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Messages - Boozeanator

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1
Thank you; looks like a cool program. I have tried only the most basic example because I don't have time to play right now, but it does work :).

Install on Linux Mint 17.1 (a Ubuntu derivative).

Quick notes:

1.
I installed SFML with
sudo apt-get install libsfml-dev

2.
The cmake in the Ubuntu repos isn't recent enough. I downloaded and compiled it myself (the address is in install_dep.sh, a shell script which probably could have done the job for me, but whatever). I gave the --prefix=path argument to ./configure to get the more recent version of cmake to install inside Symmetricality's folder so it didn't pollute my system.

(I also added the files I downloaded to .gitignore, although this is optional.)

wget https://cmake.org/files/v3.4/cmake-3.4.1.tar.gz&&tar xf cmake-3.4.1.tar.gz

cd cmake-3.4.1/

./configure --prefix=whatever

make -j2

make install

cd back_to_symmetricality

export PATH=path/to/new/cmake/bin:$PATH

which cmake => new one

cmake --version => new one

cmake .

(Want to do make next; but one more thing first ...)

3.
I got a compilation error:

Scanning dependencies of target Symmetricality
[  9%] Building CXX object CMakeFiles/Symmetricality.dir/PlanRenderer.cpp.o
/home/NAME/OpenSourceProjects/Symmetricality/PlanRenderer.cpp: In member function ‘void PlanRenderer::loadDesignationConfiguration(Json::Value&)’:
/home/NAME/OpenSourceProjects/Symmetricality/PlanRenderer.cpp:474:42: error: ‘const class sf::Color’ has no member named ‘toInteger’
                     if (sf::Color::White.toInteger() == pp.toInteger()) {
                                          ^
/home/NAME/OpenSourceProjects/Symmetricality/PlanRenderer.cpp:474:60: error: ‘class sf::Color’ has no member named ‘toInteger’
                     if (sf::Color::White.toInteger() == pp.toInteger()) {
                                                            ^
make[2]: *** [CMakeFiles/Symmetricality.dir/PlanRenderer.cpp.o] Error 1
make[1]: *** [CMakeFiles/Symmetricality.dir/all] Error 2
make: *** [all] Error 2

Fixed by changing line 474:
-                    if (sf::Color::White.toInteger() == pp.toInteger()) {
+                    if (sf::Color::White == pp) {

Now we can make to build Symmetricality, and it runs and works.

Probably an API change in SFML?

Thank you again XD.

2
I embark only on perfectly flat areas and dig until I find a floor that is all stone and lower than the deepest valley. My current fort is a giant spiral, diameter ~30 tiles, drops several z-levels per twist. The ceiling in the spiral is three levels above the floor. Rooms come directly off the spiral, with only very short hallways. Right now the center of the spiral is a solid column of rock 10 tiles across, it will likely become much more open. Something like a giant pit with a few platforms protruding into it.

I hate digging into mountains, the geometry of the mountain is always getting in the way. Plus, mountainous areas are sooo much harder to survey: you have to hit > and < like 80 times just to find something on the surface. With a flat plane you can see it all at once.

3
DF Dwarf Mode Discussion / Re: job management
« on: May 08, 2012, 02:28:26 pm »
Each of my forts only specializes in some skills. To create a specialized metal crafter I just use DT to assign a dwarf to the "ZCraftM" profession, instantly turning off every labor except metal crafting.

Everyone who is NOT specialized is a member of either the "Mil" or "Peon" professions, which contain every single labor that ISN'T being specialized in. The difference the military dwarves are military, and only do peon duties while off duty. Sometimes "Mil" has a few of the more dangerous jobs like wood hauling turned off, just to keep them a bit safer.  Peons and milidwarves should almost always be busy, but the specialized dwarves idle anytime they don't have the right job, don't want them going off to haul in dangerous areas.

Some dwarves, e.g. the bookkeeper, get the "Noble" profession which has no enabled labors.

There are no dwarves that _don't_ have a custom profession label. I use nicknames a bit for recording what dwarves might make good doctors later, as well as for marking who my nobles are.

I normally keep my pop cap and megabeast pop requirement nice and low, like 50 or 60 for the sake of FPS.

e.g. my current fort is specializing in metalworking, jewelry, and masonry (plus the obvious stuff: e.g. mining, mechanics). All the other 50 odd jobs like carpentry and wood cutting are for the peons.

4
DF Community Games & Stories / Re: Nir Nitem - New Succession Game
« on: February 15, 2012, 09:18:02 am »
.zip version: http://dffd.wimbli.com/file.php?id=5510

Sorry about that.

(7z is another option, I use it for all my non-zip (de)compression.)

5
DF Community Games & Stories / Re: Nir Nitem - New Succession Game
« on: February 04, 2012, 03:53:45 pm »
Quote from: slowpokez
Nice :)
But why am I wielding a mace? :P Have you been fckn around with the uniforms? ???
Also the military is named cause it helps me organize them.

Heh. Yes actually. I swapped around the squads a good bit in the process of deploying them, and I modified the uniforms to get people into steel armor. Right now all the melee dwarves are wielding their choice of melee weapon. Apparently your "axe dwarf" chose a silver mace. Go figure. For what it's worth I saw him doing some damage to a goblin with it earlier.

The next administrator: you might want to work with the weapons some. There shouldn't be too much lying around that isn't a good weapon, I traded the crappy wooden stuff and melted all the non steel/silver weapons. But there have been a few goblin deaths since then, and, as slowpokez pointed out, you might want to make sure dwarves are wielding what they are best with.

6
DF Community Games & Stories / Re: Nir Nitem - New Succession Game
« on: February 04, 2012, 02:01:32 pm »
O! A dwarf update. Like, all the dwarfed players? I'm gonna write this out of character.

Unless I'm completely forgetting something, no dwarfed players died on my turn.

Valrandir - Dr. Valrandir is one of the fortresses doctors. He is also the broker, the bookkeeper, and the manager. I never used the manager, but his services as bookkeeper were quite satisfactory. He has a bedroom and a small office (I note that his office is connected to ANOTHER dwarf's bedroom. Opps.)

Jamcat - A legendary mason. During my turn I saw many announcements about her masterpieces pop up. They are strewn throughout the bedroom complex right now. Jamcat also has a room.

Note: Jamcat and Dr. Valrandir are lovers, though they are not married.

noodle0117 - Not dwarfed.

Slowpoke - A proficient axe dwarf, wielding a silver mace. He has killed four goblins, four yak cows, and two reptile women. In fitting tribute to his prowess, the entire west tower of the fortress is his bedroom, and its furniture is of gold. He is married to Sodel Morullosis, our legendary farmer. They have one surviving son, Asob Dorenlisid. Their older son, 'Haze' Cattenamost, died young.

Boozeanator - A lowly peon with no skills. Dabbling in several areas. He apparently has many acquaintances, two gods, and no friends ( :((((( ). His room is just like every other dwarfs, except that it has a gem window made of 3 turquoises, and his chest is made of gold.

nginferno - The commander of the militia and a proficient swordsdwarf himself. He also has a room. nginferno has many friends, including Jamcat and Dr. Valrandir. No kills have been attributed to him personally, but he has fought bravely.

Dietreich - Our high master mechanic. I sent him out earlier to link up the floodgates in the east channel aquaduct. Instead of walking through the fortress 5 floors, he went all the way OUTSIDE the fortress, down the side of the hill, then waded through the partially flooded aquaduct to reach the floodgates from the east side. What's more, there were two floodgates, so he did this TWICE. I don't know what to think. It was probably good for him though, he seems to have developed a mild case of cave adaption. He also has a bedroom. Surprisingly for someone who is in the fortress so much, he has only acquaintances. Perhaps he's too busy making mechanisms to socialize?

No one else has been dwarfed, though all the military dwarves seem to have nicknames.

7
DF Community Games & Stories / Re: Nir Nitem - New Succession Game
« on: February 04, 2012, 10:53:22 am »
Sorry for taking so long. I could at least have made some smaller updates, but once I was past the deadline I got locked into one of those "if I don't look at the thread I don't have to feel bad cycles." So instead I give you a mega update, from summer all the way through the end of the year. The save is linked below. It is compressed as a .7z with 7zip for Windows XP SP3. If it doesn't work please let me know and I can try again / a different format.

11th of Hematite: The military dwarves on patrol say it has been hours since they last saw Id Alathitdun move out in the courtyard. We can only assume this brave warrior has expired.

28th of Hematite: Things have been quiet. Furniture is still under construction. The miners are still searching for more metal. Production of steel armor is still underway with a backlog of material. I've comissioned some more gold statues and am continuing to improve the main lobby. Just this morning I set up a new seed stockpile near the farm. I can hardly believe the farmers didn't complain before now, they were walking all the way to the kitchen to plant!

3rd of Malachite: 'FatBeard' Degnish, one of the military dwarves, was acting very strange this morning. I'm keeping an eye on him.

4th of Malachite: FatBeard holed himself up in a bowyer's workshop! (Possessed.) With high hopes for a fabulous new weapon I asked him if he needed anything, but he didn't even look at me.

Today I learned that the fortress has chosen a new major, Ushrir Beaklabors. Did he come to share the news with me? No. To give me some heads up? Nope. He came to tell me that he was unilaterally banning all cabinet exports. Funny, I didn't think we exported cabinents in the first place. What a dick.

9th of Malachite: We have born the disgrace of these elves long enough. They are weak, and we are strong. Already they have grown lax--they wander about outside the walls in disorder. When our strength is mustered we shall strike them down and rake their bodies from our courtyard like so many leaves of their precious trees.
Spoiler (click to show/hide)

22nd of Malachite: This morning I ordered the gate lowered, trapping 3 elves within the courtyard and the rest without. As the gate crashed to the ground our brave drawf soldiers charged into battle.
Spoiler (click to show/hide)

26th of Malachite: One of our own was killed, and many others have been hurt. The courtyard is free of elves. I count at least 4 elven bodies. The archers are in the tower. But I'm having trouble controlling the dwarves, their blood lust is leading them too far from the gate. Even Dice, who is vomiting too profusely to move, is trying to chase the elves. And it turns out our front gate doesn't actually close.
Spoiler (click to show/hide)

28th of Malachite: The elves have fled. The goblins, perhaps seeing the futility of  the elves attempt, remain camped to the north. This is fortunate, there would be no chance of breaking their siege.
Spoiler (click to show/hide)

5th of Galena: FatBeard completed his projected today. "Mozibstorlut Atast Okil, 'Swallowdumple the Bravery of Testing'". What the HELL is with this long name fad? It is a handsomely crafted wooden crossbow. We estimate it's market value at 12000 dwarfbucks. May it slay many goblins.
Spoiler (click to show/hide)

19th of Galena: Sarvesh Rimtardolush gave birth to her son today.

2nd of Limestone: Dice is still lying out in the field. I am planning to set off a controlled cavein, in an attempt to have him moved to the hospital.

4th of Limestone: Someone finally went out to get Dice. No need for the cavein after all.

6th of Limestone: I've expanded the courtyard, we needed more grazing room for the pets.

7th of Limestone: Sigun Kolthak gave birth in one of the beds on the mining level today. This daughter of dwarves, born over a magma conduit in the center of a smithery, is destined for great things.

11th of Limestone: I'm happy with the lobby now. I inspected the eastern aquaduct today, and there is just a bit more paving to do. Then we can switch it back on. The drain and lobby themselves are all finished.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

15th of Limestone: Scouts report that the goblins have broken camp and moved on. We  will sleep easier now.

19th of Limestone: We've been taking advantage of our access to the surface, cutting trees for beds, and hunting down some yak cows, as well as gathering up various things left lying about.

27th of Limestone: The graveyard under the east tower is now well stocked with coffins. I've also dug a new mineshaft headed up off the main lobby. I would have prefered to mine below the fort, but the metals we need are all in the first few layers.

6th of Sandstone: We've located an accessible magnetite vein!
Spoiler (click to show/hide)

14th of Sandstone: Thikut Durallolok has been taken by a strange mood! (Secertive)

19th of Sandstone: We reopened the eastern channel today. It's fully paved and cleaned out. Unfortunatly when we dug the new well we weren't nearly so careful, but it can be fixed up at a later date. The waterfall should be flowing soon.

27th of Sandstone: The fortress attracted 7 migrants this season.

2nd of Timber: Today, Dr. Valrandir (who is the bookkeeper) and I retrofitted the old workshop level as a furniture store. Most types have their own stockpile now. I'm sure the breakdown isn't perfect, but that can be fixed later. This should help with inventorying quite a bit. I considered having the miners knock down some walls, but it's always easier to knock them down later than to put new ones up, so some of the stockpiles actually occupy multiple rooms.
Spoiler (click to show/hide)

Can't get the mechanics to link up a bridge. I'm gonna rebuild it. Gaahh. I think maybe the problem is that I deconstructed its lever while it was raised, and now I can't get anyone to the right point to hook it up again.

6th of Timber: I ... I don't think we will need this many coffins ... maybe I had too many made?
Spoiler (click to show/hide)

12th of Timber: I peeked into the hospital well this morning. Big mistake. At least we know it's full ...
Spoiler (click to show/hide)

The dwarven caravan arrived this afternoon.

It's always hard to plan a year in advance, especially when you won't even be in charge by then. I layed out our orders for the next year:
Large amounts of: leather, cloth, wood, gypsum plaster, thread
Small amounts of: silk, graphite, sand, yarn, clay

I've traded away 16470 dwarfbucks: several excess masterwork coffins, a bunch of shitty goblin clothes and elven wooden gear, various stone crafts, the clothes of some dead dwarves, some masterwork mechanisms, and a prepared dog heart roast.

In exchange, we recieved 6300 dwarfbucks of: a tiny bit of steel (which we can make), some useless booze (which we can make), a few seeds we don't need, and a SHIT ton of caged animals. We will begin butchering them immediately.

2nd of Moonstone: Unable to find any cloth, Thikut Durallolok went insane today. We can hardly bare to look at him. (Melancholy.)

Also, apparently we built a retracting bridge instead of a raising one for the east entrance. Whoops.

4th of Moonstone: The dwarves tell me the last of the rocks have been cleared from the dining hall. This is quite the improvement.
Spoiler (click to show/hide)

12th of Moonstone: As one of my last acts as administrator, I plan to lead a squad of dwarves out into the lowest cavern and clear cut the nearby area for wood.

11th of Opal: Almost a month! I can scarcely believe it's been so long! I caught a bit of a virus and have been bed riden. The fortress has been running unsurprivised but nothing seems to have happened. Wood collection in the cavern is progressing. My AV started updating, then my computer slowed to a crawl, I walked off without pausing and DF kept going for a month XD. Fortunatly, one of the many "import/export agreement" windows popped up and the game stopped moving. Otherwise Il'd be half way into summer wondering wth to do right now.
Spoiler (click to show/hide)

I was greatly looking forward to seeing the first water come down the waterfall after we fixed it. Unfortunately I missed it. The waterfall is flowing once more.

15th of Opal: The miners found small patch of platinum today!
Spoiler (click to show/hide)

Perhaps inspired by this new material, our blacksmith Astelstakud started gathering materials for an unknown purpose. Unfortunately, we don't have any plant cloth for him.

25th of Opal: Thikut had been looking pretty bad for several days now. He died in the lobby early this morning. I wish I could say he went in peace, or better in battle, but Dr. Valrandir says he died of dehydration. Driven mad by his unrealized plans ...

17th of Obsideon: A goblin attempted to infilitrate the fort early this morning. It was terminated with extreme murder.
Spoiler (click to show/hide)

18th of Obsideon: Another day, two more goblins.

22nd of Obsideon: The goblins are attacking!
Spoiler (click to show/hide)

One civilian has been badly injured and is trapped outside the gate. 2 military dwarves ran through the gate as it closed, against my orders, and are also trapped outside. A third, Edem Kikrostmor, a crossbowdwarf, was crushed. Two goblins were killed, the rest fled. We are reopening the gate.

In retrospect, closing the gate probably did more harm than good.

1st of Granite: A year has passed. Nir Nitem's future looks bright, but it's time for me to move on. The new administrator should be arriving today, so I'll just jot down a few notes for him, in case I don't meet up with him on the way out.

-The bedrooms are ALMOST fully furnished. Every room has a cabinent, a coffer, a door, a weapon rack, and an armor rack. Several rooms have beds, but we are still short on them.
-Our current lumber supply is through a door down in the forge room out into the third cavern. I've instructed the workers to make sure it's sealed until you are ready to take charge of operations.
-I've left a floodgate open, allowing a slow trickle of water into the farm. I thought it would be nice to get the rest of that room muddy and start separate fields for every crop. Plump helmets are still being actively grown, and the storerooms are well stocked.
-All levers should be annotated.
-The top entrance is OPEN. The east entrance is closed. There are grates in the water channel that should prevent most things from sneaking in through the shallows.
-The water channel and well channel are open to the river. The waterfall is on.
-The military dwarves are almost fully in steal. The uniform I set out:
Melee:
Spoiler (click to show/hide)
Range:
Spoiler (click to show/hide)
We definitly need some more steel gauntlets. You'll need to chop some wood, but there is plenty of mined out iron ore, though we have no active vein.
-We are also short on waterskins, and backpacks if you want to use them.
-Perhaps enlarge the military some?
-The forgotten beast is still wandering aimlessly around the caverns. It seems to be entirely harmless, as it apparently can't fly and has no way into the fortress. I've been ignoring it. Some of the dwarves seem to like shooting at it.
-We BADLY need cloth. Our blacksmith is mooded and demanding it, but it's not pig tail season and we have none on hand. We are at war with the elves, and no human caravan arrived during my term. It doesn't look good for him.
-We also have no soap.
-There is an injured dwarf lying in the boneyard out front, not sure what to do with him.
-With my projects finished, most of the dwarves are idling right now. I figure you'll find things to do with them soon enough.
-Finally, even after a year of churning out furniture, we STILL have far too many stones lying around.

Sorry again for being so late.

Save: http://dffd.wimbli.com/file.php?id=5444

8
DF Community Games & Stories / Re: Nir Nitem - New Succession Game
« on: January 25, 2012, 08:51:54 pm »
Poor FPS is slowing me down more than I expected, but I still expect to finish this Friday/Saturday.

19th of Granite: Stodir Endokgeth has begun a mysterious construction! (Fey.)

Spoiler (click to show/hide)

20th of Granite: The miners finished expanding the lower workshop level today.

Spoiler (click to show/hide)

A wave of 20 migrants also arrived. Among them were 3 surprisingly talented doctors. In view of that I have had to mix up the medical staff again. All the medical dwarves have been placed on call, but they will continue more normal duties the rest of the time with the exception of the chief medical dwarf Rovod Bernitem, who is still assigned full time.

In event of an emergency, the on call doctors will have to be relieved of their other duties to man the hospital. (We can use the hospital burrow to force them to get to work.)

23rd of Granite: Today, Stodir presented his latest work: "Zansongtenshed Lushut Num, Massivechanced the Guilt of Winds," a harp made entirely of kunzite! It's beauty is beyond compare. May it's music play as long as it's absurd name. We estimate it's value at 48000 dwarfbucks.

Spoiler (click to show/hide)

We are desperately short on miscellaneous stone pieces like floodgates, and we have far too few coffins for a fort of our size. We also have far too many stones. I have ordered that a number of additional mason's workshops be set up and manned 24/7.

24th of Granite: The mason's finished work on a new wall in the courtyard.

Spoiler (click to show/hide)

7th of Slate: The new well has been dug. All that's left is too add some fixtures and let the water in. Meanwhile, the channel under the east entrance is busy draining. I'm erecting a temporary wall to block it up from the outside while we do some maintenance.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

The miners also recently finished carving out the last of the commissioned bedrooms. The mason's workshops are churning out supplies for them as we speak. I've sent the miners to explore a native gold vein.

10th of Slate: Today I ordered that a large amount of furniture be installed in the bedroom complex. However, a wood shortage limits the number of actual beds we can manufacture.

I've also set up a little room for myself. It's exactly like everyone else's. Well, except for the window made of precious gems. And the gold cabinet, which was just sitting around collecting dust anyway.

Spoiler (click to show/hide)

11th of Slate: While I was eating this evening the furnace operators told tales of terrifying noises in the caverns. I don't know whether to believe them or not, but I've temporarily halted all forge operations and summoned the patrols.

13th of Slate: Nothing has been spotted as of yet. Forge operations are now under way once more. We are digging out a staging area near the caverns. If there is something out there we will be ready for it.

16th of Slate: The staging area is nearly finished, the troops are on route now.

17th of Slate: The engraver was the first one to see it, but, despite his civilian background, he stayed to finish the fortification he was working on before fleeing. As the civilians ran for safety the military dwarves braced themselves for the fight.

Staging area:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Fiva werimaririli! Our mouths water just looking at it:

Spoiler (click to show/hide)

18th of Slate: Solon Identost put 3 arrows into the beast and it fled. But we cannot forget it's presence. The civilians have returned, uneasily, to work. I cannot keep the entire military on alert near the caverns, the gatehouse must be guarded even while locked.

Spoiler (click to show/hide)

I have split our forces between the cavern and the gatehouse.

5th of Felsite: The salt beast has disappeared. Perhaps it has dissolved? I think not. We will see it again. The eastern channel has drained enough to allow partial access. We will pave it to prevent any future tree growth. I have substantially expanded our staging area.

Spoiler (click to show/hide)

16th of Felsite: The goblins have come.

Spoiler (click to show/hide)

(The "u"s are the goblins. They look like buckets :(. Not sure what's up with my character set, you might notice some other weird things in this pictures. Sorry. It's a fresh copy of DF and everything, downloaded it just before starting my turn.)

1st of Hematite: The goblins have been content to camp north of our fort. They have made no move to attack us. The beast still haunts the cavern below, but it too has made no hostile move. Perhaps it cannot fly after all? Or perhaps it was too badly injured in his first attack, and has lost the ability.

I've ordered yet another load of furniture be installed in the bedrooms. Beds are the pressing item now. I'm also having a series of gold and platinum statues installed in the entrance lobby.

4th of Hematite: Disastrous mismanagement! Somehow I confused the military and half the troops are running around their fort without their armor. A party of elves has taken the courtyard. A crossbow dwarf was trapped outside and will surely die soon. The doors are sealed and the elves cannot get in. The military is gathering up their gear and assembling, but there no plans to sally forth. We will have to wait out the siege.

Spoiler (click to show/hide)

(The "i"s with the circumflexes (hats/carets) are the elves.)

In other news our supply of hematite has been depleted in the production of steel armor. The miners are looking for more veins.

At least the new statues in the lobby look good. I'm having some walls smoothed as well.

Gahhhhh! Military in DF is such a pain.

9
DF Community Games & Stories / Re: Nir Nitem - New Succession Game
« on: January 22, 2012, 12:43:41 pm »
Sorry, turns out I didn't get started until this morning. I've completed my initial walk through. Also, the graphics are a bit weird. Not sure what's up. Not a huge deal though.

1st of Granite: I arrived at Nir Nitem today. I came upon a walled courtyard, overlooked by two tall towers. This is surely a change from the cramped hell hole I shipped out from.

The guards greeted me with a painting of a section of the caverns.
Spoiler (click to show/hide)

They then rushed me down to the very depths of the fort, where some sort of underground chicken farm has been flooded with magma. I'm told the chickens are a lost cause but if we act fast we can contain the magma. The previous administrator comissioned a wall to block the flow. That ought to hold it back.
Spoiler (click to show/hide)

My name is Boozeanator, sometimes I am called Momuz Ducimdebben. The bookkeeper and professional noble, Dr. Valrandir, tells me that I am ineffective and have no self-discipline. Perhaps he is right. I have no skills to speak of, but for the next year, I am in charge of this fort.

My first priority is to figure out the layout of the fort, and the nature of it's economy and relation to the mountain homes.

I noticed an interesting doorstop on my way in:
Spoiler (click to show/hide)

I also noticed that the west tower is missing a hatch cover.
Spoiler (click to show/hide)

There are two entrances, the walled courtyard pictured earlier in today's log, and a long underground pass stretching out to the east.

The walled courtyard is connected to the fort proper via a shaft:
Spoiler (click to show/hide)

The east entrance starts here:
Spoiler (click to show/hide)

I notice the east entrance is paralleled by a water channel. I thought at first it may have been intended as a means of drowning intruders, but I see two dwarven pressure gaps along the channel.
Spoiler (click to show/hide)

The channel itself is finely carved, but it is filled with crap and even sprouting trees.
Spoiler (click to show/hide)

I was somewhat disappointed by the underground entrance to the fort proper. The entrance shaft and east entrance come together nicely, but the walls are rough hewn and undecorated. There is a lovely waterfall fed from the channel under the east entrance, but I can't help but notice but notice the blood and trees in the waterworks.
Spoiler (click to show/hide)

Our mess hall is also under whelming.
Spoiler (click to show/hide)

However, I see the previous fortress administrators have made much progress on a large set of bedrooms. Soon each dwarf in the fort will have a well stocked room to call his or her own. I need hardly tell you how unusual and pleasing this site is to me.

We have two large work room floors.

The fort's population is 63 dwarves counting myself. We have 19 active soldiers. We have a good core of miners. We have a metal industry. We appear to have some miscellanous crafting operations and a few kitchen staff.

However I note that our ONLY practicing doctor is Dr. Valrandir, who is already loaded down with several other labors. Infact, I'm told that when caravens arrive it is his job to abandon the hospital and haggle! I talked with the man and frankly I'm not sure exactly how he became a doctor in the first place. He seems to have practically no medical skill and has taken to calling himself "King". On the other hand, the only person in the fort who DOES have any medical skill is a surgeon, Amost Delersat, currently assigned to hauling duty. His personality traits are unremarkable. He is now our fort's sole surgeon.

I was quite distressed over our medical situation, but when I peeked into the hospital I found the perfect solution. Rovod Bernitem! She is impulsive and absolutly dedicated to helping others. I don't know what she has been doing up till now, but I want her as chief medical dwarf as soon as possible. Unfortunatly she is currently injured. Hopefully she recovers soon.

I've also chosen another part time doctor in addition to Dr. Valrandir--Igniz Etostkubak. He will be able to fill in while Dr. Valrandir is busy on diplomatic or economic bussiness. He says he was a "beast-master" before I found him. Frankly I have even less faith in his medical ability than Dr. Valrandir's, but he appears to me to be disciplined and kind, and at least he isn't so busy! Dr. Valrandir and Etostkubuk are practicing medicine in the fields of bone setting, suturing, and wound dressing.

Medical summery:
Chief medical dwarf, diagonostician: Rovod Bernitem. (Full time) (soon)
Surgeon: Amost Delersat. (Part time)
Bone setter, suturer, Wound dresser: Dr. Valrandir and Igniz Etostkubak. (Part time)

The fort has sufficient food and booze, as well as an active underground farm.

I've also standardized some job titles.

The real work starts tomorrow. Priorties:
SEAL OFF THE MAGMA.
Safe guard production of military equipment.
Construct a keep atop the entry shaft.
Tidy up a few unfinished sections of wall.
Finish bedrooms.

If possible I would like to enhance the mess hall and entrance lobby. I should like to do some maintence on the east entrance water channel, but that will be a large project. We shall see how things go.

Unpausing now.

10
DF Community Games & Stories / Re: Nir Nitem - New Succession Game
« on: January 21, 2012, 09:20:47 am »
Message received. Will be starting today.

11
DF Community Games & Stories / Re: Nir Nitem - New Succession Game
« on: January 07, 2012, 04:24:31 pm »
noodle0117: Other players after me may have a different opinion, but I wouldn't worry about it too much. If it takes you a while longer to finish that's fine. I've got this thread bookmarked with the other stuff that I check daily, so looking in here isn't a hassle at all.

12
DF Community Games & Stories / Re: Nir Nitem - New Succession Game
« on: December 08, 2011, 05:07:06 pm »
I've never taken part in a succession game before, this looks like a good one to join if you'll have me. I know somewhat what I'm doing in df.

What about the custom profession tags? Personally I use those very heavily in conjunction with dwarf therapist.

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