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Messages - Grimmash

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406
You didn't.  So far your kill list is one zombie horse and one zombie human.  We have no bolts, and currently no good way to get more until the tree farm gets going.

407
Chapter 4 – When it rains, it pours…

1st Granite 130

I’ve been working the farms and doing some masonry work the past year and half, slowly working on convincing trustworthy dwarves to aid me in my plans.  I would count a few dwarves confidants.  I am worried that my faith in these dwarves was somewhat misplaced however.  First off, when I arrived, Aseaheru was made Chief Medical Dwarf, and then proceeded to declare that no hospital was needed, and forbid construction of one.  The overseers agreed to this folly and now we stand with no way to treat our wounded.  This is despite the fact that in a few short years the fortress has been attacked by goblin ambushes and necromancers!

Compounding this challenge is the fact that in all the planning to create a trade depot that doubles as a slaughterhouse, and deck the bedroom in gold, we have corpses INSIDE OUR WALLS WITH NECROMANCERS ON THE PROWL!  I know it’s been a hard few years, but Armok be damned!
Apparently tired of listening to me rant, Grim (not be confused with me, dear journal) decided to hand me the overseership rather abruptly last night.  Well, let us hope I can make sense of this fortress.  It may be too soon to start my plot, but hopefully I fix the places that need shoring up.


Spoiler (click to show/hide)

I went to take inventory, and we only have ten bottles of wine!  At least we have some spare plump helmets, so I’ve ordered the brewers to get to it.  I don’t want anyone going sober on my watch.  Asea may decide to try his hand at surgery…
I’ve also started making plans to move the workshops out of our courtyards, and make a pit into which we can throw the dead so any bastard necromancers cannot see the stupid things to bring them back.


3rd Granite

My courtyard clearing has been interrupted by the remaining goblins macemen.  Time to send the archers to the tower to see if they can fix that problem.

12th Granite

No luck with the marksdwarves.  I’m thinking of testing the traps out front and giving our first squad a chance at those goblins…
Blenheim also took strangely, and stopped working.  I hope if he goes fey we can help him build whatever it is he needs.


16th Granite

Great news!  As part of my plan to dig out a below ground animal pen and tree farm in all this sand, we have struck hematite!  I’m not sure how much there is, but this will be a boon if I can find the caverns and start a tree farm safe from the ravages of the outside world.  I also saw Blenheim grab some gold ore and take it to a craftsdwarves shop.  So far he seems to be finding what he needs, but he is yelling for stacked cloth, and won’t use any of the pig tail fiber cloth on hand...  I hope the elves come soon enough for us to “aquire” some of the cloth he needs.

26th Granite

We hit the cavern!  I’m ordering a bridge built to seal off the massive cave.  Monitor was part of the crew that found it, and he said it looked nearly 40 levels deep.  Luckily the spot I found just has a vast cliff face and no way for anything without wings to get to the ledge, so we should have time to build the bridge. 

A small clan of tick men appeared outside.  Maybe they’ll run into the goblins…


22nd Slate

We’ve been digging, a lot.  Things are looking poor for Blenheim at this point.  The goblins are still outside, and no caravans seem to be coming.  Cyatica however made a wonderful door!

27th Slate

Some migrants showed up, a milker and two kids.  Apparently the Mountainhome is either daft or more wretched than I thought.   I have to choose, open the gate and tempt the goblins, or leave the children to fend for themselves…

2nd Felsite

I opened the gates, not being able to stand sentencing a family to death.  As we let the bridge open, a veritable horde of dwarves appeared on the horizon.  Some broke in fear upon seeing the goblins, and a brave few engaged. This horde of migrants laid into the goblins with a fury.   A farmer punched her hand through one of the goblins’ skulls!

Spoiler (click to show/hide)

The milker and his children fell, however.  My hesitation may have cost them their lives.  I will shoulder the blame for my indecision.  The king, however, sent those children here.  I will add their deaths to the long list of crimes the nobles of the Mountainhome have committed. 

It is time to figure out just how many dwarves have come to Chamberdrums today.  We have almost no booze, and little food.  This blessing of new hands may become a curse of empty bellies and sober stares.


4th Felsite

One of the migrants is throwing a tantrum. Apparently the milker was woman, and the mother five children, of whom the mother and two young dwarves fell to goblins before the rest of the dwarves arrived.  Blenheim is thirsty and miserable, and has gone mad.  He is wandering around, babbling at anyone who passes.

The migrants.  51 made it to Chamberdrums, not counting the three dead on our gates.  Of those dwarves, 22 are children.  Of a population of 84 dwarves, now, a full 30 are children or babies.  Chamberdrums is no longer a penal colony.  It is a dwarven summer camp.  I’ve heard some of the earlier migrants joking that we should implement a dwarven daycare system.  I’ve no idea what that means, but I may have to look into it.

I’m glad I ordered the underground farms started and had designated more rooms, we will need the space, the food, and the wood.  I’m also burning some of the wood to make charcoal so we can smelt some ore and make axes.  I need more miners.

15th Felsite

Some elves showed up to trade.  We can’t afford to trade much right now, and I haven’t even been able to think of what to make for the Dwarven caravan this autumn.  And some of the other former convicts have been pestering me to try out the trade depot’s secondary function.  It seems a good time to test it, and see how well our marksdwarves shoot. 

1st Hematite

The depot works wonderfully.  Although we ran out of bolts, the first militia squad was able to do some fine damage.  Our stocks of food and drink are greatly increased, and we have a small stockpile of wood now.

Spoiler (click to show/hide)

I’ve taken the liberty of drafting enough dwarves to fill our two militia squads, and I’ve converted the melee squad to men only, save for Daria, who was adamant I let her stay.  I’ve also assigned most of the migrants to work at anything that comes up, as there are far too many dwarves.  Summer is here, hopefully we avoid any nasty sieges while I get the food and housing situation sorted out.
Maybe by the end of summer I can begin implementing the plan… 

I've included some sketches of the additions to the fort:


Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
[/i]

408
DF Gameplay Questions / Re: How fast do merchants go insane?
« on: November 05, 2013, 11:25:46 am »
I like to make my depots with bridges that can isolate the traders inside, allowing for madness to take care of offended elves, or to let me station my military outside befor fiving a kill order.  Keeps the rotting bodies in one central place, however the bodies end up dead.

409
Some notes, narrative update probably in the next day or so.

The spring migration wave had 54 migrants.  That survived getting in.  Everyone is dorfed.  Except Blenheim.  You were dorfed.

410
Chapter 3 – Chamberdrums, the Third Home

Entry 9 – 9th Granite, 127

Armok has smile upon me this day.  It seems I am headed for Chamberdrums.  Our “caravan” leaves tomorrow, although I very much doubt this is anything resembling the caravans I recall coming to my old fortress.  I doubt any fine works of craftsdwarfship will be going out to the penal colony masquerading as a trade outpost.  Time will tell, though.

Entry 10 – 8 Galena, 128

Five damn months of scraping through these damned mountains! For a hole in the rock, surrounded by damned goblins and apparently the undead!

We started with a fair number of fellow convicts, but ended with only 8 of the bastards.  Two in particular might be willing to help me in my plans.  RoughRogue, an engraver who was drugged and then dumped onto the cart when we left, seems alright, but may be addicted to some weed he keeps babbling on about.  Aseaheru claims he is a medic of some sort, but when I asked if there was anything that could be done to help RoughRogue through his sweats and ravings while looking for his “weed” Aseaheru just kept trying to get Rough to pray to Armok with him.  Odd for a medic.  They do some barbaric stuff, but this just seemed pointless.  Aseaheru swears this is based on the ancient teaching of the cult of Armok the Dwarfish Scientist. All I know is we had five dwarves fall ill on the trip and none of them made it…  Regardless, Rough seem pliant enough to suggestion, and Aseaheru has shown a promising ability to believe in longshots, so I think they can be made to see the bloody light I have in store for our king.
This fortress , despite the hellish location and cursed neighbors, is at least surviving, so the dwarves inside must know a thing or two…


411
Picking up the save.

412
I did some scouting off the first uploaded save. 

We have built our fortress in the midst of an aquifer.  Two of our floors are literally in the one safe spot that could have been found.  Luckily the aquifer is only about 9 z levels.  Don't go building north of the current bedrooms, a few tiles north is waterlogged.  Unfortunately some of our hematite is in said aquifer.  When my turn comes I'll try and dig deeper and put some sort of indicators in for later overseers.  On the plus side this means we have a lot of water that could be used for various purposes.

On a random note, the archers randomly killed the necro shortly after I unpaused the game.  Grim Portent got the fatal blow.

413
DF Dwarf Mode Discussion / Re: Catapults
« on: November 01, 2013, 05:53:07 pm »
This may be a crazy question, but you do know actual siege weapons (ballista and catapult) are in the game?

I'm assuming you are just testing bridges in place of siege engines?

414
DF Gameplay Questions / Re: Replacing Nobles
« on: October 30, 2013, 12:54:55 pm »
Thanks for the info.  I sort of assumed that at least non-appointed noble would be replaced when the liason notice s/he was missing.  In one fort that's a bummer, because I executed a very annoying duke.  In my other, the baroness died before ever getting promoted.  I may have to add some clarification to the wiki, as I didn't take the "one and done" aspect from it.  Or i had a reading failure.

415
DF Gameplay Questions / Replacing Nobles
« on: October 30, 2013, 10:31:02 am »
I have run into a problem recently.  Say you have a noble who meets their end, through combat, infection, or an unfortunate accident.  How does the game decide when to appoint a new one?  I executed one noble in fort A and lost another in fort B.  despite multiple caravans coming to both forts, I have never received a new noble or been able to appoint one.  Thougts?

416
The Journal of Grimmash

Chapter 2 – Dwarfus Interruptus

Entry 8 – 22nd Moonstone, 127


I’ve been in this cell for at least two months, waiting for my new “home” to be decided.  Most of the recent criminals have been sent to some new backwater called “Chamberdrums” under the guise of founding a new trade depot.  Perhaps, if Armok decides to show me some favor, I’ll be sent there.  The nobles assume the fledgling fortress will fail but I’ve heard talk of how close many of those exiled convicts came to pulling off their various plans.  Letting the prisoners create their own society far from the watchful eyes of the Mountain home sounds like a delightful opportunity to enact my revenge.

It even seems they sent the entire crew that filled this dank jail.  It seems a funny twist of fate that those who helped break my loyalty to the King and caused me such pain could be my new brothers in labor.  There is a certain beauty that those whose actions led to my hammering may also be those who help me deliver retribution.  I can only hope that if I am exiled to Chamberdrums these dwarves share my resentment.


417
I use the basic one, lnp simple or something like that.  But then i go in and change up the items and animals i start with based on the embark site.  For example if there are lots of trees i take another axe or two.  I also get rid of the birds and nest boxes and pick up a few dogs.  Good for early warnings and then meat and leather later.  I also load up on food and drink, taking a bit of everything to ward off the small amounts of fun that can happen in the first uear or so.

418
Is there any danger of marksdwarves hitting each other if they miss a target in the trade depot?  I've always built mi kill rooms with only 1 or 2 walls with fortifications.  I've read that ballista friendly fire... Isn't, but i don't know about crossbows.

Another thought: if the ground is really bad for livestock, we could crash the first cave, seal it off and then carve out a wonderful underground pasture and/or tree farm.  My solo fort has found great success with this.  Also makes sieges even more trivial.

419
Legendel, you working on that turn? Not trying to bug you, just wanted to check in.

If not, should we pass it along to the next player?

420
DF Dwarf Mode Discussion / Re: New Fortress Creative Blank.
« on: October 27, 2013, 01:36:33 pm »
That's a pretty nifty embark.  I don;t suppose you could upload a copy of it?

That said, I would encase the waterfall and pool, and make them the centerpiece of your fortress.  Maybe build a dining above the pool, with the entry next to the waterfall.  No cave adaptation, lots of mist, and you get to figure out how to secure it :).

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