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Messages - Bryan Derksen

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1
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: November 14, 2011, 02:27:42 am »
I should note, BTW, that I've already done most of year 526 - the Year of Adventures in Personal Hygene. It should be posted more quickly than 525 took. I need to make sure I spend enough time on the writeup, though. Year 526 has a wonderfully heroic and horrible death I want to do proper justice to. :)

2
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: November 14, 2011, 02:21:33 am »
Year 252, second half

The excitement of the siege at the beginning of the year, and of bringing FAILCANNON's systems fully online, the bulk of the year afterward was a lazy - dare I say, almost tedious affair. In fact, much of our activity in the latter portion of the spring involved the unforseen and time-consuming procedure of shutting FAILCANNON's systems back down again.

Literally time-consuming. It turns out that there is indeed a cost to be paid when running dwarven water reactors. As long as those infernal contraptions were chugging away all other motion in the entire region seemed to slow, as if the universe itself was laboring under the load. Tirist tells me there may never have been a case where this many were in operation at once, and in such close proximity; perhaps this is why the old Battlefaileders never actually activated the system. In any event, we turned the blasted thing on without having a convenient means of turning it back off again.

The obvious approach would be to install gates to shut off the flow of water through the reactors, stopping them dead. Would have been handy to have thought of that before I flooded the place and got them all going, alas - there was no easy way for the engineers to get in there. As a fallback, another approach would be to simply start dismantling waterwheels until the power production fell below the power demands of FAILCANNON; the system would grind to a halt from internal friction alone. But now that FAILCANNON was active I didn't like the idea of taking it offline again for so long.

Instead, Tirist proposed something called a power dissipator. An immense system of gears whose only purpose was to act as a brake, adding friction to the system whenever it was engaged but being quick and easy to disengage should FAILCANNON be needed. So for much of the spring and summer our mechanics labored to assemble the needed contraption while FAILCANNON's heart pumped away unabated and continued sapping the flow of time with its abuse of physics.

Like I said, tedium. In any event, eventually Tirist's power dissipator was complete and the water reactors were stilled.

Spoiler (click to show/hide)

By this point I must admit a certain amount of stir-craziness. Lower Battlefailed is a marvelous place, an eclectic blend of haphazard design and grand architecture, but I and many of the other old-timers have been trapped down here by the hazards of our fellow dwarves' poisonous clothing and that alone made me appreciate it less. It's the oddest thing, really - I would never have expected to be so constrained by such an oddity. But while no harm comes from associating with dwarves whose clothes are soaked with toxins, the moment those toxins are washed off in a rain puddle and left smeared on the ground they become a deadly trap to anyone with poor footwear. This seems to be the only real remaining reservoir of poison left threatening us. Every few months such an accident happens and someone dies, despite my every effort to control traffic through such danger zones.

Time to put an end to it. As documented earlier in this log, I once attempted to implement a system I called "cleaning troughs" to remove this poison. Later renamed to "death troughs", to my chagrin. So, new and more elaborate methods will need to be attempted.

The problem with the death troughs was that although they washed poison off of clothed dwarves, the poison remained and affected any less-clothed dwarves who came along afterward. So any new system will need to have a way to quickly remove the poison from the place where the dwarf has been washed. My new plan is simplicity itself. There is a choke point at the top of the grand spiral ramp where any dwarf traveling to the surface, or between upper and lower battlefailed, must pass through. I plan to tap into the aquifer under the plains of ooze and use the resulting spring to create a continuous curtain of falling water across this choke point. Anyone passing through will be washed clean, and the waste water will sluice down through grates and drain into the disused shaft leading to the already-flooded first cavern layer.

Spoiler (click to show/hide)

No pumps will be needed, simple gravity-fed flow will keep everything running. I will, of course, be installing a gate to allow the flow to be shut off.

While on the subject of waterworks, one of the great annoyances we suffered while getting FAILCANNON running was the pitiful source of water we were tapping into down on the third cavern level. Not only is the water source down there a bare trickle, but the stack of eleven manually-operated pumps were a pain to keep running consistently - as soon as any one dwarf manning the stack needed to take a break, the whole operation was put on hold until a replacement could arrive. Since there's now ample excess power available from those water reactors, I decided to install a drive shaft and gear train to power this stack of pumps off of it as well.

This necessitated a temporary dismantling of a single segment of the main FAILCANNON drive shaft to install a gear.

Spoiler (click to show/hide)

What could possibly happen during such a brief period without FAILCANNON? Ha ha!

Spoiler (click to show/hide)

ARMOK DAMN EVERYTHING!

So, a brand new siege arrived the moment the drive shaft was disconnected. No matter, we closed the gates and the goblins milled about uncertainly beneath the sprinkler head with no way of breaching it. But they weren't going to die on their own, and they'd brought a squad of crossbowmen with them this time so I was reluctant to put the archers up there to deal with them alone. Not when we were so close once again to having a system to simply dump magma all over them! I had our engineers make all possible haste with getting the drive shaft reassembled - no need to hook the water pump stack up to it now, just get the thing back together with the necessary gear in place to hook things up to later.

By the time FAILCANNON was ready, alas, most of the goblin forces had retreated from their position under the sprinkler head. All that was left directly below were some trolls and a squad of macegoblins.

Spoiler (click to show/hide)

Nevertheless, it was finally time to fire FAILCANNON at its first live target! The power dissipator was disengaged, the proper sequence of levers was thrown, and the giant bone skull of Battlefailed vomited forth a beautiful spew of magma.

Spoiler (click to show/hide)

Yes! A glorious wave of glowing orange death, sweeping out across the plains of ooze! Burn, you horrible little beasts, who would come to pillage what we have so laboriously reclaimed!

Wait... the flow seems to be ebbing.

Spoiler (click to show/hide)

That's it?

The majority of the goblin siege forces, well outside the range of the splatter of magma spread in front of Battlefailed's wall, maintained the siege and showed no signs of rushing forward to jump into the pyre themselves any time soon. FAILCANNON had, well, failed.

Partly this was due to being unable to fire earlier, when more of the goblins would have been caught. But this flow rate issue was unexpected as well. With FAILCANNON continuing to operate I took a tour of the system to see where the problem lay. Alas, it was right at the very foundation of FAILCANNON; the magma sea had vast reserves but they just weren't flowing fast enough into the bottom of the pump stack to replenish FAILCANNON's flow rate. As soon as the magma stored in the pump stack itself was exhausted in FAILCANNON's initial surge the whole operation was reduced to a trickle.

Well, then. More engineering would be needed to repair this deficit. That was fine; we are dwarves, we live for this kind of challenge. But first I needed that siege gone. I decided we might as well test out FAILCANNON's other mode of operation, switching to ocean water and quenching the magma so that we could lure a new batch of targets within range.

Spoiler (click to show/hide)

A most impressive sight! The column of steam must have been visible for leagues all around. Unfortunately the heaps of cracked, blackened volcanic glass left in its wake was no more traversible to the goblins than the rock had been as a liquid. In the end I had to order miners to go forth and dig out a clear path for our invading guests to approach! Whereupon Stukos and his crossbowdwarves, now waiting in their perch over the sprinkler head, riddled enough of them with bolts to convince the rest to flee.

What a mess. But an educational mess, at least.

Spoiler (click to show/hide)

And so that was the year 525, the year of Fumbling with FAILCANNON. Perhaps next year we'll finally get the ruddy thing working correctly. First, however, is an even more important and risky milestone. I need to see to it that every dwarf in this fortress gets a shower.

3
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: November 07, 2011, 06:40:06 pm »
Nope, just some of the busy scheduleitis that caused the first hiatus still holding me back. Sorry about that. :)

I've finished another half year and will hopefully be able to write it up and post it tomorrow. As a sneak preview: a siege came and I fired FAILCANNON in anger, discovering a subtle and frustrating design flaw in the process. Work is now ongoing to fix it. And I've also started a new round of experiments with dwarf-cleaning technologies.

4
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: October 12, 2011, 02:14:53 pm »
Well, how embarrassing and humbling.

I'm very sorry everyone, I had no idea my reclaim effort was continuing to be so popular. Back when Toady released a new version of DF with a pile of new things, I started a new fort on the side and kind of got distracted from Battlefailed and then my RL job reared up with a bunch of interruptions and I got distracted from DF altogether for a while. I've been getting back into it again lately and a friend of mine, whom I had mentioned the Battlefailed story to, told me to come check up on this thread.

I guess I owe it to everyone big time to get back to work on that old cesspit again, eh? :)

Part of the reason I drifted off might be that I'd overcome all of the main challenges I'd been facing - cleaning the place, killing the beasts, repairing and enhancing FAILCANNON. I'll take a look around the fort with fresh eyes and see what new challenges I can present myself with.

5
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: March 04, 2011, 02:48:31 am »
Alright, getting back into the swing of Battlefailed now. This post covers just the first season of year 525. More to follow soon.

Year 525

You could almost hear the steady creak and rumble of the churning waterwheels all the way up in the main dining hall and we were all looking forward to testing the system. And then, a month into 525, word came down from the surface. An approaching goblin siege had been sighted. A siege. Such excitement I felt! It made little sense - sieges were at best a tiresome annoyance, at worst a tragedy and existential threat if we didn't get the gate closed in time or there were workers stranded outside the safety of the walls. But this time we were more than prepared.

Probably. The calculations were precise, the architecture had been checked and double-checked over and over, but there was really only one way to be sure it all worked. I should have refused to even consider testing FAILCANNON under real threat like this - what if something went awry? If some pump somewhere had been built with unsafe components, or perhaps some obscure section of wall hadn't been properly sealed...

No. There would be blood and there would be fire! I rushed down to the main control room, a newly-dug mechanical marvel tucked in a secure place a short distance away from the main dining hall where off-duty dwarves could always be found to be called upon. Sure enough, several were already standing eagerly by the controls ready to unleash the sleeping power of Battlefailed.

A glance at the needle of the reactor power indicator instantly told me that it would be a difficult awakening. Levels hovered around 1200 Urists, only half of the 2400 Urists needed to run both the reactors and the magma pump stack. "Close the main surface drawbridge," I ordered. Nobody was out on the surface today. "Send Stukos' squad up to the Big Skull to keep an eye on the situation while we sort this out. The water supply stack, it's still being manned?"

"Day and night," the control room's shift foreman, Deduk, sighed. "The water source down on the third level, it's a trickle. You can't pump blood from a stone no matter how stout the dwarf who tries."

It was a crushing disappointment. Everything was going smoothly, but it was going so slowly. We'd be able to annihilate the goblin siege with FAILCANNON's fire... in perhaps three to six months' time. It was hardly an impressive inaguration. "We need water from _above_ the reactor level... Tekkud!" A flash of inspiration hit me and I ran out of the control room to catch the miner. "We've got plenty of water and all it's good for is drinking!" I grabbed some map scrolls from my office and hurriedly sketched my plan once I'd cornered him.

The drinking reservoir was in exactly the right spot. A few short cuts in the rock carved a passage from its northeastern corner down to the southern tip of the water reactors and once the wall was breached the gushing flow began inching much more rapidly down the rows of pumps.

Spoiler (click to show/hide)

I rushed back to the control room.

There was a flurry of excitement inside. "We're up to 1800 Urists," Lokum, the dwarf manning the power indicator, shouted as soon as I'd come through the door. "Oscillating to 1900, another reactor cell is about to turn over. What'd you do?"

"Put our wellwater to good use!" I laughed. We'd break out the finest booze to tide us over the loss of our reservoir, a perfect excuse to celebrate FAILCANNON coming alive. But there were more important and immediate concerns to focus on right now. The FAILCANNON system was complex but meticulously planned. "Checklist!" I ordered, directing everyone's attention to the words inscribed on the control room wall over the bank of levers controlling the magma.

"Ballista gunports closed, check! Main gate closed, check! The wall is secure and magma-proof." Deduk had already confirmed those when I'd ordered the drawbridge raised but it was good to make sure - having magma flow in through the ballista fortifications would make an expensive mess.

Spoiler (click to show/hide)

"2200 Urists and rising!" Lokum hollered an interjection.

"FAILCANNON barrel port!" Deduk pulled the southmost lever in the bank of magma controls. "Barrel port sealed!" This was not a vital part of the new FAILCANNON, but would hopefully improve its deadliness greatly. A pair of magma-safe doors snapped shut right at the Sprinkler Head itself. This would allow the barrel of FAILCANNON to be filled completely with pressurized magma, and the entire pump stack below it as well, so that when the barrel port was reopened the gush of fire would be swift and unabated.

"2400 Urists and rising! Another reactor cell online!"

"Engage magma feeder pump!" The lowermost pump of the main magma pump stack had a separate control for its power linkage. This was to allow the system to be fully purged of magma in the event that maintenance was required; turning off the lowermost pump while leaving the rest of the stack running should in theory cause all of the magma present in the stack to be sucked out and ejected onto the surface. Although the pump stack didn't have power yet there was no need to leave the lower stack disengaged. That was for later.

"2600 Urists!" Lokum's excitement was near fever pitch; we were just one reactor cell shy now.

"Engage FAILCANNON magma pump stack," I ordered. It was a bit early for that but I couldn't help myself. The pump stacks built into FAILCANNON itself weren't powered by the water reactors, but rather by the windmills on top, and they had already been confirmed operational by a dry test earlier in the month. I could imagine them creaking to life up there now. When the fire began to flow it would course directly through to the top. Assuming everything worked. It had to work. I'd gone over every iota of the plan over and over again...

"2800 Urists! We're stable over the red line! Main pump stack is a go!"

Spoiler (click to show/hide)

"Engage main magma pump stack." Deduk had been waiting on the lever and threw it immediately.

Spoiler (click to show/hide)

Two floors below us the lever shifted a mighty stone gear into position. The clutch clashed, sending a shudder through the thick wooden axles and causing the churning reactor wheels to momentarily slow. A grinding clatter echoed throughout the entire hundred-level powertrain of the magma pump stack as mechanisms were thrust against each other by the force being transmitted down it. Then, in unison, the pumps began to turn.

Spoiler (click to show/hide)

Pulses of glowing hot liquid fire dashed up the stack's steps, flooding into the sub-ocean channel and then spilling into the upper magma reservoir. It filled rapidly and then began ascending the second set of pumps, flowing into the nickel-floored barrel of FAILCANNON itself.

There was a fluid level indicator for FAILCANNON's barrel. We all held our breaths as it rapidly climbed to 7. "FAILCANNON fully pressurized," Deduk announced. "We're ready to fire."

I nodded. "Stand by." As excited as I was to pull the trigger, this was still FAILCANNON's first test run. I forced myself to reign in my excitement and study the system's indicators for a moment first.

"3000 Urists," Lokum announced quietly. I chuckled. There were still several reactor chambers yet to go; Old Battlefailed had overengineered their design. I could respect that. In the meantime, all of our magma systems seemed to be holding steady in their pressurized state. Our engineering was good too. FAILCANNON was fully operational.

But I couldn't quite order the barrel port opened yet, I would be firing blind and that would be irresponsible. I had focused so much attention getting this system ready that I had neglected to supervise the surface. "Stand by," I repeated. "I'm going to go topside and get Stukos' report. I'll send the final order down by runner."

Deduk grinned knowingly. I think he believed I just wanted to see FAILCANNON fire with my own eyes. That was true, of course, though not my sole or even primary reason for going topside. And I believed that Deduk would be equally happy staying below if it meant he'd get to pull the lever that actually fired this thing. We parted and I jogged to the main ramp.

The run to the surface was long. I had even considered building a secondary control room in Upper Battlefailed, just for this sort of situation, but having redundant levers controlling something like FAILCANNON was an invitation to disaster. By the time I made it to the Big Skull I was gasping and near passing out from the trip and wondering if the risk of disaster would have been worth it after all.

I couldn't take time to recover. I saw that Stukos' squad were crouched at the Big Skull's fortifications, crossbows held and attention focused in deadly earnest, and there was a steady twang-chunk of bolts being fired at the goblins below. They were at our gates! "Stukos," I managed to wheeze. "Report! How many?"

Stukos was with his men at the fortifications, but it seemed his quiver had run dry and he was just directing his lesser marksdwarves. He stood up and sauntered casually over to where I stood out of the potential line of fire. "How many in the original attacking force? We counted about forty in total, plus perhaps two dozen trolls. A small siege."

"Where are they now?"

Stukos shouldered Urlolrubal with a grin. "I imagine most of them are probably in Hell. Come, look." He motioned me over to the nearest fortification.

I stared out at the Plains of Ooze. After a moment I began to laugh. The sparse grassland was a scene of absolute carnage. Dead goblins lay everywhere, peppered with a thick carpet of crossbow bolts both broken and lodged upright in their corpses. While I'd been busy down below frantically coordinating as mighty engines of destruction were brought online, Stukos and his men had been up here steadily plinking away at the goblin horde with their trusty little weapons. "How many left?"

Stukos gestured, drawing my attention to where the marksdwarves who still had bolts were sending their shots. Two goblins remained alive... if you could call that living. They were crawling pitiably through the grass, their bodies torn and broken. They wouldn't last much longer.

Spoiler (click to show/hide)

I'd got here just in the nick of time. Two live targets... I couldn't stop laughing. Eventually I had to pull out a scrap of parchment and write down my order to the control room by hand.

Disengage all magma pumps and trigger FAILCANNON barrel purge. Open the main gate and stand down. The siege is broken.

I shook my head. It had been an exhilarating ride and I couldn't feel let down by the outcome. No dwarf had died today and FAILCANNON's systems had been completely proven. That was enough for today.

6
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: February 24, 2011, 04:14:47 pm »
Eeps. Sorry, got a bit distracted by the new shinies in the latest release. They're losing their lustre enough for me to get back to the grime of Battlefailed now, though. I'll post an update in a day or two. :)

7
DF Dwarf Mode Discussion / Re: Dungeon Master MIA
« on: February 20, 2011, 02:29:59 am »
Who I really miss is the philosopher. Loved that guy. So thoughtful, so always-available-to-pull-levers. Give him a lever long enough and a place to stand and he'll operate your entire fortress defense.

8
DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 18, 2011, 03:37:50 pm »
Heck, it'll even give more of a reason for launching invasions than just the fun of it - if you conquer a fort there's sure to be spoils, which should include plenty of metals. Leads to nice calculations about whether to attack the easy-but-poor targets or the hard-but-rich ones. If the value of other goods such as masterful roasts become reasonable in the future it might even be better to raid in some cases than to trade.

I'll still grumble about how 2/3 of the metal mysteriously evaporates when melted back down into bars, of course. Though perhaps not quite so much if it isn't my metal that's disappearing. :)

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DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 16, 2011, 08:49:09 pm »
Personally, I'd be okay with metals being much scarcer and more valuable. That's realistic. But only if metal usage and recycling was made more realistic too. It makes no sense that 2/3 of the metal evaporates between being made into something and then melted back down into bars again. And that it takes the same amount of metal to make plate armor for one dwarf as it would take to make four statues of that same dwarf.

10
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: February 15, 2011, 09:45:26 pm »
In the case of Battlefailed's reactor the input tiles have gears built over them. Good idea though, I'll put the powertrain on the level above the reactor pumps and use it next time I build one of these physics-bending monstrosities from scratch.

Actually, now that I think about it, putting a floodgate in the input tile below the gears would have worked quite well too - I already dug out an access tunnel for drainage purposes. Grumble mumble. Well, I've got the power dissipator built now and it works just fine, so no point in ripping it out. Maybe if some other project comes up where I suddenly need over a hundred mechanisms in a hurry. :)

11
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: February 15, 2011, 08:17:17 pm »
I just got the water reactors turned off and boy is it like a breath of fresh air. My FPS went from 8 to 23. This is definitely going to be in the "lessons learned" list from this fort - always build power dissipators along with water reactors sufficient to bring the whole system to a halt when it's not needed. Alternatively, put a floodgate in the output tile of each pump for a fast, clean shutdown (though this will destroy a portion of the water in the system, so it may not be ideal in a case like Battlefailed's reactors where replacing the water is a bit tedious. Also I couldn't retrofit Battlefailed's reactors with those without dismantling them entirely, which would defeat the purpose. Oh well.)

12
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: February 14, 2011, 04:02:27 pm »
I think you should consider replacing _these_ with these or possibly these. Just a suggestion.

Yeah, I was doing that originally but all the fiddly editing when porting from my text editor into the forum started to grate. :) I'll do an editing pass of my past postings and fix those, now that there isn't so much "I wanna just post this already" pressure. :)

Quote
Also, out of curiosity, what FPS are you running the fort at? Either you're really really patient or your computer is incredibly powerful :D

I'm hovering around 10 FPS right now. Firing up the water reactors seems to have put a noticeable dent in it, one of year 525's projects is building a braking system for it to turn them off when not needed. But yeah, I've been applying a lot of patience to this. I'm very methodical about my DF games. :)

13
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: February 14, 2011, 02:55:18 pm »
Year 524

The new reservoir has been filled with water pumped out of the old reservoir, emptying the old reservoir and allowing me to descend and inspect the interior.

I have discovered a Temple of Madness.

The water we've been drinking all this time once filled a broad hallway, permeating the strange machinery filling alcoves along the sides. Twin axle shafts run the length of the hall, connected at each alcove by a gearbox. The alcoves each contain a pump, with trenches on each side containing a pair of waterwheels hooked up directly to the pump. The dark, dripping paddles of the wheels have clearly not moved in some time, but from the wear on their bearings they just as obviously have moved at some point in the past.

How? There is no source of water, no sink, no flow save for the gentle swirling as the water had been pumped out to allow access. I summoned Tirist Lazonol, our finest mechanic, to join me in the inspection and explain what I was seeing.

Tirist is of legendary skill, earned the hard way through work and experience rather than supernatural inspiration, and even so he was rather awed by the sight as well. "I've heard rumors of such constructions before but I've never seen one... and certainly never on a scale like this. These are self-contained dual-wheel water reactors. The pump brings water up from below, here, and deposits it here. It then flows to either side, into the trenches, there. And that flow turns the water wheels, which powers the pump. The net result is excess energy, which is tapped by those gears and fed into these two parallel axle lines."

"So, it produces power from nothing?"

"Yes, quite so." Tirist walked with me down the dripping hallway inspecting the devices as we went. The machinery looked intact, though stone rubble littered the floor and half-filled the trenches - the Old Battlefaileders who had excavated the place had been quite sloppy in cleaning up afterward. Presumably this was not something that had been intended for anyone to set eyes on again. "There are eight pairs of dual-wheel units, they all look intact," Tirist reported at the end. He did some mental calculations. "That many waterwheels will produce 3200 Urists of power. The internal losses by the wheels and pumps alone would be 480 Urists, and it looks like the gears and axels collecting the power together accounts for another 127, give or take. So this system - should it be set in motion - would generate a net output of just under 2600 Urists."

I whistled. "What did Old Battlefailed need that sort of power for?"

"There was an axle emerging from the reservoir when we first reopened Lower Battlefailed, remember," Tirist reminded me. "It ran down the hall to what looked like an empty pump stack shaft, the one we used for drainage when reclaiming the apartment stacks and then sealed up because it led directly down to some Forgotten Beasts lurking in the water."

I nodded. "Yes, I recall. We were urgently in need of wood and it obviously wasn't useful for anything so I had it dismantled." Tirist had a pained look at my mention of that but I couldn't feel any regret - as manager of this fortress I had to be pragmatic in balancing our needs and resources. I looked around at the waterwheels and axles filling the chamber. We were pretty short on wood right now, too, and there was a vast amount that could be salvaged from here. But before I gave Tirist a heart attack by suggesting dismantling this ridiculous apparatus I needed to think some more about its purpose.

Old Battlefailed had been a society under siege, pressed hard from all sides by danger. It had ultimately been unable to muster the force to withstand what had faced them. And yet they had spent a not inconsiderable amount of effort on this thing. Had that waste been their undoing? Or did they have a grand plan that required it, and their failure to complete it had been their end instead?

I returned to my offices to pour over the maps of Battlefailed that I had been compiling. There was the empty pump stack that this abomination had been intended to power. It had obviously never been completely dug out, its top led nowhere. The bottom end descended all the way down to the waters of the lowest cavern level.

Right next to the magmaworks... I blinked. There hadn't been much scouting done in the caverns, of course, but the ongoing renovations to the magmaworks had resulted in a detailed record of the underside of the cavern, where the magma sea's roof brushed against its floor. There was a strange obsidian "stalactite" hanging directly underneath. The pump stack hadn't led to the water, not originally anyway, it had driven all the way through to the magma beneath.

A screw pump made of the right materials could theoretically pump sufficiently fluid magma. I started doing some calculations of my own, and combed the old records of what pump components had been resting in Old Battlefailed's inventory when we'd first arrived here. They'd never completed the task, obviously, but...

I worked long into the night. At several points dwarves came to knock on my chamber doors, and when I emerged in the morning they were relieved that I had not become Peculiarly Secretive. I felt just as inspired as if I had, however.

"Gentledwarves," I announced, "I have figured out what Old Battlefailed had hoped to accomplish here in this terrible place. A project that would have protected them forever. And I believe I have improved on that plan."

It would be a very busy year for Battlefailed, full of industry and activity.

The power generators we had discovered would be kept intact. I directed that additional drainage be dug for the trenches to allow the rubble to be cleared out of it. The floors would be resurfaced with worked stone to prevent the growth of any vegetation that might affect the system's operation.

The magmaworks renovations were nearly complete, but I'd been taking a leisurely pace overseeing the final steps since there'd been no pressing need for them.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Now there was a pressing need. The magma conduits under the furnaces were finally filled. I had a dozen magma smelters built to clear the massive backlog of old scrap metal that needed melting down - mustn't neglect ongoing cleanup operations just because one new idea has seized my interest - and the rest of the magmaworks were turned over to glass furnaces. We would need over a hundred sections of glass tubing and over a hundred glass corkscrews. The masonry shops were directed to produce a like number of stone blocks. Gabbro and mica preferred.

Tekkud and his miners were given a task too. The fantastic garbage chute they'd constructed for me would need some modifications and expansions dug.

And FAILCANNON... The masons received their orders. A redesign would be needed there. We'd already stripped off the old scaffolding and windmill platforms, so all that was needed now was the construction of new ones. Better ones.

I had long wondered just what the old Battlefaileders had been thinking when they'd constructed that ridiculous giant water faucet. I saw now that that had only been an interim state, a barely-functional stopgap measure. Now FAILCANNON would finally fulfill its promise and succeed.

It was a time of renovation throughout the fortress. And a good thing, too. With the main hauling tasks of cleanup finally finished there had been less and less for the bulk of the fortress population to do, resulting in an increasing population of idle dwarves. Idle dwarves who had plenty of time to fraternize. As a trained fortress manager I could see the danger of this - I hardly need mention dwarven sociologist Urist Kedkol's seminal treatise on the subject, "On the Development of Criticality in Dwarven Interpersonal Relationship Networks". We had finally reached the count of 200 dwarves, the threshold at which even mad Queen Lem realized it was time to stop sending migrants to us, so we had plenty of dwarfpower on hand for the work. Everything proceeded very smoothly and quickly.

There was one interruption this year. During the height of summer our lookouts reported a broad swath of smoke on the horizon, rising through the shimmering heat of the sandy grassland of the Plains of Ooze. I didn't pay the report much mind since no caravans were due, no goods were outside to suffer damage, and even if the fire did find some path through the patchy vegetation it couldn't harm Battlefailed's walls. But soon the heart of the fire came within visual range. It was a brush titan named Lafo. It was a strange beast composed of flame, with a shell and a stinger and not much else identifiable in its infernal structure.

After some thought I weighed the risks and decided to allow Lafo into our gatehouse. I had our military forces wait below, just inside the entrance to Upper Battlefailed, to kill it once it had done the hoped-for work. The roaring knot of flame saw our home and its open gate and made a beeline for it.

Spoiler (click to show/hide)

I'm told the radiant heat was painful all the way up in the Sprinkler Head, where the lookouts remained in vigil, and the interior of the gatehouse turned into a veritable oven as it passed. The many layers of blood that coated everything in a thick patina shriveled and scorched, peeling off in flakes to rain down on Lafo like some sort of gory snow. The poisons layered in with the blood was also cooked into inert ash. The gatehouse was clean.

When Lafo entered Upper Battlefailed the fight was brief and victorious. Lafo only managed to emit a single scorching burst of flame before being torn apart with our bolts and steel. It turns out that flame is not a very sturdy structural material. Alas, our strangely popular Mayor Fikod was one of two warriors who were caught in the burst of flame and perished of blood loss from his burns before he could be taken to the hospital. We'll miss you, Mayor Fikod, and your ridiculous mandates for native silver items that I have long ignored. May you be united with the stuff in death. An election was immediately held and he was replaced by Kel Kubuklalar, who likes iron and green glass. I'm sure we'll get on wonderfully.

With the gatehouse clean it seems that the only remaining reservoirs of poison in Battlefailed are the Stairway of Death (which has been sealed by a locked hatch for some time now) and our own clothing. This was confirmed by a joyous event shortly after Lafo's visit; a kobold thief was caught inside Upper Battlefailed. The shoeless creature fled upon discovery and when last observed seemed to still be completely healthy.

Spoiler (click to show/hide)

I have unleased probe cats to confirm the situation. The few remaining stray spots of contaminant inside Battlefailed will be cleaned by constructing and removing grates over them. Here's an example of one that a cat found, possibly left by Buqui's corpse:

Spoiler (click to show/hide)

That excitement aside, the year was one of solid labor. One year, just a single year of work. I set that as our goal arbitrarily since otherwise there'd be too much temptation to relax and plant the seeds of Kedkol's predicted doom. A steady stream of sand bags flowed down from the surface, where a collection area had been designated in one of the unused side-caves of Upper Battlefailed. Finished pump components flowed up, stockpiled in the old dining hall. The old power output gear for the water reactors was removed and the hole sealed over, and a new main power shaft was dug and installed leading in the opposite direction to the west. Since the reactors were destined to be flooded again once the rubble was cleared I took extra care to ensure that no water could follow the shaft all the way to the magma pumps, to spill in and clog the mechanisms; I had the drive shaft rise up a level when it had to make a bend anyway, and in addition I added an overflow drain to the cavern outside that would intercept any pressure-driven water that made it over the rise just in case something unexpected occurred.

FAILCANNON received some more renovations. The archery range was moved down into Upper Battlefailed and the structure's "barrel" was simplified to allow a small room for ammunition to be maintained. A new archer post was established one level above the Sprinkler Head, carving arrow slits directly into the giant bone skull. A system of nickel drawbridges was built inside FAILCANNON's barrel to allow leftover fluids to be quickly and completely cleared between firings, and a set of gabbro doors was installed at the tip of FAILCANNON to allow the fluid pressure inside the cannon to build up before being unleashed.

The nickel purge system is very important to the new design. You see, the original FAILCANNON, as it was when we arrived here, had two windmill-driven pump stacks that drew seawater up from the surface of the ocean. I presume there were two merely to increase the water flow rate. Since the magma was ultimately going to be delivered from the deeps by just a single pump stack, only one magma pump stack would be needed within FAILCANNON itself. The other pump stack was still rebuilt, however. I had it extended downward by an additional level to tap into the ocean a full level below the surface. This gives this single pump stack access to fully pressurized ocean water and should allow a far greater sustained water flow rate than the old dual stack unpressurized-source design.

FAILCANNON will be able to shoot both hot and cold running fail. An important note to all future operators; make very sure to purge the barrel of one substance before switching to the other. A messy and damaging obsidian jam will occur otherwise.

Spoiler (click to show/hide)

The garbage chute was quickly converted into a fully-equipped magma pump stack. I broke with the design philosophy that the other pump stacks of Old Battlefailed had used by not relying on direct contact from one pump to the next to transmit power. Instead I had each pump fully supported by an intact floor and installed a 110-level-tall gear shaft beside the pump stack to transmit and distribute power among the pumps. This required 156 additional mechanisms and 111 additional axle segments, and increased the power requirement per level from 10 Urists to 18.5 Urists. The tradeoff for this additional complexity is a far more robust system. I had seen firsthand the fragility of the more efficient pump-supported pump stack several years earlier when Aci had smashed a pump at the bottom of the old stack that had used to run next to the Staircase of Death in the first cavern level. With that one pump destroyed the entire stack collapsed. Furthermore, such a stack can only be constructed one pump at a time starting from the bottom and working up. And there would be no way to replace the components of a single pump should it happen to be accidentally constructed of non-magma-safe materials. We had sufficient power resources, and mechanisms required only stone that we had in great abundance so I saw no real downside here.

The only thing we lacked was wood. The additional axles would need a lot of it and we were about 30 logs short. I wasn't concerned. Last time the dwarven caravan had come they'd brought more logs than that, and I had told the trade representative from Mountainhome that we would pay a premium for more. I was sure that come Autumn we would be adequately supplied and the final touches could be put on it all. Autumn was eagerly awaited. We finished everything else ahead of schedule, leaving me time to work on a new control room to house the levers for all of the complex mechanism Battlefailed had sprouted. Finally the caravan came and I rushed down with our broker to see what bounty they'd brought.

Eight logs. Eight measly logs. "We said we'd pay a premium for wood," I told the caravan leader. "You brought me barrels of eel blood. When have we ever purchased eel blood? Twelve anvils. Anvils are not consumable, you realize. We have plenty of anvils. I've had half our anvil supply melted down recently for being a waste of metal and space. If I needed more anvils I could have fifty forged by the end of the month, each one worth more than your entire load of useless scrap! Why did you only bring me eight logs of wood? I would have paid you a thousand dwarfbucks apiece. Ten thousand. As many silk socks as your mules could carry!"

"Would you like some fine prepared sea serpent brain?" The caravan leader asked me instead of answering. "It has excellent value for its weight. Or how about some leather? Fine tanned skins from creatures all across the land. Also excellent value for its weight."

I have to admit, something inside me snapped. I left our broker to deal with these idiots however he liked and stormed down to the armor stockpile in Lower Battlefailed. I already wore steel high boots, a protection against poisonous floors should I step outside of the safe zone, and the ringing of metal on stone must have borne the note of my furious resolve as many of my fellow dwarves stopped what they were doing to watch. "Kikrost, what're you doing?" One asked.

I reached the bins that contained my goal and, as I began suiting up in full steel plate and chain I bellowed "Coastal Ships, Occult Wheels, Glowing Roads, to me!" These were our archers and our best melee fighters, essentially the whole professional military force of Battlefailed. "They mock us with their useless trade goods! The year is nearly up, the project will be complete on schedule. If all we need is wood I shall HEW THE WOOD FROM FLESH AND BONE! TEKKUD!" I saw our chief miner passing and raised a masterwork axe high to beckon him. "I'll need your pick too! With me!"

The growing troop of dwarves marched with me down the hall to my managerial office where the maps of Battlefailed were spread over every surface. "We need wood," I repeated once everyone was assembled. "And we have wood. Nigh on a hundred fungal trees, perhaps more, grow in the second cavern layer. They are guarded by three Forgotten Beasts, all of them ground-bound but one composed of flame and thus immune to Battlefailed's poisons. We have relied on those poisons for too long. We've forgotten what Dwarven steel can accomplish. We're going to take that cavern layer, TODAY."

There was a murmur through the room. My fierce speech had clearly caught the hearts of many, warriors who had never done more than spar were nodding hungrily at the thought of facing even such fearsome foes. But Stukos had seen more battles than any, he bore real scars and he had the real experience necessary for proper caution. "You've never been one to jump into something risky on impulse, Kikrost," he spoke up with a quiet but firm tone. "Tell me you haven't simply become enraged."

I smiled grimly. "Of course I have a plan. The only thing mightier than Dwarven steel is Dwarven engineering. Delving deep, striking the stone. Here's what we're going to do."

It all came to me quite quickly, but perhaps because I had subconsciously already been planning this for a long time and had only needed this final push to make me realize it. The plan was foolproof and also had provision to account for the cases in which it failed anyway. The spiral ramp passed quite near a wall of the second cavern layer, and passing through that narrow wall was a tall vertical shaft that had been dug for some unknown purpose long ago by Old Battlefailed. I would have Tekkud's miners dig a passage to this shaft, and then we'd place stone grates over it to allow access to the far side. Miners would then penetrate the wall into the second cavern layer, and all of our forces would retreat up the spiral ramp just around the corner out of sight.

Forgotten Beasts seem to instinctively know when a path opens to Dwarven prey and unerringly follow it. They also destroy whatever works of Dwarven construction that they encounter. The Beasts would come, and then as they reached the grate-covered shaft they'd do one of three things. One, they would destroy the grate before crossing over it. That would strand them on the far side of the pit and allow our archers to kill them in safety. Two, they would destroy the grate while crossing it. Perhaps the ideal case, this would result in the Beast falling seventeen floors to smash to death in a low-traffic hallway outside the old nobles' quarters (why the Old Battlefaileders dug this shaft I will never know). None of the beasts have poisonous blood so no dangerous contamination should occur. Three, the Beast destroys the grate after crossing. Less optimal, but it will cut off any reinforcements from additional Beasts and allow our warriors to charge around the corner and swarm it all on one.

The passage was carved and low-quality grates were laid. The cavern layer was breached. The first Beast roared in, smashed the grate the moment it saw it, and then stood in befuddlement at the far side of the pit trying to figure out a way to get to us while the marksdwarves rained death upon it. The grate was replaced and the second Beast repeated the pattern. Then the third. Then the cavern was ours.

Spoiler (click to show/hide)

The Beasts were hauled off to the butchery, adding our first non-poisoned Forgotten Beast meat to the larder, and our warriors wandered off to resume sparring with both relief and disappointment. A great wave of woodcutters went forth and we had our wood. Later, I had a drawbridge installed beyond the grates; in the event of future Beasts that were not so easy to deal with the cavern could be sealed once more. Hopefully it wouldn't come to that.

As winter came upon us there was only one remaining task; refilling and restarting the refurbished water reactors. Unfortunately the only water source for this task was the stack of thirteen manually-powered water pumps drawing water up from a small channel in the third cavern layer. I had not appreciated just how slow a trickle this would produce. By the end of the year only a handful of reactor chambers had sufficient water in them to operate. But it was enough to prove the concept. The internal resistance of the decoupled reactor complex alone is just over 600 Urists, so four reactor chambers would produce enough power to get the entire system running at an idle. I sent four dwarves in to manually prime the pumps of these chambers and sure enough, they started the whole system going. We didn't quite hit our target of a fully operational FAILCANNON in just one year, but it seemed inevitable now. Everything was working. We just needed to wait for the trickle of cavern water to finish reaching the rest of the reactor chambers.

14
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: February 12, 2011, 06:24:21 am »
Did you know it was there when you drained the chamber or were you as surprised as the dwarves were?

I was caught by surprise. I'd been hoping to find some sort of interesting structure left by the inhabitants of Old Battlefailed, or perhaps the remains of a stockpile with some interesting stuff in it - perhaps even old artifacts. My expected "worst case scenario" was that it would be just a boring empty hole, a disappointment after building up the mystery in the previous log entry leading up to penetrating the place. Didn't want it to be an Al Capone's Vault scenario. Fortunately, it wasn't. :)

I did dramatize the story slightly, of course. In reality, as soon as the miner finished digging the last tile the whole submerged chamber was revealed on the map and he immediately went off to go find some other task to perform without any "awareness" of what he'd uncovered - there wasn't really a frantic race up the dank and still-dripping staircase. But I did get a little freaked out as a player watching Buqui rise like that, "deadly dust" beasts are the worst to fight in close quarters and I had no real military to fight him with anyway. If it hadn't been for that lucky patch of poison Battlefailed would have been badly screwed. So I translated that player experience into plausible representative experiences for individual dwarves.

The more recent mini-story about the fight between Amxu and Zon stuck much closer to the in-game script, as you can see by the screenshots, though of course I embellished that one in a different way by coming up with detailed motivations for why the creatures did the things that they did in the combat report.

In the next year's log there's going to be another bit of dramatization as Fortress Manager Kikrost "discovers" something that has been revealed to me on the map almost since year one. But none of the reclaim dwarves have ever seen it first hand so I've been purposely ignoring it so far. Still writing that one up, might be able to post it tomorrow. :)

15
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: February 11, 2011, 10:26:37 pm »
Wow. That's a lot of crossbow artifacts.

I take it there's an elite squad that uses those artifacts? Or are they loaded into traps?

I would not demean an artifact weapon by building it into a trap. Possibly maybe if I had an artifact mechanism to make the trap out of, but even then only if there was some specific great purpose for it. All four of my artifact crossbows are wielded by members of my crossbow squad, who man the sprinkler head of FAILCANNON when their services are required. :)

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