Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Moltenchannel's council decisions

Our uniform shall be blood (red)
- 0 (0%)
Danger room training shall be forbidden.
- 0 (0%)

Total Members Voted: 0

Voting closed: April 02, 2013, 10:22:42 am


Pages: 1 ... 31 32 [33] 34 35 ... 100

Author Topic: Moltenchannels - The magma flows - FINAL TURN (Ardentdikes II)  (Read 383848 times)

bp920091

  • Bay Watcher
  • Legendary +5 Organizer
    • View Profile
Re: Moltenchannels - The overseer that whispered to keas (Ardentdikes II)
« Reply #480 on: April 18, 2013, 03:40:39 pm »

Now where's the lever for the way in?

It is on the surface, a solo lever, to the immediate left of the double bridge. It was there when i got there...
Logged
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.

Urist McKiwi

  • Bay Watcher
    • View Profile
Re: Moltenchannels - The overseer that whispered to keas (Ardentdikes II)
« Reply #481 on: April 18, 2013, 05:35:42 pm »

Ok, things to do later today when I've got time for a session:

1. Shut down our healthcare system for a while so the wafers get made.
2. Find that lever and let the migrants in.
3. Save the fortress from dying of thirst
4. Write something where McKiwi II blames Udib for everything.
5. Should probably have some soldiers on hand for when I open the gates and potentially let the undead in again.

Edit: A naked mole dog took a walk towards our fort via the same way the GCS got in earlier. Good job I put a weapons trap there. It's now raining pancreas down there.
« Last Edit: April 18, 2013, 09:31:39 pm by Urist McKiwi »
Logged

Urist McKiwi

  • Bay Watcher
    • View Profile
Re: Moltenchannels - The overseer that whispered to keas (Ardentdikes II)
« Reply #482 on: April 18, 2013, 10:37:49 pm »

Diary of Urist McKiwi II, Bombardier

21st Malachite

It's been an interesting time. Some giant boars turned up and started attacking the Undead. There's only a few left now. I've had extra siege weapons built around the place, and some more parts and ammunition made. We could do with some ballista bolts, but eh.....not sure I can afford to spend time on that now.

I've heard rumors that the hospital may have taken some adamantine thread for use on wounds. Not sure what they're smoking, but I want some.

Some dwarves died of thirst lately....we're basically out of alcohol. That damned priest is apparently both our manager AND our book-keeper, but didn't see fit to report that we were almost out of the stuff. Bastard. I yelled at him earlier and he said he'd deal with it. Hopefully he actually does, or we're dead. I'm half tempted to shunt him down to the mines and take his jobs myself. I'd get things done a damn sight better.

We spotted some migrants yesterday. Looks like they've been hiding from the undead for a few days. We're letting them in now....the undead have noticed though. I'm sending in the axedwarves to take out what they can. Guess I can't investigate the hospitals thread stocks until afterwards though.


22nd Malachite

One of our axedwarves struck down one of the remaining zombies. I'm sending in most of the military to guard the entrance for now, while the rest of the axedwarves deal with the rest of the problem.. I can pull them back later if necessary....lots of dwarves seem to be taking the opportunity to get some of this "exercise" crap the youngsters keep going on about. Pah. Swinging a pick does the same thing and gets me metals to smelt and rocks to throw at people. Speaking of that.......let's tell the catapult operators to stop firing while the squads are out there. Don't want any accidents.

23rd Malachite

Our fortress is safe. For now. Apart from the odd ghost, we're free from the undead. Time to collect the bodies of our long-lost dead and see what we can scavenge from outside.

I have disbanded the Gears of Living. We don't really need hammerdwarves right now..we have the squad I formed earlier...but we could do with some swordsdwarves. And when we've got a decent dwarf to lead them, we have just the weapon for them...the first of the adamantine swords came off the production line and passed inspection today. It's no artifact.....but it's a damned good sword. Udib's handled the order for some steel swords for the rest of the squad.....seemed rather more cheerful now we can open the gate. Guess I might have been a little harsh on him. I still don't trust him, but maybe it was just a nerves thing 'cause of the siege? He did fix that booze problem pretty quickly after I snapped at him.

11th Galena

The humans have sent a caravan. Just in time for us to be nearly cleaned up as well. Guess I'll take a nap, then have a word with the priest about what we want to trade for.....


---------------

Woooooo! We're not surrounded by undead any more. We have a minor ghost issue, but he's haunting the magma sea and as such, is not a threat. I'm hopeful that if this keeps up, we might actually get a caravan in the winter! At which point I will donate some highly valuable crafts I've been making......and the next person can have us become the capital (Who's our current monarch, and are they a bloodsucker?). I'm also gonna try making some tweaks to the magma moat. Civilian alert is at "No restrictions" for now, which leaves us....somewhat vulnerable. But eh, we can afford some casualties.

We're up to 173 dwarves, and our booze issue has mostly vanished. Still a little low, but I'm working on that. Having the humans turn up is a real boon.

Currently our military is wiping out the local dingo population while our weapons traps slaughter the local naked mole dogs. And when I say slaughter I mean "THese are the traps with steel serrated discs AND heavy blunt weapons, so one combat log has 3/4 limbs AND the lower body AND the pancreas (always the pancreas, for some reason) flying everywhere. I may not get the swordsdwarves up and running in my turn, but I'm starting to get some of the supplies available. We have flux for steelmaking, so in theory we can give everyone really GOOD armor.

EDIT: Oh yeah, we're pretty much out of mechanisms thanks to the trap program. I've ordered another run of them, but I don't know how quickly that'll happen.
« Last Edit: April 18, 2013, 10:56:18 pm by Urist McKiwi »
Logged

Orange Wizard

  • Bay Watcher
  • mou ii yo
    • View Profile
    • S M U G
Re: Moltenchannels - The overseer that whispered to keas (Ardentdikes II)
« Reply #483 on: April 18, 2013, 11:33:02 pm »

I like how it's normal to have a vampire king in DF.
Logged
Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

Urist McKiwi

  • Bay Watcher
    • View Profile
Re: Moltenchannels - The overseer that whispered to keas (Ardentdikes II)
« Reply #484 on: April 19, 2013, 08:21:56 pm »

Two squads of kobolds ambushed the fort after the caravan turned up. I've sent the military out. We're taking casualties, but we're winning.....we will lose some soldiers to this battle, however. Quite a few nerve injuries, and one of the bowdwarves fell into the moat......I can't see him, but I'm guessing he's dead.

One of our newbie hammerdwarves has 5 kills now....4 from this one engagement. If he's ever brought to the hospital and fixed up, he might just be useful. I doubt this is going to happen, however...everyone just wants to salvage the debris and bodies.

-------------
We won, but we lost 3 dwarves. Not a bad trade, considering how unskilled (and small) our military is, and the fact that they scattered. We had the help of a local magma man, who sliced the head off one kobold in a single second.

Edit:

If anyone knows how to get a dwarf with an injured foot (looks like nerve damage, he's not bleeding that much) back from outside, please say. Or I could try building a wall around him and building a hospital out in the middle of nowhere....or I could abandon this chap to their death.

« Last Edit: April 19, 2013, 11:18:25 pm by Urist McKiwi »
Logged

Wastedlabor

  • Bay Watcher
    • View Profile
Re: Moltenchannels - The overseer that whispered to keas (Ardentdikes II)
« Reply #485 on: April 20, 2013, 05:47:18 am »

They'll bring the dwarf inside eventually. Don't issue new job tasks until somebody is free to recover the wounded. Deactivating any barracks should free some sparring dwarves too.
Logged
He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

Urist McKiwi

  • Bay Watcher
    • View Profile
Re: Moltenchannels - The overseer that whispered to keas (Ardentdikes II)
« Reply #486 on: April 20, 2013, 06:10:30 am »

They'll bring the dwarf inside eventually. Don't issue new job tasks until somebody is free to recover the wounded. Deactivating any barracks should free some sparring dwarves too.

Hmm. Queuing 20+ work orders does not seem smart at this point. Worst thing is that my plans require most of them (some of them are just ego-boosting, like the "make tons of gold crafts to donate to the mountainhome") I'll free up the soldiers though.

Speaking of that....why does donating stuff to the mountainhome make the king/queen come and make your fortress the capital? Is it just a matter of bribing the right official who decides that stuff, or does it doing something more genre-savvy like pushing the mountainhome over the threshold for FB attacks or making all the nobles trantrum  until the place collapses over all those commoners with nice statues in their rooms?
Logged

Orange Wizard

  • Bay Watcher
  • mou ii yo
    • View Profile
    • S M U G
Re: Moltenchannels - The overseer that whispered to keas (Ardentdikes II)
« Reply #487 on: April 20, 2013, 06:48:03 am »

I think it's supposed to be like saying "Hey, we're so rich, we can give you all of this worthless gold stuff!" and then the monarch gets impressed and comes for a visit and decides to stay.
Logged
Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

Urist McKiwi

  • Bay Watcher
    • View Profile
Re: Moltenchannels - The overseer that whispered to keas (Ardentdikes II)
« Reply #488 on: April 20, 2013, 08:40:25 pm »

Diary of Urist McKiwi II, Bombardier

1st Limestone

Bought a crudload of booze from the humans. And loads of wood. And some charcoal. Mostly traded them a bunch of crap lying off the floors, but spent a little of our gold and some goods I'm honestly not sure how we got. Why exactly did we have several dozen barrels of congealed blood? Guess it must have been one of the vampires who wanted a mid-day snack from time to time....

A kobold ambush struck the fort soon after the caravan arrived. The military fought them off....we took some casualties, but ultimately, they were the ones who bought it. Got a few dwarves with nerve damage. I don't expect we'll need the military for a while, so my successor can deal with them once the hospital has tended to their wounds.

I'm now working to finish off the moat alterations.....an opportunity to extend the fortress somewhat has presented itself, so I'm going to start work on another tower.....if we had a second squad of archers or nmarksdwarves, then a tower on the moat-island would compliment the old watchtower built by Baron McDonald when he was overseer..... I'm including a bridge so it can be sealed off from the rest of the fort....once it's finished, that is.



21st Limestone

Elven diplomat's here. We've agreed to limit our felling to 100 trees. Frankly, we've got plenty of wood already.....and we've got siege engines for if we need to break our promise.



Another migrant arrived today. Looks like a noble of some kind. Has potential as a furnace operator.

That chap's hanging around with one of the earlier Guests in the caverns. Unless they decide to attack the very-poorly designed underground compound, I see no danger at all. If they do decide to attack, they will probably break into the main fort and kill us all.


Here's a map of the surface installations, to sate the curiosity of any historian who may come to read this diary.



Things have progressed rather well....if we get a caravan in the winter, we'll try bribing our monarch to become the capital.....we could use some elite soldiers, and there's plenty of marble down by the magma sea for a royal court.


----------------

Lots of dead kobolds. And dingoes. And a wolf. I've been putting up walls and fortifications to provide some cover for our marksdwarves to fight from *our* side of the moat. I don't think I'll finish the new tower on my turn: It's a mess. But I can do *something* there. Due to some design flaws the second new bit of moat is going to be tricky to finish.
Logged

Urist McKiwi

  • Bay Watcher
    • View Profile
Re: Moltenchannels - The overseer that whispered to keas (Ardentdikes II)
« Reply #489 on: April 21, 2013, 06:55:12 pm »

And our new friend down in the caverns has broken through the compound. No idea what its gas does, but we're going to find out soon enough.

The intervention of the military (some axedwarves were having lunch right next to the compound) has prevented it from breaking into the fort. I'm going to set up a lockdown lever that will cut the fort in half, then seal off the lower levels if I have to. The axedwarves are doing nicely...for now.

Edit: They're doing so nicely that one of them  is actually blocking the gas attacks with his axe. Not sure how that works, but I'm glad of it.
Edit2: One of our soldiers is taken by a fey mood. Damn you, fairies....we need more axedwarves!
Edit3: And it's dead. No casualties.....yet.

Edit4: Urist McDonald is a nasty, nasty person. Too bad the only witness to him punching people in the face is a crippled former soldier who's too injured to report the crime. Future overseers will love the polymath for his dedication to reporting his job cancellations once every 4 seconds or so.
« Last Edit: April 21, 2013, 07:59:40 pm by Urist McKiwi »
Logged

Urist McKiwi

  • Bay Watcher
    • View Profile
Re: Moltenchannels - The overseer that whispered to keas (Ardentdikes II)
« Reply #490 on: April 22, 2013, 07:37:26 pm »

Diary of Urist McKiwi II, Bombardier

16th Sandstone

The new arrival went straight for the compound. The military took it out, but that thing breathed vile fumes over them. No signs of illness yet, but who knows what lies ahead....I will expand the military just in case. Our axedwarves are scarily competent. I saw one of them batting the fumes away with his axe as he laid into the beast. I do not want to get on the wrong side of those chaps. One of them ran away from the battle screaming "I HAVE A FANTASTIC IDEA!", and has been hauling random junk down to the workshops next to the adamantine mines ever since.

I've ordered the creation of two new squads...some new archers to support ouir existing force, and a new swordsdwarf force. Gives a chance to test those adamantine swords that have been coming out of the forges. One of the sword-squad guys decided to make off with an artifact bone spear instead. Ah well, guess we'll see if it's any good.

11th Timber

That imbecile the Baron has been screaming his lungs out all autumn over other peoples dining rooms. I've had a new one built for him down by the magma sea...but today he snapped and punched another dwarf. I know this, because the Polymath told me....but he's not reporting it because apparently he 'Can't make it up the stairs' to find the sheriff. A sad end to a fine soldier....still. Udib doesn't like him either, and while normally I would not take a character assessment from that dwarf at anything near face value....it's kinda impressive that McDonald's managed to piss off the both of us, considering how little we see eye-to-eye on. Some day, that man is going to kill someone, and then what can we do? He's been getting worse for a long time now....muttering to himself, staring into space, yelling at the cooks at his restaurants.....we're going to have to keep an eye on him. That dwarf's an utter quack if ever I saw one.

17 Timber

Our cage traps caught a pair of goblin snatchers. They'll rot away in the stacks of cagbes, next to the zombies. A caravan has just arrived. Since we're giving them a lot of gold.....I think I'll activate the military.

18th Timber

An ambush!

Two squads.....we lost 5 dwarves, but the goblins were wiped out. The second squad didn't even make it to the melee troops before the marksdwarves on the bridge wiped them out. Just one of their soldiers managed to limp up to the first hammerdwarf....then fell into the magma moat. When the next migrant train arrives.....we can replace the fallen and train them. And get some better equipment. Our soldiers are wearing rags and could really use some more armor to go with what they have already.

22nd Timber

The latest battle has left everyone very unhappy indeed. I fear that we will need to solve the high casualty rate in our military before too long....current casualty rates are not acceptable. The caravan has arrived....and we're moving our crafts to the depot. And retrieving equipment from the fallen of both sides.....we can't afford to let good clothes go to waste when we're wearing rags. I've stationed marksdwarves at the gate to defend it while we look after the traders. They helped us out in the field, we can at least return the favour.

The recruit who ran from the battle with the Forgotten Beast has finally started to build whatever it is he's been planning. With the amount of stuff he's grabbed, it might actually be good....

One of our soldiers is in the hospital recuperating. Broken pancreas, among other things. It's always the bloody pancreas around here isn't it?


28th Timber

Gave our stuff for the mountainhome, and bought a bunch of stuff. THink I'll have some more gold crafts made so we can buy all the leather these guys are carrying....make ourselves some new clothes.


-------------------------------

That recruit down by the magma sea has a strange mix of stuff. If it's finished before my turn ends, I'll report what the artifact is....if it isn't, I'd love to know what the heck he's making. And the two snatchers never did get hauled in.

Lots of blood out there. Lots and lots of blood. And our tiny cramped dining areas where dwarves can socialise aren't such a good thing when dwarves are dying. The next overseers will need to be VERY careful to avoid a tantrum spiral. Our military really needs better gear, and MUCH better training. I was throwing newbie soldiers into battle..and the results weren't pretty. If we melt down our iron stuff we can give the melee troops full steel armor, which will do a lot better.

How do you even break a pancreas anyway?
Logged

CaptainArchmage

  • Bay Watcher
  • Profile Pic has Changed! Sorry for the Delay.
    • View Profile
Re: Moltenchannels - The bane of pancreas (Ardentdikes II)
« Reply #491 on: April 23, 2013, 02:10:53 pm »

How did dwarves die of thrist? do we not have a well and water cistern? How are things going in the depths? It would be a good idea to start securing that last cavern layer.
Logged
Given current events, I've altered my profile pic and I'm sorry it took so long to fix. If you find the old one on any of my accounts elsewhere on the internet, let me know by message (along with the specific site) and I'll fix. Can't link the revised avatar for some reason.

Urist McKiwi

  • Bay Watcher
    • View Profile
Re: Moltenchannels - The bane of pancreas (Ardentdikes II)
« Reply #492 on: April 23, 2013, 06:52:07 pm »

How did dwarves die of thrist? do we not have a well and water cistern? How are things going in the depths? It would be a good idea to start securing that last cavern layer.

Initially, we ran out of booze. Like 25 Urists of booze for the entire 174+ population. I fixed that up.....then at least 2-3 of them got stuck in an adamantine mining area somehow. I've since fixed it so their bodies could be recovered and no further miners will be trapped. We now have plenty of booze (and I'm making more), so unless they're in the hospital or jail, they shouldn't have issues with a shortage of water. I'm fairly sure we have a water source though.

I honestly don't know about any wells though. I think there's one attached to a pond outside the fortress (because that's totes safe)....but as for inside the place, I haven't spotted any. I'll check later. Today is the last day on my timeslot, so I'll be finishing the year today and uploading the save sometime this evening.

I've replaced the doors on the cavern-compound with bridges, although I still need to seal them off. There are a pair of levers in the fining room right next to it that will, when finished, seal off the area. It still needs a roof, but I'm not going to have time to do that. I should be able to secure the stairwell though.

The caverns in general are still fairly dangerous. I think a prudent course of action would be to channel magma from the volcano and build a miniaturised doomsday device that lets us drop fiery death from the ceiling (especially for lower layers). That would let us take out FBs and the like before sending dwarves in. Would make the place a LOT safer. Our military is fairly decently sized now (40-50 dwarves), but badly trained and has...mixed quality armor. When they're a bit more competent it should be a breeze to patch any holes in the place.

The area where you got eaten (I still need to redorf you, actually..I'll do that today as well) has been made a lot safer by the addition of insanely overpowered weapons traps, but could do with being properly walled off.
« Last Edit: April 23, 2013, 06:55:27 pm by Urist McKiwi »
Logged

Urist McKiwi

  • Bay Watcher
    • View Profile
Re: Moltenchannels - Tonight, we dine in hell (Ardentdikes II)
« Reply #493 on: April 24, 2013, 02:02:41 am »

Been awhile, glad to see the fort still alive. Is UristTheGrey still breathing? Itd be pretty damn surprising if he was

A very long time for me to notice this question, but UristTheGrey II is alive and well and a militia captain. You're a Great Marksdwarf, Accomplished Archer and dabbling in shield use, armor use, fighting, wrestling, striking and carpentry.

As of starting this play session, the surviving custom-named dwarves I can see are:

-Cutey
-Wastedlabour
-AnimaRytak
-TrollFurSock
-Sebastian Flyte
-Brofist Starwhack
-Urist McDonald, Perpetual Whiner (Not touching his ingame profession of restauranteur, but you have no idea how annoying he's being...at this rate the King/Queen is going to show up and be like "Bow before me!" and McDonald will punch them in the face and go scream at everyone about how pathetic his dining room is.)
-BP920091
-Urist McKiwi II
-Pseudonym
-Urist the Grey II

-----------------

Diary of Urist McKiwi II, Bombardier

1st Moonstone

That recruit finally finished his "BRILLIANT IDEA!".... It's a bloody figurine. I've no bloody idea how he planned to beat that monster with a garden gnome, but still....it's kinda pretty. Kodor Dawnedbury....the goddess of death and rebirth. Yeah, that's pretty fitting given the average life expectancy of a non-marksdwarf in our military.

I had an assistant bring me the records.....see who it is we're actually trying to woo over at the mountainhome. Apparently our general is a bloody cheesemaker. That explains our military record, that's for sure...

3rd Moonstone

Traded some more junk and some weapons for a bunch more leather. I hope we've actually GOT a leatherworks, because we really need some pants.


5th Moonstone

We have.....ONE. Guess I'll order some more built immediately. Udib's nowhere to be seen, so the job orders aren't going through anyway. I've rotated the archers away from the gate..the Dead Armors can replace them for now, even though they aren't even trained yet.

The captain of the guard came up to me and rather politely asked if he was getting an office any time soon. It appears the job order was never processed, so I've sent the miners to dig him out a nice new place to work.

I'm also continuing the old trap program. We're rather low on mechanisms though....

A dead goblin thief is filling the farming area with miasma. I'll see about getting it dumped....I am not sure why no one's dealt with this earlier....

19th Moonstone

Crundle damned near got me when I was out loading a cage trap. I'm activating the military. Again. The soldiers are not going to be happy. We need those bridges up....if only our bloody builders would move stuff out of the way rather than just refuse to build crap. I hate those idiots....

An axedwarf pushed it onto a cage trap and then stormed off. Don't blame him, frankly.

I suggested resuming adamantine mining today. Udib Wastedlabour stormed into my office and screamed at me for a full hour or so. Guess we're back to square one on that front. What with the baron screaming at me over my dining room, the military screaming at me over their draft, and that priest screaming at me over...I have no idea what he's on about, actually.....I think I've had enough of this job. I'm gonna get that wheelbarrow out from behind the wall in my office. We've got so much spare leather now...no one will notice a few packs and waterskins vanishing.

Another hideous monstrosity has turned up. It's stuck in the outflow for the dining room waterfall. For now. I'm sure we'll see more of it soon...it's certainly trying to head towards the fortress.


21st Moonstone

More bloody tantrums from the military. I've had it with these idiots. One of our glassmakers has been murdered this time. Dire times.....I'm going to get out of here while I can. I've grabbed one of the more docile (and intact) undead from the cages. I'll paint it a more "alive" color and teach it to mimic dwarven speech. Maybe if I steal one of the necromancers tomes from storage I can order it to not hurt anyone? We'll see. Not much time for it though.....things are heading south here fast, and I'll need to be out of here by the time the next overseer is elected.

That beast in the caverns has me worried. It's trying to get into the waterfall system....if it makes it up there, it'll be right into the dining room! I can't trust the military.....but I'm going to have to activate them yet again. I'll go with 3 out of 5 squads for now.


1st Opal

We're ready for it.....but a planter has just gone completely mad! Screaming "I'll show you all like I showed that bastard!".....I guess he's our murderer. I'm sending in the remaining squads to take care of him.... But I have got to get out of here. I'll check the tomes tonight, see what they'll do for me and that zombie......

-----------------------------------------------------------------------------------------------

That FB is inbound, and it's a giant poison-spitting featherworm! Fortunately, it seems to be trying to use the waterfall rather than just flying through the caverns....it doesn't seem strong enough to get through the water. But this thing has wings....so we are in serious trouble. I've ordered marskdwarves sent to the dining room, so if it comes through, they'll hopefully shoot out a wing so the melee guys can get it. That and a potential tantrum spiral are something of an issue for me....OR.....I can try to keep things almost stable and dump it all on my successor.

Hmmmmmm......




I'll finish it off later tonight and upload the save.
Logged

Wastedlabor

  • Bay Watcher
    • View Profile
Re: Moltenchannels - The bane of pancreas (Ardentdikes II)
« Reply #494 on: April 24, 2013, 04:50:58 am »

A giant poison-spitting featherworm climbing up the drain. Now I'm glad Toady never added a sanitation system.
Logged
He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...
Pages: 1 ... 31 32 [33] 34 35 ... 100