Blackspire Initiative Megaguild.Here at Blackspire Initiative, we develop your future. From new foods, to new weapons. Every day, something we make, makes your life better.
Usually.
Blackspire Initiative is leading the way in scientific innovation. And
YOU can be a pioneer of SCIENCE, by volunteering to be a test subject in our low-risk experiments.
Blackspire Initiative.
For a better tomorrow.Caution: some experiments are high risk.
Side effects may include but are not limited to:
dizziness,
fever,
nausea,
partial or complete paralysis,
blindness,
cannibalism,
depression,
rage,
memory loss,
insanity,
minor-injuries,
and death.(
PLEASE NOTE: The story is just a framing device for my actual !!SCIENCE!! testing of things that can be used in other forts if they work. If they don't work, they may inspire you to make your own variations.)
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BSI MG F-13 progress log,
From: Blackspire Initiative, Facility 13
To: Blackspire Initiative Megaguild HQ
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Log entry
# 1attachments: ATLAS testing chamber =
# = wall, constructed or smoothed and engraved
+ = smoothed and engraved floor
L = lever linked door
D = standard door (pets NOT permitted)
v = downward ramp (filled with 3/7 water to function as a bath)
B = bed
S = statue
Fp = quantum food/drink pile
H = lever-linked hatch (for pitting)
z-Level 0
#######
L ++D v B#
#++#SFp#
#######
---------------
z-level 1
#######
D++ D++#
#H+#+ H#
#######
+++++
We arrived early in the morning a day later than scheduled. Thankfully, the forward team has completed set-up to a reasonable degree, although I want it on record that they have not completed the facility to specifications - they have not even constructed a basic dormitory, let alone the desired individual bedrooms we asked for!
It would seem that my insistence on paying out the extra expense for the 8-dwarf penal construction team to accompany us was worth every coin; they are really going to earn their freedom here...
We lost some of the animals, material, a few research personnel, and most importantly, all the test chamber blueprints en-route to site. Bandits waylaid us 8 days out from our destination. Will attach the full report and list of what we need to have replaced when the first site inspection happens this fall. I'm sure we will cope until then.
The test chambers need to be constructed before we can begin experiments. They will have to be standard ATLAS pattern testing chambers to begin with, as we have lost the blueprints to bandits on the journey to this facility.
We should have them up and running by next report. Hopefully.
Armok knows what fresh hell this cold featureless biome holds for us.
I have faith in our head of security though - he came
very highly recommended. A well renowned ex-adventurer from what our intel reports on him indicated. Still, I do have reservations about having only a single dwarf defending all 16 of us, however talented he may be...
I hope to have more for you next time.
Site Officer & Project Lead, Tomb Craftshadow
+++++end of log.
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AUTHOR NOTES: Please read.
I was reading the Dwarven daycare thread, and started getting ideas. Inspiration if you will. I had been previously experimenting with new traps anyway, coming up with some interesting designs too, so testing it all out seemed like a bit of fun.
So I got the idea to make a fort, specifically to test out lots of new theories I've had, from dwarven childcare (which no-one seems to have successfully achieved), to trap design, and more, and so I decided to try and put them to !!SCIENCE!!.
I also like writing stories, so the two ideas have become entwined somewhat. I'll post in character in the log (as above), and between logs I'll comment like this. The posts will be irregular, I have weird hours, so whenever I can fit in play time and writing time, it'll be posted.
For the sake of accuracy:
I'm playing Accelerated Modest Mod, with some personal modifications, ONLY adding in weapons, super-rare castes for adventure mode (will ignore if they show up in testing), and a complete overhaul of the Kobold civs - they act much more like Warhammer Skaven now; highly murderous, tricksy and mischievous, but still cute.
Entities are using custom languages - most obvious is the Dwarves use ENGLISH. I've added many words myself, some specifically for this project.
No mods have been made to fort mode.
SO ALL RESULTS SHOULD BE REPLICABLE IN VANILLA. Or at least in Accelerated Modest mod.
I am using DFHack for ease of use on a number of things, but there is no stat changing. All testing has been done with all DFHack plugins off - no superdwarf, no fastdwarf, no armoks_blessing etc.
I have used DFHack plugin 'startdwarf' to up my starting 7, to a starting 17.
Partly so I can set up my fort quickly, and partly to increase the numbers of female dwarves I start with - being I plan on using children and adults, I need a good supply of children/babies.
I am using dfusion's 'empregnate' command to make the females have babies quickly. Although I will still have to hope the migrant waves bring children and useless adults(HA!).
Notably, I have used Perfect World to custom make this world, and changed the parameters to allow me significantly more points for embark. This was only to allow me to take large quantities of food and drink and tools etc, allowing me much more time to focus on the testing, and stopping me from getting bogged down in setting up a fort. I also brought lots of training spears, as I wanted them all to be standard quality spears, so as to keep results uniform.
For those interested in the biome :
the biome I am on is a completely flat, part-warm forest (I forget which type) and part-cold confierous forest (possibly a bit of tundra too).
There is a stream running east to west through the lower middle of the map.
The stream is completely in the cold biome, and thus freezes over. My fort is located on the north side of the stream, half in the cold biome, and half in the warm biome. I cut down most of the trees, and have been periodically using DFhack to 'extirpate all' trees and bushes, leaving the biome plain. I manually drained the pools on the north side of the stream, then used dfhack 'liquids' to fill the holes in with obsidian.
I used DFHack 'liquids' to paint Obsidian walls of the facility - all sides of the map are still open and accessible, with 4 squares between the edge of the map and the first wall, so caravans can come from any direction. The south of the river is left completely open (no obsidian walls), so wildlife isn't impeded, just diverted from my fort.
For the purpose of story, the term 'Megaguild', is synonymous with corporation/mega-corporation.
Also, all titles, are either renamed for the story, or are made up for the story. All the dwarf names are as they appear in game though.
Anyway, I hope you enjoy this. I'll post updates in the same format as above, but will answer questions etc in the comments normally using
lime green text.[/spoiler]
If anyone wants to draw what happens here, please do - I do enjoy the MSpaint comics. Any who do draw, can name a staff member/test subject who will feature somewhere in the story! Also, please feel free to add your own ideas for experiments or improvements on any designs or methods I am usingP.S. in future, the Author notes won't be nearly so long. (I hope)