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Messages - Hawklaser

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121
DF Gameplay Questions / Re: dwarf-made underground fishing holes?
« on: November 17, 2008, 10:53:26 pm »
Well simple solution to that would be to open that area up to the surface and wall it off in order to keep flying critters out. Just make sure to have a way to seal it up incase some really dangeous flying beast shows up.

122
DF Community Games & Stories / Re: Helmflare-{succesion}-
« on: November 17, 2008, 10:24:57 pm »
Argh  >:(, one bad keystroke and have to start the write-up all over. Was almost done as well.

Here goes for a 2nd time. I am gonna make it a bit simpler than I was at first.Later I might add more detail to it, but won't change the basic gist to it.


Kyterra's(a woodcutter) journal

DY 301- 1st of granite

After myself and a miner, carpenter, trader, farmer, clothier, and architect have gotten ourselfs completly lost out in the middle of nowhere, and to top things off our wagon broke down today. We barely have any supplies left, so we decide we best try and settle down here and hope we can survive till our existance is found by others. We decide to let the trader represent us to anyone that does find us, though I will be leading everything else for the time being. We were nervous settling here due to all the hippo's around, after all I have heard they can become quite violent.

9th of slate- Today I recieve news that our farmer has gotten some small fields set up and started planting. Hopefully in a short while we will no longer have to scurry about picking shrubs while worrying about making the hippo's mad. I also ran across a cave out in the wilderness today, ventured a short ways inside noticing that the walls were sweating. Shortly after noticing the state of the walls, I hear a loud roar from deeper within, and high tail it away from there hoping whatever I head was not chasing me. As soon as I get back to our encampment, I have our carpenter set about sealing the entrance of the cave for now.

23rd of slate- Today I got word from our carpenter that the cave has been sealed as ordered. Along with the news that our miner started clearing out a more proper area for us to live in for the time being. At this time I also have our carpenter start work on a wall to place between us and the Hippo's for safety.

23rd of felsite- Today I find the wall has been finished. It is only wood right now, but it should keep out those hippo's. After the carpenter has finished the wall he set about making beds for us.

1st of hematite- Summer has arrived, and boy is it hot. Though along with the heat comes news of our first plump helmet harvest, along with the planting of several other plants. In particular is the pig tails our clothier wanted. Our trader backed him in this decision as if a caravan did manage to find us, would need something to trade with them.

8th of hematite- Today we planed out a tunnel to be able to prepare to invade the cave at a later date. The reason for this is as after asking our miner about the sweating walls in the cave, she said that would likely be an aquifer, and our best bet to get past it would likely lie deeper in that very cave.

3rd of galena- The last few days have been rather plain, just a continuation of mining and choping wood. Though today was special. Some other lost souls managed to run across us to day. We gladly took them in and put them to work. Some had useful skills that we were at a lack for, others voluntered to start up a small military.

1st of Limestone- The calender says it is supposed to be fall, but it still feels like summer to me.  Today while out cutting down trees, I ran across a heard of elephants. If the hippo's and cave creatures were not bad enough... this just made things more on edge.

14th of Limestone- Our tunnel to invade the cave was completed, today we built and locked doors to keep us and its inhabitants seperate. Once we had weapons and traind dwarfs, we will move in.

15th of Limestone- Remarkably, a caravan managed to find us. They were just about to turn back from being lost themselfs, untill they saw the various stumps in the wilderness and decided to look a little harder.

24th of Limestone- Today our trader managed to trade a bunch of socks our clothier had made for 2 axes, a shield, a crosbow, some pewter bars, barrels, food, and booze. When the caravan leader asked what we wanted for next year, we told him wood, weapons, shields, booze, turtles, lobsters, picks, and lots of stone. We got a funny look from that last one, but at least we didnt have to explain to them.

14th Sandstone- Today we found a dead speardwarf out in the wilderness. Asked the caravan about him, and found out he was one of theirs who got lost. They asked us to lay him to rest as they could not transport him home to give him a burial there.

26th of Sandstone- Today there was a loud crash from our tunnel to the cave, no one wanted to go look, so I had to do it. When I got there, I found nothing but splinters. I then ordered people to rebuild the doors.

2nd of Timber- Today we were met with tragedy. A hippo claimed 4 dwarfs lifes, and almost claimed anothers arm. When a woodworker and miller went to put up the doors in our tunnel to the cave, tragedy struck, as somehow a hippo managed to sneak into the tunnel. They started screaming but the newly trained wrestlers were not quick enough to save them. The first 2 wrestlers on the scene were also killed by the hippo, and of our remaing two, one had her arm horribly crushed.

5th of timber- After the horrible day of the hippo, we get even more good news, the caravan we had earlier ran across some other poor lost dwarfs and directed them to our stronghold. This new wave of dwarfs brings our population up to 21.

1st of moonstone- The calender says it is now winter, but my senses still say its summer. The rest of fall has been rather laid back. There has not been anymore hippo attacks, and our everyone has been working hard to establish the best home we can, till we can get to some real stone.

DY 302- 1st of granite- During a most uneventfull winter we managed to dig out several storerooms for this coming year. Hopefully the caravan brings us the supplies we asked for, so that we can deal with what ever is in the cave, and get down into some real stone to live like proper dwarfs... I have had enough of living like the humans or elfs, near the surface on dirt or wood... I can't wait to have solid stone beneath me again. Though running this outpost is a bit taxing for me, it is time to pass the reigns on to someone else that is willing to give it ago.





123
DF Gameplay Questions / Re: Migrants before caravan?!?
« on: November 17, 2008, 08:17:46 pm »
It was in the middle of the first summer, I also managed to get more in the first fall as well.

I really have no clue as to what caused those mid-summer migrants to come. I wish I did as those early migrants can really help out in getting ready for that crucial first winter.

124
DF Community Games & Stories / Re: Helmflare-{succesion}-
« on: November 17, 2008, 12:39:52 am »
Yeah, I am sure they would be useful, but that would also end up with a fairly large picture, but it seems thats all I got to work with.

Will put up those kind of pictures if there gets to be intrest in this. Hopefully I can find a way to get other kinds of pictures as well.

125
DF Community Games & Stories / Re: Helmflare-{succesion}-
« on: November 17, 2008, 12:02:53 am »
Yeah, but that would only work for the fort layout. Which doesn't help with taking one of the embark screen, status screen, or info about anything specific.

Actualy being able to get pictures of those would be more helpfull, if only my computer would let me do it.

126
DF Community Games & Stories / Helmflare-{succesion}-
« on: November 16, 2008, 11:17:47 pm »
This will be the first succesion game I will have created, so bear with me.

Using vanila version 40d.The embark region is 9x6, in order to include a cave in its entirety, and have descent amount of choppable wood due to no magma. Contains 3 biomes, tropical savana, tropical coniferous forrest, and badlands. Has a stream, cave and a massive aquifer.

I am getting close to the end of the first year right now, and has been quite interesting thanks to the Hippo's and elephants, and other things I want to keep a suprise for the other players.

For those that want to join in, claim a dwarf thats open at the start of your turn, which barring a catastrophe durring winter will be plenty to choose from due to 2 waves of migrants already. Or make a request for a dwarf.

This is what is currently available, the ones with *'s are pretty free for job changes if needed.
Miner-
Carpenter-
Woodcutter-
Hunter*-
Trapper*-
Armorer*-
Clothier/weaver-
Woodcrafter-
Weaver*-
3 farmers-
trader-
architect*-
3 wrestlers*(1 resting from having fun with a hippo)
1 elite wrestler
1 soapmaker*-
1cheese maker*-

To keep things interesting, use very few traps in general, especialy cage traps. 1 week time limit on your year, and 3 days to verify starting your turn.

I would put up smaller pictures but for some reason I can't seem to get any taken. Have tried print screen and its not working.

Here is just the fort itself and not all the wilderness around it at the end of year 1.

Spoiler (click to show/hide)

I will put up the writeup of 1st year events tomorrow afternoon, and if there is someone ready for the 2nd year, the save.

127
DF Gameplay Questions / Migrants before caravan?!?
« on: November 16, 2008, 08:14:18 pm »
Ok, This is with 40d for the version. And somehow I managed to attract migrants before even seeing the first caravan.

Now this really raises the question of what exactly is needed to trigger the migrants to come? As have very little fortress wealth, no caravan, and yet 10 new migrants showed up.

128
DF Community Games & Stories / Re: {Community Game} The Lauded Lantern
« on: November 15, 2008, 12:30:07 pm »
Heck, I'll get in on this. When the first wave of immigrants comes, I'd like a female weapon/armor smith/hammer dwarf.

Name: Kyterra

129
DF Dwarf Mode Discussion / Re: How much do you care about rock types?
« on: November 14, 2008, 07:07:16 pm »
I like to play in spots with gabbro just for the olivine and kimberlite. I enjoy the darker green and blue colors in my fort. Bauxite and kaolinite do make ok subsitutes with their deep red though.

130
DF Dwarf Mode Discussion / Re: Turning a natural cave into a fort
« on: November 11, 2008, 09:46:55 pm »
After having claimed a small portion of the cave, I am starting to migrate my operations from the temporary area by the brook. Something I learned is have to be very carefull when you unforbid doors, as dwarfs will go claim any bone or corpse in there regardless of whats near it.Also have messed around with an experimental presure plate floodgate, will be creating an aquiduct to move water from the stream to where I want it to go.

Which will look something like this when done. The top part will be connected to a Brook, and won't have a pump going at all.

 Top setion(= | are walls, X floodgate, O hole, + floor)
====================|
++++++++++++++++++X0|
====================|
                               
Cross view ( - being the top section, P being the presure plate, W being a well, _ is Floor, | wall)
--------------------------(16 z levels up)
                                |O|
                                |O|
                                ~~~
____________________|O|( ground level)
                                |O|
                            ---|O|---
                            |          |_W____
                            |           _____P|
                            |______|

Any thoughts on how to improve on this Setup, or get more out of it than just drinking water?

131
DF Dwarf Mode Discussion / Re: Turning a natural cave into a fort
« on: November 10, 2008, 10:10:52 pm »
Well, it seems the game changes the contents of a cave on embark. Embarked at cave one, didn't find a dragon, but there was a legendary giant. Though all 3 of the cave spiders were still there. And from this experiance, have to say a single Giant cave spider is worse than that giant. God help ya if you get go after any GCS without ranged, and espcialy if its near anything else thats dangerous.

Went back in with a reclaim party, and all the creatures inside the cave seem to have vanished. Had guys running all over the place and have found nothing. So if you embark at a cave its a one shot deal, for all the critters inside.


Thoughts on the best method of taking over the cave  quickly and without loosing many dwarfs? I don't want to use flooding, or traps, especialy cage traps, unless I run into something really exotic in the cave. My current plan is to use doors to section off safe areas from dangeous areas, and take it over section by section.

There was a challenge in the challenge thread that ran like this: given this embarking area, destroy the skeletal cyclops and trolls in the cave, while dealing with the zombie fish, and gaining enough wealth to have at least 10 dwarves before the end of the year, with no mining, no crossbows, and no traps.

I outfitted four of my seven dwarves with 5 points in armor use and 5 points in <weapon> (I used whatever was cheapest; axes?).  These dwarves came with leather armor as well.

After embarkation, built a wooden house.  After the house was done, one dwarf did woodcutting, one dwarf did carpentry, and one dwarf did woodcrafts (to drive up the wealth to attract immigrants).  The other four sparred wrestling.  Made wooden shields for them.

When it turned autumn, I switched them from wrestling to <weapon> (I've heard wrestling helps defense; plus, this boosted their armor and shield skills, to minimize sparring injuries).  They sparred until the migrants came.  Then I sent them into the cave. 

The four of them, with less than a year of training, killed everything in the cave without suffering an injury.

Quote
And also because of the layout of the map, the cave is at Z-level 0, but the brook is up at z-16. I'm sure I  can get a good water supply down there with floodgates and channels, but I would rather not have to micro-manage switches to keep a constant supply. And have no clue as to how to go about getting the water to where I want it without switch micro-management, or flooding the whole area.

Pump it up to where you want it with a pump tower.  It will flood if it can get out, but it's trivial to dig a cistern or similar where there's simply no way for it to get out (since it won't go above the level of the pump).

Well, unfortunatly the water source is 16 levels higher than where I plan to build. And unless something keeps an endless source of water from filling up to its hieght, I have to be very carefull with how I build my water supply.

132
DF Dwarf Mode Discussion / Re: Turning a natural cave into a fort
« on: November 10, 2008, 09:42:51 pm »
Ok. I was able to find Cave 1, is a mix of temperate savana and temperate shrubland. 6x6 area on embark.

Tracking down specific caves is really a pain. Now since I know where it is, time to embark there just for the heck of it, and see how fast the 7 dwarfs die.

133
DF Dwarf Mode Discussion / Re: Turning a natural cave into a fort
« on: November 10, 2008, 09:00:16 pm »
The trick to that would be getting all those spiders into the same spot though... imagine the silk if you could.

134
DF Dwarf Mode Discussion / Re: Turning a natural cave into a fort
« on: November 10, 2008, 08:42:49 pm »
Ok, same world was generated, now to track down those caves for the biomes.

And will look at a few others as well to see if it has an effect.

Will have results in a little bit.

Edit: I guess I won't check others, as no easy way to find a specific cave, as there is no order between the text file and the map.

135
DF Dwarf Mode Discussion / Re: Turning a natural cave into a fort
« on: November 10, 2008, 07:17:33 pm »
Well I can't give you the biome's right now, as have to re-gen the world after changing make caves visable. Hopefully same world comes out. But I think the bigger factor might be cave size. The world these showed up in had a min size of 100, max of 500 for caves, and there are tons of crazy caves in it.  I don't know if I would be more affraid of the large group of Giant cave spiders, or a small group of them near something else just as deadly.

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