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Messages - Christes

Pages: 1 ... 144 145 [146] 147 148 ... 162
2176
1 Limestone 302: Bralbaard, the former leader, has finally recovered!  I ordered him to resume mining operations.  He has also proceeded negotiation with the very patient dwarven liason.

4 Limestone 302: The wall around the waterwheel platform has been completed.  This has had the side effect of creating an interesting alternate entrance to the fort.  I have taken advantage of this by placing traps and a door.



8 Limestone 302: Bralbaard has finished negotiating with the liason.  We have requested wood, iron and steel, bauxite, seeds, and food.  Notably, they want goblets.  We can certainly accomodate that.

9 Limestone 302: The liason is not scared of skeletal carp:

http://mkv25.net/dfma/movie-757-theliasonisnotafraidofskeletalcarp

11 limestone 302: The front wall is finished!



12 Limestone 302: The dwarven caravan has arrived.  Judging by their guards, they know what they're up against.



14 Limestone 302: The caravan has arrived at the depot.  I traded some aluminum goblets and random clothing taken from dead dwarves for food, wood and various other goods.  Some undead fish decided to attack the caravan.  The guards made short work of them.  If only we had good dwarves like that here.

http://mkv25.net/dfma/movie-756

17 Limestone 302: All of the fish on the west side of the river have been killed by the caravan guards, including clampurge.  We're safe now, for the first time in a long time.  I have ordered us to resume normal operations.

5 Sandstone 302: After many delays, Darksaiyan's resting place is being engraved.  Tosid has begun engraving it ... with a picture of a demon. Great.



6 Sandstone 302: Once again, we have no migrants.  Too bad, since things have stabilized.

24 Sandstone 302: Little is going on.  I recently noticed that the river runs red with blood.  I have no idea where it came from or how long it has been there.


6 Timber 302: The fourth and final waterwheel has finally been built.  The power platform is complete.



18 Timber 302: We have begun construction on a water tower near the trade depot.  I have a adopted the classic dwarven design - compact and efficient.  We will not be able to build a sufficiently large basin to hold the pumped water by the time my leadership expires at the end of the year, however.  That will be the domain of my successor, if they should choose.

24 Moonstone 302: Work progresses on the tower.  A skeletal fox has been captured in one of the cage traps.  Be careful with that, folks.

28 Moonstone 302: The watertower is now closed from the outside, so the workers are in no danger from attacks by undead fish.  The tower continues to grow.  I think we will use up all of the pump parts that have been produced.

11 Opal 302: The pump tower is now the highest point in the entire region.  I plan to put it to the test next week, whatever state it may be in. 

28 Opal 302: It took longer to get ready to test the tower than I had hoped, but we tested it today.  It was a total success.  Water was spewing out the tower far faster than I expected it to, and almost immediately after turning it on, we rushed to turn it off, for fear of flooding the fortress.  As it stands we made a muddy, wet mess.

http://mkv25.net/dfma/movie-758-watertowertest



16 Obsidian 302: We have used up all of pump parts I ordered built earlier, and it is too late to build more.  Thus we have reached the highest point that the pumping tower will reach under my reign.

20 Obsidian 302: With only eight days left in my rule, I finally have time to spend on myself.  I ordered a room dug out in the catacombs that will become my tomb - after all, one can never be too careful in a region such as this.  Ushat 'Maggarg' Combinedcity, who has become my lover in the small amount of time I've spent here, has taken up the labor of love.  She has become legendary in her mining skill during my rule.

21 Obsidian 302: Ushat has hit a deposit of aluminum while digging out my tomb.  Now I feel no shame in having a aluminum sarcophagus made for myself.  After all, it is because of my tomb that aluminum was discovered.



22 Obsidian 302: No one around here has any idea how to make an aluminum sarcophagus.  I guess it's only fair I make it myself, then.



24 Obsidian 302: Everything is placed in my tomb, and I have ordered it to be smoothed for engraving.

26 Obsidian 302: I have also made a tomb for Ushat, right next to mine.

27 Obsidian 302: And so my rulership over, I can finally rest.  It has been a bloody affair, but I think things are beginning to look up.  The surviving dwarves are probably stronger for having gone through such an affair, and now we can begin to thrive.  Of course, we will always be at the mercy of the undead fish, but they appear to have lost interest for now.  I will remain here as a mason and engineer, serving whoever comes to rule next.

Here is a picture of the water tower from 3dwarf:



Here is the entry in the DF map archive

http://mkv25.net/dfma/map-4161-halltraded

And finally here is the save:

http://dffd.wimbli.com/file.php?id=419

2177
DF Gameplay Questions / Re: Are carp really that deadly?
« on: August 11, 2008, 02:22:13 am »
Just keep plently of alchohol and hopefully your dwarves won't go near the river, however if see anything pass by it make sure to watch. Oh and Keiseth? Nice sig.

Also, build a well isolated from carp (use a pump or fortifications to keep them out.)

That way they have a good water source for wounded.

2178
DF Gameplay Questions / Re: Embark to have FUN(tm)
« on: August 11, 2008, 02:20:50 am »
Terrifying rivers.  Fish are deadly.  Undead fish walk on land - it's actually rather frightening.

Come to think of it though, undead versions of many creatures are deadly.  What kinds of terrifying places have you been embarking on?  Forests?  Mountains?

2179
I've played through my year.  I'll post the rest of tomorrow, after I've proofread it.

Good news: The settlement didn't die, yay!

2180
DF Gameplay Questions / Re: Are carp really that deadly?
« on: August 11, 2008, 12:55:42 am »
Yes they are dangerous.

Just feel lucky they aren't undead.

Undead fish can crawl on land and attack dwarves as well...

2181
DF Dwarf Mode Discussion / Re: Disappointments
« on: August 10, 2008, 11:44:08 pm »
That would make sense, but the wiki insists raw green glass is "raw ... green"

2182
5 Hematite 302: Dwarves still steadily perish due to the undead fishy menace.  Our numbers have dwindled to 22.  Desparate, I order everyone to remain inside.  This works, but dwarves can't gather wood while inside, so it's not a permanent solution.

13 Hematite 302: The millstone is now functional!  If only we had something to mill.  I must remember to get some sweet pod or cave wheat seeds from the next dwarven caravan.

14 Hematite 302: Ranger Lorbam, having lost both her husband and child to the dreaded boney menace, has gone insane.  She runs around the fortress babbling.  I fear we might all end up like her in the end, driven mad by constant fear of undead carp.

15 Hematite 302: At last, the pumps are finished.  Now we only need to pull the lever!







Success!  We now have a functioning well.  The well has also been designated as a meeting place.  Hopefully, this will keep the idle dwarves from wandering outside on their time off.

25 Hematite 302: Since the magma forge and smelter are outside, the dwarves will not use them or even go near them.  This is annoying because there are THREE ALUMINUM GOBLETS sitting out there. pfaw!



26 Hematite 302: Lorbam, the insane ranger has run outside despite my orders.  She will not last long out there.

27 Hematite: The secretive jeweler Inod has finally gone insane.  He had managed to crawl halfway to the the jewelers shop before he lost it.  A pity.

1 Malachite 302:  I forbade all items I could find outside and cautiously ended my mandate for dwarves to stay inside.  All the dwarves in the fortress immediately charged out to a pile of loot in the north.  Curious, I investigated it. 



Wait?  Those aluminum goblets looks familiar.  Those are the ones we sold to the elves.  Looks like the elf merchants didn't make it out last season.  In touch with nature? hahaha! Might as well reclaim their goods.  The undead carp certainly don't need them.

3 Malachite 302: Lorbam the ranger has drowned in the river.  I was expecting her to be torn apart by carp, but no matter.

11 Malachite 302: It's time to start a military. I order a sparring area built and draft two otherwise useless dwarves to be wrestlers.

21 Malachite 302: Crazy Inod has decide to crawl outside, and encountered a ZOMBIE RACCOON.  The result was underwhelming.  They must have been hugging or something, since neither took any notable damage.  I sent out the wrestlers, who scared off the raccoon.  Inod is sticking around near the entrance.



24 Malachite 302: I am sick of staying inside like this.  We can either cower inside like kobolds, or try to defeat the much-feared fish of doom.  I am planning to set up a row of cage traps surrounded by walls to capture any carp approaching the fortress.  I will send out my wrestlers to protect the dwarves while they work on the walls.

27 Malachite 302: Today the wrestlers and workers were approached by a skeletal sturgeon.  This fish the dwarves know well. She has amassed so many kills, they call her "Clampurge the fleshy general" - a very strange name for skeletal fish, indeed.  Regardless, all four dwarves present immediately jump on Clampurge:

http://mkv25.net/dfma/movie-751

... and the result was uninspiring.  She wasn't even scratched.  I think it's high time we started cowering like kobolds.  After this fiasco, we only have 14 dwarves left. (Note: I failed to realize that sturgeons have size:10 ... ouch)

1 Galena 302: Urvad the clothier is stuck outside, being chased by clampurge.  I hope this draws clampurge away from our fort, beast that she is.

3 Galena 302: Urvad has returned alive, and miraculously clampurge, that evil sturgeon, has decided to stay away.

6 Galena 302: No migrants have come this season.  I can't say I blame them!  I'd rather not be here either.

13 Galena 302: With clampurge away for a moment, I have decided to resume work on the wall out front.

22 Galena 302: Work continues steadily on the front wall.  The dwarves are on alert in case of an undead fish attack.



23 Galena 302: Today, an advisor pointed out how easy it would be for the undead sealife to climb into the fort from my waterwheel platform.  Agreeing, I order a wall built around it to discourage such an action.

28 Galena 302: Thus, we have reached the halfway point in my leadership of this land.  It has been a very bloody affair up until now, but things are beginning to look up. The wall around the waterwheel platform is steadily going forward.



This should be finished soon enough.  After that ... who knows?  Perhaps we can find a use for all of the excess power being generated, if the undead menace will let us.

2183
DF Dwarf Mode Discussion / Re: I can't make soap, what am I doing wrong?
« on: August 10, 2008, 05:28:35 pm »
So I've got a ton of unicorn tallow and a bucket of lye ready. The lye is in a bucket in a stockpile right next to my alchemy lab, but whenever I try and make soap I get the message "cannot make soap, need lye bearing item".

I believe you need a barrel of lye.  At least that's my experience.

2184
DF Dwarf Mode Discussion / Re: Best way to handle a cave river?
« on: August 10, 2008, 02:12:55 pm »
Just cause a cave-in on top of the river :P

2185
DF Dwarf Mode Discussion / Re: Kobold Bulbs. What?
« on: August 10, 2008, 01:38:50 pm »
http://www.dwarffortresswiki.net/index.php/Kobold_bulb

Basically, it's a plant found in marshy areas, and it cannot be farmed.

It's used to make gnomeblight.

2186
DF Bug Reports / Re: [38c] World Generation issue
« on: August 09, 2008, 10:31:53 pm »
Is there a reason you're using 38c?

2187
DF Gameplay Questions / Re: Only one barracks at a time?
« on: August 09, 2008, 10:30:41 pm »
Miasma should not be generated outside.  Are you sure it was miasma?  I suppose you are.

Was there a cliff overhanging the rotting meat?  That would make it count as indoors.

2188
DF Gameplay Questions / Re: Trading wiki guide
« on: August 09, 2008, 10:26:19 pm »
I, too, remember being annoyed by that supremely unhelpful guide.

2189
DF Bug Reports / Re: [39f] Just to verify...chasms and pipes...
« on: August 09, 2008, 10:15:12 pm »
Why would they always break the surface?  :-\

2190
DF Dwarf Mode Discussion / Re: Is war neccesary for sieges?
« on: August 09, 2008, 09:37:54 pm »
Goblins seem to siege you regardless (as well as sending ambushes snatchers and the like)

Apparently humans and elves will siege you if you are at war.

Humans also apparently siege you if you kill their diplomat.

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