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Author Topic: Halltraded succession game, (finished). (40d)  (Read 188770 times)

Christes

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #15 on: August 06, 2008, 03:02:18 pm »

After several weeks Ushat officially announced that her great project was finished and working. The results so far are that the lower mines have completely flooded. The level above is coated with a thick layer of mud. Luckily the mines were not infested with carp.  Ushat proudly spoke to the other dwarfs: "The plump helmets can now be planted" she claimed. Kib Halltraded, the fortress liason interupted her victory speech by claiming that plump helmets would have grown fine on the dry peat soil, that can be found throughout the entire fortress.
There was an awkward silence, after which everybody went back to work. It's clear that we have no capable farmers in Halltraded. (note to self, read the wiki before building stuff.)

haha that brings back memories for me.
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iluogo

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #16 on: August 06, 2008, 03:22:45 pm »

well it looks like i'll have to clean up a whole mess
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Styrre

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #17 on: August 06, 2008, 03:31:11 pm »

That one looks like fun and more fun. Sign me up please. :D
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The path to my fixed purpose is laid with iron rails, whereon my soul is grooved to run. Over unsounded gorges, through the rifled hearts of mountains, under torrents' beds, unerringly I rush! Naught's an obstacle, naught's an angle to the iron way!

Madcat

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #18 on: August 06, 2008, 03:46:47 pm »

No problem, I'm a newbie to dwarf fortress as well :-). just found the game a month ago. And I did not play much before starting this game.
You're added to the list.
Cool, thank you. :)
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Bralbaard

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #19 on: August 07, 2008, 03:42:26 pm »

Darksaiyan got in trouble today, he was attacked by Matchedescort the skeletal carp. He was not carrying his deadly axe, and tried to outrun the skeletal fish. Matchedescort was too fast however, and cornered the dwarf at the riverside. When Darksaiyan realized that no help would come, he attacked Matchedescort with his bare hands, and luckily, emerged victorious, in fact, he completely tore the carp apart. Darksaiyan took great joy in the slaughter. For a man who loves carp, he definitely expresses his love in interesting ways.



Today the Rack of wine held another meeting. They were trapped here for nearly a full year now.
The dwarves concluded that Bralbaard would go down into dwarven history as the worst leader that had ever been known. Not only had he been responsible for picking the location of the fortress, and for getting everybody stuck here, but he had also been unconsious for the entire year of his rule. The dwarves (the ones that were not unconsious) decided unanimously that Bralbaard would be dishonorably discharched, and that a new leader was to be chosen.

There are only one or two days of winter remaining, the save is available here:
http://dffd.wimbli.com/file.php?id=400

The farm has now been connected to the fortress but is still accesible from above, it's probably safer to make it inaccesible from the surface.
Please note that the dwarves have not finished looting the caravan: it's way down at the south end of the map, above the small cave. Styrre, you have been added to the list.
« Last Edit: August 07, 2008, 03:51:58 pm by Bralbaard »
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Christes

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #20 on: August 07, 2008, 04:01:12 pm »

Care to upload a map for the public?

Also, what size is the map?
« Last Edit: August 07, 2008, 05:14:26 pm by Christes »
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Bralbaard

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #21 on: August 08, 2008, 12:46:20 am »

Is there any way to tell how big the map is once the game has started? my guess would be 4x4, but I'm not sure.
I won't have time to upload a map before monday, I'm afraid. I will if nobody beats me to it.
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iluogo

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #22 on: August 08, 2008, 08:20:22 am »

I'm sorry but i don't think i have time now so you'll have to skip me and christes can go
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Christes

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #23 on: August 08, 2008, 02:48:01 pm »

okay, I downloaded it.

Note: it's 5x5.
« Last Edit: August 08, 2008, 02:58:42 pm by Christes »
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Christes

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #24 on: August 08, 2008, 09:29:14 pm »

(Note: I'm roleplaying an engineer with high expectations here, so no offence bralbaard)

Journal of Christes, mechanical engineer and mason - sent by the mountainhomes to govern Halltraded.

24 Obsidian 301: I have been dispatched from the mountainhomes to govern some young dwarven settlement called Halltraded.  Where my fellow dwarves come up with these names, I will never know.  Truthfully, I slept through most of my briefing. I heard something about a river and some injuries among the settlers.  No matter, it should be like governing any other dwarven settlement.

26 Obsidian 301: We have entered a horrifyingly cursed region of woods.  My coach driver insists this is the only way to the settlement.  What's worse, we are passing by a river and it is filled with skeletal fish.  The driver and I had a brief scare when one hopped out of the river and followed us for spell.  I will sleep with one eye open tonight.  I hope this jaunt through these evil wilds will be over soon so I can get to Halltraded and begin my rulership there.

1 Granite 302: In the name of Litast, THIS IS THE SETTLEMENT?!?  RIGHT IN THE MIDDLE OF A HORDE OF BLOODTHIRSTY SKELETAL FISH?!?  WHO IN THEIR RIGHT MIND WOULD SETTLE IN SUCH A PLACE?  I really should pay better attention to reports before I agree to these assignments.  I suppose I have little choice now.  With a knowing grin, the driver helped me with my goods and quickly left.  Ah well, let us dwell on the positive. There has to be something positive about this scenario, right? right? right?  Perhaps I can put my mechanical knowledge to good use in this settlement.  With a river like this, we should be able to make some nice mechanical wonders.

2 Grantie 302: When I inquired who was in charge over the last year, the dwarves pointed to a miner laying unconcious on a bed in a communal room.  Small wonder...

4 Granite 302: It appears the dwarves are using a quern to mill their goods.  A quern!  With such a powerful river nearby, it is a travesty to use dwarven muscle power for such menial tasks.  I have ordered the miners to dig out space for waterwheels near the river.

9 Granite 302: I noticed today that the dwarves have built their magma forges and smelters directly on top of a pool of lava, rather than safely channeling the lava into another room.  This makes me uneasy.  I am told that they have already cleared the vent of its evil denizens.  I hope so.



11 Granite 302: The dwarves here seem to be putting all of their refuse into one indoor stockpile.  Though it is closed off from the rest of the fotress by a door, I am uncomfortable with such miasma stinking up the place at all.  I have ordered an area outside to be walled off, accessable only via stairs.  The rotting waste will be put up there, while skulls, shells, and bones will be kept in the old refuse area.



18 Granite 302: No mining has been done on my project yet.  It appears the previous "ruler" holds a pick and won't let go of it.  What's more, a liason from the mountainhomes is still standing by his bed, waiting.  Creepy. 

19 Granite 302: I gave my own pick to an accomplished miner from the settlement, named ushat.  Things should get going on my project now.  I also just about tripped over a pile of aluminum bars today. Despite my previous criticisms, I must commend my predecessor for stocking up on such valuable metals.

20 Granite 302: Elf merchants have arrived!  Having dealt with the picky elves before, I took over the position of broker from my pathetically unconcious predecessor.  I realized, to my horror, that almost all of our trade goods contained wood, bone, or some other substance that would offend the elves.  I immediately ordered the metalcrafter to make aluminum goblets to trade.  Hopefully he will be done in time.  That metalcrafter chap seems to go by the unusual name 'darksaiyan.'  These dwarves are a strange lot.



26 Granite 302: Success.  Darksaiyan has come through with three aluminum goblets.  Though I am not skilled at trading, I manage to trade two of the goblets for various elf knick-knacks and some booze.  I somehow think they got the better deal...

27 Granite 302: The new refuse stockpile has been completed.  Refuse is being shifted as I write this.



3 Slate 302: Production is going forward on my project.  I am seeing to much of the mechanics myself.  I have also ordered the construction of pump components - blocks, corkscrews, and pipe sections.  Pumps are always useful.



6 Slate 302: I noticed that the farms were not producing food, so I asked the farming dwarves why.  They told me that their previous ruler ordered them to grow plump helmets in the winter, but didn't tell them what to do in other seasons.  Do these dwarves want to starve to death?  It's not like we can eat skeletal carp.

12 Slate 302: Things have been very peaceful so far, but someone has reported a female a zombie pike stalking the area to the northeast.  I will keep my eye on her.  Wait a second, how do we even know what that undead thing's gender is?  The world may never know.



13 Slate 302: Migrants! By Litast's talons, there are a lot of them.  I counted at least twenty.  Among them are 6 peasants 3 (!) metalcrafters and 3 children, as well as copious quantities of milkers and other such useless dwarves BAH!  At least this immigrant wave had a weaponsmith and an armorer - I shall try to protect them.  The fortress population is now 39 - almost tripled!!!

14 Slate 302: The migrants have decided to mill about outside, around the place where they entered.  Don't they know where they are?!? Hanging around  outside is suicide here.  Come to think of it, why are so many dwarves crazy enough to come here at all?

19 Slate 302:  A group of the immigrants finally decided to head towards the main fortress.  Unfortunately, this caught the attention of the dreaded undead carp and pike, who rushed the bunch as they approached the entrance of the fortress.  We are unsure of the exact numbers, but there must have been at least five undead fish 'running' around in a bloody frenzy, along with one skeletal fox.  It was an ugly sight. Many immigrants were struck down, as were many native dwarves.  Catten Erithid, an immigrant fishery worker, heroicly held off the horde of undead fish, sacrificing her life for lives of many dwarves.  All in all, 6 dwarves lay dead at the end of the end of the day, including that metalcrafter chap 'darksaiyan.'  Now I'll never know where his bizarre nickname came from.  I ordered his burial chamber smoothed for future engraving. (Note: sorry darksaiyan, I honestly tried to get you out of the way there, but it was chaotic as hell.)



I spent most of this time working underground on the waterwheels, but I heard the screams.  They will haunt me for the rest of my life.

23rd Slate 302: It is still very dangerous outside.  The Weaponsmith immigrant has been killed by an undead carp. I have ordered the armorer to not haul goods, but he insists that he must keep on going outside anyway.

25th Slate 302: My predecessor (who is still bedridden I might add) must have forseen last week's carnage as he dug out many alcoves underground for burial places.  Unfortunately, the large (and still increasing) number of dead exceeds our capacity to build coffins in a timely manner.  I ordered a room in the catacombs dug out as a temporary place to store the dead.  It is better than rotting outside I suppose.

1st Felsite 302: My project is going through most of the fortress's wood supply.  I order one of the immigrant peasants to chop wood with one of the axes left over from last month's carnage.

3rd Felsite 302: Finally good news! One of the waterwheels is finished.  We now have a functional power source.  More are to come.



8th Felsite 302: We ran out of alchohol - I should really watch that more carefully.  Dwarves are getting slaughtered going outside to drink.  I ordered more to be brewed, and also ordered a well room to be built.  Finally, a reason to use pumps.  We've got more than enough power now.

12 Felsite 302: Today, I was informed that Inod the jeweler withdrew from society.  My first reaction upon hearing this was "who?"  I've never seen this dwarf before.



Then I was informed that this dwarf was one of the original seven founders, but had lost an arm and was bedridden.  I'm not holding out much hope:



14 Felsite 302: The armorer finally died after running outside one time too many - the fool.  Now what will we do?

21 Felsite 302: Finally I have had a chance to view our graveyard. It is not an encouraging site.  I salute those brave souls who made the ultimate sacrifice to save others.  Ah Hell, I also salute the stupid ones who ran out to gather pig tail socks and were killed.  May Litast watch over their souls, just a surely as she watches over her chicks.



1 Hematite 302: Summer has arrived.  As I look back over my leadership up to this point, I am suprised just how much has occured in the last three months. I hope the next nine months will not be so bloody.  The well is almost complete.  I have installed a lever that will toggle the pumps to fill the water chamber.  The dwarves are refusing to construct the millstone for some odd reason.  I have ordered it placed next to the construction site to speed matters.
« Last Edit: August 08, 2008, 10:10:42 pm by Christes »
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Christes

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #25 on: August 10, 2008, 09:31:51 pm »

5 Hematite 302: Dwarves still steadily perish due to the undead fishy menace.  Our numbers have dwindled to 22.  Desparate, I order everyone to remain inside.  This works, but dwarves can't gather wood while inside, so it's not a permanent solution.

13 Hematite 302: The millstone is now functional!  If only we had something to mill.  I must remember to get some sweet pod or cave wheat seeds from the next dwarven caravan.

14 Hematite 302: Ranger Lorbam, having lost both her husband and child to the dreaded boney menace, has gone insane.  She runs around the fortress babbling.  I fear we might all end up like her in the end, driven mad by constant fear of undead carp.

15 Hematite 302: At last, the pumps are finished.  Now we only need to pull the lever!







Success!  We now have a functioning well.  The well has also been designated as a meeting place.  Hopefully, this will keep the idle dwarves from wandering outside on their time off.

25 Hematite 302: Since the magma forge and smelter are outside, the dwarves will not use them or even go near them.  This is annoying because there are THREE ALUMINUM GOBLETS sitting out there. pfaw!



26 Hematite 302: Lorbam, the insane ranger has run outside despite my orders.  She will not last long out there.

27 Hematite: The secretive jeweler Inod has finally gone insane.  He had managed to crawl halfway to the the jewelers shop before he lost it.  A pity.

1 Malachite 302:  I forbade all items I could find outside and cautiously ended my mandate for dwarves to stay inside.  All the dwarves in the fortress immediately charged out to a pile of loot in the north.  Curious, I investigated it. 



Wait?  Those aluminum goblets looks familiar.  Those are the ones we sold to the elves.  Looks like the elf merchants didn't make it out last season.  In touch with nature? hahaha! Might as well reclaim their goods.  The undead carp certainly don't need them.

3 Malachite 302: Lorbam the ranger has drowned in the river.  I was expecting her to be torn apart by carp, but no matter.

11 Malachite 302: It's time to start a military. I order a sparring area built and draft two otherwise useless dwarves to be wrestlers.

21 Malachite 302: Crazy Inod has decide to crawl outside, and encountered a ZOMBIE RACCOON.  The result was underwhelming.  They must have been hugging or something, since neither took any notable damage.  I sent out the wrestlers, who scared off the raccoon.  Inod is sticking around near the entrance.



24 Malachite 302: I am sick of staying inside like this.  We can either cower inside like kobolds, or try to defeat the much-feared fish of doom.  I am planning to set up a row of cage traps surrounded by walls to capture any carp approaching the fortress.  I will send out my wrestlers to protect the dwarves while they work on the walls.

27 Malachite 302: Today the wrestlers and workers were approached by a skeletal sturgeon.  This fish the dwarves know well. She has amassed so many kills, they call her "Clampurge the fleshy general" - a very strange name for skeletal fish, indeed.  Regardless, all four dwarves present immediately jump on Clampurge:

http://mkv25.net/dfma/movie-751

... and the result was uninspiring.  She wasn't even scratched.  I think it's high time we started cowering like kobolds.  After this fiasco, we only have 14 dwarves left. (Note: I failed to realize that sturgeons have size:10 ... ouch)

1 Galena 302: Urvad the clothier is stuck outside, being chased by clampurge.  I hope this draws clampurge away from our fort, beast that she is.

3 Galena 302: Urvad has returned alive, and miraculously clampurge, that evil sturgeon, has decided to stay away.

6 Galena 302: No migrants have come this season.  I can't say I blame them!  I'd rather not be here either.

13 Galena 302: With clampurge away for a moment, I have decided to resume work on the wall out front.

22 Galena 302: Work continues steadily on the front wall.  The dwarves are on alert in case of an undead fish attack.



23 Galena 302: Today, an advisor pointed out how easy it would be for the undead sealife to climb into the fort from my waterwheel platform.  Agreeing, I order a wall built around it to discourage such an action.

28 Galena 302: Thus, we have reached the halfway point in my leadership of this land.  It has been a very bloody affair up until now, but things are beginning to look up. The wall around the waterwheel platform is steadily going forward.



This should be finished soon enough.  After that ... who knows?  Perhaps we can find a use for all of the excess power being generated, if the undead menace will let us.
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Bralbaard

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #26 on: August 11, 2008, 01:15:19 am »

Ouch!, those skeletal sturgeons are painfull..... and I was mostly worried about the carp when settling here.

Iluogo, will you take your turn after Christes, or should I add you to the end of the list?
« Last Edit: August 11, 2008, 10:49:59 am by Bralbaard »
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Christes

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #27 on: August 11, 2008, 02:15:37 am »

I've played through my year.  I'll post the rest of tomorrow, after I've proofread it.

Good news: The settlement didn't die, yay!
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Christes

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #28 on: August 11, 2008, 02:09:57 pm »

1 Limestone 302: Bralbaard, the former leader, has finally recovered!  I ordered him to resume mining operations.  He has also proceeded negotiation with the very patient dwarven liason.

4 Limestone 302: The wall around the waterwheel platform has been completed.  This has had the side effect of creating an interesting alternate entrance to the fort.  I have taken advantage of this by placing traps and a door.



8 Limestone 302: Bralbaard has finished negotiating with the liason.  We have requested wood, iron and steel, bauxite, seeds, and food.  Notably, they want goblets.  We can certainly accomodate that.

9 Limestone 302: The liason is not scared of skeletal carp:

http://mkv25.net/dfma/movie-757-theliasonisnotafraidofskeletalcarp

11 limestone 302: The front wall is finished!



12 Limestone 302: The dwarven caravan has arrived.  Judging by their guards, they know what they're up against.



14 Limestone 302: The caravan has arrived at the depot.  I traded some aluminum goblets and random clothing taken from dead dwarves for food, wood and various other goods.  Some undead fish decided to attack the caravan.  The guards made short work of them.  If only we had good dwarves like that here.

http://mkv25.net/dfma/movie-756

17 Limestone 302: All of the fish on the west side of the river have been killed by the caravan guards, including clampurge.  We're safe now, for the first time in a long time.  I have ordered us to resume normal operations.

5 Sandstone 302: After many delays, Darksaiyan's resting place is being engraved.  Tosid has begun engraving it ... with a picture of a demon. Great.



6 Sandstone 302: Once again, we have no migrants.  Too bad, since things have stabilized.

24 Sandstone 302: Little is going on.  I recently noticed that the river runs red with blood.  I have no idea where it came from or how long it has been there.


6 Timber 302: The fourth and final waterwheel has finally been built.  The power platform is complete.



18 Timber 302: We have begun construction on a water tower near the trade depot.  I have a adopted the classic dwarven design - compact and efficient.  We will not be able to build a sufficiently large basin to hold the pumped water by the time my leadership expires at the end of the year, however.  That will be the domain of my successor, if they should choose.

24 Moonstone 302: Work progresses on the tower.  A skeletal fox has been captured in one of the cage traps.  Be careful with that, folks.

28 Moonstone 302: The watertower is now closed from the outside, so the workers are in no danger from attacks by undead fish.  The tower continues to grow.  I think we will use up all of the pump parts that have been produced.

11 Opal 302: The pump tower is now the highest point in the entire region.  I plan to put it to the test next week, whatever state it may be in. 

28 Opal 302: It took longer to get ready to test the tower than I had hoped, but we tested it today.  It was a total success.  Water was spewing out the tower far faster than I expected it to, and almost immediately after turning it on, we rushed to turn it off, for fear of flooding the fortress.  As it stands we made a muddy, wet mess.

http://mkv25.net/dfma/movie-758-watertowertest



16 Obsidian 302: We have used up all of pump parts I ordered built earlier, and it is too late to build more.  Thus we have reached the highest point that the pumping tower will reach under my reign.

20 Obsidian 302: With only eight days left in my rule, I finally have time to spend on myself.  I ordered a room dug out in the catacombs that will become my tomb - after all, one can never be too careful in a region such as this.  Ushat 'Maggarg' Combinedcity, who has become my lover in the small amount of time I've spent here, has taken up the labor of love.  She has become legendary in her mining skill during my rule.

21 Obsidian 302: Ushat has hit a deposit of aluminum while digging out my tomb.  Now I feel no shame in having a aluminum sarcophagus made for myself.  After all, it is because of my tomb that aluminum was discovered.



22 Obsidian 302: No one around here has any idea how to make an aluminum sarcophagus.  I guess it's only fair I make it myself, then.



24 Obsidian 302: Everything is placed in my tomb, and I have ordered it to be smoothed for engraving.

26 Obsidian 302: I have also made a tomb for Ushat, right next to mine.

27 Obsidian 302: And so my rulership over, I can finally rest.  It has been a bloody affair, but I think things are beginning to look up.  The surviving dwarves are probably stronger for having gone through such an affair, and now we can begin to thrive.  Of course, we will always be at the mercy of the undead fish, but they appear to have lost interest for now.  I will remain here as a mason and engineer, serving whoever comes to rule next.

Here is a picture of the water tower from 3dwarf:



Here is the entry in the DF map archive

http://mkv25.net/dfma/map-4161-halltraded

And finally here is the save:

http://dffd.wimbli.com/file.php?id=419
« Last Edit: December 17, 2008, 04:36:26 pm by Christes »
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Bralbaard

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Re: Halltraded, land of the skeletal carp (succession)
« Reply #29 on: August 12, 2008, 01:35:08 am »

It's good to see that I'm still alive. Sleeping it seems, is a good survival strategy.

I send Iluogo a PM, if he does not respond in two days I'm going to assume he is still busy. I think Keldor is playing a turn in the Fetid Bridge fortress, so it won't hurt to wait a couple of days.

« Last Edit: August 12, 2008, 01:41:52 am by Bralbaard »
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