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Messages - Grimmash

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316
You could dig alcoves into the dining room walls.  I use that method in forts to good effect.  Or you could dig out a statue garden room.  When possible i like to make a zoo or statue garden above ground.  Then you fight cabe adaptation and give good thoughts in one go.

317
Should be done tomorrow.  This has been a very uneventful turn, at least so far. I say this hoping something interesting does happen. 

Non-narrative update, because I'm tired:

I'm almost done with Autumn, and we now have over 140 dwarves.  I have mostly been digging out more space for rooms and remodeling.  I've expanded the archer's tower into a full battlement.  The trap corridor has many more serrated green glass discs in it, but I got bored placing them after a while, we'll see if I finish it.  We've still got like 60 of the damn things. 

I built four more floors of housing, and have filled about 2/3rds of it with furniture.  I put in some quantum stockpiles near a new workshop cluster.  There is a new, embiggened dining room.  The farms now feed to a plant stockpile, which feeds to the stockpile outside the brewing rooms.  While doing those things, I removed all surface stockpiles save for finished goods to protect our dwarves from ranged invaders.  Two giant underground pasture spaces have also been cleared to move our animals out of archer range when the elite goblins bowmen show up.  They always do.  To ensure this is effective, I have put a raising bridge section in front of the stairs into the base, and plan on tunneling to the barracks so there are no above ground routes exposed in the event that becomes important.  I also made the battlements surround the trade depot so we can use elves as target practice dummies defend the depot.

The hospital has one well directly adjacent, with room for four more to be put in.  The adamantine deposit by the forges should be sculpted out by end of turn.  I haven't dug any because I am too lazy to bother with making sure our adamantine strands do not get turned into cloth.  If you get greedy and want to build up stairs to reach the layer above, don't.  It is surrounded by water.  So our easiest candy vein is one z-level surrounded by water above (not my fault) and lava below (kind of my fault, but we could only have gotten a few pieces anyway).  Best bet will be to mine into the exposed vein, then dig up and down, and hope it's not the gateway.

I collapsed one section of the overhang west of the fort to reduce pathing and give the new battlements a target zone a z-level down in the event that non-elite bowman show up.  Of course one dwarf died in this process.  Stupid git channeled from the correct side, then somehow fell under the collapse faster than the falling land.

318
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: December 02, 2013, 04:27:26 pm »
Apologies in advance if this has been covered.  I am trying to get metalworking going, and from what i can tell i need to research all of the forges and furnaces (for metal) beyond the smelter, yes?  There no longer seems to be any of the normal forges or furnaces.  I've gone through the manual and this seems like an intentional change to slow down efficient metalworking, but i want to make sure i am not just being daft.

319
Ok.  I'll start it once i finish my turn on Orbtrances.  I've got about a season left, so I'll pick up the orc save in a day or two, and plan for an update by the weekend.  Hopefully sooner, but that is as early as i think i can commit.

320
How are we on the orc turn?

321
I'm in for another round.

Edit:  Although I have been busy with other forts, I like this fort a lot, and will gladly play as many rounds as we go for, so count me in indefinitely :).  I just haven't had time to write journals for my dorf in this game.

322
Journal of Grimmash, Overseer of Obrtrances

So I was minding my own business, digging out some stone, and one of the blokes that runs this place, some WoobMonkey fellow, tracked me down in the tunnels, threw some paperwork and some sketches at me, shouted that I was the overseer and took off back up towards the barracks.  I think he was holding some shiny new piece of armor or something. 

After a few moments of confusion, I took a look at the paper work, decided I didn’t need it, and threw it in to the caverns.  I suppose if I am going to be the new boss here, I might as well do things my way!  I tracked down the manager and asked why the hell I was the new overseer.  He said something about all the other previous overseers were too preoccupied with trying to kill things and joined the militia.  Why some dwarves seem to think only of killing goblins all day I’ll never know.

Manager Zuntir gave me the roles and as I looked over the collection of job assignments, I decided it was time to get the fort sorted.  Who needs hunters or fishers when you have enough dirt to farm more food that we could ever eat?

I’ve given just about every set labor assignments by their skills.  Farmers, Miners, brewers, lots of ‘em.  The only exception is the new role I gave to most of the non-skilled dwarves.  I’m calling them jackdwarves, as they are jacks of all trades and masters of none.  Maybe some of them will rise up.  At the very least it gives us plenty of haulers and masons

I also notice that some parts of the fortress are just full of rock and random items.  Seems I’ll have to clean the place up a bit.

20th Slate

Ezum Mersethushrir made a toy bone axe today.  How wonderful.  Wonderfully uselss.

Spoiler (click to show/hide)

While I was puzzling over why dwarves make such silly things when we flip our lids, I got news that the crundle and a cave croc went feral.  I didn’t know we had been taming the damn things, so I made a note that we needed a dedicated animal trainer.  Maybe someone else can figure that out.  I’d just as soon put a pick through the stupid things head.

As part of my mission to reorganize the fortress, I decided to try and mine out some of the supposed adamantine vein down by the forges.  Mine it or at least dig out what of it we can reach.  There is just a damnable amount of complaints from the miners about the stones being too hot or too wet.  I asked them how the stone could be wet, when the water is on the other side?  They had no good answer for that, so the keep digging, but slowly.

We also got a wave of migrants.  18 or so, and very few skilled dwarves among them.  Ah well, more haulers and farmers!

The previous overseer told me about his plan for a hallway of serrated glass discs.  I think this is a lovely idea, and will really force any unwanted guests to stay on the straight and narrow, heh.  I’ve made sure that the kilns are set to make the discs repeatedly out of the sand we have here.

3rd Felsite

We have found adamantine!

Spoiler (click to show/hide)

After some false starts, and digging down a bit to shut up those jittery miners, we struck the adamantine vein!  We also found some lava, but quick work by the miners and masons walled off the lower floor and prevented the lava from seeping up into the forges.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

15th Felsite

Spoiler (click to show/hide)

I’ve got space for new farms dug out.  This should triple our underground growing space and let us diversify the crops a bit.  I’m also having the miners take a break from the adamantine vein exploration to make an underground pen for our livestock.  While our militia is formidable, our animals don’t have bows or axes.

17th Felsite

I finally had something our blood-crazy old overseers could do!  I told them an elven caravan had come, and that I have never understood those pointy-eared beardless tree huggers.  Every member of the militia within earshot perked up and a few of them said they knew exactly what to do.  I said that was fine by me, but make sure to follow orders from the commander.

Spoiler (click to show/hide)

Not long after I saw a great stream of items coming from the depot, with almost everyone summoned up.  I caught one of the guards and asked what happened.  He told me wooden crossbows were surprisingly effective negotiating tools, considering how the elves hate us chopping down trees.  I wasn’t quite sure what that meant, but I didn’t care.

23rd Felsite

A few days after the excellent trading with the elves, an ambush showed up.  I told the guards to take care of it, and boy did they.  The hail of arrows and rushing dwarves was quite a sight to behold.

Spoiler (click to show/hide)

As the squads were coming back, a thief tried to thread the needle between tour guards and the walls.  I dare say that thief should receive some sort of posthumous medal for advancing knowledge in the field of unsubtle sneaking techniques.

Spoiler (click to show/hide)

There were two minor injuries, but nothing of note.

SUMMER

20th Hematite


11 more migrants came today.

26th  Hematite

One of our militia suffocated.  I assume he took a blow during battle, as he died in the middle of the stockpiles on the surface.  I do hate when dwarves don’t have the good sense to go to the hospital when they are hurt!

9th Malachite

Work progresses on the new dining room and food storage.  I think I will convert the sold room into a nice statue garden.

4th Galena

A forgotten beast has come!  Luckily we walled off most of the entrances, and I had already built a bridge over the stairwell that terminates in the caverns.  I think we’ll just let that thing run around for now, as the floors of the cavern are mostly water.  I’m not so much worried about the beast as I am about our militia trying to fight in that underground grotto.  All we need is a drowned militia unable to swim after the stupid beast.

Spoiler (click to show/hide)

15th Galena

Apparently the beast is slow.  We have finished the walls so the beast is stuck in the caverns for the time.

Spoiler (click to show/hide)

A human caravan has arrived.  What fun.

An ambush came with it.  We slaughtered them to a goblin.  One our dwarves was killed, but from colliding with an obstacle.  Not sure what to make of that.

Spoiler (click to show/hide)

Trading was excellent.  I managed to get rid of piles and piles of clothing that our own dwarves will no longer wear and plenty of other goods we have little use for.

323
Post through summer will go up tonight.  Family + Football + Booze = no writing.

324
DF Community Games & Stories / Re: Competitive dwarf fortress version 2
« on: November 29, 2013, 05:58:48 pm »
Do you have a good link that summarizes how fortress defense mod works?  I am familiar with SoH, but not the other mod.

325
DF Community Games & Stories / Re: Competitive dwarf fortress version 2
« on: November 28, 2013, 09:05:16 am »
Signing up.

326
I second Woob's statement.

327
Ok, I made it to autumn.  I'll post an update tomorrow most likely that covers the spring, post another sometime over the weekend, and then try to finish up as soon as possible next week when I get back.

If you are an Americun, happy turkey day!

328
I will swear before dwarf and man that I spent three entire evenings trying to get that wall built, with wood blocks :).  If anything, I am curious to try on another map to see if it wasn't something that happened along all the save transfers.

I may start a game at some point, but in the meantime I have more than enough other succession games that I am part of.  I'll you fine folks manage the games, I'll take my turns and bitch and moan about other people's maps for now :).

329
I'll hang around :).  Not sure which side I'll be on yet, but I will most likely give a new map another go just for the sake of trying.

Complete aside to playing the next round:

As for the Aquifer v. mod challenge, that's simply what kind of challenge I find interesting.  Watching cancellation spam for an entire evening (or multiple evenings) with so many other problems on the embark just frustrates me too much.  From my attempts (which may have been flawed, but after the number of tries I gave and all the advice, I am inclined to think not), it's a problem that will only have a brute force (spend time) solution, whereas creatures, vanilla or modded, are a gameplay and base design challenge.  That way I get to spend time doing something interesting as opposed to hitting 'q', 's', 'esc', 'space' over and over until the RNG works in my favor.  That sort of challenge does not strike me as a challenge so much as an artificial barrier to solving the other challenges on the map.  I might be inclined to reconsider that if the aquifer was only blocking weapons grade minerals or adamantine or flux, but in the case of the original map it is a challenge I will pass up for now.

Opinions of what makes a challenge fun differ.  Obviously your game, your decision :).

330
I'm down for another round, maybe sans aquifer covering the entire map?  It may be a personal issue, but watching literally hours of cancellation spam has me leery of trying to do that competitively.  I have no issue with adding a mod per previous sugesstion.  But if you go for Spawn of Holistic, be careful which build you take.  They have been modding fast and furious over there, so I make sure you don't puck a mod with rampaging scythods that spew necrotizing syndrome on the whole map or something.

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