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What is our next course of action?

Colonize the HFS
Flood the HFS with more undead birds
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Author Topic: Silentthunders - We have struck spoilers  (Read 24015 times)

Loud Whispers

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Re: Silentthunders - My not so completed Megafortress
« Reply #30 on: August 01, 2013, 04:24:57 pm »

13 total dead Titans or Forgotten Beasts now. Esp Anostotho, the huge scaleless worm that possessed venomous vapours led the most recent cavern incursion up the Quarry. Esp had torn its way through every door, barring the ones holding the undead out and was fast approaching the surface.
Two job cancellations were announced. One was from the first Forge Master Olin, legendary in all metalworking skills. The other was 7th Forge Master Stodir Copperguild, not even dabbling in all metalworking skills, having just recently turned 12. They were both heading off to the topmost cavern layer to continue the construction of more fortifications alone, Olin fully armoured with a crossbow at hand to ensure the safety of the expedition. Esp climbed the ramp at an alarming speed as the two Dwarves fled upwards.

Olin stood still as Stodir ran.
I was struck aghast when I saw this happen, Olin the incredibly agile could easily outrun the putrid worm. It dawned on me that Stodir however, could not.
Olin was armed, he had a chance. He wore steel mail beneath a breastplate, with greaves, high boots and gauntlets holding fast and his crossbow in hand. 19 bolts in his quiver, Esp consisted entirely of only a shell and a single long body. Olin could do this.
He took his aim, it was hard to tell what to aim for even through the cloud of poison. Not for a lack of sight - what was there to shoot? The odds were he was surely about to die. He fired a single bolt.



It embedded itself and broke on the beast's shell. Esp lurched up and struck Olin, and down Olin fell into the magma sea.



Stodir had made it out alive.

16 soldiers from the barracks stood watch while 40 more Dwarves mustered at the corridor.  Every Dwarf available prepared to meet out this foe. Captain Olon Copperguild, mother of Stodir herself led the assault on Esp and crashed her battle axe with all her strength into the creature, connecting with its shell. Enraged it grabbed her in its jaws and before long she too fell into the magma sea. Captain Litast saw an opportunity; Olin's bolt and Olon's axe had created an opening in its chitinous shell, it was all he needed to strike confidently.



It ended with Vabok Dentedlashed, the husband of Olon Copperguild finishing the job by twisting his spear in Esp's gutted body. It appears everyone struck by the syndrome died in the magma.

In the depths the number of undead grow further still. A dozen undead cavern creatures roam around a towering eyeless moth and a rotting tarantula that squirms and fidgets. It is expected that they will attack soon if they defeat the pond grabbers in the water's edge.

Progress has been slow with only one major construction completed, functionally anyways.

On the bright side, the first completed harvest of the tree farm was highly profitable:
Spoiler (click to show/hide)
The dead eagle is just one of the remains of a small zombie spiral that was halted before it got too large, only one Dwarf sustained permanent nerve damage thankfully. Rather intriguing is that after deforesting the Quarry, the muddy floors were no longer tetrahedrite or schist, but had instead become sandy loam tiles. The combined cycle of flooding and deforesting has effectively terraformed the old mine to the point where mud isn't even necessary anymore!

Loud Whispers

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Re: Silentthunders - My not so completed Megafortress
« Reply #31 on: September 28, 2013, 05:52:27 pm »

Spoiler (click to show/hide)
Kubuk the Giant Desert War Scorpion has become the first non-Dwarf to gain a memorial on the otherwise Dwarf-only side of the Memorial Broke, normally reserved only for the Dwarven contributors to the Fort's greatness.

This milestone coincided with a similarly related milestone:

Spoiler (click to show/hide)
1000 dead things, excluding things which have come back to life repeatedly.

Spoiler (click to show/hide)
Speaking of which, cavern layer 1 is being sealed off seemingly successfully due to FPS reasons. Cavern layer 2 however, as seen in pic related is almost irreclaimable. On a separate island is a quadruped beast composed entirely of flames, whilst past the pass over 70 undead, ranging from crundles to crocodiles to giant cave spiders and four various undead Forgotten Beasts mill about... The situation is dire, with patrols expending precious bolts forged from the lost days of Olin and Urdim in order to keep the mass at bay. Dead Elk Birds assault the Fortress complex, the 2nd layer's traps are down to 50% working capacity. Undead crundles fight pond grabbers in the shallows, but thankfully the pond grabbers mostly win these fights.
At least three of four layers of doors still stand. The third cavern layer is currently having layer after layer of defences torn apart by some sort of gigantic lark, vomiting noxious fumes and dust all over the place.
These are good times for Fortborn Dwarves to reach military age, yet also quite unfortunate times. New recruits and even captains are having to make do with bone and copper equipment, a veritable hoard of weapon metals means nought if it is unforged, and a lack of skilled metalworkers there is.

Loud Whispers

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Re: Silentthunders - My not so completed Megafortress
« Reply #32 on: September 29, 2013, 05:15:55 am »

Thank you Loud Whispers for taking the time to post this.
You have motivated me to start another fort.

"Likot House", the "room with the moose", and "the door" make me grin when I think about them.

Does the artifact limestone door have anything etched on it?
Other than bands, rings and spikes of limestone it's plain. Glad to hear you liked it!


____________________________________________________________________________________________

Something has started; there were no marksdwarves on duty to stop it.
Spoiler (click to show/hide)
The cavern zombies have begun their ascension to the surface.

Spoiler (click to show/hide)
IT BEGINS
« Last Edit: October 06, 2013, 09:43:12 am by Loud Whispers »
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Loud Whispers

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Re: Silentthunders - Megafortress Year 16
« Reply #33 on: April 07, 2014, 10:51:00 am »

Small update.

17 1/2 years since settlement, I have come to the conclusion that this Fort's defences have been sufficiently built to last till the apocalypse, as it is still only poorly assaulted by corpses that are easily dealt with.

Spoiler (click to show/hide)

It took only 5 soldiers to take out that siege.

I am currently debating on whether to destroy the 330 zombies in the raven bomb via military, or by ritually sacrificing them to the magma sea. There are simply too many, and Armok demands blood. Indeed, so formidable are Silentthunder's defences that the greatest tragedy so far has been the zombie children who died from infection after contracting horrific diseases from FB's, who were promptly shot and buried.

The only other thing of note is that the dome, awaiting a name, is progressing along smoothly and preparations are being made for its breaking through into the caverns.

Spoiler (click to show/hide)

And finally, the entire Fortress complex shall be raised one level more - taking the bulk of the Fortress to being +2zlvls above ground. Work on the towers is accelerating, and if I can get stonesense to work again I'll post pics of how House Likot is turning into Tower Likot.

hermes

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Re: Silentthunders - Year 17
« Reply #34 on: April 07, 2014, 11:01:53 am »

I was wondering about this fort the other day, good to hear all is well!  Some visualiser shots would be cool to see.  Any plans for when the new release comes out?  Retire in peace?
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Loud Whispers

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Re: Silentthunders - Year 17
« Reply #35 on: April 07, 2014, 11:10:15 am »

I was wondering about this fort the other day, good to hear all is well!  Some visualiser shots would be cool to see.  Any plans for when the new release comes out?  Retire in peace?
Ah, thanks. Always nice to know there's an audience out there :P
I'm a bit reluctant to let it end so peacefully. A bit paradoxical considering this Fort has probably had the best Dwarf welfare I've ever done so far, but at the same time it's also the strongest Fortress I've ever made. If I leave it without digging the spire, releasing the Necromancers and the Forgotten Beasts all at the same time just to see how it all fares; I'd always wonder...

The short answer is this; I will make pigs fly.

Loud Whispers

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Re: Silentthunders - Year 17
« Reply #36 on: April 12, 2014, 03:45:05 pm »

Silentthunders is as of the years 430-431, running out of logs; so the great tree mines have been dammed and drained once more.

Spoiler (click to show/hide)

Quite amusing is that every single sapling within the water immediately grew into a tree the moment the water level had decreased enough.

Spoiler (click to show/hide)

The yearn for logs has subsided.

Spoiler (click to show/hide)

This is the first time I've also seen a literal wall of trees before, these trees were blocking one side of a major drain.

Spoiler (click to show/hide)
A great Titan composed of steam showed up; the Titan was impressive but clearly no match for the Fort's army - harsh words could destroy it. So perhaps it was wiser than I thought, when it remained just outside the Fort's Quarry approach. Either it wanted to remain in the ground where it was [outside] or my war pigs were giving it second thoughts, it didn't matter to me - this was a perfect opportunity to deploy the giant cave spider.

Spoiler (click to show/hide)
The Titan unfortunately got injured in a scuffle with a marksdwarf, but he was captured! Sure looks classy too, carries a regal bearing. I'll give it a theatre, and it can entertain my Fort for generations.

All of this is minor news in the face of another megaproject's near-completion.

Spoiler (click to show/hide)


It's taken years of planning and development. I checked my older saves to see when I had begun construction on the Rodemdome (Rodem being the Fort's Dwarven goddess of water) and the earliest digging designations for the Rodemdome I can find are from 8th of Felsite, 423. That means the Rodemdome has been under development for 7 years and over 9 months, and I reckon the final touches will bring push the completion date ahead another few months. It took so long because it had to be carved from the top down, and spheres are bloody hard to plan. Secondly, the entirety of the actual dome structure is made out of pure window - there are no supporting floors or walls at all. The scaffolding had to be constructed and deconstructed from top down, lengthening the construction time.

All that needs to be done now is the paving of the ground level, the linking of the hatches:
And the Rodendome should be ready for its first live test. It'll be interesting to see if the pure gem window dome will be able to remain watertight, or if floors/walls are mandatory. Post-modern Dwarven architecture will never be the same again. The water source is the Fort's cistern, so it'll be under extreme pressure, and I hope to not lose a single Dwarf at best, and one Dwarf at worst.

0rion

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Re: Silentthunders - Year 17
« Reply #37 on: April 12, 2014, 04:41:45 pm »

Very impressive ! So many mega-constructions... it's hard to believe they are all in the same map. What was the embark's size ?
Another thing I am wondering : what is the population right now, and the repartition in the army ? I'll be grateful if you coulp post a picture of the Z-menu too :)

Keep on this way, this fortress is just monumental !
« Last Edit: April 12, 2014, 04:44:41 pm by 0rion »
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Loud Whispers

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Re: Silentthunders - Year 17
« Reply #38 on: April 13, 2014, 10:27:40 am »

Very impressive ! So many mega-constructions... it's hard to believe they are all in the same map. What was the embark's size ?
Another thing I am wondering : what is the population right now, and the repartition in the army ? I'll be grateful if you coulp post a picture of the Z-menu too :)

Keep on this way, this fortress is just monumental !
Default embark size of 4x4, population 171.

Military, in a wonderful organization graph:
http://i.imgur.com/nt7uTz2.png

Z menu:
Spoiler (click to show/hide)

hermes

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Re: Silentthunders - Year 17
« Reply #39 on: April 13, 2014, 09:34:17 pm »

The spreadsheet style military breakdown is fantastic, never seen that before but I like it a lot.  Is, er, "Bloodmachine Jr." the, er, doctor?  Also the fortress must be proud to have no elite marksdwarves  :)
Did you structure the military intentionally, or did it evolve organically?  Did you choose the fort name, Silentthunders, or did you accept the default name?  Edit - blargh, me stupid, it is clearly a chosen name!  That's always a tricky one for me.
And the Rodemdome is, just to clarify, a suspended massive hollow gem ball designed to store water for..... dumping?
« Last Edit: April 14, 2014, 07:50:34 am by hermes »
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Loud Whispers

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Re: Silentthunders - Year 17
« Reply #40 on: April 14, 2014, 08:38:09 am »

The spreadsheet style military breakdown is fantastic, never seen that before but I like it a lot.  Is, er, "Bloodmachine Jr." the, er, doctor?  Also the fortress must be proud to have no elite marksdwarves  :)
Checking over, there is a slight typo in that I've put in the graph that I have one more Marksdwarf than I actually have. Proper one is this:
http://i.imgur.com/tjkec4s.png
For the sake of perfectionism. Bloodmachine Jr. is the son of one of the other military doctors, Bloodmachine Sr. Honourable mention to Doc Tekkud who's a prominent civilian doctor.

Did you structure the military intentionally, or did it evolve organically?
Pretty organically, with the only deliberate structuring being my desire for small squads of 3 on the most part. I started off with the first squad (the marksdwarves) forming the command, and the shocktroopers followed suit by virtue of my wanting to have specialist soldiers to deal with all threats. The sentinels were gradually formed for the need to have Marksdwarves in the towers and gatehouses and all the other squads grew spontaneously as soon as new migrants/adolescents allowed it.


  Did you choose the fort name, Silentthunders, or did you accept the default name?  That's always a tricky one for me.
I tend to not use the default name unless it's really good. Usually I just cycle through all the random names until I find one I like. I tend to be quite lucky at finding good names though!

And the Rodemdome is, just to clarify, a suspended massive hollow gem ball designed to store water for..... dumping?
It's a suspended massive hollow gem ball designed to store air for breathing:

Spoiler (click to show/hide)

When it's done, hopefully only the space outside the dome should flood. That way my Dwarves can enjoy an underwater legendary dining room, and I'll also be able to flood the entirety of the 1st cavern layer in preparation for some major landscaping. As it stands now, the 1st cavern layer is a lonely place devoid of all life. I'd like to change that. Also quite cute I find is that the starting 7 are having a party in the Rodendome, old friendships last long.

hermes

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Re: Silentthunders - Year 17
« Reply #41 on: April 14, 2014, 10:15:23 am »

designed to store air for breathing

Aha!  Thanks for clearing that up.  Looks awesome, this is truly going to be an inspiration for my 2014 fort.  One final question LW, everything is so massive so did you make an initial temporary/builders fort to avoid messing up designations, or something else?  You should be a Fortress Coach or something.  Though there is no right way to play DF, this is the right way to play DF.  I need some training, hehe.
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I've been working on this type of thing...

Loud Whispers

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Re: Silentthunders - Year 17
« Reply #42 on: April 14, 2014, 12:07:05 pm »

Aha!  Thanks for clearing that up.  Looks awesome, this is truly going to be an inspiration for my 2014 fort.  One final question LW, everything is so massive so did you make an initial temporary/builders fort to avoid messing up designations, or something else?
No.

...I have messed up designations before :P

  You should be a Fortress Coach or something.  Though there is no right way to play DF, this is the right way to play DF.  I need some training, hehe.
Have you tried embarking in the most hostile regions you can imagine? Usually necessity drives you to build creatively to solve big problems. And from there, it's a downward spiral until you start designing bigger, better, stronger...

0rion

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Re: Silentthunders - Year 17
« Reply #43 on: April 14, 2014, 05:24:39 pm »

Z menu:
Spoiler (click to show/hide)

Greatest fortress. Ever. (Actually I'm pretty new to DF, so I don't have seen so many other fortresses before. But compared to my current 14 years old fortress... I feel shameful :P).

Thanks for your great explanation about your military !
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Loud Whispers

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Re: Silentthunders - Year 17
« Reply #44 on: April 14, 2014, 06:21:57 pm »



As an aside, no probs 0rion; and a Fort with grandeur need not correlate with a Fort with longevity :P
Yep, it is definitely the most pressurized contraption I've ever triggered, and the second most pressurized was the cistern in Aussieguy's Strawberry hell fortress. With the last windows in place and the last child wandering outside the Rodendome finally finding a farm job that required its attention, the lever was ready to be pulled. Needless to say, it was a biblical flood.

Spoiler (click to show/hide)
And there we have it! The science behind post-modern Dwarven architecture has been proven, it's watertight and airtight. Just don't drop any cave ins from above, or allow building destroyers near them - because you will not be able to repair it without tearing most of it down.

In other news I think I have a new way to execute things. Previous methods have been gravity and magma, now I have water and more gravity. Perhaps I could modify one of the exit tunnels to launch prisoners into the caverns, breaking their bones with the fall where they'll then be consumed by the flood. Rodem needs sacrifices too, from time to time.

Spoiler (click to show/hide)
The flood keeps spreading and doesn't look likely to stop. I'm going to begin damming areas of the caverns to make sure the water just doesn't all flow off the edges, and part 2 of the terraforming can begin. Maybe allow a month or three for the water to dry out, it's still pretty dangerous. On the bright side most of cavern layer 1 should begin to be cultivating spores now that there's mud everywhere, and the Rodemdome is by far living up to all standards.

I'd post an image of what it looks like flooded through stonesense, but my patron image hosting website has crashed, so that'll come later.
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