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Messages - Kazindir

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166
Instructions you desire? Then instructions you shall receive!

Might be an idea to turn all the farms off as well. There are a ridiculous number of them littered around, not only in the somewhat vast farming cave but on the surface inside the Inner Keep AND outside by the Arena Tower. We have enough food and drink to last us for about 20years anyway and cutting down on that might help perforamnce and save/load times as well. :)

*********

Diary of Kazari Limulkalan

Bah, having thrown away the last set of instructions and repeatly mispronounced my name, Maggarg is now demanding instructions for the Abbey! Who put him in charge anyway...

Anyway, he'll only get even more huffy, so I've had the old instructions recopied and a set of plans Melbil drew up for the rest of the current roof copied as well. I expect they'll both end up in the garbage pile before the week is out.


***********
Abbey Roof:

This is a complicated set of plans and a set of scrawled notes by the hand of Melbil Sholidtobul, a legendary mason of Kulettogum.

She claims that each of the Abbey buttresses are paired up and each pair needs to be joined by a thick arch. This will give the Abbey enough strength to remain standing no matter what happens for an Age, long after all are dead and dust in their tombs, or so she says.

To complete the remaining buttresses it looks like the outer walls on the second floor need to be finished first, with the windows either left empty or completed. Once done, the tops of that wall can then be used as a sort of scaffolding to construct a ramped piece of wall next to the wall-tops of the second floor. (Next to, not on.) With two wall sections lining up with where the buttress arch should go and a ramp to the east and another to the west. once that is finished, similar masonry can then be build all the way between the buttress top, with that initial bit of the arch being used for masonry access to the other side and top of the arch.

Once that arch is complete, it seems like it should just be a matter of repeating the process for the remaining arches and flooring over the gaps between them. The plans don't include a spire but given the claims about the near-indestructability of the finished buttress skeleton...



***********


Abbey and Fortress Water Safety:

1) Make sure the masons have left no holes in the Abbey water chute, other than the 4 in the floor above the Sacrificial Pit. Build this wall last to avoid and competant masons being trapped then subject to accidental sacrifice to the Gods.

2) Send some mechanics to check that the floodgates here are indeed linked to the levers. I may assist or may adopt a more supervisory role from my office. The middle cistern will need a couple of flights of stairs rebuilding from Isshas Cavern to be accessible again, providing work allocations for new migrants.

3) At the waterchutes into Isshas cavern, 1 level BELOW the cisterns, dig a new tunnel linking the three drops from the three cisterns and leading directly east into Isshas cavern. Once the floodgates are confirmed to be working, remove the stairs and put our best masons to work flooring over the drops where the staircases used to be in the new tunnel. Don't forget to remove any stairs on the Cavern Side, as Issha wandering up into the mechanics and sitting on things would not be good.
When finished, water from the cisterns should flow from the cisterns, down 1 level then along the new tunnel east to Issha's Cavern, not straight down. This might prolong the life andentertainment value of goblins and with luck prevent any unfortunate high-pressure backwash flooding the control centre. Hopefully.

4) Put some grates here. Issha might just destroy them in a huff but we can but try. Get a mason, on the way out, to brick up the stairs to stop any enterprising escape attempts.

5) Send Valter or someone to channel out the riverbank blocking the floodgate under the Great Tower from the river.

6) Make sure the pumps from Issha's are on. If they aren't, pull the north west lever here so they are.
Now turn on the pumps in the Great Tower by pulling the south west lever.
Pray to Gembish, Rakust, Armok and whatever other gods you can think of and open the floodgate under the Great Tower by pulling the east lever.

Wait.

Water should be pumped up inside the Great Tower then dropped down into the tunnel system where it will surge through to the Abbey and out into four nice waterfalls over the Sacrificial Pit. This water will then drop down into Issha's Cavern, slowing and meandering along until it is pumped back up and out into the river.

Leave it running for a few months to check for leaks, as in some parts (such as over the under construction new dining hall) the water is under very high pressure. Health and Safety complained about this but no one knows who authorised them in the first place. There is a small chance that the water entering the system from the Great Tower will exceed that leaving it via Issha's Cavern, in which case just close the floodgate and/or turn off the pumps in the Great Tower again to avoid everything flooding and getting all muddy and elvish. If that happens, well, hydromancy was never my strong suit so perhaps just build another set of pumps at the end of Issha's Cavern?

It's very unlikely to happen anyway.

The chances are practically zero.

 - Kazari.

167
It is chugging quite slowly, hence the mass slaughtering thats on going and (supposedly) caging as well. At one point there were almost 500 odd animals on the stock screen and at least half of those were wandering about, which wouldn't have been helping much. :)
I'm also inclined to blame the vast food and stone numbers - we have about 60000 stone lying about in the mines and about half that in food and drink. Not sure if it actually does matter but I have a feeling that pathing to the nearest food/drink/rock only gets worse the more there is.

What I ended up doing was leaving it on while I did other things - queue up loads of jobs then let them at it. It autopauses if something significant like a siege happens, and lets you watch the telly/read forums/a book/whatever while the bearded wonders do their thing. which is why there is a pile of masonry still queued on the roof, although it;s also why I overshot the year, ahem.
Oddly though due to the speed I found I could do a lot more in a year than when it was faster - practically zero wasted time. :p

**********

Diary of Kazari

Bah, that grumpy Maggarg is moaning about the Abbey! Something about how there is no way for the water to reach the waterfall form the river - he just doesn't understand!
Water reaching the waterfall isn't the problem, I'm sure that will work just fine. What has me concerned is that the mechanics might be a little bit too efficient...

168
Dear diary,

A mechanical library! What a fantastic idea!

- Kazari.

/edit
Read only if you wish cryptic advice from the future.

Spoiler (click to show/hide)

169
Dear diary.

Please remind me to check that the floodgates in the cisterns beneath the Goblin Disposal Centre are actually linked to the levers in the Centre.

Thank you.

 - Kazari.

170
The Abbey with the current building work finished would make a nice vaulted basement. :p

172
Quote
Journal of Kazari Limulkalan

28th Hematite
A section of the flooring in the Great Tower collapsed today. No idea why as no work was supposed to be happening there. The Duke Consort Jools was the only one present and is the only one wounded - nothing serious I think, a bashed leg and a bashed arm but he's unconcious at the moment. One of his pet jaguar cubs was killed unfortunately.


5th Malachite
The Duke requires a lay pewter throne in his bedroom. Luckily we seem to have some lay pewter in stock so that should be easy enough to sort out.


13th Malachite
Inul Tisiserith is create another masterwork bolt to replace the one mysteriously lost during the siege.

The mining works have turned up several new gem clusters - moss agates, fire opals and plume agates. We'll need to make some more windows I think.


4th Galena
Stukas the miner has been struck by a hammer trap!
He tried to tell Jools he'd found some borax.


5th Galena
There is now a nice big golden platform above the pit in the Abbey. The walls are now lines with sunstone windows and the sight is so impressive that even when the sun is shining brightly no one has vomited all over the Abbey for weeks.





18th Galena
Several years ago a colossus called Issha Neltiamec was captured and ever since it's been sitting, caged, behind the Foe Flusher. Endok ensures me it is perfectly secure but I have my doubts - how could a flimsy cacao cage stop a bronze colossus?

I've decided to rehouse it in a cave habitat along one of the waterways to the Abbey. That way it will be kept secure and we can sacrifice some of the many captive goblins to Gembish using the colossus and water from the Abbey which ultimately comes from the rain.


28th Galena
Slight problem with the Abbey, I've lost the plans for the roof and no one seems to know how the flying buttresses are actually supposed to connect with the building and support it. The Duke has demanded some coins and the first lay pewter item anyone spots, which isn't helping.


2nd Limestone
The dwarven caraven is expected soon and if the goblins are still feeling frisky there will be a siege as well. The north bridge has been ordered raised as a precaution, though whether anyone will do it before the Duke geta annoyed and does it himself again is anyones guess.


7th Limestone
Against all expectation, the northern bridge has been raised within a week!
Several cats have been found mysteriously dead.

A series of new windows have been installed about the place, making everything look a lot better. We seem to have an unlimited supply of sunstones, I'm not sure where they're all coming from, although we're running low on amethysts now.


9th Limestone
The dwarven caravan has been sighted!
I wonder what they will bring and I hope they want a new load of goblin rubbish.


12th Limestone
A vile force of darkness has arrived!
They're a little late though.

Looks to be about 80 beak dogriders, spread across the south. One of the groups look like crossbow-goblins, hopefully riding around of beakdogs will throw them off their aim.

The champions have charged out to kill the nearest of the groups that is following the west road before the others come into range and the marksdwarves are on the walls.


19th Limestone
The siege is broken and the river runs red with blood once more. The Champion Kib Ducimlid Ibruckmosus Or was felled by the goblins before they were driven off but his sacrifice ensured the destruction of four of the five goblin units. One of the legendary planters has volunteered to take his place in the unit and as we have enough stockpiled food to feed the fortress for the next several centuries I approved it.

Goden has bought a lot of spare steel armour and bolts from the dwarven caravan.


3rd Sandstone
Gah I think I'm going to need a hammer trap by my door as well. The miners keep coming in to tell me the roof of a tunnel under the river is damp - I know! It's under a river in a swamp, what are they expecting, magma?


11th Sandstone
Ashrir has become recognised as a legendary champion!


19th Sandstone
Dragonflies seem to swarm along the top fingers of the Abbey as the sun goes down. Maybe they like the windows as well?


1st Timber
Likot Betanstukos, a brewer, has been possessed in the foundations of the Abbey!
Which reminds me, at some point we should really build some better way of getting to the Abbey than wandering through the muddy foundations or skipping over the haunted ruins of the Cursed Bridge.


19th Timber
Fenokakil, a magnetite crown. Decorated with horse leather, encircled with bands of nickel silver and cave lobster shell and menacing with spikes of magnetite, yellow bullhead bone and pig tail. On the item is an image of Lolor Churchswords the dwarf and dwaves in fire opal. Lolor is surrounded by the dwarves. The artwork related to the ascension of the dwarf Lolor Churchswords to leadership of the Rag of Suns in 831.
Also on the item is an image of Vabik Riddleposts the dwarf and dwarves in sunstone. Vabik is surrounded by the dwarves. The artwork relates to the apppointment of the dwarf Vabik Riddleposts as a diplomat of the Rag of suns in 656.


3rd Moonstone
Winter has arrived.
Issha's cage is on it's way to the cavern and after several abortive attempts I think I've got the mechanisms lined up right to actually release it form a safe distance when the time is right.


There is a small observation room where the lever will be and where dwarves can hopefully watch Issha wander about in the cavern and eat goblins, although I'm sure the peasants will panic at the sight of it even though they're well out of reach and behind amethyst windows.



21st Moonstone
Work on the Abbey goes slowly but steadily. a lot of the time needed is actually just bringing up diorite from the depths of the mine, not the actual construction. The pumps in and out are all finshed and are running dry but until the Abbbe reaches a certain point adding water to the system would be a terrible idea.

The miners have found a couple of new veins of lignite and some more moss agates, so the smelters are busy producing coke for the forges. We've also restocked our wood supplies, felling most of the mature trees along the western road and the riverside.


3rd Opal
The Duke has demanded 3 more cages to be built. I don't know why and I didn't ask - we have hundred of cages already!


4th Opal
The Abbey buttresses are almost all complete now, with the two westernmost ones finally being joined over the roof today.The scaffolding has begun to be taken down. Hopefully a lot ofit will be diorite we can reuse on the Abbey itself.


7th Opal
Bomrek, the leaders of one of the marksdwarves squad gave birth to a baby boy today. It happened rather suddenly, she was on the stairs inside the triumphal arch, on the way to the statue garden at the top.


8th Opal
The remains of a demon rat were found today on the upper levels of the Abbey. Thats a bit ominous.




12th Opal
The new recruit for the military was mortally wounded by an axe in a sparring session today. So much for increasing the size of the squad.


27th Opal
The demon rat has finally been removed so construction can continue.
Several new platinum states have been hauled over to the Abbey as well to spruce the place up a bit. I think at some point a large flooring project will be needed as the ground floor is still the raw ground, covered in mud, grass, bushes and even the odd tree, but I'll be buggered if I can be bothered with that right now.


6th Obsidian
Mezbuth, one of our legendary miners has been taken by a fey mood in the middle of building a ramp. He's claimed a masons workshop in the great tower. I wonder what he's going to do and I wonder who is going to finish building that ramp.


13th Granite
What? There is an elf diplomat here, how long has he been hiding in the mines?

...

Oh dear.

I wondered why Maggarg was looking more peevish than usual.

It's the fault of that elf.





Sorry, it's the 13th of Granite, I missed the season change whilst randomly browsing whilst the epic amount of masonry that is the Abbey built itself. 2 sieges, an ambush, a lot of caging/slaughtering and a whole lot of building work. It's still chugging along at around 14fps for me despite the caging and the slaughtering wasn''t nearly as fast as I'd like it to be. We've got about 7k drink and 28k food as well, which probably isn't helping!



Anyway, the Abbey needs a lot more work if you are so inclined, as it;s nly got half a roof and other than the Pit and associated waterworks it is an empty shell. Although it's a pretty shell with windows. Also more levers have happened! Many more. So if you want to know what they do, read on...if not, don't. :)

***

Underneath the Great Tower is two little rooms joined by a staircase. There are three levers here, the abuse of which may well blow the Abbey apart and sent diorite shrapnel arcing through the air for miles.

From the staircase:

Lower Left Lever: attached to the gear assembly that links to the axle running to the east just SOUTH of the lever. This powers the pumps in the Great Tower which in turn are what makes water go through the Abbey and Issha's cavern.

Upper Left Lever: attached to the gear assembly that links to the axle running to the east just NORTH of the lever. This powers the pumps on the other side of the river that pump water out of Issha's cavern (which is filled from the Abbey). If you turn this off with the tower pumps on, Issha's cavern will flood. Then the Abbey will flood. Then the world will flood.

Right Lever: This is attached to a floodgate at the bottom of the Great Tower. It's closed at the moment and the riverbank needs channeling for water to flow in anyway.

***

In the main hall, where all the shops are, is a new corridor leading off to the north. At the end, upstairs, is a nice big room with bars and windows and levers and cages and pits. In theory, this is where you will be able to dump goblins down the pits.

There are 3 pits. South of each one is a nice big gem window, behind which is 2 levers.
For each, the left hand one opens a flood gate part way down the pit - this should flush goblins dropped down the pit into Issha's cavern.
The right hand one opens a hatch on the bottom of the water channel taking water from the Abbey's suicide pit. This will refill the cistern for that pit - although not if you've got the flood gate open as well of course.



!!WARNING!!

Yes, it's on fire.
the cavern needs a lot of staircases removing before it floods or any nasties are unleashed.

At the west end of the "river", the flights of stairs leading up to the floodgates and then up to the goblin disposal centre all need removing, otherwise the goblins will just walk out instead of plummeting to their watery colossus fueled doom.

At the east, where the pumps are, some grates or possibly just a wall in from of the bottom of the stairs s in order, to stop things leaving. It would be most unfortunate is the Colossus could just walk out of it's cave and into the main food/workshop area!

At the main waterchannels that run between the tower and the Abbey, there are still some holes in the walls. They'd be wanting fixing for the avoidance of self inflicted fortress wide water doom. :D


Finally...I don't know if it actually works. It might send water shooting in a fantastically huge arc out of the spouts in the Abbey and flood the place for all I know. So, I'm backing well away behind this thick rocksalt wall. Good luck. ;)


The save is slowly uploading now.

173
DF Gameplay Questions / Water pressure question
« on: January 30, 2009, 01:16:23 pm »

I build myself a 1 tile wide tunnel with a pump and a water source at one end and a big generic space at the other. I turn the pump on (it is powered for simplicity). The pump pumps 7/7 tiles of water into my tunnel and they flow along the end and fill up the big space.

=============
P~~~~~~~~~~~ ->
=============


Thats how I understand it so far.

I turn off my pump and expand the tunnel at the pump end only to be 2 tiles wide. I build a second pump next to the first like below.

==|
P~|==========
P~~~~~~~~~~~ ->
=============

When I turn on the power to both pumps, will the water coming out the 1 tile wide end of my tunnel be effectively coming out twice as fast?

(Or more accurately, will the water "produced" by the second pump be generated at the end of my tunnel in the first available space, having the same general effect as the water travelling down the tunnel twice as fast?)


Thanks. :)




174
DF Gameplay Questions / Re: The "20 levels high" arena
« on: January 30, 2009, 09:59:31 am »
Not that I know of.

If you have kobolds occaisionally appearing, I've heard (but not tried, so take with a pinch of salt) that if you let them steal enough stuff they'll spawn little ambushes.
Kobold thieves at least have trap avoid so you can't cage them, but with a lot of effort and some bridges you could make an entrance leading to Room Of Fabulous Loot at the other end of your arena to lure them in. Raise the bridged behind the kobolds and once they reach your fighting platform with the caged goblins, raise the bridge to the Fabulous Prize Room.

The Kobolds will stop, unable to pathfind their way anywhere, so unleash the goblins! (And hope goblins and kobolds will fight each other, I don't know if they do :p ) You may want to release the goblins one at a time, as kobolds have a hard enough time dealing with a clueless dwarven peasant, let alone anything with weapons.

If it works the crowd will go wild, if not then you'll have a lot of redundant construction and a great tale to tell your children.

175
DF Gameplay Questions / Re: Channel digging and staircase removal
« on: January 30, 2009, 09:45:19 am »
Iron doors opening onto magma are very uncivilised. Next you'll be telling me  moat sides don't need to be smoothed....honestly... ;)


Last time I checked constructions like walls and stairs and the like are immune to heat (and non-deconstruction designation related destruction in general).

So you can have a magmaduct to carry magma about the place made entirely from wood is you want. The only things that matter are placed things (like floodgates or doors) and bridges.

The last time I checked was a while ago though. :)



176
DF Gameplay Questions / Re: Channel digging and staircase removal
« on: January 30, 2009, 07:47:46 am »
Or instead of an iron door, build a wall in place once you are done. That will stop inquisitive dwarves opening the flowing red door to firey doom. ;)

To ensure  the mason doesn't helpfully brick himself into the channel, simply place 2 walls, 1 where you want the wall and one where you don't want the mason to stand. Suspend construction of the wall where you don't want the mason to stand until the other wall is built, then delete the designation. Using that method I've never had masons brick themselves in. :)

You can't remove the stairs from above, as the dwarf will fall in when he demolishes the stairs he is standing on anyway.

177
Our heroic Philosoher has struck an artful pose of despair on the bridge. :P

178
Quote
Journal of Kazari Limulkalan


12th Slate, 1066
Someone has dumped a huge pile of rotting elephant chunks near the bottom of the main staircase to the living quarters. The smell is terrible and the Hammerer is not happy.


18th Slate
The Pit is looking quite deep now and some of the floors in the great tower have finally been removed for some of the alterations.

Unib found a goblin snatcher on the road west today as well and managed to boot it right over the pond. It was very impressive. According to our records that was her sixty-sixth goblin.


25nd Slate
Endok was running around today excitedly shouting about another elephant he's found.


9th Felsite
The Philosopher Omega has after long contemplation on the bridge decided that certain prices ins the shops need to be adjusted by small but specific amounts.


18th Felsite
We're completely out of logs! Luckily there seem to be a lot of newly grown trees along the road to the west, so I've sent out some of the military to patrol the area and ordered all the trees felled. Vucar, the legendary woodcutter, said he'd get right on it, right after he's finished with his drink, his meeting and possibly a nap.



6th Hematite
A child, Zulban, was taken by a fey mood today and has claimed a craftdwarfs workshop. She's claimed...hmm. Some rough fire opals, 16 elephant bones, crocodile leather, rocksalt, gneiss, and some palm, pine and willow logs.


12th Hematite
I think sunstones will do for the Abbey windows.


14th Hematite
The humans have arrived. I hope they don't get in the way and want to buy lots of food.

Argh, Unib reports that right on their heels is a horde of goblins, mounted on beakdogs! A woodcutter also reports seeing more goblins to the north, so I've ordered the north gate closed. The human caravan guards are fighting a running battle at the rear of the caravan so Unib and her squad have headed off to lend an axe.



The wagons have rolled through the western gate safely but quite a fierce battle is raging behind them between Unib, the remaining human caravan guards and the goblins. A several human merchants are galloping around the trees screaming in terror in their donkeys.



A pair of goblin beakdog riders have chased down one of the merchants and near killed his mule. It looks like he might escape alive though as the goblins have stopped to loot the mule.




15th Hematite
The goblins to the west have been slaughtered with no dwarven losses. The humans lost several guards and possibly a merchant or two and have decided they've had enough. Their wagons have just left the depot again, declaring it was far too dangerous here - I tried to point out that it was a damn sight safer underground in a platinum trade depot, behind 2 walls, the Foe Flusher and the Champions of Kulettogum than it was outside in the swamps with only goblins and carp for company but I don' think the liason was thinking straight.


Meanwhile the northern goblin horde is slowly approaching and the bridge still hasn't been raised. Hopefully the guard will get to the southern side of the bridge before the goblins come over.

A child has just told me her parents cat has died of old age, the first dwarven casualty of this siege.


********


Diary of Duke Stinthod Keskalmodul

Bloody peasants! The bridge still isn't raised, they've had DAYS to do it!
It's like I always say, if you want some done, do it yourself!


********

Journal of Kazari Limulkalan

Erm, the Duke has just had a fit in the dining room and has gone striding off to close the bridge himself. At least Kib, one of the hammerdwarf squadleaders has made it to the bridge so he should be ok - I don't know where the rest of his squad is though.


Zulban has reappeared today as well, clutching a truely magnificent crown. Morale has soared as word spread, it is a true masterpiece both of craftsdwarfship but it celebrates dwarven might as well, bearing images of great leaders and heroic victories!




The Duke has returned, successful and in a much better mood - apparantly he managed to raide the bridge right before the first goblin crossed it, and their screams of rage have cheered him up no end. The military is massing behind the bridge now - whe they are ready we'll drop the bridge and take revenge for the watchdog they killed. And the childs cat. Maybe even for the humans if they're lucky.





16th Hematite

A whole three of the military have made it to behind the bridge, this may take a while.

In other news, the Duchess Consort has given birth to a baby girl which has guaranteed the Duke will remain happy for at least the rest of the week.

Also laid some new ramps in the Abbey and ordered a couple of floodgates and bucklers made to satisfy some noble demands. However with the siege and the current industrious looting taking place at the west gate I don't expect much to be done right now.


17th Hematite
Unib has got bored of waiting and has gone to bed. A second group of goblin beakdog riders has been spotted over the bridge so I guess we'll be waiting.

Goden Ostathsibrek, the trade (although he insists on calling himself the Deputy Trader still) has been reelected as mayor as well.


18th Hematite
The marksdwarves have discovered that if you're a good enough shot you can just about shoot the goblins from the top arch of the bridge over the river. So while they're waiting for the axedwarf squad to return they're taking potshots at the goblins trying to hide behind the bridge.


Garghdhhhdfsfd! More goblins have appeared to the west! All non-military dwarves have been ordered inside and the ones looting the battlfield have been drafted and ordered to come inside NOW. But they might not make it - most of them are peasants but Omega and a few of the more experienced craftsdwarves are out there as well.


19th  Hematite
Half of the champions are so exhausted after the last week that they can't be woken. Three of the looters have died and Omega was chased across hald the countryside before the goblins gave up, contenting themselves with killing his cat.


Ashrir has gone berserk, charging the goblin horde by herself, far ahead of the rest of the guards. She's entered a martial trance and has so scared the goblins that they're fleeing - and she is giving chase.



20th Hematite
Ashrir has calmed down and is now stood far along the road to the west, at the first battlefield of the beginning of the week. Most of the goblins have fled, with some killed or dying and one or two chasing a lone human merchant who for some reason is still loitering about.

The merchant as been saved and the goblin chasing him killed. The goblins tot he north have stopped hinding under the bridge and are now wandering aimlessly - hopefully they'll blunder into a trap or two before the military are repositioned.


A kobold thief was discovered by the guards as they moved back to the north bridge, he didn't last long. Also, I've just been told we've lost a masterwork by Inul Tishiserith. What it was or where it went I don't know, but I guess thats why it was lost.

Ah. On checking some records it seems he is a legendary bonecrafter. I guess someone shot a goblin with a masterwork bolt, missed and hit a wall or something. He is mildly irritated by the loss but he's made so many he doesn't really care.


25th Hematite
The siege is finally broken. Half of the goblins north fo the bridge have been killed and the rest driven off. several of the champions have been wounded and sent to get some rest but no further deaths at least.


179
DF Gameplay Questions / Re: Dig a vertical tunnel
« on: January 29, 2009, 07:45:13 am »
actually... no i dont think that will work u can make 3x3 fairly easily though using ramps ...

It will work. I did it last night. :)

The trick is removing the stairs from the top, 1 layer at a time. If you mined them all into existence you can mine them out of existence easily enough by just designating them to be channeled. As there are stairs underneath the dwarves will stand on them to channel away the stairs above them.

A problem though in this case would be that this obviously needs a way for the dwarves to escape from the bottom of the shaft and it also isn't a very good idea to flood the tunnel while they're digging, so you'll probably need some little channel at the top added later to actually flood the shaft. Incidentally, although it doesn't look pretty (which is what you want) you can just use stairs and leave them - water will just flow down them unimpeded. :)

180
Grrgrgrgggrrgrggggrggrgfgrgfg. <- The sound of my pc trying to run this quickly.  :P

There were an awful lot (as in hundreds) of animals milling about freely again so I've ordered them all caged/butchered, which will hopefully help a great deal. I don't really expect the dwarves to get round to doing all that until towards the end of my year though.  ;)

Quote
Journal of Kazari Limulkalan

2st Granite, 1066

Duke Consort Jools has decreed that the sale of crossbows is to be prohibited. Fair enough.
As far as I know we weren't planning on selling any anyway, perhaps he is afraid people will use them to fire his large gems away?


3rd Granite
Decided to review the plans for the Abbey today. Discovered that the plans never actually got any further than the foundations, no one seems to know what is supposed to go where above ground. Hmmm.
The hole for sacrifices seems a bit small at least...


4th Granite
Bah. I finally get round to approving some masonry orders then the workshop supervisor tells me the mason has been possessed and has run off. He's claimed one fo the masonry workshops in the great tower.


9th Granite
Maggarg was hit on the head by a falling chunk of rock in the Abbey today. He's fine but has gone for a lie down after moaning at great length about miners today and how in his day collapses were unheard of.


14th Granite
Got trapped in the dining room for 3 hours today by a cow that stood in the doorway and refused to budge.

Also, The elves have arrived, bringing a diplomat with them. I guess he's just going to moan about trees, like he does every year.

I've ordered most of the unattended animals in the fortress to be rounded up and caged until they can be turning into nice pies.


22nd Granite
Goden has bought a pile of elvish booze and there is no sign of that diplomat. After a few days of lengthy meetings we've got some partial plans for the upper levels of the Abbey. Drawn up by a comittee of dwarves chosen by the time honoured tradition of grabbing whoever was in the dining room at the time, they call for an bigger sacrifical/suicide pit, waterfalls and viewing areas with golden bars. Sounds very grand. Maggarg has headed straight off to get digging.




24th Granite
Ambush! A group of goblins have jumped a blacksmith who was looting some of the battle debris beyond the west gate. The guard and on their way but I doubt they'll get there in time to save the blacksmith.

Ashrir and some of the other guards are tearing into the goblins now but the blacksmith and two wardogs have been killed. One of the marksdwarves on her way tot he walls spotted a child snatcher as well, although he'd already managed to get himself caught in a cage trap.

Avuz the mason has reemerged as well. He has created a magnificent is somewhat macabre rocksalt coffin called "Resiltakuth", the Comedic Chasm. Made from rocksalt it os encrusted with fire opal and encircled with bands of rocksalt, lead and pig tail. It is adorned with handing rings of rock salt and menaces with spikes of beak dog bone. Pn the item is three images, on of tower caps in beakdog bone, one of a purring maggot in goblin bones and one of a cacao tree in pig tail.


2nd Slate
A few more child snatchers and thieves have been spotted and chased off. Meanwhile the tax collector has demanded that he simply must have a rope reed bag in his office and Jools has decreed that floodgates shall not be exported, neither for any apparant reason. According to my records, we are currently not allowed to export cages, coins, bucklers, crossbows, floodgates, catapult parts or anything made from either lay pewter, electrum or adamantine.


3rd Slate
Gah, these constant ambushes are causing havoc with the work schedules! Another one today, discovered when they blundered into Endok's elephant traps by the south wall. There were still some of our champions hanging around at the western gate and they gave chase - the goblins quickly decided to leave so only one of them was killed. Even so, everyone felt obliged to down tools and go and gawp at the chase, and now they're running all over the swamps collecting bolts and discarded goblin chainmail!

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