Bay 12 Games Forum

Dwarf Fortress => DF Community Games & Stories => Topic started by: Hawklaser on January 08, 2009, 09:46:27 pm

Title: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 08, 2009, 09:46:27 pm
This is a comunity fortress with a bit of a twist. Instead of just picking out a dwarf and its skills and having me run it, this is going to be a bit more interactive and player driven than most communitiy forts. Did something like this with some other games I have played, and the seven cities of glass fort reminded me of it.

How this will work is I will run the game, based off of how you tell me to use your dwarf. If you want something mined out you either need to do it, or get some one with mining to do it for you. Same with every other profession, a good example of how this will work is a brewer who says if there is less than 10 boose per dwarf, brew 3 times, and only brew sweet pods. So you can either work with your fellow dwarfs or seal your self off in a city-state style.Just remember if you don't tell me what your dwarf is going to do it could end up idling, once it runs out of things to do, or end up using up all of a resource. As I will use my dwarf as a mostly as a behind the scenes patch job person.

 I will try and keep this going at a brisk pace. Will give a bit of time between posts for those that are playing to post commands for their dwarf, if no plans are given, will have that dwarf continue with last ones given. Also when I will look for player input will mostly be when trading starts or season changes. Also at more significant events like ambushes and sieges, but not for kobolds or snatchers. Also imigrants will end up being used only as an emergency millitary if they are not claimed, otherwise they will end up just hauling items around.

There will be no set trader, unless the players can agree on one person, otherwise who ever gets to the depot after goods are moved there will get to decide what to trade for. I will post lists of goods, general lists for the most part, will mention the more unusual items as well.

Since this is more player driven, I hope players will help narate the events, as I will be doing so from the outpost liason/manager position who will also do various odd jobs around the fort. I will take requests as to what to ask for from the caravans.

--
Kyterra(Hawklaser)-
Spoiler (click to show/hide)

What?! I'm being sent to the middle of a swamp to manage 6 other dwarfs that are being evicted by the nobility? Why the heck are they getting evicted? Please, help me out here Olan!

-Olan- Sorry, but the nobles told me to only give you this clipboard, and that wagon over there and its contents. They wouldn't even tell me anything about this other than it is for the good of the mountainhome. And with the hammerer there when I got this news I didn't dare ask any questions. You know how unreasonable the nobles can be. Least they gave you today to pack up your belongings. The other 6 dwarfs will be notified soon. You all have to be gone before noon tomorrow.

Kyterra then marches off in a huff to the wagon all the while grumbling. After getting to the wagon, and looking inside to only find 2 axes,and only enough of barrels of food and drink to reach the destination and maybe last a week, and lets out a cry of anguish. The nobles must be off their rockers. How do they expect us to survive out in the middle of a swamp with just this? Least have sometime to make some hasty preperations for the journey. Though before rushing off to make her preperations Kyterra reviews the clipboard, which has information on the others who will be accompanying her. The contents are as follows -

Borg (Skid)
Spoiler (click to show/hide)

Evergreen(Mephansteras)
Spoiler (click to show/hide)

Jack(Jack Bread)
Spoiler (click to show/hide)

Sparks(Im_Sparks)
Spoiler (click to show/hide)

Strife(Strife26 )
Spoiler (click to show/hide)

Urist(Shurikane)
Spoiler (click to show/hide)

Hmm, looking at this, this doesnt seem to be a total disaster. I wonder what the Nobles have against this bunch? Guess I will have to wait till we start the trip to find out. Though why in the world did the nobles choose me? Is it some kind of punishment? What could I have ever of done to make them mad?  Though I can't say I'm dissapointed in this happening, I have seen too many friends buried because of the Hammerer carrying out the nobles crazy sense of justice. I'm grateful it gets me away from their thoughts for now. And it does seem they will be sending a caravan to come visit in fall, so things can't be all that bad.

I don't have time now to look things over much more, I have to go pack my things, and use what little cash I do have to get supplies to help us survive in the marsh, as the nobles sure didn't give us much to work with.

And with that Kyterra rushes off to start preperations for her new life out in a swamp with 6 dwarfs she has never met before. Though she can't shake the feeling that they are all being sent off to die out there thanks to how little was being sent with them
Title: Re: Community fortress with a twist
Post by: Im_Sparks on January 08, 2009, 10:29:33 pm
I call being the leader of this expedition. If you can choose a secondary skill, it's fishering! Make it in a warm swamp with untamed wilds, please(If I may say). I just want a fffffffload of beer with my 200 points.

EDIT: I love you for doing this.
Title: Re: Community fortress with a twist
Post by: Hawklaser on January 08, 2009, 11:02:31 pm
As to the leader, sure your dwarf can think it's the leader, but each person is going be in charge of what their own dwarf does. You can do any skill you want, but if you want it above nothing starting out you will need to spend points on it. As for enabled skills, take none for granted, as if you don't tell me to turn it on, I won't.

Oh, I should mention who ever builds a workshop will be the only one using it aside from the odd moody dwarf.

I'll expand the story a bit if there is enough intrest.
Title: Re: Community fortress with a twist
Post by: Jack_Bread on January 08, 2009, 11:21:21 pm
I request a dorf! Name him Jack. He will start the military! Give him proficient swords dwarf, no tag armor user, novice shield user, and... no tag animal caretaker. As for items... I'd have to think about that... Using all ten skill points is 30 regular points right?
Title: Re: Community fortress with a twist
Post by: Hawklaser on January 08, 2009, 11:54:51 pm
No, it takes a bit more than 30 points for skills. It gets more expensive with higher skills,  and I'm not sure if there is a reference for their costs.
You would have 138 points left with those skills.
Title: Re: Community fortress with a twist
Post by: Shurikane on January 09, 2009, 12:45:07 am
I call dibs on a miner-mason-engraver (equally distributed or almost) obsessed with stone.  His only goal in life is to incessantly mine, pick up the rubble and make blocks out of the stone before smoothing and engraving each and every stone floor he can find - inside or outside the fort itself.  He'll go so far as to mine out without regard for room carving, only to come back later and build walls at the request of the fort's community.

Being poor at counting, he has a hard time keeping track of his stone and has ceased to bother a long time ago - thus, small-time masons and craftsdwarves who wish to build stone furniture can easily snatch some rubble and he'll hardly notice.

However, when asked to build something himself, he'll refuse to use anything except blocks save for his first workshop, and will only build in places that bear engravings - although he tolerates making an exception for soil, seeing as not much can be done with it.

Being uninterested in anything outside of his passion, he also refuses to haul anything other than stones to the fort's stockpiles.

His dream is to be buried after his death - buried in a mausoleum of his own making, surrounded by the stone he loves so much.
Title: Re: Community fortress with a twist
Post by: Hawklaser on January 09, 2009, 01:10:31 am
Ok, so that makes a total of 4 of the initial 7 claimed.
A Self-proclaimed leader/fisher with lots of beer.
A swordsdwarf
A Stone obsessed dwarf(mining/mason/engraver)
And my odd job dwarf.

Shurikane think about what goods your dwarf would bring out with him. Guessing at least a pick of some sort. And with doing mining, you will end up having a large influence on the design of the fortress.

Hopefully will have the last three dwarfs by tommorrow afternoon by ~5pm pacific time. So I can get a world gen'ed and a suitable site found to kick things off. After finding a site, I will upload the map so who-ever has mining can decide where to start digging.
Title: Re: Community fortress with a twist
Post by: Shurikane on January 09, 2009, 01:25:24 am
Why a pick?  Two picks!  You can never be sure.  Oh, and if I can, a stone block to build my first workshop with.  Food?  Bah!  Leave it to the cooks!  They'll know what to do!
Title: Re: Community fortress with a twist
Post by: Hawklaser on January 09, 2009, 01:32:10 am
Of course you can bring a block, you could bring a lot of blocks if you wanted. After all thats why I'm letting players choose what to bring, as that represents their possesions or what ever they bought in preperation for their new life.

Just remeber 200 points total to spend between skills and items.

Only things gaurenteed are the 2 axes and 15 food and drink, rest depends on players.
Title: Re: Community fortress with a twist
Post by: Skid on January 09, 2009, 12:57:31 pm
I'd like a skilled brewer, competent cook, grower, novice weaponsmith. Name them Borg.

They should bring 4 dogs, 16 turtles, a pair of large serrated copper disks, and 4 plump helmet spawn.

Preferably the dogs will get trained and used in the military, their offspring will be butchered for meat.
The disks should go toward trapping the entrances of the food storage room and the farming chamber if we get a mechanic. Until then just keep them next to where my dwarf sleeps.
Hopefully at least some of the turtle shells can be moved inside before they rot away, I don't want any moods going wrong over a lack of them.

I don't want to do any labors that would ruin my chance of getting an artifact weapon mood.
Title: Re: Community fortress with a twist
Post by: Mephansteras on January 09, 2009, 01:27:06 pm
I'll take one. A woodcutter/carpenter/herbalist. Named Oakenbeard if male or Evergreen if female. Split points evenly in those three areas. Extra points should buy at least one dog (pair if possible) and the rest split between turtles and rum.

Jobs: The only active labors are woodcutting, carpentry, animal training and care, health care, crossbow-making, woodworking, plant gathering, wood hauling, furniture hauling, food hauling. Everything else turned off.

Initial orders: Cut down at least 10 trees and gather any nearby bushes to supplement food supplies. Make a kennel if one hasn't already been made and train the dogs as war dogs. They should be assigned to him/her to protect from ambushes.

Standing orders: Clearcut all trees and gather all available plants, starting from the fortress proper. Dangerous wildlife should be avoided, and he/she will go underground and work on making stuff during dangerous times. Once ambushes start happening, he/she will stay underground during caravan visits to avoid being caught outside during an ambush.
As wood becomes available he/she will make sure that Beds are made for everyone, then barrels, and then bins. Can make crossbows and wooden bolts on request by other dwarves. Personal room should be furnished with all wooden items made by his/her own hands. As time goes on, and I start making better stuff, I want to replace lower quality items with higher quality ones.
As soon as stone is available, make a carpentry workshop, bowyers workshop, and craftdwarf's workshop.
War dog's offspring should be kept and trained for war when old enough.

Generally helpful to others, but very willful and dislikes taking orders. Requests are usually granted, however.
Title: Re: Community fortress with a twist
Post by: Shurikane on January 09, 2009, 04:46:41 pm
Urist McRockophile is busy loading block after block of stone into the wagon, as many as he is allowed.  Once he's done, he clings to a single barrel of dwarven beer and fiercely defends it with the help of his two picks.

"Stone goodies for everyone but no one steals my beer!" he yells in an already drunken fit.


Initial orders: dig down a level, in soil if it's reasonably accessible, and build stone workshop as soon as there's enough space for it.  Then carve/build necessary rooms to accommodate his party.

Standing orders:
-Makes digging his first priority.  Will immediately go dig if the community expresses a need for more space and/or stone.
-Turns all stone he finds into blocks.  No exceptions.  Someone else is gonna have to take care of the furniture!
-Smooths and engraves floors.  Refuses to construct on whatever's not engraved.
-Will carve rooms in soil, but not in stone.  In stone, will strip-mine the place and then build walls and other sorts of divisions.
-Has no real interest outside of stone.  No pets, no management (unless he somehow ends up mayor, which would surprise him.)
-Says "Sure!" to whatever orders that concern him and is happy to construct as his fortmates see fit.  He has little care for the fort's design decision outside of his personal space, like his bedroom/dining room/office.
Title: Re: Community fortress with a twist
Post by: Strife26 on January 09, 2009, 07:41:27 pm
One left, right?
I'll take a chapie.
Strife by name.
One point in armorsmithing.
Four in armor use.
Five in shield use.

If he likes cats, that is a big bonus. If he does, I'll bring one kitten along. Also, 7 rock nuts. Otherwise, equally distributed between stacks of 26 cheap meat and barrels with 26 units of booze. Anything odd can go to someone else.

Strife is a strange dwarf. He seeks to master as many weapon arts as possible. However, until the fort has at least 26 dwarves, he can do whatever is neccissary for everyone. For now, can he take an axe (have wood cutting turned on) and slice down a few trees. Then he'll build a fishery, kitchen, and farmer's workshop. He'll also build a farm plot to plant the rock nuts. Until he can start military duty, he'll do odd farm jobs. If we start metalworking before 26 is hit,he'll do some armor crafting to (but no bar making, he has standards).
Title: Re: Community fortress with a twist
Post by: Hawklaser on January 09, 2009, 07:43:50 pm
Now to gonna start working on finding an interesting swamp to embark in. Will update the story and post profiles in the first post once I find a location.

Shurikane, this is how I'm gonna run your mining if its ok with you, if no requests or specifics will designate an area let him mine for a bit, then undesignate and smooth which will be followed by engravings. Will just kind of designate spots at random with a preference to stone areas unless there is a request. Any particualr kind of stone blocks if not will pick based off of his profile.
Title: Re: Community fortress with a twist
Post by: nagual678 on January 09, 2009, 07:55:48 pm
I want to be a potash maker. Just use my dwarf to make potash all the time.

Fortress ruined.
Title: Re: Community fortress with a twist
Post by: Shurikane on January 09, 2009, 08:34:22 pm
Shurikane, this is how I'm gonna run your mining if its ok with you, if no requests or specifics will designate an area let him mine for a bit, then undesignate and smooth which will be followed by engravings. Will just kind of designate spots at random with a preference to stone areas unless there is a request. Any particualr kind of stone blocks if not will pick based off of his profile.

Cool.  :)  Just remember to engrave only the floors.  :D

Hey, that brings me to a thought: if a dwarf engraves a masterpiece on a wall, then digs the wall out himself, will he tantrum at the destruction of his own masterpiece?   ;D

Go for whichever stones he likes in his profile.
Title: Re: Community fortress with a twist
Post by: Jack_Bread on January 09, 2009, 09:01:50 pm
Ok, a couple of wardogs, a hunting dog, and a rope. I don't know what to do with the rest of the points. I guess someone else could have them, preferably the cook.
Title: Re: Community fortress with a twist
Post by: Hawklaser on January 09, 2009, 09:04:43 pm
Ok, have found a terrifying marsh, with ~50% with an aquifer, a magma pipe, flux, and sand, has a brook, so won't have to worry about getting over-run by skeletal fish

Good timing jack, as just getting things ready to embark. Will add to the story and put up profiles here in a bit.

Edit- Unsuprisingly, having a bit of fun getting a descent set of dwarfs. Keep getting nearly all females. Have seen a few dwarfs that would of fit some people's dwarfs quite well.
Title: Re: Community fortress with a twist
Post by: Hawklaser on January 09, 2009, 11:30:19 pm
Ok, here is the  relevant levels of the map right after Embark.
Spoiler (click to show/hide)
The aquifer is on the upper half of the map, and no aquifer on the lower half.

Profiles, and expanded story will be up shortly. So if have a preferance as to where to dig in at, say it now.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Jack_Bread on January 10, 2009, 01:03:50 am
Ooh! I like my personality!
Title: Re: Riddlebell - Community fortress with a twist
Post by: Shurikane on January 10, 2009, 10:53:15 am
Quote
He is ruled by irresistible cravings and urges

AWRIGHT!!   ;D
Title: Re: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 10, 2009, 12:29:18 pm
I tried to match up personalities to what  would fit the dwarf as well. Good to see that you like them.

Some other information is sparks did manage to get chosen as the expedition leader, but Jack managed to befriend 4 out of the 6 other dwarfs on the trip. The civ we left from has no bauxite, but we might find some in the sandstone aquifer.

If no one cares where the dig in happens it will be in the SE corner of the map, as it is away from the magma pipe's imps, fire and magma man. This would be as a precaution against them deciding to start a fire on the surface, since it is on the other side of the brook.

I'll start things off about noon, and will go up to the fall caravan.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Skid on January 10, 2009, 12:34:53 pm
Quote
She is always tense and jittery.
Heh, justification for wanting to trap everything.  ;)

Eh, guess I need to put in some standing orders. this is everything from before condensed into one post.

1. Food should be maintained at an amount of 10 booze and 10 prepared meals to each dwarf.  A population of 7 dwarves should have at least 70 food and 70 drink stored.  Massive amounts more are fine too.

2. No cooking the booze or turtles. You barbarian.

3. I'll do whatever work is required to create such a stockpile.

4. Guess I'll need somewhere to do all this.  a 10x6 dirt room should be good enough for farming, and just throw my workshops and food storage area downstairs in an open area of the basement. Need to put walls around it though and build traps on the only way(s) to leave or enter.  Actually, I'd like my bed down there with the food too.

5. Previously mentioned workshops are a butcher's shop, a kitchen, a still, and a farmer's workshop.

6. Once basic food needs are met I'd like a walled area on the surface to do farming. Preferably tunnel access only. Trap the tunnel as soon as possible
Title: Re: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 10, 2009, 05:07:22 pm
We are up to the first summer. Notable Events so far-
6th Granite - Jack's dogs have managed to kill 2 harpies after Evergreen made everyone aware of them.
Spoiler (click to show/hide)
8th Granite - The temporay storage was finished.
6th Felsite- Everything moved away from the wagon.

And pictures of the fort as of the first of summer-
Surface
Spoiler (click to show/hide)
First Floor/Temp storage
Spoiler (click to show/hide)
2nd floor/Farming
Spoiler (click to show/hide)
3rd floor/temporary workshops
Spoiler (click to show/hide)
Here are is our current food record
Spoiler (click to show/hide)

Went down 3 floors so Urist would have some stone, and I decided there are some workshops that will be better off as general use workshops which I won't make dwarf specific unless asked to, such as kennels and other not frequently used ones. But most workshops will still be dwarf specific.

Taking a short break before I continue on through summer, so feel free to update your dwarfs orders if you want. I do plan to be at least up to the fall caravan by the end of today.
-
Kyterra's Jounal- Entry #1

Well, we all made it out to this accursed swamp in one peice, and just before the food the mountain homes gave us ran out. Its a good thing the others packed in as much food as they did. Though I still can't fathom why in the world Urist packed 39 blocks of stone into the wagon.

The wagon broke down between some magma and the brook that runs through this swampy land. With all our food being in the wagon, and so close to magma which is known for being homes to creatures of fire, I quickly suggested we move across the brook and start start carving our home. No one put up any objections, as if a creature crawled out of the magma and started a fire all of our food and booze would be caught up in it.

While Jack stood gaurd by our wagon, everyone else worked on getting moved across the brook. Stife and Evergreen set about making a clearing, while Urist happily went to work mining. Everyone else started hauling our belongings across the brook. It looks like me might just be able to make do out here, despite how little the nobles gave us.

Though later in the spring, I am starting to see why we got sent out here, getting people to work together outside of the danger of the fire has been rather dificult. We each like to do whatever we want, without worrying too much bout each other.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Mephansteras on January 10, 2009, 06:32:26 pm
I'm amazed you got a dwarf that met the description of Evergreen so well. Bravo!
Title: Re: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 10, 2009, 10:53:47 pm
Summer and autmun have been rather un-eventfull. Least until the caravan arrived. we started rushing tomove what crafts we could to the newly constructed Trade Depot, though we were not able to get much there as there is still a lack of bins. When the merchants said they were bout to leave, we stopped hauling stuff up and Evergreen raced to the Depot to trade what we had managed to get up to the depot for whatever she could get.

ooc-
Seems woodcutting and herbalism beat out most other wood related crafts.

Mephansteras, you have ~300 dwarfbucks of trade goods to trade away. There are a handful of bars, gems, 1 pick, 1 warhammer, 1 mace, a couple of empty barrel's, some meat, plump helmets, cloth and thread, some leather bags, and oddly enough, no booze to trade for. I just listed the goods that were under 300.

Current food stocks-110+fish, 18 plant, 28 meat, 83 drink, 25 seeds. If you want anymore current information just ask.

Now would also be the time for any requests as to what to request from the mountain homes.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Strife26 on January 11, 2009, 01:16:38 am
I worry about having a dwarf with dye in his name . . .

Ulp!
Title: Re: Riddlebell - Community fortress with a twist
Post by: Mephansteras on January 11, 2009, 11:42:51 am
Hmm...we seem good for food right now. I think we'll take the bars, barrels, and bags. Oh, and at least one silk thread or cloth if they have any, since that'll help stave off moods that need silk.

That is, unless someone desperately wants one of the weapons. But will 300 worth to trade, I doubt we'll be able to get more then 200 worth out of the traders, so I'm thinking cheap stuff that'll help with the jobs we need to do.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 11, 2009, 09:23:44 pm
Well, started working towards the elven caravan, and shortly after the dwarf caravan left, 7 new evictee's showed up. An animal disector,peasant, bowyer, weaver, cheese maker, furnace operator, and a glass maker. All up for grabs, will keep working towards the spring caravan, while doing so, I will have them either idle or do stuff related to their base profesion.

Edit: I will allow people to claim multiple dwarfs depending on amount of people interested, and depending on how long some dwarfs go unclaimed. Otherwise will end up with way to many dwarfs not doing anything overly usefull, as most things done in the fort will be off of the players requests instead of what ever I think is needed.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Mephansteras on January 11, 2009, 09:57:42 pm
If no one ends up claiming the bowyer, Evergreen will take him/her on as a helper. Probably primarily as a woodcutter and hauler of wood and furniture. If that does happen, take hauling jobs off for Evergreen.

Potential name: Alder for male, Willow for female.

Obviously, if someone wants that dwarf they're welcome to them.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 11, 2009, 11:12:34 pm
22nd sandstone
No sooner than the caravan had left, 7 new evictees arived at our humble hole in the ground. As can't call it much more than that at this point.Guess the mountain homes didn't like them, or they decided to leave on their own. Well might take them a bit to get settled in, so having them just gather up some more of the lumber laying around, and move some of the stone out of the way of Urist. If he isn't digging, he is smoothing rock, either turning rocks into blocks, or the floors. He is has also mentioned he is gonna crave on the floors later on.

Late winter- In Urists random mining, he came across a patch of magnetite, which I steered him away from, as with the walls in that area also being damp, don't want to waste any of the precious ore.

26th granite- Today the elves managed to find us, so we started preparing to trade with them.  Though while we were hauling goods, an elf pointed out that there were some dwarfs heading this way from the North west. But we didn't have anyone head out that way.... Oh no... more evictees, and they would be going right past the magma pipe. I just hope the critters don't fry them or chase them across the brook. It looked like it could be bad as I could see some smoke in the distance for a bit, but it didn't last long. Though after looking more closely, it seems the new arivals prodded the firey critters out of their home by passing by.

They all made it here safely, and eagerly helped out with hauling stuff up to the depot. After everything had been moved up to the depot, and we were trying to figure out who to send to the depot, the person I least expected strolled right up to the depot...Urist, who has only paid attention to the rocks underground up till now. I have no idea what he is going to do...

Also I have no clue what is going on in the mountainhomes, this many evictees in such a short period of time? Or maybe they are fleeing the oppresive reign of the nobles after hearing about us from that caravan.. They won't tell me anything about it... I just hope the nobles don't decide to move out here as well.

----
OOC Ok, this is the depot situation we have 1970 dwarf bucks(131 overweight) for trade, and the elf's brought this stuff
Spoiler (click to show/hide)

And here are the 2nd batch of immigrants
Spoiler (click to show/hide)
Which brings the total immigrant count up to 25 available. If no one else wants the bowyer, it becomes Evergreen's assitant tomorrow afternoon.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Eagle on January 12, 2009, 01:07:23 am
Can i grab that peasant?

Name: Eagle

Orders:
Turn all hauling on except stone, have him be a mason/architect/miner/mechanic/siege operator/siege engineer

He mines determinedly and in a set pattern. He also wishes to build a curtain wall with fortifications, as well as some above ground bunkers for defense. If no one else wishes to, he'll take over the designing of the above ground structures and their layout.

Ill get to designing that stuff a little later, just have my guy carve out some bedrooms and a 16X16 dining hall (only allow me to work on it, ive got some stuff planned for it XD ) and please build me a mason's, mechanic's, and siege workshop somewhere by each other.

Thanks.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 12, 2009, 01:22:22 am
Alright, one of the peasant's will be yours.

The only real changes to the internal fort layout is Urist has done some more digging on the Eastern side of the level with stone. On the farm level a path was carved out to get to some sand, and the temp storage area was enlarged a bit to also get a walled off future farm area on the surface. Just need to muddy the few odd rock parts of it to make use of it all. If you want updated pictures, I can get you those tomorrow afternoon.  As need to wait for Shurikane to decide on what Urist will do with the elf merchants...

I should note, I built the 10x6 underground farm plot in 5X2 areas so there are six plots in there. One is being used for Quarry bushes, others are currently going off of the seeds we have.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Shurikane on January 12, 2009, 10:22:38 am
I call the mason!  Let's name it Bedrock.

Standing orders:

-Bedrock is Urist's assistant and relieves his master from some of the stoneworking duties.
-Bedrock's priority is to make stone furniture and non-craft useful objects and constructions for the community.  He has been expressly forbidden by Urist not to build constructions on anything that hasn't been engraved yet.  He has also been instructed to make everything he possibly can using blocks.
-If he has nothing to produce, Bedrock defaults to making stone blocks and smoothing/engraving floors to help create "valid" space faster.
-Bedrock hauls stone and furniture.
-Bedrock and Urist trust each other enough to share workshops among each other.

So in short: he's a copy of Urist except he makes and transports furniture instead of digging.


Urist completely ignores the elf merchants.  When asked about them, the following conversation ensues:

"Elves?  They got rock?"

"Of course not."

"SCREW 'EM!  YOU, BEDROCK, BACK TO WORK!"
Title: Re: Riddlebell - Community fortress with a twist
Post by: Jack_Bread on January 12, 2009, 07:54:39 pm
Alright... for Jack, keep him hunting! When there is nothing to hunt... have him train.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 13, 2009, 07:50:27 pm
Well, I have not forgot bout this. Just waiting to see if eagle will post some of the digging plans he mentioned. Also waiting to see if more dwarfs get claimed, as I feel nearly 20 some dwarfs with nothing usefull to do is a bit excessive. If people don't claim dwarfs I need to find something for them to do that wont affect the idea behind the fort, as if I start using them to do major things will no longer be as big of focus on the players decisions.

I do check here almost every afternoon, so if have questions, or suggestions as to extra immigrants uses, please ask or say them.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Eagle on January 13, 2009, 08:50:39 pm
Sorry bout that, had school :-\

Carve the dining room like this, make sure to smooth and engrave every tile:

XXXXXXXXXXXXXXXXX
XSCTCCTCCTTCCTCSX

and repeat down

S-statue
C-chair
T-table
X-wall

This should give a very nice dining room, seating at least 50 or so by my estimate.

After i finish that, if we dont have enough chairs/tables/statues, have me build some, then set me to build mechanisms on repeat for a while.

Also, when we start carving bedrooms, i propose to have a large statue garden in a place where everyone going to/leaving the bedrooms has to pass; this should keep up morale.

If you get me an updated picture of the surface and the layer directly under it, ill start designing defenses.

I suggest putting some of our immigrants in the army, with at least half of them marksdwarves.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 16, 2009, 01:42:06 am
Here is the full fortress layout http://mkv25.net/dfma/map-4374-riddlebell (http://mkv25.net/dfma/map-4374-riddlebell), fort is to the SE of where it loads up.
And 2 pictures showing where there is damp stone. The 2nd picture also has the edge of the magnetite cluster.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Will continue on with the fort this weekend.


I'm probbly gonna use a few of the imigrants to do jobs like fishcleaning, that are helpfull, but have really no impact on the fort. But any job that has choices in how it is done, I will leave for the players. If I use immigrants in the army, they are just going to be untrained wrestlers, used to help out in bad times. or to discover ambushes.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Eagle on January 16, 2009, 06:11:39 pm
Im gonna start the wall from our current wall, along the edge of the stockpiles, and back along the edges to meet up with the current wall again. Leave a 4 tile gap facing the brook for the future drawbridge. The wall will be a single tile thick (for now). We're also gonna need to channel in some water from the brook, incase of a siege.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 19, 2009, 03:01:32 pm
Alright, we are up to fall, since no human traders came.

-
25th slate- A huge cloud of smoke rises from the other side of the brook, shortly after we see the intense blaze of a fire coming towards the brook. No one is hurt by the fire, but all are wondering what caused that fire? After the smoke rises, we are able to see 3 imps having a party, following that a handful of the new arrivals go out to rid us of the firestarting imps.

25th Hematite- Our current fishcleaner ran off babbling about some shell this morning, and this afternoon we found him chasing every one away from one of or craft shops. No one knows what he is up to.

28th Hematite- Today the fisherdwarf emerged from the workshop, holding a splendid crown made entirely out of turtle shell, he also noted he now knows a lot about carving bones as well.

15th Limestone- Our wall around our home was finished today, along with the preperations to start above ground farming. We are still working on a roof for the above ground farm though, as never know when some Harpies will return.

16th Limestone- Today the Dwarven caravan has arrived again. We managed to get all of our goods to the depot this time, thanks to some newly made bins, and all the extra help we have. And Strife boldly walked up to the Depot this time.

-----
Trade situation
2320 DB for Strife to trade with
Spoiler (click to show/hide)
Our Stocks
Spoiler (click to show/hide)

The above ground farm has been laid out in 8 2x4 spaces, though one is only 7 spaces. We still do not have an anvil. Eagle's dining room, and a handfull of basic 3x3 rooms have been carved out by him, his dining room has yet to have furniture, or smoothing+engraving done, that will begin with the next season. Need extra info, as always just ask. I decided that the same person will not trade 2 times in a row, as to all the military at the moment, that is just the unclaimed, Shurikane's, and my dwarf, that is just to make the trade process go smoother.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Eagle on January 19, 2009, 03:13:03 pm
Can i get an updated fort layout please?
Title: Re: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 19, 2009, 03:29:05 pm
No problem. I'll just start adding an updated map, at each input point, from now on. Which looks like will be Bi-seasonly for the most part.

Heres the link http://mkv25.net/dfma/map-4391-riddlebell (http://mkv25.net/dfma/map-4391-riddlebell)

1st underground floor, left side, room with beds is the current barracks, the lower room is finished goods storage.

The stone floor- By the stairs is where the rooms got started, and your dining room, just has a couple tiles left to be dug, then will designate for smoothing.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Eagle on January 19, 2009, 04:13:58 pm
Very, very nice. I suggest we knock out part of the wall, and channel out a pond, then rewall it.

Ground level:
http://s480.photobucket.com/albums/rr167/shattershard/?action=view&current=Untitled-1copy.jpg
Knock down the red shaded wall, channel out the yellow, rebuild the wall on the gray, and dont forget to make a ramp that will let trapped dwarves escape.

Next level down:
http://s480.photobucket.com/albums/rr167/shattershard/?action=view&current=1234copy.jpg
DIG, not channel the gray path out for water, but only dig to within one tile of the brook, then go topside and channel that one tile out. That way theres no channel disrupting the surface. At least not until we build our moat.

Also, channel a square out of the middle of the walled pond and put a hatch over it; that way we can expand the water downwards safely.



Title: Re: Riddlebell - Community fortress with a twist
Post by: Hawklaser on January 22, 2009, 07:52:25 pm
Alright, will do.

Now just waiting to hear from strife on trade input.

Will do the next pair of seasons this weekend, or as soon as hear from strife, which ever comes last. Also since there are currently about 20 dwarfs unclaimed will let people have up to 4 dwarfs, subject to change based on intrest, and a need for dwarfs to be doing stuff.
Title: Re: Riddlebell - Community fortress with a twist
Post by: Mephansteras on January 22, 2009, 08:11:54 pm
If we have too many dwarves sitting around idle Evergreen will have them start learning how to do herbalism. At least that way they can be useful bringing in a few berries or whatnot.