Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kametec_Housen

Pages: 1 2 3 [4] 5 6 ... 17
46
Yep, statue garden. ;)

47
Spring has just came to an end. Not much happened so far. Only a minor disturbance when a goblin with a big bag came. It didn't look it's packed with presents, so I send bunch of axedwarfs after him.
Spoiler: It was quick (click to show/hide)

I had a nice corpse pit built for him.


I couldn't decide what we need the most. I decided to go with two projects for the moment. We seem to have a goblin neighbours, so a wall will surely come in handy. And some housing for us wouldn't hurt either. I decided to start on the northern border. It is nice flat area. Apart from a hill and a bunch of trees. Nothing our woodcutters and miners cannot handle, I'm sure.
Spoiler: Untamed wilds (click to show/hide)

Migrants have arrived:
Zuglar Uzolkokeb, great beekeeper
Obok Stibmerfikod, great bone carver
Rovod Sefoltekkud, great fishery worker dabbling stonecrafter
Tosid Oslanalath, great clothier
Zefon Siknugkadol, great miner
Fatch Bothonlogem, novice farmer
Kogan Athelnosing, great animal trainer
Kaemurl, mercenary, competent macedwarf
Solon Regnazom, great presser
Oddom Zasitidek, great stonecrafter
Bomrek Tunomkivish, great bookbinder
Atis Kedzaneg, great woodcrafter

I can use them. It is going to get busy around here.


Dwarfs have taken the task with enthusiasm.
Spoiler: removing hill (click to show/hide)


With the hill and trees gone, we can start building hour new homes. We'll need materials and lots of them. From now on, there are only 5 jobs allowed in this fortress. Each and every dwarf will be one of: miner, carpenter, mason, hauler, construction worker. No exceptions. When we run out of wood, I'll add a woodcutter to the mix. There are lots of work to be done and time is short. So I want to see a flawless workflow of raw wood and granite hauled to the workshops, there lots of blocks cut and then taken to the construction. Come on, we can do it!
Spoiler: Construction (click to show/hide)
Spoiler: Hard at work inside (click to show/hide)


Season change caught us hard at work. It is now summer and we're building like there's no tomorrow.
Spoiler: Progress so far (click to show/hide)

48
Yeah.

By the way, tower zombies are quite deadly. This ones have steel armour, for example. Out of the visitors I've mentioned in my post, the swordsdwarf tried to put quite a fight, but unfortunately her bismuth bronze sword couldn't do much damage to steel clad zombies.

49
Might join later, for now if you could dorf me as “Kaemurl”. Maybe a miner/stoneworker/military dwarf but I don’t really mind.
I can offer you a miner, mason or a macedwarf sheriff and hamerer. I have kept miners and stoneworkers separate, so they both can work at the same time. Take your pick.

Put me on the turn list. I will regret this.
Also, Dorf me. Imic, a male acrchitect or mason or carpenter. Preferably all three.
I have also masons separate from carpenters, for the same reason. Out of the two, which would you prefer? We have a legendary carpenter. It's a female though. Now that I think about it, the other carpenter is also female, so a mason it is, I guess.

I forgot to mention, If i get dorfed, I wanna be a male artist of some sort, maybe an engraver, named "Billy"
I can offer you a miner/engraver, or a craftsdwarf. Also a metalcrafter. Which one would you prefer?

50
... Or get Imic to count the ants somehow. ;)

51
We shall mod you to like cats for their aloofness and cat leather. That will cause you be adopted by them and mandate things made from them. Oh the dilemma, yeah. Is it bigger sanity hit to leave a mandate unfulfilled or to lose a pet? 8)

52
DF Community Games & Stories / Re: Simple Fort... Succession game
« on: May 29, 2018, 02:13:17 pm »
I learned about this pack from QuQuasar: 44.10 pack

53
Nope, I learned about that unacceptable plan of yours and gelded them all. :P

54
Sorry, Breadbowl took me longer than expected. And after a very long waiting I have two saves at the same time. But I'll have the turn finished in time, I hope. Here, have a teaser of construction underway:
Spoiler: removing hill (click to show/hide)
Spoiler: work in progress (click to show/hide)

55
Don't worry, I'll catch another colony for you to count. ;)

56
If we manage to kill a visiting necromancer for his slab, we may protect ourselves from them by having our own legion of necromancer farmers. With zombie farmhands. If you cannot defeat them, you should join them!

57

Now you've done it. This will not stand, I want outer bridges raised, so the panda doesn't run away and inner bridge open, so we can get out and kill it. Imic put his heart into counting those bees, we'll have some panda roast as revenge! Damn, is there a lever which is linked to the outer bridges? I don't know, just pull some damn levers already, we'll see what happens.

Damn, it has ran away. Bloody bee killing panda is now in river, tearing spongemen apart. I must say, it did a number on them, I think I saw a spongeman left leg sponge flying. But the thing is out of reach now, we cannot jam its skull through its brain in the river. Let's hope it comes back later, so we can have our revenge. Wait, it is turning... into a human. And poor sod cannot swim, haha. Good riddance!

One of the spongemen has been bitten in the leg. The leg got severed few moments later. Is it possible we'll have to deal with another bee genocide as another werepanda comes, this time out of the river? At least it will transform into a sponge and airdrown, if it is impudent enough to leave the water.

Current bee count: 0 :'(

58
I savescummed, I had a save not long before they came. I'll just have to redesignate some areas and deal with damp stone cancellations below the water pipe again. Feeding those dwarfs would be easy, too easy in my opinion.

I changed d_init.txt:
[POPULATION_CAP:0] (in hope to prevent immigrants)
[STRICT_POPULATION_CAP:220] (default value, means we're allowed to have 220 dwarfs in fortress at a given time. I'm open to suggestions on what this cap should be. Too many dwarfs slow the game to a crawl.)
[BABY_CHILD_CAP:100:1000] (default value, means we'll have 100 underage dwarfs tops. Once they become peasants, further pregnancies will be allowed, up to the strict population cap.)

You may have to edit d_init.txt to make sure the extinct dwarfs don't migrate to the fortress. ;)

59
DF Community Games & Stories / Re: Un petit village gaulois ...
« on: May 28, 2018, 11:29:32 am »
According to https://en.wikipedia.org/wiki/Celts:
Quote
The Romans knew the Celts then living in what became present-day France as Gauls.

60
That blue is quite hard to read on the dark background. Can you edit it to some other colour, please?
Code: [Select]
[color=cyan][/color] Cyan is also blue and much easier on the eyes.

Pages: 1 2 3 [4] 5 6 ... 17