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Messages - Exa

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1
1st Granite, 131

Incredible how time seems to move quicker when you're older - I was enjoying my retirement, and it seemed like I only looked away for a moment to chart out the transits of the Keshanic moons, and then I look up and two years have passed! And... twenty five people have died? And the cloth stockpile, which I had just gotten tidy after six years of on and off work, has been changed to *not allow cloth*!

Well, that simply cannot stand. That nagging inconsistency in the transit timings will just have to wait, there's business to take care of. It's time for a revolution!

2nd Granite, 131
My glorious revolution proved surprisingly anticlimactic, the previous overseer was raging drunk when I stormed up in a fit, and just handed over the keys to the office without a fight.

Now, to take stock of the situation.


The manager orders look reasonable... *too* reasonable. I think I created some of these orders. Did they seriously not get done after two whole years? What, did all the clothesmakers die? No, Marineking is still around, among others. Though Marineking is now our best clothesmaker at merely talented, I thought we had better. Well, anyway, I'll figure it out later.


Thankfully, since there was no place to put the cloth already in the stockpiles after the policy was changed, it was largely left in place, which I could use to tell which stockpiles previously allowed cloth. The situation has now been rectified.

Oh, and apparently we're under siege? Could've fooled me, the dwarves haven't been (o->i) ordered to stay indoors, nor have the military been (m->select squad->v->t to set to on duty, then on main map x->s->enter to station, don't forget to set squad back to standing down afterwards) sent to take care of them. *Are* there even any invaders?


Oh, so there are. Where?


Oh hey, speaking of the cloth stockpile. I'd thought those were goblins in cages, but apparently not. Well, shit. GUARDS, GUARDS!


No, wait, belay that, I was right the first time, they are in cages. Are we still considered under siege even if all invaders have been captured? Or are there uncaptured goblins somewhere.

3rd granite, 131
Well, if there are, nobody's complaining about them. Moving on, I suppose.


There's some major construction apparently going on in the northwest, by the giant obsidian dwarf statue. Not sure what it's for, but I don't see a need to cancel it just yet. There are no idlers, is everyone working on this?


Not even fully cleared of rocks yet, the new wing of the catacombs is already full. Ah well, queue up some more tombs.
Oh, wait, they're not fully cleared of rocks because the dump designation on those rocks was removed. Wait, were these marked for dumping? Rocks are useful, maybe it's just that we ran out of rock stockpile space. (Oh, the hidden designation was removed)


Queued up another 72 tombs. We're seriously starting to run out of space, and may need to select another place to start building these, or switch to a more space efficient design. Wait, no, nevermind, there's plenty more space to the south.

8th Granite, 131

Took a quick opinion poll of the fortress, seems people are generally hanging in there. Kingler just filled the sheet with obscenities about my having a nice office, again. I already gave up my excellent bedroom, why can't you just calm down! I need that office for my astronomy notes!

12th Granite, 131
Ah, I see, that huge mess of floors is covering up a hole in the ground. Fair enough, carry on.
Also, I am by now quite sure that we're allegedly under siege by the goblins in cages. See, this is why weapon traps are superior to cage traps!

19th Granite, 131
For no reason I can discern, we are no longer considered under siege. Hooray, I suppose. Also, I reassigned MarineKing as manager since Dadamh wasn't getting around to validating my orders. And told MarineKing to stop farming, too.

19th Slate, 131
The fort is fully occupied, with generally no dwarfpower free, so I've been relaxing with a nice ale most nights.
I did order another few runs of bins, though. Can never have too many bins.

7th Felsite, 131

PTTG ran off and locked themselves in a Mason's workshop.

24th Feliste, 131

Went and checked in on PTTG, and drat - I remember getting messages about our artisans cancelling orders for shell decorations for lack of material, they must have run through our stock. I'm not even sure if we have any active fishing. Seems not - ordered a few folks to stop hauling and take up fishing.

4th Hematite, 131

One of the cats wandered into a trap today - horrible business, I thought they were too lightfooted for that.

9th Hematite, 131

The elves are here. Have we been cutting down trees? Yeah, probably. Did we agree not to? Yeah, probably.

10th Hematite, 131
And barely a moment later, the humans arrive as well. Hopefully they get along.

14th Hematite, 131
It never rains but it pours - the goblins are here as well.
Anyway, the champions handled it with zero injuries military or civilian. The only hard part was figuring out where to send them - having a bunch of captured goblins makes the question "Where are the goblins?" far more ambiguous, as it turns out. Everyone get back to hauling.
For some reason everyone's hauling the trade goods one by one rather than by the binful. Are we just out of bins? Also, the broker had been assigned... every labor, so there wasn't a chance in hell that they'd ever get around to trading. I took them off the rosters and told them to hop to it.

24th Hematite, 131

Damn it! Nobody could get a shell in time? Another distinguished fortmember lost to madness for want of a shell, in a tale as old as time.

4th Malachite, 131
Wasn't able to move many trade goods due to it not being done binwise, went ahead and traded anyway. A bunch of junk in exchange for all their meat and a bunch of miscellaneous iron goods, for melting. Now go away.

18th Galena, 131

The new tombs finished being dug out, and I've ordered them smoothed. Also, a new person got a mood - hopefully this one goes better.

Damn it. Put a few more people on fishing duty.

26th Galena, 131

Got it! Now, nobody use shells for *anything* except moods - these are precious! And keep fishing for a bit, so we can build up more of a stock.

Hmm... Atir is still just muttering. Bars of metal, rough color, cloth/thread, a shell, leather/skin... we've got all that. What's the issue? Okay, it looks like they might just need even more shells. Two already collected, maybe... six or seven, total? Keep fishing!

12th Limestone, 131
Dwarven caravan is here! Also here: a bunch of snatchers, that immediately got caught in cage traps. Alright, maybe these cage traps do serve a purpose.

22nd Limestone, 131
Goblin ambush. Champions handled it. Still no more shells.
Traded a bunch of crafts and junk to the dwarven caravan for all their food, booze, and as much of their steel gear as we could afford - they really brought a remarkably large quantity of it, did the previous overseer request that? Good taste, if so. I made sure to trade them the contents of the bins, but not the bins themselves - we're still low on bins.

24th Sandstone, 131

Only three shells needed, as it turned out, and the fisherdwarves have delivered! But I'm not taking anyone off fishing until we have at least ten in reserve.

27th Sandstone, 131

Quite a nice helm, though hardly earthshaking. Mostly I'm just glad to have avoided another failed mood.

1st Moonstone, 131
A snatcher appeared and injured a child before anyone could respond. Damn them! Little Dakost will likely recover fully, at least - it's only a leg wound. ... If anyone brings them inside. Hello? Anyone?

15th Moonstone, 131

After four or so snatchers in quick succession were captured by the cage traps, an actual ambush appeared - two squads. Thankfully, the one civilian in the area was far enough away to avoid being shot, and the goblins were kind enough to remain in place long enough for the champions to arrive.

Naturally, they promptly stopped being a problem.

19th Obsidian, 131
I'd been confused as to why goblins were occasionally appearing in the middle of the fort - turns out that cages, containing goblins, were ordered to be melted. I have removed all melt orders for all cages.

1st Granite, 132

Well, as per the Hallowed Unwritten Bylaws of the fortress, my time is up and I must step back from management. Excellent, I can get back to my celestial observations.

(end-of-turn note: this fort is currently operating on a first-come-first-serve basis. If you want to play a turn, announce as such and you then have 28 days to play and post a save before dibs expires.)

Save: https://dffd.bay12games.com/file.php?id=16794
Dwarf therapist: http://dffd.bay12games.com/file.php?id=14657
DF version: https://www.bay12games.com/dwarves/df_28_181_40d.zip

Very sorry for the delay - work suddenly started kicking my ass, and I've had to rush through this kind of at the last minute.

2
A note that, in my purely personal opinion, it's not good for one player to play multiple turns in a row in quick succession and I would prefer if you didn't - one player taking multiple turns in a row isn't really in the spirit of things, and while I have done it myself that was on a "keeping the thread alive since it'd been a long time with no activity" basis and even then only two turns.

I'd already started playing from the spring 131 save, so I'll continue with that.

3
This is an announcement of my intention to play a turn.

4
2nd Timber, 128
I drafted two rangers and a few random planters into the military, since we've had a few military losses in recent years that hadn't been properly replaced. I don't know how to give them a training schedule, though.

10th Timber, 128
Migrants! Only two of them, but at least I can keep the plural. A peasant and a stoneworker.

13th Moonstone, 128
Spoiler (click to show/hide)
Two dwarves were killed by the guard for violation of production orders. I have admittedly been ignoring those, I've now checked the current mandates and ordered the relevant items.

18th Moonstone, 128
Spoiler (click to show/hide)
The crops wither in the fields for lack of harvesters. I've assigned some more planters, but the main cause of this issue is that our haulers are overstretched, keeping everyone too busy for harvesting. Ah well, we have a huge excess of food anyway and we're making good progress tidying up, and installing beds and doors for the new apartment block.

7th Opal, 128
Spoiler (click to show/hide)
Oh, what is it now.
Spoiler (click to show/hide)
Dangit, you're going to make me give up my tomb too, aren't you. *sigh* I suppose having the tomb directly off the quarters makes the quarters less reusable than they really should be, I'll make one somewhere else. If that's still too much for the king, they'll just have to deal with it.

24th Opal, 128
Spoiler (click to show/hide)
Congratulations! Oddom is one of the ones I assigned to the military, so I guess they started training even without specific instructions.

1st Obsidian, 128
Spoiler (click to show/hide)
The new apartment block has now been completed, designated, and put up for rent.

1st Granite, 129
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Overall, it's been a good but not particularly eventful year. We have plenty of free bedrooms now. The miscellaneous stockpile has been almost fully cleared, and most stockpiles have at least some free space. There's dramatically less, but still far from none, unbinned material. There's a great deal of hauling to be done to get everything in the right stockpile, and in bins, but that just needs time. The trading was good - we have a fair bit of steel bits and bobs that are suitable for use directly (e.g. trap components) or melting as desired. The clothing situation is significantly improved, though not yet fixed - keep checking people to see what clothing types are missing or tattered and ordering more as needed. I've been making some clear glass blocks, though I didn't have time to do anything with them. I've repaired the iron road. My crowning achievement is resolving the item inaccessible job cancellation spam from the second coin stockpile (Orange is still occasionally complaining about inaccessible items, but only them so I'm fairly sure it's something else). The previous overseer set up adamantine processing and I saw no reason to stop it, so that's been continuing in the background. We still have no armor or weapon smiths worthy of it - training some up should be a priority. Since the general tidying up that's taken place over the last six years has mostly been done by this point, it'd be a good time to start a more significant project.

(also, end-of-turn note: this fort is currently operating on a first-come-first-serve basis. If you want to play a turn, announce as such and you then have 28 days to play and post a save before dibs expires.)

Save: https://dffd.bay12games.com/file.php?id=16094
Dwarf therapist: http://dffd.bay12games.com/file.php?id=14657
DF version: https://www.bay12games.com/dwarves/df_28_181_40d.zip

5
5th Hematite, 128
The state of the clothing in this fortress is deplorable. Most are wearing tattered rags, if even that. I've ordered a batch of all sorts of clothing, which should hopefully both help with that issue and clear up some stockpile space from our huge stocks of silk cloth.

10th Hematite, 128
The Human caravan arrived. Trading them various goblin products and goblin accessories. I'd say it's the all-goblin economy, but we do also have rock crafts. Speaking of which, I noticed this in our trade goods pile.

Spoiler (click to show/hide)

Dwarf bone? It's worth just over a thousand urists, but I'm keeping it anyway.

Spoiler (click to show/hide)

Overall, a huge trade deal. Mostly for the sake of getting rid of this junk, I traded for everything they had that was made of metal (for melting), everything they had that came in a barrel, all of their food and all of their booze.

19th Hematite, 128
Spoiler (click to show/hide)

Years of effort changing stockpile settings, manufacturing bins, and trading things away are actually having an impact! There's spare space in the miscellaneous stockpile! The bulk of the unbinned remainder is cloth, and I'm working on using that for clothing. Hmm, actually, those orders have been approved for a bit and haven't progressed. Do we actually have any clothesmakers?

26th Hematite, 128
Spoiler (click to show/hide)

For all practical purposes, we do not. I've assigned a few random dwarves the labor. Now, where are the relevant workshops...

Spoiler (click to show/hide)

Here it is. And it's workshop, singular. I'll slap down another few of those to speed things up.

1st Limestone, 128
Spoiler (click to show/hide)

I decided to mine out the last of the adamantine. I was almost certain the demons had already been cleared out, but I had the military standing by just in case. But I was right and it was fine. The previous overseer set up adamantine refining and I saw no reason to stop it, so it's just been running in the background. I haven't gotten around to training up armor or weapon smiths, so I have no current need for it. Use it responsibly if you use it at all.

10th Limestone, 128
The dwarven caravan from Kodthikut has arrived! Hopefully they have steel, and like goblin bone.

Spoiler (click to show/hide)

Also, the iron road's repairs have been completed. And it was immediately vomited on, naturally.

16th Limestone, 128
Spoiler (click to show/hide)

They did indeed have steel, and like goblin bone. In exchange for an absolutely titanic quantity of rock crafts, bone crafts, tattered clothing, and goblin paraphenalia we have receieved several cartloads of steel equipment, all of their food, all of their booze, all of their clothing, and mild wrist strain from filling out the trade paperwork. If the ledgers are to be believed this single trade comes close to matching the sum total exports of the fortress to date.

17th Limestone, 128
A vile force of darkness has arrived! A squad from the south, two squads from the west, and a squad from the east! I've ordered all dwarves inside and scrambled the champions.

Spoiler (click to show/hide)

This lever is unlabeled, hopefully it raises that drawbridge.

Spoiler (click to show/hide)

The champions arrived before it could become an issue.

23rd Limestone, 128
Seige broken. Immediate casualties one planter and one marksdwarf, several injured. One marksgoblin was allowed to keep firing for quite some time, accounting for the military death and several serious injuries, which could still result in more losses.

Spoiler (click to show/hide)

Speaking of which.
Spoiler (click to show/hide)


18th Sandstone, 128
Spoiler (click to show/hide)

While following the adamantine vein, we encountered platinum. Nice enough, but rather overshadowed by the adamantine itself.

6
1st Granite, 128
Spoiler (click to show/hide)

Well, things seem to have largely recovered from the Incident two years ago. Hundred'n'fourty-odd souls, a few more champions, and... the animals seem to be getting a bit out of hand. Mostly cats and all of them having adopted a dwarf already, naturally, so I can't do anything about that. Could do with some more meat.

Spoiler (click to show/hide)

Well, we don't need this many horse foals at least. I'll leave the puppies for now, I'll have to check if we still have war dog training capabilities.

Now, what else is going on...

Spoiler (click to show/hide)

Dangit, the catacomb expansion *still* isn't cleared and furnished? I'll have to deal with that then. You always gotta have free coffins in reserve.

Spoiler (click to show/hide)

Speaking of needing coffins, we appear to have at least one squad full of wrestlers with no armor or shields. We have a huge excess of iron from all the goblin armor and our armorsmiths are low level, might as well pump out a batch of iron armor. Not as good as steel, but it's better than nothing and it'll give the armorsmiths experience.

Spoiler (click to show/hide)

While checking on our armor situation, I noticed that we have exactly one set of adamantine plate mail. James Wake has it.

Spoiler (click to show/hide)

The previous overseer mentioned that coins might be causing some of the incessant whining about dwarves not being able to reach their things. There's another coin stockpile down in the obsidian factory, for some reason. I've forbidden the coins in it to see if that helps anything.

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

The king is tantruming. I may admittedly have gone overboard with my very nice bedroom. I'll move back into my old bedroom for a bit, but I'm keeping the office.

8th Granite, 128
Correction, we do not have an excess of iron bars. The bars in the iron road still count for the purpose of stockkeeping. Canceled the armor orders and designated some useless things (narrow armor, some steel toys, instruments, and trap components that I've bought off of caravans in the past for this purpose) to be melted.

10th Granite, 128
Spoiler (click to show/hide)

Likot Arustzas, a child, made this goblin bone axe with pictures of demons on it. I don't know how effective it will be as a weapon, but it's metal as hell.

Also, the elven caravan arrived. Or, as I call them, the narrow and tattered clothing disposal service. Though they're terrible even at that, with their pitiful carrying capacity. I bought their booze and some bags of whatever was heavy to free up weight.

23rd Granite, 128
Spoiler (click to show/hide)

By Armok's adamantine armpit hair! There's still job cancellation spam, but it's *different* job cancellation spam! Forbidding the coins in the obsidian factory seems to have stopped the inaccessible item complaints. Literal years, I've been listening to those. Finally I can hear myself think.

15th Slate, 128
Spoiler (click to show/hide)

Migrants! Four of them, one each peasant, ranger, herbalist, and glassmaker. So, one potentially useful dwarf and three haulers. Also, I noticed the item inaccessible messages starting up again, so I forbade all coins of all types via the stocks screen, and they seem to have stopped again.

26th Slate, 128
Spoiler (click to show/hide)

This door is locked. Has that seriously been the cause of all that confusion, over all those years? If I unforbid the coins, and unlock that door, will that also solve the problem?

28th Slate, 128
Spoiler (click to show/hide)

I'm carving out another row of low-rent bedrooms, since all the ones I checked were being rented already and that suggests a lack of spare capacity.

5th Felsite, 128
Spoiler (click to show/hide)

In deference to the king's pettiness, since my switching back to my old quarters did seem to calm them down, I've decided to swap the roles of my second office and my second bedroom. This gives me an exceedingly nice office, and a merely very nice bedroom, which the king will hopefully take better.

Spoiler (click to show/hide)

Is that acceptable, your majesty?

20th Felsite, 128
Spoiler (click to show/hide)

There's a hole in that corridor. Has that always been there? Did that just collapse at some point? Oh, is this the damage to the iron road that those iron blocks were commissioned for? I'll start on re-paving that corridor.

22nd Felsite, 128
The new bedrooms are done being carved out and I've now designated them for smoothing.

1st Hematite, 128
Spoiler (click to show/hide)
Spoiler (click to show/hide)

That's all for tonight. I should be able to get at least one more season in this weekend.

7
DF Community Games & Stories / Re: The Hall of Legends, 5th ed. revised
« on: January 29, 2022, 10:49:49 pm »
I just like to point out that the Eternall Halls is listed under finished/abandoned, but it appears to have risen from death, and is being played actively.   
It is certainly living up to it's 2008 promise that the game would never end.   :D

Do you want to take a turn? It's open at the moment  ;D

8
A note, which will hopefully be useful to others if they do not also decide not to read anything that came before. This is before burrows, but you can still order dwarves to stay indoors (o->i).

(also, end-of-turn note: this fort is currently operating on a first-come-first-serve basis. If you want to play a turn, announce as such and you then have 28 days to play and post a save before dibs expires. I'm PMing people to see if someone who had some existing interest wants to take a turn, but you don't have to have been PMed to take a turn)
(relevant DT version: https://dffd.bay12games.com/file.php?id=14657)
(relevant DF version: 0.28.181.40d)

9
1st Hematite, 125
Dorfed (I also took requests off-site)










9th Hematite, 125

Ah, whoops - I didn't know this when I installed those levers, but deactivating a gear assembly which is supporting a waterwheel or axle causes that waterwheel or axle to collapse. So we're now missing two waterwheels and the axle that connects the waterwheels to... some screw pumps that go from the river to a statue garden. Is this for mist? Cleaning? I'll see if I can reinstall the waterwheels and axle and change which gear assemblies the levers turn off.

11th Hematite, 125
Human caravan, time to trade off more narrow clothing.

16th Hematite, 125

Three squads of goblins.
(Okay, how does the military work... m to go to the military screen, v to view each squad, t to set the squad to on duty. After setting squads to on duty, go back to world view, x for squads, plus and minus to scroll through squads and s to station. And then when the siege is over go back with m->v->t to set them back to standing down)

Most dwarves were busy hauling goods to the depot, so there's not a lot outside. I told everyone to get indoors (o->i) as fast as they can.

I think Monom was the only one still outside, they came in through a side entrance I'd forgotten existed and have now forbidden.


I want to get this over with quickly so I don't run out of time on the caravan, so I'm sending out squads proactively rather than waiting for the goblins to come to us.

20th Hematite, 125
Siege is broken with zero casualties. Everyone get back to hauling.

21st Hematite, 125
Traded the caravan some trash for all their food, all their barrels (with or without contents), all their metal bars, and a bunch of iron bolts just because they were expensive, and sent them off with a 150% profit margin.

18th Malachite, 125

Reconstructed this axle, but the gear assembly that connects it to the screw pumps is disengaged, and I don't know where that lever is. I've also disassembled the two levers that caused waterwheels to collapse, and am rebuilding the waterwheels.

28th Malachite, 125

Repairs completed.

8th Limestone, 125

Turned out that glassmaking was stalled for lack of dwarves assigned to potash making. Marineking's new desk is done.

15th Limestone, 125
Dwarven caravan is here. Six wagons. Traded for a bunch of steel gear. We've almost run through the unbinned nonmetal narrow clothing at this point (by a combination of trading and making more bins) but there's plenty more in the finished goods bins.

24th Sandstone, 125
Two dwarves died. I don't know who, when, or how - but the census shows that we dropped from 147 to 145. Possibly relatedly, no migrants came this season.

On checking the census more carefully, it appears that Mond, the carpenter, was one of the ones who died for unknown reasons. I am now feeling rather paranoid.

15th Moonstone, 125

Small goblin ambush.

Seriously? A champion fell to that? Pathetic.

19th Opal, 125

We're running very low on free coffins - I've ordered an additional 40 tombs carved out, and ordered 11 coffins which combined with the ones already in stock should suffice to fill them

1st Granite, 126



save: https://dffd.bay12games.com/file.php?id=15822

relevant dwarf therapist version: https://dffd.bay12games.com/file.php?id=14657

Oh, and the relevant DF version is DF 0.28.181.40d which can be found here https://www.bay12games.com/dwarves/older_versions.html

Next turn: This is first-come-first-serve - if you announce dibs on the next turn, let's say... 28 days until dibs expires if you haven't played a turn and posted a save?
I'll be PMing people off of this list https://docs.google.com/document/d/19XtJWBjIVdXX0Df3KOvlLLVtqMpvcmNpGoNWfoZ8ZEQ/edit?usp=sharing at a rate of one per day until someone calls dibs or I run out of names - you do not need to have been PMed to take a turn, nor do you need to be on this list.

10
1st Granite, 125

After what I am forced to assume was a wild party last night, I woke up this morning with a splitting headache and was immediately informed that, despite not running a campaign or indeed signing up to be on the ballot, I have been re-elected as overseer for another term. Naturally, I took this news with my usual grace and poise and attempted to lunge out of the window, but the room was spinning in a manner distinctly not conducive to aiming and I slammed into the wall. When I came to a second time, I was chained to my desk. Ah well... where was I?


Right, yes, bins and bones. You all just keep doing that, I'm going to just lie down on my desk and cry for a while.

2nd Granite, 125

Some idiot, who I'm going to pretend for the moment was not me, installed statues in the corners of this room before it was finished being smoothed so that the corners were unreachable. I've ordered the statues temporarily removed so that this can be fixed.

4th Granite, 125
I've been having the most tremendous difficulties filling out paperwork - the officeboys just don't seem to understand my system! I think I've gotten them sorted out now, though
(the game wasn't recognizing + and - for scrolling - I changed the keybinds and it did work, but it considers "Shift + =" to be distinct from "+" for some reason. Also "Shift + 8" is apparently not the same as "*". "Shift + 8" also moves the cursor up, since 8 does that separately, but removing the cursor up->8 binding also stops the up arrow key from working, so I'll just live with it.)

Now that I've gotten them straightened out, I was able to assign an assortment of random stray bulls and horses to be slaughtered, to clear up the corridors some. I'd love to do the same with the cats but they all appear to have owners already.

7th Granite, 125

Oh dear, I'd entirely forgotten about our terrible parasites gracious nobles. The king's still banging on about their need for some completely nonspecific item, which I can't do anything about. The duchess wants two greaves, the duke consort wants three each bronze items and earrings, the tax collector wants a pig iron item, and the mayor wants two black bronze items.

I had thought to kill two elves with one stone by ordering bronze earrings specifically, but the craftsdwarves' union apparently strictly forbids requesting subtypes of crafts. Also, I can't order things made of pig iron. So the tax collector is plumb out of luck and the duke consort is stuck with luck of the draw.

8th Granite, 125

Ahh, that's better. Whose office is this, anyway? Ah, Solon, the former manager who never did their job. Well, I guess they can keep it since Marineking, the new manager, already has a splendid office.

10th Granite, 125

Out food stockpiles are in a dreadful state - do we seriously not have enough barrels? Ah well, tell Marineking to order another 30 I suppose.

Speaking of Marineking, what are they doing? These work orders won't approve themselves.

Ah, sorry for bothering you, keep up the good work. Do you really have a chair but no desk? I'll fix that immediately. Clear glass, of course, to match the chair.

12th Granite, 125

Well, I don't want to deal with you, but that's valuable cargo space that can be used for hauling away useless non-metal narrow clothing.

I do not care. Fine, whatever.

46 urists of allowed weight? Fourty six armokdamned urists? I stand corrected, you're not even useful for garbage disposal.

Eh, nevermind, they have flour and that's very heavy, I took that off their hands and freed up enough space for my pile of clothing. I kept some of the more valuable silk items in case the dwarven caravan has anything I actually want, though. Now get off my lawn.

24th Granite, 125

Hey, Marineking? You said you were working on these, what gives? You're not going to get your new desk unless you approve the production order to make your new desk.
Y'know what? I'm firing you from the manager role and giving it to some random peasant. The peasant can have Solon's old office, too.


4th Slate, 125
The random peasant actually handled the accumulated manager work! As a reward, I've given them the nickname "Dadamh." There used to be another dwarf with that name but they died horribly. Don't worry about it.

16th Slate, 125
Out of wood again, designated the surface to be clear-cut. Did I literally just agree not to do that with the elves? Possibly. My memory's a bit fuzzy. Maybe I should pay more attention in diplomatic meetings, or at least be less drunk during them.

27th Slate, 125

Migrants! Just the four of them - three adults and one child. And all of them entirely useless. Ah well, never enough haulers.

4th Felsite, 125
I did agree not to cut down too many trees, didn't I. Well, we still need more bins... Ah, but we also have a massive excess of iron from melting down enemy gear. I'll just make iron bins, then.

1st Hematite, 125



That's all for this update - I've got a long weekend so should be able to continue fairly shortly. Taking dorfing requests if anyone wants.

(Also, if anyone wants to play a turn - I'm planning on going through the people that previously expressed interest and the old turn list and PMing folks after my turn to see if I can get a next player. Not going to hold to a rigid turn order, it'll remain first come first serve, but if you want to be on the "people to PM" list just say so)

11
14th Limestone, 124

...how do I un-station the military? They're just kinda hanging out, and "delete patrol route" doesn't have any effect.

20th Limestone, 124

I traded the dwarven caravan several cartloads of goblin clothing for much of their stock. Food and booze, of course, but also some nice steel armor and weapons since I noticed that much of our military is in lesser materials, and some of the cheaper steel crafts for melting.

22nd Sandstone, 124

it's been many months since I placed the orders for furniture, but Solon (despite having all labors turned off and spending most of their time with no job) is still refusing to verify them. I'm probably not going to be able to finish my quarters this turn, unfortunately. They're dug and engraved, at least.

On closer inspection, while Solon shows as having no job in dwarf therapist, they're actually on "attend meeting" and I think they've been on attend meeting this whole time. Who are they trying to meet with?

24th Sandstone, 124

Solon has changed from "unhappy" to "very unhappy." Looking at their thoughts, they were recently forced to endure the decay of a sibling. Dangit, why didn't Urist get buried? We've got available graves, has everyone just been too busy hauling?

I've temporarily assigned Marineking as manager, as well as their existing role of bookkeeper. I'll put Solon back in that position later, but I really want these work orders taken care of and Solon just isn't doing it.

14th Moonstone, 124

The job orders got confirmed and completed, and I've ordered the furniture installed (aside from the bed, which we appear to be out of, so I've ordered some of those made as well)

15th Moonstone, 124



Another one? I thought there was only one of these per year.

once again, a single dwarf is really threatened



They're not nearly so close as last time, hopefully we can avoid any deaths this time around, I've sent out the military.

Ah, but a second squad arrived far closer to the entrance



I've directed one squad towards the closer group, and two towards the further one, to try and save Dastot.
I've also ordered all non-soldiers to stay indoors.

Oh, there's a third squad I entirely missed



Well, we've got three active squads of military and three groups of invaders, so... one apiece, I suppose.



I don't know where they were.



A lone goblin pursues a child and a fisherdwarf. Where are the champions??

...Oh, I had them all standing down since I couldn't figure out how the cancel the station orders from last time. Oops.



A different lone goblin chases a different set of two dwarves down into the lava area, where the previous group are fleeing in circles on top of the tomb.

The champions are on their way, led by sir willy



and, eventually, the rest of them.






Oh dear, that's not a good direction to be running in.



Never mind, the goblins on the edge stayed put long enough for the champions to arrive and rescue them. Also, the dwarves in the statue area escaped into the tunnels. Their pursuer decided to come back upstairs and was promply slain by Sir Willy.

Logem leads the charge



and all the goblins died instantly. I've sent one squad to clean up some stragglers while keeping the other two close at hand in case rapid response is needed.

One recruit is lost in the mop-up



23rd Moonstone, 124

The siege is broken. We lost a child and a recruit. Unfortunate, but it could have been much worse. I've also enabled the burial labor on everyone it can be enabled on, can we please not have any dwarves decay unburied this time?

We've got coffins, really.



1st Opal, 124

The philosopher's quarters are now furnished and assigned



As such, Solon has been re-assigned as manager.

8th Opal, 124




Conveniently, it left immediately upon being discovered, and the cat was unharmed.

22nd Opal, 124

Since the break didn't seem to help Solon any, and MarineKing has already proven themseleves a competent manager, I've decided to assign MarineKing to the position of manager on a more permanent basis.

24th Opal, 124



The boneyard's full again, so I've assigned work orders for more skull totems and bone decorations. Also, more wooden bins.

1st Granite, 125




And that's yer lot!

Notes to next overseer:
The most important thing to do at the moment seems to be reducing clutter.

Bins. We need hundreds of them, there's a huge amount of stockpile space being wasted due to not having enough bins (especially in the cloth stockpile). I've increased bin limits on all the stockpiles that can use them that I noticed, but I probably missed some.

We've got tons of goblin junk, crafts, ludicrous amounts of cloth, and assorted other clutter. You could just atom-smash it, but I'm generally not a fan of that, I prefer to use it for something or trade for higher-value items. Accordingly, I'd suggest continuing to melt metal goblin junk and trade the non-metal stuff, and doing something with the cloth. I don't think even most of our dorfs have non-tattered clothing atm, so that's something to do. Anything made of steel would be good to buy, see if you can get our military fully-equipped in it.

Also, due to melting the goblinite, we've got a bunch of iron, and we seem to have no flux so we can't turn it into steel. I dunno what to do with it, build a tower out of it or somesuch? I just used it for furniture, but we've got 659 iron bars at this time (and still melting) so that's not going to be enough to use it all.


Notes on next overseer:

I'd say that this is pretty much first-come-first-serve, if you want to play a turn and nobody else has called dibs (or if it's been a long time since they did so) then go for it. That said, iirc Tack and Imic expressed interest and haven't played yet, it could also be worth a try PMing people on the old turn list and seeing if any of them are up for it. I'm about to be AFK for a while so I'm not going to be doing any of that soon.

Save:
http://dffd.bay12games.com/file.php?id=14656

Dwarf therapist version:
The place I got it from previously seems to have gone down, so here it is
http://dffd.bay12games.com/file.php?id=14657

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13th Hematite, 124

A human caravan came by, I traded them a bunch more rock crafts for all their booze and meat and a big chunk of their cheese. I also determined that merchants do in fact want all this useless incorrectly-sized clothing we've gotten off of invaders, I suggest trading off all the non-metal wrong-size clothing to the next however many caravans. The metal stuff can be melted down, but I don't think the rest of it has any value except as a trade good.

17th Hematite, 124

"r" opens up a screen with all room assignments, and lets you zoom to specific rooms! This would've been useful for finding the throne room. Also, found the Philosopher's quarters.



Nice window, but that bedroom is far too small.

A new mayor was elected. That makes the mayor lacking quarters make more sense, presumably there were mayoral quarters at some point and whoever was mayor at the time is still assigned to them. (I did know that mayors got elected periodically, I just hadn't made the connection to the lack of quarters)

13th Malachite, 124

Speaking of the incorrectly-sized clothing, I've designated all narrow iron chain mail and narrow iron helms to be melted, and set a few smelters to take care of them.

5th Galena, 124

As we have an excess of iron, and no flux with which to convert it to steel, I've comissioned various pieces of iron furniture for my quarters.

8th Galena, 124

Many of the stockpiles had some seemingly-arbitrary setting for max bins, I've set every stockpile that looks like it could benefit from more bins to the maximum number that will fit, and I'll be manufacturing some more bins accordingly.

11th Limestone, 124

A dwarven caravan arrived, I've ordered a billion (approximately) pieces of narrow clothing moved to the trade depot.

12th Limestone, 124



One dwarf is immediately endangered



no others appear to be in the immediate vicinity. This is on the opposite side of the map from the trade caravan, so they are in no immediate danger.
I've ordered all squads to report to the location of the incursion ASAP.



But they are not quite fast enough.



The invaders have reached the entrance hallways, and are streaming in. The champions are coming to meet them...



and goblins start flying.



Despite wading through the invading force like a particularly screamy lawnmower, morul is completely uninjured.




The very last invader has a particularly impressive death



The siege is broken.



No injuries, and only the one death on our side. The attackers did not fare nearly so well.

Though it appears that our lone casualty was a relative of Solon, the manager.



Hopefully this does not further delay their work, I'm already becoming rather impatient.



More to come relatively shortly, I've already played through to mid-winter, just haven't gotten the images cropped and uploaded.

13
1st granite, 124


A whole bunch of fiddling around with graphics settings to get it to work properly with the resolution on my laptop screen. Also, alt-tabbing away from the window makes it permanently unresponsive to keyboard input, but clicking away from it seems to be fine. I'm probably going to lose progress due to that at some point, I alt-tab a lot.

Also, since I'm away from my desktop for the holidays, I'm playing on my laptop. My laptop was manufactured in 2010, so I'm getting a butter-smooth 5 to 7 fps. This may take a while.

The fortress can run for a long time off of inertia, but what fun is that? What I need is a goal.
Unfortunately, I have no idea what the fortress needs, if anything, or how to tell.

I'll just look around a bit and see if anything jumps out.

Update: several real-life minutes have passed. It is still 1st granite. This may be a problem. How many frames are in a year?

403200 ticks per year (assuming it hasn't changed since this version). Assuming a consistent 8 fps (it's sped up a bit as I left it run) that'd be 14 hours. That's manageable, but I forsee a lot of time spent letting it run while not actually looking at it. Hopefully nothing happens that would require a timely response.

4th Granite, 124

Praise Armok, many things are labeled (Capital N to view notes). If I build anything new, I'll make sure to label it accordingly to carry this on.

The cancellation spam continues from my previous turn, still have no idea what's causing that.

7th Granite, 124

We appear to be lacking a bookkeeper, and there are some manager tasks which have remained unconfirmed for who-knows-how-long, so that might also not be working.

I assigned Marineking to the position of bookkeeper


While looking at the nobles, I noticed that the mayor is lacking rather a lot of stuff

I'll see if I can do something about that.

Also, good news, it turns out that the controls can be unstuck after alt-tabbing by just pressing alt repeatedly.

I've named the Philosopher after myself. It seems like a pretty low-risk position.


Sir Willy has been dorfed as the captain of the guard, as per their request.



10th Granite, 124
The elven diplomat has arrived. They requested that we fell no more than one hundred trees this year, and I see no reason not to agree.

Also, I'm getting reports of brewing cancellation due to lack of barrels. We have more than enough booze, so I'm not going to manufacture more barrels, but turning off the brewing order seems likely to cause trouble down the line. I'll just ignore the reports, a bit more job cancellation spam doesn't change anything.

12th Granite, 124
I followed the sewers, and apparently we're draining our wastewater into the depths of hell itself.


I'll grant that it's an innovative waste-management strategy, but it seems like it might be somehow unwise.

15th Granite, 124
I've ordered some random stockpile rooms smoothed, mostly just to give some of our idlers something to do

17th Granite, 124
There's an open pit directly off a main hallway which leads straight down into a pool of lava in the forgeroom.




Lots of interesting design decisions around these here parts.

And once again, I'm waffling on tremendously in the first month. A consequence of the rather brutal real-time-to-game-time ratio, there's a lot of looking around the place compressed into very little in-game time.

26th Granite, 124
Traded with the elven caravan, gave them some stone and bone crafts, plus a few iron crafts they requested in a counteroffer, in exchange for two bears, all their booze, a bunch of berries, and some arrows. Do we need arrows? Eh, no such thing as too many arrows. There's also no such thing as too many bears.

I've also started carving out quarters for the mayor. And the philosopher. The philosopher apparently already has quite excellent quarters, but I can't find them so I'm making new ones.



14th Slate, 124
Migrants! Four in total, a Miner, Engineer, Peasant, and Mason. Not very skilled ones, though


19th Slate, 124
A fey mood! Their skills are masonry and Siege operating, don't think either of those are moodable.


Correction, masonry is moodable


26th Slate, 124
King Kingler is demanding an item in their throne room or office. Sure. But where are either of those things?



27th Slate, 124
Found the throne room!



I've ordered two statues to be installed, hopefully that fulfills the requirements.

Also, Zon has begun his construction!



Doesn't look like any particularly great materials, though



1st Felsite, 124

Apparently statues arent "items" as far as the king is concerned, the demand is still active.

Oh, from the wiki "It can happen that the demand will read 'item in room' - this is due to a bug and the demand then cannot be fulfilled."
Ah well.

Zon has completed their construction!




Worthless. Worthless! WORTHLESS!

1st Hematite, 124


Alright, that's it for this update. This season took about a week (what with holiday stuff and 8 fps), but I'm hoping to have a bit more time in the next few days to get the next season out faster than that.

Status as of the end of spring:



EDIT: oh, hey Dadamh. I'm sorry to say that your dorf died in my last turn, would you like a new one?

14
And here's the correct version of Dwarf Therapist:
https://code.google.com/archive/p/dwarftherapist/downloads?page=2
you want version 0.4.2

15
Yeah, I'd vote against a new thread

EDIT: if you haven't found the correct version of Dwarf Therapist, it's here:
https://code.google.com/archive/p/dwarftherapist/downloads?page=2
you want version 0.4.2

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