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Messages - Marlowe

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451
[Phew, the goblins are gone. In real life, I mean.

Koji, Ilral is taken, but if you like engravings I can give you Lolol if you like. She's the founder I originally put on smoothing the bedrooms and she's been doing stone detailing on-off ever since. Her details are on the first page.

If you don't want her I can have a look at our migrant engravers, we had two turn up in spring]

Early winter 202

 Rickvoid staggered out of his workshop proudly clutching a turtle shell animal trap. That's....interesting. I had a quick check-or rather, I made someone with a smaller nose take a quick check- to ensure he didn't lop off any of his own extremities for extra materials. He seems sane. As sane as he was. His skill appears to have increased enormously as a result of the experience, so much so that I got him to make new leggings and gauntlets for the troops.

 All four champions (yes, they've ALL made champion) got better stuff as a result. Although it was a shame none of them picked up the masterpiece werewolf bone gauntlet.

 I'll write that down again. MASTERPIECE WEREWOLF BONE GAUNTLET. It feels so good to write. The other one in the pair is merely exceptional.

 As a "reward" I've moved Rickvoid's bedroom down to the tomb level. He's now sleeping across from Neo, in a manner of speaking. I figure when he passes on we just swap the bed out for a coffin and call it sewer-brew time.

 Oh yeah, Neo's dead.

Which brings me to something that annoyed me slightly. Apparently Neosen did NOT get the credit for killing Anita Pallenberg. He may have been the one that knocked the bitch (hey, it's the correct word) thirty feet. He may have been the one that that closed her eyes forever. But apparently Rovod  delivered the blow that actually killed her. I like Rovod, as much as I like any of these dwarves I'm apparently stuck with for the rest of my life, but it didn't seem fair.

 Speaking of Rovod, he officially changed his profession to woodcutter recently, having not touched a pick since last autumn. I really should keep better track on who is wielding the third axe. It WAS Mebsuth the Miller (now Mebsuth the Legendary Champion). Now it isn't. I'll have to check to see who.

 Anyway, I said it annoyed me Slightly. It would have annoyed me more except for this:

 Our new werewolf, "Poor Dumb Gerald", wasted no time in harassing our woodcutters. Unfortunately he met Neosen.

 Neosen checked himself into his room with a broken arm. He'll live. And this time he got the kill.

 In boring news, the fortified wall is complete and we're expanding the walkway now. I think our next project will be a central tower around our stairway. But we need to start serious exploratory mining. Thus far, all our mining has been to get living and working space. We've actually been pretty lucky to get the ores we have.

 Our raccoons have pupped. We now have five little raccoons frolicking around the meeting hall. I'm very pleased about this. In another couple of seasons we should have enough animals to provide our own leather, plus I'm sure Rickvoid will want something more interesting than fishbone to work with.

 Our fisherdwarves have managed to fish out the ponds within the perimeter. I'm told they will need time for the turtles to come back. In the meantime I've given them permission to wander further afield. This is dangerous, but to a very real extent we've all sort of lost our respect for the werewolves, and there's nothing else out there that's actually hostile.

 We have some iron crossbows, and I'm stocking up on ammunition. There's been some kobold and goblin thief sightings.


 

452
Winter's start

I never quite finished the events of autumn, and some things have happened that are worthwhile recording.

Firstly, Kubuk has become our first legendary citizen. I hate her. From peasant to legendary miner in two years. Nice for some.

Secondly, we had a near disaster. To avoid the massive demand on manpower we got when building the first second-level fortifications, I reduced the dimensions of the walkway around the wall to 1 tile. This may not have mattered really.

 Our assorted idiots are in the habit of walking ON TOP of the wall when moving to set up the fortifications. When you're doing that, and you set up a fortification to your left, and there's already one to your right, and the floor in front of you isn't built yet.....well. You're stuck.

 About 8 dwarves, about 20% of fortress population, managed to tree themselves with no way of getting down. I won't name names.

 Thank Armok  I actually noticed in time. By strategic suspending and unsuspending, and a single well placed stairway, we managed to free everybody.

 In other news I'm more pleased to state, our newly arrived woodcutter killed Anita Pallenberg! She was horning in on our lumbering operation (what a great word is "lumbering". Means both "collecting timber", and "very slow". It was both.) So I called out the military (currently 2 elite wrestlers and 2 normal wrestlers), drafted newbie woodcutter and Rovod, and wrote them off.

 It didn't need anyone else, "Neosen" (he's Neo's child?) gave Anita such a swipe she flew thirty feet! She didn't get up again either.

 I'd tell Neo how proud he should be, but he's currently trying to chew down the door, so I'll leave the glad news to someone else.

 And finally, I've been wondering a bit about Rickvoid. Seems he wants to work down in the tombs level. I don't quite know how to tell him that the thought of him working his trade in the resting place of our honoured dead (not that we HAVE any honoured dead. Yet.) fills me with revulsion impossible to describe. It's not that he's a bonecrafter, it's because he's him.

 However; he has entered a secretive mood, and begun a mysterious construction. It involves 2 turtle shells and some leather. Maybe he isn't a total cold-groper after all.

 I might move his living quarters down there.

 

453
Screenies.



first level underground.



2nd level underground.



3rd level underground.



4th level underground.



15th level underground.

454
[I was WAY ahead of you on the burial level. However, on the other stuff, we already have a skulls/bones/shells stockpile. You can see it in the screenies. Your boneworkers shop is already dug out on the screenshots. It's the room on the workshop level, fourth on the right going west from the stairs. There's some stairs been built since so it's pretty close to the skulls & bones stockpile. Of course if you WANT to work way down in the Gabbro....]

Autumn 202

 A lot of digging and building got done last season. Our wall is now completed and we are beginning to put up walkways around it to facilitate the construction of fortifications. Our central stairway now goes straight to the bottom, to the depths where dwarf was not meant to go, and it is now supplemented by secondary stairways connecting the three main levels at the ends of the corridors. We can now estimate our stone resources. We have 6 levels of Mudstone, 6 levels of Slate, and 1 of Gabbro at the very bottom.

 That means iron and coal from the mudstone, zinc from the slate, and the probability of nickel in the Gabbro. Also, the possibility of copper everywhere. The possibility of copper.

 Why is it that you can never find the right amount of copper? You're either drowning in the stuff or it's just not there.

 Incidentally, we nicked a magnetite pocket extending corridors on the residential level, so iron ore isn't going to be a problem. Fuel might be. I've got Rovod and some nameless sucker out chopping trees. I want to see how much progress we can make on clearing all the forest out from around the walls. Fun game, with Young Toby out there.

 The injured raccoon is staring at me. It's trying to make me feel bad. Since taming, the things just hang about the dining hall looking windswept and interesting. Dwarves are standing around, complaining about the lack of chairs. Fair enough, I really should put some more furniture in here. Somehow there's always other stuff to do.

 We felt secure enough in our food to plant a crop of pig tails a couple of seasons ago, so I had a farmer's workshop and loom put up. We don't have a clothier yet but no reason we can't make the cloth. I don't want us to wind up with our nuts scraping the earth like those guys in Nist Akath. This led to dwarves wandering out to COLLECT the phantom spider silk.

 Well, I almost had a heart attack when I found out, but apparently nothing bad was happening, so I let it be.

 Then I get the word that our brewer (that's his actual job) is cancelling his silk-gathering on account of Werewolf.

 He's not far outside, but Young Toby is close. I use the mystic dwarven discipline of [TOO HORRIBLE TO TRANSLATE] to draft our hapless zysmologist and station him within the fort, also mustering the other founders to rush to the gate.

 Well, actually I run around screaming "Code T! Code T!" until Kubuk slaps me and gets me to explain.

 Anyway, our brewer makes it within the fort with Young Toby in hot pursuit.

 Young Toby is not one of nature's evolutionary survivors. He takes a jolt from a stone-trap, then crawls out BACKWARDS, prowls to the left a little, and runs right into another.

 He pulled himself out in front of the gate, and passed out right as we arrived. Anyone could have got the kill, but it was Ubid first on the scene, and Ubid for the win.

 Drama over. Of course, another werewolf was sighted far to the south only minutes later. We're calling this one "Anita Pallenberg" for reasons that escape me.

 Oh, and we never got to do anything with Ol' Toby's bones. We shall see what happens now.

 Shortly afterwards, our friends the merchants return. Thanks to my strategic brilliance in never designating a finished goods stockpile, most of the stuff we piled up for the Elves is still there. We also have more of Ubid's crafts, including a rather superior earring, and Rickvoid's totems.

 We sold Ol' Toby's skull and a whole bunch of stone rubbish (sorry Ubid) for booze, meat, barrels, some bins of cheap leather, and  a selection of the cheaper metal bars and ores.

 And One Log.

 Stupid merchants.

We're no sooner done with the trading than I get the word that Neo has risen from his bed and is moaning on the floor of his room. He is frothing and screaming and passing out every few seconds and generally making a complete Elf of himself. He appears to be trying to leave his room and fetch something, but between the "Missing Leg" thing and the "Fainting with the pain" thing, he's moving at about 6 feet per week.

 "It's a possession" said Rovod gloomily.

 I squinted. "What, the chest he just fell over? Yes, that's his. But I hardly see how relevant the statement-"

 "I mean he has been seized by an extradimensional force that wishes to manifest itself on this material plane in the form of an artifact. He has been chosen as it's creator, and he will go hopelessly insane unless he completes it."

 "Oh, a POSSESSION. Could be worse. Could be a useful mood wasted. Oh well. Just lock the door Rovod, just lock the door. I want to remember him the way he was. Stupid and useful".

 He was never going to complete anything the speed he was moving. Time to start planning his death.

 With the hamlet liason following me the whole way, I go down to the Gabbro and carve him out a 3x5 tomb. A coffin of Jet (how appropriate) is installed, and our two migrant engravers smooth the walls. We add a wooden weapons rack, in honour of his service to the community as somebody that hit trees with an axe.

 While we're about it, we carve out some more tomb spaces in the event of more cases of natural selection.

 Neo goes beserk shortly after his tomb is finished.

 One of the blacksmiths has been given the job of turning out iron armor (the second blacksmith takes over jewellers duties). We're making chain mail, helms, and shields. I've got Rickvoid on making gauntlets and leggings out of bone and shell, and our tanner is making boots and leather armour from the leather we now have. We have a barracks, a large clay room right below the surface. It features Ubid's artifact weapons rack, since that's the only other one we have. I draft our 2 trappers and a miller and set them to sparring.

 I want more recruits, but amazingly everybody is doing something useful and can't be spared. I've even got somebody making silk robes.

 Oh, dear. More migrants. Another metal crafter, a bowyer (hmmm), a milker (will be drafted), a woodcutter (oooh! Free axe!) and some farmer, peasant types. Damn. We just got the bedrooms finished for the last set.







 

455
DF Gameplay Questions / Re: Goblins wont stay alive?
« on: November 06, 2008, 12:33:59 am »
I have to say, Dark Fortresses are weird. Big square obsidian towers. Lots of pointless internal walls. No actual rooms. No furniture. No subterrean levels. No connection between the buildings.

456
DF Dwarf Mode Discussion / Re: Neck Wound Chances
« on: November 06, 2008, 12:24:29 am »
If he has decent physical stats just throw him a crossbow.

One of my fortress had a "cripple" squad of dedicated marksdwarves. They were all nervous injury victims. Because they couldn't spar, they were always carrying their crossbows. Which meant they were not only the best shots but also the first troops to turn up to every battle.

457
[Flat maps look nice. Any z-level changes though, and you get that horrible black void.

Oh, bit of a puzzle for everyone. Young Toby the Werewolf is actually visible on that map, but I forgot to mark him. First person to find him will win nothing at all.]

Summer 202

 I suppose Neo might stand a bit more of a chance if we actually had some buckets! I put someone onto it, can't remember who. I think I've instructed the migrants that they're all jointly responsible for a ton of different jobs I want done.

 Nobody's making a move to butcher the werewolf corpse. Don't blame anyone. Eating werewolf meat seems a trifle dark for us. On the other hand; WEREWOLF LEATHER ARMOUR! Sounds nice. Doesn't look as though it's meant to be though.

 Ubid produced a Mudstone Weapon Rack! Well, that's not completely useless.

 Our Bonecrafter has announced he will be known as Rickvoid. Whatever. All the same to me. I'm glad we have him, but currently we're a bit short of bones. I get him to make totems though.

 There's now nothing for it but that we have to start making iron. That means digging out the vein. I'm still not happy with our mining skills, so I embark us on a flurry of new digging projects as a workout. We dig out new corridors and workshop spaces and I sink the central staircase down far enough that we strike Sphalerite ore in Slate. Nice. If only we could get some copper.

 The big project now is the well. The cistern is done. It's just a matter of [place door][forbid door][placefloodgate][linkupfloodgate][pull lever][remove door]. Not a complicated operation, but it takes a bit of time and the consequences of screwing it up keeps me sweating.

 It's at the back of my tiny little mind that we are about to tap an evil brook. I keep wondering if there's something that can destroy a floodgate and swim, because if so we're about to give it an easy way to destroy the whole fortress. Unfortunately, I can't think of any way of preventing it happening.

 Only thing I can think of is to wall off the well chamber should it happen. It might work. It might not.

 Always an exciting moment when a brook is tapped. This was particularly exciting. We still had peasants in the feeder tunnel removing the doors and the water came down FAST. Lolor McMiner came sprinting back past the door-lugging peasants like a small grimy comet. At least I'm glad to say that said haulers did get out eventually, although one mudstone door was drowned. It's sacrifice will be remembered. Thank god no mechanisms were lost.

 The water pressure was intense, and the cistern filled with remarkable speed. We actually had to do an emergency cistern enlargement (by channeling the floor of the well-chamber) in order to avoid overspill. Not that overspill is much of a problem, but I hate getting Jet muddy.

 In other news, I deal with the raccoon problem by getting a trapper to tame them. This costs us one turtle (oh yeah, I designated a few peasants to form a fishing industry. Somehow didn't feel it was interesting enough to mention) and we get our cages back. There's one male and three females, one of which is badly wounded. Hopefully, they'll breed. Raccoon leather has a slightly better ring to it than cat leather (I wanted werewolf leather though. Sigh).

 Rickvoid has picked up the werewolf skull to make a totem but the bones are just sitting there in the refuse stockpile. Dammit. I want werewolf bone gauntlets.

 

 

458
DF Dwarf Mode Discussion / Re: You have struck *Uselessites*!
« on: November 05, 2008, 07:46:00 pm »
Urist McDuck cancels everything: Swimming in rough wood opals, and diving in rough wood opals, and throwing them up to let them hit him on the head.

459
DF General Discussion / Re: User Interface: a question to all players
« on: November 05, 2008, 12:43:14 pm »
I don't have much of a problem with the ASCII. The other intelligent races, I think, should be something other than ks and gs and Us,  and seriously E gets used for too many things, but no problem most of the time.

460
Time for an area map:



Sorry if this is too big.

Oh yeah, and I forgot to mention:

Ubid has been possessed by a mysterious force. He's claimed the mason's workshop, which is awkward. I'm having a second one built in case we have to lock him in, but he seems quite content with the mudstone and picture jasper he's grabbed.


Gosh, I wonder what will happen?

461
[You Uristkansas slabber-jockey I'll give yer grits fer garters if this keeps up...]

Spring-202

 Everyone seems a little frosty to me after this season, let me try to explain why.

 First of all, we have Elf traders. Oh yippedee-skip! Now we can have wood and booze and weapons and leather....oh wait, Elves don't sell ANY of those things. Oh well.

 Everyone gets really carried away carrying our goods to the depot, even the somewhat unhealthy fascination with building the wall gets forgotten.

 While the Elves are unloading...well, as the poet said; when raccoons come, they come not in single spies, but in battalions. Wait. He never said that. He said something totally different. But nevertheless (what a wonderful word, "Nevertheless". Three words in one. Let us roll that around our tongues, people, and praise Armok we were born with the ability to make compounds) we get three raccoons charging our traps in FORMATION! Goblins were never so disciplined. Anyway, one gets pulped by a stone-fall, the other two get captured by the cage traps. That's FOUR raccoons in cages now. That's three traps I have to reload. That's another two cages Neo has to knock together. Where does it end?

 Seriously, a bit of animal persistance and a bit less cleverness, and the last one would have dodged a trap and got through. We could spare some mangy stone craft thing (sorry Ubid) more than a cage, but obviously some god hates us.

 So. I was so busy running around taking care of things that I didn't get to the trade depot in time to trade with our friends the cannibals. OK?

 [I was so angry with Daskot. I refreshed the "trader needed" message repeatedly, but he kept starting other jobs. Finally, he got "Trade at Depot" and was TWO tiles away, then turned back for a drink. The Elves packed up as soon as they saw him go back downstairs.

 Realistically, we wouldn't have gotten anything good off them, but I wanted to build up his trader skill]

 So while the Elves are leaving we get a shout. "MIGRANTS!"

 Oh dear, poor idiots.

 22 of them, ranging from useless to pretty useless. There's a lot of planters. A couple of Trappers (?). 2 Blacksmiths (what does a blacksmith DO that's worth spending a profession on?) a metalcrafter, some children. A bonecrafter and a tanner are about the most useful. It's easy to see why THIS lot have have been cast out from the mountainhomes. I'm going nuts assigning mining orders to get rooms dug for them all and beds made, and then I take a nap.

 While I'm napping, things happen.

 The migrants ignore my order about water and rush to the brook en masse for their drinkipoos. While they're doing this Ol'Toby returns.

 Ol' Toby is not impressed, and starts chasing a miller and a child back and forth.

 The miller and some of the other useless scum have the brains to fall back on the perimeter, where there's water, food, defenses and such. But the CHILD! Oh know, he has to run way, away, back, and forth, back and forth.

 I'm asleep. But the other founders take it into their heads to stage a rescue, and rush up with their copper picks and axes.

 Neo gets there first, but steel battle axe or not, he gets smashed into the ground by the werewolf, who proceeds to savage him. His entire left lower leg goes flying off to land in a tree. Then Kubuk turns up. It all goes quiet after that. One pick-strike and ol' Toby was gone.

 Neo's in his bed now. Not very happy. I'm issuing orders to get the well completed as soon as possible.

 To make matters worse, another werewolf has appeared to the south. They're calling this one (guess what) young Toby.

 

 

462
[Somebody else better post in this thread or I cry. And I'll make you feel bad.]

Winter

  With the city boys gone I raise the bridge. We've got a good stash of wood from the ground before the gate, and pretty much cleared all the trees for a good distance. I've completed the stone-fall line, now I want to work on more mining and building our defensive wall.

However, not two seconds after the bridge is raised than a fox dies on one of the traps! Botheration. We can't afford to waste leather or bones, so I raise the bridge to see it reclaimed. We put up a butcher's shop and tanner's shop in record time-owing to lack of cleared workshop space I actually have to site the tanner's shop in one of our new corridors. It gets torn down after the job and rebuilt in a more seemly location.

 Afterwards, I notice dwarves out in the forest. Apparently, when I gave orders for the fox corpse to be reclaimed, I gave everyone a carte blanche to pick up every damn roach corpse in the area. However, since Ol' Toby's a comfortable distance to the south, I decide to go with it and send Rovod and Neo out for more wood.

 Our anvil's looking lonely. I order a wood furnace and smelter put up. Metalworker's forge too, but none of us have metalworking. I could order someone to do it, but we've all got enough odd jobs already. I decide to wait until we get somebody new.

 While the bridge is down I'm disturbed by the sight of dwarves running off to the distant brook for a drink. We DO have a booze problem. There's so few of us with so much to do (building the wall mainly), that it's rare when one of us makes some more. We need more spare hands. I, for one, would like to get a fishing industry going. We have no shells. Again, we have to wait for more help. Hopefully we'll get some in the spring.

 Our cats have had kittens. One of these I've tied up at the gate as a lookout. The other I find, out in the forest, proudly standing on top of the grossest, smelliest, more disgustingly pretrescent pile of incarnate filth I've ever seen. They looked like dead rats  in the same way that a zombie resembles a human. I'm informed that these were demon rats, and that wiping out a hive of them was not a bad thing. Even for them.

 I've already designated one of the ponds within the perimeter a drinking zone, now I order it to be used EXCLUSIVELY. I wonder if anyone will listen.

 Holy Booze! Another suicidal fox! Oh well, more leather. Another trap to be repaired. Dum dum DUM.

 Building the wall seems to be taking a whole lot of labour. Too many things are going neglected, but I'm too much of a dwarf to call a halt. We have the wall around 3/4 of the perimeter ditch now, and fortifications over the gate. I've ordered the latter to be built from Bauxite. Useless stuff.

 Oh yeah, we found some rubies in the bauxite. Wish we hadn't destroyed about 40% of them digging them out.

 A tunnel is being built torwards the brook, and a cistern being built to receive the goods, but that's a job to be done very, very carefully.

 Got to go. A raccoon just survived an encounter with a stone-fall, and now is stuck in a cage. Not ANOTHER cage we have to make---Neo!

 

463
DF Community Games & Stories / Re: Mean Little Men [Succession]
« on: November 05, 2008, 06:17:12 am »
Craftsdwarf shop, fishey, kitchen....

What did you make the butcher's shop from?

464
AUTUMN

  Ilral, a formerly blameless if averagely death-seeking dwarf, has now decided to be named KLAR! I think he's gone a bit strange, but it doesn't bother me as long as I get to play with my mechanisms.

I have a bauxite one now. WHeeeeeeEEEeeee!

 When the first leaves began to fall we use the traditional dwarvan art of [UNSPEAKABLE] to ascertain the whereabouts of Ol' Toby. He appears to have left the area, and only foxes come gamboling across the land like little mechanisms at play. Little red mechanisms, of Kaolinite or cinnabar or bauxite.

 Or bauxite. WHEeEEeeeeEEeee!

 We drop the bridge, and I get a very disagreeable surprise when I realise the depot is no longer registering as accessable! What the Hell?

 OK. Think Daskot, think. Maybe some mechanisms would-

 Ouch. Thanks Kubuk, I needed that.

 OK. It can't be the fortifications or the traps. It's a tree. This forest is full of trees, standing around like they belong here. Some sapling as turned into a tree and it's blocked the way in.

 But which one?

 I rustle up Rovod and Neo, thrust axes into their hands, and send them stumbling out to do battle with the terrifying forest. Meanwhile, I gather up a bunch of my lovelies, and stagger out myself. We've been within this perimeter for almost six months though, this is our first time outside. I think: what would look nice out here? A semi-circle of stone-fall traps in front of the entrance.

 Although, considering we're outside, one is inclined to wonder from whence the rock is supposed to fall. I work out a modified pit-trap design that meets standard specifications. basically it's a pit-trap, only instead of falling in and landing on spikes you fall in and then have a rock land on you.

 Rovod and Neo go at those trees with commendable commendability, but they don't manage to solve the problem. The wagons by-pass our site, and a meager three merchants arrive on camels. I drag myself away from my traps in time to do some trading.

 Ghastly people. It's not only do our trade goods (Ubid's crafts, my mechanisms) not amount to much apparent value, but these idiots didn't even bring anything we might want. We finally got a piece of rope so we can have a watch-animal, an empty barrel because barrels are good, and some plump helmet. We already have plenty, but more is more.

 While I'm trading, I'm told that the trade depot is now accessible again. Sigh. I meet with some--dwarf who calls himself the liason. I WANT to ask why my companions and myself were drugged and sent here, but all this idiot wants to do is talk trade. I ask him for wood (a log bought is a log nobody got brutally and gruesomely devoured by a werewolf for, that's my motto), leather, booze, meat, lye (it's a thought), and any metal bars and ore stones they have. He gives me a list of HIS requests which I used later while in a small room.

 While we make fools of ourselves out here, the "real miners" (Kubuk and whoever is standing next to Kubuk) strike more Butinimous Coal while extending a corridor for future workshops. That's nice, but as with the limonite I don't dare touch it yet.

 The caravan leaves, to my dissappointment not meeting Ol' Toby on the way out.

As I watch them go, a raccoon jumps across a stone-fall trap I haven't had time to load yet and gets nabbed by a cage. Now we have to build another cage. Typical.

465
DF Dwarf Mode Discussion / Re: Creating Legendary animals
« on: November 05, 2008, 05:08:42 am »
I have tame raccoons. What do I do with them?

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