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Author Topic: Paintown – DF/ Illyriad Succession Fort  (Read 3485 times)

loose nut

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Paintown – DF/ Illyriad Succession Fort
« on: June 27, 2012, 10:30:42 pm »

Introducing the StA Illyriad Alliance's First Succession Fort:

ZULASHAMOST


* Paintown *



(see the spooky wilderness!)



This is a succession fort for DF players who also play Illyriad and are in the StA (Slaves to Armok) alliance. If by chance you play Illyriad, you're not in our alliance, and you feel like you have to get in on this action, we may be able to slot you in. Small chance I know. We'll see how things go.

Rules are simple: 1 year turns and try not to kill the whole entire fort just yet. :) The embark includes an evil biome so death may happen anyway. You can "dorf" yourself in game if you like, but I haven't. In this writeup I drop in and out of a couple of dwarves' POV.

Don't feel compelled to write things up as elaborately as I have for the first year. This took F O R E V E R.

On with stuff and things!

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loose nut

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Re: Paintown – DF/ Illyriad Succession Fort
« Reply #1 on: June 27, 2012, 10:41:57 pm »

THE CHRONICLES OF THE FIRST YEAR OF PAINTOWN

In the year 350, the dwarves of Vabok Kon, The Orb of Mastering, had stalled. They'd conquered their mountains, and the surrounding lands were riddled with horrid aquifers. The magenetite deposits had nearly been mined out. Expansion was required! Rovod Olonmamot, queen of The Orb of Mastering, called seven dwarves to her throne room.

"Ah yes," she said. "You are… Nish Minedchained? You speak for these dwarves?"

Spoiler (click to show/hide)
(This is Nish Minedchained.)

"Why yes, my lovely queen, I would love to prove my -"

"Good. You will lead your group here, and strike the earth."

"Here? That place is called The Forest Of Spurting."

"Good day! Your name will be the Eternal Pillar." The queen waved him off and returned to tuning the mechanisms in front of her. "I expect a new crown in 2 years. And build us a pillar."

---

Seven dwarves set forth. Friendly Nish, the expedition leader and a small-time jeweler, strong Zasit, a mason and part-time swordsdwarf, fat Momuz, a miner and weaponsmith, arrogant miner/armorsmith Asob, nervous farmer and mechanic Iden, helpful farmer Degel, and woodworker Dobar, the most logical dwarf of the group.

"Let me understand," says Dobar as the wagon comes to a stop. "We're to found a settlement on the other side of the continent next to 'The Forest Of Spurting', and we've decided to call it 'Paintown'."

"We've been over this dozens of bloody times," says Asob, biting his nails, as he does.

"Well it's hardly the worst project I've been involved in," shrugs Dobar.

"Seems quiet enough," says Nish, second off the wagon behind Asob. Dobar peers further into the woods, and then north to the river, wandering closer to assess the situation.

"Alligators and some tigerfish in the water. This place isn't as bad as all that, huh?"

"Perhaps not," Nish says. "Momuz, Asob, mine east then north and down until you hit stone. Dwarves, let's unload this thing!"

---

Journal of Nish Minedchained
18th Slate year 351, Mid-Spring


Finally we have struck stone! It is about 50 dwarf-feet below the surface. Andesite and native copper, not the greatest riches but it will do. We have not died yet. However, there are disturbing reports. Iden reports "undead peacocks" to the northwest, but then, he reported "undead maggots" in his plump helmets the other day. Still, I'm keeping all foraging close to the burrow, and Dobar is walling off the entrance to the burrow, since all we have are logs.

---

25th Slate year 351, Mid-Spring

Everyone has seen the undead peacocks. They scuttle around, run into trees, lose feathers, and wail the worst wails you've ever heard - and birds are bad enough as is! Luckily, they are not heading directly for us. Actually, they seem to be ignoring the camp. I've ordered everything moved below ground as soon as dwarves can move it. Meanwhile, strong Zasit is laying a stone roof over the entrance, since the dead peacocks seem to be able to fly.

Below ground we have just carved out farms, some hallways, a preliminary great hall, and a couple of rooms that could become barracks or dormitories. Currently that's where the beds are going, as soon as we get them out of the dirt hallways. That is no way for a dwarf to sleep! It is a way for a dwarf to eat, for the time being, since that's where we put our tables. It is hard to plan with zombie bird calls going on day and night!

There's a few amethysts here which I have carved. The pressing need, though, is to smelt some of this copper, for trap components. I'll handle that myself. The bituminous coal we brought will be helpful.

--

1st Felsite

Iden is trapping the entrance. We've spotted undead ocelots in the woods, and while they shouldn't be able to kill the whole camp, they're more dangerous than peahens! Also rhinoceroses have come thundering in from the hills to the east. Live rhinoceroses, thank Kurel, but we don't want any wandering into the burrows. Dobar thinks we should capture some. If we can get a dwarf to train them, that will be an additional line of defense against the dead.

We are starting to become good friends, us dwarves. There have been no personality conflicts.

--

18th Felsite


As if to prove our hopes for rhinoceros defense, Degel says she saw a rhino crush one of the zombie peacocks outside the woods to the south. And it has stayed dead! Outside of the dark magic of the woods, the undead's power is diminished. We'll have to be careful when it comes time to kill the creatures.

Why did we bring quivers? None of us can shoot and we have no crossbows. I'm encrusting them with amethysts. At least we can sell them.

The most important event of the day was the arrival of migrants from The Orb. I met them myself and assessed their skills. Unfortunately, mostly useless. There is Rakust, an athletic dwarf, a butcher and miller, who will make a good axedwarf as soon as we can buy or forge good axes. Her husband Ingiz is a brewer and miller. We aren't milling anything yet, so these two will smooth the walls of the stone part of our burrow.

Urvad's an extremely arrogant artist, but, she's an artist, and we need stone crafts for me to encrust with all these amethysts. Her young husband Libash is much more even-keeled, and is a farmer, which will serve us well, since we have new underground farms to tend.

Finally I have to find work for Datan and Ushat. Datan is a fisherdwarf, and there will be no fishing in this settlement! – not until we wall off part of the river at least. Ushat, horribly, is a potash maker. After some thought I had Datan help with the wall-smoothing and gave Ushat my furnace-running duties. He asked if he could forge any of the copper he smelted. I told him he could make small trinkets but the main user for the copper would be more trap components and shields.

Asob has begun carving out large bedrooms for us, the founding seven. "We'll be neck-deep in useless dwarves before we know it," he said. I've come to appreciate his sense of humor.

---

28th Hematite


Two finds! Digging out the luxury bedrooms, we have struck hematite! None of it was smeltable but we know it's there, and that means iron axes and swords. Also, trying to carve out more luxury bedrooms to the south, we've hit damp stone. I've ordered some digging upwards so we can tap the aquifer and set up a well. If we have the option to seal ourselves entirely below ground, we should do it.

---

19th Malachite


I was worried it might be the end of us. The undead peacocks came for the burrow! It was chaos as Degel and Iden and the others, out gathering, ran towards the entrance, begging steady Dobar to fend off the fiends with his axe. Well, Dobar cast down his axe… and everything… went better than expected.

It turns out a fit dwarf is more than a match for an undead peacock. Dobar dispatched the things with his bare hands! The settlement is overjoyed at the news. I've ordered him and strong Zasit to temporary military duty, naming Zasit as militia commander (he would have been insulted otherwise). They march on the remaining dead birds in a couple of days.

---

25th Malachite


It is my fault. I normally do not do things like this, take risks when I don't have to. Well, except for founding this fort. And talking to the queen so that I could found this fort.

Strong Zasit is dead. We're not sure how. Apparently the creature pecked his foot, he fell, and then his throat was pecked out. He's dead. I sent Dobar to rescue him, and when he got there he destroyed the bird, but Dobar… I've never seen him look at me like that. "Is this what you sent us to do, Nish?" he said. "For your pretty little gems? Will we become dead dwarves shambling around and picking out new gems for you to polish, is that it?" He is still working but I fear for the camp's state if he doesn't.

---

7th Galena


The undead peacocks have been replaced by undead dingoes! We are done for. I've designated safe zones in the burrow and ordered everyone within.

---

Journal of Iden Bridgeevened

22nd Galena


Let me see if I understand what happened just now. Zasit we all know got himself killed idiotically trying to wring the necks of zombie peahens last month. I was never friends with the dwarf but everyone else seemed to be. Dobar took it especially hard and has been just misearble this past month. So:

I see him crying on Nish's shoulder. Nish and Dobar, they've always been a little distant, but I guess Nish is an authority figure. I wish we had an authority figure. But I guess Nish will have to do.

Nish must have said something stupid, because I see Dobar just fly into a rage, and pummel Nish to the ground.

Dobar takes his rage out on the plump helmet farm. I've never seem anyone destroy a farm with his bare hands, but there it is. Seeds everywhere, what a mess.

He chucks a wooden bin at one of the central column. An empty bin, thank Kurel, we need to sell those goods.

And then, he calms down, and all of a sudden Nish and Dobar are friends! The next time I want Nish to do me a favor I'll punch him first.

Spoiler (click to show/hide)
Dwarves have strange moods even when they aren't making artifacts. Especially when they're not making artifacts, more like.

---

28th Galena

Zombie black mambas?! I'm going to bed.

---

Journal of Nish Minedchained
12th Limestone


Things seem calm again, at least for the moment. I've ordered a trade depot and monument built. The monument is there to help guide caravans to our burrow. We'll top it with a statue as soon as we have a decent one, but that may be some time, since Zasit was our only skilled mason and he's dead. He is staying dead in the tomb we made for him, at least.

---

8th Sandstone

At last we have some usable hematite! I've commissioned four iron axes to hack apart any undead incursions. Also, a kobold showed up some time ago, and surely there's goblins. The sooner we start training soldiers the better.

---

12th Sandstone


I saw it myself, a dead cougar stalking the wilds. Hopefully that is as big as the undead creatures will get. I doubt it.

---

17th Sandstone

Again we have migrants! We will soon lose count, but for now they are few enough that I can record my impressions of each one, so I shall.

Atir Equalbolted is an armorer, which is very welcome. I told him he can smelt ore and burn wood if he has to. He is fairly fit, and willing to fight if he has to, but doesn't seem up to confrontations. His wife Inod, however, is athletic and durable; I have her doing miscellaneous farming tasks but she will get one of these axes as soon as fat Momuz forges them.

Farmer Lor Hamepillar is strong, fast, young, and confident, though short and fat. I've decided he will make a good new militia commander for Paintown's actual militia. I pray he survives at least two fights.

His wife Kosoth is a siege engineer. Sod that, she'll be a stoneworker now.

Atir Balancelances has the makings of an excellent warrior, which is good, since he's a hunter by trade and there will be no free hunting in these woods. His wife Sodel is, unfortunately, a glazer and fisherdwarf, neither of which she'll be doing here. She is, however, quite creative, so I'm letting her pursue leatherworking, stone carving, and bone carving. We need more goods.

Sad farmer Ushat will be tasked with various agricultural tasks. We have little enough of that to do at the moment, so he can be our gopher dwarf. His wife, Libash, is also a hunter and fisher – well, she is a miner, now, as soon as we forge a third pick.

---

13th Timber


At last, the caravan is here. It is good to see dwarves from our homeland again (well, except for mostly useless migrants. The Forest of Spurting is not for hunting!) though they seem almost insultingly surprised that any of us are alive, plus Dobar says he saw a map of theirs pointing to a naerby elven retreat, "to sell the clothes off our dead backs to" he says. But what does he expect? Dwarves are a practical people.

My amethyst-encrusted stone goods fetch a high price and we are able to buy much of the caravan. Unfortunately, there is no leather there (a state of affairs I firmly remedy with the outpost liaison) but we trade for liquor, wood, ingots, wool, fish, plump helmets thread – and, bronze short swords and the prize, a pair of steel greaves! We also trade for a couple of steel anvils. These will be melted down and turned into sharp instruments.

---

6th Moonstone, Early Winter

Preliminary defenses of the fort are being prepared, with four dwarves being assigned to training duties. Lor Hamepillar has gladly taken up the duties of militia commander - "We'll purge the dead from the forest one day," he says - and has picked 3 of our most fit dwarves to train for battle.

---

7th Moonstone

To all dwarves of The Eternal Pillar:

Henceforth it is forbidden for any dwarf to shout "She's possessed!" whether a dwarf happens to be possessed or not. In a place like Paintown, this involves barely-trained militia forces being mustered to incompentently wave axes in the middle of the great hall, and a lot of unhappy thoughts. Instead, please QUIETLY inform the militia commander, expedition leader, or other nearby authority figure so we can see if said dwarf is going to pick up an axe and start killing children, or else sit in the leatherworking shop muttering incoherently like a normal possessed dwarf.

Good mining, etc. etc.

P.S. Someone go slaughter the donkey, we have no hides. Degel can have donkey meat for the next two months. For the next year if this thing turns out to be a thong.

---

27th Moonstone

"Routedcleansed." The spikes of donkey leather are beautifully formed, I have to admit. The two sole fish dance ingeniously amongst the spikes. Only a possession could create such a thing! Also if you pinch your finger and thumb together just so you can make them kiss.

A mitten for the ages. Degel can eat donkey for the next six months, I suppose.

---

18th Opal

It took about a week for me to persuade Iden to retrieve the thing, but we have - a caged black mamba. Militia commander Lor is absolutely fixated on the idea of a snake pit. I've tried telling him that snake venom does nothing against the undead, but he is a young dwarf and easily transfixed by the promise of bizarre constructions. If we build one somewhere deep underground to throw live naked goblins into, will he shut up about it?
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loose nut

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Re: Paintown – DF/ Illyriad Succession Fort
« Reply #2 on: June 27, 2012, 11:01:48 pm »

NOTES ON THE FORT

Whoever picks this up next will probably wonder what I had in mind. Here I try to explain it. Of course you can do whatever you want!

The Awe-Inspiring Entrance to Zulashamost
Spoiler (click to show/hide)

We've burrowed into the non-evil biome. Here, when zombies die, they stay dead. In the purple parts, when zombies die, they wake up again.

That's a monument in front of the trading post. I was going to put a sculpture of a dwarf on top. But Zasit, our only good mason, is dead and buried and everyone else is, maybe, Novice at best.

The Unbreakable Defenses of Zulashamost

Spoiler (click to show/hide)

When I saw the zeds I threw some shit up as quick as I could. I've never actually played an evil biome since .40d. Yep, that's a wooden wall.

The Main Floor

Spoiler (click to show/hide)

Big plans! Who knows how much anyone's going to stick to them :D  I just throw workshops and stockpiles everywhere until things are dug out enough to make sense. It was messier before, believe me. This is 5 z-levels underground I think.

The Floor Below The Main Floor

Spoiler (click to show/hide)

Not seeing much use yet.

The Floor Above The Main Floor

Spoiler (click to show/hide)

You're goddamn right I made farms.

A Bit Above That

Spoiler (click to show/hide)

The evil biome has an aquifer, which has been tapped. You can completely seal yourself off if you want.

... And that's it. I'm posting this to Illyriad, so let me know in-game if you're interested in picking this up (there are several candidates already, it's just a question of who gets to it soonest) and I'll send you the save file and the fun or !!FUN!! or fun or fUn can continue.
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RoaryStar

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Re: Paintown – DF/ Illyriad Succession Fort
« Reply #3 on: July 02, 2012, 10:46:34 am »

"Hello, are you RoaryStar? The Liason for Paintown?"
"Yes, your majesty."
"You are to go to Paintown to assess the situation, again, and try to help them out."
"Yes, your majesty."
"Now, be off! And I'll send a new Liason to Paintown this year for the trading."

================================================================================

"Pain-town... I really don't like this name..."

================================================================================

I’ve just come to Paintown to assess the situation.
I was kind of surprised about this… mess.
There’s this… I think a pyramid, or pillar thing… beside a Trade Depot.
And there are a few ramps leading down.
Spoiler (click to show/hide)

Oh, and I just noticed a Butcher’s Shop and a Tanner’s Shop a bit south…

As I walked down, I saw…
Spoiler (click to show/hide)

…a measly little entrance of wood. And a few little traps. Well, this place definitely needs more defence. I’ve been to some fortresses with lines and lines of traps.

As I walked down again, carefully avoiding the traps, I saw…
Spoiler (click to show/hide)

…two dogs. Whoever was working on this needs a lesson on defence… thieves can walk right past them at the right moment! Not to mention the unguarded Trade Depot and the gems there…

Walking down again…
Spoiler (click to show/hide)

Oh, look! It’s unguarded.
Down again…
Spoiler (click to show/hide)

I am praying to Armok this will not get robbed…
I mean, look, no defences. It looks disorganized.
Down again, my hopes going down… is there any stone here?
Spoiler (click to show/hide)

Yes! Stone! But it’s still disorganized…

First thing I did? Ask around for the history.
After I heard about the first death and such, I was thinking to myself Why did I ever choose this place?

First thing I did was re-organizing the farms.
I asked for the manager.
“We haven’t assigned a manager yet, sir.”
“What!? What about a bookkeeper?”
“Don’t have that, either.”
So, I assigned a bookkeeper, and a manager.
His name is… um… I think it was Ingiz Nomalabod or something.
And we are digging out a tiny office for him.

(This is before I finally unpause the game. I will update every season until the next year has passed.)
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RoaryStar

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Re: Paintown – DF/ Illyriad Succession Fort
« Reply #4 on: July 03, 2012, 05:11:12 pm »

Spring



Things were going on fairly normal. I had the miners make a hallway connecting the bedrooms to the storerooms, with some stairs in the middle, for expansion.
Then…
“Ahhh! Zombie Peahen!”
Immediately, the axedwarves went off and killed the peahen.

Also, I ordered the taming of the black mamba. And we started furnishing the office.

24, Granite
Some migrants have arrived! There are 24 of them, though…

“Whoever is a fisher or hunter, put your hand up!”
Ten hands came up.
“Ok, all ten of you, no fishing or hunting!”
“What!?” ten dwarves protested at once.
“We are near, actually, in an evil area! If you hunt and fish, we may be attacked by the undead fish and animals. And if you try, you might die very easily…”

For usable skills, we have a Great Armorsmith and a Great Lye-Maker, which will be useful when we start making soap. We also have an adequate Mason.

2, Slate
Now we have a Competent Armorsmith yelling “I NEED BILLION BARS!”
Unfortunately, we don’t have silver.
Goodbye, Atir Inothalath.
Also, we’re starting to build archery towers.
And we have finally finished the office.

12, Felsite

An Elven Caravan has arrived.
We are bringing all the… uh… crafts?... to the Trade Depot.
Lalalalala…

16, Felsite

Well, I’ve been hearing mutterings about being locked up and dehydration, so I guess Atir went Melcancholy.
Also, I heard that we caught a rhinoceros, and I heard a big cheer from… I guess you can say the starting seven.

“Yes! Now we just need to tame them, and put them on some iron chains!”
“Yes! That is awesome!”

1, Hematite

Summer has arrived!



My ratings for the fort currently(this will affect what I plan):
Military         8/10 - needs archers
Defense        2/10 - seriously, seven traps? I've made forts with about fifty or more.
Population     9/10 - not enough for quick building and such, but less than fifty so we won't be getting seiges and mayors this early
Jobs             5/10 - each important professions(mining, elf - angering(treecutting), carpentry, masonry, etc) should have two or more people that do those.
Organization 1/10 - I can't find anything quickly
Design          7/10 - organization is fail, but the layout and use of hindering objects, such as the aquifer, is great
Overall         5.3/10



Currenty:
Building Archer's Towers
Finding ways to improve Defense
Finding a way to get the Exp. Leader to trade with the tree fonding hipp - uh, I mean elves.
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Duuvian

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Re: Paintown – DF/ Illyriad Succession Fort
« Reply #5 on: July 12, 2012, 01:45:11 am »

I'm going second to last.
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FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

RoaryStar

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Paintown – DF/ Illyriad Succession Fort Summer 352
« Reply #6 on: July 13, 2012, 09:17:11 am »

Summer



I’ve asked for someone to trade.
Unfortunately, nobody really cared that much…

Fortunately, and unfortunately, Momuz Steelknights, one of the legendary miners, came to trade with the tree fon – uh, I mean Elves.

And I quickly found out that the items they make here most often as “finished goods” are mugs.

Well, we sold some mugs for booze and ropes and… one log. Well, they are arrogant tre – uh, Elves, after all.

5, Hematite

“Kobold!”
And the first thing I thought of was Good, so we’re not in the middle of nowhere.
I was getting a bit worried about the state of thieves.
Now I should be worried about the observer skill of the dwarves here.
It turns out that the Kobold was right on top of the dwarf that found them.

22, Malachite

The dwarves are still building the Archery Towers, and are failing because they keep suspending the job after they try to build it while they stand over it.

26, Malachite

Some migrants have arrived.
To be precise, twelve have arrived. One was a fisher. All of them will now be farmers, engravers, and architects.

13, Galena

The Dead walk. Hide while you still can!

Holy Shenanigans… And even worse, my dwarves report fifty – seven!
I did some quick thinking, and ordered the removal of stairs leading to the Archery towers, and removed the stone stockpile, so that the dwarves won’t try to refill it and so the dead probably not be able to get in, except from the front doors. Then I removed the ramps at the barracks level, so that they won’t be able to get in, unless they try to drop down and get stunned.

And judging from the noises outside, I think all our livestock died…

And while we’re stuck inside, I’ve started ordering some serrated discs from the best metals built.
Serrated discs work wonderful on everything.

Armok help us...

24, Galena

They’re still outside…
Well, I had 26 units of hematite smelted so we had 30 iron bars in total, which we would use to make 3 traps, hopefully with masterwork mechanisms… I’ll have to see about that…

1, Limestone

Autumn has arrived!



Military         8/10 - needs archers
Defense        2/10 - seriously, seven traps? I've made forts with about fifty or more.
Population     9/10 - not enough for quick building and such, but less than fifty so we won't be getting seiges and mayors this early
Jobs             8/10 - it's getting a bit better with the jobs, though they're not well trained.
Organization 3/10 - it's a bit more organized...
Design          7/10 - organization is fail, but the layout and use of hindering objects, such as the aquifer, is great. Also, the really wide entrance hinders rather than helps much because there's more space for siegers to get in.
Overall         6.2/10



I've accidently played to the middle of autumn without realizing it, so I'll be listing the things I'm doing now:
Building the traps
Healing a axedwarf that got seriously injured
Finishing off the Undead
Finishing the freaking Archer's Towers
« Last Edit: July 13, 2012, 09:19:05 am by RoaryStar »
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RoaryStar

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Re: Paintown – DF/ Illyriad Succession Fort Autumn 352
« Reply #7 on: July 20, 2012, 10:51:51 am »

Autumn



I just sent a scout out, and they reported only 5 left! So I sent the axedwarves in.

6, Limestone

We have defeated the siege! Unfortunately, Inod Oltariden, one of the axedwarves, got seriously disabled. Now, she needs crutches, but fortunately, she is still alive!

9, Limestone

No! Somehow, without the necromancers, though it might have been just the evil regions, and elf corpse reanimated and killed Rakust Vabokbetan!

27, Sandstone

Some migrants have arrived.

They’re all going to work on farming, detailing, and smelting ores.

And we’re starting to mine out a bigger refuse pile where the dwarves can pile all the undead in.
Unfortunately, it seems like the necromancers escaped…

4, Timber

Undead Dingos? Damn ****, what the **** is happening!?

19, Timber

The Dwarven Caravan from Vabok Kon has arrived.

A few hours later…

An ambush! Curse them!

*sigh* hopefully the caravan guards can handle them…

A few hours later…

A merchant went stark raving mad, and one of the pack animals went melancholy. Oh boy.
And they all left. Damn.

24, Timber

Apparently one of our fishery workers got stabbed by a goblin snatcher… and then fell on a trap when he went to go back inside…

Then, when we had a meeting with the Liason, though I didn’t catch their name. I asked for all the types of leather and wood at low priority, and some mineral bars at low priority. Unfortunately, since we didn’t get to trade anything this year, we weren’t able to get anything this year. Hopefully, next year the merchants won’t lose heart that quickly…

1, Moonstone

Winter has arrived.



Military         6/10 - needs archers for ranged attacks, and we lost one dwarf
Defense        2/10 - seriously, seven traps? I've made forts with about fifty or more. Oh, and the Trade Depot...
Population     9/10 - plenty of people, but a mayor may be elected soon...
Jobs             8/10 - it's getting a bit better with the jobs, though they're not well trained.
Organization 3/10 - it's a bit more organized...
Design          7/10 - organization is fail, but the layout and use of hindering objects, such as the aquifer, is great. Also, the really wide entrance hinders rather than helps much because there's more space for siegers to get in.
Overall         5.8/10



Making the trap components
Healing a axedwarf that got seriously injured
Burying the dead axedwarf and the dwarf that got killed from the traps
Throwing all the corpse corpse corpses into a big pit
Finishing the ****ing Archer's Towers



Reboot Log (There are no dates):

Spoiler: Attempt 1 (click to show/hide)
Spoiler: Attempt 2 (click to show/hide)
Spoiler: Attempt 3 (click to show/hide)
Spoiler: Attempt 4 (click to show/hide)
Spoiler: Attempt 5 (click to show/hide)
« Last Edit: July 20, 2012, 11:08:40 am by RoaryStar »
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RoaryStar

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Re: Paintown – DF/ Illyriad Succession Fort
« Reply #8 on: July 26, 2012, 10:16:13 am »

Winter



The Dwarves are filling up the hospital with goodies…

And the MountainHome absolutely needs instruments and plants.
I’ve also started moving the Trade Depot…

20, Moonstone

The Trade Depot is just about to be finished, and now we are building the walls around it…

4, Opal

The walls are almost finished… And we are building the levers and bridges that can close at a moment’s notice…

22, Opal

A “Fisher” has had a withdrawal from society.
And we are linking the levers!

23, Opal

Now, he as claimed a Craftdwarf’s Workshop.
I recently peeked in, and saw him sketching pictures of stacked leather. Someone go slaughter the horse, we have no hides.

And all the rhinoceroses have starved to death.

28, Opal

The guy started making something. I just peeked in.

4, Obsidian

We just tested the “defense” system for the Trade Depot, and it worked! Now we just need some dedicated lever pullers…

5, Obsidian

Udib Ralzasit has created Inen Olum, an andesite mug!

15, Obsidian

We’re starting to make bedrooms for the lever pullers…

1, Granite

Spring has arrived!
And my term as Overseer has ended.



Military         6/10 - needs archers for ranged attacks, and we lost one dwarf
Defense        5/10 - Another trap has been laid, there are spaces for 2 more, though (we have the materials), and the Trade Depot has more "defense"
Population     9/10 - plenty of people, but a mayor may be elected soon...
Jobs             8/10 - it's getting a bit better with the jobs, though they're not well trained.
Organization 4/10 - it's more organized... but it's still hard to find the right workshops
Design          8/10 - organization is better, but the layout and use of hindering objects, such as the aquifer, is great. Also, the really wide entrance hinders rather than helps much because there's more space for siegers to get in.
Overall         6.6/10



My term as "Overseer" is over. The next post will have the saves and what I was working on.
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RoaryStar

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Re: Paintown – DF/ Illyriad Succession Fort
« Reply #9 on: July 29, 2012, 12:08:11 pm »

THE SAVES

Note: Change "my" profession to "Former Ruler (Armorer)" or just change it back.

Year 353, Spring (This is the save after I've finished my "term" as overseer)

Other saves:
Year 352, Summer
Year 352, Almost Autumn (The seige)
Year 352, Winter



FUTURE PLANS AND PICTURES

Note: The "white" text is for the brown, and the orange text is for the light orange.

Spoiler: Z = 0 (click to show/hide)
Spoiler: Z = -1 (click to show/hide)
Spoiler: Z = -2 (click to show/hide)
Spoiler: Z = -3 (click to show/hide)
Spoiler: Z = -4 (click to show/hide)
Spoiler: Z = -5 (click to show/hide)
Spoiler: Z = -6 (click to show/hide)
Spoiler: Z = -9 (click to show/hide)
Spoiler: Z = -7, -8, -10 (click to show/hide)

Spoiler: Archer's Towers (click to show/hide)
Spoiler: Trade Depot (click to show/hide)



Many thanks to everyone that has helped me on the Illyraid AC.
Special thanks to Toady One and ThreeToe for developing and designing this completely awesome game.
« Last Edit: July 29, 2012, 04:12:24 pm by RoaryStar »
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