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 - Lidhuin

Pages: 1 ... 9 10 [11] 12 13 ... 15
151
DF Dwarf Mode Discussion / Vaults
« on: February 14, 2010, 01:58:17 pm »
I need ideas for how best to create a safe, awesome and dwarven vault that will contain a massive chunk of coins.

The more impractical the better.

152
DF Community Games & Stories / Re: Slavegold - Community Fortress
« on: February 14, 2010, 01:54:43 pm »
11th of Obsidian, Late Winter:

We are running low on food. Aisean promises us that there will be more to eat soon, but we starve now. Our cook is trying desperately to get as many nutrients out of the excess sweet pod seeds we have, but it will not be enough to feed everyone. Some are already hunting for vermin and we desperately need supplies.

153
DF Community Games & Stories / Re: Slavegold - Community Fortress
« on: February 14, 2010, 01:31:13 pm »
21st of Timber

Aisean was given the plots of land she so sorely desired. Not as far away as she might have wanted, but she had them. Just then, she was struck by a fey mood! Stas suggested they wall her in, but she rapidly went off to claim a crafts workshop and started collecting all the items she needed to produce her artifact.

22nd of Timber

Having collected all her required items (A turtle shell), Aisean furiously began working on a mysterious construction.

25th of Timber

Aisean produced "The Last Gully", a Turtle Shell Ring with menacing spikes of turtle shell. A legend was born, as the ring was foretold to have the power to help the worst of farmers grow the best of crops and the best of farmers could thus grow crops beyond imagining.

13th of Moonstone:
Three guards were posted at the fortress entrance, to secure it against thieves.

154
DF Community Games & Stories / Re: Slavegold - Community Fortress
« on: February 14, 2010, 01:01:57 pm »
Yep! Soon afterwards, Zieg and Urist McUrist fell in love :p I guess they were good to just sit and... talk about their feelings (I had a lot of idlers for the first three months due to the jobs they all had).

19th of Sandstone:
More migrants have arrived! Will they be drafted or serve as new laborers in the outpost? Time will tell!

A bowyer, brewer, cheese maker, milker and three peasants were drafted. Stas, realizing a fortress guard would soon be made, announced himself Sheriff and Fath approved. Naturally, Aisean was displeased and demanded, once more, to have a farm far far away from the rest of the fortress. She was ignored for the time being.

Those who got to keep their professions were:
A stonecrafter and a stoneworker.

The stonecrafter was promptly drafted as soon as the realization that he was useless struck home.

155
DF Community Games & Stories / Re: Slavegold - Community Fortress
« on: February 14, 2010, 12:46:49 pm »
The 12th of Malachite brought immigrants to the fortress. Most had some useful skills, but three of the seven were deemed unsuitable: A peasant, a brewer and a wood burner were all drafted, so that they might serve the outpost should thieves find themselves attracted. An animal trainer, a butcher, a cook and a bone carver were permitted to keep their professions.

Some steel trade goods were ordered made. Three steel mugs, three steel flasks and some steel crafts. They were not made in time for the caravan's arrival.

18th of Limestone, 210:
For the next year, the outpost was asked to supply the caravan with "A great many steel boots!" to equip the armies being raised to wipe out the goblinoid threat.

A thief had tried to breach our defenses, but we broke its spine. It still managed to run away.

Large deposits of Olivine have been found. The miner will explore these, to see if he can find any platinum.

McStoned's real name, Lumion, surfaced in the records that Stas was exploring. He was immediately assigned to all mechanical jobs. His last name, Roarknives, also made more sense now.

156
DF Community Games & Stories / Re: Slavegold - Community Fortress
« on: February 14, 2010, 11:53:10 am »
Bringing with them the necessities to found a new fort (such as cat meat, dogs with which to hunt cats and an anvil upon which to punish cats with hammers), the seven dwarves travelled far to the new mountains where platinum, gold, silver and copper might be found in plentiful amounts. A single pick was all they needed, for with them they had brought:

McStoned, the henchman of stone. Miner and furnace operator extraordinaire!
McWoody, the henchman of wood. Woodcutter, carpenter and burner of forest retreats!
Fath McNoble, leader of expeditions and also quite a nice friend.
Stas Blotdike, bookkeeper, organizer, rebel and part-time architect (to avoid having him take over expedition leader :P ). Hates Aisean for reasons unknown.
Aisean Boltsandel, farmer and lover of nature. Hates Stas for reasons unknown.
Urist McUrist Pulleyroad, smith and key to the operation of goldslave
Zieg Fightrazors, friends with half the people and most likely candidate for next mayor.

To begin with, it would be necessary to set up an office for Stas, as well as a smithy so that work might begin immediately. A large conglomeration of magnetite had been spotted nearby and so digging began immediately. Effective as Aisean was, she set up a farm immediately, hoping to be the most useful member of the expedition, unlike that dolt, Stas.

As the tunnel was dug deeper, a section was set up to serve as trade depot, where metal products would go out and wood products could come in. Next to this, makeshift furnaces and a forge was set up. In the lower quarters, a bedroom, dining room and study room was set up for the two enlightened nobles. A still, mason and carpenters workshop were also set up near the smithy.

By early summer, the outpost was nearly ready to start smithing tools of iron to trade away to the mountainhome.

On the 6th of Malachite, the first iron bar was smelted, Stas had his office as did Fath McNoble.

Up to that point of time, both Fath McNoble and Zieg were quite good at making new friends, but Zieg and Urist McUrist became lovers. A cheer went throughout the fortress, as new dwarf babies would soon come to the world, driven to excellence in stone and metal. Meanwhile, Midil, deity of jealousy, Nosīm, deity of healing, were driven just a little bit closer together in the heavens.

The outpost seemed to thrive, despite the inefficiency of having brought two nobles.

157
DF Community Games & Stories / Re: Slavegold - Community Fortress
« on: February 13, 2010, 11:35:06 pm »
Yep. This means resources may be scarce and we'll have to pick between minting coins and smithing weapons of war.

I found an excellent dwarf for you.
Personality traits: He occasionally overindulges. He can handle stress. He is uncomfortable with change. He finds helping others rewarding. He is confident. He strives for excellence. :D

158
DF Community Games & Stories / Slavegold - Tantrum spiral averted!
« on: February 13, 2010, 11:20:09 pm »
The Queen of the Abbey of Secrets has ordered that a new fortress be founded. Coins are needed in the war against the neighbouring goblins and to better create a system in which to distribute the massive yield of wealth from the Unicorn butchering fortress, "The Glowing of Spirits". To this end, she has tasked a noble and his two henchmen to found a fortress that might yield a great bounty of platinum, gold, silver and copper and to mint these metals into coins. This noble seeks laborers to assist in this project.

All coins are to remain in the vault of the fortress, until such time that the Queen deems the task complete. They are not to be traded away.

Import restrictions have been placed on the fort, as the Mountainhomes cannot afford to sustain such a colony. Therefore, charcoal, tower caps and barrels are the only acceptable imports. This outpost must prove its independence and receive no other goods from neither dwarf nor tall-fellow. Exports are limited to metal products of iron and other metals not used in producing valuable coins.

Expert metalsmiths, miners and more sought! Apply now! We leave for the Bulbous Horn and the Yawning Swamp soon, where Dolomite, Marble and Gabbro layers tempt us with its treasures! You will be a member of The Wealthy Mines, and co-founder of Slavegold.

Unskilled immigrants not welcome! These will be delegated to whatever hauling or military duties are required at the time.

(you may pick any number of skills, limited as per standard embark. Custom names and professions may apply).

159
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 13, 2010, 12:21:38 pm »
Immigrants arrived during an ambush (saving me the trouble of assigning them jobs). Every immigrant was drafted, as they had no means of entering my fortress anyway and might as well die an honorable dwarven death. No goblins were killed, though one was seriously injured. Anyway, an immigrant family also arrived. The mother and father both died, as well as one of the children, but the last child somehow managed to survive until I could re-build the two bridges I had deconstructed and send out my military.

That's one lucky (and only very unhappy, not even miserable!) child.

160
DF Dwarf Mode Discussion / Re: Satyrs...
« on: February 10, 2010, 09:43:19 pm »
A Satyr was thrown down 7z levels. More z levels must be added. It is not considered hostile, as it has not attacked anyone, so my military dwarves refuse to fight it. Still working on the arena (FPS has gone down the drain unfortunately - my laptop can only run at 20-30fps with 50+ dwarves).

161
DF Dwarf Mode Discussion / Re: Satyrs...
« on: February 10, 2010, 03:05:05 pm »
I was doing it wrong then. Will try again.

162
DF Dwarf Mode Discussion / Re: Satyrs...
« on: February 10, 2010, 02:57:46 pm »
Satyrs are strange, strange creatures.

My military ignores them, unless they stand on the same square. The two will then push each other away, the military will chase a bit, then return to their post, even if they were told to chase forever. Marksdwarves are nearly impossible to get out there, as they'll kill everything else first, wasting their bolts (raccoons, ambushing goblins, etc...) before they can get to the Satyr. It's hard enough with spears, but they'll at least leave a trail of slaughter and continue on their way.

Now, caged Satyrs do cause new Satyrs to spawn. Once you hit any number above 15 though, they stop spawning. I may have eradicated all local Unicorns, which would suck (and necessitate fort abandonment, as the purpose of the fort is Unicorn totems, Unicorn bolts and Unicorn leather backpacks for the mountainhome! Also leather armors), but I won't know until I've eradicated all local Satyrs, if that's at all possible. In any case, new Unicorn do not spawn either when I hit about 17 Satyrs.

I tried building an execution tower. The result was that as soon as they were let out of the cage, they'd punch the dwarf that let them out and try to flee. This *did* allow my military dwarves to fight them, the issue being that some of my craftsdwarves would get injured in the process (non-fatal usually, but it does slow down my fort).

I've got a drowning chamber, but that's for goblins. If I kill the Satyr, I want their bones and skulls! As last resort, however, I'll fill it up with Satyr cages and then drown the whole bunch.

I'm setting up an Arena where I will put my master hunter, open the grate (so no one can escape) and then unleash all the Satyrs. Hopefully, stuff will proceed to die, as the Satyrs are apparantly hostile once released from cages. This is very time consuming though, and with my fort growing larger, I may abandon it if I don't get new Unicorns soon.

163
DF Dwarf Mode Discussion / Re: Satyrs...
« on: February 10, 2010, 10:49:11 am »
Ignoring for a moment that the Unicorn death toll so far is 6 dead hunters, they seem to be rather casual in 40d. My current master hunter has about thirty plus Unicorn kills. Wouldn't be surprised if one or two of my other hunters had the same (although the rest probably died on their first hunt. Usually due to forgetting to arm them with crossbows).

However, it seems that I have captured about 17 satyrs and no more wild animals are spawning. Execution it is!

164
DF Dwarf Mode Discussion / Re: Satyrs...
« on: February 09, 2010, 09:59:31 pm »
The S.A.T.Y.R. Siegebreaker missile. Now available with horns for perfect guidance!

To start off with, I'm gonna catch as many as I can (I believe there is a population cap for every creature, in which case 15-30 for Satyrs seems to be about it). Once I've done that, if I get unicorns again, I think I'll let them live... just so that I can get Unicorns roaming again. Since they're not hostile and my dwarves aren't scared of them, I could have an open zoo of them! (behind an "electrified" fence of course).

165
DF Dwarf Mode Discussion / Re: Satyrs...
« on: February 09, 2010, 06:56:22 pm »
Scratch that, Satyrs are really easy to catch, since they roam *everywhere*. I've already caught four and there are about a dozen on the map now. I wonder what I should do with them. Satyr Zoo, perhaps?

Pages: 1 ... 9 10 [11] 12 13 ... 15