broke up one full squad into three smaller ones and ordered them to train four months a year each so that we would have a small squad suited up at all times. But the full ten dwarf force will be much more impressive.
(https://i.imgur.com/fSgz7iP.png)
What I didn't expect was for the goblins to just somehow get across the river and start shooting at our citizens playing with the livestock overground! I had to send security before they were fully prepared.
(https://i.imgur.com/8O3ACau.png)
And apparently even one dwarf would be enough - Zulban killed four out of six goblins right away without so much as a scratch.
(https://i.imgur.com/EjgQUdT.png)
One of the children injured during the attack bled out soon after. They were a loyal employee and received the appropriate burial.
(https://i.imgur.com/9DpFBlA.png)
I only I was faster with the orders.  Noblerivers™! Wash away your regrets!

Throughout the attack we've had only one guest - a heavily armed human bard - who enjoyed a view of the river on the lower level of The Perfect Diamond. He mostly sang to dogs and relaxed.
(https://i.imgur.com/nHKwysq.png)
Which was kind of the opposite of the visitor who arrived soon after the siege - an undead human who stood in the forest terrifying giant cougars. She was there for several days.
(https://i.imgur.com/yCCG9K7.png)
Still, once she got used to the place (hard to tell with the undead folk) she accompanied the bard in his viewing. They were talking and after making sure they had their drinks I left them alone.
(https://i.imgur.com/rrLkSLS.png)
(I also sent the security after that giant cougar, no telling when it would attack).

I woke up one morning to a small mob of dwarves demanding something. It seems that with the amount of decorating in Noblerivers™! It's dwarven work, so you know it's solid! a lot of workers got pretty good at masonry and various stonework. They told me that metalcrafters got a hall, and there are barely any of them, and if I want anything done etc etc, if I know what's good for me and such, someone kept yelling abot rocks and stones, anyway! A stoneworker's guild is asking me for a guildhall!
(https://i.imgur.com/QvZBVd1.png)
I've had plans for this one for awhile, and I think it turned out okay. The general design is supposed to invoke an image of a freshly mined boulder with a vein of silver. There is a dormitory for the masons who are too absorbed in their work, and a diner for everyone interested in our special rock-branded beer. The workshops are fully functional and there is even a museum of rare rocks. It's not exactly finished, but there is plenty of space for growth if you dig down, and also I ordered some statues from the guild, which takes a while.
(https://i.imgur.com/FhH7Qwu.png)
I think a lot of the workers were just happy to have their demands met, but after all, this is Noblerivers™! We're special because you're special!

The miners reported yet another horror from the deep. It's a monstrous blob of water that smells of poison. I believe there's already a poisonous monster made of mud in that cavern, I think it was hiding somewhere we can't see or hear. Will they fight? Or fall in love💕? We will never know, because the new monster also went somewhere we can't see.
(https://i.imgur.com/M86qZXD.png)
(https://i.imgur.com/jt4Ziup.png)

Our visitors really hit it off! A lifelong friendship is formed! I hope. The undead soon left us, while the bard decided to stay and wait the winter out. Noblerivers™! I hope we meet again!
(https://i.imgur.com/WTnOMy0.png)

Another ghost is haunting the royal (hopefully, some day) mausoleum. Some day we will clean up this place. Slab engraved, rest in peace.
(https://i.imgur.com/BgefNR6.png)

The upper caverns are full of bird-like cries - some cavern people decided to invade. More fodder for the fearsome Galka.
(https://i.imgur.com/WXfGtcT.png)

The end of my term as an overseer draws near, and it's time to recount my achievements. I started with the Guild of Farms, just a hall in the shape of an acorn dug into the fertile soil. The tree farm has yet to produce any actual trees - the mud at the bottom isn't even overgrown with lichen. The piles of mud elsewhere in the resort aren't growing much of anything either. How do you grow trees?
(https://i.imgur.com/9dKJD8i.png)
The underground aboveground farm is doing well. This is the place to show off our mastery of the aboveground plants. The sunroof is made of stone instead of glass, because I couldn't get enough blocks in time. It works anyway, and I'd rather finish the hall, than, not.
(https://i.imgur.com/br1JrHm.png)

Miner's guildhall! It's close to the nether parts of the resort, it's close to the magma works to warm any bones that might need warmed, and there's also some furniture I didn't capture in this sketch. Will need more statues, I ordered some. I left plenty of space for any possible future projects, maybe some engraving.
Also, I designated a few small temples on the lower levels - these are two of them.
(https://i.imgur.com/dPlFIX0.png)

Metalcrafter's guildhall was established long enough to be fully furnished and decorated. There is plenty of space for lectures, there is a separate study room, there is even a branch of The Eye of Truths, our library, for any sudden inspirations and such. The inn nearby was built specifically for the needs of magma workshops, and is fully stocked for any occasions.
(https://i.imgur.com/7M7xKUq.png)
The practical areas, so to speak, is a marvel of dwarven engineering, with platinum workshops and a totally intended waterfall.
(https://i.imgur.com/8ypwxS5.png)

And for even more engineering you can visit the Engineer's guildhall, which provides workout machines for anyone who wants to use them, and will be full of texts on the mechanical laws of this world, just as soon as we write them down!
(https://i.imgur.com/hiDkKsv.png)

There are three guildhalls in the passages right below the living block. These... Didn't get quite as much attention as the rest.
Ranger's needs some animals for the exhibition. We do have some experience training badgers, but the Badger Burger was such a favourite that we don't have those anymore.
Jeweler's I think would be best decorated with gem studded statues and furniture, and we do have at least one legendary jeweller. It just. Time, you know.
And Craftsdwarf's is just a big pile of stuff right now. It's certainly handy. It's close by to basically every other industry that might need crafts, or might be needed for crafts. Still, not the priceless work of art I hoped to create.
Eh, Noblerivers ™! You win some, you lose some!
(https://i.imgur.com/2Qz6zxh.png)

To the next overseer.
We have plenty of food, I made sure to make extra armor and weapons in case we need them, and there is some basic furniture and materials - doors, coffers, blocks, etc. But I run out of silver and platinum, and never mined for gold (you'd have to go deeper). Everyone should have their own room now, and the general mood is positive. Might need a better waterfall?
Don't cut too many trees - I had to to pave the road, and we already get some agitated fauna from time to time, wouldn't want to also anger the elves.
I left a lot of orders, do with them what you will. If you know how to start a tree farm, I would appreciate it if you would do that. Noblerivers™! I'm about to make like a tree and leave!

End of winter.

Just as I was finishing my last report, with less than a week left of my overseership, I heard the news that one of the stonecutters was inspired to make an artefact.
(https://i.imgur.com/pdaIgWx.png)
It was finished in the last hours of my service, and it is certainly a sight to behold, richly decorated with gems and engravings of dwarven accomplishments. It's up to the next overseer to deal with it though. Maybe display it in the Stoneworker's? Well, not my problem.
(https://i.imgur.com/wKFdU5M.png)
(https://i.imgur.com/Ma2QtLI.png)
(https://i.imgur.com/V1JlC4f.png)
(https://i.imgur.com/y5nsxo8.png)

Noblerivers™! That's it, folks!

P.S. I completely forgot about carpenters. Damn those trees again.
-----------------------------------------------------------------------------------
https://dffd.bay12games.com/download.php?id=16575&f=Noblerivers.zip (https://dffd.bay12games.com/download.php?id=16575&f=Noblerivers.zip)
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 19, 2023, 06:06:34 am
Next is TheDorfist I believe?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on April 21, 2023, 06:33:37 am
Sorry it took me a while to reply. The last few days have been hectic for me.

TheDorfist had to bow out due to life stuff, so YoloMesh is up next. Take some extra time if necessary since you probably weren't planning on taking your turn this soon.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 21, 2023, 09:10:02 am
By the way, I checked the visitors in legend mode, and didn't find any of them. The goblin was a baron consort, so I guess my question is what does it take to become a historical figure?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: IncompetentFortressMaker on April 21, 2023, 11:08:12 am
I believe that being born to one automatically makes you one. A person who isn't a histfig can also become one if they somehow end up doing something notable (such as killing an invading beast), I believe, but this is not guaranteed to happen (hence why you sometimes hear of a megabeast being struck down by "an elf" or something, instead of a named figure). Though less than relevant here, talking to someone in adventurer mode also makes them a histfig, I think.
Also the game will generate 'void' histfigs under certain circumstances, that is, histfigs with no prior relation to anyone whatever. Your starting seven dwarves are an example of this. Hardcoded migrant waves can also be an example of this if your civ is unable to send you histfigs that were already present in the world (could happen if they're struggling in the extreme or just plain dead).
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: brewer bob on April 21, 2023, 01:41:49 pm
Those "visitors" have probably assumed a new identity, so you can't find them from Legends with their fake names. So, they all most likely have schemes and artifact thefts on their mind.

The Wiki has a good page on historical figures, if you want to learn more:
https://dwarffortresswiki.org/index.php/DF2014:Historical_figure
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: IncompetentFortressMaker on April 21, 2023, 01:44:14 pm
Are villains better at disguises now? In 47.05 (which I still play at the moment, even though I do have 50.0x), they have a tendency to all be labeled Traveler in my experience, and rarely seem to actually use false names even if they do have the occasional alias. I've tried looking them up in Legends sometimes and have been able to look up particularly noteworthy ones under the names they introduced themselves as. (Although I do play with semi-heavily modded DF, I do not have any DFHack mods, and no rawmod can change that aspect of villainy.)
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 21, 2023, 05:00:56 pm
Yep, found them... Villians all of them.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: IncompetentFortressMaker on April 21, 2023, 05:03:27 pm
I have noticed a tendency for the vast majority of visitors beelining to a fort to be villains, except for the very early "came became I'm curious" ones. Not sure if that was changed in 50.0x, but in 47.05 you can easily end up with 90% of your visitors being villains - though that would typically require a world infested with more villains than usual (such as an exceptional number of necromancer towers). I can say this from experience because I did make a world infested with an exceptional number of necromancer towers, and about 90% of my total visitors have been villains (not counting diplomats who arrive with the caravans... even though one of them is actually a villain, she's never tried to mess with my fort).
EDIT: Just did a count of villains vs. non-villains and, if we count duplicates (the same visitor visiting multiple times), the villainy percentage actually comes out to around 93.91%. If we don't, it comes out to around 91.22%.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on April 21, 2023, 08:37:49 pm
Quote
but in 47.05 you can easily end up with 90% of your visitors being villains

this is a handy statistic to have on hand when the Fortress Police come knocking, asking why you've killed %90 of your population in a matter of days . .

looking forward to the next update!
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 21, 2023, 09:02:21 pm
Out of three visitors I got during my year, three were under false names. One even visited Noblerivers before, in 251 under a different alias. So looks like our riches do draw in a certain crowd.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: IncompetentFortressMaker on April 21, 2023, 09:05:55 pm
These were the actual numbers.
Code: [Select]
villain count: 230
    villains who appeared once: 148
    villains who appeared twice: 65
    villains who appeared thrice: 14
    villains who appeared four times: 3
    villains who appeared five times:

non-villain count: 14
    non-villains who appeared once: 13
    non-villains who appeared twice: 1
My embark is also very isolated, being only within neighbor range of two civilizations and literally on oceanfront land. Didn't stop many many villains from coming my way.
(Note that the number of villains is not 100% accurate because there were just so many I could have accidentally fudged them up or down by a bit on the larger counts.)
(Also note that the fort in question has been running for about eight in-game years. It's currently late spring of the eighth year of gameplay.)
(I'm sure most of this is irrelevant to Noblerivers, but still, it's interesting to note how prevalent villainy is - even though my example is somewhat extreme.)
EDIT: Also I literally eyeballed the 90% and then was like "...I should fact-check myself" and I did and I was surprised to see I actually got it about right.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on April 21, 2023, 09:33:33 pm
I recall something about the way villainous plots are generated results in a lot of co-conspirators being drawn in, perhaps too many, and this resulted in just about every notable member of your civilization having SOME kind of connection to the villainous entity. . might be mis-remembering that.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: IncompetentFortressMaker on April 21, 2023, 09:35:49 pm
well that's the thing my civ should by rights be dead, or just about. When I initially embarked there was literally not a king, and one only got appointed (from a necro tower!) because I embarked. So, like, none of the villains or indeed visitors at all have actually been from my civ. I hardly ever see dwarves (world is semi-heavily modded with slightly over 10 more races than usual), and those that I do see have either been intdead or necros.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on April 27, 2023, 01:55:00 am
just got back from the countryside today. not my turn yet, right? :D

gonna spend the rest of the day sleeping, lol.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on April 27, 2023, 11:52:11 am
welcome back! actually... not sure whose turn it is. I think it might be yours in fact? 
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 27, 2023, 06:11:14 pm
TheDorfist had to bow out due to life stuff, so YoloMesh is up next. Take some extra time if necessary since you probably weren't planning on taking your turn this soon.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on April 29, 2023, 09:28:53 pm
TheDorfist had to bow out due to life stuff, so YoloMesh is up next. Take some extra time if necessary since you probably weren't planning on taking your turn this soon.

for real? :o
gimme 2 days, i still need to sort a few things irl (also need to set up better pc, heh)

should be ready to play around tuesday (gmt +7)

for now i'll just download the latest safe, it was yours, no?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 30, 2023, 10:23:49 am
for now i'll just download the latest safe, it was yours, no?

Yep. Good luck.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on April 30, 2023, 10:27:06 am
YoloMesh signed up after TheDorfist, so it should be passed to YoloMesh next. I'll send them a message in case they weren't expecting their turn this soon.

By the way, I'm in the final week of the semester before summer break. Things are going a little nuts over on my end so I'll do my best to keep an eye on this thread, but don't be alarmed if an issue on here comes up and it takes me a while to resolve it. I'm not abandoning this project, I just might forget to check in between finishing homework and passing out immediately after. Once this week is up, I'll be able to engage with all of you more often
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on April 30, 2023, 04:09:41 pm
YoloMesh signed up after TheDorfist, so it should be passed to YoloMesh next. I'll send them a message in case they weren't expecting their turn this soon.

I assumed Chax was YoloMesh.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on May 01, 2023, 01:04:16 pm
YoloMesh signed up after TheDorfist, so it should be passed to YoloMesh next. I'll send them a message in case they weren't expecting their turn this soon.

I assumed Chax was YoloMesh.

i'm not, lol.
so it's YoloMesh' turn, right? i've still got time? xD
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on May 05, 2023, 09:52:53 am
YoloMesh signed up after TheDorfist, so it should be passed to YoloMesh next. I'll send them a message in case they weren't expecting their turn this soon.

I assumed Chax was YoloMesh.

i'm not, lol.
so it's YoloMesh' turn, right? i've still got time? xD
Again, sorry for not replying sooner. I'll message YoloMesh and see where they're at, but if I don't get a response soon I'll pass it over to chax.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on May 08, 2023, 03:26:46 pm
Haven't heard from YoloMesh yet, so I'm officially passing it over to Chax.

Baprr, should I add you to the list again?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on May 09, 2023, 02:17:29 am
Baprr, should I add you to the list again?

Yes, please.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on May 09, 2023, 12:11:06 pm
Also, I have a question for those more experienced in succession games. Upon completion of someone's turn, how long should I wait for the person next in line to pick it up before skipping them and moving on to the person after them?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on May 09, 2023, 02:02:13 pm
Haven't heard from YoloMesh yet, so I'm officially passing it over to Chax.

Baprr, should I add you to the list again?

on it
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on May 09, 2023, 07:17:11 pm
progress sneak-peek :

early spring :

i thought we're at war with the elfses, but a diplo just came again? a different civ?
they placed a quota of 6 (friggin six) trees.
you know, normally i wouldn't care, but bruh, where are our trade goods? lol
Spoiler (click to show/hide)


aside from that, the fort is a mess (lol). and there are lots of instruments that will never see the light of day being crafted. and not even stored properly.

where's our main tavern anyway? :o

i have a project in mind, but will probably spend the whole spring (maybe summer too) cleaning up.

currently trying to come up with a way to catch our friendly webby forgotten beast :D

----

on the background side of things. i have picked a dorf for the roleplay. but he hasn't come of age yet (and kinda heavily injured, lol. poor kid). i'll just continue with the normal play for now and pick one randomly at a later date if the kiddo isn't grown by the end of my turn.

--------------------
edit:
couldn't really create a fancy contraption without things looking ugly, couldn't really dig a pitfall/ceiling drop either because you guys went all out with the digging already. so i decided to settle with basic hallway. lo and behold :

Spoiler (click to show/hide)
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on May 10, 2023, 01:53:17 am
Careful with the doors, they might not be 100% secure. Galka is a beast
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on May 10, 2023, 02:58:00 am
Careful with the doors, they might not be 100% secure. Galka is a beast

it's been walled off already. 100% safe :D
need to figure out a way to resupply bait, lol. it's kinda impromptu for now, but once set up (properly), we can have galka's silk forever.

my usual way of doing this is just put a temple zone in it. no baits needed at all. but if i do this, it would go against Nobleriver tm 's policy.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on May 10, 2023, 04:30:17 am
That's just a horror show. Or a pretty good zoo.

Noblerivers™! A thrilling adventure!
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on May 10, 2023, 03:22:48 pm
sneak-peek, late spring - early summer :

i was patching ceiling leaks near our magma forge and opened access to the cavern by mistake. then a forgotten beast (see what i did there? heh) escaped my eyes and spooked one of our doctor. i thought Galka killed everything.
Spoiler (click to show/hide)
some gobbos also came to visit in the early summer, there aren't a lot of them though. they can't face the might of Nobleriver's milita anyway.
Spoiler (click to show/hide)

-------------------------
background notes :
++ looks like somebody forgot to turn off their civ cap setting. we shouldn't have this many citizen. i originally thought half of our 90+ was visitors, but nope, all civ. leaving their fate to @Inatun for now.

++ @Baprr what were you trying to do with the long hallway? nearly killed some dorf when i was trying to capture Galka, lol. for now i'm turning those into blueprint.

++ @Baprr also, your tree farm is a failure i think. it can produce some woods later, but we've breached 3rd layers already, meaning more colorful tree and less economic tree (less white caps <- they produce a lot).

++ we're officially out of logs in mid summer. i would cut more, but that would mean starting a war with the elves. we do have a breeding pair already, but Tigers need 3 years to mature. i'm thinking of halting the clear glass production for now. need more tigers. unless you guys vote otherwise ;) .... buuuuut, i did produce around 400 ish clear glass already. will be personally using most of them though.

++ my current focus is trying to repurpose the magma pool near our forge into a (fool-proof, and hopefully safe) obsidian casting area. i tapped into the nearby lake, looks like it's connected to the edge, so water is infinite. when that's done, i will probably destroy all the other cheap stones that aren't flux or doesn't have a pretty color. Obsidian FTW!!!

++ secondaary focus is breeding the giant tigers. so i'm eradicating all the other pets -save for a few breeding pairs that i've already caged safely- so somebody can still restart the breeding program when the need arise. i forgot to take a pic, but we have 3 tiger cubs already.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on May 11, 2023, 01:44:49 am
90 citizens and the long hallway were already there before me I don't know what to tell you. You can just wait a bit and overpopulation will probably fix itself.

And the tree farm would be decorative. Elves count underground trees too anyway, so with a cap of six it's better to pick the biggest trees available.

Clear glass is the height of luxury. I mean that's the point, but still...
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on May 12, 2023, 09:02:30 am
90 citizens and the long hallway were already there before me I don't know what to tell you. You can just wait a bit and overpopulation will probably fix itself.
it's reaching 100 nearing the end of my turn. i've got some petition, lol.

And the tree farm would be decorative. Elves count underground trees too anyway, so with a cap of six it's better to pick the biggest trees available.
had to turn off the farmer guild zone a bit. messes with my schedule somehow, probably cause the farm plot is inside the guild  :P
Clear glass is the height of luxury. I mean that's the point, but still...
what about these?  8)
(https://i.imgur.com/phdg0Qw.png)
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: IncompetentFortressMaker on May 12, 2023, 10:30:40 am
Quote from: Baprr
And the tree farm would be decorative. Elves count underground trees too anyway, so with a cap of six it's better to pick the biggest trees available.
I believe Toady noted in a recent devlog(?) that he considers elves counting underground trees to be in the probable realm of bugginess. It was either a devlog or a FotF reply I can't remember which
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on May 14, 2023, 12:42:46 pm
++ looks like somebody forgot to turn off their civ cap setting. we shouldn't have this many citizen. i originally thought half of our 90+ was visitors, but nope, all civ. leaving their fate to @Inatun for now.
It's possible to expel dwarves to your holdings, right? If so, I suggest that be the solution. Try and whittle it down as much as you can by sending away dwarves without particularly valuable skills.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on May 14, 2023, 02:35:15 pm
our dwarves wearing Galka drip . height of dwarven tunnelwear
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on May 14, 2023, 04:39:18 pm
++ looks like somebody forgot to turn off their civ cap setting. we shouldn't have this many citizen. i originally thought half of our 90+ was visitors, but nope, all civ. leaving their fate to @Inatun for now.
It's possible to expel dwarves to your holdings, right? If so, I suggest that be the solution. Try and whittle it down as much as you can by sending away dwarves without particularly valuable skills.
... oh, i forgot about this tamer solution. almost pressed the extinction bomb button.

our dwarves wearing Galka drip . height of dwarven tunnelwear

silky smooth socks  8)

----------------------------------------
----------------------------------------
progress sneak-peek : Autumn~Winter.

- i manged to drain the river. during mid autumn (started in early spring, but rain is a bitch)
- also salvaged the flooded room on the side, lol.
Spoiler (click to show/hide)

- the river is now channeled, roofed with clear glass and flooded back in by late winter.

... i thought it would be "see trough", but i was wrong. thinking of redoing the autumn save. i could use less glass blocks and leave the rest to whoever wants to use them after my turn.

- the obsidian casting had to be halted halfway. mainly because 2 more FB came wandering in. but there's also the fact that i'm pulling water from underground lake on the same level. the pressure is sad, lol. it's easier to do this with heavy aquifer.

to be fair, though, halfway isn't bad. with the lava we've casted, we could reliably produce 50 ish per month (100 or so per season, if we're a bit lazy) should be enough for most things.
--------------------------------------------
anyway, for the background notes :
i feel like i haven't done much of anything this playtrough. mainly because the whole fort is focused to produce hundreds of clothing piece. everything other than the Galka bussiness is progressing a tad bit slow  :-\

- i wanted to set up a dying factory. but didn't have the manpower (^ because of the above, lol). got the feeling if i had multitasked more, i wouldn't get anything done.

- but i did set up a honeycombs chamber. 40 of them. all have bees in it  ;)

- i also want to suggest a somewhat centralized meeting halls. we have a lot, but it's all over the place, lol. most dorf (if not, all) are feeling dejected cause they couldn't meet their family (the ones that have one anyway).

- i found an artifact pick. not sure if it's ours, and it should be the ones from the wilds but i didn't see any notification about it. bit weird. for now it's placed in a display case inside the miner's guild.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on May 15, 2023, 11:38:47 am
Quote
i feel like i haven't done much of anything this playtrough.
b-but you drained the river. that's like, dwarfy as fuck

Quote
- i also want to suggest a somewhat centralized meeting halls. we have a lot, but it's all over the place, lol. most dorf (if not, all) are feeling dejected cause they couldn't meet their family (the ones that have one anyway).

i agree. noblerivers will likely suffer from insane sprawl unless we commit to one of the nexus points where hallways and staircases meet.

not that sprawl is bad, just for the sake of longevity!

Quote
i found an artifact pick. not sure if it's ours, and it should be the ones from the wilds but i didn't see any notification about it. bit weird. for now it's placed in a display case inside the miner's guild.

artifact picks should allow you to place terrain tiles, kind of like minecraft. why ? i dunno sounds fun
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on May 16, 2023, 03:08:26 am
i wanted to set up a dying factory. but didn't have the manpower
Do you mean like, a suicide booth? To get rid of the extra dwarves?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on May 16, 2023, 03:49:37 am
i wanted to set up a dying factory. but didn't have the manpower
Do you mean like, a suicide booth? To get rid of the extra dwarves?

while that's an interesting proposal, i meant the dye for our silky textile industry  ;D
that was an unfortunate typo. heh

Quote
i feel like i haven't done much of anything this playtrough.
b-but you drained the river. that's like, dwarfy as fuck

this might sound like a brag, but all i did was install ( a lot of) pumps and let it flow. we do have wind after all.
walling off a waterfall is also easier than you might originally have thought. all that's needed was some hauler to construct wall/floor.

i did have to deal with 20 fps throughout spring~summer though. that's pain right there.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on May 24, 2023, 12:27:15 pm
Okay, it's been a while since Chax posted. I sent him a message a few days ago asking how he was doing, but he hasn't gotten back to me yet. I'm considering handing Baprr's save over to Parry at this point in order to continue. Thoughts?

Remember, I'm okay with you taking a little extra time on your turn, but you need to keep us updated on how things are going.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on May 24, 2023, 03:55:28 pm
*poke poke* casts resurrection on thread
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on May 26, 2023, 08:33:11 am
Okay, I've gotten in touch with Chax. He hasn't vanished on us, but is just currently out of internet range at the moment. We'll be hearing from him soon.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on May 31, 2023, 12:42:38 am
So, Chax posted this on Discord a few hours ago:
Quote from: Chax
truly sorry for this 😦
company bought a new farm. so i'm there for inspection and to settle things with the locals.
will probably stuck here for the next couple weeks.
i'm uploading my latest save. i didn't replay the winter save int he end. (wanted to remove the bridge from the rivers)
could you please notify the guys at the forum? i don't have the time to post my stuff
.... well, i have the time. just not the internet, lol. can't leave for long.
here's my safe https://dffd.bay12games.com/file.php?id=16723 (https://dffd.bay12games.com/file.php?id=16723)
and this is my centerpiece :
https://discord.com/channels/1083155838505582642/1083155838505582645/1113315551771623455
(it's a weaving facility with several stockpiles, looms, and clothier's workshops arranged around Galka's prison and the central staircase)
summary of my play :
> spring : mostly cleaning muds ( carving tracks then smoothing it back ) and installing pumps to drain the rivers.

> summer ~ autumn : capturing Galka and focusing on massive production of clothing. (i think we have about 100 of every piece)

> autumn ~ winter : digging new area under the river and reflooding it. coz we're **Noblerivers** not *Nobleriver-banks* 😂
i'll try to post more details in the forum when i have better internet. will just put things here now to make the game continue.
again. i'm sorry xD

So we have the latest save, and can continue!
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: A_Curious_Cat on May 31, 2023, 01:49:56 am
Just so you know, I can’t see any of Chax’s images.  In fact, I can’t see any images from Imgur.  I can see images from other places, just not Imgur…
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: King Zultan on May 31, 2023, 02:35:46 am
That might mean Imgur finally got around to deleting all that stuff like they said they were.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: A_Curious_Cat on May 31, 2023, 02:52:25 am
That might mean Imgur finally got around to deleting all that stuff like they said they were.

Sauce?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: King Zultan on May 31, 2023, 03:24:42 am
While I lack sauce, I do have a source for that. Source here! (http://www.bay12forums.com/smf/index.php?topic=168375.msg8470362#msg8470362)

That's why everyone was panicking awhile back in the Hall of Legends.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on May 31, 2023, 08:05:12 am
Just so you know, I can’t see any of Chax’s images.  In fact, I can’t see any images from Imgur.  I can see images from other places, just not Imgur…

The link from my last message (the one where I quoted Chax) was from a Discord channel you might not be in, so you wouldn't see anything if you clicked on it. And I can see my images just fine, both here and from my account. Have you tried using VPN, maybe it's blocked for you somehow?
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on May 31, 2023, 09:44:49 am
can confirm, Chax's images are visible to me. i think o.O
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: A_Curious_Cat on May 31, 2023, 09:52:46 am
Just so you know, I can’t see any of Chax’s images.  In fact, I can’t see any images from Imgur.  I can see images from other places, just not Imgur…

The link from my last message (the one where I quoted Chax) was from a Discord channel you might not be in, so you wouldn't see anything if you clicked on it. And I can see my images just fine, both here and from my account. Have you tried using VPN, maybe it's blocked for you somehow?

That discord server doesn’t have any text channels!

A
So, when I try to go to Imgur.com, I get this:

Quote from: imgur.com
{"data":{"error":"Imgur is temporarily over capacity. Please try again later."},"success":false,"status":403}

 :(
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: A_Curious_Cat on June 02, 2023, 07:31:48 am
Looks like they fixed something.  I can see chax’s images, now!
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on June 03, 2023, 06:44:48 pm
Alright, looks like Parry is up next. Grab Chax's save when you can. It looks like you'll be playing a bit more than just a year.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on July 24, 2023, 10:33:12 am
I'm sorry it's been so long since an update. I don't really have an excuse for it beyond the fact that I'm working through some internal stuff right now that involves my relationship with projects. I didn't really realize the time and energy it takes to sustain a thread like this, and if I can't maintain this project during the Summer, there's no chance I can do it once school starts again. If anyone wants to take over, I'll help however I can in transitioning to a new thread so a new OP can take over.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on July 24, 2023, 08:03:52 pm
no worries Inatun. these threads come and go, ebb and flow ... it is true, they are quite a bit of effort to sustain.

what I do, is just let the thread sit dormant for however long. sometimes the energy or motivating concept returns and the thread can be revived.

otherwise, fighting oneself to sustain a creative impulse that has long since passed can be paralyzing. best to find a new muse
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Baprr on July 25, 2023, 03:09:04 am
Yeah, stuff happens. I assume the next turn is open right now? I could take one in a few days, or maybe a week and a half.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on July 28, 2023, 01:32:53 pm
i feel like this is my fault  :-[
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Inatun on July 31, 2023, 02:43:29 pm
i feel like this is my fault  :-[
Nah, if it's anyone's fault it's mine. I could've kept posting and kept things going, but I let stress overwhelm me. Besides, I'm pretty sure I've derailed threads before because of being out of town.

Can we get a head count on who still wants to participate? Parry is supposed to be up next according to the list, but I want to make sure they're still following on the forum. I won't necessarily bump people off the list, but I do want to get this going again.
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Salmeuk on August 01, 2023, 02:09:56 pm
yeah never take a thread's quiet state personally.  i'm available, generally, but I want to avoid overposting lol. if I take too many turns its not ideal
Title: Re: Noblerivers: A Dwarf Resort - Overseers Wanted
Post by: Chax on August 02, 2023, 09:53:15 am
let me just post the leftover pics that i still have. (and reiterate major points of my play that i still remember, lol)

- the whole spring was spent almost entirely for cleaning. i enlisted EVERYONE into the smoothing/engraving squad to somewhat speed up the process. on the side, i installed (lots of) pumps and a pair of bridge to block waterflow for 2 of the rivers. i also walled off the waterfall in preparation of drying the main river area. (i lost the pic for the lines of pumps i installed, sorry. they were powered by several windmills).

(massive) production of pearlash (and clear glass blocks) was also started on the small scale. had to divert most of dorf power into cleaning.
elves came with a pair of giant tigers (and some) in this season. we bought those. i don't really remember what i traded away, lol.

cleaning was mostly done by carving tracks over muds and then smoothing it. Dorf will not clean muds by normal means.sadly, a few tiles already have a grown saplings in it (can't be smoothed/carved) so i left them alone. you should be able to place floor tile over those.
Spoiler (click to show/hide)
---------------------------------------------------------
- cleaning finished in early summer. my focus was shifted into waste management. so i made a fully automated garbage disposal.
the vent is in z 35, and the bridge is several layers below.
Spoiler (click to show/hide)

our webby friend, Galka, was also creeping closer and closer to the fort. and as you know, we "invited" him in. this spearheaded the movement of revolutionizing our drips  8) .
no more tattered clothes.
the overall works, however, only finished in winter. it was a huge project. and if you're wondering why all our dorf has at least dabbling skills in stonecutting, weaving, and clothesmaking, it's because like the spring cleaning we've done, clothing industry also involved the whole fortress. children included.
Spoiler (click to show/hide)
---------------------------------------------------------
- during autumn, caravan from mountain home couldn't come because of the trees. I did not solve this problem yet. somebody should clear out some trees and possibly pave a road later.
Spoiler (click to show/hide)

feeling annoyed, i freed up some worker from clothing industry (because most of our dorf are fully clothed by now) and begin to plan to create an impromptu obsidian farm. sadly the progress was slow. mainly because the waterflow is bad with only a single pump (would've preferred heavy aquifer). the fact that a new (un)friendly beast roams the cavern replacing Galka aslo didn't help. for now, the project is halted by the end of my play. (blue print is done, though. you can just activate it and proceed as needed).
Spoiler (click to show/hide)

- as mentioned in the previous sneak-peek progress. winter was spent for digging the previously dried up river. then flooding it back up. we now have (an unfurnished) tavern directly below the river. with a pair of luxurious bedrooms above it.
----------------------------------------------------------

minor works :
- restructured general work orders.
- restructured farm and created a small room for beekeeping.
- started breeding Giant Tigers, we have some cubs now.
- ordered some instruments that are actually being used in performance. (but not yet placed in the proper area).
- expanded magma forge area, complete with nearby stockpile for metal ores.

- restructured some stockpiles (and kinda failed at it somewhat, lol, sorry). was trying to separate masterpieces from common junks.

my save file : https://dffd.bay12games.com/file.php?id=16723
a one-time order for the currently needed instruments, 10 of each. (need to import with dfhack) : https://dffd.bay12games.com/file.php?id=16555

====================
edit:
-- "downstairs" in the obsidian farm is not for access. but for water to trickle down. access is from the locked steel door.
-- when you've finished mining for obsidian. just channel 1 tile anywhere within the chamber. magma flow will flood the chamber by itself without interruption. it should cover the whole chamber pretty fast. (manually) pump water into it to recast the obsidian.