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Messages - Lav

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211
DF Dwarf Mode Discussion / Re: How to Complete a Megaproject?
« on: January 05, 2010, 12:49:46 pm »
Dedicate entire floor to catapults. Lots of catapults hurling stones in all directions. The central area will be a big stone stockpile for catapults.

Siege operators get a lot of training, you dispose of tons of useless stone, and there are hundreds of hauling jobs which is nice if you have economy on.

212
A floor hanging over the depot on a single support.

Caravan comes, you pull the lever and bang! No caravan.

No trade depot either, so you'll have to rebuild it.

Siege engines will kill everything so will work too.

Since you have 50 naked goblins you can pit them near the depot, then when the caravan comes, you release them. It's not 50 gobbos vs 1 titan, but close enough.

213
DF Community Games & Stories / Re: JackBolt bloodline fortress
« on: January 05, 2010, 11:08:12 am »
Granite 28, 213.
We are slowly recovering from the goblin attack. Then suddenly one of our smelters gets into a fey mood and claims a magma forge! I wonder what he will produce. He's a metalcrafter, so most likely something totally useless. But there's always a chance...

Granite 30, 213.
The moody metalcrafter grabbed two bars of aluminum and two piles of bones but still hasn't started working. claims that he needs some shells as well. Where on Earth I'm supposed to get shells? Assigned both ex-fishers back to fishing duty, let's hope they catch some turtle in time...

Slate 8, 213.
Some migrants have arrived. Let's see whom we got...

Slate 10, 213.
A total of 19 immigrants. Mostly useless scum, but several have useful skills that we'll be able to put to good use.
There are skilled cook and weaver (to replace untrained chums doing the chores currently), a gem cutter (hurray!), and a leatherworker (to replace his fallen colleague).

Slate 20, 213.
Looks like I made a minor mistake in designating digging orders, and now we have a minor flood in the farms. Hopefully it won't affect our food production seriously.
Spoiler (click to show/hide)

Slate 26, 213.
Finally, we have a turtle shell! Monom Binrag is squealing with joy as he's running in the direction of the forge, holding the shell close to his heart. Now maybe he'll finally make something useful?
Spoiler (click to show/hide)

Felsite 3, 213.
Monom Binrag has created an Aluminum Amulet! Unfortunately we don't have an appraiser so I cannot yet tell how much it's worth, but probably a lot.
Spoiler (click to show/hide)

Late Felsite, 213
So far, so good. I have formed two military squads. One with 6 marksdwarves, fully clad in top quality heavy iron armour. Another with 6 wrestlers, fully clad in top quality heavy copper armor. Both teams are training. I have expanded the entrance chamber and declared that it's our barracks, so whoever tries to infiltrate the fortress will imediately stumble upon a group of 6 heavily armored training dwarves.
Flood is now contained and I can start the next part of my plan: surface farm plots. Everything seems to be ready for this.

214
DF Community Games & Stories / Re: JackBolt bloodline fortress
« on: January 05, 2010, 06:19:34 am »
Granite 1, 213.
So, I have finally been chosen to rule this desolate fortress out in the midst of nowhere. At last my dreams come true and now I finally can bring order and security to my fellow dwarves.
Up until this great moment, I was just wasting my time and pretending to train marksmanship - a hopeless task if you ask me. Not because we slacked off or something. But our former leaders somehow decided that a single archery range half a mile away from the fortress is more than enough to train seven marksdwarves at once!
During my reign, no such crap will happen.
I have relieved myself from the ranks of military as my duties will take my full time and more.

Granite 2, 213.
I have finished the overview of the place. The results are... well, from my time in the military I could only see a fraction of the fort and couldn't understand the true scale of our problems.


This is our legendary carpenter. Sleeping outdoors in the mud. For some reason he was tasked with all jobs that would make him travel alone out of the fortress walls. Probably my predecessors hoped he will stumble upon a goblin ambush or something.


This is the farms drainage system. The farms are irrigated by two levers. Both levers are located outside of fortress walls, perfectly accessible to kobold thieves, gnomes, gremlins and whatever critters decide it would be fun to pull them. Obviously, when both levers are pulled, the entire fortress is flooded and there's no way to limit the scale of the flood. That's what I call a perfectly secure and fool-proof design.


And this is our food situation. True, when I was in the military we were told to go drink from the brook, but I thought it was just regular military stupidity. Training the spirit or some other similar crap. As it turns out, the true reason was lack of alcohol in the fortress. Needless to say, all the dwarves are getting irky and do not work to the best of their capacity as the result. And in order to get a drink, the dwarves have to travel all the way around the fortress. Really, my predecessor obviously hated us all.

Granite 3, 213.
I have completed the jobs reallocation. For some reason, the fortress had about a dozen engravers. What the hell for, I have no idea. I cancelled the road construction, surface fortress construction and halls of the dead construction. I'm not going to divert our precious resources to overambitious projects when our military is only six untrained and unarmored dwarves.
I have assigned a manager and a bookkeeper. I will need their services in the months to come. I have also taken the responsibilities of sheriff and broker as I don't want these minor tasks to distract other dwarves from their labour.
Four engravers have been drafted. At the same time, I relieved four soldiers from duty and assigned them some civilian jobs instead.
Now the fortress roster looks as follows:
  • Stoneworkers: 4 miners (headed by Darkrider2), 6 masons, Koji the Engraver.
  • Woodworkers: 2 woodcutters, 1 legendary carpenter.
  • Smiths: 3 smelters (one doubles as blacksmith), 1 weaponsmith, 1 legendary armorer, 1 metalcrafter.
  • Crafters: 1 butcher/leatherworker, 1 bowyer/bonecarver, 1 stonecrafter, 1 weaver, 1 clothier
  • Farmers: 2 planters, 1 dedicated herbalist, 1 brewer, 1 cook, 3 threshers/millers.
  • Military: 6 marksdwarves (untrained and unarmored - yet)
  • Management: myself as Sheriff and Broker, 1 manager, 1 bookkeeper
  • Cannon fodder: 1 child, 1 baby
One of the woodworkers claims he's actually running the place, but I think he's just daydreaming.
I have moved our stonecrafter into a new room and settled in his quarters temporarily until my apartments are built and furnished.
Old trade depot will be demolished and a new one constructed near the fortress. We do not need any dwarves travelling too far away from the fortress unescorted. Unless they are useless our precious woodcutters and herbalists of course.
The major goals for now are: booze, planting, wall reconstruction, wells, military training, military equipment.

Granite 12, 213.
Everything is going fine. Farms have been redesigned for a finer-grained control, we do not need those immense fields. I have also put masterwork beds in the rooms of former leaders, as exceptional quality beds in the rooms of the management. An order was put for some bucklers and helms for our military, miners are digging new rooms and archery training ground, miners are reconstructing the walls of the fort, craftsmen are doing their chores as well.
Then suddenly I get the news that the elves came.
However they cannot proceed to the depot as we have none. The old one is already demolished, but the new one hasn't yet been built. I ordered to prioritize this project.

Granite 16, 213.
Troubling news. A group of goblins ambushed the elven caravan which was camping in the woods and waiting for us to complete the depot. Seems the elves are toast. Well, good riddance I say. At least they did us a useful service and we are now warned.
Of course the situation is not very good - our walls are breached in two places, but the goblins are far away so we'll probably manage to seal the breaches in time.
Goblins team has two heavily armored axegoblins and some wrestlers. They are not to be trifled with in the open, but with locked doors we can just bring the marksdwarves on the walls and fire at goblins with impunity.

Granite 17, 213.
Bad news. Very bad news. Another goblin squad was hiding in the woods it seems. Now they attacked the elves as well. This second group has three bowgoblins. Unlike our so-called "military", they are trained and armored. Putting our marksdwarves on the walls suddenly no longer looks that promising, but if the goblins will spread out a bit, and if we stand a tight group, we still have a decent chance. Besides, our marksdwarves have high-quality buckers now. Unfortunately, no helmets yet.
I mobilized our miners and stationed them near the entrance.
Then two babysnatchers were discovered, trying to sneak into our courtyard through the backdoor which I built for an easier access to the river. I mobilized a couple of civilians nearby and also sent our miners to deal with the spies.
Meanwhile, elves are eliminated and goblins are closing in. I ordered the doors into the fortress locked - both front and back doors of course. Now the battle will be decided by bows and crossbows. Let the Armok give us some luck!

Granite 18, 213.
Just as goblins were coming closer I suddenly discovered that one of the front doors is swinging open! "The door is taken by enemy". So the attack was coordinated and there's another spy in the fortress! And those two babysnatchers were just a diversion in order to distract our miners away from the front doors!
One of the civilian dwarves happens to be near the front doors. Wow, what a surprise - Koji himself!
Well Kojiis the one fully responsible for this situation, so I drafted him and ordered him to reclaim the door.
Unfortunately, I have little faith in his ability to do so in time as the goblins are coming closer every second. I sent the marksdwarves on the walls and ordered the full mobilization of the fortress population.
It seems Armok doesn't want to give us luck, he wants to give us blood. Not a big surprise, but an unpleasant one.

Granite 19, 213.
Koji failed. On his way to the door he stumbled on a kobold thief and decided that strangling him to death is more important than reclaiming the door. As the result one of the goblin wrestlers got to the door first. Marksdwarves are raining bolts on the goblins but cannot stop the advance. Our only hope is that the goblins have split their forces and the second group is lagging behind a bit. But still, they are already within the firing range and are already raining arrows on my marksdwarves.
A horrible melee follows right in the guardroom as dwarven recruits rush the goblin fighters. Obviously, Koji is the first casualty. But, unfortunately, not the last.
Finally the goblins inside the guardroom are dispatched. However it seems that our marksdwarves have no chance in hell to win a firing duel with goblins. And the door is still not reclaimed and I cannot reclaim it without showing those goblins a way into the fortress.
So I order the dwarves to accumulate behind the closed doors and then make a surprise attack on the enemy. Let the Armok be with us!

Granite 20, 213.
The battle is over.
Two bowgoblins managed to escape, the rest were slaughtered.
We lost seven dwarves, including Koji. Two or three dwarves are wounded.
Luckily, both me and Darkrider2 survived. However Darkrider2 has suffered some serious harm.


Aftermath.

215
DF Community Games & Stories / Re: JackBolt bloodline fortress
« on: January 04, 2010, 04:06:19 am »
Excellent, it's my turn now.

216
DF Community Games & Stories / Re: JackBolt bloodline fortress
« on: December 30, 2009, 09:54:40 am »
Well, the sooner the better. :-)

217
DF Dwarf Mode Discussion / Re: I'm back. What have you been up to?
« on: December 29, 2009, 06:09:54 am »
Well, I have myself returned about a month ago after a prolonged absence.

Presently I'm running a strictly above-ground no-digging-allowed-for-whatever-reason fort in a location that features a swamp, a stream and a semi-open magma pipe. Current industries: farming, clothing, woodcraft. Planned industries: animal breeding (+ related leather/bone), fishing, glass, minor smithing and jewellery (import-reliant).

Funnily enough this fort looks more interesting and promising to me than all my traditional forts combined. :-)

218
DF Dwarf Mode Discussion / Re: Wave motion power plants
« on: December 29, 2009, 05:59:13 am »
I have yet to see any signs of this system failing to provide power. I'll keep watching it, but it looks stable.
Could you post your save on DFFD please? I'm sure many people would love to have a look at it.

219
DF Dwarf Mode Discussion / Re: A Curious (and unlikely) Problem
« on: December 28, 2009, 12:49:49 pm »
Just turn off any compliance with export restrictions when trading and don't kill nobles.

Your dwarves will sell items prohibited for export, your nobles will punish them en masse, your dwarves will start tantruming and you will have a decent chance to get a tantrum spiral. :-)

220
DF Dwarf Mode Discussion / Re: Wave motion power plants
« on: December 28, 2009, 12:48:28 pm »
Could someone please provide a working proof of concept, not just a screenshot?

I tried to create a brownian motion power plant, and it works fine for a few seconds, but eventually it freezes and the wheels stop responding to brownian motion below (the tiles are all 4-5 full just like on the pic above).

So while such a system might probably be able to squeeze some extra power from draining water, I'm not sure it can function long enough to be considered useful.

221
DF Community Games & Stories / Re: JackBolt bloodline fortress
« on: December 28, 2009, 11:25:53 am »
Well, it's been a holiday, and he has a full week according to the rules, so I'm not going to worry until Wednesday.

Of course some update would still be nice anyway.

222
So, any updates so far? :-)

223
General Discussion / Re: Is Avatar good
« on: December 24, 2009, 08:05:47 am »
I wonder though. Why some private corporation is bossing around on Pandora instead of governmental or intergovernmental agencies?

All right, unobtainium is cool and valuable, but an alien biosphere is just as valuable and the biocomputers and neuro-interfaces are also quite promising, and taken together they are definitely more valuable than all unobtainium combined.

And yet there are only about 4-5 scientists on the planet and even those scientists are corporate employees.

And that corporation is very much NOT omnipotent like Weyland-Yutani for example. Humans don't have a lot of weaponry on Pandora, and nearly nothing in the way of heavy weapons - they had to manually (sic!) drop industrial explosives (sic!) from armed but obviously civilian transports (sic!) instead of doing proper aerial bombardment. And their combat helis don't look top-of-the-line either, they are rather some light auxilliary models. Also consider the total lack of land-based armor - those mecha look really stupid in combat roles, and I have a nagging suspicion that they are actually converted civilian models or, in the best-case scenario, an anti-insurgent weapon - something that can be used against savages or poorly armed civilians, but is destroyed instantly on the real battlefield.

224
DF Dwarf Mode Discussion / Re: Fortress building styles, quirks and habits
« on: December 24, 2009, 06:12:41 am »
I always plan my forts ahead from top to bottom. So when I embark, I quickly do the prospect mining for major features (chasm/pit/pipe/pool/lake/river), then I quit the game, take some paper and start planning.

I like everything optimized so deciding the optimal allocation of bedrooms, workshops, magma and waterducts, fishing areas, woodcutting areas etc takes quite a lot of time - sometimes even several days.

Then obviously I get tired and never get to implementing those grand plans. So I scratch the world and generate another and start over.

But at least this keeps me occupied until the new version is released. :-)

225
DF Gameplay Questions / Re: Underground Pools
« on: December 24, 2009, 05:49:24 am »
You can dig under the pool safely after the pool is revealed.

Do NOT dig under the pool if you haven't yet revealed it!

Many pools often have small deeper areas, often as small as 1 tile. If you are digging under the pool without revealing it first, you may accidentally stumble on them and then the entire pool will drain into your corridor.

This may look like this:
#######################
#                     #
#~~~~~~~~~~~~~~~~~~~~##
########~############## <-- digging in this direction is not safe!!!
#######################

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