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Author Topic: Tathrakust  (Read 1642 times)

flamoot

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Tathrakust
« on: December 14, 2011, 12:19:17 pm »

Outpost Tathrakust, "Dusktombs"

2nd Granite, 126, Early Spring

Strike the earth

Assigning my woodcutters and masons to hunt in case anyone can find a
crossbow

Enabling Architecture on all

We have embarked on a wooded plain. There are no hills to tunnel into and no
river, creek or brook, which is disappointing because as usual I thought
there was a named creek in this embark, I wonder what that part of the
display does mean then. Anyway. We will have to dig Down. As usual the first
feature I designate will be a long twisting hall to fill with traps later.
This time I will be focusing more on traps outside near the entrance too
since those seem to catch so many siegers who otherwise won't come inside.

If I could only find a good way to keep my dwarves indoors during raids.

After the trap hall I'll put a meeting hall and farm.

Good luck


25th Granite, 126, Early Spring

The miners just took a break to eat and drink. No-one was hunting so I
designated some trees to chop

I ended up spec'ing three big rooms the third will be a barracks stockpile
or both

At embark, I took a third axe. Don't expect this to matter too much yet.

I will assign a third woodcutter, though


4th Slate, 126, Mid-Spring

They won't chop wood either, wtf. Looking at the carpenters none of them
have a battleaxe, one of them has an empty quiver. Weapon stocks says 3
copper battle axes and 3 copper picks. I hoped creating a new world would
solve some problems with dwarf idling especially in the military where they
stopped training and sparring in my last region, Orid Thran, after I got an
embark with segfaults in it from running dwarf therapist compiled 64-bit,
but now I guess I don't know what's going on


5th Slate, 126, Mid-Spring

Everyone just says no job


6th Slate, 126, Mid-Spring

WTF. Two of the axes are lying around near the wagon. Why won't anyone pick
them up? I'll try making a weapon stockpile and see what happens.

As usual I'll disable core quality = Artifact and total quality = Artifact
to let me sort out artifact weapons or anything else later with
artifact-only stockpiles for them. Yay.

So they delivered three somethings to the weapon stockpile. It's the battle
axes. The miners are holding onto the three picks. Why won't the carpenters
pick up an axe and chop wood?

Two of them are adequate at it. I'll add a fourth. I don't understand


10th Slate, 126, Mid-Spring

I guess they won't hunt without a crossbow. I assumed I embarked with at
least one.


11th Slate, 126, Mid-Spring

So I am building a farm. But I can't make much else until I have building
materials, either wood or stone


28th Slate, 126, Mid-Spring

My one novice farmer started planting so I assigned everyone else and now
there's some seeded plots in the furrowed clay loam.

Food Stores:   100?
Meat   10   Seeds   30?
Fish   10?   Drink   40?
Plant   10?   Other   None

Maybe I should try to do Fishing. I'll try making some dwarves woodcutters
only first and see if they'll pick up an axe

Two

-Now- they're going to pick up the axes. Weird. I guess they'll be dedicated
woodcutters from now on (I even turned off Hauling)

I guess I don't have a crossbow and can't get anyone to hunt. I'll set one
of my Carpenters to fish and one to clean and dissect fish

(My new woodcutters are Woodworkers not Carpenters)

So I'll need a Fishery downstairs

There are finally some logs available


19th Felsite, 126, Late Spring

The Fishery is up and processing turtles in the room with the underground farm.
A still and a kitchen are on the way along with two carpenter's workshops
and two mason's workshops squeezed in with a food stockpile

There is still nothing in the meeting hall. There is a weapons stockpile in
the barracks, stockpile or both

There is no military and there are no traps

Build mechanic's workshop

I'll need to enable a brewer, cook and mechanic

Dwarf therapist is pretty good. But my miners might be too busy doing other
things to dig, now. I still have them set to no hauling. We'll see


11th Hematite, 126, Early Summer

The barracks, stockpile or both is a stockpile now. I'll put the barracks
somewhere else.

I really have to appoint a Manager

I ordered repeat builds of wooden chairs, wooden cages, fine meals, drinks,
and stone tables. I wonder what I should dig out next

Yum Ovaltine


5th Malachite, 126, Mid-Summer

Dwarven rum stew? Is that right?

Food Stores:   90?
Meat   None   Seeds   30?
Fish   None   Drink   30?
Plant   None   Other   30?

"Other" includes prepared food. There's some turtle stew, good


21st Malachite, 126, Mid-Summer

Good two cages are ready. I made a furniture stockpile to check on the
mechanisms.

Here come some migrants


22nd Malachite, 126, Mid-Summer

Population: 11

That was only like four dwarves. Weirdly, all females. A mason, a thresher,
a dyer and a bone carver. Asob Abelkan needs wood cutting turned on since
she's Proficient at it. Leatherworking stonecrafting and weaving can also come
on between the last two and gem cutting for the second. Then I'll enable
Architecture on all four for fun


28th Malachite, 126, Mid-Summer

With no military and no hunters where will I get bone for bolts and/or
crafts? If I don't dig deeper how will I get rocks for crafts or gems to
trade?

I had better dig deeper since hunting reciprocally relies on the
availability of bolts so that's out for now. Maybe I can make bolts from
copper or something. I might not have to trade for a crossbow, I'll build a
bowyer's in that crowded workshop and farm area

I've enabled crossbow-making on like seven dwarves

OK digging


2nd Galena, 126, Late Summer

I specced a dig to minus twenty

That'll get me some rock then I can make some craftsdwarves' workshops and
get some crafts to trade or bone bolts if I can ever kill an animal. Maybe I
should activate my armed woodcutters and set them on some animals but I'll
need a butchery when I try. Maybe I need a butchery to get them to hunt. I'm
pretty sure I just don't have a crossbow

Used to be they'd hunt with a melee weapon or even unarmed which would
usually get them hurt. In like, 40d. Not anymore though


12th Galena, 126, Late Summer

Good, Limonite! Ore of iron. My last few forts I could only get copper. I'm
not sure I made anything out of metal in Kolrab, just soap

There was an unlogged fort between Kolrab (Wheeledglowed) and this one. Note
my text to speech cannot pronounce Wheeledglowed

Anyway

Get those craftsdwarfs workshops up. I have at least seven dwarves set to
carve bone and stone

Bone carving for bolts was big in my last two forts. And soap


27th Galena, 126, Late Summer

I made a big finished goods stockpile and assigned my expedition leader Lor
Maturdim to the roles of bookkeeper and manager. Now he needs an office


28th Galena, 126, Late Summer

Using the Manager to order some wooden crossbows. I had to re-order a bunch
of stuff that was cancelled at the workshops (there goes brew drink again),
that's what the manager is for

I'll use him for drinks too, now


10th Limestone, 126, Early Autumn

Building two wood furnaces and two smelters in what'll be the meeting hall.
I can start to get some iron post haste. Make a bar/block stockpile next to
them


26th Limestone, 126, Early Autumn

Furnaces're up. Ordering some charcoal

Make Drink is stalled and we don't have any left or a well. Before everyone
dies I better gather some plants

I'll spec more trees to cut too

I ordered my mechanisms before I had a source of rock. Just did them again
under the manager.

I hope my woodcutters still fell trees. I assigned them some farming tasks
sort of by accident and I'm out of wood.

Yeah a Thresher is doing it. Looks like he has the third axe. Good


18th Sandstone, 126, Mid-Autumn

I always wait a while before ordering my first Bins since I like the look of
my stuff all spread out but I had better build some  soon because my
stockpiles are getting really large especially for finished goods. Digging out
more space for it now (and some limonite)

It is 4:20 IRL so I rolled a fat ass joint


21st Sandstone, 126, Mid-Autumn

Good more migrants

One of them has a bronze battleaxe

There were only three

Damn I spilled some Ovaltine in my sheets

I got a talented gem cutter, why was the labour disabled? That's so weird.
Dwarf therapist is pretty good, did I already say that here


3rd Timber, 126, Late Autumn

I hit a bunch of brown jaspers digging for limonite. Nice


9th Timber, 126, Late Autumn

Four out of five of those wooden crossbows are built and only two are in the
weapon stockpile so I hope some are being carried though I still don't see
anyone hunting

I'll have to configure my Bookkeeper and get him an office before I can zoom
on my weapon stocks and check


11th Timber, 126, Late Autumn

A caravan from Usheshral has arrived

Good

Oh of course I have no trade depot

Built a butcher and a small food stockpile in the corner of the meeting
hall. They are already using the stockpile for empty barrels. I see my
furniture stockpile is full, some of the new stockpile area should go to
that too then. Sigh

Logged
Oh, someone finally died of thirst

Jack was a Legomaniac. Then they treated him with Thorazine. Now all he does is watch TV

flamoot

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Re: Tathrakust
« Reply #1 on: December 14, 2011, 12:21:20 pm »

7th Moonstone, 126, Early Winter

We have a lot of charcoal, ordering some iron (smelt limonite ore)

Too bad about those merchants

They'll be leaving soon


11th Moonstone, 126, Early Winter

Oddom Urmimkosoth, Bone Carver cancels Give Food: No food available.

Oh my

Food Stores:   70?
Meat   None   Seeds   40?
Fish   None   Drink   20?
Plant   None   Other   8

Great what do I do

I only have one fisherdwarf I'll set three more using the whole last migrant
wave (of three)

Good luck fisherdwarves


19th Moonstone, 126, Early Winter

I have ordered iron bolts 60 times. I better queue more charcoal


2nd Opal, 126, Mid-Winter

Oh I'll need a metalsmith's forge. At least I can make my own extra anvils

To build more metalsmith's forges. I messed up the last caravan as usual.
They'd have had an anvil

You usually start with one. I did

So I can have one metalsmith's forge


9th Opal, 126, Mid-Winter

My miners might need their other labours disabled to make any headway. I
guess I'll do that now. There are 11 other dwarves (there are 3 miners)

Population: 14

I put up two new carpenter's and two new mason's workshops in the expanded
workshop area. The metalsmith's forge is in the meeting hall. That's getting
pretty crowded and there are no tables or chairs there yet. Soon

Two of those miners were showing a knack for stonecrafting and I have a huge
unfinished stockpile expansion that speaks to that fact

Note there is 2 drink and no food

I'd have done well to have docked with that caravan

Plenty of slate and chert crafts at this point


10th Opal, 126, Mid-Winter

Oops, I accidentally built a carpenter's workshop from non-expendable
charcoal bars. I wonder how I can prevent that in the future. Or using soap
for buildings for that matter, which happens too. Soap for bridges. oh my


18th Opal, 126, Mid-Winter

Yeah that did it. They're digging now, just in the chert limonite mine on minus
nine

Making some noodles IRL. My dwarves must be hunting vermin for food

That farm's not helping real much. I see it yielding one plump helmet. Good


22nd Opal, 126, Mid-Winter

A carpenter is hunting!

(pond grabber leather quiver), Upper body (iron bolts[25])
willow crossbow, Left hand

All products of Tathrakust. Well not the quiver. Who knows where he got that

Someone is hunting vermin for food

I'm out of charcoal. That was fast

Designating more trees to chop. Sigh

I could use a wood stockpile to keep my eye on but I need the new stockpile
space for finished goods and furniture. I ordered 60 wooden bins. I hope
that helps

(Yeah they're helping)


11th Obsidian, 126, Late Winter

The expedition leader finally met with the Autumn caravan's dwarven liaison.
Still have no food. More fishing

All dwarves not assigned every farming and crafts labour (all dwarves not in
the first wave) shall fish

OK


19th Obsidian, 126, Late Winter

It took the dwarven liaison since Autumn to finish up and leave. I need an
office for my expedition leader but I'm pretty stoned


4th Granite, 127, Early Spring

Ordered shell leggings, gauntlets and helms

The outpost is now one year old


20th Granite, 127, Early Spring

The barracks is dug out, just waiting on some beds. I put some tables and
chairs in the meeting hall, but I can't size a dining room in there until I
get some doors on the adjacent rooms (barracks and workshops etc).

I'll spec a meeting hall there with a zone ('i') anyway

Oops, the butcher's shop is made of charcoal


5th Slate, 127, Mid-Spring

My miners kept running off to build mechanisms so I took them off Mechanic
duty. I over-assign mechanics since I rely so heavily on cage traps. I had
enough mechanisms to spec twenty or thirty cage traps near the entry stairs
and trade depot outside but I won't have enough cages to load them all yet.
I'll be waiting a while for those beds with all the bins and cages yet to
clear


7th Slate, 127, Mid-Spring

Ducim Sakzulshorast is hunting a buck rabbit! This is how I lose most of my
dwarves in sieges, it's the ones who are outside.

This is a stack of 25 well-crafted iron bolt.

I'd like to start making some quivers of our own. I'm going to put up a
loom and a clothier's.

But where is there room for that? Maybe the north end of the meeting hall
with the furnaces. Oh, we also have a source of clay so I should put up a
kiln


10th Slate, 127, Mid-Spring

Some migrants have arrived

Food Stores:   100?
Meat   6   Seeds   70?
Fish   None   Drink   None
Plant   None   Other   20?

Hmm

The migrants consist of:

Two weavers, a butcher, a gem setter, a fish dissector, a metalsmith (good), a
wood burner (good), a milker, a peasant, two animal trainers, an engraver, a
thresher, a presser, a potter, a brewer, a fisherdwarf, a carpenter carrying
a silver battleaxe, an architect, a trapper, and several animals

We need more charcoal

Let's chop more trees


16th Slate, 127, Mid-Spring

Expansion to the furnace portion of the meeting hall is almost complete and
will let me put up a kiln, loom, clothier and some extra wood furnaces.
Let's assign skilled labours to the new migrants using Dwarf Therapist as
usual

Wow they sent 21 total migrants that wave

Rakust Rithargoden is a novice engraver but wouldn't have practiced it
Cog Liddeler is an adequate ambusher but wasn't set to hunt
Lokum Omeroslan is a Proficient animal trainer, why wasn't that enabled?
Sarvesh Zuglarteling is a novice animal caretaker, switch it on, and an
Adept thresher, turn on plant processing
Sigun Idenkiddur has experience at Small Animal Dissection
Sibrek Kollelum is a Novice wood burner and Novice spinner
Sarvesh Enshalmorul is an Expert thresher
Sakzul Sarveshtulon is a Novice presser
Four of them have experience at dressing wounds
Turn on glassmaking, pottery, leatherworking and gem setting between four
dwarves
Turn on fish dissection for three
Lokum Omeraslan had every farming labour assigned, that's nice
I also see a competent butcher, a novice soaper, a novice potash-er, a novice
cheesemaker and a novice brewer, assigned
Doren Menguzol is a novice weaponsmith

Oh that architect they sent is practically a peasant. Novice building
designer is his only skill and -bizarrely- it wasn't even enabled
(Architecture, that is). This is where dwarf therapist really shines is
finding out weirdnesses like that. What if I'd assumed he had Architecture
on and was waiting for him to set up buildings? I'll enable architecture on
the whole wave...

OK done

I'd like a caravan to arrive soon so I could trade for some food and drink


1st Felsite, 127, Late Spring

Good there are some bones in my refuse stockpile, I'll order bone bolts too

Get that clothier and next furnaces up

Crap I made a bunch of them out of iron bars, one of my current industrial
peaks

But it looks like I have twenty or so right now. I'm out of charcoal to use
for crafting with them

Two new wood furnaces, two kilns, and I can put up the clothier's and loom


2nd Felsite, 127, Late Spring

Order 10 rock weapon racks and 10 rock armour stands for the barracks-to-be


11th Felsite, 127, Late Spring

OK quivers are made of leather or adamantine only (huh?) so I can't use the
clothier's for that. Backpacks are the same (adamantine backpack?! Maybe
adamantine is woven from strands? Hence Strand Extraction? w/e) so let's
just make some cloth Bags

I can encrust them with brown jaspers at the jewellers workshop I dropped in
the limonite mine and use them to increase room values later. Are bags
furniture or finished goods? Probably furniture

Speccing a clay collection area in the middle of the barracks for now. If
they actually use that space to spar (I've been having problems with squads
not organizing any training the last few forts) I'll move it...

But there are no beds, armour stands or weapon racks and that isn't a barracks
yet


16th Felsite, 127, Late Spring

Only using skilled gem setters (two)

Population: 35

Found an Appraiser to be Broker so I can get values on things. My expedition
leader, manager and bookkeeper is requiring an office. I better bang that
out so I can get accurate inventories

Created Wealth: 21400?
Imported Wealth: 31733
Exported Wealth: None

I have seven wood burners but I can't get enough charcoal

Construct wooden bin (30) has been completed. Good

A elven caravan from Thithu Mela has arrived. Good


20th Felsite, 127, Late Spring

Mining more limonite

Cutting brown jaspers

Only using skilled gem cutters (two)


1st Hematite, 127, Early Summer

Forging 10 iron buckets. We don't have enough buckets. Happy new month

Note my manager will need an office before he can validate

60 bone bolts
10 rock weapon racks
10 rock armor stands
30 charcoal
20 cloth bags
30 wooden chairs
And the 10 iron buckets

I guess my population got to that point. Yeah we're a Hamlet now not an
Outpost. I'm a little behind. They won't dig the new hall on -4 that I was
going to hang his office off of until they finish in the limonite mines so
let's wait

We have a lot of raw turtle in barrels. Maybe one fishery isn't enough. I
have four or five fish cleaners and half a dozen fish dissectors. Which
should be enough of those

I have plenty of turkey tallow and badger tallow. Are those actual food
items or should I convert them to soap ASAP?

Oh good they're coming to work on the hall I'll use for the manager's office
and some bedrooms, on minus four

It's still clay there so I won't be able to smooth or engrave these rooms.
So I'll make them large enough to hold plenty of riches to compensate

It'll be the manager's office and dining room and I'll add some bedrooms off
this hall and some others in a few minutes

Year two of my fortress and all the dwarves are still sleeping on the
ground. I made beds far too low a priority. I've burned a lot of wood for
charcoal that they could have used to make beds. And time

But now look, I am making whole buildings out of iron

Mwahaha

Some migrants have arrived.


20th Hematite, 127, Early Summer

Bone crafter, stonecarver, leatherworker, hunter, architect, wax worker,
peasant, engrave, leatherworker, a bunch of animals

OK. Total of nine

Population: 44

Activate two surgeon's for goodness' sake

Talented Dyer, unactivated

Competed and Talented fisherdwarves, unactivated
 
Weaponsmith gem cutter leatherworker, unactivated

Either that wax worker has 0 xp at it or that's a dwarf therapist bug the
same as displaying beekeeping xp :|

Yeah, no it's ok, he's Accomplished

A brewer, hauler, and cleaner is collecting clay. Good to see you don't have
to be a Potter to do that

Shit it broke. When did I last save?


14th Granite, 127, Early Spring: TIME WARP

OK. Population 14

SHIT

It's like 30 died but that's not what happened. I just got set back several
hours. What should I do?

I'll read my updates since Granite and see what I did. That's pretty
convenient

Workshop expansion designated

Broker assigned


24th Granite, 127, Early Spring

Text to speeching this doc

Disabled all labours on miners

Building that office and dining room on minus five this time, in chert, so
it can be smoothed and engraved

Why did it freeze on me returning to fullscreen in the announcements screen

Save more often

Ordering 30 beds 30 charcoal and 10 iron buckets before I get to the
population where my manager's work orders need validation in an office

Because that's not ready yet. I think I don't have any chairs

Buffer 10 chairs


Logged
Oh, someone finally died of thirst

Jack was a Legomaniac. Then they treated him with Thorazine. Now all he does is watch TV

flamoot

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Re: Tathrakust
« Reply #2 on: December 14, 2011, 12:21:52 pm »

1st Slate, 127, Mid-Spring

Traps re-added to the entrance and trade depot outside

If those elves come again I'll trade this time

I'm going to start saving after configuring each migrant wave -_- I just
lost two


10th Slate, 127, Mid-Spring

Migrants good

Designated meeting hall, added some tables and chairs

Ordering doors

This time I put a wood stockpile by the new wood furnaces. Ordering even
more charcoal

Population: 39

Therapisting the migrants

They only sent twenty-one the first migrant wave after the crash that took
me back to Granite 127. This time they sent twenty-five. But I'd rather keep
my population low frankly so it's longer before I get sieged, sigh

Ordering bone bolts

My work orders need validation now I hope that office is ready to populate

Yep


22nd Slate, 127, Mid-Spring

Sigh no chairs

Take one from the meeting hall

Need that office

Ordering 10 cloth bags

Cutting brown jaspers

This time I have three skilled gem cutters but no skilled gem setters, damn.
I'll use three from wave one for that

Population: 39


3rd Felsite, 127, Late Spring

Assigned the manager's office finally

Enabling some more masons and carpenters


10th Felsite, 127, Late Spring

That caravan is back

Great I got rid of all our rock crafts for 200 Plant food and some things

Making some squads with uniforms that accept wood armour ,_,

Damn I'm out of logs


8th Hematite, 127, Early Summer

Put a Kennels in that expanded furnaces area north of the meeting hall.
There are a lot of puppy dosg


24th Hematite, 127, Early Summer

Encrusting furniture with cut brown jaspers at both jeweller's workshops in
the limonite mine


3rd Malachite, 127, Mid-Summer

Two miners just got married

Someone is hunting a badger


4th Malachite, 127, Mid-Summer

Some migrants have arrived

There's a miner with a steel pick. Good

Old population: 39
New population: 46

They only sent 7


21st Malachite, 127, Mid-Summer

A potter has given birth to a girl. Note there are still no beds

I have militarized ten dwarves, five archers and five melee


17th Galena, 127, Late Summer

Onul Kubukgigin has claimed a Craftsdwarf's Workshop.

Good


21st Galena, 127, Late Summer

Onul Kubukgigin has begun a mysterious construction

Good

What happened to the other mysterious construction

Onul Kubukgigin, cheese maker, has created Tekkudost Usir Amkol, a limonite
bracelet!

Fun

It has an image of a dwarf from history in oak


2nd Limestone, 127, Early Autumn

I need some more fisheries. Expanding the workshop area off the meeting
hall. Happy new month

I see a chert table encrusted with brown jasper (base value 40) and a
birchen bed receiving same


13th Limestone, 127, Early Autumn

Good I got some beds. Setting up the barracks

Built four new fisheries. They'll auto process raw fish

They are going through brew drink orders but there's always no drink left,
why

Make more stills


22nd Limestone, 127, Early Autumn

Oh I figured out why my squads wouldn't train. I thought seeing them listed
in the barracks meant they were assigned to it but I actually have to
highlight each of them and say "T". I also set "squad eq" though I don't
know what that is. Good!

Population: 47

Make the maker of Tekkudost Usir Amkol a stonecrafter since he's now
Legendary +1 at it

One of the barracks' beds is encrusted with brown zircon (basic value: 50,
20 higher than 30, another well-crafted bed with no encrusting)

Since they are going to use the barracks I may want to collect clay
elsewhere, on the other hand it may not matter. Will they cancel sparring
because of items cluttering? Let's just make the meeting hall dual-purpose,
clay collection too, and get rid of the one in the barracks to be safest

Oh I never put those Kilns back up after the crash. I guess I've got to


9th Sandstone, 127, Mid-Autumn

Someone is hunting turkeys! 25 iron bolts. Good

Managing ammo is sort of fun but I wish there were more bolts to trade for.
I always screw up the caravans though

Some migrants have arrived!

A milker, a bunny, a kitten, a hunter with a steel crossbow and an elephant
leather quiver with 33 of his own bismuth bronze bolts, good, an engraver, a
woodcutter, a piglet, a fisherdwarf, a poult (tame), an animal trainer, and
a bull. I think that's it

Population: 54

Therapy gains me a stone detailer, hunter (does make two), farmer, miller,
armorer, metalsmith, woodcrafter, and weaver. How are you supposed to do
that with the keyboard?

That was 7 dwarves. It was the fifth wave of migrants, listed as wave seven
because wave zero is listed as one and there was a baby that's listed as
wave six. Ahem

Some of my army are using those shell armours I made. I'll make more


15th Sandstone, 127, Mid-Autumn

At kennels: train war dog, repeat. There are four dogs and at least six
puppies

My new weapon, armour and ammo stockpiles are really small, I'll need more
bins. But they have to finish 30 beds and 30 chairs first and probably more
cages. Yeah and doors. In fact 2 bins are still queued. I'll queue more.
What is the manager doing? 10 rock cabinets are unapproved. I'll have to
remember to check...

Manage Work Orders, it says. He's going to his office. Good!

An animal has become a Stray war Dog. Good!

An animal has grown to become a Stray Dog, at the same time. Good!

I'll chain the war dogs in the twisty entrance hall

An animal has become a Stray war Dog. Pretty fast

A stray water buffalo calf has starved to death. Maybe I need to pasture
them outside but they'd die in raids then. Let them find their own way out I
guess. Later I'll have cave moss but I'll have forgotten beasts then too.
Sigh sigh. At least my army is training. I'll set up the Gloves of Wheeling
my marksdwarf squad with an archery range once the four targets I specced
are up.

Goden Limulish has created a masterpiece, most likely out of wood. He's a
Great carpenter and not much else, unless it was a masterpiece of Surgery


1st Timber, 127, Late Autumn

I still don't have enough buckets. I ordered another 5 but they haven't
started on the first 10 in reality

Happy new month


5th Timber, 127, Late Autumn

I caught a couple rhesus macaques. I'll need a pit pretty soon. But I'm
reluctant to risk hitting a cave so I might do a small one with dogs in it

Set my bookkeeper to high precision, darn it, so I can access my stocks.
Worried about charcoal and iron and it's all in bins ATM which I'm too lazy
to check ATM


12th Timber, 127, Late Autumn

The Dwarven caravan has arrived

But I have nothing to trade this time. Maybe cut gems, but that's all. I
didn't even make any buckets. Certainly no more crafts. Let's see

I should have made more crafts

There are two large brown jaspers and one gem bin left. Hm. I probably won't
get anything.

Expanding the limonite-and-jasper mine >_<


23rd Timber, 127, Late Autumn

Snatcher protect the children

Squads sent


24th Timber, 127, Late Autumn

The goblin fled. Immediately afterwards my militia commander withdrew from
society. How strange


6th Moonstone, 127, Late Autumn

Fikod Sibrektolun, militia commander has created Ralukmemad, a chert
mechanisms!

Nice my second artifact

It'll probably end up in a trap

-Why- do I have no other mechanisms. Construct mechanisms/r keeps getting
cancelled at my only mechanic's workshop. Maybe I don't have enough
mechanics? I have five. I dunno. I'll assign a few more

Snatcher protect the children

Damn I didn't trade with the dwarves. There they go

I probably have nothing to trade anyway

Have I had zero deaths? I'll order 30 coffins just in case

There is always no drink. I'll assign more brewers

Why does Drink take so much longer than Clean self?


6th Opal, 127, Mid-Winter

Oh I haven't enough barrels. That would be why it was taking so long to brew
drinks. But I meant, why does actually drinking take so long. They spend
forever at the swamp set to 'drink' when 'clean self' would just bounce off
the water source and return the soap

Anyway


20th Opal, 127, Mid-Winter

A carpenter has given birth to a boy.


24th Granite, 128, Early Spring

Crap we're out of iron bars, smelt more limonite

Happy new year. Tathrakust, "Dusktombs" turns two

I have to get that archery range at the side of the barracks configured.
There's actually a door in the middle of the four targets. Not the smartest
idea I guess. Someone coming in from the meeting hall could too easily get
nailed. Would I even know if that was happening? I guess we'll see


Logged
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flamoot

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Re: Tathrakust
« Reply #3 on: December 14, 2011, 12:22:26 pm »

15th Slate, 128, Mid-Spring

Apparently anvils are Furniture. My second metalsmith's forge's anvil is
encrusted with brown jasper ,_,

Brown jasper is so worthless the roughs are only worth 6

Committing a few more blacksmiths in hopes of getting more limonite smelted
soon.


26th Slate, 128, Mid-Spring

Oh yay a bunch of migrants


5th Felsite, 128, Late Spring

Solon Sobirtekkud, Farmer has given birth to a girl.

Good

Let's therapy the migrants

Christ they sent 22. Now I have 78 two short of what it takes for a siege.
I'd better get up more cage traps fast. Where are those mechanisms

Gained two crossbow makers and a stone detailer and a bunch of others using
dwarf therapist...

Good a blacksmith a metalsmith and a mechanic

There are still no bedrooms. Dwarves are sleeping in the barracks

Let me assign that dangerous archery range now

Set the Glove of Wheeling to train there. What is Squad Eq? It's set for
them now on the barracks -and- the archery range and I hope that's ok


6th Felsite, 128, Late Spring

Construct rock cabinet (10) has been completed
Make wooden Barrel (30) has been completed

Good

I had a bunch more mechanisms but I don't think there are any empty cages.
I'll make some from wood and iron and just hope they get to them soon

I'm out of Plant food again but there is finally 72 drink. There's still 33
fish and 74 Other

Assign four more carpenters and three more metalcrafters. There are plenty
of carpenter's workshops (like five)

Get those cages

Bomrek Mafolabir is a Master Marksdwarf. Ducim Sakzulshorast is Proficient.
I'll add them to the Gloves of Wheeling.

I actually found a few more marksdwarves using the keyboard and the Military
interface ('m') since it showed Marksdwarfship under 'relevant skills'. Too
bad it doesn't show fighting, dodging, armour user, shield user...

Oh, for melee squads it -does- show 'fighter'. Good!

Now both squads are size 10, doubled

I'm going to move the entrance to the barracks to the north side away from
the archery range o_o


15th Felsite, 128, Late Spring

Elven Caravan. I think I have nothing to trade not even from dead dwarves.
But let's see

Two large jaspers, my best buckets and some jasper-encrusted bags, and three
bins that allegedly still contain crafts. Let's just see

I'm actually going to order more rock crafts. The craftsdwarf's workshops
are almost done the bone bolts

Good 9 wooden cages are already out

At least this time I have a working army who train and shit. I think the
trick to the "Soldier (Cannot follow order)" issue is to select your squads
in the barracks menu using +/- and choose 't' for Train


20th Felsite, 128, Late Spring

Muthkat Tekkudtakuth, Miner has given birth to a girl. Great

Forge Iron Bucket (5) has been completed. Lovely

I must have a lot of charcoal... I must have a lot of wood burners. Let's
see

Nope just four. I activated two of my all-farmers and all-crafters. That
means more reliance on skilled labour for now. Maybe I should count my
number of assigned farmers and crafters not in the military and make sure
there's at least four or five doing each task. Activating a fifth wood
burner...

Added some butchers and tanners and a bunch of farmers. I guess I have no
tannery. I'll throw one in the workshop space off the meeting hall which
though expanded now is pretty full still

Put one with a leatherworks and a 3x3 leather stockpile. Jeez I have seven
cheesemakers, five of them trained. I don't even have a farmer's workshop.
I'll add one... I have five milkers, that's fine. I'd like some milk. brb

Found a skilled blacksmith

I'm going to give my dedicated miners something to do (they don't do
anything else, for fast digging, right) and start on a goblin pit a little
larger than usual (normally I have 3x2 pits, with room for 48 cages or
something. I might do 6x3 this time)

Wow an iron cage takes three iron bars, good thing I only ordered 10 of
those.

Is my farm ok? Yeah it's set to plant something different each season. It
should be fine. I kind of want to play Sim Farm. WTF. It's those vehicles.
And animals. That game was fun. And you needed somewhere to keep it all so
it wouldn't rust. Fun

Crap I forgot about the caravan! Always. At least I'll have some rock crafts
for the next one. I'm putting up two more craftsdwarf's workshops for a
total of five and expanding the workshop area off the meeting hall further.
That meeting hall's not looking too big anymore btw I might redo it on a
lower level.

Oh shit a bunch of the iron and charcoal in my stocks isn't available
because it was actually used to make buildings. It's only still in stock in
the sense I could demolish the structures to get it back. How irritating.
There are four available charcoals and three available irons, a nothing, out
of 16 total bars

They are using that archery range

Saving


21st Hematite, 128, Early Summer

WTF I only have one mason not in the army, I missed that.

Assigning six more

OK I specced the goblin pit. I dug to minus fifty-five way deeper than the
limonite mine on minus five. I hope I -don't- hit a cave because I'm sick of
forgotten beasts.

Note that when I tried to assign the masons dwarf therapist failed to do so
the first time maybe because I'd saved and loaded in-between reading and
committing but it never had to reconnect and, oh no, we've discovered an
expansive cavern. There goes my best laid plans

It's at minus twenty-four that it interrupts my goblin shaft, right in the
middle, damn.

Only 3/4 of the shaft is actually interrupted, it clips the cave, 1/4 falls
past to level 50. But there's no point digging out 3/4 of the last half of
the shaft because 3/4 the pitted creatures will hit rock and water above that.
Oh well

An animal trainer's been taken by a fey mood

So we'll see if dwarf therapist segfaults this game and resets my goblin pit
anyway. I won't save until I know

I already have floor fungus. It claimed a craftsdwarf's workshop


1st Malachite, 128, Mid-Summer

Happy new month

They made all 30 wooden cages (and all 10 iron ones), good. Ordering 60 more
wooden cages and 60 more smelted limonite

One of my miners is trapped on a rock island in the cave at the bottom of
the goblin pit. (There's actually a lot of flat ground in that cave useable
for development later...) Speccing a bridge to get him out. I'll enable
architecture on him in case that helps

Smelt limonite ore cancelled: charcoal

Damn

Here comes some migrants. That puts us over 80

No


10th Malachite, 128, Mid-Summer

Looks like a bunch of them

Make rock crafts (30) has been completed

Good

It was 10. Population now 90 (there were 2 births since the wave that put us
up to 78 so we've been at 80 since the last birth, damn, and there are not
enough cage traps for a siege).

Oh my

They sent two all-farmers but no-one with any crafts

Citrines


12th Galena, 128, Late Summer

Oh god, dwarf therapist shows 90 dwarves while the game shows 89, so there
must be some de-sync. I guess I'll get segfaults soon

Let's try and see

A human caravan has arrived btw

That miner is going to starve. I needed two bridges not one. But hopefully
we can at least retrieve his pick

'Mistem Tomusonul' is a juvenile appearing only in dwarf therapist, not in
the game. He's 'ecstatic (1211)'

That's 10 times higher than the next ecstatic dwarf. Oh my

This is going to crash my game eventually...

At least it commits no changes for children. I wonder if that's a child that
died or where it got it.

I might as well save. I'm probably doomed

Oh it crashes when I load. I should have killed it and used my save from
before the goblin pit when I thought I desynced dwarf therapist wtf no

No now it loads. Let's try dwarf therapist too

It still shows 90. I guess I'm in an unstable situation from now on. Maybe I
should just stop using DT, and hope. Or keep using it, and hope. w/e. It
hasn't crashed during play yet. When it starts too, I'll delete both regions
and make a new world and use DT even more carefully from now on >_<

There's still no food. Dwarves are hunting vermin for food. When this world
crashes it might be a blessing to these dwarves

Make wooden cage (30) has been completed. Good

More migrants


8th Sandstone, 128, Mid-Autumn

Dwarf therapist and the game both show 94 dwarves again wtf. Note two miners
are now dead in the cave mid-goblin-pit. Mistem Tomusunol is still there so
the adult list must be de-synced too. The only two Ecstatic adults have
reasonable numeric happiness values not super high like the imaginary child
Mistem. I don't know

So I only have two miners left. I'll enable a bunch more and order like six
iron picks...

New artifact, chestnut crown

Yippee

A caravan


16th Timber, 128, Late Autumn

Population: 86

WTF like 8 died

Dwarf therapist reports one too -few- now

Big deal I guess

An ambush curse them


27th Timber, 128, Late Autumn

Traded with the dwarves. Dwarf therapist now reports one too many again.
Soon it will definitely crash my game


20th Moonstone, 128, Early Winter

I have struck hornblende. My military should be after a berserker right now.
Let me check

All my miners died somehow making the goblin pit. There's only one digging
dwarf now and he's Dabbling at it. Darn

One marksdwarf was struck down, but they got him. I have a whole lot of
empty cages right now. I should spec more traps

Crikey, someone toppled the farm.

There's another artifact coming


13th Opal, 128, Mid-Winter

We need some coffins

Oh good five are digging


5th Obsidian, 128, Late Winter

Another berserker

Dispatching army


16th Obsidian, 128, Late Winter

Good, the goblin pit is all dug out and ready to be zoned

Oh good a siege

I forgot kilns need charcoal even to glaze. Don't they also need ash to
glaze? For once I wish I had some magma. Something happened to my fort that
did. I don't remember what. Not segfaults, probably we just got wiped out

That was while I couldn't figure out how to get my armies to train (you have
to select them on the barracks screen using +/- and his 't').

Speaking of which my archer squad is down to 7. Maybe I should pad it out

I think we caught the whole siege in the outdoor traps. I hope there weren't
more of them on another side of the screen or we might be puckered

Taking all labour off my new manager (my last combination mayor manager and
bookkeeper died so I'm making his old dining room a new office for the new
bookkeeper, and his old office the new one for the new manager. Argh)


3rd Granite, 129, Early Spring

Population: 68

How did so many die? Are those coffins ready? I have to get the goblin pit
going too

Happy new year the fort is three years old now. Wow

Well I was wrong about 1/4 of the goblin pit passing the cave actually the
whole thing is intercepted by it at halfway or -25 or so. They can't even
reach the last half of the pit designation so I just cleared it a level at a
time. Can we get in 3-D designation like we have 3-D burrow designation,
between levels?

When will this game start to segfault from me de-syncing dwarf fortress?

It still shows one too many dwarves, 69 instead of 68, and it's probably
still that ecstatic juvenile. At least it doesn't write any work orders for
children so it might not smash whatever part of the RAM it's finding that in
unless it thinks he grew up for some reason. Oh god


1st Slate, 129, Mid-Spring

Building a new metalsmith's forge, I got three anvils off the last caravan
but I really need more charcoal. Finally some orders for it got wrangled by
the manager and I have four wood furnaces and like ten wood burners now so
hopefully that will get out


27th Slate, 129, Mid-Spring

Some migrants have arrived, despite the danger. What danger

Wow they sent like 20, we're back up to 85...

Forge iron short sword (10) has been completed. Good

Oh shit a siege

Goblin spearmen riding giant olms and jabberers, and a goblin mace lord on a
giant olm. Fun

Let's wait

They got one. Oh shit

I wonder how many dwarves are outside right now

Population: 82

Answer: A number of them

Population: 80

Population: 78

Sending up my marksdwarves

Population: 76

Population: 73

We caught about 2/3 of them in cage traps. The others are still running
around.

Population: 68

Jesus christ. What happened to "order dwarves inside"? That would have been
useful

Population: 59

Population: 56

Population: 55

Every time I check there's less

Now it's hanging there at 55

So like 30 dwarves were outside or ran outside to pick up items once dwarves
started to die. Maybe the items of fallen allies should start Forbidden like
the items on fallen enemies. Maybe

I hope we caught them all

There is only one Glove of Wheeling left

That's my archer squad for those not paying attention to the military sub
plots

Population: 55

Time to goblin pit some gobs and olms


9th Hematite, 129, Early Summer

The Mayor is throwing a tantrum! That's right, I meant to assign a dining
room, office and quarters for him. They still need to be furnished...

The new Farm was Suspended for a long time so that's pretty bad

When will I get another segfault? It already crashed on reload one time
remember but not during gameplay yet

Need more wooden chairs

Need new manager and bookkeepers >_<


21st Hematite, 129, Early Summer

So that siege drove off the merchants and now we're out of food again, wtf.
Other: 29 < I hope that's food

I have 629 Seeds I should mark some for cooking

Set plump helmet spawn (200), prickle berry seeds (81), wild strawberry
seeds (66) and rat weed seeds (111) to cook.

There's also some tallow for which cooking is allowed but it makes me want
to make soap. Maybe I'll put a soap industry in that cave to keep some
dwarves further from the surface. Let's see

Enabled Hunting on several more dwarves

I have lots of butchers and soap makers. I need more lye makers. Plenty of
wood burners. OK let's go


23rd Hematite, 129, Early Summer

Some migrants have arrived, despite the danger. Could use em

10 total. Population: 65

Dwarf therapisting them, despite the danger.


8th Malachite, 129, Mid-Summer

Oops a berserk cheesemaker. I should have made bedrooms sooner. (I'm just
getting some up now, on the office level, in the third year of my fortress.
None are assigned yet and most only have beds or not even doors)

I'll set the one Glove of Wheeling and the Abyssal Seals on the berserker


14th Malachite, 129, Mid-Summer

Gross they are drinking out of the bottom of the goblin pit. I saw a "water
source contaminated" cancellation before, maybe that's why. (There are
corpses down there)

Designating Plants to be gathered. If I have another siege while they're
doing this it'll be a holocaust. I'll have to remember to undesignate the
plants if that happens

On the other hand I only have five plant gatherers assigned

Padded my squads, there are now 7 Gloves of Wheeling and 10 Abyssal Seals


4th Galena, 129, Late Summer

Why are they not making any of these clay jugs I ordered.

All the kiln were full with Glaze orders that's why. I cancelled them and
put on Make clay jug/R so I can get some to finish my glaze order on whether
or not the clay jug order itself ever goes down. GRr


12th Galena, 129, Late Summer

A human caravan from Anthath Aso has arrived.

Saving

A thresher just starved to death. Population: 63. I'll trade rock crafts for
plenty of food and stave off the inevitable longer. What happened to that
farm

A stonecrafter's been possessed

It was suspended again. I unsuspended it. If only there weren't so many
other cancellations I'd stand a chance of seeing why they're suspending the
farm repeatedly... argh.


17th Galena, 129, Late Summer

Putting a little soap industry in a downhill part of the goblin-pit-cave,
where milk opals are to be found in the walls

Need rock blocks for an ashery


19th Galena, 129, Late Summer

Udith Rigothlar has begun a mysterious construction.  The reason for
suspending the farm is 'item blocking site'. Damn. I'll have to break it up
into smaller plots around any items that are under it

Oh great another siege

Undesignating plants and trees

Turning off all gather orders

Oh options Forbid lets me forbid my death items. Then they won't run outside
for them. -Good-! I see it claims the corpses of other dead but forbids
their items by default how strange. I'd set it to forbid dwarf death items
and claim enemy death items, the opposite, preferentially.

Hmm

I'll also claim used ammunition. Why forbid used ammunition?

It's goblin pikemen and lashers on jabberers and olms. We got all the cage
traps back up in record time. Hopefully they make a bee-line for my stairs
and get trapped.

If I'd set forbid my death items a few sieges ago there wouldn't still be
dwarves running outside to pick them up. Oh well. I just trapped about a
dozen goblins. Hopefully I get the rest

Population: 60


23rd Galena, 129, Late Summer: SIEGE

Caught some trolls. Got an artifact toy boat. Population: 49. That's 11 more
dead. If only I'd known about forbid your death items ('o', 'F') from the
start >_<

I could disable hauling on all but it's too much trouble even with dwarf
therapist. Well I guess it's my only choice, here goes


28th Galena, 129, Late Summer: SIEGE

Population: 17. They all ran upstairs in other words in spite of my efforts.
I might as well abandon and go again. What a waste

Let's wait


2nd Limestone, 129, Early Autumn: SIEGE

Population: 8

I think a lot of the dwarves who got killed outside were just trying to
drink. Next fort I'll have to make sure I have some drink (this time I
appear to have 100 suddenly, maybe the merchants got killed on my map) and
I'll get to a cave sooner and get some wells in it. If only I could Forbid
water sources on the surface.

I really should start over

Population: 7

Population: 6

All No Job, half outside

Christ I don't know what to do about these sieges. Dibesherib my unlogged
greatest fortress ever that got segfaulted by compiling dwarf fortress
64-bit got along fine in spite of the sieges somehow. Most of my
architecture was on the 'ground floor' there with large entryways to outside
trapped by bands of cages, hundreds of them, and that worked pretty well.
I'll endeavour to do a Deep Dwarf embark next time and move all my industry
and lodgings to a cave ASAP

Population: 6

OK. They destroyed 90% of my population so I'm going to Succumb

Hopefully I can reclaim and/or visit this fort. Sometimes Dwarf Therapist
messes that up.

Thanks for reading :P
Logged
Oh, someone finally died of thirst

Jack was a Legomaniac. Then they treated him with Thorazine. Now all he does is watch TV

Quietust

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Re: Tathrakust
« Reply #4 on: December 14, 2011, 03:42:06 pm »

Suggestion: get rid of all the line breaks in the middle of your sentences so paragraphs wrap according to the reader's window size instead of your window size.

Example:
Quote
Christ I don't know what to do about these sieges. Dibesherib my unlogged
greatest fortress ever that got segfaulted by compiling dwarf fortress
64-bit got along fine in spite of the sieges somehow. Most of my
architecture was on the 'ground floor' there with large entryways to outside
trapped by bands of cages, hundreds of them, and that worked pretty well.
I'll endeavour to do a Deep Dwarf embark next time and move all my industry
and lodgings to a cave ASAP
becomes:

Quote
Christ I don't know what to do about these sieges. Dibesherib my unlogged greatest fortress ever that got segfaulted by compiling dwarf fortress 64-bit got along fine in spite of the sieges somehow. Most of my architecture was on the 'ground floor' there with large entryways to outside trapped by bands of cages, hundreds of them, and that worked pretty well.
I'll endeavour to do a Deep Dwarf embark next time and move all my industry and lodgings to a cave ASAP
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

flamoot

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Re: Tathrakust
« Reply #5 on: December 18, 2011, 10:07:40 am »

I don't have much of a word processor but I could replace every \n not in a \n\n with nothing in perl before I copy it with firefox. I'll try if I ever die in Likutorul, "Inkedclose", which has no contact with goblins in over six years and has been save scummed once already for a forgotten beast that got very lucky which raises the question if it'll ever end at all

Note I find these write-ups pleasant to text-to-speech. I wish I could find Boatmurdered in printable form
Logged
Oh, someone finally died of thirst

Jack was a Legomaniac. Then they treated him with Thorazine. Now all he does is watch TV