Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Urist McKiwi

Pages: 1 ... 4 5 [6] 7 8 ... 47
76
The trench is for storing the magma right? The way I'm looking at it, invaders can breach the dike defenses by climbing around (not over) the trench walls near the 2 edges of the lake.

There is a way to circumvent this without removing your designs, though there is some risk involved. We would have to extend the trench walls in the southwest and northeast up to the lake borders (just the outer walls), joining them up to form a perimeter around the entire fort. This would be better than making tons of traps (that require maintenance) to cover a weak spot in our defenses.

I like the trade depot island suspended in a sea of magma you did though.

I think I see a spot where we can accommodate a magma pump stack without necessarily breaching the caverns. It will cut through some of the digging designations for the tombs and come up on the southern doorway towards the underground farms though.

Overall, I'm not worried about the surface defenses. I think we're doing pretty good (thus far) on that front. What I'm worried about is our cave defenses...

There are many ways of dealing with that particular can of worms though, just that I won't be the one to do it personally on my upcoming turn.

Ah, yes, I see now. Yeah.....a difficult one to fix, that one. The caverns pass under the lake. Anything that dies down there is going to get up and keep on coming.


On the plus side, this will eventually get rid of any FBs down there.

On the downside, it means FB zombies. And limbs. Lots of limbs.



77
@Zuglarkun: I tried to build the dike to make it difficult to climb around it (if you look closely you'll see extra walls creating higher barriers) but it's certainly possible right now. The way to deal with this? Weapon and stonefall traps. Tens or hundreds of them. Line the walls with the darned things. Heck, build the walls even higher and then line them with traps. Can either use crap, or we can spam buzzsaws with all the copper and glass we've got. It won't work for trap-avoiding stuff (although the walls will slow them down a lot), but everything else either gets buzzsawed into oblivion, falls back off the walls and away from the fort, or falls into the magma.


...the trick will then be to keep them maintained, but that's a thing we can work on later. I think I know how to do it as well.

78
Very nice indeed. If by some miracle you've got spare blocks, workers, and time.....we should probably make a proper hospital. The current one was improvised out of a corridor/trade depot area.

79
Nicely done. What's our squad setup these days? I know we had more or less a full squad's worth of marksdwarves of.....somewhat low quality...... Also some really good elites, some of whom I accidentally lost.

80
I will admit to being nervous when I got to autumn and realised I hadn't kept any backups. After Murderflood V1 and Moltenchannels...well....enough said.

81
10th of Galena.
The peasants keep organising parties in spite of the fact that there are plenty of blocks that need hauling and ore that needs smelting. To combat this, I've appointed myself as Murderflood's captain of the guard. I'm getting a few chains and cages placed the more visible parts of the fortress. Perhaps a reminder that there are consequences to refusing to contribute to the fortress will motivate them properly.

Uh....yeah. Your dwarf is just gonna run and beat the crap out of Gwolfsky, probably. I vacated that position to try to save him. :P

82
Was I dorfed? If not...

Requesting to be dorfed as Imush Kubukonul. Enable building designer and diagnostician labors (since he finds helping others rewarding) please. Also, I know its nigh impossible, but try to keep the bugger out of trouble. :P

Oh dear, a crash. Is it the trees again? Try clear cutting the surface near the walls and building floors around the perimeter if you have the time. You need around 4-5 tiles distance. If you run out of blocks, trying using clay.

It shouldn't be trees......since in three years we had a grand total of a single Highwood tree. Still, paving the area is a good idea. Set all the mason workshops to make blocks and they'll have them pumped out in no time at all.

83
ooh, humans. We didn't get them at all last year! Is the bridge setup for the trade depot working? If you've got time (and blocks. We always need blocks) it might be worth swapping the bridge settings over (outer retracted, inner one down) and putting up some curtain walls to protect the depot from ranged attack. It's purely optional though since it'd only be traders that get wiped out. Maybe also station a dog next to the inner bridge to stop annoying kobolds stealing what few bolts we have.



I think the worst computer stuff I've seen would be either 1: my second high school (Maybe....4-5 years ago) trying to run XP Pro on a bunch of Pentium III towers that probably hadn't been seriously used since 1997 or so. There were only a handful, in a lab that got used so little that they eventually sold the building and trucked it away (it was prefab). We tried booting one up one day to see if it'd run. 38 minutes later the bell went and it still hadn't made it to the log-in.

There was also a Pentium II sitting forlornly in a corner. We tried booting that as well, but it only made little whining noises and didn't do anything.

Orrrrr.....2: my flatmate last year with a tortured, ruined laptop that he was overloading with audio software and literally hundreds if not thousands of browser tabs and program windows open at one time. And uptime that can be measured in weeks or months. On a poor little laptop that never deserved any of this. Towards the end of the year he was pleased to discover that he could toast marshmallows on the cooling vent.

....I think he ended up getting that replaced after he graduated.....

Edit: And yeah, I will do the long-lost IC update for the end of my own turn....but I've got 5,000 words + about 4000 words of supporting material to write for one of my postgrad courses. And it's a 70% assignment so I can't exactly afford to spend time working out a post. Roleplaying a cactus is surprisingly challenging after a year away from RP.

84
That bit of time was very very confusing and some people did just flat out vanish without combat reports. Sorry, but it's a mystery to me as well.



EDIT: The possible options are:

-Killed by zombie zuglarkun
-Burned to death by an imp
-Fell down stairs and spontaneously exploded
-?????

I suspect the latter is most probable.

And yes, I did snaffle the only artifact coffin for my own tomb. Perks of the job and all.

The fact that Sir Humphrey is rusty at marksdwarf stuff means that there's something wrong with our military.....it'd be a good idea to check on the training setup and make sure everyone has the right weapons and bolts....because I mostly didn't bother.

Edit2: And yes, the tower's a bit crap. I ran out of blocks at the end of the year. :(

85
Are we sure we're not on our second Triaxx? Because I know I wouldn't have succumbed to a pimp-slapping, but I have a pretty bad record when it comes to magma.

Why wall off the lake, when we can turn it to obsidian?

Because, being an evil biome, the mist that does horrible things to people can hit any tile within that area....but it won't travel out of that area. We had rather a lot this year, but it always stops within a couple of tiles of the lake edge (usually on the land side, so a dike would be great for that buffer area). Thus walling it off means we don't have to roof the whole thing in, and means a far lower chance of thralling a bunch of fishers that haven't had their labors turned off when they arrive at the fort. Or, in the case of obsidianing the lake and using it, a much larger slice of the fort population.

86
Hold on a second, how did Triaxx die?

Reports from Legends say that Triaxx was mortally wounded by Nako the werebear with a giant cave spider silk mitten. Yes, that same Nako that attacked us year 1 and passed on the werebear curse to Vouhijumala, and then was eventually killed by Gwolfsky. Since then, the skeleton of Nako has laid in the inlet to the lake that Taupe channeled to act as a well in year 1, and its still there. A most odd set of circumstances.


Well the Triaxx I lost went to sleep in front of an advancing wall of magma. I didn't actually see the death...I just got the "cancelled rest, dangerous terrain" message. Oh well. He was definitely on fire though....and that's usually a 100% kill for unarmored dwarves who haven't had some horrific body-mods inflicted on them to make them immune to fire.

Wait......we have a werebear skeleton.......in the lake. IE: In an evil biome environment that's behind our defenses. Oh great.

(Yeah, future people, please wall off the lake. It's really, really dangerous to us Might be possible to extend the dike as well if you really want to.)

87
Oh god, it's another dead Zuglarkun. Those things are really beginning to clutter up the place. Throw it under the corpse crusher and hope no one notices.
At this rate we could make a special ''Zuglarkun-only graveyard''. When the necromancer arrive they'll be able to raise a full-sized army of Zuglarcorpses.

We've only had three of them die thus far, but one of them is in several tiny pieces at the bottom of a pit, I think. Unless the dwarves ninja'd his body to the graveyard before it got dumped.

Unfortunately I couldn't find the Dyer that immigrated this year, so I couldn't ironically redorf him. I guess he got good at masonry or farming isntead.


.....BTW, is it bad to be thinking "Wouldn't it be cool to drop a necromancer in the corpse-disposal pit"?

Edit: Also, since I'm feeling brave....I'd like to request a second turn at some point. With our historical skip-rate ignored, I should get in around Year 15-20 or so, which is always the fun part....and if we DO use the old rate, then I'll get in sooner and all will be well.

88
Every dwarf you claim dies within two weeks, thats like putting a price on their head...
Well..
That is at least better than Zuglarkun's record at this point.
..I was kind of coming to this :D Although one of my deaths was accompanied by a few extra deaths..

But yeah, point taken :D But I'm confident in Vuohiparta. I'm sure he'll do just fine.

He was alive and pursuing a career in...I think cooking actually...when I left off. Unless you go mad, die, get replaced, have your replacement die, rise from the dead as a zombie, kill a bunch of people, get re-killed, rise as an angry ghost, then refuse to go away when you're slabbed, and then do something else (and all within a single year), you'll be doing better than Zuglarkun's incarnations did this year.

...Actually he might be angry because I accidentally had his body dumped rather than buried. Hmm.


I set the kitchen to spam out the best possible meals, BTW. And also started a potato farm. Because while the dwarves can't invent proper chips, they can manage a sort of abstract approximation of crisps in the form of potato biscuits. And gathering all the plants that weren't too close to the lake (Do NOT mess with the lake) gave us a lot of potatoes.

89
Zuglarkun got back to me about dwarving preferences too late for me to handle them, so I've de-dorfed them and re-uploaded the savegame. Also put in a couple of critical orders I forgot to do the first time around. Old savegame link is still valid but you will need to download it again if you've already grabbed it.


90
I hear we have magma access.  Let me get my armor forge going.  Maybe a nice forge above the lakes.
The space for construction is very limited because of the third cavern layer...but there should be room for a few forges. Alternatively we can pump some out to another area while (or after) we've filled the dike.

Quote
Might take me a couple of days to get to this while I finish up the game I'm currently doing a turn on.
That'd give me time for an IC roundup post, so that'd be awesome.

Pages: 1 ... 4 5 [6] 7 8 ... 47