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Messages - The Hadad

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1
DF Community Games & Stories / Re: [PRIVATE] LKM Bloodline Game
« on: April 26, 2015, 02:44:34 pm »
17 Granite


The miners have dug out space for proper bedrooms, an interior butcher shop, and two smelting furnaces. The cook and brewer are making as much booze and prepared meals as they can, the mason's making furniture, and everyone else's keeping everything moving. Next step, find iron and coal (and dig out any precious stones we find along the way. Gem cutting and setting is lucrative).

Frustratingly, Anthony failed to expose any such veins up to now. On the plus side, there's some limonite visible on the surface. Just a shame that it's near the bottom of the mountain.


May as well get that taken care of, though. Sooner the miners can clear those out, the sooner they can start digging from inside where it's safe.



Oh sweet priority and automining. Young'uns today don't know the agony of having to micro-manage how your miners did their digging.

23 Granite


Praise Armok, liginite! And in a cluster of bauxite to boot--meaning there's almost certainly ruby and/or sapphire veins nearby.

8 Slate


HAH! See what happens when you try to do some work done? You get results!

25 Slate


Uh oh. Here they come...


...what the hell are they doing?

2 Felsite
They're still coming in, but we've now got a population of 41. If we can get everyone housed, it'll be a miracle.

14 Felsite


Oh FUCK OFF. There's too much work to do! Needless to say, I ended that nonsense immediately.

Man, the mason just can't get rocks to the worshop fast enough.

20 Felsite



Very pretty. Now start making pots for the brewer.

6 Malachite
Naturally, once we finished giving everyone their own bed, 12 more migrants arrive.

25 Malachite


Today is a monumentous day--the metalsmithing industry begins in Boweldepths!

15 Galena


Honestly? I'm mostly annoyed by the fact that he won't be learning anything useful from this.

Incidentally, everyone's got a bedroom now, so we've got some breathing room at last. Doesn't mean we've got less work to do--everyone's either hauling materials or making coke and iron (assuming there's not something more specialized they can do). A gem setter would be really nice, though...

26 Galena



...Is that name supposed to be a political statement, or...?

5 Limestone


Time for Anthony to earn his keep around here, at long last.

14 Limestone


Aw, jeez. Hope what we got's enough to trade with...

Ingish Fortresshelp and I met with the baronness consort to give the annual report.

Uh. Good to know?
We ask for plenty of booze, meat, and garden vegetables. Here's what the mountainhomes need:


Afterwards, we traded with the merchants. Got some booze, barrels, meat, leather, cloth, cheese, seeds, bags and some silver bolts for the purposes of melting them down. We gave several of the stone crafts we had lying around (and excess quivers), but the merchants were quite insistant on taking a large sapphire and a large amethyst. I decided to go with it, since there are still plenty of gem crafts left. That said, I really hope we can get a gem setter soon...

14 Sandstone
Either there's an error in our stocks, or we didn't get any bars from melting down those bolts. Fantastic.

20 Sandstone
The last migrant wave of the year has arrived. 17 newcomers, seven of which are children. Also an engraver and a couple doctors. It's at this point I decide to appoint Ast Focuswhipped as the chief medical dwarf. Also, apparently we had elections at some point and Ingish got elected as mayor.

(She of course chooses now to go on break)

16 Timber


Mm, I'd say that's probably a decent amount of coal and iron for now. My gut says there's more, but I'll leave that to the next overseer(s). I'd like to try to breach the underground caverns before the year's up.


And there it is. Excellent.

21 Timber


Oh uhm... hm. Looks like I had found the second cavern and then accidentally hit the first, too. Oh well. Beats having to find it later.



And there's the second.

1 Moonstone
Anthony finished the first set of weapons and armor just as winter begins. I asign the four dwarves with military training (and one otherwise-skilless fuck) to Anthony's squad and set them to work.

7 Moonstone


What the?


Oh dear. This could be a problem. In other news, a crotchgoblin became an adult. He shows promising creativity, so I have him try his hand at gem setting.

10 Moonstone
Dastot's conscious again. Apparently it was just a burst of dizziness and fever. I'm sure there's nothing to worry about.

Also, with the caves exposed, I have the miners dig out a space for an eventual underground pasture.

10 Opal
There are too many crundles in the caverns. At least the military's getting some good combat experience.

28 Opal


...Arright, if you insist.

Looks like the last accomplishment in my time as overseer is going to be establishing this hostpital. Put it next to the stockpiles (the ones under the workshops) because I couldn't find a better place to put it.

Note to the next overseer: consider widening spaces. There's a lot of congestion going on.

10 Obsidian



...Man, I'm not even sure why you bothered.

14 Obsidian

Have fun with that!

....oh dear, it's inside the fort. This is bad.



Turns out giant cave spiders aren't as tough as they look. I'm almost disappointed.

1 Granite 255
Well, my term's over. Nothing terribly unusual to report. I'm starting to think we might be a bit too isolated out here, what with the lack of goblins and elves and humans around. Still, productivity's up and we're in good shape. Here's to Boweldepths' future.



--

Here's the save.. LK's turn at bat.

2
DF Community Games & Stories / Re: [PRIVATE] LKM Bloodline Game
« on: April 21, 2015, 03:06:18 pm »
3rd Granite 254
Running a bit behind--got the memo about my predecessor disappearing under mysterious circumstances at the last minute--but I'm here now. And hey, two days late isn't that bad in the grand scheme of things, right?

Anyway, I'm told these exercises show the merit of fortress leaders better than anything. After looking over this fort that I'm assured has had a full year to set itself up, I'm starting to see why. I got my work cut out for me here. Admittedly, I do like what's been done with the layout so far--check this out.


On the lower left there you can see the fort's entrance. It opens to the surface one level up. Then over on the right, you can see an open space for a bunch of workshops. The entrance is a small hillock over to the side, while the fort proper is in another, larger hill. Also, I admit the two-layer workshop/stockpile set up deeper inside the fort is quite clever.


There's also farms set up for the essential underground crops close to those workshops, so that's good. But that's about all that's good here. You see the first problems before you even go inside:


Problem one: A butcher shop. Not inside the fortress, but right next to the entrance. A safety hazard, exposing workers to the sun, sky, and whatever monsters are lurking in the tentacle grass. That's gotta be moved inside.

Problem two: Stone- and cage traps in the entrance. A fine idea in theory, since security is important. But they're blocking the path to the trade depot. Diplomatic relations between the mountainhomes and surrounding civilizations mandate that the path to the trade depot be accessible to their wagons and unobstructed by traps. On top of just being rude, loss and damage to transport and/or cargo falls on the merchants (unless we show signs of active aggression). In other words, no merchant's gonna try trading if they gotta step around any traps to get inside. Those will have to go, too. We can secure the entrance with a drawbridge.

Problem three: Look back at that first image. See those three tables and chairs? That's all we got for a dining room. Insulting.

Problem four: Those ten beds? All we have for civilian sleeping areas. No private space or storage for anyone? Also insulting.

Problem five: There's plenty of food around here, and a still has been set up, but we have no kitchen. No kitchen! This may be a fortress, but dwarves still have to live here. The least that can be done is to make it as pleasant as possible. Also, I specified civilian sleeping areas because...

Problem six:


Barracks. A fortress of only fourteen dwarves (and a child), and the previous overseer (Anthony, he calls himself) saw fit to take over a third of their number (including himself) and force them into military training. Again, I understand defense is a major concern, but these are not military officers, they're craftsdwarves and laborers! If you must have a draft, fine, we'll have a draft, but not when numbers are so tight and so much is left to be done. Speaking of things left to be done...

Problem seven: Everything discussed above? That's the extent of the fortress. That and nearly four hundred logs that appear to be made of cockflesh instead of wood. There's been precious little in the way of industry here! I've seen this site's prospect report--there's coal and iron to be found in these mountains, and not a bit of effort was made to unearth any of it! Anthony had set up a military before he even had any weapons or armor forged! And Anthony is the most skilled blacksmith here!

Problem eight: We have no broker or manager. We have a book keeper, but it's Anthony again. I'm amazed the dwarf even knows how to count.

Problem nine: Anthony also demanded a tomb for himself to be built. I'll not understand these rotational overseers' fascination with such things, but whatever. That's not the problem here.


The problem is, apparently Anthony, not content enough to cripple the labor force with a military, also demanded that another five able-bearded workers to pretty up his nonsense--four to fill a moat, and another to smooth the walls and floors. I'll let him keep it--if for no other reason that it'll save time. But I'm making it the exploratory mine shaft.

I got a lot of work to do.

3
DF Community Games & Stories / Re: [PRIVATE] LKM Bloodline Game
« on: April 12, 2015, 10:14:48 pm »
AKA "Derp Fortress"

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 01, 2013, 03:55:29 pm »
Thanks to a brief lapse in memory, I had opened the HFS. Suffice to say, most everyone got slaughtered.

Fort's not dead yet, though. There are two dwarves left, and both of them are unconscious and otherwise left alone by the clowns. It's pretty much just waiting for them to die of thirst at this point (or just regain consciousness and crawl close enough to the clowns to get noticed).

In the meantime, the fort went under seige for the third time this year, so if nothing else, I'll have an entertaining show of goblins, trolls and blizzard men versus bored clowns to pass the time.

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 26, 2013, 10:06:09 pm »
Is being forced to just sit and watch the game run because things are too chaotic to pay attention to everything that's happening considered normal? Cuz we've survived the seige (with 17 casualties, not counting animals), but things are such a mess I'm not sure what I can do except watch dwarves scramble around.

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 26, 2013, 06:34:56 pm »
For the second time in four months, Metalgear is under seige by goblins. At least they had the decency to wait for the merchants this time. Though the previous seige took out most of the military, so we're really not in any shape to do any defending. And I'm not sure whether to keep the gates open for the merchants or let them die. Oh yeah, and this time they got weaponmasters and the war leader with them. They escallated things pretty quickly.

EDIT: And the goblins immediately started attacking their war leader. What is it with this goblin civ and idiotic leaders?

7
At no point did I say that this wasn't gonna look like crap.

8
Aha! So that's your vision. Great job, quite grand. How large is the printed version?
24 inches wide, 32 inches tall.

9
Spent most of Saturday, Sunday, and yesterday working on this thing... and I hesitate to call it "done" because there's still more I could do improve it. But I needed to get it this much done so I could have it printed and ready to go for tomorrow.

Spoiler: And here it is (click to show/hide)

This version is shrunk down for the original, since it's almost 6 MB and 9600 pixels tall. Still, I intend to post detail shots of the scenes... but not tonight. I'm taking a break.

10
DF General Discussion / Re: Champions/Heroes
« on: April 20, 2013, 09:19:07 pm »
Ah. My mistake.

11
DF General Discussion / Re: Champions/Heroes
« on: April 20, 2013, 07:49:52 pm »
Now, now, let's be fair here, this isn't the US--who's to say that the conservatives of this fort prefer to deal with conflicts using diplomacy, tree-hugging and rainbows, while the liberals prefer warfare, murder and magma?

12
I'd buy it.
And I actually considered selling copies, but until I can find a cheaper way to print them--the one for class is going to cost me about $40, and after the 29th it would cost double that--it's just not going to be practical. And even if you were still willing to pay for that, my question in turn would be, "Why aren't you giving that money to Toady?"

If you're still interested in more scenes to add...
At this point, I'm not. Sorry. :x Sketching and scanning these alone took somewhere around ten or twelve hours, and if I'm lucky cleaning, coloring, and shading won't take more than an entire day. Also keep in mind that I need time to sleep and work on a nine-page comic for another class, and that the whole thing is due Wednesday. Adding more scenes just isn't practical at this point.

Also, good luck! What you are doing is amazing! Will you post here the finished version?
Thank'ee sir. I will indeed be posting the finished version here (though smaller so that it's not a ridiculously huge download) along with the individual segments on their own so you can see the full details.

13
Sorry for the double post, but this kind of merits a new post, methinks.

So get this--because of the level of detail and complexity of the image, the project is not going to be the illustration of an editorial, but a full 24"x32" poster. Suffice to say, this is going to be fun.

14
DF General Discussion / Re: Magma Smelters not working!
« on: April 16, 2013, 08:20:29 am »
OK, first of all, it's considered poor form to multi-post to that degree in pretty much any forum.

Second of all, what's probably happening is that your dwarves are storing your bars and such in bins. Unlike previous versions, where dwarves take what they intend to store and place it in bins, here dwarves take the entire bin, store the item, then carry the bin back. If all of your coke is in bins, and all of your dwarves are carrying those bins, then the game will consider all the coke unusable until someone puts their bin down.

15
I think he was suggesting it for inspiration
Which still isn't helpful, seeing as how I've already sketched and scanned everything and don't exactly have the time to start over at this point.

In the end, though, I should just be grateful for as much feedback as I've gotten. Which I am. Thanks, everybody.

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