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Messages - AlienChickenPie

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526
DF Dwarf Mode Discussion / Re: Consequences of great ideas
« on: March 20, 2008, 09:53:00 am »
I was a simple man with a simple dream- To erect a 5X5X10 monolith of solid obsidian, and cover it with magnificent engravings.
First came the mold. Pretty straightforward, that part. I had plenty of stone, so within a few months I had the 10 tile high hollow 7X7 box ready.
Then came the pumping tower. I already had a glass industry going for my dual 5X10 room noble housing project, so I had no problem churning out pump parts as fast as my minions could build additional levels on the tower.
I picked out fifteen peasants, named them Pump 1 thorugh 15 (it's always good to have some extra pumpers handy) and let them pump. Manual pumping proved unreliable and the pump operators complained about petty things like theire flesh "melting off" and put on a big whiny show, so I had no choice but to install an automated power plant.
It took about half a dozen windmills to power the pumps, gears and axles, and the giant tower finally started pumping the magma in ever so slowly. Unfortunately, spillage still ensued and it took nerves of steel to stop the magma from flooding my ground level. A few extra walls, bauxite gears salvage from my earlier magma works and a magma drain later the pump went running again, this time reliably.
Then, the unexpected happened. A goblin siege. The former pump operators, made into the memorial pumper squad, managed to fend off the miniscule wave that constituted the first wave. The second wave wiped out about 30 of my 95ish dwarves.
Now, my fortress was a place for two things- Madcap engineering, and parties that were famous across the realm. The gaping tear in the social fabric sent dozens tantruming, and lead to the familiar downward spiral. This whittled my population down to about eight dwarves, two of them children.
I saw this as half a blessing, and decided to keep the fortress going. I immediately started adding a wall to the moat around my fortress to make sure that I would be able to wait out additional sieges. Then, the goblins came again through the unfinished gatehouse and murdered the survivors, finishing with the two innocent children in the renowned party hall.
Then, I sent an adventurer to survey the ruins. He was greeted by fire imps who chased him up the scaffolding for the monolith. I foolishly thought that I could  fend them off, so instead of plummeting into the half-filled mold to see if it had already dried up, I sent the adventurer down and he was cooked thoroughly.

[ March 20, 2008: Message edited by: AlienChickenPie ]


527
DF Dwarf Mode Discussion / Re: Exhibitionistic dwarves?
« on: March 18, 2008, 02:55:00 pm »
quote:
Originally posted by Kagus:
<STRONG>Blue, and the dwarf becomes so incredibly disheartened by his/her failure, and will refuse food and drink.  In an attempt to end their retched and failed husk of an existence, they will try to hurl themselves off a cliff or into a river to drown.  This can be very interesting if the dwarf finds a drop that is so short, it will only stun them.  Even better if that drop has a ramp nearby which allows said dwarf to run up again and hurl themselves over the edge again. Will eventually die of thirst or hunger.</STRONG>

This reminds me of this sketch from Jam. http://www.youtube.com/watch?v=1FY_z2-3dLk


528
DF Dwarf Mode Discussion / Re: Bags of sand and seeds
« on: March 16, 2008, 05:26:00 pm »
You can't assign the bags to certain things or limit them in stockpiles like you can do with barrels. Your only option is to forbid/claim them as necessary.
Have your leather or cloth dwarf start making bags on repeat (preferably after the harvest is already done) and repeatedly order all your glass furnaces to collect sand. Some bags ought to get picked up by the correct dwarves.

529
Scratch that. There are too many dwarves to control effectively, they hardly have anything to drink now and their numbers dropped by about a half. No point making a community fortress out of that wreck.

530
I reclaimed the fortress (not too difficult with 56 dwarves armed to the teeth) and set up an enclosed camp, with only 3 dead and 2 hopelessly injured.
The mountainhome didn't like the fact that seven of its misfits got brutally slaughtered by some uppity undead camels, I guess.
Claim some new dwarves if you want. Pick a profession and a gender. I have miners, rangers, woodworkers, stoneworkers, metalsmiths, jewelers, various craftsdwarves, farmers, fishery workers and engineers, and each dwarf also has a weapon skill. 4-6 unclaimed dwarves will be placed under each claimed dwarf (you may name them too if you want), and those who choose to can have their dwarves activated and serving as a standing army. There is no captain of the guard yet, feel free to ask for the job.

531
Is there a way to see a list of my previous forts and their locations? I can't remember where I placed it.

532
5th Granite - Nozeri's log
We arrived earlier today. The most noticeable thing about our surroundings was the river. It was full of undead fish and hippos, fighting with each other. It made the river run red with blood and unusually frothy.
That was the least of our worries. A combined herd of zombie and skeletal two-humped camels was nearby. Alin's orders were simple- Dig now, dig deep and wait it out. We had barely managed to dig a small storage chamber and start moving our stocks there when the camels spotted us and charged. We all scattered and ran like madmen before Alin took command and ordered us to take cover in the chamber.
Roy, Mears, Dopey, Mulch and Alin are dead, all dead. We could hear their screams behind us as the camels crushed them. Foamy and I are the sole survivors. Unarmed, separated from most of our supplies and without a pick to continue the dig, we are are not sure how long we will last.
The supplies, along with the camels, are right above us. I can hear them bellowing and crushing logs with their feet.
Alin, you fool, why did you bring an anvil instead of cold, hard steel?
I'm scared, I'm so very scared.
***

Yup, losing is fun. I'll keep playing till the end, maybe the camels will go away and I'll manage to bring over the picks and supplies.
Edit: So fell BrideJoke

The camel flushed them both out. Nozeri was killed next to the wagon's original location, and Foamy managed to escape for a little while. A skeletal hippo killed the camel, and then chased down Foamy and killed him too.

That's what I get for bringing an anvil instead of weapons, I guess. I should stick a post-it to my monitor that says "YOU ARE GOING INTO A TERRIFYING AREA. UNARMED EXPEDITIONS WILL MEET A QUICK AND PAINFUL END".

[ January 03, 2008: Message edited by: AlienChickenPie ]


533
I took the plunge.
One random tile contained both zombie and skeletal varieties of carp.
I'm in awe.

534
Here's the configuration I have in mind-
Alin: record keeper, appraiser, novice judge of intent, proficient hammerdwarf
Foamy: Proficient axedwarf, proficient woodcutter (not completely sure about that one)
Dopey: Skilled marksdwarf, mechanic, building designer, metalcrafter
Mears: Proficient miner, competent mason, engraver
Nozeri: Proficient swordsdwarf, proficient carpenter
Roy: Proficient grower, competent brewer, cook
Mulch: Proficient miner, proficient hammerdwarf (I'm inclined to take off hammerdwarf, as this guy will be legendary with the pick)

It seems pretty nice for something assembled by seven different people. With 5/7 of the population having a background in kicking ass, survival should be that much more likely.


535
Mining, masonry, carpentry, farming, brewing, cooking, bureaucracy and engraving are all settled. Foamy is currently hammerdwarf-marksdwarf, for maximum crossbow slaughtering action, but this may change to accomodate some more skills like mechanics, building design, glassmaking or crafting of some sort.
The last dwarf is up for grabs.

536
quote:
Originally posted by Foamy:
<STRONG>I'll take 1. hunter if it's safe enough otherwise put him into any job. it would be great to be sherrif/soldier later too. Foamy please. thanks.</STRONG>

What weapon would you like him to have?

537
I'd like to try my hand at a community fortress, with the possibility of becoming a succession fortress later on.
The location is a pastoral riverside retreat, and by that I mean a terrifying, hot hellhole of a black sand desert that happens to be next to a river.
My fingers are crossed for some skeletal camels.
Here's some background:
Main Character - Alin Pagedtaxed.
Alin was a reasonably successful trader back in the mountainhomes. He fell in love with a minor noble's daughter. Her parents initially disagreed, but faced with the choice of approving the marriage or having their only daughter run away, they reluctantly accepted, if only to prevent the major loss of face they would endure if the neighbor knew that their daughter had run away from them.
Forced to keep up appearances, they even presented the pair with a dowry- Their very own parcel of land in the southern regions.
The newly-wed couple went to the cartographer's office to find out more about the land they got. They weren't too surprised to find out that it wasn't too much of a find. When he heard the couple enthusiastically recite the directions to their dowry, the cartographer couldn't manage to hold back his roaring laughter. He looked at them and said "Girl, your parents must really hate you. The land is in the middle of a vast desert. The last dwarven feet to grace that place were those of the explorers of old, and those of them who survived came back with terrifying tales of undead beasts roaming the land." The couple looked at the various documents the cartographer put next to the map. A sketch of a skeletal camel and a long list of dead dwarves next to their gruesome causes of death made them realize he wasn't kidding. "By the way, kids, the river is still unnamed. Any ideas?" Alin smiled and said "Bridejoke" and the cartographer added the name. Not too surprised with their dowry, the couple left the cartographer's office. After that day, the land was all but forgotten.
Suddenly, tragedy struck. Near the end of the honeymoon, dwarven police broke into the couple's cabin and dragged out Alin's wife. They shouted something about her proven connection to "the scandal of the King's unfilled fine pewter toy mandate" and handed her over to the hammerer, who quickly made sure she would never have the capacity to to disobey a mandate, or do anything else for that matter.
Alin, robbed of his love, could no longer function. He developed a hammer obsession, and spent most of his free time hitting things with one, vowing to catch the hammerer one day, and strike back. In quick succession, he lost his business, smashed most of his property, became an outcast and started frequenting the bar where all the dwarves who drink way too much even for dwarves hang out.
Shortly before exhausting what little savings he had, Alin found the deed for the desert land in a box. This made him recall the days shortly before and after his marriate, back when his life had a purpose. He decided to make a purpose. He acquired an expedition permit, entered a meeting hall, stood up on a table and started to speak in a tone that he had not heard in his voice since the good days. "I have lost my love, my business, my money and my purpose. All I have left is a deed to a skeleton-ridden desert and the permit to lead an expedition there. I seek dwarves who wish to leave behind their previous lives and go out into the unknown, where we will achieve a new existence of riches, independence and dwarven might, or die trying." Dwarves were used to charlatans who attempted to "sell" people on doomed expeditions, but something in Alin's voice seemed very genuine, and a small crowd gathered.
"Your background or your past in the mountainhomes does not matter. If you wish to join, you are welcome to step forward. I seek dwarves with fighting experience, for we are headed to a dangerous place. Laborers and tradesdwarves are welcome. Supplies will be arranged by me, you need only bring yourself and the will to survive and rise anew."
Alin kept speaking, and soon had six dwarves standing beside him:
1. A male dwarf with a stein of beer in his hand. He likes to try new things and has a strong sense of duty.
2. A female dwarf with two large steins of beer in her hands (she occasionally overindulges, you know) and a smile on her face. She doesn't like to think too much, is self aware and self disciplined.
3. A male dwarf with a bottle of rum in his hand, wearing a frown and not showing a bit of enthusiasm. He's comfortable in social situations, hates authority and tradition and has quite a lot of confidence.
4. A female dwarf with two mugs of dwarven ale in her hands. She seems quite stressed, and you can see she's trustworthy. Interestingly, she didn't show any signs of pity while Alin was telling his sad story.
5. A male dwarf with a dimple cup spawn-glazed chimpanzee leg in his hand, the same dish he's had there for years (he prefers familiar routines.) He's active, loves a thrill and has a profound understanding of his own feelings. He's trustworthy and likes helping others, but lacks confidence. He prefers stability and security, but for some reason decided to join. Perhaps he has a good reason.
6. A male dwarf wearing low boots and holding a mace. He seems calm and comfortable. He doesn't display and cravings or urges, and doesn't seem to have too much style. He admires tradition. He is trustworthy, but often does the minimum he has to do.

Alin turned to the dwarves, took them to a less crowded corner of the meeting hall, and asked them to say their name, tell a little about themselves if they want and specify their work and combat experience.

(Wow, that was a mouthful)

Now it's up to you. Pick a dwarf from the list, name them, fess up a little background if you feel like it and assign them skills. The only limit is that the skills have to make sense for the beginning of the fortress. We're going to need mining, woodcutting, farming, brewing, cooking, masonry, carpentry, etc.. I also like to have a mechanic/building designer with decent experience. Another thing you should keep in mind is self defense. The location is likely to be swarming with undead desert creatures, so it would be useful to work some combat experience into the characters when possible. I'd rather have slow-working but living dwarves than slightly faster but dead dwarves.


538
DF Dwarf Mode Discussion / Re: Dwarven Physiology
« on: March 15, 2008, 04:33:00 pm »
Even humans can get quite a lot of energy out of alcohol, it's second only to fat in the amount of calories per gram. If humans had the ability to metabolise alcohol without harmful side effects, they would probably utilize it in a similar way. The alcohol in booze keeps germs out, while the booze serves as a great source of energy and quenches thirst.

539
I had a giant cave spider in my current fortress. Killing it with my mostly untrained and unarmed military wasn't an option, so after a few failed attempts to trap it (apparently,  the spider couldn't trigger the traps because he didn't immigrate into the map) I did something else- I dug a deep pit, filled it with water from an aquifer that I stumbled upon while digging, put a retractable bridge on the top and used some expendable peasants to lure the spider on top of the bridge and retract it using a switch. The luring part works every time, because even an untrained peasant can lure the spider across 2 screen widths without getting into web range. The switch part is a little harder to pull out.
I lost about 20 expendable peasants while killing the spider, but that includes all the previous attempts that had nothing to do with the bridge. You could slash that number by building the switch next to the meeting hall or in some other high-traffic area.

540
DF Dwarf Mode Discussion / Re: Bad replaning. (poor dwarf)
« on: March 13, 2008, 05:17:00 pm »
Awesome, especially if you don't just floor each level with bridges, and only build a handful connections between the different towers on each level.
A huge glass floor with hatch covers holding back water could serve as an artificial sky, giving you the added benefit of a weather system.

[ March 13, 2008: Message edited by: AlienChickenPie ]


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