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Messages - endimiao

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16
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2010, 08:55:24 am »
So, ive restarted on a terrifying surroundings map: a woodland bordering a swamp, with a nice aquifer running just bellow a sand layer. Yup, no rocks. To make things even better i used the default dwarves instead of preparing for the journey. Its now Winter 202 on Inethkoman. On arrival a promising pack of Foul Blendecs was spoted on the distance, so i made my first priority to one of the most ancient defenses in existance: the moat, while stocking up on wood and herbs on the vicinities. After such was sucessfully accomplished i isolated myself building just a wooden door / small bridge / tiny wall acess over the moat. Such wouldnt deter undead, but its quite effective against some premature cases of fun. So, the next phase was building the basic infa-structure. Digging through dirt is hell fast, so in a glimpse i had setup a barracks, meeting hall, aquifer pool (the bread and butter.. or should i say turtle-heaven of my single fisher dwarf), four stockpiles (food, refuse, wood, goods), farm area and every single conceivable workshop possible surrounding the stockpiles in individual rooms. After expanding on the barracks side for individual living areas acess and on the meeting hall side for future nobility i was ready to start venturing on the world, that in a fraction of the time it took to build my last fortress. The two first weaknesses on rockless areas were soon evident: lack of mechanisms and fire-safe blocks to build every needed trade.

So, the first year was spent furnishing the underground with wood, sending out lumberjacks when the surroundings were safe enough. Spider webs are also abundant and highly prized on evil maps. I set up a basic trading post for foot acess and started clearing the acess for future wagons. As the first, much needed emigrant wave showed up i took a more aggressive role, training marksmen the hard way (hunting) after some wrestling practice, fully equiped with turtle bone/shell plus leather armor and wooden buckler/xbows/bolts. Werewolves stoped being a concern as they were shot on the ground by the hunters, proving to be a very valuable resource on evil maps along with all the silk making totem/silk/plant crafts/lowest quality armor-weapons at the moment the base of my exports. As a trade caravan got me some much needed rock, the ash from woodburning gives me all the materials i need, and ive started to move towards the syrup/glass/soap/etc... wings of the economy. My smelter is ready to receive all the goblinite and koboldinite soon to come, and now i deal most in trade imports for rocks (mechanisms), cheap raw materials, exotic pets and the odd item dwarves may need to satisfy their moods. A surface keep with a fortified terrace, a proper drawbridge and moat is there to receive traders, wich champions stationed at the doors. My main fears right now are dragons (i have plenty of wood around to replace yet by glass or ash) or a skeletal goblin siege *pouts* as i still have a poor trap setup and arrows effectiveness can be poor in such circunstance.

Speaking of Blendecs: when i was expanding the entrance to feature a bridge and wagon access to the depot, a pack got close, just when all the standing guards decided to take a damn nap (and i did had two different squads of champion/elite wrestlers guarding the area). So, as i placed my ranger squad (hunters) in active duty, they chased some haulers inside the moat. As i didnt want to risk my (militia woodcutter/miners) in conflict since they had developed some nice skills ive waited patiently for the marksman closer by to reach the zone. The blendecs attacked the horse that was roped in the entrance to spot for thieves, who fought for an incredibly long time. Although he died he avoided dwarven casualties for the marksmen soon were there to make pincushions out of the beasts. I was rather impressed. Kudos for the heroic beasts that have prevented much injury against these little drunkards in all my games thus far.

Next step: turning my roads/keep into a fire-safe zone/installing ballistas/developing weapon traps.
Lets see what these next years will bring...

17
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 13, 2010, 10:46:15 am »
Getting somewhat bored... i definatly should have picked a haunted forest setting instead of a sinister one: several ambushes later and countless of werewolves killed and im yet to lay eyes on anything undead other than plants (that i even took notice of). Plus goblins seem too easy, at least on the first seiges... 5 champion wrestlers charging out of the fort out of boredom plus 6 elite marksman raining death from a fortified balcony makes them flee before they even get to test my trap setup. Not a single dwarf has died outside yet (mostly because they are escorted by war dogs and i have some champions patrolling around for wild beasts), although a hunter is bed-ridden after a fight with a werewolf turned bad.

I wonder if i should abandon this fortress or wait patiently for the difficulty to pick up. By the way, im elf-like in my tastes: i like wooded areas, dont mind playing with aquifers as long as there's sand layers *yeah, i like glass*, and i tend to favor dealing with organic stuffs. So.. a haunted forest setting without rocks (aquifer) sounds hard enough or should i go all the way to terrifying for the thrill? What about the military? Are there better options for a challenge without taking an orc mod or poaching caravans?

18
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 12, 2010, 03:20:39 am »
I now own three tame Giant Eagles.

Can't believe the High Elves traded them to me at 1500 each.

Very nice :) Almost hiting the 80 population mark. Waiting for the first serious goblin visit.

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