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Messages - bp920091

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211
I do appear to be doublebooked for overseeing at the moment (this fort and CheeseFurnace). If you do not mind waiting for a few days (sunday at the least) for me to start, i can keep my position. Otherwise, could you shunt me one position back?

I did get the call for cheesefurnace first, but i was not able to download the save... that has since been rectified.

On the bright side, ardentdikes should be in good shape for the next overseer (from what i could tell).

212
Ok, ive got the save all loaded up and barring a few wierd image changes (like the image for minecarts being used for alunite), its all ready to go

First Thoughts:

DAMN, im under siege....
Wait, im all sealed off
hmm... that's a lot of undead
... why is there a waterfall leading to a sealed off dining hall covered in blood
Are we starting a unicorn concentration camp?
We have a pissed off vampire chained in a sealed room, but everyone else is happy (or at least content)

All in all, not the most confusing fort that ive ever tried before, but it's close.
At least most of the levers are labeled...

Never before have i seen a Dwarf Corpse corpse

213
I am ready to take on the challenge that is Moltenchannels.

FIRST CHALLENGE!!!

Figuring out how to install/download it...

214
Excellent Post, front page is updated.

On a second note, why have you dug out a passage to the farms... you dont need food/booze for a vampire

215
Glad to see that this fort is still living (technically).

Front Page is updated, positions of overseers have been changed, Journal Entries have been linked, Quotes have been added.

Hope everything goes well (we are at least gonna reclaim this fort if the vampire dies).

216
I got this

Ive had a REALLY busy past couple of weeks, but it is mostly over now.

Wait... Where's the download...

217
Did you de-designate the pump shaft?  It was only partially dug, on the left side of the map, and I wouldn't want your miners to be distracted by continuing it 

That was the VERY first thing I did in my turn.

At this point there's probably a vast amount of stuff that could be melted down, especially if you strip the prisoners.

Most, if not all, of said prisoners are lying dead, at the bottom of the prisoner chute, with innumeral holes poked in them. As soon as the fort below is populated, the melting and stockpile hauling will begin.


I don't think you're missing anything in your plan except maybe a military training room and/or zoo for tormenting the prisoners.  What are you going to do about a refuse pit?  Direct-to-magma disposal chute?

The military have all failed me in the past at lakebones, so im not gonna train one for now (not until the new fort is setup at least). As for the refuse, i dislike the direct to magma approach, as it loses you valuable materials. A 15 level drop does wonders for dispersing miasma (also doubles as a cheap Prisoner/Pet disposal system).

218
Ill take a turn(?) (not sure if this is a community or succession fort. If community, just have me be a random unicorn. If succession, ill take the next turn and a unicorn).

Never played the FOE mod before, so this should be !!FUN!!

219
Updates should be posted later today.

Basically, the interior is all dug out for the new base.

Lakebones MK II:

7 level "Windmill Villlas" - 200 dwarves
6 level food production/processing stack (From farms to breweries)
3 level "Wide" workshops (9x workshops, products immediately below the workshop, massively increased efficiency
Magma Forges are basically left alone (They are pretty well designed, but i added 2 more physical forges (we needed to process metal faster)
2 level 7x7 cistern along with a hospital zone.
3 level storage area (filled with everything imaginable)
1 level dining hall, ringed with statues, 4 rows of chair-table combinations, and 7-9 squares deep, complete with a food/booze stockpile

All of the areas listed above are in varying stages of construction, from digging out, to furniture installation.

The only area that is not partially constructed at all is the entrance (the dwarves don't want to work on it until the rest is dug out (or something), which hasnt been dug out (its been designed though).

You know, drafting the top 10 miners (capability, not current skill level) REALLY helps in the creation of a massive base.

Am i missing an area of the fort?

220
I am currently still designing the new fort, and joe, i was actually planning on taking your second option.

I have already designed a food production/processing (from raw plants to cooked meals, and everything in-between), efficient stockpile storage, a workshop design that actually makes sense...

In fact, the ONLY part of the fort that isnt getting walled off is the magma forges (but the complicated rail-system is getting walled off (that thing is a HUGE security concern).

A few things before i actually unpause and start.
1. Why are no labors enabled on like ANYONE?
2. Where did our giant cave spiders go?
3. Why do we have a hundred prisoners next to the pit with spikes at the bottom?
4. Why did you get rid of the gigantic pit of water that half froze. At least when it froze, only one side did... It was a great source of water, as it would refill in the summer/fall
5. What was the overall conclusion on fastdwarf or child labor (assuming i dont get any invaders... and im just walling the entire fort off within a few days of the start)? As said before, it would GREATLY help, but i can still do it without.

oh btw, the entrance is currently a 5 z-level LONG corridor that is gonna be filled with traps
1st Level - Giant Spikes (usually of copper or below, just to wound, 1 per trap)
2nd Level - Hammer Level (1 hammer per trap, copper and below)
3rd-5th level - Corkscrew/Serrated Disk/Menacing Spike (Iron/Copper minimum), increasing in quantity as depth also increases (lvl 3 has one of each, lvl 4 has two of each, lvl5 has 3 of each).

I know the trap hallway is overkill... but its not gonna be broken by ANY sieges.

The planned trade depot is going to be accessed by a bridge and guarded by 10-weapon traps (Standard meat-grinder setup) when it's still not open (no caravan access, we dont need it at this point)

221
Im downloading the save now.


My recommendation to successors:  dig a new fort on the opposite corner of the map and move everyone there.  Make sure it has ample water and magma (perhaps built it deep, near the bottom cavern layer -- caverns have water).  Build a defensible entrance.  Once you've got enough supplies, seal off or destroy the old fort.

!!CHALLENGE ACCEPTED!!

My expertise is designing near impenetrable forts.

Goblin Grinder hallways, labyrinth of an entrance... oh, ive got SO many plans for this fort.

Just to let you know, im gonna seal us off from the surface until i finish the renovations, so no caravans or anything.

Also, im wondering if i can enable hauling on kids or turn on fastdwarf for a bit, as moving is gonna take YEARS without it. If not, ill just have to do it the only way i can (Machinegunning Minecarts from an "Everything" Stockpile to another one across the map)

222
deathsword couldnt make his turn, i put him at the end of the list

PMing 10terrapin01

Everyone got moved up the list by one position.

223
Yeah, im swapping to deathsword, everyone else has been bumped up one slot up the list

224
Its almost as if we have an entity that is actively corrupting the saves to prevent us from hitting year 12

225
!!THE LAKEBONES CURSE!!

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