This thread is about the shared fortress of the bravest, the most handsome, the most intelligent and most creative people of Teamliquid.net. If you don't know Dwarf Fortress, check out this thread. No, really. Do it. It's worth it. And since some of the links in that thread are kinda outdated, don't miss the Wiki ("lifesaving!" - Fealthas), the official DF forum, the Lazy Noob Pack for a cheap ass start (hahaha. There is no access to Dwarf Fortress except for the painful, lifecomsuming, egodestroying one) and a list for mods, programs and tutorials.
You have arrived. After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven - "Dice" Craftrythm, "Firebathero" Alleylanterns, "Hoosegow" Mineshowered, "coma" Boardmarched, "Blazinghand" Rimclenches, "amatoer" Metalwaded and "Zul'jin" Testedwheeled - is to make an outpost for the glory of all of Udardastot.
There are almost no supplies left, but with stout labor comes sustenance. Wether by bolt, plow or hook, provide for your dwarves. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings ere the dingoes get hungry. A new chapter of dwarven history begins here at this place, Muzishrakust - Martyrtomb.
It should have been any normal day for the Dwarves in the town of Darshin, but blzinghand the masonpraiser decided he finally had had enough of his town life. He felt that he was destined to do more with his life than producing the typical useless crap and the occasional piece of stone furniture and selling them at absurdly high prices to the townsdwarves. He hauled a rock table to the town square, stood on it so everybody could see him and complained loudly spoke his mind about his current state of living. Most of the other dwarves were very skeptical. "But who will be there to make our mayor more obsidian cages when he demands those things again?" - "Who is going to be there for me when a monarch butterfly gets stuck in my door like last week?" But there were also some dwarves crazy enough to support blzinghand's plans to start a new life, first and foremost Zul'jin the Hunter who was rather enthused about the whole idea of going out adventuring. "It's going to be awesome out there in the wilderness!" - "And what makes you think that?", another replied. "It's not going to be awesome when you meet your first Giant Badger without some walls to hide behind!" - "Don't worry, blzinghand's got this! He's part mason, he'll build us a wall in no time, right?" - "Er, right", said blzinghand, silently frowning about the idea of starting a new life just to be a mason once again. Another dwarf from the slowly gathering crowd chimed in, "I'll be there to help you too if Giant Badgers are looking to be any problem!". It was Dice, who was one of the town's militia's newer recruits. The discussion continued and some more dwarves were up for the adventure.
Some time later, as they were up to seven ready dwarves and the crowd around them had dispersed, they discussed what they should bring with them for their journey. They agreed that each dwarf should take the most important items from his workshop and that they'd take with them a healthy stock of food and booze, when it occurred to Firebathero that they needed an anvil to do practically anything at all when it came to providing infrastructure for a new settlement. At first, the group was stricken. Without any facility for metalcrafting they would have to wait until the first caravan would eventually find their way to their mudhole to provide them with their first anvil. Luckily, coma had just the right idea: They could just steel steal the anvil from the local smith shortly before their departure! After all, what could possibly go wrong with such a plan? Crazy as the seven adventurers were, they really managed to pull the stunt off the next night, and they escaped from the town as fast as they could (i.e. not very fast, but they got out there anyway) before daybreak.
Can our adventurers manage to survive out there in the wilderness, or will they be having lots of Fun? Only time will tell.....
1. Wellbeing and FUN 1.0 You will not intentionally harm dwarfs or damage the dwarf fortress without good reason 1.1 If by your inexperience or actions you inflict extreme damage to the fort, consider if it is still playable. Reload if it's not. 1.2 Leaving the fort in a worse state then you received it is FUN. 1.3 Take as good care of player dwarfs as you take care of your own named dwarf.
2. War and Rights 2.0 Constructing weapons of mass destruction is prohibited by the dwarfen granite convention. These include. 2.0.1 Use of magma as a external military weapon. 2.0.2 Use of water as a externalmilitary weapon. 2.0.3 Use of bridges as a military weapon like bridge-a-pults or bridge-hammers. 2.1 a dwarfen player enjoys the right of a tomb. It is the players responsibility to create one in his rule. if it could not be completed or he was unable to construct such a thing, it's up to the next ruler's kindness to finish the project or not. 2.2 The use of Vampiric power to run machinery is prohibited 2.3 Violence against peaceful traders is frowned upon 2.4 The use of dangerrooms is prohibited. 2.5 The mayor must be elected by the dwarfs and can never be assigned by the ruler. 2.5.1 The current ruler may not reduce the number of possible candidates to one dwarf by sending the other candidates into letal accidents and other cases of cartain death. 2.6 Regarding justice, the ruler may not question the words of his dwarfs. Dwarfs are always telling the truth, as unlikely as their accusions may look. 2.7 You may enable as many professions as you please but must not disable any dwarf's profession. This rule excludes the glorious starting seven whose professions are godgiven and may not be changed without the creator's permission.
3. Mega projects
3.0 mega project are protected under dwarfen law. The players are forbidden to destroy or alter the project without consent. 3.1 Exception to this rule is only when the fortress is in danger as a result of a mega project.a
1. Check the thread for updates from the former leader. As soon as his turn finished, ask for his savegame. If the former leader already finished his turn and/or passed his savegame, you have 24 hours to download the game, thank the former leader and confirm that you recieved the savegame by posting it in the thread. If you do not respond in time, you are disqualified from the game, the savegame is passed to the next person on the list and you may apply for the next team fortress. 2. Start your game. You have 72 hours (aka 3 days) to play one ingame year from spring to spring. Follow the rules that are listed above. Make notes and screenshots of the fort and wrap everything into a nice little story so you can once tell this story to your grandchildren. 3. As soon as you read the announcement "Spring has arrived!", save the game, make your final thoughts and updates and pass the savegame to the next person on the list. To do so, you have to zip the files upload it to http://www.speedyshare.com and post the link to the zip-file in the forum or pass it via PM to the next person on the list (as written in this post). If you pass the savegame via PM, confirm that you sent the message and when you sent it. 4. If a ruler can't manage to play one ingame-year within the given time, he has to save the game, and pass it to the next person just like he would do when he would have finished his year. The next player can finish the year and play his own year. This does not include an increase of playtime. 5. If the next ruler on the list does not respond within 24 hours, confirm it in this thread and send the savegame to the next person on the list. 6. Feel free to comment or criticize the leadership of everyone and complain about how everything keeps getting worse and that the golden ages have gone after the year under you as the ruler of the fort.
The goal A Fortress that is built by tl members. Everyone plays one ingame year untill he must save the game and pass it to the next person on the list. You have two (real life) days to play the (ingame) year. The more people participate in this project, the more FUN it will become.
The planning Polls!
Poll: Modding:
Functionality (Removed aquifers, amended human and elven diplomats) (19)
46%
No modding please (18)
44%
Flavour (flavour-weapons such as claws and hooks, possibility for hatred of sentients in dwarven per (2)
5%
both (Functionality and Flavour) (2)
5%
41 total votes
Your vote: Modding:
(Vote): No modding please (Vote): Functionality (Removed aquifers, amended human and elven diplomats) (Vote): Flavour (flavour-weapons such as claws and hooks, possibility for hatred of sentients in dwarven per (Vote): both (Functionality and Flavour)
Poll: What graphics to use?
2D Tileset (25)
54%
Vanilla! (original graphics) (12)
26%
"3D" Visualizer (aka stonesense) (7)
15%
both (note though that this does NOT combine the original graphics with the 2D tileset) (2)
4%
46 total votes
Your vote: What graphics to use?
(Vote): Vanilla! (original graphics) (Vote): 2D Tileset (Vote): "3D" Visualizer (aka stonesense) (Vote): both (note though that this does NOT combine the original graphics with the 2D tileset)
Forested (any type of woodlands, type depending on the other choices) (22)
73%
Grassland (plains, swamps, hills and so on) (5)
17%
Barren (desert, wasteland, glaciers and so on) (3)
10%
30 total votes
Your vote: Enviroment
(Vote): Forested (any type of woodlands, type depending on the other choices) (Vote): Barren (desert, wasteland, glaciers and so on) (Vote): Grassland (plains, swamps, hills and so on)
last update: Wednesday, Jun 27 1:22pm GMT (GMT+00:00)
I am /in and I vote for something a little evil / ravaging animals in marshes/badlands/taiga. Tileset is fine with me, ASCII is something I find a little unappealing, but hey, I just like to look at different look of stone <3
For our embark, I'd suggest neutral alignment, but with high savagery to add some excitement to daily business. Giant animals do add some challenge, especially the agressive kind. Evil might be a bit too exciting though, considering the deadly fog and necromancy change. Speaking of necromancy - I imagine having a nearby tower would be pretty lethal if we're going for the "open" fort suggestion I made earlier, so we might want to avoid that as well, unless we're to bunker down and make it optimal instead of hillarious.
Embark size and population cap is pretty important too. Depending on people's computers, the default 4x4 will get pretty sloggy after a few years, so we might want to consider 3x3 or 2x3 or something like that. A poll might be in order to gauge general support for the various.
For shallow metal and such - realise that shallow metal doesn't signify wether it's iron / coal or other metals. Shallow simply means that it's close to the surface. Using DFhack to prospect in embark is godsent for finding sites, since it lets you know what the general stone composition of the upper layers is, similar to how 31.18- did. If we spot non-sedimentary stone in the upper few layers, we know it's probably galena rather than iron. Of course, as I posted earlier, the type of metals we get isn't all that important, and flawed embarks can be quite a lot of fun. My point is that wether it's shallow or deep doesn't really say anything about what kind of metal's present, so while we should want shallow for the ease of accessing any metal, it's not -that- important.
About our starting seven - should we make some sort of issue out of them? I've seen some succession forts use the starting 7 as the first 7 players, have those players decide their jobs and such, and roll with that. Might be fun for the storytelling aspect of the fort.
I'd like a spot, but since I'm somewhat competent which could end up with me stabilizing too much or fixing things that'd end up !!FUN!! eventually, I'd like the third or so.
Edit: Oh, and like last time, I can do the worldgen and minimodding the races for flavor. Specifically for the races - making everybody able to detest other sentient races, for the fun of it.
On June 04 2012 02:16 Ulfsark wrote: Count me in sir! I don't mind the settings, probably keep it somewhat simple though so that less experienced players can play.
A normal embark will be boring. And newbies are always cool for destroying stuff.
A ruler should be required to act in the best interest of the fort and not intentionally sabotage shit. However, if things go all to hell, well, that happens, it's DF.
I'd say no to aquifer, but some savagery and evil ought to spice things up. The first year or so should be done by players who have played before and know what they're doing though if we're gonna do this. Having multiple caravans would also be good.
I personally am a fan of rivers cause you can do some sweet projects with them.
agree. And I like plated.rawr's idea with the "starting seven". However, I have no idea what exactly we should do and how we should do it. Anyway, I'll update this thread. But I'm going to have a busy-ish week and next week i will give some more thought to our fort.
On June 04 2012 03:58 amatoer wrote: agree. And I like plated.rawr's idea with the "starting seven". However, I have no idea what exactly we should do and how we should do it. Anyway, I'll update this thread. But I'm going to have a busy-ish week and next week i will give some more thought to our fort.
Well, basically, what I was thinking works like so:
Once we've agreed on a site and embarked, we'll check the seven first in the expedition preparation screen. Screenshot the personalities of the seven first and post 'em, and let people pick who they want to be "their" dwarf. I'd suggest the seven first who's signed up, or alternatively just the seven first who shows interest in having a dwarf in the fortress being them. Whatever works.
Anyhow, once someone's picked a dwarf, change their nickname to their forum name, and allow the picker to choose the dwarf skills and custom job title. Since we've got pretty limited skill points, let's say 5 or so total ranks of skills per dwarf, then whoever's setting up the embark can deal with the remaining points afterwards. Sure, we might end up with some lacking skills, but it works itself out well enough. Any dwarf can collect plants and brew booze, as long as they're motivated enough.
The general thought here is to give the first seven dwarves a bit more personality, and maybe help make storytelling a bit more personal and entertaining for whoever's reading.
As an example, let's say I pick 'Urist Nobcraven' the female dwarf, because I like her for being quick to anger, immodest and because she absolutely detests elves. For her, I'd want her to be the local bar maid, so she'd definately need 2 ranks in brewing, 2 ranks in cooking and the last rank in pacifier - drunk sober dwarves can get rowdy, so that's neccessary for a bar job. The one working the embark would then set her nickname to "plated.rawr", and her custom job title to "Barmaid."
Now, optimally, we'd keep our seven first mostly to the jobs picked, but if neccessary, we can of course give them temporary other jobs.
Well, hopefully the LNP gets updated now. Last time I looked it was still at 34.07. I am against playing with MasterworkDF - although you can turn off almost all options and play a "vanilla" game, the added creatures ( like immortal Swordgolems - hilariously OP - one of them will defend the entire Fortress from infinite ambushes) will still arrive with new immigrants. Same goes for several other options. The most annoying to me: several options in the manager menu that then have no function whatsoever, which would just be more confusing to new players.
Edit: What about a (little) megaproject? I imagine a tower filled with water, as a source as well as a defense mechanism. Could be quite !!!FUN!!!.
Megaprojects are definately encouraged. That said, considering we're doing one year per person, how it'll develop is up to Armok. I don't know about you guys, but I can forsee some winding railtracks leading to doom and glory the coming seasons.
Indeed ! most fun i had was that i ordered my militia to kill goblin kitty slayers and they turned out to be butnaked with wooden training swords. FUN FUN FUN
the last time i played dwarf fortress, i accidentally caused my whole fort to flood from a river that i forgot was above. definitely not for me i spent 7 months on that game. will love watching and reading this. definitely not up to playing it.
Can you actually play through stonesense now? That's how i read that one poll o_O Voted for Default-ASCII, but using stonesense for screenshots is always good, of course.
its more about the screenshots that you add to your report. Well, you can basicly play with the graphics you want, as long as you switch to X when you want to take a screenshot.
I'm in, hate the hell out of ASCII though. Agreeing on something that isn't ascii probably makes sense for non-nerdy readers as well. =S
I last played right before the big vampire update, what am I missing? Besides that I consider myself somewhat competent, would love to get in on the action within the first few years. =)
On June 06 2012 07:22 snow2.0 wrote: put down some votes.
Can you actually play through stonesense now? That's how i read that one poll o_O Voted for Default-ASCII, but using stonesense for screenshots is always good, of course.
No, you cannot play through stonesense, but depending on your screen and computer setup, you can keep stonesense updating in real time on your second display, making it feel somewhat realtime. That said, stonesense is primarily suggested for screenshots and storytelling, while 2d tilesets are more player preference. I'm not too familiar with adding / removing 2d tilesets, but if it's simple, I suppose people could just use whatever they want, making that poll point pointless.
On June 06 2012 07:44 r.Evo wrote: I'm in, hate the hell out of ASCII though. Agreeing on something that isn't ascii probably makes sense for non-nerdy readers as well. =S
I last played right before the big vampire update, what am I missing? Besides that I consider myself somewhat competent, would love to get in on the action within the first few years. =)
Also I voted for evil/moderate savagery. =D
Vampires/necromancers/world history updates are the most recent big change, yes (34.01), but toady's also done some work on hauling and cargosystem, specifically adding minecarts and cart tracks, bins and wheelbarrows for transporting items and such. In addition, he's changed stone / ore mining somewhat, giving rocks and ore a flat 25% stone drop rate on mining (rather than being based on mining skill), but yielding more resources when processed into bars / blocks.
In effect, the stone update should lead to less clutter and dump jobs to clear out areas, but I haven't tried any updates since he added minecarts.
I want to add that evil got incredibly hard in recent times.. what with the evil mists and rains causing syndromes, If you are going to go for evil biome you pretty much have to check out the potential syndrome beforehand or make it only part evil. Otherwise you risk having the surface world completely uninhabitable which might not be much fun!
On June 06 2012 08:54 nttea wrote: I want to add that evil got incredibly hard in recent times.. what with the evil mists and rains causing syndromes, If you are going to go for evil biome you pretty much have to check out the potential syndrome beforehand or make it only part evil. Otherwise you risk having the surface world completely uninhabitable which might not be much fun!
Or we could go for something that is mostly neutral and partially evil so we still get the FUN from creatures from time to time. =D
On June 06 2012 08:54 nttea wrote: I want to add that evil got incredibly hard in recent times.. what with the evil mists and rains causing syndromes, If you are going to go for evil biome you pretty much have to check out the potential syndrome beforehand or make it only part evil. Otherwise you risk having the surface world completely uninhabitable which might not be much fun!
Or we could go for something that is mostly neutral and partially evil so we still get the FUN from creatures from time to time. =D
hey... read my post again i think you missed something!
So i have some free time to plug my toughs on the setup so far.
I have not voted for evil because it can be so destructive.i had setups with low evil where i had to deal with those clouds,strong creatures etc but if you go further then that it would be suicidal unless we can flood the world with lava. Still indoor (un)deaths and necro's will make mince meat out of our little fortress. Neutral with high sav has worked before so i voted for that.
On the tile set and visualizer. would be cool if everybody can play on the ones they like and use one ironhand,mayday or my fav phoebus to take screens in addition to of course stonesense. so i would say change the poll into for storytelling use X with stonesense or X.
On June 04 2012 01:12 plated.rawr wrote: About our starting seven - should we make some sort of issue out of them? I've seen some succession forts use the starting 7 as the first 7 players, have those players decide their jobs and such, and roll with that. Might be fun for the storytelling aspect of the fort.
It sounds interesting and i like the part where we decide their attributes. Still it forces the player to a intro from the fortress itself and limits creativity on how he wound up leading the fortress. But this should definitely be added to the polls majority rules on this.
On the naming the dwarfs part might i suggest adding non player names of people who post in our tread. Do be reminded that you are expected to report if something happens to them especially a player dwarf. This would give readers more excitement wile reading and give us more to write about.
I am totally for that plated.rawr makes the world,mods and embark.The 3x3 embark site sounds fine. He seems the most exp player here. And if he wants to be the 3 player he got it. On that note i would like to be second if possible.
For version we use the latest LNP
rules something like this ?
1. Rule and the player 1.0 you will rule (play) for a total of one year in game. 1.1 you will have one day to respond to the tread and take the save on (sunday?). 1.2 the time you will have to complete your rule is one week. 1.3 you will upload the save to (X) and provide a link via (pm/email/forum) and report on the official tread. 1.4 your account/story of your play should be posted in the tread when you turn over the save.
1. Wellbeing and FUN
1.0 you will not intentionally harm dwarfs or damage the dwarf fortress. 1.1 if by your inexperience or actions you inflict extreme damage to the fort. consider if it is still playable if not reload. 1.2 leaving the fort in a worse state then you received it is FUN. 1.3 take as good care of player dwarfs as you take care of your own named dwarf.
2. War and Rights
2.0 constructing weapons of mass destruction is prohibited by the dwarfen granite convention these include. 2.0.1 use of magma as a military weapon. 2.0.2 use of water as a military weapon. 2.0.3 use of bridges as a military weapon.
2.1 a dwarfen player enjoys the right of a tomb. it is the players responsibility to create one in his rule. if it could not be completed or he was unable to constructs such a thing. It will then fall on the player who is ruling when the player dwarf dies to provide him with a tomb. 2.2 use of Vampiric power to run machinery is prohibited (>?) 2.3 violence against peaceful traders is frowned upon (>?)
3. Mega projects
3.0 mega project are protected under dwarfen law. the players are forbidden to destroy or alter the project without consent. 3.1 exception to this rule is only when the fortress is in danger as a result of a mega project.
Is it this time of the year again? I love following these threads, they are always massive fun. The more inexperienced the ruler, the more fun it gets :D I encourage lots of in character writing and fluff. And exploration of wall carvings. Good luck and strike the earth!
Its not complex, you just specify dudes who require a ton of equipment which requires a large amount of industry to produce and happy dwarves which requires you to have booze and ore. At any rate you usually die despite all your hard efforts because they get overwhelmed by a tide of zombie kitten body parts until this happens enough times that you leverage all the unfair mechanics against the game itself. Zombie moat/lava clean up ftw.
Name one of the starter immigrants after me! edit: Looks epic and the idea sounds awesome, but I wouldn't be able to dedicate enough time for this unfortunately
On June 06 2012 08:54 nttea wrote: I want to add that evil got incredibly hard in recent times.. what with the evil mists and rains causing syndromes, If you are going to go for evil biome you pretty much have to check out the potential syndrome beforehand or make it only part evil. Otherwise you risk having the surface world completely uninhabitable which might not be much fun!
I lost a fort in 3 seconds in a Terrifying Biome where Horrid Slush rained and melted everyone.
One day I'll build a stable fort under that sky. One day.
I like how everyone is trying to avoid the 1st year. =D
I'd give it a go but I'm scared as well since I don't know about the latest stuff. Later years are so much easier either way.
On other stuff, DarkEnergy's post was great. Some "things the next ruler should attend to asap"-thing should be in the posted story as well imo. Especially later in succession games it's easy to lose track otherwise, I think.
Edit: Fuck it. I'd like to do year 1 or year 4. At least that way it will be mediocre to solid but way from perfect early on. ♥
If people are anxious about doing the first year, I'd be more than happy to. I'm perfectly able to drop the safe for the unpredictable.
As for DarkEnergy's post on the previous page - a lot of good ideas here! Your first rule category is good, although a week's game time is a bit much I feel. Maybe one day to respond, then two or three days to complete would be better? And also, for moving the save along - I think we used mediafire to host the saves last time, although I'm not too familiar with free hosting servers. Anyone got any input or preferences on this?
In rule 1, it should also be mentioned that if a player uses his turn to deliberately sabotage the fort, or if the fort expires "before its time" (whatever that might be), the round will be discounted and the next player will start with the previous save.
As for the rule 2-category - I agree with the general sentiment, in that tools that automate defenses or simply make a dwarven military pointless, should be avoided. That said, if people want to make elaborate lava trap defense affecting parts of the fort, that should absolutely be encouraged.
For rule 2.3, I think that should be up to the specific player. Violent raiding of caravans can be both fun and !!FUN!!, so directly banning it is a bit harsh. That said, using exploits such as depot deconstruction or collapsing traps to wipe out the caravan and get free stuff, would be silly. I think rather than a ban, we should have a rule encouraging our engineers to play within the spirit of the game rather than within the possibilities of the game, if you see what I mean. While doomsday-devices turning the entire surface world to obsidian is ridiculously dwarven and, I suppose, can be seen as in line with the spirit of the game, it really does nullify an important part of the game through making the military obsolete, and should be avoided, as are corridors of traps and atom smashers.
1. Wellbeing and FUN 1.0 you will not intentionally harm dwarfs or damage the dwarf fortress without good reason 1.1 if by your inexperience or actions you inflict extreme damage to the fort. consider if it is still playable if not reload. 1.2 leaving the fort in a worse state then you received it is FUN. 1.3 take as good care of player dwarfs as you take care of your own named dwarf.
2. War and Rights 2.0 constructing weapons of mass destruction is prohibited by the dwarfen granite convention these include. 2.0.1 use of magma as a external military weapon. 2.0.2 use of water as a externalmilitary weapon. 2.0.3 use of bridge-a-pults or bridge-hammers as a military weapon. 2.1 a dwarfen player enjoys the right of a tomb. it is the players responsibility to create one in his rule. if it could not be completed or he was unable to constructs such a thing. then his dwarf will die alone an unloved in a hole in the ground 2.2 use of Vampiric power to run machinery is prohibited I don't know what this is 2.3 violence against peaceful traders is frowned upon but also super hilarious
3. Mega projects
3.0 mega project are protected under dwarfen law. the players are forbidden to destroy or alter the project without consent. 3.1 exception to this rule is only when the fortress is in danger as a result of a mega project. [/QUOTE]
2.2 use of Vampiric power to run machinery is prohibited I don't know what this is
I think the thought here is to confine a vampire and use him as your bookkeeper / manager / lever-puller, which circumvents the problems of having a vampire and also gives you an everlasting manager and instant access to levers safe from tantruming dwarves.
2.2 use of Vampiric power to run machinery is prohibited I don't know what this is
I think the thought here is to confine a vampire and use him as your bookkeeper / manager / lever-puller, which circumvents the problems of having a vampire and also gives you an everlasting manager and instant access to levers safe from tantruming dwarves.
Oh man yeah that's bad. instead the lever "room" should be a bunch of unlabeled levers scattered in sensible locations (floodgate levers near the farms, etc), and a centralized lever area in a hallway where any tantruming dwarves are sure to run and start tripping shit up all over the fort. this sounds bad but it leads to hilarious situations. trust me.
Speaking of vampires - I feel I should repeat a couple of the rule suggestions I came with in the other thread.
Will of the dwarves
- Blind law. We should assign a sherriff / captain of the guard during our second or third year, and follow the accusations blindly. Is an old man accusing a kitten for being a vampire? Hammer it! Is a child accusing her father for theft? Jail him! Is your mayor annoyed from Urist McBonecrafter's refusal to produce unicorn horn spears? Dispense beatings! Point is, no matter if we (the player) know the accusation is legit or not, we should still follow the will of the dwarves, no matter how mislead it might be.
- Free elections. Do not pick our mayor, let the fort pick one for itself. Sure, this might lead to Urist McInsane demanding forgotten beast leather thongs and so on, but that's all fun, isn't it?
I'd like to get involved in this again, but have exams and such for the next few weeks Also it pains me whenever I see anyone not using ASCII, but I guess it is a must for newcomers. I remember last time there was an issue with someone (*cough* definately not me...) using the wrong version, but I guess that shouldn't really be a problem as long as the latest version is used.
Can we ban making the fort a completely vampire fort? As it makes the game a bit easy (no need for food/water/sleep).
I will definately be following this, and as I said, hopefully I can get involved a bit later on
EDIT: also can we ban traps? I find that a really simple rule that makes for a lot of fun, as it means that you cannot just make a field of weapon traps which is practically impenetrable. The exception of course being cage traps to trap dragons and GCS :D
Yay! I'd be against any kind of mechanical exploit (Danger rooms, vampire control stations, atom smashers)
I think we should try to do this by the book wherever possible!, I think we should allow a certain limit on cage traps (and defeinitely avoid juts filling a single choke with them)
I wish I was good at this game =( Anyways, I cant wait to read your guys post and see some nice screen shots! Feel free to name a brave Dwarf after me!
So I guess I know what FUN means now. Caravan came! Yay! Suddenly, corpses rise. And then Werelizard comes and turns into a Dwarf and just disappears... Lost 3/4 of my dwarves. I don't have any picks. I AM TOO YOUNG TO END THIS LIKE THIS
On June 08 2012 08:53 r.Evo wrote: @Traps: To be completely honest I never played without them completely, but I also never put them in large quantities.
How the hell are the first invasions being blocked without them? =S
Sealing off the fortress with a bridge sounds good enough?
On June 08 2012 08:53 r.Evo wrote: @Traps: To be completely honest I never played without them completely, but I also never put them in large quantities.
How the hell are the first invasions being blocked without them? =S
Sealing off the fortress with a bridge sounds good enough?
I've definitely just built walls behind my doors lol
On June 08 2012 08:53 r.Evo wrote: @Traps: To be completely honest I never played without them completely, but I also never put them in large quantities.
How the hell are the first invasions being blocked without them? =S
Sealing off the fortress with a bridge sounds good enough?
Silly me, thought someone already proposed banning bridges. =D
On June 08 2012 08:53 r.Evo wrote: @Traps: To be completely honest I never played without them completely, but I also never put them in large quantities.
How the hell are the first invasions being blocked without them? =S
Sealing off the fortress with a bridge sounds good enough?
Silly me, thought someone already proposed banning bridges. =D
Well, bridge-a-pults and bridge-hammers, sure. but like, a drawbridge is pretty normal intended use.
On June 08 2012 15:57 ShloobeR wrote: I support that idea, but would we be able to activate tasks that the dwarves know but are not defaulted to work on when they arrive?
I.e. A legendary butcher and skilled blacksmith would arrive without blacksmithing turned 'on'.
oh yeah I mean activating any skills the dwarves know but don't have turned on is ok. I think that's very "in character" to do.
On June 08 2012 08:53 r.Evo wrote: @Traps: To be completely honest I never played without them completely, but I also never put them in large quantities.
How the hell are the first invasions being blocked without them? =S
The first siege is usually only about two or three-squad strong, so thirty or so invaders. Five to ten trained (read: not danger-roomed) and equipped warriors plus a handful of ranged support should hold this off without too much losses, usually.
Anyhow, I'll see if I have time to set up the base pack during this weekend. From toady's latest newspost, I'm guessing 34.11 is the last bugfix-patch before the next feature patch, and that's probably a couple months off at least. That makes this a good time to start. Hopefully, the most important addons will be updated for us to use.
I see our polls regarding graphics wants us to use a 2d tileset. I'll therefore be adding Phoebus' to the pack, unless someone has some good alternatives. I'll also mod the game for functionality, and see if I can get a working DFHack for stonesense, as well as DwarfTherapist.
I'll embark us in a high savagery forest in a temperate area, preferably without a necromancer tower nearby.
I'll post screenshots of our seven starting dwarves once I have the pack ready and the world generated. I imagine picking of those should then be done on a first-come-first-serve-basis, with whoever claims the dwarves following the screenshot post having priority on the various little buggers and their skills.
Not entirely sure on how I'll keep the embark screen up for so long while amassing the replies from this thread, though, as I usually turn my computer off rather frequently. I'd appreciate swift responses.
Oh man I played some DF and got besieged. I had like one marksdwarf and a bunch of hapless miners and the like because I hadn't considered goblins. I also placed the drawbridge lever out in the open so one of The Seven a hapless peasant gave his life to raise the drawbridge, saving the lives of everyone inside. But without access to caravans or trees I dunno what we're gonna do lol. Also I lost one of The Seven because he built a masonry shop but blocked himself in because of where I put the door, so he just starved/dessicated in there without me noticing. ;_;
I'd also like to propose that we somehow restrict the use of crafts in trading, and only trade in, for example, gems, to make it a little more challenging.
I'd like to contribute a year. I don't care so much about the rules and conditions (have survived in a half evil half neutral environment with high savagery), but will stick to whatever is decided of course.
On June 09 2012 00:40 ShloobeR wrote: I'd also like to propose that we somehow restrict the use of crafts in trading, and only trade in, for example, gems, to make it a little more challenging.
crafts like what? stonecrafts have been harder since the 25% drop was introduced, and all the money was in syrup roasts and serrated discs anyway.
On June 09 2012 00:40 ShloobeR wrote: I'd also like to propose that we somehow restrict the use of crafts in trading, and only trade in, for example, gems, to make it a little more challenging.
crafts like what? stonecrafts have been harder since the 25% drop was introduced, and all the money was in syrup roasts and serrated discs anyway.
Well, all the REAL money is in gem-encrusted crafts
In other news, a Minotaur somehow walked into my fort without me noticing, and my military was woefully undertrained, so every dwarf in the fort rushed him and punched him to death. My main hall is oozing with the dead and the dying, corpses and injured dwarves around. There is no chief medical Dwarf. The Expidition Leader is dead. Those who are still well are gradually going insane.
All is well.
BTW I'd like to be early in the order of leaders if that's possible.
On June 09 2012 00:40 ShloobeR wrote: I'd also like to propose that we somehow restrict the use of crafts in trading, and only trade in, for example, gems, to make it a little more challenging.
crafts like what? stonecrafts have been harder since the 25% drop was introduced, and all the money was in syrup roasts and serrated discs anyway.
Well, all the REAL money is in gem-encrusted crafts
In other news, a Minotaur somehow walked into my fort without me noticing, and my military was woefully undertrained, so every dwarf in the fort rushed him and punched him to death. My main hall is oozing with the dead and the dying, corpses and injured dwarves around. There is no chief medical Dwarf. The Expidition Leader is dead. Those who are still well are gradually going insane.
All is well.
BTW I'd like to be early in the order of leaders if that's possible.
Hey, at least you did not lose 3/4 of your fortress because you're new. Damn necromancers.
On June 09 2012 00:40 ShloobeR wrote: I'd also like to propose that we somehow restrict the use of crafts in trading, and only trade in, for example, gems, to make it a little more challenging.
crafts like what? stonecrafts have been harder since the 25% drop was introduced, and all the money was in syrup roasts and serrated discs anyway.
Well, all the REAL money is in gem-encrusted crafts
In other news, a Minotaur somehow walked into my fort without me noticing, and my military was woefully undertrained, so every dwarf in the fort rushed him and punched him to death. My main hall is oozing with the dead and the dying, corpses and injured dwarves around. There is no chief medical Dwarf. The Expidition Leader is dead. Those who are still well are gradually going insane.
All is well.
BTW I'd like to be early in the order of leaders if that's possible.
Hey, at least you did not lose 3/4 of your fortress because you're new. Damn necromancers.
A pretty basic trick is to [b]uild a [c]ool [w]alls and leave a 3-wide gap. [b]uild a brid[g]e (and angle it inwards or something), and then [b]uild a [T]rap-[l]ever and attach it-- suddenly you have a closable pallisade which will give you time to muster your army if a dude show sup.
On June 09 2012 00:40 ShloobeR wrote: I'd also like to propose that we somehow restrict the use of crafts in trading, and only trade in, for example, gems, to make it a little more challenging.
crafts like what? stonecrafts have been harder since the 25% drop was introduced, and all the money was in syrup roasts and serrated discs anyway.
Well, all the REAL money is in gem-encrusted crafts
In other news, a Minotaur somehow walked into my fort without me noticing, and my military was woefully undertrained, so every dwarf in the fort rushed him and punched him to death. My main hall is oozing with the dead and the dying, corpses and injured dwarves around. There is no chief medical Dwarf. The Expidition Leader is dead. Those who are still well are gradually going insane.
All is well.
BTW I'd like to be early in the order of leaders if that's possible.
Hey, at least you did not lose 3/4 of your fortress because you're new. Damn necromancers.
A pretty basic trick is to [b]uild a [c]ool [w]alls and leave a 3-wide gap. [b]uild a brid[g]e (and angle it inwards or something), and then [b]uild a [T]rap-[l]ever and attach it-- suddenly you have a closable pallisade which will give you time to muster your army if a dude show sup.
Instead of turning off fishing labor and making my guys stay at one place, not move them around I was just looking at my unarmed dwarves die to zombie yak cow hair.
On June 08 2012 17:33 ]343[ wrote: oops, I've never actually been successful at defense without mass traps / bridging door shut / danger room... T_____T
I used to start with the appropriate jobs to construct a drowning chamber as soon as dwarvenly possible.
Probably because I was playing with an Orc mod that frequently sieged in the first winter and were all trap_avoid anyway.
On June 08 2012 17:33 ]343[ wrote: oops, I've never actually been successful at defense without mass traps / bridging door shut / danger room... T_____T
I used to start with the appropriate jobs to construct a drowning chamber as soon as dwarvenly possible.
Probably because I was playing with an Orc mod that frequently sieged in the first winter and were all trap_avoid anyway.
The manliest way to play is to start with a bunch of axe, spear, mace, and swordsdwarves, and one mason/miner/axedwarf. Set up a military encampment and dig out some basic living quarter and fortification. The migrants will be the laborers to support the military caste.
Checking through the utilities currently. DwarfTherapist should be ready with some slight tweaking, but DFHack (for Stonesense primarily) hasn't been updated yet, and the standalone version of stonesense seems to have been discontinued after 31.x. Going to wait till tomorrow and see if they get a DFHack version out by then, if not, we can either roll with a standard 2d tileset (such as phoebus which I linked earlier), or wait till it's updated.
I'd prefer just getting it started, myself.
Edit: By the way, since I haven't got access to DFHack, I won't have much control about what metals we embark above. Don't expect an on-site steel industry available to us, if you were hoping for that. Then again, I feel lacking embarks being more fun, but maybe that's just me.
On June 10 2012 02:22 plated.rawr wrote: Checking through the utilities currently. DwarfTherapist should be ready with some slight tweaking, but DFHack (for Stonesense primarily) hasn't been updated yet, and the standalone version of stonesense seems to have been discontinued after 31.x. Going to wait till tomorrow and see if they get a DFHack version out by then, if not, we can either roll with a standard 2d tileset (such as phoebus which I linked earlier), or wait till it's updated.
I'd prefer just getting it started, myself.
Edit: By the way, since I haven't got access to DFHack, I won't have much control about what metals we embark above. Don't expect an on-site steel industry available to us, if you were hoping for that. Then again, I feel lacking embarks being more fun, but maybe that's just me.
That being the newest version, I was planning for that, yes. We could alternatively use 34.10 which has up to date utilities, but lacks a long list of bug fixes.
On June 10 2012 02:30 plated.rawr wrote: That being the newest version, I was planning for that, yes. We could alternatively use 34.10 which has up to date utilities, but lacks a long list of bug fixes.
Well Therapist is up-to-date with .11, so maybe let's drop dfhack for a while and just go?
Okay, I'll do that. Removing aquifers, adding phoebus and updating therapist, then generating a world. I'll post screenshots of the starting seven during the evening, then people have 24 hours for choosing before we start it off on sunday. Unless something has changed, we'll follow the order on amatoer's first post.
By the way - I'll limit our population to 100. With the increased marriage rate after the historical figure-update, we'll be flooded with children in no time. Limiting our population to 100 means we'll not get too swamped by kids.
Oh, and also - I see mediafire's become a useraccount-bound service. Anyone know any free upload-without-login services?
On June 10 2012 03:15 Kurumi wrote: http://www.speedyshare.com/ ? Population cap is a little meh... but if you say so.
The popcap is mainly to prevent too much FPS issues. Now, most people on this forum probably has decent computers, but still, FPS death is far more deadly than any siege, so let's avoid it if we can.
Here's our first seven dwarves. Pick your favorite dwarf - it'll be done on a first-come, first-serve basis. Assign up to six skillpoints to the dwarf divided onto as many skills as you want, and figure out what custom profession name you want the dwarf to have. You can find the skills on the wiki skill list. Unless otherwise specified, I'll assign your TL Username as nickname for the dwarf.
On June 10 2012 04:49 plated.rawr wrote: Got any skills, nickname or profession name for him?
I imagine my dwarf, nicknamed of course Blazinghand, to be Proficient Mason (10), Competent Building Designer (8), and Adequate Appraiser (7). His profession name should be Mason/Archtct
Bit too many skillpicks there. We should limit it to 6 or so per person, as we've got a limited point pool. How about 3 mason, 2 designer and 1 appraiser?
Oh, by the way, seems our parent civilization doesn't have access to iron goods (but can use steel, oddly enough), so we'll not be bringing an anvil on embark. Normally, I'm not getting much of my metal industry started before fall, so it shouldn't be much of an issue, but still, mentioning it here, as we'll have to import one.
IN my limited experience with this style of opening dwarf, This results is a much much more adequately trained militia early on, specifically trained in survival, and helps prevent goblin raids. greatly.
I want Unib. Adequate Ambusher, Adequate Spearman, Novice Dodger and Novice Trapper Call him Zul'jin and make his profession Berserker. Ah damn can't take Thrower, what the heck.
On June 10 2012 06:10 Kurumi wrote: I want Unib. Adequate Ambusher, Adequate SpearDWARF, Novice Dodger and Novice Trapper Call him Zul'jin and make his profession Berserker. Ah damn can't take Thrower, what the heck.
On June 10 2012 06:10 Kurumi wrote: I want Unib. Adequate Ambusher, Adequate SpearDWARF, Novice Dodger and Novice Trapper Call him Zul'jin and make his profession Berserker. Ah damn can't take Thrower, what the heck.
You misspelled Speardwarf so I fixed it for you.
It'd be nice if he could be a Hunter without an xbow, he could also protect fisherdwarves(if any) from ambushes.
Ingish Metalwaded, alias amatoer, always wanted to become carpenter. and woodcutter. "what if our skills can be put on a scale? I would say my woodcuttingskill is 7-ish and I'm totally a 7 at carpenting!" As a hobby and balance to his job, he is a novice beekeeper (6). Last but not least, he's a novice liar (6), but he doesnt know why (at least that's what he says). He secretly hopes to become the hammerer of the new fort.
Olin Alleylanterns ("Firebathero") likes being outdoors; he especially loves fishing [adequate fisherdwarf (7)], but is too often forced to stay indoors working on his real job---whacking rock things [competent mason (8)] and shiny things [novice gem cutter (6), dabbling gem setter (5)].
(I assume we get 26 skill points each? ;_; I've never actually chosen skill points on embark so correct me if I'm really stupid!)
Sign me up! I'm down to play (if the fort lasts long enough to get to my turn) and would like to be dorfed please. I'll take Bembul Avuzmesir if only for the hilarious "Does not trust others" + "Finds helping others rewarding" combination. 4 Grower, 1 Animal Training, and 1 Brewer would be good for my six skills. And for profession: Shroomsmith, please.
Since he likes to be alone, Mining(9) is one of his favourite things to do. Because of the sporadic collapsing mine, he has learned how to fix at least small wounds ( Diagnostician(6), Suturer(6) )
Edit: I appearantly overread the part where it says that he prefers to work outside. Let's just say he likes to dig holes. Which would be a nice constraint when I think of it. No hiding in the mountain etc., the entire fortress carved out of the stone, in the middle of a gigantic hole. Hm...
I'm thinking something like this (with connection to the ground level of course):
What do you guys think?
Edit2: Nevermind that, I just noticed that's a standard phrase. :\
Seems I was able to squeeze in an anvil after all, so that should be all good. Aside from that, our dwarves haven't got much supplies, but we should be set for the first few months.
You have arrived. After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven - "Dice" Craftrythm, "Firebathero" Alleylanterns, "Hoosegow" Mineshowered, "coma" Boardmarched, "Blazinghand" Rimclenches, "amatoer" Metalwaded and "Zul'jin" Testedwheeled - is to make an outpost for the glory of all of Udardastot.
There are almost no supplies left, but with stout labor comes sustenance. Wether by bolt, plow or hook, provide for your dwarves. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings ere the dingoes get hungry. A new chapter of dwarven history begins here at this place, Muzishrakust - Martyrtomb.
On June 10 2012 12:36 r.Evo wrote: I feel forgotten, despite all my unuseful spamming in this thread. =(
If you've missed a spot in the player list, let amatoer know. He's the one keeping the thread updated, as far as I'm aware.
Anyhow, I'm uploading the pack now. amatoer is listed first, and he'll have 24 hours to respond to this thread. Once he's responded, he'll have two days from that post to complete his turn.
I'm using speedyshare, as suggested by Kurumi. The base pack with DwarfTherapist and the embark save can be found here:
I'd like to go within the first 5-6 years in the rotation if possible. You probably shouldn't put me in first though cause I'm bad. I definitely just lost to a Minotaur.
On June 10 2012 20:05 Isualin wrote: how can i use this save? i have "LazyNewbPack Advanced [0.34.07] [V12]" installed. couldn't find where to copy the files
edit: ok, got it.
You can start the game from the phoebus folder. Also since this is version 34.11 and the LNP is still not updated I recommend playing this way to prevent compatibility issues. If it works anyway, I didn't say anything. Good luck!
On June 10 2012 12:36 r.Evo wrote: I feel forgotten, despite all my unuseful spamming in this thread. =(
If you've missed a spot in the player list, let amatoer know. He's the one keeping the thread updated, as far as I'm aware.
Anyhow, I'm uploading the pack now. amatoer is listed first, and he'll have 24 hours to respond to this thread. Once he's responded, he'll have two days from that post to complete his turn.
I'm using speedyshare, as suggested by Kurumi. The base pack with DwarfTherapist and the embark save can be found here:
This is bound to be epic, and the name of the Fortress "Martyrtomb" sounds really fitting. I'm definitely going to enjoy reading this, maybe I'll try my luck playing for one cycle if I may :D
Wow you put it in overdrive plated.rawr. Seems i missed the dwarf selection So from here i would say new tread and maybe a little intro/his ? On another note do we have 1 week now or 3 days ? I am currently a busy bee with finding a internship and finishing of my graduation project en some leftover stuff. Let me know ill check the thread.
yeah, I am a bit overwhelmed by the development of our fort, too. I added r.Evo and Hoosegow. And since we are about to start with this fun, I rearranged the order of rulers. Now r.Evo is first because he wanted to be, plated.rawr is 3rd because he's good at setting things up in the early years, Blazinghand is 5th because he wanted to be. Oh, and I'm 6th now. I'd suggest that people have 24h from now on to demand another position (first come first serve, if a position is already taken you can't replace that person) here in this thread (adress me!)
r.Evo is going to be 1st so he should get the save, plated.rawr.
And I'd say that we have 3 days for playing. Even though its not much time and people like me like to take their time when writing the story, it is important to go fast. If everybody would have 1 week it would take us months to complete. This would never happen, the thread would rather end in the abyss of inactivity. OK for everybody?
On June 11 2012 05:06 amatoer wrote: yeah, I am a bit overwhelmed by the development of our fort, too. I added r.Evo and Hoosegow. And since we are about to start with this fun, I rearranged the order of rulers. Now r.Evo is first because he wanted to be, plated.rawr is 3rd because he's good at setting things up in the early years, Blazinghand is 5th because he wanted to be. Oh, and I'm 6th now. I'd suggest that people have 24h from now on to demand another position (first come first serve, if a position is already taken you can't replace that person) here in this thread (adress me!)
r.Evo is going to be 1st so he should get the save, plated.rawr.
And I'd say that we have 3 days for playing. Even though its not much time and people like me like to take their time when writing the story, it is important to go fast. If everybody would have 1 week it would take us months to complete. This would never happen, the thread would rather end in the abyss of inactivity. OK for everybody?
24 hours to respond, 3 days to play sounds fine. I did bring up the question about how long we should use earlier this thread, but since I never got much response, I just went with what we used for our last succession fort.
Anyhow, seems we got it all straightened out now. Good luck to our first ruler!
LNP is out for .11! you can get it here: http://www.bay12forums.com/smf/index.php?topic=59026 This might be interesting for everybody who is used to play with the Lazy Noob Pack only or for people who want to switch to Phoebus-Graphics for screenshots only (since its easy-peasy to switch that with this LNP). I think you can use the LNP and only pass the savegames, if you know what files you have to send. I'm not one of those people.
All those correct? If yes, I shall strike and slap the earth with the first available dorfs as soon as the LNP finished DLing. So slow. Can't wait.
For new dorfs, should I randomly name them after people in the thread when they arrive or will every ruler just pick one for himself?
Edit: 35kb/s. T_T
Edit 2: plated, can you put all the rules we settled on over this thread in once neat tidy post please? Just to make sure me and future storytellers can have it all in one place. :>
Edit 2: plated, can you put all the rules we settled on over this thread in once neat tidy post please? Just to make sure me and future storytellers can have it all in one place. :>
amatoer has already updated the OP with the information, rules included, so it should be available there.
For new dorfs, should I randomly name them after people in the thread when they arrive or will every ruler just pick one for himself?
I imagine you should name one after yourself if you want, but I don't think we should have too many named dwarves outside of that. Of course, please don't rename the dwarves already named. For you, you'll first be able to name a dwarf after the first migration wave, since the starting seven have already been named.
As for using the LNP - realise that if you use the pack while copying the save from ours, you'll have unmodified inits, which will mess up things. I'd advice you to stick to the pack I released, unless you're very confident in personal usability mods.
Edit: Alternatively, I could update the pack with LNP once I get home from work. Since I've never used LNP myself though, I'd have to build up an understanding of its functions before I could re-release the pack.
On June 11 2012 20:54 r.Evo wrote: OH GAWD SHOCK AND AWE
Lazy Newb Pack VERSION 13 with DF v0.34.11
Texture pack for screenshots is Phoebus
Stonesense (DFhack) doesn't work currently
All those correct? If yes, I shall strike and slap the earth with the first available dorfs as soon as the LNP finished DLing. So slow. Can't wait.
For new dorfs, should I randomly name them after people in the thread when they arrive or will every ruler just pick one for himself?
Edit: 35kb/s. T_T
Edit 2: plated, can you put all the rules we settled on over this thread in once neat tidy post please? Just to make sure me and future storytellers can have it all in one place. :>
Well as discussed and suggested by me, name dwarfes only if you get a request to do so. if you get allot of requests then leave at least 1 dwarf unnamed (a good one preferably) for the next ruler to take.
just FYI DO NOT DARE TO HAMMER ME OR ILL FUcN YOU UP !
and i will make time for this for amoks sake give me spot 2
On June 11 2012 23:41 Kurumi wrote: The thing is I am already on Y2-Y3 and I am quite happy with that.
Kurmi you have not claimed a spot. Yes you are on the list but there is no [seeded] tag meaning i can claim second place if i want. But tell you what you take 2 and ill take eehmm 4 !
On June 11 2012 23:41 Kurumi wrote: The thing is I am already on Y2-Y3 and I am quite happy with that.
Kurmi you have not claimed a spot. Yes you are on the list but there is no [seeded] tag meaning i can claim second place if i want. But tell you what you take 2 and ill take eehmm 4 !
Oh. Thanks man. Are you sure? I can give you that second year if you want it much!
On June 11 2012 23:41 Kurumi wrote: The thing is I am already on Y2-Y3 and I am quite happy with that.
Kurmi you have not claimed a spot. Yes you are on the list but there is no [seeded] tag meaning i can claim second place if i want. But tell you what you take 2 and ill take eehmm 4 !
Oh. Thanks man. Are you sure? I can give you that second year if you want it much!
Na na probably the real FUN wil start at the later years. Just a bit scared that i would not be able to handle it because i am still a bit noobish.
Edit 2: plated, can you put all the rules we settled on over this thread in once neat tidy post please? Just to make sure me and future storytellers can have it all in one place. :>
amatoer has already updated the OP with the information, rules included, so it should be available there.
For new dorfs, should I randomly name them after people in the thread when they arrive or will every ruler just pick one for himself?
I imagine you should name one after yourself if you want, but I don't think we should have too many named dwarves outside of that. Of course, please don't rename the dwarves already named. For you, you'll first be able to name a dwarf after the first migration wave, since the starting seven have already been named.
As for using the LNP - realise that if you use the pack while copying the save from ours, you'll have unmodified inits, which will mess up things. I'd advice you to stick to the pack I released, unless you're very confident in personal usability mods.
Edit: Alternatively, I could update the pack with LNP once I get home from work. Since I've never used LNP myself though, I'd have to build up an understanding of its functions before I could re-release the pack.
Yeah, realized the OP got updated thanks to PM. <3
Hmm... if you could, uploading the thing for LNP would be easier in the long run I guess, it's just so much easier to install and people can switch tilesets and stuff like they please for playing.
Make the call, I'm fine with playing with Tileset+Therapist only, just think it would make more sense via LNP. :>
On June 11 2012 23:41 Kurumi wrote: The thing is I am already on Y2-Y3 and I am quite happy with that.
Kurmi you have not claimed a spot. Yes you are on the list but there is no [seeded] tag meaning i can claim second place if i want. But tell you what you take 2 and ill take eehmm 4 !
Oh. Thanks man. Are you sure? I can give you that second year if you want it much!
Na na probably the real FUN wil start at the later years. Just a bit scared that i would not be able to handle it because i am still a bit noobish.
Okay. So I will take the second spot and you shall take the fourth, correct? Cool
On June 11 2012 23:48 Dfgj wrote: What years are available to play? I'll take whatever you got!
I do have to ask if anyone will mind that I am not a fan of using graphics packs, simply because old habits die hard :<
check the OP! You can have any spot that is not [seeded]. At the moment you are the first of the non-seeded. That means that you cant play earlier, but save your spot or take a later date of your rulership.
On June 11 2012 23:48 Dfgj wrote: What years are available to play? I'll take whatever you got!
I do have to ask if anyone will mind that I am not a fan of using graphics packs, simply because old habits die hard :<
check the OP! You can have any spot that is not [seeded]. At the moment you are the first of the non-seeded. That means that you cant play earlier, but save your spot or take a later date of your rulership.
Sounds good, I'll take the 8th year (first available unseeded).
I don't know what everyone wants about in terms of tilesets, but I'm comfortable with anything. I've always played DF with no addons and with ASCII tileset, so I'll be having fun trying out new features with whatever we use.
You guys might want to eventually plan to swap around on 1/2 years or something (or give people the option to do 1/2 years or full years). From what I remember last time a full year becomes very time consuming after 7 or 8 years. Especially when you're coming into a fort that's probably disorganized and/or one you don't know well. That's pretty much when the last TL fort died, when it took a good couple of weeks to play through a single year to get an update.
That's a good point. Well, currently we're capped at 100 dwarves, right? Or was that 100 dwarf children? Are we going into the modern economy in this game?
In regard to seeding - I suppose we stop that once the first player's started, to avoid succession order confusion.
On June 12 2012 00:41 Logo wrote: You guys might want to eventually plan to swap around on 1/2 years or something (or give people the option to do 1/2 years or full years). From what I remember last time a full year becomes very time consuming after 7 or 8 years. Especially when you're coming into a fort that's probably disorganized and/or one you don't know well. That's pretty much when the last TL fort died, when it took a good couple of weeks to play through a single year to get an update.
Valid point. After six or so years, we might want to consider this one. I suppose each player evaluate the strain each year has taken, and once the time feels short for the ammount of work needed, let this thread know so we can cut it into shorter periods per player.
On June 12 2012 00:43 Blazinghand wrote: That's a good point. Well, currently we're capped at 100 dwarves, right? Or was that 100 dwarf children? Are we going into the modern economy in this game?
We're capped at 100 dwarves plus 50 children. The limit's not hard, though, so we might get a few more than that in the end.
A 100 dwarf fortress is totes manageable I think. For those of us with full-time jobs, though, finishing up a year in 3 days might be difficult. Remember though that even in a 100 dwarf fortress a fair number of those are gonna be dwarves you don't interact with a lot IE the bookkeeper, marksdwarves, etc except under certain circumstances. Still, it won't be easy. Things rarely are.
I added the prologue by the amazing KharadBanar. Now I'm really looking forward to this project and very happy to be a part of it! Let's start soon! :D
oh, and regarding the 3-days-rule: in my opinion you can have more time if you need it, just ask for it here. I can understand that some people are busier than others and I cant see any reason why you shouldn't get more time. But 1 week should really be the max. and should be the exception rather than the rule.
On June 12 2012 04:52 plated.rawr wrote: Working on uploading the modified LNP with our world currently. I'm having massive packet loss today though, so it might take a while.
Awesome to hear that ! not the crapped out internet tough. Thanks for all the time invested to get the fun train moving.
On June 12 2012 04:52 plated.rawr wrote: Working on uploading the modified LNP with our world currently. I'm having massive packet loss today though, so it might take a while.
On June 12 2012 12:45 r.Evo wrote: Didn't find it in the updated rules, assigning labor randomly is allowed, rite? Especially this Blazinghand dude looks like a complete lazy McUrist.
oh, i forgot that, thank you! No new jobs for the dwarfs! Only activate those who are already listed
On June 12 2012 12:45 r.Evo wrote: Didn't find it in the updated rules, assigning labor randomly is allowed, rite? Especially this Blazinghand dude looks like a complete lazy McUrist.
oh, i forgot that, thank you! No new jobs for the dwarfs! Only activate those who are already listed
T_T Blazinghand is already a lvl 9 miner. Sorry bro. =S
Also I think I just got the worst migration wave in the history of Dwarf Fortress. We really needed 4 fisher dorfs total.
On June 12 2012 12:45 r.Evo wrote: Didn't find it in the updated rules, assigning labor randomly is allowed, rite? Especially this Blazinghand dude looks like a complete lazy McUrist.
oh, i forgot that, thank you! No new jobs for the dwarfs! Only activate those who are already listed
T_T Blazinghand is already a lvl 9 miner. Sorry bro. =S
Also I think I just got the worst migration wave in the history of Dwarf Fortress. We really needed 4 fisher dorfs total.
LOL. Well, if they have weaponry skills just turn them into maceless macedwarves, etc. make some wooden practice weapons of the highest craftdwarfship and now the drill instructor can have a full time military to drill.
welly well well. So shall it be. The fort Martyrtomb just admitted a known violation of the rules of the Raining Sword. What might be the consequences? Nothing maybe? Nobodys has to know! We can still make the accusation look like a conspirancy-theory of our enemies!
On June 12 2012 15:10 amatoer wrote: welly well well. So shall it be. The fort Martyrtomb just admitted a known violation of the rules of the Raining Sword. What might be the consequences? Nothing maybe? Nobodys has to know! We can still make the accusation look like a conspirancy-theory of our enemies!
About the labour rule - I agree that we should not unassign labour, but in regards to military and hauling jobs, as well as nobles, we might want to make exceptions.
For military, we should have two types of soldiers - conscripts and professionals. Professionals should be recruited from dwarves who migrate to us with 3 or more in a weapon skill, and should have their military schedule set for all / most months of the year, with very little / no professions or hauling. Conscripts can be any untrained dwarf, and should have their jobs enabled as normal, and should be scheduled for training or patrols up to six months per year or so. This way, we'll have our well-trained elite and our rank-and-file fodder. Might be something to consider for whoever is working on military setups.
For hauling, I suggest we either link the hauling to type of profession used by the dwarf, or we'll make a "slave caste". The first one should be fairly obvious - the carpenter also does furniture hauling, the farmer has food hauling and so on. Slave caste suggests, instead or in addition to the previous, we'll be using any dwarves with only novice or less skill (children not counted) should have all hauling assigned, in addition to any professions they fancy.
Nobles, as in the mayor, guard captain / sheriff, book keeper, chief medical dwarf and so on, should have all their labour and hauling disabled. Nobles are far too good for common drudgery!
a caste system ? I thought our we already had slav uuhm I mean hard working dwarfen brothers and sisters creating our mighty fort. Or are they the plebs ? I am so stoked, checking this thread way to much.
I really don't like the restriction with the pre-enabled jobs. It not only stops any mega-project(how are you going to build that tower within a year with ONE mason?) but also has the potential to stop the game completely, should a vital dwarf die.
Yea, I agree. Generally, anything aside from avoiding exploitation of "broken" game mechanics and avoiding stagnation should be allowed. That said, respect those that have started before you, so don't break anything of theirs. That could include specific dwarves, their names and their jobs.
BTW, in Boatmurdered, one of the rules was, if you hit the deadline and still haven't finished your year, you save and zip up your file and send it to the next guy wherever you are, and he plays 1 year starting from as soon as he finishes the present season. So if a week passes and you still haven't played your year, the next guy starts from where you are, plays to the end of the season, then plays 1 year.
On June 14 2012 09:42 VPCursed wrote: when can we expect this person to finish 1 year; 0
Stop hurting mah feelings, gonna have it done this afternoon/evening.
BE PREPARED!
On June 14 2012 09:44 Blazinghand wrote: BTW, in Boatmurdered, one of the rules was, if you hit the deadline and still haven't finished your year, you save and zip up your file and send it to the next guy wherever you are, and he plays 1 year starting from as soon as he finishes the present season. So if a week passes and you still haven't played your year, the next guy starts from where you are, plays to the end of the season, then plays 1 year.
That rule actually makes boatloads of sense. Should do this as well.
On June 14 2012 09:44 Blazinghand wrote: BTW, in Boatmurdered, one of the rules was, if you hit the deadline and still haven't finished your year, you save and zip up your file and send it to the next guy wherever you are, and he plays 1 year starting from as soon as he finishes the present season. So if a week passes and you still haven't played your year, the next guy starts from where you are, plays to the end of the season, then plays 1 year.
On June 15 2012 15:27 Blazinghand wrote: A mid-year update to slake our thirst for DF would be appropriate, I think.
Full year update works for you as well? =D
Wrapping stuff up at the moment, gotta upload everything. The "don't assign labour"-rule is royally fucking the fort over at the moment, however due to me not having to deal with it in the future I insist on it staying in place. =P
For uploads, I'll just upload the actual safegame; - you guys can grab the LNP from the earlier upload, I'll relink it.
On June 15 2012 15:27 Blazinghand wrote: A mid-year update to slake our thirst for DF would be appropriate, I think.
Full year update works for you as well? =D
Wrapping stuff up at the moment, gotta upload everything. The "don't assign labour"-rule is royally fucking the fort over at the moment, however due to me not having to deal with it in the future I insist on it staying in place. =P
For uploads, I'll just upload the actual safegame; - you guys can grab the LNP from the earlier upload, I'll relink it.
That's the spirit! There's nothing like having 1 miner, 1 fisherdwarf, 15 woodcutters, and only 2 craftsdwarves with woodcrafting in a region with no rivers or trees!
Urgs. The TL image upload thing is a complete bitch right now. Half the images aren't resized, the other half results in links to random forum signatures (lol?). Any other suggestion for images where you can do multiple at once?
On June 15 2012 18:48 r.Evo wrote: Urgs. The TL image upload thing is a complete bitch right now. Half the images aren't resized, the other half results in links to random forum signatures (lol?). Any other suggestion for images where you can do multiple at once?
Imgur is over capacity! Sorry! We're busy running around with our hair on fire because Imgur is over capacity! This can happen when the site is under very heavy load, or while we're doing maintenance. Please try again in a few minutes.
On June 15 2012 18:39 r.Evo wrote: Not even trading worked cause we have no architect to build the depot yet. >_<
Any idea for fun counts we should have per year? Like total death toll, born children, etc.?
Uh, the part I wrote was about unassigning jobs, not assigning new ones. I'm sure our overworked happy midget dwarven slaves workers would be thrilled to have more menial drudgery purposeful work added to their schedules. Of course, depending on our rulers, we might end up with tons of dwarves overlapping in terms of assigned labour, but that'll also lead to more confusion and gridlocks as they're not sure what jobs to prioritize, which is terribledisastrous all fun!
On June 15 2012 18:39 r.Evo wrote: Not even trading worked cause we have no architect to build the depot yet. >_<
Any idea for fun counts we should have per year? Like total death toll, born children, etc.?
Uh, the part I wrote was about unassigning jobs, not assigning new ones. I'm sure our overworked happy midget dwarven slaves workers would be thrilled to have more menial drudgery purposeful work added to their schedules. Of course, depending on our rulers, we might end up with tons of dwarves overlapping in terms of assigned labour, but that'll also lead to more confusion and gridlocks as they're not sure what jobs to prioritize, which is terribledisastrous all fun!
What. WHAT. WHAT?!!?
SIGH. SO MUCH SIGH. I was like "This is the most frutrating rule I ever played with, I hope plated dies in his own deathtrap for it." >_<
Edit: Welp. If I do it via imgur nothing gets resized. Is there a button I'm missing?
I've never had a problem with the TL-linked hosting. I just click the upload image-link, assign one image at a time, then copy the link I'm given to whatever post I'm making. Easy peasy.
Anyhow, no caravans the first year is all good. Should add to the bumpiness of things!
On June 15 2012 18:39 r.Evo wrote: Not even trading worked cause we have no architect to build the depot yet. >_<
Any idea for fun counts we should have per year? Like total death toll, born children, etc.?
Uh, the part I wrote was about unassigning jobs, not assigning new ones. I'm sure our overworked happy midget dwarven slaves workers would be thrilled to have more menial drudgery purposeful work added to their schedules. Of course, depending on our rulers, we might end up with tons of dwarves overlapping in terms of assigned labour, but that'll also lead to more confusion and gridlocks as they're not sure what jobs to prioritize, which is terribledisastrous all fun!
What. WHAT. WHAT?!!?
SIGH. SO MUCH SIGH. I was like "This is the most frutrating rule I ever played with, I hope plated dies in his own deathtrap for it." >_<
Edit: Welp. If I do it via imgur nothing gets resized. Is there a button I'm missing?
change imgur.com/imagename.jpg to imgur.com/imagenamel.jpg <-- with a lowercase L
Year #1 in the TL DF succession game 2012, The Era Of The Elven Dungeon Keeper
1st Granite Dear diary, I was chosen as the first all-seeing, all-knowing and all-deciding force to lead the glorious Dwarves of Darshin towards their new destiny. I plan on showing those lazy beer drinking short creatures how it feels to be guided by a knowing hand which will lead their destiny into a bright fut...
It's not even been a day and they are already mocking me by interrupting my morning speech? I heard they love their stupid signs and traditions, but I will have none of that! That was you coma, wasn't it? Allright then. You all shall get what you want. GO MINING.
...what do you mean "We only have two pickaxes"? You call yourselves DWARVES? Dice put down that thing again, Blazinghand it's your turn to get dirty. No, you're not an artist. Go digging!
Speaking of which, coma since I know you're quite competent at this, do you mind digging out the storage area? Thank you.
(...)
I said storage area. Not "artsy meltdown". What is wrong with you dwarfs?
4th Slate MAGNETITE! MORE MAGNETITE!!! THIS ROCK IS FULL OF IT! PRAISE THE GODS!
17th Slate Sleep? Beds? I don't understand the question. *sigh* ... Allright, allright. + Show Spoiler +
(Has anyone noticed that literally all our starting dwarves want to be alone? Can't wait for migration waves. =D)
26th Felsite You want a bigger office already, amatoer? FINE. + Show Spoiler +
10th Malachite Rumors of our glorious endeavor have spread all through the land and here they come! MIGRANTS!
Wait. What do you say? THREE FISHERS? A Plant Processor? Someone who deals with spinning and cooking? Who are these people? What should we do with all those sissies? Sigh. Dwarves. At least I won't feel bad about not building a bigger dormitory.
1st Limestone Turns out, sissy fishers make unexpected good haulers. Now that it's autumn we're in the process of cleaning up the mess our already legendary miners caused, also we started on the first fortification via drawbridge and outer walls. I won't bother ordering the dwarfs to actually build a floor above our.. well... our... fortressyard because... we can't lift up the drawbridge anyway because none of these stupid short things can build mechanisms anyway. Oh, wait. We can't build the drawbridge either because none of these drunk creatures has any idea about architecture.
In case an enemy appears I will just send them all there to punch him to death. Or maybe this useless Zuk'jin will prove usefull in that case, he has a tendency to play around with long and spikey objects whenever he is alone.
Also I will delay building tombs for dwarfs until the first of them dies. No need to make them think about their possible demise yet. + Show Spoiler +
13th Limestone Finally the work on the megaproject for the first year has begun. It will be for the most important and most beautiful thing in a dwarvens life. TOP SEKRIT.
3rd Sandstone NONE OF THESE DWARVES KNOWS HOW TO MAKE CHARCOAL?! WHY AM I EVEN DOING SOMETHING FOR THEM WHEN THEY DO NOTHING FOR ME? And none of them is a smith?! IS THIS ELVEN FORTRESS?
13th Sandstone Urgs. Out of booze. I should probably have started a still before I started a megaproject for... TOP SEKRIT. Oh well. A random still in the yard should be enough for now. I hope.
20th Sandstone MORE MIGRANTS!! Finally some useful... another fisher? A bone carver? And another one of those dwarves who can only smack stuff with his hammer but refuses to do anything else? Sigh. Oh well, at least we have more female dwarves now. They should all fit nicely in the 7 bed dormitory. Maybe we need to stack them. Hopefully that produces more usefull children.
12th Timber A dwarven caravan arrived! Lucky they could neither get into the fort because there is no drawbridge yet. Also lucky we don't have a trade depot. Didn't want that caravan anyway, move along please!
20th Moonstone Some foreign dwarf wants to talk to me about what we could need in here? I requested him to bring cats. Can't run a fortress without cats. Everyone needs a cat!
Now let's see what he wants from us....
...
...
Clearly he's an elf in disguise as well. He wants WINDOWS, SPLINTS and PLANTS. Who would want that? What are these "windows" he's talking about anyway? Sigh. I will be happy to leave this place soon. Maybe someone else wants to deal with this bunch of sissies and plant lovers.
8th Opal Turns out the dwarf I called utterly useless from the last migration wave is some kind of celebrity. The dwarfs call him Aixler and he must be among the laziest of all the dwarfs I've seen so far. He doesn't do anything. Sometimes he grabs a hammer, smacks it against the wall, realizes it could be interpreted as mining and only swings the hammer in the air afterwards.
13th Obsidian [For some reason even though I have plenty of Plump Helmet Seeds I get the "Can't plant because there are no seeds"-message all day suddenly. No idea why. This kinda ruins my food storage. -_-]
1st Granite SPRING HAS ARRIVED - finally I can get out of this miserable hole filled with sissy elven dwarves. Oh, also there is a Kobold Thief somewhere, but the next leader can deal with that. At least, they will remember me for all eternity for the groundwork I did for a glorious dining hall:
DWARVES OF THE YEAR AWARDS: amatoer for his effort when it comes to cutting wood and being an officewhore. Blazinghand & coma - the Legendary mining team. Hoosegow for keeping the fortress fed all by himself. MOST USELESS DWARF OF THE YEAR: Zuk'jin for only hauling and playing with long and pointy objects all day.
All dwarves who got the "Dwarf of the year"-award shall be relieved from all hauling duties from now on! Praise and hail these glorious examples of dwarven culture!
PS: Fuck fisherdwarfs. Just fuck 'em. I suggest using them as cannonfodder asap!
Random stuff that might matter for the next in line: -Military. I didn't organize anything cause I'm a lazy bastard. -General Storage. Please don't bust the "♥ TL" on the top level, you will probably need a new and bigger general storage area though. I also didn't do any quantum pile for stones and stuff yet, mostly because I'm a packrat. -Food. Currently despite the huge dining area the farms are pretty small, should probably increase those a bit. -I didn't name a dwarf after me because all the migrants literally sucked donkeyballs. Whoever is next in line, I'd love it if you'd send me a list of your migrants at one point so I can finally pick one. Catloving stone-detailers/smiths preferred. :>
Random fun counts! Total stone stockpile: (where the fuck can you see that?) Food stockpile: 17 Plants, 0 Drinks (muahaha) Death count: 0 Kill count: 2 Kobold Thiefs (killed by merchants) Population: 17 (11M, 6F) Migrants: 10 (4M, 6F) Born Children: 0 Livestock: 8 Dogs: 1 Cats: 0 =(( Created wealth: 81310 Imported wealth: 16486 Exported wealth: 0
@Kurumi: Please rename Aixlers profession to "Circle Breaker", forgot to do that before uploading the save. Also pretty please tell me about your migrants via PM so I can pick a cool evodwarf. :>
On June 15 2012 19:57 Blazinghand wrote: I like the <3 shaped stockpile. Great update! Needs more cats. Sounds like you had quite the first year, not being able to add jobs.
It's gonna be more of a bitch when it comes to smelting and stuff, only real annoying thing was no architect so far. :>
On June 15 2012 19:57 Blazinghand wrote: I like the <3 shaped stockpile. Great update! Needs more cats. Sounds like you had quite the first year, not being able to add jobs.
It's gonna be more of a bitch when it comes to smelting and stuff, only real annoying thing was no architect so far. :>
I think the trick will be to focus on whatever we can. Not having a broker is lame though. We shoudl make an exception for that rather than using a random dwarf.
Oh right, no architect, I forgot :O So the "no switching professions" rule only applies to dwarves you already have, and you can enable whatever jobs you like for immigrants now, did I understand that correctly?
On June 15 2012 20:50 KharadBanar wrote: Oh right, no architect, I forgot :O So the "no switching professions" rule only applies to dwarves you already have, and you can enable whatever jobs you like for immigrants now, did I understand that correctly?
You can add jobs but not remove them, if I understand it correctly.
I don't really know what the final decision is on that, but Evo definitely seems to have played under the assumption that jobs couldn't be changed at all... that would certainly add a new layer of challenge to this.
If we wanted to keep to the spirit of that challenge, but make it easier to get people dorfed we could change jobs to fit with what someone wants as their dwarf, but then leave them after that. Or we could have full changing of unnamed dwarves... I dunno.
On June 11 2012 00:52 humblegar wrote: If possible I'd like to be dwarfed (any dwarf nicknamed "Humble" will do) and will follow the story.
My free time is too unpredictable to bother you with waiting for me to play.
Well, can your dwarf be immodest? Because I just found out that the dwarf I wanted to get your name has such a trait.
On June 15 2012 21:11 Hoosegow wrote: I don't really know what the final decision is on that, but Evo definitely seems to have played under the assumption that jobs couldn't be changed at all... that would certainly add a new layer of challenge to this.
If we wanted to keep to the spirit of that challenge, but make it easier to get people dorfed we could change jobs to fit with what someone wants as their dwarf, but then leave them after that. Or we could have full changing of unnamed dwarves... I dunno.
It's more irritating than challenging. Migrants love to be fisherdwarves/useless skill on the beginning like Spinning etc, so yeah. I could accept this rule if we were allowed to change at least 3 professions per migrant dwarf for example, so it's harder and not stupid.
On June 15 2012 20:50 KharadBanar wrote: Oh right, no architect, I forgot :O So the "no switching professions" rule only applies to dwarves you already have, and you can enable whatever jobs you like for immigrants now, did I understand that correctly?
You can add jobs but not remove them, if I understand it correctly.
That's the basic thought, yea. I imagine if the ammout of labour per dwarf or the general assignments are getting a bit too ridiculous, we could have a dwarven guild council or something in this thread where we can figure out something proper. We'll figure that out as we go, if it's needed.
Good work on your turn, r.Evo! Love the heart-shaped rooms, and the summary at the end is pretty neat.
Edit: As for changing labour - I suppose we could extend the personalization of dwarves a bit, with nicknames, custom professions and labour choices? Maybe five or so dwarves per ruler? To give a bit more flexibility and personalization of the fort, I mean.
Of course, we should still not modify other peoples' dwarves, and dwarves who are decently skilled with 3 or more in a skill, should probably be left in their profession at least.
You can add a group of jobs to any migrant dwarf, but if he has fishing or something dumb turned on, you can't turn it off, cause that's hilarious. Also, barring some need (like an archiect and nobody has skills for it but one of them) The Seven are untouchable. Easy, challenging, but not dumb. Thoughts?
If we have nearby kobolds and a spare dog, consider chaining one outside the entrance-- it'll detect Kobolds trying to scavenge, as well as goblins trying to "rescue" children.
On June 15 2012 21:39 Blazinghand wrote: If we have nearby kobolds and a spare dog, consider chaining one outside the entrance-- it'll detect Kobolds trying to scavenge, as well as goblins trying to "rescue" children.
Our dog is someone's pet. We should buy a pair for hunting training and other good stuff. Stone stockpiles suck. Most of the dwarves are hauling rocks instead of producing booze or making beds. I shall change it so only military-dwarves haul for now. It will be better after I get wheelbarrows too!
I've literally never made a wheelbarrow in all my years of DF. I did not know they existed. I guess this explains why I'd need like 30 peasants in a 70-dwarf fort.
hmmmmm
Now that I think about it it's really good I'm not in the first 2-3 leaders.
On June 15 2012 21:45 Blazinghand wrote: I've literally never made a wheelbarrow in all my years of DF. I did not know they existed. I guess this explains why I'd need like 30 peasants in a 70-dwarf fort.
hmmmmm
Now that I think about it it's really good I'm not in the first 2-3 leaders.
I think they are new. Not sure though. By the way, I tested our military - they killed ~4 Crowmen without a sweat, great! HOLY CRAP 25 MIGRANTS what do and we got a doctor who's Adequate in Setting Bones and Dressing Wounds, yay!
On June 15 2012 21:45 Blazinghand wrote: I've literally never made a wheelbarrow in all my years of DF. I did not know they existed. I guess this explains why I'd need like 30 peasants in a 70-dwarf fort.
hmmmmm
Now that I think about it it's really good I'm not in the first 2-3 leaders.
I think they are new. Not sure though. By the way, I tested our military - they killed ~4 Crowmen without a sweat, great! HOLY CRAP 25 MIGRANTS what do and we got a doctor who's Adequate in Setting Bones and Dressing Wounds, yay!
LOL that famous second wave.
Shout when you find something neat (Stone Detailing or something similar to personalize him for me. OR EVEN BETTER: I claim whichever dwarf gets adopted by a cat and want him to get stone detailing turned on, now that that is allowed. =P
Would be cool if that's doable. =)
Edit: For the labour rule at least one dwarf per profession should be assignable, otherwise it's just pretty damn dumb. =P
On June 15 2012 21:45 Blazinghand wrote: I've literally never made a wheelbarrow in all my years of DF. I did not know they existed. I guess this explains why I'd need like 30 peasants in a 70-dwarf fort.
hmmmmm
Now that I think about it it's really good I'm not in the first 2-3 leaders.
I think they are new. Not sure though. By the way, I tested our military - they killed ~4 Crowmen without a sweat, great! HOLY CRAP 25 MIGRANTS what do and we got a doctor who's Adequate in Setting Bones and Dressing Wounds, yay!
LOL that famous second wave.
Shout when you find something neat (Stone Detailing or something similar to personalize him for me. OR EVEN BETTER: I claim whichever dwarf gets adopted by a cat and want him to get stone detailing turned on, now that that is allowed. =P
Would be cool if that's doable. =)
Edit: For the labour rule at least one dwarf per profession should be assignable, otherwise it's just pretty damn dumb. =P
So it begins... Martyrtomb (what a name) will be glorious, and its happy and woeful tales alike will be remembered throughout the ages. It will be legendary, TL!
You guys should probably allow people to freely turn on/off hauling jobs, health care, & cleaning (if you aren't already) unless you want the fort to be horribly unproductive once you start killing goblins/get bigger. Unless the new version has other ways to address dwarves spending huge amounts of time hauling.
Yeah it wouldn't be a huge deal to leave it on if you have 10 blacksmiths... but much more likely you're going to have 1-2 and they're never going to get anything done.
Hey, this is offtopic but I wanted to ask somewhere. A lot of the links in the original TL dwarf fortress thread are out of date, like the in depth new player guide and the tileset links. I am a total noob looking to start playing a little bit but its really hard without help, can someone here link me to some resources I could use to get started? Thanks guys, I love reading about your adventures! keep it up!
On June 15 2012 23:58 PassiveAce wrote: Hey, this is offtopic but I wanted to ask somewhere. A lot of the links in the original TL dwarf fortress thread are out of date, like the in depth new player guide and the tileset links. I am a total noob looking to start playing a little bit but its really hard without help, can someone here link me to some resources I could use to get started? Thanks guys, I love reading about your adventures! keep it up!
On June 15 2012 23:58 PassiveAce wrote: Hey, this is offtopic but I wanted to ask somewhere. A lot of the links in the original TL dwarf fortress thread are out of date, like the in depth new player guide and the tileset links. I am a total noob looking to start playing a little bit but its really hard without help, can someone here link me to some resources I could use to get started? Thanks guys, I love reading about your adventures! keep it up!
On June 16 2012 00:12 KharadBanar wrote: Those links should go in the OP so they don't get lost in the depths of an epic thread (which I hope this becomes)
added! Now it's your turn to make this an epic thread!
On June 16 2012 00:12 KharadBanar wrote: Those links should go in the OP so they don't get lost in the depths of an epic thread (which I hope this becomes)
added! Now it's your turn to make this an epic thread!
wait, what? You realise it's Kurumi's turn, right?
I mean I could try to embellish the whole thing with some more flavour but I don't see the need to after r.Evo's flavourful update. Also, gl hf against the Weresheep Kurumi
On June 16 2012 00:12 KharadBanar wrote: Those links should go in the OP so they don't get lost in the depths of an epic thread (which I hope this becomes)
added! Now it's your turn to make this an epic thread!
wait, what? You realise it's Kurumi's turn, right?
I mean I could try to embellish the whole thing with some more flavour but I don't see the need to after r.Evo's flavourful update. Also, gl hf against the Weresheep Kurumi
You'll be surprised. Anyway, I am in Autumn with two dead dwarves, expect my summary soon!
On June 16 2012 00:12 KharadBanar wrote: Those links should go in the OP so they don't get lost in the depths of an epic thread (which I hope this becomes)
added! Now it's your turn to make this an epic thread!
wait, what? You realise it's Kurumi's turn, right?
I mean I could try to embellish the whole thing with some more flavour but I don't see the need to after r.Evo's flavourful update. Also, gl hf against the Weresheep Kurumi
You'll be surprised. Anyway, I am in Autumn with two dead dwarves, expect my summary soon!
HA! Back in my days of leadership that wouldn't have happened!
On June 16 2012 00:12 KharadBanar wrote: Those links should go in the OP so they don't get lost in the depths of an epic thread (which I hope this becomes)
added! Now it's your turn to make this an epic thread!
wait, what? You realise it's Kurumi's turn, right?
I mean I could try to embellish the whole thing with some more flavour but I don't see the need to after r.Evo's flavourful update. Also, gl hf against the Weresheep Kurumi
You'll be surprised. Anyway, I am in Autumn with two dead dwarves, expect my summary soon!
HA! Back in my days of leadership that wouldn't have happened!
One of them is kinda of my fault. He felt, but then noone bothered to get water to him. ACTUALLY, THEY DID, BUT SOMEHOW THEY WERE FULL.
On June 16 2012 00:12 KharadBanar wrote: Those links should go in the OP so they don't get lost in the depths of an epic thread (which I hope this becomes)
added! Now it's your turn to make this an epic thread!
wait, what? You realise it's Kurumi's turn, right?
I mean I could try to embellish the whole thing with some more flavour but I don't see the need to after r.Evo's flavourful update. Also, gl hf against the Weresheep Kurumi
You'll be surprised. Anyway, I am in Autumn with two dead dwarves, expect my summary soon!
HA! Back in my days of leadership that wouldn't have happened!
One of them is kinda of my fault. He felt, but then noone bothered to get water to him. ACTUALLY, THEY DID, BUT SOMEHOW THEY WERE FULL.
I should just spam my bio quote all over this thread as a response to any event. =X
2.7 Changing the professions of a dwarf is a violation of the ethics protocol that was set up by the dwarf of the Rainy Sword. A dwarf may not learn completely new professions. He can however activate his inactivated and rusty skills.
1.) What does that mean for peasants (with no skills)? Can they be anything, or are the condemned to military or hauling duty? 2.) We're allowed to turn OFF skills, right?
I think as it currently stands (there was a discussion about this rule a while ago) you can turn dwarves' skills on but not off, so you have to watch out about not giving everybody every profession/hauling or something but if you need some dwarf to ARCHITECT THIS FUCKING TRADE DEPOT or something you're allowed to. You may also not mess with the professions of the initial Glorious Seven, because the players picking them specified their jobs.
yes, that sounds reasonable. I played with the 7 a little, too and I gotta say: it was darn hart without changing any professions. So the new rules are: You may enable as many professions as you please but must not disable any dwarf's profession. This rule excludes the glorious starting seven whose professions are godgiven and may not be changed without the creator's permission.
e: sorry for the confusion. It kinda ruined your turn, r.Evo, mh?
Here! Sorry for such a way but I didn't make many screenshots during my year.
1st of Granite, Martyrtomb That's the date I've taken over the control of the Martyrtomb. The last leader did an amazing job setting up stockpiles and workshops together. The bad thing about this fortress is farming industry (two small plots and a still quite underground) and lack of personal quarters for dwarves. The military was non-existant while we had a lot of good candidates for it. As you can guess, I began designation of digging a bigger farm room and bedrooms. I needed to add a lot of labors for many dwarves so the fortress can work somehow. I use the manager panel extensively. I test our military on crowmen and it went beatiful – four dead beasts and no scratches on our dwarves. Plans for the year: Create enough bedrooms so the next leader will be set for another migration wave. + Show Spoiler +
9th of Slate 25 dwarves just arrived in the largest migrant wave so far. I am not ready yet for them. That small dormitory and couple of bedrooms needs to do, I guess.
10th of Slate A BABY?! How do I handle babies? Well, T.K. Sarah is the first dwarf to give birth to another dwarf in Martyrtomb!
24th of Slate BLOODY HELL. GO, THE BLOCKENED CROWNS OF STEEL!
We've dealt with the beast. Sadly, Erith Ilralakgos, Cheese Maker was the nearest target and got killed by the beast. After the beast transformed Dice the Guard Instructor punched it to death without getting hurt in the battle.
4th Felsite Another birth! "Delicious" Tarongem is a happy mother of a girl!
6th of Felsite Our new Surgeon, Monom Tosidluzat withdraws from society. Great. Claims Craftsdwarf's Workshop.
12th of Felsite An elven caravan. We probably have no crafts to sell though.
16th of Felsite Another girl. "Briana" Narilral is the mother. Plated was right, this is crazy!
11th of Hematite I finally got our Surgeon a metal bar. He has begun a mysterious construction! Elven merchants are leaving. Blazinghand has failed to show up to the Trade Depot, damn it. It's not that bad though! We're doing fine. Some time around it thanks to me "coma" Asobdalzat felt on his hand when digging channels to the hospital for water.
13th of Malachite Another migrant wave. We are in terrible situation, every plump helmet is being eaten instead of brewed. We get a mason in the migrant wave so it's okay.
27th of Galena "coma" Asobdalzat has been found dead in his bed dehydrated. Figures, we had no buckets free to fill up them with water... That's it, I am checking what caused that. Probably me not giving buckets enough priority. Nope. Highest wood-relate priority. Screw that! Found out why our masons suck. Previous leader designated a roof to be built. With stone stockpile being so deep in the ground and then the path itself to that roof being long and rocks heavy it basically locked our Masons who weren't decorating things. Awesome.
19th of Limestone "Katina" Adilstigil has given birth to a boy! It makes it 2-2 now.
10th of Sandstone 13 dwarves come in a migrant wave. Noone special.
22nd Sandstone "Vol'jin" Rigothmorul suddenly stops killing poor capybara and withdraws from society. Great.
Start of Winter Vol'jin still can't get something. I saw him haul ~3 bones(we have more) and he needs cloth/gems/blocks, which we have. We find a Goblin Snatcher. Military is sent to kill him. Runs away, fine.
Another Snatcher. Damn them. We actually got a kid snatched, which is weird. Oh well! GOD DAMNIT BLAZINGHAND GO TO THE DAMN MERCHANTS. Okay. I am trying to get cats, food and booze. Yay. Done.
17th of Moonstone Vol'jin has gone berserk. Holy shit. Well, bye man, nice knowing you. Our mountainhome wants us to produce those things.
6th of Obsidian "Fishstick" Erihtherleth has given birth to a girl, yay!
More dead dwarves...
27th of Obsidian My dorf is taken by a mood. Yay.
Dead dwarves: Zul'jin Okilkol coma Asobdalzat Vol'jin Rigothmorul Briana Narilral Kumil Nolethrigoth Erith Ilralakagos Two of them are buried, rest will be buried after someone takes the fort, coffins are ready and rooms are half ready I believe.
Born children: I think 5 or 6, one was snatched. Dogs: 2 as pets Cats: 2 as free roamers!
The heart is smoothed. We have a lot of bedrooms. Hospital lacks a functioning well. We have little barracks. Water for underground farming will be available shortly, everything's channeled, floodgates are here etc. I've found caverns with LOOOTS of water. Wheelbarrows which I crafted are really good for hauling stones! We have nice stonecrafting/mason/carpentry/woodcrafting industry set up. We have a lot of bins, barrels, mugs and crafts. We need more cabinets, chests. We have hard time with meat. I've setup some traps.
Get the save here. Feel free to nickname the dwarves.. There are LOTS. I was assigning new labors but I did not erase previous ones(only for short time frame for Blazinghand so he would go to the damn Trade Depot >_>)
On June 16 2012 06:20 Kurumi wrote: 11th of Hematite Elven merchants are leaving. Blazinghand has failed to show up to the Trade Depot, damn it. It's not that bad though! We're doing fine.
Start of Winter GOD DAMNIT BLAZINGHAND GO TO THE DAMN MERCHANTS.
////
Feel free to nickname the dwarves.. There are LOTS. I was assigning new labors but I did not erase previous ones(only for short time frame for Blazinghand so he would go to the damn Trade Depot >_>)
On June 16 2012 06:20 Kurumi wrote: 11th of Hematite Elven merchants are leaving. Blazinghand has failed to show up to the Trade Depot, damn it. It's not that bad though! We're doing fine.
Start of Winter GOD DAMNIT BLAZINGHAND GO TO THE DAMN MERCHANTS.
////
Feel free to nickname the dwarves.. There are LOTS. I was assigning new labors but I did not erase previous ones(only for short time frame for Blazinghand so he would go to the damn Trade Depot >_>)
I'm helping <3
When dwarven caravan came you actually showed up, so we got cats and stuff.
Good job to Kurumi and Evo so far love reading these things. If anyone would be so kind to name a migrating Fisher/Miner/Armsdwarf after me (Skyfury) I would be forever grateful. Can't wait for the next update.
I should swap spots with nr. 4 (DarkEnergy). Won't have time to play tomorrow, and probably too hung over on sunday to play then. Or, I could forfeit my spot and be added last, whatever you prefer.
I need to freshen up on the latest DF version though!
edit: As to the bridges rule, we can still use them? Like a drawbridge as the only ground-level entrance to the fort? Over a giant ditch? Filled with spikes and badgers?
On June 16 2012 07:47 Haemonculus wrote: Holyshit I want in!
I need to freshen up on the latest DF version though!
edit: As to the bridges rule, we can still use them? Like a drawbridge as the only ground-level entrance to the fort? Over a giant ditch? Filled with spikes and badgers?
Yeah, I think this rule was created to prevent atom-smashers and other fun insta-killing stuff.
My lord, this place has no defenses. I've immediately set the dwarves to erect a secondary and tertiary palisade, as well as begun the carving of fortifications. The additional drawbridges and layers of traps and defense will serve us well and let us gather trees from within safe perimeter.
EDIT: also, a room with 3 random levers that are never described. Real cool, guys, real cool.
EDIT EDIT: Also, our dwarves for some reason have only a 6 man militia for a fort of 60, and it only trains half the time. From now own, we'll have 3 rotating groups of 6 militia dwarves with one squad always on duty.
On June 16 2012 08:33 Blazinghand wrote: My lord, this place has no defenses. I've immediately set the dwarves to erect a secondary and tertiary palisade, as well as begun the carving of fortifications. The additional drawbridges and layers of traps and defense will serve us well and let us gather trees from within safe perimeter.
EDIT: also, a room with 3 random levers that are never described. Real cool, guys, real cool.
EDIT EDIT: Also, our dwarves for some reason have only a 6 man militia for a fort of 60, and it only trains half the time. From now own, we'll have 3 rotating groups of 6 militia dwarves with one squad always on duty.
It's quite obvious where they lead to though. Have you freed the second cat? EDIT: I think caravans can't go through traps. Just keep that in mind.
On June 16 2012 08:33 Blazinghand wrote: My lord, this place has no defenses. I've immediately set the dwarves to erect a secondary and tertiary palisade, as well as begun the carving of fortifications. The additional drawbridges and layers of traps and defense will serve us well and let us gather trees from within safe perimeter.
EDIT: also, a room with 3 random levers that are never described. Real cool, guys, real cool.
EDIT EDIT: Also, our dwarves for some reason have only a 6 man militia for a fort of 60, and it only trains half the time. From now own, we'll have 3 rotating groups of 6 militia dwarves with one squad always on duty.
It's quite obvious where they lead to though. Have you freed the second cat?
On June 16 2012 08:33 Blazinghand wrote: My lord, this place has no defenses. I've immediately set the dwarves to erect a secondary and tertiary palisade, as well as begun the carving of fortifications. The additional drawbridges and layers of traps and defense will serve us well and let us gather trees from within safe perimeter.
EDIT: also, a room with 3 random levers that are never described. Real cool, guys, real cool.
EDIT EDIT: Also, our dwarves for some reason have only a 6 man militia for a fort of 60, and it only trains half the time. From now own, we'll have 3 rotating groups of 6 militia dwarves with one squad always on duty.
It's quite obvious where they lead to though. Have you freed the second cat?
>.> I have not. Is that the lever on the left?
The lever closest to the cages. The lever on the left opens the floodgate on far left. Upper right opens big bridge and down right opens small bridge
On June 16 2012 08:33 Blazinghand wrote: My lord, this place has no defenses. I've immediately set the dwarves to erect a secondary and tertiary palisade, as well as begun the carving of fortifications. The additional drawbridges and layers of traps and defense will serve us well and let us gather trees from within safe perimeter.
EDIT: also, a room with 3 random levers that are never described. Real cool, guys, real cool.
EDIT EDIT: Also, our dwarves for some reason have only a 6 man militia for a fort of 60, and it only trains half the time. From now own, we'll have 3 rotating groups of 6 militia dwarves with one squad always on duty.
It's quite obvious where they lead to though. Have you freed the second cat?
>.> I have not. Is that the lever on the left?
The lever closest to the cages. The lever on the left opens the floodgate on far left. Upper right opens big bridge and down right opens small bridge
Oh derp I didn't see the lower bridge. Now it all makes sense.
EDIT: Oh my god why are the food and seed piles on Z-10 when the farms are at ground level
On June 16 2012 07:47 Haemonculus wrote: Holyshit I want in!
I need to freshen up on the latest DF version though!
edit: As to the bridges rule, we can still use them? Like a drawbridge as the only ground-level entrance to the fort? Over a giant ditch? Filled with spikes and badgers?
Yeah, I think this rule was created to prevent atom-smashers and other fun insta-killing stuff.
Actually, the rule (together with the trap limitation) was to prevent chokepointing and static, powerful defenses. Being able to dodge sieges and monsters simply with a drawbridge is silly. Safe forts are stale forts. Mad constructions such as bridge-a-pults tossing anvils and such is of course completely expected.
On June 16 2012 07:47 Haemonculus wrote: Holyshit I want in!
I need to freshen up on the latest DF version though!
edit: As to the bridges rule, we can still use them? Like a drawbridge as the only ground-level entrance to the fort? Over a giant ditch? Filled with spikes and badgers?
Yeah, I think this rule was created to prevent atom-smashers and other fun insta-killing stuff.
Actually, the rule (together with the trap limitation) was to prevent chokepointing and static, powerful defenses. Being able to dodge sieges and monsters simply with a drawbridge is silly. Safe forts are stale forts. Mad constructions such as bridge-a-pults tossing anvils and such is of course completely expected.
Don't worry, the levers to operate the auxiliary drawbridges are out in the outer courtyards for maximum hilarity.
On June 16 2012 07:47 Haemonculus wrote: Holyshit I want in!
I need to freshen up on the latest DF version though!
edit: As to the bridges rule, we can still use them? Like a drawbridge as the only ground-level entrance to the fort? Over a giant ditch? Filled with spikes and badgers?
Yeah, I think this rule was created to prevent atom-smashers and other fun insta-killing stuff.
Actually, the rule (together with the trap limitation) was to prevent chokepointing and static, powerful defenses. Being able to dodge sieges and monsters simply with a drawbridge is silly. Safe forts are stale forts. Mad constructions such as bridge-a-pults tossing anvils and such is of course completely expected.
Don't worry, the levers to operate the auxiliary drawbridges are out in the outer courtyards for maximum hilarity.
IT'S NOT LIKE WE HAVE NO DWARVES GOING BY TO FISH/FISH/FISH/BUILD A DAMN ROOF!
The Chronicle of Hoosegow the Shroomsmith, Volume I
The Shroomsmith eases himself down into the loose loam of the underground farm and strokes his magnificently kept mustache. He gazes at his companion for a time, then sighs heavily.
"Good morning friend. We've had a good season, you and I. While I've gotten to know you quite well, I fear that you really didn't get to know me. It's my fault, 'tis true. I've been busy. There's always so much to do, but such is the burden of a Shroomsmith. We dwarves are a stubborn lot. Most of them immerse themselves in the lure of stone and steel. You know how they are: pouring all of their hours into the crafting of earth, or bending the axe to their will. But where would they be without us? They need their food; they need their drink. We are the unsung backbone of the mighty Dwarven empire."
The plump helmet that Hoosegow addresses neither moves nor responds. The Shroomsmith continues regardless.
"Without us, the mightiest warriors would starve to death in their armor. The most legendary craftsdwarves would soon go berserk without their ale and wine. You and I, we are the secret heart that beats at the center of any great Dwarven fortress."
The robust plump helmet, grown full and large over the course of the season, remains motionless.
"Especially this place! Martyrtomb... And here I thought this would be a normal assignment. But no. They assign all of one Shroomsmith to found this fortress! What were the royal administers thinking? Oh well, our guild takes its job seriously. If it is to be just me, then so be it."
The Shroomsmith draws his scythe and severs the plump helmet's stalk in one swift slash. He collects the fallen mushroom and tosses it into a pig tail fiber sack with its fallen brethren. He walks five feet away and slowly lowers himself to the ground in front of the next plump helmet in the row.
"Good morning friend. We've had a good season, you and I. While I've gotten to know you quite well, I fear that you really didn't get to know me..."
On June 17 2012 05:46 Blazinghand wrote: How do you stop animals from starving to death
Like rams etc? Assign them to pastures. Don't do that to pets as far I remember, as they get fed by master (at least what I think) dogs/cats eat on themselves.
On June 17 2012 05:46 Blazinghand wrote: How do you stop animals from starving to death
Like rams etc? Assign them to pastures. Don't do that to pets as far I remember, as they get fed by master (at least what I think) dogs/cats eat on themselves.
There's already a pasture in existence-- one of the previous for owners made it. Is there anything else that needs to be done after designating it?
On June 17 2012 06:00 KharadBanar wrote: You hover over it with your cursor in the Zones menu, and you Assign Animals to it. Not sure about the exact hotkeys, but that should do the trick.
Ah, yeah, I found it. Thanks!
BTW, the roof is almost finished, and someone created a legendary magnetite grate.
Also, did we always have a mayor? cause he's like making edicts and asking for an office and shit
EDIT: Kurumi, your infernal lever operates both the northern AND the southern bridge! ;_; Udib died for his people.
On June 17 2012 06:00 KharadBanar wrote: You hover over it with your cursor in the Zones menu, and you Assign Animals to it. Not sure about the exact hotkeys, but that should do the trick.
Ah, yeah, I found it. Thanks!
BTW, the roof is almost finished, and someone created a legendary magnetite grate.
Also, did we always have a mayor? cause he's like making edicts and asking for an office and shit
Ok guys, I made a great decision. I bought a male grizzly bear and chained it to our gatepost. How do you train grizzly bears? Do you need a specific building or will an animal trainer just do it?
On June 18 2012 03:58 Blazinghand wrote: The battle for Martyrtomb rages on against the vicious goblins. Our citizen-soldiers stand strong against the tide of darkness!
I'll play through the rest this evening.
PS: I had no idea why kurumi had this massive floor project going on, and suddenly I wish I had devoted more resources to getting it done.
I stopped it so my masons actually did something good EDIT: and it wasn't mine, it was curse left by r.evo
On June 18 2012 03:58 Blazinghand wrote: The battle for Martyrtomb rages on against the vicious goblins. Our citizen-soldiers stand strong against the tide of darkness!
I'll play through the rest this evening.
PS: I had no idea why kurumi had this massive floor project going on, and suddenly I wish I had devoted more resources to getting it done.
I stopped it so my masons actually did something good EDIT: and it wasn't mine, it was curse left by r.evo
Dude this siege is like ONLY bowgoblins. Good news is we have like 30 marksdwarves, but the stupid goblins were standing above the fort shooting down into it since the roof wasn't done instead of coming down and walking through the traps. We lost one nameless dwarf and Aixler took a hit to the chest before I realized what was happening. Although this battle will fill our hospitals, it will at least not fill our tombs.
On June 18 2012 03:58 Blazinghand wrote: The battle for Martyrtomb rages on against the vicious goblins. Our citizen-soldiers stand strong against the tide of darkness!
I'll play through the rest this evening.
PS: I had no idea why kurumi had this massive floor project going on, and suddenly I wish I had devoted more resources to getting it done.
I stopped it so my masons actually did something good EDIT: and it wasn't mine, it was curse left by r.evo
Dude this siege is like ONLY bowgoblins. Good news is we have like 30 marksdwarves, but the stupid goblins were standing above the fort shooting down into it since the roof wasn't done instead of coming down and walking through the traps. We lost one nameless dwarf and Aixler took a hit to the chest before I realized what was happening. Although this battle will fill our hospitals, it will at least not fill our tombs.
Well, when I was in charge we did not need a roof, we needed doors, chairs, mugs, pots, mechanisms, crafts. Have you built a well and supplied it with water?
On June 18 2012 03:58 Blazinghand wrote: The battle for Martyrtomb rages on against the vicious goblins. Our citizen-soldiers stand strong against the tide of darkness!
I'll play through the rest this evening.
PS: I had no idea why kurumi had this massive floor project going on, and suddenly I wish I had devoted more resources to getting it done.
I stopped it so my masons actually did something good EDIT: and it wasn't mine, it was curse left by r.evo
Dude this siege is like ONLY bowgoblins. Good news is we have like 30 marksdwarves, but the stupid goblins were standing above the fort shooting down into it since the roof wasn't done instead of coming down and walking through the traps. We lost one nameless dwarf and Aixler took a hit to the chest before I realized what was happening. Although this battle will fill our hospitals, it will at least not fill our tombs.
Well, when I was in charge we did not need a roof, we needed doors, chairs, mugs, pots, mechanisms, crafts. Have you built a well and supplied it with water?
that would be totally reasonable, but no, instead I've focussed our efforts on crafting hundreds of redundant sets of armor, dozens of unnecessary sets of training equipment, and thousands upon thousands of crossbow bolts. Most of our digging and furniture crafting operations have gone to making statues to line the hallways to prevent dwarves from being sad about their crappy living conditions under a military government, and building scores of weapon racks, armor stands, and archery targets (for the expanded armories and barracks)
We have 30 full-time marksdwarves plus almost every dwarf in the fort spends at least some time training in the militia. the professional soldiers spend most of their time training or walking useless patrols around the border of the map, or stationed next to the grizzly bear.
Also, we've got enough prepared meals and brewed drinks to last for about a year and a half.
On June 18 2012 03:58 Blazinghand wrote: The battle for Martyrtomb rages on against the vicious goblins. Our citizen-soldiers stand strong against the tide of darkness!
I'll play through the rest this evening.
PS: I had no idea why kurumi had this massive floor project going on, and suddenly I wish I had devoted more resources to getting it done.
OH YES the classic blzinghand Paint drawings! How I missed them!
Please include more of those in your update, that shit cracks me up every time.
Well, I made it to Spring Day 1. The siege is still underway and we definitely don't have enough dwarves to open the gate and go kill them. Good news is they're not packing any ranged weapons, so we can wait until the 30-odd injured fellows are recovered. I'm writing up a recap but the upload image button isn't working for some reason so I may keep it to text-only for now.
On June 18 2012 17:15 Blazinghand wrote: Well, I made it to Spring Day 1. The siege is still underway and we definitely don't have enough dwarves to open the gate and go kill them. Good news is they're not packing any ranged weapons, so we can wait until the 30-odd injured fellows are recovered. I'm writing up a recap but the upload image button isn't working for some reason so I may keep it to text-only for now.
When it didn't work for me I was like "fuck this", went to tinypic.com and did it manually for each pic. You can also set the resizing there.
On June 18 2012 17:15 Blazinghand wrote: Well, I made it to Spring Day 1. The siege is still underway and we definitely don't have enough dwarves to open the gate and go kill them. Good news is they're not packing any ranged weapons, so we can wait until the 30-odd injured fellows are recovered. I'm writing up a recap but the upload image button isn't working for some reason so I may keep it to text-only for now.
Alright, I'm gonna keep things nice and simple. Basically, I came in and we had like 3 military dwarves sitting around scratching their asses half the year. Now we have 30 full-time marksdwarves with rotating shifts of patrol, training, and even a month or two off every year to go look at statues or whatever. Was I crazy to devote over a third of our adult population to full-time military training? Was I crazy to devote all industrial output to producing crossbow bolts until we had over 5 thousand? Was I crazy to buy a bear and chain it to the front gate?
We needed all of that. We held the first siege, and caught a dragon, and I still think I didn't do enough. In terms of security, we're pretty solid. I didn't manage to get any Siege Weapons up, but we should be able to hold off anything that can't break down doors with this many marksdwarves. Here's a general overview of the fort as it stands:
Aixler is one of our finest military dwarves. A competent Hammerdwarf and Adequate Fighter with some skill as an Axedwarf, swordsdwarf, speardwarf, shield user, armor user, wrestler, striker, kicker, and dodger, he could have chosen to lead his own squad-- but instead he remained a part-timer as a citizen-soldier.
When the goblins came, he was ready.
The Circle Breaker got the drop on a Goblin Bowman, and opened fire with his wooden crossbow. He fired a bolt, and the Goblin returned fire. He fired again, and the goblin returned fire. He unleashes a flurry of 3 bolts, and the goblin shot back, piercing him through the abdominal muscles with a mundane copper arrow.
Aixler vomited, retched, and fired off one more bolt (which missed) before the goblin fired a second arrow, which tore a ligament and severed a tendon in his right lower leg. He fell prone and passed out. The other, slower dwarves of his squad soon caught up and finished off the foul beast.
He lives on, for now.
Aixler is stunned, nauseated, and in pain. He cannot stand and requires a crutch. He is currently on a bed in the hospital. Our medical dwarves are working around the clock to help him.
Marksdwarf Nomal Orrunoddom died in the line of service. Let the records show that he gave his life in defense of the fortress.
Marksdwarf Sodul Alkrultaron died in the line of service. Let the records show that she gave her life in defense of the fortress.
Carpenter Kadol Regmatul was caught outside during the siege. He died doing his duty as a carpenter.
I'm getting close to the end, ladies and gentlemen. Any requests for what goes in the wrap-up post?
EDIT: OHGODOHGODOHGOD
OH GOD
OH GOD
OH GOD
We literally JUST held off the goblins. We have about 20 of our 30 military dwarves in some form of recovery or another. Our traps are sprung, we're low on ammunition, and all our dwarfpower is tied up tending to the wounded.
"Kima Lutocobim Tullelgo, Dragon: Kima TaxedJewel the Warm Luxuries A gigantic repitilian creature. It is magical and can breath fire. These monsters can live for thousands of years.
He is very muscular and just gigantic overall. His scales are green. His eyes are black."
Guys.
Guys what do I do
I know what must be done.
We did that which was necessary.
We will never worry again about fortress defense, ladies and gentlemen. That is my parting gift.
So we've got like 30 wounded, dehydrating dwarves and the water supply is either frozen, or, strangely enough, vaporized. I'm not sure how many will be alive come spring.
I've ordered 30 coffins to be made.
This will all be over soon.
EDIT: oh, thank god, I remembered about the underground lake. Designated it for a water source. We might just have ZERO casualties from the dragon!
Aixler, however, passed on. It is a sad day indeed.
EDIT: I don't... I don't even know what to say any more.
There's nothing more I can give. Our weapons are broken, our numbers thinned, our spirits dulled. As we draw water to try to comfort the wounded and dying, yet another legend comes to destroy us. Forgotten Beasts are Building Destroyers, immune to traps, and can't be stopped by bridgeapult shenanigans.
And none of that even matters because it's already inside the fort.
The militia will make a final stand at the stairwell. We'll pull the dragon indoors and block him in, and if things turn south, release him. Maybe he and the Forgotten beast will cancel each other out somehow.
Armok save us.
Well, the forgotten beast is just staying down there. false alarm.
EDIT:
;_;
;______________;
;___________________________;
My pain knows no bounds.
The first many months passed uneventfully. I added more housing, made statue gardens, and fixed the truly un-dwarven system of "put the seeds and food storage as far away from the farms as possible" system. I drafted Rangers to become squad captains and train the worthless dwarves into worthy tasks.
In terms of manpower, about 1/3 of our dwarves are farmers, 1/3 are military dwarves, and most the remaining 1/3rd of the dwarves are masons and woodcrafters, making bolts, furniture, and exports. I didn't focus at all on mining or developing the economy of the fortress since it was so unprotected.
A message to my successor: Pull all the dwarves indoors and close the gates. With so many injured dwarves from the previous battles, we won't be able to fight these goblins directly. Shooting them through the walls is probably smarter. Focus on containing the infection outbreak first and getting our dudes back on their feet.
Some players may criticize my style, but I did what was necessary to keep the fortress alive, and I cleaned out every merchant who came by (though the dwarven merchants kept several larch bins of cloth as well as some useless toys).
A final word of advice: Train the Dragon. It's tempting not to, but it's Fun. I got him to "semi-tame" or whatever before the most recent siege broke out. It would be so worth it to domesticate him.
A video of the dragon fight will be uploaded when I get the chance.
Came to the World in year 1. One of the only Dragons to ever exist, his affinities are wealth and fire. For about 30 years, he hung out in the hills, attacking nearby elves and humans. Every now and then, an adventurer would confront or ambush him-- he would always kill those who attacked him first, and let go free those who he attacked first. He'd occasionally steal from nearby civilizations, taking gems and eating yaks.
In 37, Kima moved out to the Noiseless plain, where the Dwarf adventurer Lorbam DikeEchoes ambushed him and was struck down. Throughout the 40s 50s, and 60s, more and more adventurers sought Kima out in order to strike him down-- humans, elves, and dwarves, and they were all struck down.
In the midsummer of 68, a dwarf by the name of Sigun Ragabbeys ambushed Kima and escaped with only a mangled leg-- In his pursuit, Kima came across a battalion of Goblins. They all died. In the 70s, he ate a town of Kobolds in Jaypit, "the Oceanic name" just to steal a gem from them.
In the early 90s, Kima moved into the Forests of Handling, where his flame breath attracted constant elf adventurer attention due to horrible tree deaths. He remained there until the 120s when he happened to fly by Martyrtomb. His lair is Flickeredgilt, and aside from nameless creatures, he's killed one hundred and two creatures, approximately 1 for each year he's been alive.
He's never met another Dragon, or another legendary creature of any sort. He's never had friendly contact with an intelligent creature.
The only world he knows is one of mortal strife with elves, humans, dwarves, kobolds, and goblins.
Here's his battle with Martyrtomb, in which he is captured by the canny dwarf leaders and the sacrifice of many cattle and marksdwarves:
The action starts at about the 11 minute mark. Beforehand is just me setting up.
Man, I gotta say, I'm kinda amazed I didn't wipe right there. I had masons ready to do a total wall-in of the lower levels and wait the dragon out. Dragons are scary.
I would have fucked up that spot for sure, well done.
Soon to come: "How to beat dragons within just 3 years", a guide by Blazinghand. ♥
...actually more like one year, considering how much we let our military slide before that. Are you doing the "stop patrol during siege" via burrows? How does the actual training work without danger rooms? Like, what's important when setting it up?
On June 18 2012 20:35 r.Evo wrote: I would have fucked up that spot for sure, well done.
Soon to come: "How to beat dragons within just 3 years", a guide by Blazinghand. ♥
...actually more like one year, considering how much we let our military slide before that. Are you doing the "stop patrol during siege" via burrows? How does the actual training work without danger rooms? Like, what's important when setting it up?
On June 18 2012 20:35 r.Evo wrote: I would have fucked up that spot for sure, well done.
Soon to come: "How to beat dragons within just 3 years", a guide by Blazinghand. ♥
...actually more like one year, considering how much we let our military slide before that. Are you doing the "stop patrol during siege" via burrows? How does the actual training work without danger rooms? Like, what's important when setting it up?
We shouldn't have danger rooms.
That's why I'm asking how it's done properly without them. I have a tendency of falling back on them whenever I get lazy during my own endeavours. =S
On June 18 2012 20:35 r.Evo wrote: I would have fucked up that spot for sure, well done.
Soon to come: "How to beat dragons within just 3 years", a guide by Blazinghand. ♥
...actually more like one year, considering how much we let our military slide before that. Are you doing the "stop patrol during siege" via burrows? How does the actual training work without danger rooms? Like, what's important when setting it up?
We shouldn't have danger rooms.
That's why I'm asking how it's done properly without them. I have a tendency of falling back on them whenever I get lazy during my own endeavours. =S
Oh I accidentally a thing. Well, they just fight themselves with wooden replicas.
On June 18 2012 20:35 r.Evo wrote:How does the actual training work without danger rooms? Like, what's important when setting it up?
Well I've been doing it this way, not quite allowed by our rules: - Room with beds (or anything that can be designated as barracks) - Assign squad to train - Turn all labours of squad members off - Set squad to inactive
Might have similar effects if the schedule is all Train, and the squad is set to Active/Train, haven't done it that way though.
Sick to catch a dragon, gotta watch that vid when I get home!
Btw, this thread inspired me to finally pick up DF. So hard in the beginning, had a decent fortress going, then I got invaded by immigrants and found no iron, lol.
On June 18 2012 20:35 r.Evo wrote:How does the actual training work without danger rooms? Like, what's important when setting it up?
Well I've been doing it this way, not quite allowed by our rules: - Room with beds (or anything that can be designated as barracks) - Assign squad to train - Turn all labours of squad members off - Set squad to inactive
Might have similar effects if the schedule is all Train, and the squad is set to Active/Train, haven't done it that way though.
Basically, for each of the 3 full-time squads, their schedule is like:
1 month inactivity/vacation 4 months patrol route or station at the gate (mostly to stop lone goblins and kobolds, since stolen babies give bad thoughts) 7 months training
In addition to the sleeping/equipping barracks with weapon, armor, and ammo stockpiles, there's a room designated as a barracks/armory with Training turned on. It's got weapon racks, armor stands, and archery targets. By equipping these units with wooden weapons, they practice against each other without hurting each other.
Each militia captain is an ex-Ranger, with lots of points as Marksdwarf, Dodger, and Armor User, so he'll lead demonstrations and drills during training time. It's not as fast as a Danger Room, but it's easily fast enough to keep up a trained military.
As an aside, our fort isn't really in a GREAT place right now given the dozens of injured dwarves and the fact that our metal economy has stagnated for a year. something tells me the next rule has quite a bit of work on his hands.
so is dice not leading any training sessions? He's kind of designed to get his own squad eventually, since he has the most skill at training others of any of the dwarves.
On June 19 2012 07:50 PrinceXizor wrote: so is dice not leading any training sessions? He's kind of designed to get his own squad eventually, since he has the most skill at training others of any of the dwarves.
He's the guy whose job is drill instructor right? He's leading the heavy infantry squad-- they have their own armory and barracks. They don't do any patrols, though, just 6 months of training per year and 6 months of being civilians, since some of them are miners and woodcutters.
On June 19 2012 07:50 PrinceXizor wrote: so is dice not leading any training sessions? He's kind of designed to get his own squad eventually, since he has the most skill at training others of any of the dwarves.
He's the guy whose job is drill instructor right? He's leading the heavy infantry squad-- they have their own armory and barracks. They don't do any patrols, though, just 6 months of training per year and 6 months of being civilians, since some of them are miners and woodcutters.
yeah he's one of the original 7. Pretty much heavily put points into observing and teaching as well as dodge in order to allow us to quickly train up a military as well as be protected from raids.
On June 20 2012 02:07 ]343[ wrote: hmm, I thought dragons were trapavoid (?????)
also, I hope he can't breathe fire from inside the cage :D
dragons aren't trapavoid but are just kinda beastly. i had stationed the military behind the last line of weapon traps, near the main stairwell, and was hoping to just fire enough crossbow bolts to take him down after he went through all the traps. We got very, VERY lucky that he got caged. I'm not even sure the cage he's in is actually dragonfire-proof, so the structure being built around him is to prevent him from seeing something tasty and breathing fire at it.
On June 20 2012 02:07 ]343[ wrote: hmm, I thought dragons were trapavoid (?????)
also, I hope he can't breathe fire from inside the cage :D
dragons aren't trapavoid but are just kinda beastly. i had stationed the military behind the last line of weapon traps, near the main stairwell, and was hoping to just fire enough crossbow bolts to take him down after he went through all the traps. We got very, VERY lucky that he got caged. I'm not even sure the cage he's in is actually dragonfire-proof, so the structure being built around him is to prevent him from seeing something tasty and breathing fire at it.
>imprison Dragon in a cage which you don't know whether it's fireproof yep, this sounds like DF alright
On June 20 2012 02:07 ]343[ wrote: hmm, I thought dragons were trapavoid (?????)
also, I hope he can't breathe fire from inside the cage :D
dragons aren't trapavoid but are just kinda beastly. i had stationed the military behind the last line of weapon traps, near the main stairwell, and was hoping to just fire enough crossbow bolts to take him down after he went through all the traps. We got very, VERY lucky that he got caged. I'm not even sure the cage he's in is actually dragonfire-proof, so the structure being built around him is to prevent him from seeing something tasty and breathing fire at it.
>imprison Dragon in a cage which you don't know whether it's fireproof yep, this sounds like DF alright
Well, part of it is that I saw him breathe dragonfire and burn down our granite bridge and several gabbro structures, so it's not super clear that whatever his cage is made out of will fare better.
On June 20 2012 02:20 KharadBanar wrote: Is Dragonfire not the same as regular fire?
I saw it burn through several stone structures, so I'm gonna say yeah, it's different. It seems to be warmer >.> maybe stuff needs to be magma-safe in order to withstand it.
On June 20 2012 02:26 KharadBanar wrote: Seems reasonable... what was the cage made out of again?
I think it was a silver or copper cage that we got when we bought the Bear (who I think was killed by the dragon, since he was chained to the gate and no dwarf could be spared to save him)
<3 TL dwarf forts, i just wish every one of my forts didn't meet some horrible end i was in no way prepared for. "dig store room in first year, find forgotten beast."
On June 20 2012 15:34 PrinceXizor wrote: <3 TL dwarf forts, i just wish every one of my forts didn't meet some horrible end i was in no way prepared for. "dig store room in first year, find forgotten beast."
This is why I embark with 6 military dwarves and 1 miner/military dwarf and just dig a cave in the wall and hole up until migrants arrive, who are drafted to do labor and be cannon fodder footsoldiers in my glorious army.
On June 20 2012 15:34 PrinceXizor wrote: <3 TL dwarf forts, i just wish every one of my forts didn't meet some horrible end i was in no way prepared for. "dig store room in first year, find forgotten beast."
On June 20 2012 15:34 PrinceXizor wrote: <3 TL dwarf forts, i just wish every one of my forts didn't meet some horrible end i was in no way prepared for. "dig store room in first year, find forgotten beast."
not only is the dragon tamed, but we started using him to power an automated mining device that has found a forgotten beast that also was tame, and he breathes alcohol. so pretty much we are all set.
Yea allot of stuff did not pan out the way I planned. Fun fun fun. On another note I have send the message and the save is uploaded, but you won't be seeing my story until sometime tomorrow.
On June 21 2012 17:56 DarkEnergy wrote: Yea allot of stuff did not pan out the way I planned. Fun fun fun. On another note I have send the message and the save is uploaded, but you won't be seeing my story until sometime tomorrow.
On June 20 2012 00:22 plated.rawr wrote: I've really not got much time these days, so I'll forfeit my turn for a while. Loving the development so far though!
Edit: Oh wow, pet dragon. We're so gonna go up in flames.
just tell me when you're ready. I'll just postpone your turn until you say you're ready
I recieved the save, now I'm so going to screw up everything. The fort's situation couldnt be better i guess + Show Spoiler +
On June 20 2012 00:22 plated.rawr wrote: I've really not got much time these days, so I'll forfeit my turn for a while. Loving the development so far though!
Edit: Oh wow, pet dragon. We're so gonna go up in flames.
just tell me when you're ready. I'll just postpone your turn until you say you're ready
I recieved the save, now I'm so going to screw up everything. The fort's situation couldnt be better i guess + Show Spoiler +
Stop those stupid efficient habits and introduce some artsy meltdowns!
Back in my days we cared about the sexuality of each dwarf individually and expressing it with their digging, not abot how "efficient" things are!
On June 21 2012 17:56 DarkEnergy wrote: Yea allot of stuff did not pan out the way I planned. Fun fun fun. On another note I have send the message and the save is uploaded, but you won't be seeing my story until sometime tomorrow.
So mean. Can't wait to hear what's happening. :>
Did we make it through the infection outbreak!? Did we survive the goblin siege?? Did our dwarves die as heroes?
On June 21 2012 17:56 DarkEnergy wrote: Yea allot of stuff did not pan out the way I planned. Fun fun fun. On another note I have send the message and the save is uploaded, but you won't be seeing my story until sometime tomorrow.
On June 21 2012 17:56 DarkEnergy wrote: Yea allot of stuff did not pan out the way I planned. Fun fun fun. On another note I have send the message and the save is uploaded, but you won't be seeing my story until sometime tomorrow.
Dairy of Thikut “Professor DarkEnergy” Vabokrigoth, Obsidian ,128
So there I was,studying in the great library of Kandoran, when a some fancy noble walks in screaming my name. professor dark ! professor dark ! You would think being on the forefront of dragon research is awesome, but trust me it gets tiresome after a wile. So many dwarfs see a firesalamander, wyvern or whatever and go screaming dragon dragon ! Of course when these reports reach the capital they go drag my hairy ass out there. For Amok sake please not again. This sentence was repeating in my head wile that scrunny little excuse of a dwarf runs up to my table. And lord behold some dickwad had screamed dragon again, great they even said they captured it. When do I go ? today. Well woopty fucking doo let me pack my bags.
I take a look at the maps, and sure enough, this outpost is stuck out in the middle of nowhere, "Martytomb" they call it, a name which sounds more like a tomb then a outpost. Fuck it even has the name tomb in it. I probably won't be writing much more until I get to Martytomb. That name damn it all, even saying it sends shivers down my spine.
Dairy of Thikut “Professor DarkEnergy” Vabokrigoth, Granite ,129
Dear dairy, it has almost been a month now and it should be only a couple of days travel away. These egghead guards are having the time of there lives, and all I can think about is strangling those fucktards at Martytomb. I will make it their fucking tomb alright.
“The following inscribed page of the dairy is hastily written and hard to read.” Dairy ! What the hell ! I almost died, and my guards are dead. A fucking goblin siege. Those green skinned jackals almost made shishkabab out of me. I was able to run trough dogging those little green bastards. Sadly my guards weren't able to accomplish the same feat. meh better them than me right ? And all of that almost for nothing ! I ran back and forth between the main and auxiliary bridge screaming my lungs out, wile these intellect void dwarfs tried to figure out what lever to pull. They pulled all the levers something should happen then right they explained . While my anger grew and my hand where nearing the throat of the closest dwarf, I was interrupted by a echoing roar. When I asked what it was they said it was the dragon. Dairy my dear diary, It was true ! they actually have a freaking dragon. In all my years of research and study finally a live speciment ! I am giggling like a small child dairy this is going to be so awesome.
But the sad realization of my predicament set in. The dragon is beyond my reach, those green pointy eared psychopaths are in the way. I have to do something, anything..
Alright I have made up my mind I am taking over this place.
1th Granite ,129
First things first dairy I need to inspect the fort, assess our current situation. I will do a writeup as we go.
I was wondering what that smell was when I entered this place. It is noting really only two rotting corpses in the courtyard ! These people cant even manage to bury their dead. + Show Spoiler +
O dairy no wonder they had problems lowering the bridge its just that there are 10 unmarked levers They still don't know what is connected to what. With the siege outside I would say it is not the time to figure it out. Still I have to stop to admire the craftsmanship you have levers and then you have *levers* u know.
I enter this sad excuse of a hospital, seven dwarfs are lying here with decapitated limbs or other injuries. But that’s not the disgusting part well it is, but some smart ass leader thought it would be ok to double this as a barracks! It is completely mental. I can not bare to watch this.
To the farms it is. abominations, walking and talking mushrooms ! I ordered some dwarf to fetch me a sword. look at the farms they are running rampant, once I get the sword I will teach them !
Dairy, what a mistake to make. Turns out these dirt coved turnips are actually dwarfen children. Guess that is a logical explanation right ? they kinda look like shrooms tough. Makes me wonder how their mothers look like. I did not understand at first, a fellow called the shroomsmith was laughing and cheering the whole time. Until some other dwarf stopped me. luckily they handed me a wooden training sword, So the damage was minimal.
I decided to quickly leave the scene before their mothers show up.
Hmm a little metal industry ha atleast they tried right ? + Show Spoiler +
Some sleeping quarters interesting I like sleep. + Show Spoiler +
More sleeping quarters but these seem bigger and some nice engravings. + Show Spoiler +
What a peculiar dwarf I must say. I opened a door to one of finest living rooms in the fortress and some dwarf was sleeping on the bed. I hear him talking in his sleep “amatoer hammer smash !smash !” interesting fella
I have to sketch this one into my diary it seems to relate to this amatoer dwarf I just saw. + Show Spoiler +
Two random training rooms very inefficient and another hospital of course this one also had its share of wounded dwarfs it is a terrible thing I have to admit.
They dug out a huge expanse for their dining hall, no structural supports at all ! Well dairy I will be eating in my room and staying the fuck away from that place I know that. and they call themselves dwarfs jeez.
so I asked what is next and they said a nothing some underground place with weirds sounds. well I have to make a full inspection, and weird sounds does not sound well.
Hmm this surly is interesting, it seems there is a military project going on here. + Show Spoiler +
Water water everywhere, they are flooding the cave ! I asked who ordered this they did not reply. Whatever I don’t care.
Alright I am fucking done for today, amatoer's room seems fine ill take that goodnight dairy.
2th Granite ,129
Good morning diary. A new day to kick some dwarfen hinys and chew on shrooms, and I am all out of shrooms. It is as I feared, this motherfucking shithole, I mean just a look at it shops all over the place and dwarfs dieing left and right. The incompetence of the rules has made this hole in the ground a living hell. I would say the only thing good thing they managed to do is capture the dragon. I have no choice but to help this fort onto its feet. I need to study that dragon. The goblins are still there I have to deal with them somehow. On the bright side they are keeping there distance from the fort. We would pepper then with bolts if they come close. Filthy pointy eared wannabe dwarfs. But we can not lower the bridge or they come running in.
3th Granite ,129
Brilliant idea !
I have talked it over with the lads and we (I) came up with a plan. With clearly defined burrows no dwarf will get close to the goblins allowing us to gather wood for metal industry. Of course amok forbid we actually would have fuel present on our site. Or maybe one of the brilliant leaders before me had the foresight to request fuel from our homeland. GUESS NOT… I wont go out yet I mean better safe then sorry right ?
5th Granite ,129
Another new day dairy and the goblins seems keen on staying where they are. and our dwarfs have been sneaking in wood for the past days. I think I might set foot outside the wall to inspect the dragon. I have started a new project to create a centralized stockpile and workshops. thanks to me we will soon have a efficient workplace to craft our goods. + Show Spoiler +
Also I got a report today that some fellow called Ineth kodormafol the carpenter is behaving strangly, and has commandeered a workshop. He is quite busy at the moment. We will leave him to his business for now.
7th Granite ,129
I have inspected the captured dragon it seems to be unresponsive to commands. he also has several injuries, probably sustained in his capture. According to my research it is impossible to mend those wounds, and the dragon has to recover on its own. + Show Spoiler +
9th Granite ,129
Our chief medical dwarf Whoa has given birth to a boy. woopty fucking doo more turnips running around in the farms. Another awesome consequence is that our medical dwarf is not helping the wounded anymore because of this. Digging is continuing at a good pace Stage 1 of dragon training has begun I am bringing him a wheelbarrow of meat every 3 hours. as a consequence we lost half our animals.
10th Granite ,129
Amok dammit ! My bear my beautiful beard. That infernal creature almost burned me to a crisp. Luckily I was able to get the door closed before the brunt of the blast was near me. I cried for help wile doing the barrel roll but the masons son was just launching not lifting one finger to help. That bastard, I had to jump into a murky pool to get the fire out. I asked the bookkeeper about that young boy, turns out he has a dog. I talked to the butcher, I can tell you what tonights dinner is dragon !
11th Granite ,129
REJOICE ! The dragon is responding to my commands and seems obedient. I have achieved -Trained- Well-trained status. I am going to proceed to stage 2 of training, preparations are underway
15th Granite ,129
Preparations are complete, i am so pumped. everything is ready dairy, the lever in in place.
By the gods dairy I was pulled away before I could release him. some ass hat liaison wants to talk to me immediately. he was blabbering about making stuff official whatever I just said yea sure great ! I need to go now, he stopped me and said we need you to appoint a official. I did not have time for this dairy did does not understand. I had it I threw a tantrum and scurried away screaming I need to pull that lever now ! That’s that I guess.
It is magnificent ! (draw pic of the beast ill add it here) I ordered my dwarfs to put a horse in there and see what would happen. Seems the horse is having some bowel problems but the dragon seems calm. The dragon seems ready for war training i will begin training tomorrow.
Dairy of Thikut “Professor DarkEnergy” Vabokrigoth, Slate ,129
10th Slate ,129
This page of the dairy is discolored and what seems to be liquid has faded and smeared allot of the text.
Disaster dairy ! Why ! w//y / ask \ou. This was a on&0e (n @ life tim^; opritunity. and n0w he h^s ;' ft us. this is unfair. he died ! how can he die i cant belive this i st;dies this for so ma ye rs f ;:aly i meet a r|]l dragon he bites it. what is my purp^ e here n;w wh m i to do ? w[;l i e;]r find another dragon ? what is the point is it me d i d s thing wrong i fed h\ a/\ot i have d ]e my res][;h what will my co]['\'ues say i can i cant write any m[;']e + Show Spoiler +
Players note: So yea i reloaded once to try if i could safe him but with the bugged animal health care there was no way.
28th Slate ,129
some little boy created a amulet. Whatever i do not care. + Show Spoiler +
Dairy of Thikut “Professor DarkEnergy” Vabokrigoth, Felsite ,129
18th Felsite ,129
Some fucking dumb ass made a 3th entrance into our fortress. probably to flood the caves fucking jackass. It is a fucking miracle that we still live i would have left and leave everybody here to die but some miner had noticed me. + Show Spoiler +
Also those green goblins decided to pack up there shit and leave. I swear i would have lowered the bridge for then if I had the chance.
Dairy of Thikut “Professor DarkEnergy” Vabokrigoth, Hematite ,129
17th Hematite ,129
Some migrants have joined us have fun sleeping on the ground useless dwarfes. if the so much look at me funny I am going to draft them into the army skill or no skill.
O yea i forgot to mention that our central workshops are done we can churn out allot of useless shit.
18th Hematite ,129
Tired.
19th Hematite ,129
A noble came running into our fortress today and proclaimed our outpost an official part of the kingdom. And it seems they liked my little tantrum and me wanting to pull levers because they made me the fucking Barron. At least i am getting some royal credit. these fuckers here don't give a shit about me. i am a noble dwarf. and i even hold the title of professor. they never address me properly. bunch of ass hats. i have mandated the construction of 3 backpacks. do we need then ? no. but these fuckers need to understand who the fuck i am.
I am the motherfucking Barron of this shit hole.
19th Hematite ,129
As Barron i need to assure my safety. this conscript army is of useless peasants is no more ! We have made over 70 iron bars and begun making armor an weapons.
i have made a new military caste.
The Shock Troopers - 10 dwarfs mixed melee weapons with heavy iron armor. The Towering Archers - 10 dwarfs iron crossbows,shield and medium iron armor. As royal guard The Dicenators - 1 dwarf melee weapons with heavy iron armor.
Our best archer Isualin is captain of The Towering Archers One of our 7 Dice is captain of the guard for the Dicenators And Edem Amavuz is Military commander of all and leader of The Shock Troopers (somebody wants this dwarf ?)
They will receive around the clock training and be granted the best armor in our fortress.
Dairy of Thikut “The Barron Professor DarkEnergy the great” Vabokrigoth, Malachite ,129
1th Malachite ,129
They do not listen they do not understand ! I have reason for my fear.
24th Malachite ,129
Why is it so hard for them to accept that i am above them. They do not understand, they can never understand !
there are several pages torn out of the dairy
93th Fire ,666
The inscribed words on this page are deep red of color
A Forgotten beast. He is dying. Build me a tower so i can see.
I see waves of green surging around my tower. They can not reach.
New tormented souls I see around me wherever I move, and howsoever I turn, and wherever I gaze.
I'd rather say there are ~100 goblins. No big deal. I am totally awesome in this game and very familiar with the needed warfare in this situation. + Show Spoiler +
On June 23 2012 20:53 amatoer wrote: I'd rather say there are ~100 goblins. No big deal. I am totally awesome in this game and very familiar with the needed warfare in this situation. + Show Spoiler +
LOL
don't worry dude, it's not too bad. Worst case scenario, just lift the gate and cower! :D
On June 23 2012 20:53 amatoer wrote: I'd rather say there are ~100 goblins. No big deal. I am totally awesome in this game and very familiar with the needed warfare in this situation. + Show Spoiler +
LOL
don't worry dude, it's not too bad. Worst case scenario, just lift the gate and cower! :D
"Oh damn, that was the 'lets flood the fort'-lever!"
On June 23 2012 20:53 amatoer wrote: I'd rather say there are ~100 goblins. No big deal. I am totally awesome in this game and very familiar with the needed warfare in this situation. + Show Spoiler +
LOL
don't worry dude, it's not too bad. Worst case scenario, just lift the gate and cower! :D
"Oh damn, that was the 'lets flood the fort'-lever!"
Really was there a flood the fort lever ? Then i pulled it. Next time please add a tag to it. Confusing as hell.
On June 23 2012 20:53 amatoer wrote: I'd rather say there are ~100 goblins. No big deal. I am totally awesome in this game and very familiar with the needed warfare in this situation. + Show Spoiler +
Ha, this made me laugh.
O and we are above a pop cap of 100 guess something went wrong there.
I cannot wait to see how you are going to hook into my story. Hopefully i was not to melodramatic about mine but GL.
Nice write up DarkEnergy, enjoyed reading the update. This is like my personal little story that grows and I get to come back to it occasionally for a new episode
I blame you guys for getting me hooked. Man this game is addicting. It took me three fortresses to figure out how to make a well, before I was just flooding an area and then building a ramp in lol.
I don't understand military at all though. Would anyone be willing to give me some tips? I keep dying to troglodytes as soon as I hit a cavern.
On June 26 2012 08:01 iGrok wrote: I blame you guys for getting me hooked. Man this game is addicting. It took me three fortresses to figure out how to make a well, before I was just flooding an area and then building a ramp in lol.
I don't understand military at all though. Would anyone be willing to give me some tips? I keep dying to troglodytes as soon as I hit a cavern.
You can check out several things to get a better understanding of the military. including the DF wiki and youtube tutorials.
i would be willing to help you tough. Just pm me or jump on TL teamspeak and join day-z channel. I can answer some questions or stream a short session about it i guess.
On June 24 2012 01:41 Synwave wrote: Nice write up DarkEnergy, enjoyed reading the update. This is like my personal little story that grows and I get to come back to it occasionally for a new episode
ps can I have a dorf named after me?
On June 24 2012 02:13 Badjas wrote: I would like a (military) dwarf named after me if you please
I'm on it guys! Nothing very special happened yet. Just the dozens of enemies chilling outside our fort
Let's assume you captured three war cave dragons. Can you somehow train them or use them for your own purposes or do you just have to "live with them"? They are marked as "caged prisoners" on the unit list, but I somehow believe in the power of social reintegration
On June 27 2012 09:43 amatoer wrote: Let's assume you captured three war cave dragons. Can you somehow train them or use them for your own purposes or do you just have to "live with them"? They are marked as "caged prisoners" on the unit list, but I somehow believe in the power of social reintegration
I'm pretty sure you can tame them-- wild ones, at least. I'm not sure you can tame the captured ones, though. Maybe after the siege ends, see if they become animals or if they stay as enemies?
they stay as caged prisoners :/ But well... I arrived at spring (finished the year of DarkEnergy) and I think it's better to pass the turn. I have to sleep and I dont really have that much time to spend on this beautiful game
now it's either plated.rawr's or KharadBanar's turn!
Dear Mother, I arrived at Martyrtomb on the 23rd Timber, 129. According to the original plans, I should start my work in spring, but two things changed the minds of the honorable nobles of The Rainy Sword: first: the situation of that outpost. It was planned as an expansion into the wilder regions of the world. We should dominate the wilderness and bring dwarfish glory to the world. Sadly, the former rulers were incapable of handling the precarious situation. That's why it occured to them that I should be the chosen one. That brings me to the second reason: As I said, it was planned that I should arrive there in spring. At first I felt honored that they (the nobles of The Rainy Sword) chose me, but after I heard rumors about sieges and the attack of a megabeast I might have changed my mind. I would not say that I planned a top-secret escape to avoid the certain death, but I want to welcome death when I am ready. At the moment I like drinking booze, sleeping in a fine bed and sparrows for their dust baths. Eventually the nobles heard about my escape plan alternative plans for my future and made sure that I'll arrive at Martytomb soon enough. Meh. Now I am here. I can't stop thinking about this name. Martyrtomb... Martyr. Tomb... Tomb of the Martyr... I think I know what is going on. The name is a hint of the Gods. I clearly must be. There is no other possibility. The Gods tell that this place will be your last residence when you want to be brave and martyrish. So I shouldn't rush things. First, I'm going to take a look at the fort as a whole, spot the weaknesses and find some strengths. What? No, my beloved mother. I'm not a coward. I just don't share the blunt affection for steel and fights like most of the dwarfs. And you would understand me if you were here. There are eight Cave Dragons right in front of our gates! Not a problem, you say? You suggest that I should just send my men and women out there and fight the threat? I would almost consider your idea, if only those ONE HUNDRED GOBLINS would not besiege us! And no, we can't go down either, mother. Somewhere in the water there is lurking a forgotten beast. It didn't do much yet, but I think it just wants us to think that it's just a harmless, peaceful creature. And as soon as we aren't careful anymore it will not hesitate to rip off our beards. No, that beast is highly suspicious.
I was able to talk to some of the dwarfs lately and I got to say that most of them are not in great shape. I want to do something about that. They are living in rough times, maybe the roughest that this fort will ever have to face. Our military strength is not comparable to the force that is lurking outside. Many brothers and sisters lost their spouse, their parents, their children or even their whole family. And the former leader were to focussed on warfare to give our fallen friends an appropriate funeral. People are seeing ghosts of their beloved ones. They looked really worried. It is a horrible place. I wish you could be here. Sadly, oh mother, you had to haul that stupid rock through the grand hall. Father told you that they were experimenting with the supports. Even today a shiver runs down my spine when I hear a sound that remotely reminds me of the collapsing ceiling that buried both your body and your painful scream...
23rd Timber, 129 Where is the well? Did I just miss the well? This place needs a well. It's going to be built close to the hospital. And I will try to set up some soap production. I don't want to lose dwarfs due to infected wounds. And today I met this 'amatoer'. Wow. THAT is what I call a great person. I will think about something to thank him just for being around and stuff.
1st Moonstone, 129 Brace yourselfs. Winter is upon us.
3rd Moonstone, 129 It has started raining. Does anybody know if goblins can get a cold? They are just standing there. Motionless. Scary.
5th Moonstone, 129 Geshud Ezumetest, Woodcutter was weird lately. Now he's claimed the forge and began to build something. Wondering what it might be...
10th Moonstone, 129 It's a copper crown! Huh.. No goblins, no dragons? I wonder where this woodcutter has been in the past two years.. Stupid hippie dwarf, I bet he got too much sunlight lately! People want to see blood, crime and violence on those items. Not that!
Looking at the Trade Depot, I see a lot of interesting things. Cloths, weapons, barrels... It seems that one of the former ruler had a very interesting interpretation of leading a negotiation. Those things really shouldn't just be out there. Someone should take care of them and put them somewhere save, like... our stockpiles!
The farmer Mistem Eritharkim and our beloved Fishery Worker Udib Konosabsam died on 17th Moonstone, 129 because they refuse to ear, drink or wear clothes. War is a tough time. Nobody leaves it unchanged. And some never leave it...
Those cave dragons are coming closer. I think they don't look very sinister. Maybe they are just shy. Or they are coming closer slowly but steadily because something is going to happen soon. Yes, I can feel it. Are they planning an attack? Gosh, I don't have the military strength to deal with them...
This tower there outside... It is useless. The stairs were never finished, nobody can go upstais. The masons were too afraid of the goblin Pikemen to finish the construction. I wonder what they are fearing. Do they think the goblins throw the pikes at them? Or sneeze loudly and infect the poor dwarfs? This is bullshit. I feel like I'm leading a fortress full of cowards!
I feel that I need some wood. Sadly, the goblins and cave dragons out there don't seem to share their trees with us. So I have to wait for tree-like mushrooms to grow or I need a brilliant idea to get rid of the intruders in front of my door...
13th Obsidian, 129 Wait... wait.. wait... Whaaaaaaaat? Oh, nobody saw it. Now I can make up an awesome story! *hrm* Today, my brothers and sisters, is the day. The day you've been telling your children and grandchilden about. The day we all fought years for. Today, my friends, we were able to show our common enemy our strength, our willpower, OUR DANGER WHEN WE FIGHT UNITED! We were outnumbered for years, those cheesy bastards even brought their pets with them, they came to enslave us, but they were never able to get our freedom! Even though we lost some very important friends on our way, they all knew what they were dying for. We swore that their deaths would not be in vain and today we proved that we were right! We drove back all those evil forces today and didn't even lose one single soldier! That's what I call modern (d)warfare! In today's battle we showed that we fight like gods, with our fortress we show that we live like kings and now show me that we can drink like dwarfs! FOR OUR FREEDOM, FOR OUR FRIENDS!
(and if anybody asks: it's not like we just shot a couple of arrows at the pikemen who were looking down into our fort, killed some of the goblins and suddenly everybody was gone. Noooooo, it wasn't at all like this)
Spring has come, my work here is done. Overall, I think I left the fort in a better condition than I entered it. Thank you, I'm going home!
To the next leader: there is one silver Sarcophagus in the queue and I made a "room" where I wanted to place it. You can find the room in the south of Level z=6. It was dedicated for amatoer, the awesome hammerer, but I wasn't able to finish it. I would be happy to see this project finished but of cause it's up to you
Wow, it's my turn already? That came unexpected... I'm currently at work. I will download the save and play my turn tonight. Let's hope I don't fun anything up
I have downloaded the save file now and got everything running with the Lazy Newb Pack. It's still gonna be a while until I figure everything out and start playing though, don't count on an update until maybe tomorrow evening (and I'm not even sure about that).
On June 28 2012 02:35 KharadBanar wrote: I have downloaded the save file now and got everything running with the Lazy Newb Pack. It's still gonna be a while until I figure everything out and start playing though, don't count on an update until maybe tomorrow evening (and I'm not even sure about that).
It's allright, we would never tar and feather or hang someone who keeps us waiting.
So, a not-quite mid year update for all of you: I'm currently playing out my game, and will probably finish the year tonight. The update will have to wait though until I get hold of a scanner. (That's right, I'm writing an actual pen and paper ≡Dwarf Journal≡; instead of screenshots, it will have hand drawn ASCII art. It's 7 A4 pages until the end of Granite 130, so it will probably take up quite some space. Be excited.)
On June 28 2012 23:37 KharadBanar wrote: So, a not-quite mid year update for all of you: I'm currently playing out my game, and will probably finish the year tonight. The update will have to wait though until I get hold of a scanner. (That's right, I'm writing an actual pen and paper ≡Dwarf Journal≡; instead of screenshots, it will have hand drawn ASCII art. It's 7 A4 pages until the end of Granite 130, so it will probably take up quite some space. Be excited.)
I am! *excited to see if my dorf died saving the fort or if he just got drunk on shroombeer and passed out under a table or something
The problem is that I'm in Malachite right now, and the game runs at a blazing 35 FPS. I think this is going to take another while; if I'm not done by tomorrow evening, I'm uploading the save and the next player can continue it from autumn or whatever the exact date is then.
The update is going to be epic regardless, I'm at >10 pages A4 paper already...
Following are selected pages from the diary of KharadBanar, The Smith. Out-of-character annotations are denoted with black aster*sks. (Also, let's assume that the dwarves had access to graph paper and modern pens ) * I actually lost a fortress to this once. * z-level 65, for those interested. That's 34 layers beneath the surface. ** "No reachable valid targets" in their task description *560 kg in metric units * Defining an "inside" burrow and restricting the civilians to it via a Civilian Alert
Epilogue After that, the dwarf KharadBanar stayed locked in his bedroom.
However, I don't want to withhold from you the stuff happened a bit further up the stairs:
The entrance layer got completely overrun by three squads of goblins due to the drawbridge not closing tight.
In the workshop layer, a metalsmith just got taken by a fey mood as the fighting started, working safely at his artifact down there.
"A diplomat has left unhappy" on 22nd Obsidian (as if that was our least problem).
The goblins continued to spread through the fort, killing everyone they met.
But at least... The metalsmith is one of eight remaining dwarves at this point, also including me. He gets shot seconds later.
KharadBanar is throwing tantrums in the safety of his bedroom, being the last survivor as the year ends.
I can upload the save file later if you still want to play with one dwarf left, but at the moment I have limited bandwidth. I'm sorry that it has come to this, Ulfsark, but I didn't realise that the drawbridge wasn't tight at all....
On June 30 2012 04:07 KharadBanar wrote: The problem is that I'm in Malachite right now, and the game runs at a blazing 35 FPS. I think this is going to take another while; if I'm not done by tomorrow evening, I'm uploading the save and the next player can continue it from autumn or whatever the exact date is then.
The update is going to be epic regardless, I'm at >10 pages A4 paper already...
I couldn't stop laughing. I set up a redundant lever array after kurumi left no instructions on what his did, and I of course left no instructions on what mine did, and I'm sure things just spiraled out of hand there. I like how some of them do something else but nobody knows what. This is amazing.
Also, 1) single earring? LOL 2) Good military work!
EDIT: oh god what a shitfest. How did the bridge not close the gap? Oh god
On July 02 2012 08:23 Ulfsark wrote: I cant seem to get my game to detect the save game even though I extracted into the correct folder. Any advice?
Make sure the path for the file is DF main folder/data/save, and that it's named "region 1". If you have any other regions in that folder, rename those to succeeding numbers. The succession save should now be the first fort when you enter DF.
I was gonna try and make a wall so that the goblins couldn't get downstairs but I was unable to even leave. If only it would let me micro 1 dwarf by left/right clicking, I coulda kicked all their asses!
I say, we try to reclaim the fortress to keep the game going. If you guys want to do this let me know and I can upload a the world with the fallen fortress.
All the loot. The loot, the glorious loot. Its all mine! No stinky mushroom breath dorfs to share the shinies with. But... those gobbos, those brimstone sniffing, sulfur bathing, grass skinned mountain toothed monsters! They want our loots. But we will not lets dem has it now will we. Oh no. We can't let that happen. I can smells them, smells them all the way from here in my nice cozy bed.
5th of Granite If we can makes a wall, mightier than all. The fortress... Will be ours! And the gobbos can melt in the sun!
7th of Granite I hearz dem. Trampling down the stairs like like a thunderstorm. I hope they done finds me...
no! no no no! No no no no damnit! They ams taking the loots! How dare they lie their gnarled slimy appendages upon our things!
10th of Granite The ghost of Vucar ams here... He says I will die. I think that he lies. The greenies will get bored, and thus leaves the horde!
15th of Granite
We needs.. helmets! We needs dem! We must make helmets! (he mandated for helmets) Why don't we has helmets! No wonder everybody died!
28th of Granite
Still out there they are... we can hears their guffaws and chuckles... Maybe we should invite them for drinks and ask them why they will not leave us be.
We would love a drink right now yes we would...
29th of Granite
dem leather faced, troll leather wearing, rot mongering, festering, muck loving, troll kissers must die!
We've had enough!
The fetid pages are caked with blood and other mysterious fluids, only Armok knows what gruesome and wretched fate befell this dwarf...
The drawbridge area is circled in red; it originally spanned the pit that you can still see. The two arrows indicate the paths that the goblins were still able to take.
The lever marked at the bottom controlled the bridge; I worked out what it did by myself (I'm so proud )
The drawbridge would only have worked if we had had a real moat instead of the puny pit it was built over, but I didn't realise that at the time. I'm not too angry at whoever built it though, because the same person presumably also did really good work on the layout of our farms and our workshops, which were really stable the whole time.
Edit: Just went through the history of our Fortress in Legends mode:
Dwarven History excerpt
In the late winter of 130, The Sensitive Seduction attacked The Brushed Armory at Martyrtomb. The goblin Bax Clinghorrors the Sensitive Beard led the attack.
On July 02 2012 19:36 KharadBanar wrote: Drawbridge:
The drawbridge area is circled in red; it originally spanned the pit that you can still see. The two arrows indicate the paths that the goblins were still able to take.
The lever marked at the bottom controlled the bridge; I worked out what it did by myself (I'm so proud )
The drawbridge would only have worked if we had had a real moat instead of the puny pit it was built over, but I didn't realise that at the time. I'm not too angry at whoever built it though, because the same person presumably also did really good work on the layout of our farms and our workshops, which were really stable the whole time.
Edit: Just went through the history of our Fortress in Legends mode:
In the late winter of 130, The Sensitive Seduction attacked The Brushed Armory at Martyrtomb. The goblin Bax Clinghorrors the Sensitive Beard led the attack.
This was the goblin attack that led to our doom.
I am proud to say that the industrial heart of the dwarfen fortress was build by the great professor darkenergy. All glory to me ! Tough the bridges where already there before my rule with 10 levers might i add.
An reclaiming would be a fun thing to do maybe somebody could do a little writeup using adventure/legends. and explore the place. People who did not get to play could start the fortress this time around.
Do you guys need a new one? why not just create a archive of fortress' in this thread :p ofc I am not a player just a reader so I dont have any input, I just thought it would be cool to have one thread full of these amazing stories.
PassiveAce: I think having it all in one thread would be pretty unwieldy after a time, because people won't read the whole thread and miss the fact that we've started a new one / new ones. Better make a new thread and link to previous ones in the OP, in my opinion.
That would also be advantageous in the case that the Fort from this thread is reclaimed, because people won't get as confused what update belongs to what Fortress.
do we want to keep this going with reclaiming? I would be willing to start reclaiming or to upload the save, to be honest my turn only involved writing about that dwarfs death :p
On July 02 2012 19:36 KharadBanar wrote: Drawbridge:
The drawbridge area is circled in red; it originally spanned the pit that you can still see. The two arrows indicate the paths that the goblins were still able to take.
The lever marked at the bottom controlled the bridge; I worked out what it did by myself (I'm so proud )
The drawbridge would only have worked if we had had a real moat instead of the puny pit it was built over, but I didn't realise that at the time. I'm not too angry at whoever built it though, because the same person presumably also did really good work on the layout of our farms and our workshops, which were really stable the whole time.
Edit: Just went through the history of our Fortress in Legends mode:
In the late winter of 130, The Sensitive Seduction attacked The Brushed Armory at Martyrtomb. The goblin Bax Clinghorrors the Sensitive Beard led the attack.
This was the goblin attack that led to our doom.
I don't follow the picture. it looks to me like the pit was dug out, but the ramps never removed so you could just climb out and into the fortress.
But yeah it also needed to be wider on each side. (for reference an entrance like that should probably be a drawbridge that raises, not retracts, so you make a door/wall when it's up.
On July 02 2012 19:36 KharadBanar wrote: Drawbridge:
The drawbridge area is circled in red; it originally spanned the pit that you can still see. The two arrows indicate the paths that the goblins were still able to take.
The lever marked at the bottom controlled the bridge; I worked out what it did by myself (I'm so proud )
The drawbridge would only have worked if we had had a real moat instead of the puny pit it was built over, but I didn't realise that at the time. I'm not too angry at whoever built it though, because the same person presumably also did really good work on the layout of our farms and our workshops, which were really stable the whole time.
Edit: Just went through the history of our Fortress in Legends mode:
Dwarven History excerpt
In the late winter of 130, The Sensitive Seduction attacked The Brushed Armory at Martyrtomb. The goblin Bax Clinghorrors the Sensitive Beard led the attack.
This was the goblin attack that led to our doom.
I don't follow the picture. it looks to me like the pit was dug out, but the ramps never removed so you could just climb out and into the fortress.
But yeah it also needed to be wider on each side. (for reference an entrance like that should probably be a drawbridge that raises, not retracts, so you make a door/wall when it's up.
Yeah that's what it is, it was channeled out but nobody cleared the ramps so it had no impact :<
On July 03 2012 04:46 r.Evo wrote: Haha. I made the moat but couldn't do the drawbridge/levers/remove ramps because of no architect back then. =D
On July 02 2012 19:36 KharadBanar wrote: Drawbridge:
The drawbridge area is circled in red; it originally spanned the pit that you can still see. The two arrows indicate the paths that the goblins were still able to take.
The lever marked at the bottom controlled the bridge; I worked out what it did by myself (I'm so proud )
The drawbridge would only have worked if we had had a real moat instead of the puny pit it was built over, but I didn't realise that at the time. I'm not too angry at whoever built it though, because the same person presumably also did really good work on the layout of our farms and our workshops, which were really stable the whole time.
Edit: Just went through the history of our Fortress in Legends mode:
Dwarven History excerpt
In the late winter of 130, The Sensitive Seduction attacked The Brushed Armory at Martyrtomb. The goblin Bax Clinghorrors the Sensitive Beard led the attack.
This was the goblin attack that led to our doom.
I don't follow the picture. it looks to me like the pit was dug out, but the ramps never removed so you could just climb out and into the fortress.
But yeah it also needed to be wider on each side. (for reference an entrance like that should probably be a drawbridge that raises, not retracts, so you make a door/wall when it's up.
Yeah that's what it is, it was channeled out but nobody cleared the ramps so it had no impact :<
On July 03 2012 00:49 PassiveAce wrote: Do you guys need a new one? why not just create a archive of fortress' in this thread :p ofc I am not a player just a reader so I dont have any input, I just thought it would be cool to have one thread full of these amazing stories.
I dont want to update this thread anymore. I dont have the time needed to deliver everything properly. I think it was clear to see when reading my report.
So you better start a new thread for the new project / reclaiming. Or you use this one without an updated OP, your choise