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Messages - Triaxx2

Pages: 1 ... 36 37 [38] 39 40 ... 141
556
I paid no attention to that it seems. Oops.

557
DF Gameplay Questions / Re: keeping cats out of the garbage chute
« on: February 27, 2013, 07:12:00 pm »
Build three doors, all closed tightly. Add a lever to one side of door 2, connected to nothing set to Pull, on repeat. A dwarf will enter to pull the lever and release any trapped cats.

Should solve the issue.

559
Autumn-Winter: Frustratingly, the Humans left, but not until after the Dwarves had arrived. This lead to a serious issue when they tried to leave and enter at the same time, through the same three wide space. This meant that the two caravans both left, and no one traded. *sigh*

Fortunately, it won't matter to me much longer. The water lift stack is completed, the initial infrastructure is in place. The pressure tower is incomplete and it's lower levels need a sharp redesign. All levers are in place, but most are disconnected. The next overseer will want to test to ensure that it's getting enough power, but first it needs the primary power reactor completed. The area is dug and it's designated for filling. At the moment more buckets are being produced to speed the filling.

Edit: Turn complete, I'll upload the save tonight.

560
Summer: Summer wasn't so bad. Humans came, brought stuff, offered to bring more. I took them up on the offer.

Lost a dwarf or two, had a minor fire while reconnecting the moat. Seemingly there was some water when the moat was originally channeled and it obsidianized.

Upside, all the plant growth to the north is out of the way, and I've ordered trees mowed for clear shooting.

Sadly, it turns out that while the water lift is properly functioning, I've messed up two mildly critical things. One is the design of the pressure towers surface component. I'll leave that to my successor to finish however. The stress of steering this disaster area is making me ill. The sooner I put it behind me the better. However, I will finish my term.

Mid-august rolls around and the reactor to power to primary power system is under way. I also ordered the pressure control room floored to prevent wood growth.

One minor problem is that I've found and convicted two vampires. Whether they are or not, having them convicted seems to mollify the populace.

The dwarves finally arrive, shortly after the initial reactor comes online to power the primary reactor. Magma is going to be powered by surface windmills, though if other overseers have a better idea, I hope they implement it.

561
Never said it couldn't malfunction, only that it requires two levers to be pulled to activate it on purpose.

Assuming I can get the pumps to stop randomly deconstructing long enough for it to function. After all, if it doesn't work, it can't work incorrectly.

562
DF Dwarf Mode Discussion / Re: Waterfall Weaponization
« on: February 25, 2013, 05:05:11 pm »
Doors also operate in alternate states to bridges.

563
My pressure tower runs hot AND cold. Speaking of:

---

Summer has arrived. The pressure tower feeder is dug and being fitted with pumps to lift the water. Magma is much closer and will have to be monitored carefully that it does not mix with the water. Two levers will need be thrown before the fortress can be cleansed in water or fire.

The Minecart track is complete and soon refuse will be sacrificed to the great volcano. Elves have come but in our weakened state we could not match them. The next overseer must strengthen the armies. I build destruction, but I have not the talent to build the dwarven mind for it. Instead I must work with Armok given materials to do my work. But I SHALL DO MY WORK!

Oh, gods, was that my scribble? I need to get out of here. As soon as my tenure is over, I'll flee this accursed place. The world is not right. Others cannot see the truth, but I do. I watch with childish glee as the first minecart is pushed to the end of the track and the corpses are dumped, never to rise again upon this accursed world. Fittingly, it is a child, coming into it's own responsibilities who takes up the task of the first dumping and another who goes to retrieve it.

Another artifact has come, a beautiful pyrite door. I've ordered it erected deep within the bowels of the fortress where it will not be stolen by thieves.

564
DF Dwarf Mode Discussion / Re: Waterfall Weaponization
« on: February 25, 2013, 06:50:00 am »
Such simple solutions.

No.

Build a hard walkway x tiles from the waterfall. Divert the falls, and build a bridge reaching x-1 tiles, one z higher. When invaders, come, extend the bridge, and watch the pressurized water wash them away. Water triggered pressure plates linked to upright spike traps can also add entertainment. Especially if they trigger in sequence, forcing the enemies onto the walkway to escape them.

565
Sorry, but it's buried in the north east corner of the magma and I'm not going near it.

In other news, I've completed two huge sections of water lift for the Pressure Tower. Draws all the way from the second cavern layer, and I lost only one miner in the process. Just waiting on some more glass tubes.

566
15th Obsidian

Bugger. I have spoken too soon. Adamantine has been discovered, and the moody dwarf isn't happy. Seemingly because all the stuff we have and we haven't got any of something he wants. I'm not sure what it is. He's got everything on his list. Trees, gems, glass.

Ah ha. He need a quartz but the Jewelers workshop wasn't functioning. I adjusted the stockpile to give to the other one, and then rebuilt the lead shop. That seemed to fix it, and set the moody dorf to work.

Finally spring arrives, just as I've set all the shrubs around the island to be cleared. Now my year can truly begin. Of course, this means it's now time for something to horribly, dreadfully wrong. As always.

567
Moltenchannels: The Chronicles

http://i290.photobucket.com/albums/ll274/Triaxx2/MCStart_zps8e75c712.jpg

So, the Sock couldn't handle it. He cracked under the pressure and no one has seen him in days. Apparently I won the short straw in the election, which I didn't know was being held. So I got to deal with the merchants and the various undead who popped up, or rather back up. Goody. Turned out not hard, though we're down to just one mil dorf in one squad, no one in another, and the fourth squad is... not listening. I'm not sure what the problem is.

After seeing the problems inherent with leaving the bridges open, I've had a back door for caravans to leave carved down to the caverns, and the caverns then walled off. I've also had a bridge built which can be shut from a lever near the depot in case of Uninvited guest down there.

The other thing is to prevent these undead up risings, I'm building a mine cart track which will dump corpses into the volcano. It's running up over the courtyard walls, so if any more building up is done, someone will have to move the track, or build around it.

Built another glass furnace. I'm intent on constructing a pressure tower capable of pumping magma or water, and so I need it to be glass. Which means lots of glass making. To this end I've recruited a couple more glass makers, and I've got a bunch of carpenters who are building whatever I tell them. Removed and replaced a magma pump built with an unsafe granite block. The iron components are acceptable, but I'll just replace the entire thing in glass.

The liaison offered to promote someone, but I suggested keeping our distance for now. We have enough troubles for now with the undead and other problems for now, we don't need nobles bringing their issues. Little happens by the end of the year, except for someone getting in a mood and chasing everyone out of one of the craft shops.

One other thing I did do was trap the top level of the secondary entrance. The main one is currently open for traders, but I've had skeletons getting around over a wall that was meant to stop magma. Each end is a trap with 10 serrated glass discs, while the center has a mix of mauls and hammers. Anything that makes it through the ends will get hammered into dust in the middle. Heh.

---

When I flood the fortress, I guarantee no room will be safe. :D

568
Water it is then. I will however make it magma-safe, because I do that as a rule. Needs more magma glass smelters though.

569
All your save are belong to me. I shall begin playing within the next 24-48 hours, presuming all stars align.

Edit: Wow is this place a MESS. Got an artifact oaken earring, and some skeletons after just a little playing.

Remind me of three things: Why do we need a pressure tower? Should it be magma safe? And how do I build one?

I've started building a bedroom for the captain of the guard, something easily floodable should he become uppity.

570
I tend not to have a lot of fires, so I've never seen it. Interesting. I'll make sure to take a 'start of save' screen shot for comparison to the end of the last one.

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