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Messages - Timeless Bob

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391
I took the save on the 6th, so I figured I had at least a week to keep it going.  I'll finish up the oubliette and eternal passage then post the save.

392
So... the game has been running on 4-5 fps for the last day or so.  The moleweasel kits and dew-beetles nymphs are killing the frame-rate.  I've taken the liberty of naming the youngest child "Miss Timeless", then renaming her parents "Mr" and "Mrs Timeless".  My turn will be from her two-year old viewpoint.  I initially didn't intend to do anything to the city during her turn, just let it function for a year without direct interference and see what happened.

So, we were attacked by a band of goblins, but they were all captured by the cage trap bridge over the river.  Likewise the force of Ferric Elves.  A Ruthertaur somehow made it through the traps but was quickly dispatched by the force of dogs gaurding the front gate.

Then, in the seventh month (about eighteen hours after I started it up and just let it keep going without pause),  an army of Nagas showed up, about thirty strong.  They apparently are trapavoid, so I stationed archers up on the battlements and the Gaurd just inside the gate by the shops of the Marketplace.  That was a pyrric victory since nine of the ten Gaurd and seven of the ten Rangers died in that fight holding off the invaders.  It got so bad that I had to use the Ballistas (What a waste of Ballista bolts - the bolts caroomed off the road after ten paces, they were so badly aimed! Note to future City admins: the ballista crews shoot like a bunch of rookies with their thumbs firmly up their asses!)

So, I've decided to add a prisoner's oubliette and "endless passage" to the City as my contribution to the madness.   I've also marked all of the moleweasel kits and dewbeetle nymphs to be slaughtered.  So far, the fps has continued to hang around 5-ish, so we'll see what happens in day of so.  There has already been an artifact made: a leather helm I think.  It was a leather something.  I didn't really pay it much mind.  Also, by forbidding ammo, there are all these piles of bullets under the practice area that are fired once then let lie.  I've unforbid retrieving ammo then put ammo stockpiles under those piles, so they can be quantum stored there for later reloading by riflemen automatically.

So far, so good. 

Oh, there's this steel "Pen and Paper RPG" that little Miss Timeless seems to play with a lot.  Sounds like she might become a mercenary when she grows up, hey? (That or a book-keeper.  Isn't that usually the way of things?)
---
Year 194 dawns on a tragic occurance: Little Miss Timeless and both of her parents perished during a quickly contained escape attempt by a murderous Ferric Elf as it was being transferred from the West Gate cages.  The city has gone from 105 to 74 citizens in the past year, but there may be as many as fifty peaceful visitors of various stripes who have come through the gates.  As several invaders (and a few citizens) have found to their dismay, the Oubliette and Endless Passage have been completed.

Pics:
Spoiler (click to show/hide)

Save:
Year 194-01-01

393
I'm taking the save.  Let's see what this looks like.

394
Yeah... Set me up for a turn, I guess.  I'll ring in 2017 with a stirring embark devoted to the simple joys of pastoral life. New life for the new year.

395
DF General Discussion / Re: DF Song Converted to IRL Song!
« on: November 28, 2016, 01:40:07 pm »
Yes, expired links.  If the OP would post their frocess for turning the descriptions into acoustics, then others may be able to replicate the process. (Possibly even write a program to do so automatically, then port it to "Soundsense", so that it will play that tune when it is being played during the game...)

396
Simple long-house construction with a pitched roof:

1) Start with a rectangle - the long axis will determine which way the roof peak will lie

 ++++++
 ++++++   (roof peak runs <------>)
 ++++++

2) Add floor places for any doors

 ++++++
 ++++++ +
 ++++++
        +
3) Put walls around the rectangle, respecting door spaces.

########
#++++++#
#+++++++
#++++++#
####+###

4a) If this is a multi-level dwelling, then remove enough floor tiles to make way for a stairway (remembering humans live in 2 z-level spaces!)

z +0
########
#++++++#
##++++++
##<++++#
####+###

z +1
########
#              #
#<
##            #
####  ###

4b) Place another floor over the resulting section and add more walls as needed. (Repeat as necessary for each floor up, making sure the up-ramps or up-stairs are separated by at least one floor-space for access to that level)

z +2
########
#++<##+#
#>+++++#
#++++++#
########

4c) Roof and wall scaffolding: patching up the holes in walls (or placing windows.)  Add an exterior staircase adjacent to any wall needing to be patched in the Z+1, Z+3, Z+5, ect... areas.  Have the scaffolds continue up as needed , with one of the ones on the long side of the rectangle continuing to the top of the last walls to be roofed over

z +0
########
#++++++#
##++++++u
##<++++#
####+###
          u

z +1
########
#              #
#<              d
##            #
####  ###
         x

z +2
########
#++<##+#
#>+++++#
#++++++#
########
          x

z +3
########
#     >#<  #
#              #
#              #
########
          x

z +4
########
#        +>  #
#              #
#              #
########
          x

z +5
########
#++++<+#
#++++++#
#++++++#
########
          x
z +6
########
#              #
#              #
#              #
########
          x

z +7
########
#              #
#              #
#              #
########
          d

5a) The pitched roof: First, place walls as illustrated below. (You'll notice that the "front" wall provides access to the side of the roof that doesn't have scaffolding.)

z +7
++++++++
#######+
#              +
+######+
++++++++
          d

5b) Now add ramps along each long wall - I like to use wood for this to simulate shingles

z +7
<<<<<<<<
#######+
#              +
+######+
<<<<<<<<
          d

z +8
>>>>>>>>
+++++++
+             
  ++++++
>>>>>>>>

5c) Now that the ramps give us access to the top of those walls, our dwarves can move up and over to the other side.  No need for more scaffolding.
Add the "front" middle wall, and the front corner on the opposite side of the scaffolding.  Also add the remaining back corner closest to the scaffolding.

z +7
<<<<<<<<
########
#              #
#######+
<<<<<<<<
          d

5d) Now place your center beam wall and add the remaining front corner

z +7
<<<<<<<<
########
#              #
########
<<<<<<<<
          d

z +8
>>>>>>>>
++++++++
######## 
++++++++
>>>>>>>>

5e) Add the remaining "shingles" and your roof is finished.

z +8
>>>>>>>>
<<<<<<<<
######## 
<<<<<<<<
>>>>>>>>

5f) Remove your scaffolding from the newly completed building.  I like to pave a floor around the entire structure to keep trees from growing up the walls, but that's optional.

Welcome to the new workshop or family home!

(When building on a slope, don't excavate the slope - it looks much more "natural" if a flat foundation is built out from the slope, possibly containing a "sublevel" or two.  If further buildings are built upslope or downslope from the original, then the whole "looking out over the pitched roofs of your neighbor" type of result is very easily accomplished.  Since each building may have a 1-2 wide gap between them, then thieves or other miscreants will have to jump those gaps, possibly alerting those passing down below to look up and see them.  Likewise, a series of very tall, multi-floored buildings might have skyways connecting them to their neighbors, creating a subterranean gloom on the lower levels where no sun shines.)

397
One would think so, yes.

398
OK, year seven and no invaders.  I finally checked out the world in adventure mode and for some reason, when Queen Geshud took the throne, it was because a goblin civ had sacked Glovedburns and taken over.  She's sitting in that mead hall all alone, and the goblins occupy the hamlet.  Strangely enough, we never heard about this from any of the Caravan guys, so I'm going to reboot this whole series and place the embark squarely on a dwarven hamlet, and all of its inhabitants.  I'll look up the hamlet's name and name the embark the same one.

So this game is finished, I'll start a new one without questers involved.

399
I suppose I could mine the stream for ice during the winter and make an unmelting Ice Castle relatively easily. <facepalm> Why didn't I think of that before?

400
Drinking from an aquifer resulting in death? Worrying. Dodging on a busy area, I take it?

Oddly enough, she just fell in asleep and drowned. Her body is still down in the bottom of the aquifer although for appearances, she has a coffin and a statue in the Catacombs proper.  There's a little surprise down by her body though - a memorial set up by her mining buddies so that anyone who came across her waterlogged corpse would know who she was, and a little about her history.

Artifact bed....Hm. I wonder, what material I'd most want to for artifact bed? Not exactly replicable, so must be a standpiece.

It'll be good to have for the Baron or other nobles that eventually occupy the Castle.  The Spiral Stair has hit a few layers of granite, so unless some marble or other true white stone shows up, that's going to be the material with which we finally build the "white" castle.

Pretty scaredy-cat gods. Your typical RPG adventurer would take her all instead - her belongings, her companions, her life.

Maybe the Gods are just pragmatic - look at how many of the other Quests have had people volunteering to take them.  However, I imagine eventually there will be some people reading this who'd like a chance to fulfill some of these Quests with an adventurer.

Are you going to make volcano erupt?

Sounds like that could be fun.  First, we'll have to find one, then have to path over to it with a series of road-building embarks.  Of course, I have a feeling that the Quests will keep piling up year upon year as more artifacts (and artifact families) are created. It will also be interesting to see what happens if any of these embarks encounters resistance along the way from civs, necromancers, were-creatures or even the dragon...

Fort seems more symmetrical now.

I notice catacombs are far better positioned for access than sleeping areas.


Yes.  While the Caravan actually paths along the Yellow Block Road, that does make the Worker's Housing a defensive line from any aggressors who wish to path toward the Castle (or away from it, in the case of Cavern denizens eventually coming up from below.

401
DF Community Games & Stories / Whitecastle, Year 6
« on: October 24, 2016, 02:16:32 pm »
6-01-23: After a polite discussion with a local rival, Miss Pimra Crestrite (Human), has claimed the position of Guild Representative of  the coastal hamlet of Beeclosed to the North. The Trade federation that rules Beeclosed is named "The Union of Dying"

6-05-06: Thirsty after a hard week's excavation of the Whitecastle Town's sewers, Miss Tulon Whitecastle joined her fellow miners in drinking from an aquifer
they'd found.  According to her horrified fellows, she passed out from her exertions and drowned before anyone figured out what was happening.  Her body shall
be interred in the Public catacombs with a statue raised in her honor.  She will be missed.  Expedition leader Iteb Stesokrab will be holding interviews during the
Rites of Spring to fill the now vacant Book-keeper position.

6-05-20: More migrants have arrived to swell our numbers.  A Shearer named Rith Leaderboards and a Merchant named Miss Vucar Languagegolds.  A stray
kitten travels with them as well, either as a companion or in some other role...

6-07-16: The caravan from the Connected Castle was sighted on the horizon today.  Perhaps they will bring news from the Queen!  Sadly, they had nothing to
report other than "The world is the same as it ever was".

6-08-09: More migrants arrived after the caravan had set up camp next to the site of the Castle for a day or two already. This time, it was a group of six
dwarves: two males and four females, all unmarried and the first of their kind.

6-08-15: Fikod Whitecastle has built an artifact dacite and amethyst bed, naming it "Sabreconflicts".  On it is written a decree from the Gods:
     Appease the Mother of Screaming, for if you do not, She shall bring great grief to the Dwarves.

Quest:
Spoiler (click to show/hide)

6-12-20: Mr Domas Anguishedtribe has just completed an artifact gold ore coffer named "Serpentoar".  On it is written a prophecy from the Gods:
     When the Fountain of Molten Glow is discovered,
        "The Hammers of Shouting" will come to claim it
        They will build a fortress encompassing it. 
        And that Fortresses' name shall be "Serpentoar.


Mr Domas Anguishtribe will now change his Family name to "Serpentoar" as Tradition requires.  We congratulate the Serpentoar Family
on their new status.

7-01-01: Another year has finished, and the Town of Whitecastle grows yet again.  Three more humans, including the lovely Guild Representative of Pimra
Crestrite has petitioned to become permanent residents of Whitecastle, winning beds of their very own in the Human Dormitory.  This year has brought two
messeges from the Gods and enough wood coming in on the Caravans that some has been diverted into making coal.  As a result, some of our gold ore has been
smelted into beautiful gold bars to be placed inside the treasury along with our other treasures: our artifacts.  The sewers have all been excavated and most of
the latrines sport their own roofs - within the next year, we will have full housing for up to seventy people.  Some of the single dwarfs have been agitating for a
"local pub" in the workhouse section.  That seems reasonable enough...  Anyway, time enough for all of that after the Rites of Spring have come and gone,
ushering in a new year.

Whitecastle Year 6
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402
Incidentally, sign me up for a turn.  Name one of the starting Humans by its profession and I'll take that one.

403
Idea: Make it a "pocket island", but max out the number of races that can fit onto it.  I'm usually able to to fit 100-120 races onto a pocket world with unlimited population cap and unlimited sites, but rare minerals.  Give the world a single megafauna to make the Age of Myth be named something more fitting like "The Draconic Age" or even "The Age of Ishia".  Only allow a dozen years to pass in World Gen - that should keep the goblins from multiplying beyond control, but allow things like Towers and various minor lairs to develop, as well as allow all the races to build up their populations enough to make post world-gen an interesting place to be in when all the wars blow up.  With minerals set to be less common, precious metals like Gold become truly precious.  After world-gen, we should scout around for minerals and use that as the initial reason the Humans decided to build an outpost there: to mine out those precious metals. 

I've found that building houses with peaked roofs rather than flat boxes uses up more wood, and things like gutters or door placement become more important than they have been before.  Likewise, not excavating a flat area out of a slop to put a house, but rather building walls on the down-slope side to produce the foundations for the main floor also are historically more accurate (and uses up all that extra stone from excavating the mineshafts too.)  Eventually, I envision an area to be designated as "The Quarry" to specifically excavate stone for use in building homes/workshops, ect... because all the excavated stone on the map has already been used for one purpose or another.

Something to think about when planning your city: what kind of sewers are you going to use? Excavating those should give us a good general idea where houses and other water-needing/using buildings may be built.  Run-off from the major streets will be going into these via grates, and of course all sorts of secret societies and underworld criminals may begin using these passages for their nefarious purposes as well.  As the city develops, more cellars and possibly an underground highway might even be developed, depending on need and traffic flow.

To keep people from going through houses or workshops on their way to wherever, I suggest paving some main roads over the sewers and designating them as high traffic areas.  As the city builds up along these main roads, sub-streets and alleys will develop naturally as a matter of course.  I would further suggest that similar occupations each claim a side street on which to build their work-shops and homes.  In this manner may the side roads be named: "Fisher's Way" for example, or "Old Mine Road".  The fourth building away from one of these main roads could then have the address of "#4, Old Mine Road", and we'd know precisely where to find that house.  Once we build up the city a bit, having some empty houses for adventurers to claim would really be fun, don't you think?  They could walk over to the pub down the street or walk over to their favorite shrine or temple to pray or meditate.  They might head up one block and over to #8 Metalsmith Lane to exchange some gossip with the weaponsmith there and maybe make a trade with that person for one of their weapons in stock.

That leads into my last suggestion for this post: Have each dorfed character choose a specific industry and become the "Guild Leader" for that industry.  Anyone else wanting to work in that industry either becomes a Guild Member (and therefore able to be directly ordered and controlled by the Guild Leader from the forum) or pays some annual fee to be allowed to work for anyone as needed (like an added percentage of any work order that becomes the property of the guild.) By making each Guild workshop only allow those who are members of the Guild to use them, and setting certain stockpiles to only give to those workshops, then this system can be implemented with only a minimum of fiddling around. The city could be run by a Guild Council and whomever on the Guild Council has the most members in their Guild could be chosen as Mayor.  The Mayor never is the one who gets to actually play the turn, but is the one who sets the "City tax" on all of the Guilds. (a percentage of that year's profits that go into the "Caravan fund" for trading with the Caravan. Every year, The Guild Council could get together and vote for who gets to be the Mayor for that year.  The number of people in each Guild equals that guild's voting power.

If the City becomes populous enough, one Guild could rise to power over the others, and when a Royal title like "Baron" is offered, that Guild Leader would be the first to be chosen.  After a little while, the most powerful guilds (or wealthiest ones able to buy the titles off of the most powerful ones), would become the nobility.  The Noble titles are inherited, so unless the family died off, that dorfed person's family would continue on into the future.  Over several embarks and in between bits involving adventurers, that could make the world that much more interesting.

404

Hm, lack of wood? Hope it was woodcrafting mood. Even then...I'd probably have headed for caverns, useless as the result may be. Bit soft, perhaps.


Once they find the underworld exists, I'm sure they'll be supplied with plenty of wood.  (But also probable incursions from the Deeps.

Quest1 is basically an adventurer quest to find the volcano on the world  map, I take it?

I'm sure it could be interpreted that way.  Of course, if that were to be the case, it would set up a number of embarks to pave a way to get there, which in turn would probably create yet more quests...

Not sure if grates themselves are sufficient for cleansing. I recall a magma-cleansing system using a grate done by either Sphalerite or Loud Whispers in the past (not sure which).

Ah yes, the "magma mist" showering system.  The grates are less for washing then a substitute to the conspicuously missing dwarven latrine. If I was any good at modding, I'd have them be 1x1 specialty wells built from a throne, a bucket and a mechanism, that produced a type of immobile vermin called "<race> feces" and a good thought every time they were used. "Urist McRelieved enjoyed using a <quality> latrine."  The "<insert race> feces" would drop into the hole below the workshop where they could either be collected for burning into potash in a kiln or be washed down through the sewers.  Eventually, it would produce miasma and rot away.  Heck, if I was an even better modder, I'd just mod every creature to produce <animal> feces every once in awhile anyway, and it could be a regular feature of the environment that could attract flies and produce "stench" for hunting purposes.  It could even be used as kiln fuel like some cultures used cow feces...

But I'm not a very good modder, so a grate above a flowing sewer will have to do.

A legendary miner...Will he ascend to military?

That's not a bad idea - he has been chosen by the Gods after all...

Though Quest2 seems harder.

Yes, it could be more difficult.  However, the object of the quest might be surprisingly easy too - only one way to find out...

Nobody left during Rites, I take it?

No.  Although with each re-embark of the retired game, the list of "ruins" grows longer, so the World is still in quite a bit of turmoil.  Perhaps Whitecastle is currently the safest place to be for this culture of dwarves.

And lot of fog on some of the pictures.

Yes, that's part of the Isoworld viewer program, the higher the viewpoint in z-levels, the foggier the lower z-levels are.  Not quite sure how to turn that off.

Huh. You assign all of them individually? Thought you just reassigned couples. Nice patience.

Thanks.  Each dwarf gets my tender attention, from the highest Nobility to the idiots who want to suicide because there's no wood in the stockpiles.

What's that in the cellars, rock pots?

Rock pots and lavish meals.  The best thing to keep dwarves happy and healthy.
[/quote]

405
DF Community Games & Stories / Whitecastle, Year 5
« on: October 14, 2016, 06:04:07 pm »
No one got married during The Rites of Spring.  For now we just have our four Families: Groupedlance, Anguishtribe, Towercrests, and Blowingpage.

5-04-28: Five migrants have decided to join the Whitecastle today.  A farmer, his wife and their son (the Blowingpage family), an unmarried metalsmith and a common laborer.

5-07-06: Dodok Grouplanced, Sherrif Grouplanced's eldest and only son, suddenly burst into a killing rage after realizing that the wood shortage would mean that he would never be able to complete the artifact that has had him holed up in the crafting shop for the past week.  He began toppling hives in the new Honey Farm and the angry insects stung him to a stupor. Fikod Whitecastle was there as the boy breathed his last breath.  How horrifying!  Dodok will be interred in the Grouplanced tombs under the Grouplanced Mansion.

5-08-11: More migrants arrived today. A set of six single dwarves, bound for the laborer's houses.

5-08-25: Our own expedition leader, Iteb Roadarmor, has completed an artifact vulture bone earring today.  He's named it "Stesokrab" and has taken that name as his own according to Tradition.  On the earring is written a decree from The Gods: "You must find the Fountain of Molten Glow, for there is where the Dwarves will find true greatness!"

Quest:
Spoiler (click to show/hide)

5-11-26: Worker's housing is coming along too slowly.  The weather has turned harsh and snowy, which has made us create
temporary housing for the dwarves whose homes are not yet ready so they don't freeze to death in the streets.  We stuck the
currently homeless dwarves in a room above the offices of the bookkeeper and manager.  I'm sure those two will be able to
look after them just fine until their more permanent abodes are finished. 

  The well has frozen again this year, so those citizens of Whitecastle who wish to wash the grime of the day's labors off of their bodies have to travel quite some distance to the east before the river ice is thin enough to break through.  Obviously, this isn't an ideal situation, so a simple "sewer system" has
been mandated to be excavated, to be expanded upon as Whitecastle grows.  Sheriff Groupedlances has finally laid her poor son's soul to rest, erecting a statue above his grave in the Family catacombs.  The oubliette below the entrance to the eventual site of Whitecastle itself has been finally completed and the small dungeons behind the guard tower will soon get their lever-locked doors installed.  Also, we've found a use for all those brimstone blocks: A yellow brick road that extends north of the bridge, south between the male and female sides of the worker's housing complex, and terminating at the base of the entrance ramp to Whitecastle.  It looks quite cheery!

5-12-07: We've been plagued by a flock of vultures who've decided to dive bomb our farmers as the emerge from the growing tunnels.  Yet another irritant to the citizens of Whitecastle that will soon be a worry of the past.  The sewers have been planned and begun to be excavated, giving our industrious masons yet more material to work with.  Each living area will have added to it a "privy" to increase cleanliness. A small room with a grate that drops "filth" directly down into the sewers, to be washed away by the river when it unfreezes.  Obviously, the well will be upstream from that effluvia, making sure that no "filth" ends up in our drinking water!

5-12-24: Morul Plaitdyes, one of our tireless miners, just finished an artifact siltstone throne.  He has named it "Miredscald" and on it is written a decree from the Gods: "You must create a shrine to the Gods decorated with a totem made from the skull of The Dead Vulture to show your veneration for your deities!"
In time honored tradition, Morul has taken the surname "Miredscald".  Congratulations, Morul!

Quest:
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6-01-01: The Rites of Spring are upon us once more! Whitecastle has certainly grown quite a bit in the last year.  Three of our
four families have their own mansions, (Blowingpage House is still under construction.)  The new sewer system and yellow
block road have both made a good start and two new decrees from the Gods have shown up as well.  Just as we were preparing to celebrate this
annual tradition, our Hammerer, Mrs Kubuk Anguishtribe, dodged a dive-bombing vulture and fell three stories, knocking out
several of her teeth.  I'm sure she'll be back to celebrating in no time!

Whitecastle, Year 5
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