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Messages - ReaverAxis

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16
Granite 1, 251
Spoiler: Surface (click to show/hide)
Spoiler: Entrance (click to show/hide)
Spoiler: Storage Area (click to show/hide)
Spoiler: Farming/Livestock Area (click to show/hide)
Spoiler: Crafting District (click to show/hide)
Spoiler: Smithing District (click to show/hide)
Spoiler: Hospital/Statue Garden (click to show/hide)
Spoiler: Kitchen/Dining (click to show/hide)
Spoiler: Military District (click to show/hide)
Spoiler: Housing District (click to show/hide)
Spoiler: Crypts (click to show/hide)
After a few weeks of travel we have finally arrived at the site to become Sharksilver. Before departing I had managed to convince six fellow dwarves follow me in my travels. With me there is Stodir the potter, Varin Mckay the miner who also has skill in making elaborate traps, Fishybang the mason who can mine and craft stone, Silverwolf the hunter who is an expert marksdwarf, Ironeyes the smith skilled in all types of metal crafting, and Beenoc a soldier well trained in all forms of armed combat. Together we have founded this settlement and have set about to building a solid foundation so that it may for years to come. On the journey here I made sure to keep myself busy by planning out the fortress. I’ve drawn up designs of how exactly it should look when it is finished. The only changes would be eventual expansion for workshops, living space, and tombs.

Granite 6, 251
Both Stodir and Varin have brought me promising news. Varin has struck both clay and sand in his initial mining which will give us access to two additional industries in the future. Shortly after Stodir came to me explaining that the clay found is known as fire clay and is in fact quite valuable when made into goods. This is very promising news indeed. I’ve had Stodir set up a kiln right away. We can use these clay goods to trade with the dwarven caravan set to arrive here in the fall. Their value should help to attract new migrants in the coming year.

Granite 15, 251
Varin has brought even more news today. Beneath the clay and the sand he has struck sandstone. This means that we have sedimentary rock beneath our feet which contains large amounts of coal and iron. With the discovery of these new resources we will soon be able to forge our own steel in the settlement instead of needing to import it from the mountainhome. However, we still require flux to be able to smelt steel in a timely fashion. The methods available to us for now are long slow processes but nevertheless we will have steel for our militia. I’ve also spoken with Ironeyes about the discovery. While she is pleased that she will have steel to work with in the future she suggested that I have the miners search for rock crystal. She tells me that rock crystal can be used to forge a few varieties of crystalline metals. While I’ve informed the miners to be on the lookout for the crystals I’m still a bit skeptical. Metal made from crystals sounds like a bit too much of an elf concept to me.

Granite 28, 251
We are constantly being harassed by the wildlife on the surface. The giant birds continue to interrupt our work and scare other dwarves away. It’s almost as if we’re in an Urist Hitchcock story. To protect ourselves I’ve had everything moved underground. We’ve set up workshops in the future depot area that will eventually be moved when the crafting district is finished. In an effort to combat the birds on the surface I’ve had Ironeyes craft crossbows for Beenoc and Silverwolf. Hopefully they’re efforts can both reduce the bird population and provide us with some extra food.

Slate 18, 251
Silverwolf and Beenoc’s efforts have proven successful. Thanks to the animals they have brought back so far we have gained over one hundred meals worth of meat. There has also been even more good news from Varian and Fishy. They have struck two clusters of platinum while digging out the fortress. We will have to save this metal for the future and use it in some elaborate construction in a display of our power and wealth. They have also managed to find the rock crystal Ironeyes had mentioned but we still lack the cobaltite or cinnabar needed to forge the metals.

Felsite 4, 251
I’ve pulled Beenoc and Silver off of hunting duty. While their hunts were going well we simply do not have the room or containers to store all of this food. If they continue to hunt the wildlife we will be left with miasma everywhere and nothing left on the surface. The local bird populations have seemed to pull back on their harassment as well. As of late there has been nothing more than a few ravens spotted in the forest though I am still cautious. The hunters managed to bring back a few corpses that looked like humanoid creatures with the features of various birds. Silverwolf spoke of animal like humanoid tribes that roam uncharted forests all over the world. If tribes of creatures like these roam the forest near our fortress then they surely must be aware of us by now. I do hope a few of their kind going missing will not cause them to become hostile towards us.

Felsite 26, 251
Spring has been somewhat slow overall. The fortress has only just begun and we continue to make progress on the work that we’ve only just started. Hopefully a few other citizens will think to migrate here during the oncoming summer months. We could always use a few more hands around the settlement. We still need farmers for the fields, someone to take over for me and my lack of carpentry skill, a full time brewer, and someone who can train the dogs or the cave crabs wouldn’t hurt. We still lack the armaments to defend ourselves due to a current lack of metal ore. As we continue to dig out the fort we should be able to find more ores with which to fill our stockpiles. For an overall progress update Ironeyes continues to make coke from the coal found by the miners. Stodir continues his hard work making the high quality stoneware crafts. With his skill we should have more than enough to trade with the dwarven caravan. Beenoc and Silver have been helping around the fortress storing items in between their training at the new archery target. Varin and Fishy dig more of the fortress and their speed increases weekly. Soon this settlement will be a true fortress.

OOC: Not a whole lot of screenshots this season. There wasn't much stuff that warranted a picture and most of what did I didn't think of until it was too late. I'm also going to start updating this at the end of a season instead of doing it at random times. If anyone has any comments or suggestions feel free to let me know.

17
Rigoth, this time not a chef, instead, mixed-weapons, AKA all types of weapons. Pells will come in useful for training military, BTW. insane fast training. Named Beenoc.
What labors need to be enabled to do jobs at a pell/quintain? Don't need the civilians hogging them all the time.

Edit: Dorfs updated.

Best way to handle it is to simply restrict the workshop profile to the Military Dwarves. I tend to have several pells set up, with swordsdwarves assigned to one, axedwarves to another, etc. That way I can just stick the job on repeat and the proper dwarves will train.
I figured as much. I was just curious if it was tied to anything specific.

Edit: I'll be starting on this tomorrow.

18
Rigoth, this time not a chef, instead, mixed-weapons, AKA all types of weapons. Pells will come in useful for training military, BTW. insane fast training. Named Beenoc.
What labors need to be enabled to do jobs at a pell/quintain? Don't need the civilians hogging them all the time.

Edit: Dorfs updated.

19
What skills do they have?
They're all blank. I was leaving it up to anyone who wanted to claim one. Probably should have mentioned that.

20
http://www.bay12forums.com/smf/index.php?topic=119161.0
Hopefully this one will last a bit longer instead of crashing.

21
From the journal of Exarch Anvilblazes
Today I have received a letter decorated with the seal of the king himself. It would seem that he believes me to be the best candidate to lead the next expedition for the kingdom of The Frosty Volcano. Surely I cannot turn down such a grand opportunity that our wise king has granted me. Though I am rather confused as to why he would appoint me for such a job. His court is filled with administrators yet instead of sending one of them he sends me, a common soap maker. I suppose I will have to do my best in order to lead this settlement. Along with the letter I was sent a bag full of golden coins. I am to use them to purchase a wagon and any provisions needed for the trip. The letter also states that I should persuade a few other citizens to join me for the expedition. I’m sure that should be a rather easy task. The new settlement is to be in The Soaked Jungle a large forested area with plenty of game and resources to harvest. Surely other citizens would jump at the chance to start over in a region free of any industry. I will have to prepare for the journey right away. I have only a week to get everything in order and I do not want to disappoint the king. While I will miss everything and everyone I’ve known here in the fortress I am far more excited by the opportunity at hand. I will recruit only the hardest working dwarves to follow me so that we can build a successful settlement. Perhaps as it grows more and more dwarves will hear of our prosperity and immigrate to our fortress allowing it to grow even further. I will see that we build one of the greatest fortresses ever known to dwarven kind. One day I will make sure that it outshines even the mountainhome itself. But everything has to start somewhere. I only have one week to prepare. Only one week until the beginning of my new life in Sharksilver.

I'm back once again armed with a new world that hopefully won't crash and burn this time. Setting up another community fortress using the following embark. Ignore the aquifer tag. I reinstalled the game and forgot to remove the tags from the raws. I'll be using DFhack to remove it.

Still using the excellent Civilization Forge 2.70 mod and a few other custom modifications. No major plans/projects in mind yet but that doesn't rule them out in the future. Most likely going with mass genocide for profit and an eventual attempt to go to the circus and burn all the clowns for just being clowns. Here's to hoping that this fort dies the way it should in an explosion of dead bodies, tantrums, and plump helmets instead of a corrupted file.

All dorfs listed are available to be claimed. If you want a dorf just give me a name/profession/whatever you like and I'll add them to the list.

Dwarves:

Claimable:
Adil Clasphaze - Engraving 2|Farming 2 (Female)
Id Unionpaint - Brewing 3 (Female)
Kogsak Elbowtomb - Spear 3 (Male)
Tulon Futureflag - Farming 3 (Female)
Ast Socketattcic Spear 3|Dodge 1|Armor 1|Shield 1 (Female)
Etur Hillbust - Sword 3|Dodge 1|Armor 1|Shield 1 (Male)
Mebzuth Helmspass - Furnace Operating 2|Cheese Making 1 (Female)
Melbil Gearcouncil - Sword 3|Dodge 1|Armor 1|Shield 1 (Male)
Ustuth Inkclearing - Masonry 1|Hunting 1|Trapping 1 (Female)
Zefon Pointverbearth - Carpentry 3|Woodcrafting 2 (Male)

Waiting List:
Empty.

Alive:
Beenoc - Crossbow 6| Archer 6| Ambush 3| Hunter 3| Hammer 2
Exarch - Woodcrafting 16| Soap Maker 2| Lye Maker 2| Gem Cutter 1
Fishybang - Mining 20| Mason 5
Ganthan - Animal Trainer 1| Butcher 1| Tanner 1
Grau - Sword 11|Dodge 11|Armor 11|Shield 11| Woodcutter 1
Ironeyes - Furnace Operator 20| Weaponsmith 5|Armorsmith 4|Blacksmith 1| Metal Crafter 1
Neo - Crossbow 6| Archer 6| Ambush 3| Hunter 3| Woodcutter 3
Silverwolf - Crossbow 10| Archer 10| Ambusher 4| Hunter 4| Woodcutter 2
Stodir - Potter 9
Varin Mckay - Mining 20| Mechanic 5


Deceased:
None (Yet.)

22
That's not too bad then.

Might want to do a quick-ish test, though, and load that up and run it until you pass the break point. Just to make sure the problem doesn't reoccur. Then you can redo the actual season and pick up again.

A few things will change, but hopefully nothing too major.
I've let the game run and it crashes at a different point in spring. Initially I had gotten the nemesis error during the spring of 131. At the time I thought it was just a random error and played through spring a second time thinking nothing of it and managed to pass into summer. Now both saves continue to crash at two separate times. I'm thinking this world has seen the last of its forts.

23
Well, I guess going back in time is preferable to starting over. At least, it is as long as the saves aren't TOO far back.
The last save I have is back at the start of Spring so its only a little more than a season.

24
Ouch.

No idea if it still works, but there was a workaround posted back in the 40d days.
Doesn't look like it works. I'll either have to go back in time or start over. If starting over I'll end up generating a new world so I can fix the entity files and such.

25
So I'm now getting the "Nemesis Unit Load Failed" error and I can't progress past Malachite 12. Are there any solutions to the error or am I going to have to abandon/revert to an older save?

Edit: The last save I have of it is from Granite of the same year.

26
Crystal Seed is just processed Rock Crystal. And all you need for Night Crystal is Cobaltite, Crystal Seed, and rock nut oil. Plus a Frothing Pool and a Tempering Chamber, but those are pretty easy to build. Blood Crystal uses Cinnabar and Void Crystal uses Cobaltite, Cinnabar, and Stibnite. Void crystal would be nice, but it sounds like you'd need to order Cinnabar and Stibnite/Black Antimony

Of course, Iron and Coal lets you make steel pretty easily. You'll need to use either a Cruicible or make a Finishing Forge and make pattern-welded steel that way. Eventually you can make a blast furnace, once you've got Marble reliably. But that's the only version that needs Flux.

I can't say that I've used the crystal based metals much. Hell I didn't even realize you had to process it into crystal seed first. I thought it had to be raw crystal glass. >.> I've always gone straight to steel and then on to the elemental metals/mithril/adamantine.

27
Glad you like the mod!

What kind of resources do we have here to work with? I thought I saw a vein of Cobaltite in one of the screenshots. If that's the case, we could trade for enough crystal seed to start making Night Crystal. It's not as good as steel, but makes for better armor than Iron or Bronze.

What exactly do you mean by "crystal seed"?  As for other resources the first few layers are mudstone so we have access to both iron and coal. We have marble as well but I don't know how far down it is. I've hit a few veins of Rock Crystal already and while that was Colbaltite in the screenshot we still lack both Olivine and Cinnabar. I didn't think to request the materials to make the metals ourself last year. Instead I requested general items made the elemental metals as well as void crystal.

I don't think a re-gen is required to edit ethics.  I'm pretty sure nothing requires a re-gen of the world except for adding in new species and civs.

Editing the entity files generally require a re-gen. There are also sentient corpses in our refuse pile and they are not being butchered so I think its a safe bet that it didn't work.

28
Granite 7, 131
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Inod has finished his project. He has created a figurine depicting Ramsey and his arrival here at Gloriescastle. After I showed the figurine to Ramsey he responded with “Who the hell is Inod?” which confused me a bit. It would seem that Ramsey and Inod have never spoken to each other before. It’s odd that someone would work so hard on a figurine in the image of someone they don’t even know. Let us hope is it only a coincidence and not something more sinister.

Granite 11, 131
More dwarves have been spotted making their way to the fortress. Twenty three more dwarves have decided to try and make a living at Gloriescastle. Our new friends come from all different trades. There is Tulon the legendary miner, Momuz the legendary mason, and Brewster the legendary carpenter. A few of them however are a bit odd. We have another dwarf who calls herself Fishybang and she is a legendary armor smith. There is also another dwarf named Ramsey who states he is the best cook in the kingdom. He also has the legendary skill to back his claim up. We are very fortunate to have our new brothers here at the fortress. I’ve begun to assign all of them to new duties.

Granite 14, 131
More puppies have been born in the last week. We now have around forty dogs in the fortress though only a few are adults. After speaking with Tulon about the caverns in Boltaura I’ve decided to order the miners to dig deeper in search of one of these caverns. Inside it should contain a variety of useful animals that we can capture and train into livestock or beasts of war.

Granite 19, 131
Today Neo had introduced me to Sunhammer. He was the skilled smith that arrived a few months ago. Neo told me that Sunhammer had a grand idea for displaying the wealth and the power of Gloriescastle. He wished to build a gigantic hammer over ten z-levels high made of solid silver. It would be decorated with slate and even more ornate silver carvings.  He called it “The Moon Hammer”. His idea is indeed grand but I’m afraid it cannot be done yet. We lack the veins to secure such a large amount of silver. I gave him my word I would allow the project in the future when we have the resources for it. Surely a statue like this would show off the power of Gloriescastle and entice more of our brothers to follow us here.

Granite 25, 131
The Ramsey twins both came into my office today demanding to be in charge of the kitchen. Each made the threat that if they were not the cook then they would leave the fortress. To remedy this I chose the lazy option and designated a second kitchen to be built. On top of that to inspire them both to perform better I’m going to change the layout of the dining hall. Instead of being one gigantic hall I’m going to make one side red and the other blue. I’ll designate a color for each chef and whoever serves the best food of the week will win a prize. This should push them to either cook better resulting in happier citizens all around.

Slate 6, 131
The new arrivals have all been assigned proper duties. Brewster and Momuz will help with carpentry and masonry respectively, Tulon has been assigned to help Eliye and Zaneg with the mining, Ramsey II and Reg have been assigned to the new kitchen, Fishybang II has been sent to the forges, and finally Likot, Rovod, Sarvesh and both Litasts have been recruited into the militia. While we haven’t really branched out into any new industries we have reinforce many of our current ones to ensure production. I’ve had a second mason’s shop built as Gondular has more work orders than she can handle at the moment. More forges have also been built for Fishy II and Sunhammer. Combined with Aden’s efforts we will be able to create more effective armor, weaponry, and ammunition for our militia.

Slate 9, 131
Today I found Neo and a few of the recruits sharing stories in the dining hall. I joined in to share the victories of my past and to hear of theirs as well. Litast told the story of his former commander in Boltaura. The dwarf’s name was Neo and he was an unpatrolled fighter. He said that Neo stood strong defending the fortress until his death in the final siege of the fortress. Sarvesh chimed in telling of how Neo revered swords and would take several of them into battle with him. As Sarvesh said this I saw a bright glow in Neo’s eyes. It was clear he aspired to be like the great champion of Boltaura. Afterwards when the recruits when back to their training Neo took me aside and asked me if I would allow him to practice with extra hammers and crossbows. I told him it was fine so long as everyone had a weapon. We can’t have one dwarf running around with all the weapons while the rest have none.

Slate 14, 131
Spoiler (click to show/hide)
I believe I have come up with a new way to raise the morale of the citizens. As we continue to labor on in Gloriescastle our workers grow more skilled in their professions. I plan to use this progress as a means of motivation. For every dwarf that becomes legendary in their profession I will have a statue placed in a garden designated to be dug out south of the future hospital. I thought it would be a bit more fun to make the statues random as well. I’ll put in the order for one to be made and no one will know who it belongs to until it is engraved on the statue itself. It will be interesting to see what statue represents each dwarf.

Felsite 4, 131
The elves have arrived in Gloriescastle. I’ve ordered the militia to slay the tree loving freaks. I will not have their diplomats talking down to us for our use of lumber. If they want to protect the trees they can come here and do it in person. Thob and Neo have each been reported to have delivered a killing blow to one of the Elven merchants. Shortly after their caravan was dealt with their high elven brothers arrived. I could not order the militia to engage them as they are still far too inexperienced and underequipped. I fear too many of them would fall to the caravan’s guards. Although have heard that the high elves are not nearly the nature lovers their cousins are. They are said to be much more like the humans. Their guards even wear metal armor instead of wood. Perhaps they could be decent trading partners. I will wait until after we have traded to make a decision on that.

Felsite 8, 131
With the merchants arrival all manner of thieves have been spotted around the entrance. We have had sightings of Goblins, Bugbears, Zephyrs, Kobolds, and Sand Raiders. While some thieves managed to escape several others weren’t so lucky. Our traps have dispatched a few thieves while a combined effort between the war dogs and the High Elven guards have taken care of several others. Perhaps these High Elves are decent beings after all. They have gone out of their way to help us combat the thieves. I will see that they are rewarded with fine dwarven goods for their services.

Felsite 14, 131
Spoiler (click to show/hide)
Two of the thieves managed to run away with a kidnapped child each. I am not entirely surprised but this is still a hard blow to the citizens. There were so many thieves spotted within the last two weeks it is not unfathomable that two managed to kidnap a child in the chaos. However, I do not understand why parents decide to let their children roam free on the surface in the first place. If they will not keep them in line then the job falls onto me. I’ve ordered the miners to dig out a room north of the dining hall. The room will serve as a containment facility for the children. This way the children can remain inside where they will be safe. It will also be near impossible for a thief to sneak that far into the fortress without being spotted. Once the child has reached the age of twelve they will be free to work in the fortress as is customary.

Felsite 22, 131
Spoiler (click to show/hide)
Progress is going ahead as planned on the entrance defense system. More and more traps are being placed weekly and all of the fortifications are in place. Soon the work orders for the floodgates will be finished and they can be installed as well. This tactic should prove devastating against our opponents once it is fully set up and operational.

OOC: Starting to get everything running smoothly. Having a bit of a booze issue but that's more due to forgetting to assign farmers. We also have new doppelgänger friends in the form of Ramsey II and Fishybang II. Perhaps the evil greedy one will soon show up himself. I should have been taking more screenshots this time but for a lot of the context sensitive ones I managed to forget about until after it was too late. I might start to phase them out in favor of drawing the images instead. Added the new unnamed dorfs to the list and updated the skills of the ones previously there. If anyone has any suggestions or comments feel free to let me know.

Please tell me this time you remembered to change the ethics in the raws?
Nope. Editing them requires a world regen so they have no effect still.

I'll take a Dwarf! Give me Eirith and name him Sunhammer. Keep him as a smith, but give him a hammer. He can spend a month out of every year training and help out with fortress defense if anything gets inside.
Also, if you have any questions on how to do anything with the mod let me know.
Done and done. Also thank you for you sir have made an epic mod.

Interesting...
Neo isn't on the "Alive" list.
I had forgotten to place him on the list of living after I had renamed him.

Okay, this looks promising.
How so?

29
Timber 15, 130
It would seem that Neo has been taken by a mood. He has taken over a craftsdwarf workshop and now runs around the fortress seeking bones. I am interested to see what he creates. Even if it’s not very useful it should still be an interesting artifact.

Timber 17, 130
The dwarven caravan has arrived. We’ve begun to drag all of our trade goods to the depot. I plan on purchasing all of the food they’ve brought with them. We can sustain ourselves at this point but more food never hurts. Ramsey can also use extra ingredients for his cooking. If they brought us any decent weapons or armor I’ll be sure to trade for those as well. We do not have our smithy up and running yet. Our recruits still run around in leather armor. I’ll have chainmail crafted for them once Aden is set up. The militia is heavily reliant on crossbows so they need as much mobility as possible. Heavier plate armors will surely slow them to a snail’s pace.

Timber 22, 130
Spoiler (click to show/hide)
Neo has finished his artifact. His armor stand will actually be quite useful. As soon as the barracks is finished I will have it placed there as the centerpiece. The militia will surely enjoy this sight as they train in the barracks. The morale boost might even help the soldiers to train even harder. To top it off Neo has become a legendary bone carver. Perhaps I can get him to craft some bone totems to scare off any would be intruders.

Moonstone 1, 130
Trading with the merchants proved very useful. We’ve acquired more booze, food and some metal items. I’ve purchased a few weapons and some other items that can be melted down into bars. I’ve yet to see the liaison in the fortress though. I’ll have to look for him I guess. I need to speak to him so that we can set up a trade agreement for next year. One of Ramsey’s children has turned twelve today and has been assigned new duties in the fortress.

Opal 1, 130
Spoiler (click to show/hide)
I’ve finally managed to meet with the liaison. We’ve come up with a trade agreement that will prove helpful next year. I’ve requested metal bars and various different metal objects that we can melt down to forge into something more useful. In exchange they would like weapons, food, and crafts. I’ve ordered Aden to smith some shields and Ramsey to cook the best food he can. When the caravan returns next year we will have plenty of items for trade.

Opal 6, 130
This morning as I entered my office I found a giant bush just sitting in the middle of my office. I had no idea where it came from or why it was there. As I stood there staring at the bush I noticed what looked like a peacock on the side facing my desk. I then poked the bush and as expected Thob came jumping out. He gestured that he has found a new way to hide from animals and enemies alike. I still want to know where he comes up with these ideas. Is he actually hunting on the surface or is he making more “disguises” like this and his former peacock?  After he finished I told him he had a creative mind but if he didn’t get the bush out of my office in five minutes I was going to set it on fire. He was gone before I even turned around and there was a trail of leaves leading all the way back to the surface.

Opal 13, 130
Thob came into my office today looking rather sad and making various gestures. He acted like he was in a box, then like he was pulling a rope, and finally like he was trying to lift a heavy object. From what I understood he was trying to tell me that his hunting dog had been found in the dining hall and that he was very sad. I attempted to comfort him and ordered Gondular to craft a coffin so that we may lay the dog to rest.

Opal 19, 130
The Kobolds are beginning to become a nuisance. For the last month their thieves have been found by our hunters. We have yet to be able to take them down. The hunters still use wooden arrows that don’t do much damage against the Kobolds. I’ve pulled Thob, Neo, and Aqua off of hunting duty and reassigned them to train in the new archery range. With these thieves escaping the other Kobolds will be away of our presence and of our wealth.

Opal 24, 130
Ramsey barged into my office today demanding a better work environment. I asked him what was wrong and he responded that miasma was everywhere in the kitchen. It turns out Ramsey was too busy on break to butcher the corpses and was in my office to blame me for them rotting. Seeing as another one of Ramsey’s children has come of age I’ve assigned him to be the new butcher. Now it will be father and son working in the kitchen. Hopefully this will reduce the miasma and result in better cooking.

Obsidian 1, 130
Spoiler (click to show/hide)
The bridge system for the entrance has been finished. Each bridge will rise to form a wall. Anything that wishes to enter the fortress will have to go around the winding path that will soon be full of traps. The bridges will be raised at all times unless a caravan arrives or several items need to be taken to or from the surface. For now I am having stone fall traps placed throughout the pathway. Later when we have the resources I will have them upgraded to weapon traps. I will also have some cage traps placed when Fishybang finishes her current work orders for beds.

Obsidian 4, 130
Spoiler (click to show/hide)
Spoiler (click to show/hide)
The thieves have been getting braver as of late. They’re even being spotted in groups now. As Inod was entering the fortress he managed to walk into a group of three thieves. After he spotted them and began to run he ran into another Kobold thief. A few seconds later he was face to face with yet another one. Luckily he managed to get away from all of them without being hurt. The same cannot be said for the last Kobold. He was attacked and killed by the war dogs stationed at the entrance of the depot to prevent any hostiles from entering further into the fortress. I’ve assigned a few others to mechanic duty in effort to speed up the placement of traps. I’ve begun to designate spots for cage traps as well. The Kobolds would be excellent target practice for the recruits.

Obsidian 11, 130
Inod has been possessed! He has taken a craftdwarfs shop, three stones, and now begins his artifact. He continues to talk to himself as he works. Hopefully he will follow in Neo’s footsteps and create a useful item. While most of the objects made my crazed dwarves are hardly useful they’re all filled with interesting history. Considering all the Kobolds he has seen of late I wouldn’t be surprised if the artifact was decorated with them.

Obsidian 14, 130
Today I’ve held a meeting with the militia and Eliye to figure out how to better defend the fortress. We’ve come up with an idea that I believe will work well. The goal will be to remove all the walls from the trapped entrance, replace the walls with fortifications, and behind the fortifications build floodgates. This will allow the militia to surround the trap lined path and once the lever is pulled fire upon our enemies. So long as our enemies lack ranged weapons this idea will prove lethal for them and harmless for us. I’ve also ordered the expansion of the depot area. The militia will need a larger area to hold the enemies from the entrance. The militia has also been issued war hammers. Now they will have months assigned in which they can shoot at the archery range and others in which they can spar with their hammers. I will need to speak with the recruits to sort out some concerns with their armor though. I do not know if I should continue with my previous idea of keeping them lightweight and mobile or if I should forgo it in favor of heavier armor since they will be engaging in melee combat.

Granite 1, 131
Spring has arrived and with it the first year at Gloriescastle has come to an end. As of now we stand at twenty two citizens. I’ve sketched the fortress so that I can document any and all expansion during the last year.  I’ve also logged all data detailing imports, exports, and the overall value of the fortress. While we continue to make progress there is still left much to do. A hospital and a well need to be set up but first we need the doctors to tend to patients. We also need to start digging down to find more ores and any caverns. Smithing has been lacking as the miners have been digging out the fortress rather than digging for ores. Already we have three marksdwarves as well as two expert marksdwarves but we will need more recruits to help defend our home. We also need a sheriff and guards to enforce justice within the fortress.
Spoiler: Entrance (click to show/hide)
Spoiler: Military Level (click to show/hide)
Spoiler: Crafting Level (click to show/hide)
Spoiler: Smithing Level (click to show/hide)
Spoiler: Kitchen/Dining Level (click to show/hide)
Spoiler: Housing Level (click to show/hide)
Spoiler: Tombs Level (click to show/hide)
Spoiler: Citizens (click to show/hide)
Spoiler: Status (click to show/hide)



OOC: So yeah. Year one over. Going pretty good so far. I've started to group these into larger updates and I've started to add more story to what actually happens. If anyone has any suggestions feel free to let me know. There are still plenty of dorfs that need dorfing. Militia guys what do you think I should do for the armor situation I mentioned on the Obsidian 14 entry?

30
Damnit Neo!  And just when I thought I was being helpful!
You were using wooden bolts and their chitin is much stronger than skin. He just went up to them and punched them in the face.

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