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Messages - Vieto

Pages: [1] 2 3 ... 34
1
has it been long enough that I can evoke the SLOWPOKE!

2
Pump stacks are actually pretty straight forward:

Code: [Select]
WWWWWW
WcxXfW
WWdWdW

W = wall
c = channel
xX = pump(big X is wall part)
f = floor
d = doors

and reverse the design going up.
So long as the block and gears are magma-safe, and the pipes/screws are not wooden, the stack should be fine (unless magma gets on the small x)

3
Technically, 5/6th's through spring (I got it to mid-Felsite)

but yeah, turns out 200 zombies does not help with lag at all.

4
when you were letting the immigrants in, did you seal the lower bridge?

5
As I stated before, I labeled my 2 levers.

6
Letting all the immigrants die = good overseer
forcing Twangykid to wait an extra day = !!!!DEATH!!!!
...
makes sense.

7
Yeah, yeah, I deserve that.

Anyways, upload:http://dffd.wimbli.com/file.php?id=6145

note for next person: F7 gets you to the current entrance, F6 takes you to the main workshop area, and there are 2 levers there (with notes, unlike the other levers in this fort...). The elf caravan is outside, but won't enter due to zombies also outside.

8
Yeah, I think I'm going to have to bail from my turn. Exam time doesn't give me as much time to work on this as I had hoped.

Do you want me to upload my save?

9
Felsite:
Well, the steam beast fought our pet raven, and then promptly died in an explosion of steam.

The next order of business: The most critical part of operation Holding_Chamber is complete. The dwarf assigned to mine the entrance didn't run away, and is digging out the location of a new Trading Depot. Once the chamber is clear, we will let the immigrants in, who are no doubt starving or being chased by zombies by now. I hope some make it into the chamber before the cloud makes it to them...

And as for Tolins... I'm afraid we are short on animal hides at the moment. I'm going to station a guard outside his room...

While waiting for the worst from Tolins, I peaked outside the fort: The elf caravan had arrived. Unfortunately, one of the zombies snuck into the secret entrance. It appears all the immigrants had died. Unfortunate, but the zombie will have to be dealt with at some point. In the mean time, I'm doing some last-minute prep work to let the caravan in.

Also, one of my Axedwarves, Urist, was found dead. Maybe I should build some more coffins, and slabs...

------------------------
Unfortunately, the game is moving rather slow for me, but I will finish! Seriously, there needs to be some lava flooding the surface. Once I get some internal infrastructure going, I'm going to begin my magma plumbing! Maybe.

But yeah, technically anything that can fly can get into the fort.

10
SPRING
Slate: I sent our miner to start creating a new holding chamber for migrants, in order to prevent a massive group of dwarves from running outside. I would rather have this up before letting any migrants in, in order to ensure no more tantrum spirals. In the holding area, I also plan on moving the trade depot.

While I was adding the finishing touches on to the bridges, our doctor went into a fey mood. In addition, another beast appeared in the caverns. I hope it can't fly over those walls... Best keep an eye on it. But more importantly, Doctor Tolins needs some hides... well, its too bad I don't have any breeding pairs of anything...


11
indeed.

Just a heads up, the reason I'm so slow this week is because I have all my assignments for university due this week. On Friday, this will have my full, undivided attention.

12
Yeah, I figured there was only one pick.

edit: Yeah, letting the migrants in was a bad idea. none of my dwarves are doing anything to seal the entrance.

I know Your Pain, Friend.
At least the zombie aren't coming in, but seriously, I've forbidden everything outside. EVERYTHING! What could they possible want?

13
Yeah, I figured there was only one pick.

edit: Yeah, letting the migrants in was a bad idea. none of my dwarves are doing anything to seal the entrance.

14
Granite
So I noticed everyone was busy carving out memorials! We have more important things to do. I told some guys to be miners, and start carving out my office quarters. I told another “Hey, we need a Smith!” And he told me: “But we don’t have any anvils!”
What?
Looking at my stocks, apparently there is an iron anvil, and a steel anvil, and they are both outside… Somewhere. Damn, and I was hoping to make some weapons for the military, possibly out of steel, or even some more mining picks, in case we lose some. Also, it may be because I’ve been cooped up in my workshop, punching people in the livers and such, but this place is impossible to navigate! Once I figure out how to make this whole operation more efficient, I’m removing the fishing industry! Well, part of it (Slowpoke may do as he pleases, he’s killed 2 already, I’m told).
I’ve finally stumbled upon the workshop district, 10 days in. Surprising, really, since I had been working their previously. I’ve heard 3 of the entities fighting outside are dead. That leaves… 115! I took a peak, and one of the invaders is a Troll, who is a surgeon… I’ve just designated a spot to be mined out for our future hospital!
So the only miner who has bothered to pick up a pick is beginning to make progress on the magma pump column, but I’m probably going to move him elsewhere, as he is needed in a lot of places right now.
Took a peak outside today, and the goblin siege has broken up. That just leaves… The zombies. Yep, going to be fun. I’ve taken to updating the stockpile records; maybe I can find the location of the anvils, and perhaps send someone to get them… With escort, of course. Wait a second, if I make an entrance with a siege catapult… I’ve ordered a siege workshop built!
...
And now the smoke cloud appears... those goblins know something that we don;t...

15
Hey, I'm working on it. I'll have an update later today.

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