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Author Topic: Lakebones: Slaughtering Player-Inserts since 105  (Read 69649 times)

Fishybang

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #435 on: February 09, 2013, 04:40:41 pm »

Hope there will be a fort for me to play later :P
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Rakust finished her design - a skirt called "Clambreaks". I am not touching the woman, ever. And I'm not talking to her either.

joeclark77

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #436 on: February 10, 2013, 12:27:10 pm »

The caravan was loaded down with cats and dogs for some reason, so I bought a breeding pair of cats.


19th opal:  Burial and cleanup proceeds slowly but surely.  kobold thieves are occasionally arriving, being webbed and killed by our cave spider guards.  Thob Amemsazir has given birth to a boy, so there's some good news.  The second floor over the surface fort is complete, so if we can get hatch covers on the stairways we'll be able to seal ourselves up from flying goblins.  Building destroyers will still be able to get through those hatches or through the doors at the bottom of the cistern-thing.  We have an artifact hatch cover but I didn't put it on.  Instead I commissioned two new iron ones.  At the rate my orders get enacted, they'll probably be done a year from now.


26th obsidian:  I think we finally have enough coffins installed for all the dead.  Marksdwarf Stukos (maker of the legendary thong) has proven himself again by killing a Leech Man.  I suggest that in re-organizing the militia you make him a captain.  (After all, there aren't a lot of surviving militia to choose from.) Some more good news: at least two or three boys have grown into dwarf men in the past month.

28th obsidian:  Zefon ALathan Enamarist Igest, Tailor, has created Athelfeb Lolokgomath, a llama wool right mitten.



1st granite:  Joe, Speardwarf, rests.
« Last Edit: February 10, 2013, 12:30:55 pm by joeclark77 »
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joeclark77

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #437 on: February 10, 2013, 12:31:20 pm »

Well, guys, there's no beating around the bush:  I made a real mess of this fort!  We are down to a population of 87, about half of them children.  The fortress's main problem is a desperate shortage of water, which I wasn't able to do mitigate.  (Pumping the lake water into that cistern-thing seems like a good idea, but then you remember that it will freeze because it's been exposed to the surface.)  The second big problem is that the entrance is not easily defensible or even understandable -- there are such a mess of up-stairs and down-ramps that I can't even figure out how dwarves get in and out of the various rooms that appear to be near the gate.  The place is also so huge and serpentine that it takes forever for anything to get hauled or done.  And we have no soap.

On the up-side, we have great stores of lots of things.  We have over 100 captured enemies for training the military.  We could probably arm an entire squad of lashers now with their equipment.  Pig iron is being produced and we can make steel soon (you may want to make sure we have enough marble quarried for this).  Morale is recovering and the tantrums have slowed.  We still have giant cave spiders to help by killing off thieves and invaders.

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.  It's that bad!

Access the savefile here:  http://sdrv.ms/UTWHes
« Last Edit: February 10, 2013, 12:44:04 pm by joeclark77 »
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eharper256

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #438 on: February 10, 2013, 03:04:57 pm »

Don't worry about the population. If anything that makes it easier for new people to manage!!

Anyway, BP is up for their second attempt.

We're still lacking further overseers past Fishybang though so heaven knows whats going to happen then...
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bp920091

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #439 on: February 11, 2013, 01:50:02 am »

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)
« Last Edit: February 11, 2013, 01:53:05 am by bp920091 »
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

Gentlefish

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #440 on: February 11, 2013, 02:41:08 am »

Or you should use the fort itself as an entrance - seal off the bedrooms and link them to the new fort, with which you have to go through the old for to reach.

Fishybang

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #441 on: February 11, 2013, 02:52:00 am »

Well, since your not going to be doing any fighting, or interacting with any creatures, i dont have a problem. Also if i still dont have a dwarf, could you give me the first male fisherdwarf you see? Still named Fishybang, With his profecion called the Fishy Defender.
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Quote from: AustralianWinter
Rakust finished her design - a skirt called "Clambreaks". I am not touching the woman, ever. And I'm not talking to her either.

joeclark77

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #442 on: February 11, 2013, 07:47:34 am »

I noticed the caverns are still sealed off, so one possibility for this would be to simply pick a cavern and build a "village" in there.  Or use the few layers between the cavern and the magma forges, then seal off the upper fort.
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bp920091

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #443 on: February 11, 2013, 02:55:10 pm »

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)
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

joeclark77

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #444 on: February 11, 2013, 03:38:27 pm »

1. Why are no labors enabled on like ANYONE?
I certainly had labors assigned.  I typically use specialists -- only one or two labors assigned to each dwarf.  Most male dwarfs just had hauling and masonry (I think) as they are presumed to be the militia, even if not organized.
2. Where did our giant cave spiders go?
They're on the surface near the entrance (look for the webs).
3. Why do we have a hundred prisoners next to the pit with spikes at the bottom?
I was going to follow Fishybang's idea and use them to train the militia.  Then my militia all died.
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
It was empty when I found it. I never got around to building pumps to fill it.  If the lake is still frozen, you could maybe channel down and dig into the side to fill it quickly... but then it would be salt water.
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.
Fine with me, I have no opinion.
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bp920091

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #445 on: February 12, 2013, 11:31:10 am »

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?
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

joeclark77

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #446 on: February 12, 2013, 11:46:42 am »

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.
You may notice I dug out a second "forge room" right over the magma pipe.  My idea was to make a massive glassworks and produce a hundred glass screw pumps to bring magma to the surface.  (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.)  At any rate, that second forge room should be a good place to put new smelters and furnaces.  At this point there's probably a vast amount of stuff that could be melted down, especially if you strip the prisoners.

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?
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bp920091

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #447 on: February 12, 2013, 08:35:25 pm »

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).
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

eharper256

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #448 on: February 15, 2013, 05:56:42 am »

Well, looks like you two are having fun with a collaborative design in any case, so even if this is the end for the fort, at least hopefully everyone's had a blast.
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"If the world's a stage, and the people actors, then who the f**k has my script!?"
Community Fort "Lakebones"
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Fishybang

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Re: Lakebones: Slaughtering Player-Inserts since 105
« Reply #449 on: February 15, 2013, 02:23:38 pm »

Im going to winter camp today,  wont be back untill monday night, so if my turn happens, eather wait, or hand it over to someone else.
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Rakust finished her design - a skirt called "Clambreaks". I am not touching the woman, ever. And I'm not talking to her either.
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