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Messages - Anvilsmith

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91
DF General Discussion / Re: canyon engineering challenge
« on: January 07, 2008, 03:41:00 am »
Fedor, I know how it is. Hopefully, as team members become more familiar with each other, they'll become more attuned to each other's intentions and learn how to plan. You can play a single-person team if you want, and only allow people on your team if they prove willing to discuss their plans before comitting to them.

I'm more libertarian. I just go by the priciple of each person giving advice to the next. It's not going to make the perfect bridge, but hopefully, it'll be fun for everyone on my team.
Speaking of my team, how are you holding up, Gaulgath?


92
DF General Discussion / Re: canyon engineering challenge
« on: January 02, 2008, 04:27:00 am »
I see that ReignOnYourParade hasn't made any progress. Could you take over for him, Jackard?

93
DF General Discussion / Re: canyon engineering challenge
« on: December 25, 2007, 05:22:00 pm »
Wow, Valdemar, that was quick!

Red Jackard, once every player has taken a turn, in order, they all get another turn, in order, starting from the first player. So if you have 3 players, the overall order is P1, P2, P3, P1, P2, P3, P1, and so on. So, yes, a player may get another turn as long as it's not consecutive.
You're welcome to join team 2 if you like.

Vanigo, how about starting team 3? It seems really underpopulated right now, with a whopping zero members.


94
DF General Discussion / Re: canyon engineering challenge
« on: December 25, 2007, 06:01:00 am »
That's right, Vanigo. Each member passes control of the game to the next player in his team. Once the last player in the team has spent his year, control is given to the first player in the team, then the second, and so on. Of course, it's likely that all seven slots will be filled, so each player will get to play only once.

Gaulgath, you're in team 1.

Torak, Red Jackard, since there are already three players in team 1, I'm encouraging you to form team 3. Be sure you give a name to your team if you accept.

My one-year tenure of Cloudeater has passed; Valdemar, here's the map: http://www.megafileupload.com/en/file/31656/Canyon-region-year2-zip.html

Please let everyone know if you're going to be inactive; unannounced inactivity of over one week will result in the next player in the team being given control of the fortress.

So what's been going on with team 1's fortress this year? Well, aside from the usual zombie hordes of wild groundhogs, ice giving in, caravans showing up on the other side of the canyon and rats  seeds, there's the interesting discussion the expedition leader/carpenter had with the outpost liaison.

Basically, the carpenter requested quartzite blocks, coal, logs and anvils (at 125%).
The liaison requested prepared meals, toys, shields and... Anvils. Anvils at 179%.
Of course, the caravan had brought no anvils whatsoever.
This does not bode well at all.

Regardless, the dwarves have managed to construct the first pillar supporting the bridge; the pillar is spanning three levels so far, and is expected to rise up to four. I've pre-designed it (using traffic areas and inactive zones) to feature a dormitory on the top level and a dining room on the level below, though these can be changed if the next player sees fit. There's a still and a kitchen further below, as well as a craftsdwarf's and mason's shop at the bottom.

I've also included a half-constructed pump system for sucking water out of the underground farmland below; hopefully, each pillar will contain such a pump system. The water flows up to the bridge's eastern canal, where it either gets spilled outside or flows along the canal based on whether certain floodgates are opened. Tubes cross the breadth of the bridge between the eastern and western canal; water that flows into the western canal can then pour into vertical shafts that go all the way down into the underground farmlands.

The entire pump system is powered by windmills on the sides of the bridge. I'm hoping the high altitudes will give them an extra kick.

Neat irrigation system, eh? It's certainly not a necessary component of the bridge, but I think it would be fun (and useful) to add in. Sadly, I haven't managed to build any sample of it, except for a few pumps on the side of the pillar.

I've also laid plans for a tiny fort at the end of the bridge, meant to house four siege engines, a trade depot (present) and a couple of fortified towers. Feel free to adjust and/or scrap any and all ideas for it.

Some guidelines:
*Try not to build the pillars too far apart - 10 squares' distance would be okay, 15 would be highly unrealistic.
*Caravans will have a very difficult time getting to the depot. Build ramps to fix that.
*I anticipate you'll need about 3 masons per pillar to get it done in one year, perhaps 4 for the really tall ones. Try to have a suitable number of masons building blocks.
*There are supposedly aquifers on this map. Careful where you dig.

Good luck, Valdemar!


95
DF General Discussion / Re: canyon engineering challenge
« on: December 24, 2007, 05:17:00 am »
Okay, RaShumann and Reign, you're on team 2. I've christened it "The Fountain of Misery", for lack of a better name.

As for me, I'm having a wild time in the undead canyon. Apart from near-death at the hands of a frozen stream (in the middle of which my team's seven dwarves had conveniently set up their wagon), the land has offered surprisingly little to disrupt the expedition. The warriors of the Radiant Crystal have dug a small cave near the southern edge of the canyon, and fearlessly whacked the occasional duo of skeletal groundhogs that sought to imperil their campsite.

I'd like to post some pictures on MapArchive, but I have no idea how to take screenshots in-game. Is there a hotkey for that? The wiki certainly doesn't mention any.


96
DF General Discussion / Re: canyon engineering challenge
« on: December 22, 2007, 11:13:00 am »
With death and ruin stacked upon its once undaunted battlements, and carcasses of countless fiends enveloping the countryside, the dwarven kingdom of Eshimon Ingtak had witnessed its most horrible invasion. Dwarves innumerable had been lost to the brigades of goblin outcasts, and those who remained had little but revenge to soothe their minds. The genocide of the marauders, in the mind of every living dwarf, was paramount. Beleaguered brothers donned the armor of their fallen kin as readily as orphans volunteered themselves into the Royal Army, jewelers exchanged their  for traveling supplies, while the gruff caravan-runners that would  prepared for an altogether new journey into the north. In a vast mobilization that would ultimately turn into a veritable exodus, the strongest in the kingdom set forth to the homelands of the raiders. Their mission: to eradicate the menace.

Yet before their arms would brace the flesh of goblin warriors, the dwarven armies needed to defeat an altogether more subtle brand of opponents. The weather, scarcity of food and hazards of a new land were at odds with their intent of besieging the goblins' dominion. Even as supply caravans frequently came to their aid, the leaders of each dwarven legion quickly recognized the need to erect outposts on the way, to help furnish the troops with badly-needed food. As relay posts were built along the way, small groups of pioneers were ordered to approach the goblin lands, and build the necessary installations for the siege in utmost secrecy. Of these, the group known as the Radiant Crystal of Comets, a unit of five soldiers and two peasant auxiliaries, was tasked with erecting a bridge on the canyon above the stream "Taxmuddled".

A heart-numbing glaze of cadaverous foliage greeted the cartful of soldiers as they arrived at the site, glades of long-petrified wood strewn on the numb, snowy terraces of a hundred-meter-deep cleft in the land. Plans for the bridge seemed idealistic at best... It was likely the edifice would die off with the rest of the land in a matter of years. Yet the dwarves set about their toil with admirable courage, determined to see that the fortess Lundeb, known to the humans as Cloudeater, would soar through the heavens in defiance of the putrid gorge below.

    ******

This canyon covers 13 total Z-levels, and the higher you go, the wider it gets.  The dwarves arrived at the bottom, naturally.

The bridge, when completed, will have a length of 220 tiles and a breadth of 12 tiles, with supports stretching as deep as 13 z-levels. Quite a few masons will be needed to construct it...

Currently, these are the dwarves:
Urvad Tosidomer, miner
Sibrek Inodrigoth, carpenter-in-training/axedwarf, leader
Unib Tabarathel, mason/macedwarf (Anvilsmith)
Dastot Gerignil, mason/axedwarf
Likod Koshled, grower/macedwarf
Deler Kurikbomrek, fisherdwarf/macedwarf
Olon Kolmeb, peasant


97
DF General Discussion / canyon engineering challenge
« on: December 22, 2007, 07:35:00 am »
We'll be playing this as both a succession and a community game... Read on.
SYNOPSIS: The goal of each team is to build a stone bridge-city spanning a massive canyon, in no more than seven years. The city's living quarters, dining rooms and other amenities must reside IN THE BRIDGE ITSELF, which should be as luxurious as possible. The bridge must be built ENTIRELY OF BLOCKS - no rough stone or logs.

GOAL:At the end of the seven-year period, votes may be cast to determine which of the completed bridges is the biggest, most artistic, most wealthy and most defensible. If no complete bridges exist by this time, the first team to build one wins. A "complete" bridge is one that has spanned a canyon of at least 80 horizontal tiles and 4 Z-levels.

MAP: Any location with a huge canyon in it in it. I propose SEED:2074608928 (v0.27.169.33g), the Cyclopean Planets of Portent, which features canyons in haunted, goblin-infested regions, but feel free to play anywhere. Each team picks its own starting location, which must be no smaller than 3x3.

TEAMS: Up to seven players per team; each player can RP a dwarf or group of dwarves if he/she feels inclined. Control of the fort is cycled between players; each may play up to one year at a time. All professions/items allowed. Any default items (incl. anvil) may be discarded.

Team 1: Ateshzas Dolek, the Radiant Crystal of Comets
Current players (2/7): Anvilsmith, Valdemar

Team 2: The Fountain of Mystery
Current players (2/7): Red Jackard, ReignOnYourParade, Talion

Team 3: Mountain-banners
Current players: Fedor, Symmetry (join by application)

Plenty of vacant slots so far, so hop in!

[ February 04, 2008: Message edited by: Anvilsmith ]


98
DF General Discussion / Re: 2 Dwarves 1 Barrel
« on: December 23, 2007, 07:38:00 am »
There's a mention of 2girls1cup on www.wikipedia.org  , which is safe to quote, I suppose.

quote:
2girls1cup.com is a famous shock site/viral video of two women performing—both separately and together—a number of scat acts, [...]. The site has garnered a great deal of attention on internet forums and video sites, spawning various reaction videos and parodies such as songs and animated versions.

Why those poor women would eat their own filth is beyond me. I never bothered to look at the video, but it seems a waste of time to do so.


99
DF General Discussion / Re: Farmer's Workshop "Needs any workshop farming"
« on: February 06, 2008, 02:03:00 am »
"Plant processing" is actually the right thing to enable.

The farmer's workshops is crucial for turning pig tail plants into pig tail thread, which can then be woven into the cloth at the loom. It also works on sweet pods, quarry bush leaves (I think), and some other plants that I can't remember off the top of my head.


100
DF General Discussion / Re: Gods - Hall of Fame
« on: February 08, 2008, 03:46:00 pm »
quote:
But theres the other thing...conglomerate shouldn't be able to resist magma...the whole underground section of the temple around the magma is conglomerate.

A bug is no longer a feature in Dwarf Fortress - it's a miracle.


101
DF General Discussion / Re: Gods - Hall of Fame
« on: February 06, 2008, 01:59:00 am »
The Frilly Kingdom of Bunnies depicted its ocean god as a milkfish.

The Primitive Confederation is made up mostly of war gods... Could the random deity generator be less random than it seems?

Also, I got two gods named "Ral", each in a different civilization. That's far too common a name, I think.


102
DF General Discussion / Re: I find it amusing...
« on: December 26, 2007, 01:50:00 am »
...that your dwarves can hammer metal, chisel stones and saw through logs WITH THEIR BARE HANDS AND TEETH, but when it comes to making soap, you still need three clear-glass vials.

...that twenty dwarves can show up at your ramshackle hole-in-the-ground for the promise of sleeping outdoors and eating dirt, but wouldn't have bothered to travel with the seven pioneers to build a real damn fortress.


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