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What to do about the fort

Stick with the current fort, let the vampire be our savior!
- 4 (100%)
Reclaim, Time to start with a fresh batch of dwarves!
- 0 (0%)

Total Members Voted: 4

Voting closed: April 17, 2013, 09:47:35 pm


Pages: 1 ... 19 20 [21]

Author Topic: Mirroredfreezes (The Punishment): New Succession Game [Overseers Wanted!]  (Read 18464 times)

joeclark77

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Journal of "Joe" Alathardes, hammerdwarf and commander of same:

4th Felsite: My predecessor was found dead, lying on a barrel of rum, drained of all blood.  On the upside, at least he didn't get any blood in the rum.  Apparently the fool let the vampire out because he needed to put furniture in her enclosure, and forgot to seal her back in.  Well, he learned his lesson.
The work continues.

14th Felsite:  We have begun sacrificing many animals (mostly puppies) to an alien deity called "Effpaeyes" as some dwarves believe this will help our situation.  An elf caravan has arrived... fortunately we have many more prepared meals stockpiled than we can eat in years, so we should be able to trade with them without requiring a lot of hauling.  A new migrant, Tobul A, is a pretty good appraiser so I've asked him to bargain with them.

We traded for:
- 30 or so logs
- some cages, including a jaguar (to train for war! we already have a war leopard), buck rabbit, gray langur, hoary marmot, opossum, kestrel (female, for eggs), two-humped camel, cardinal, bluejay, pond turtle (in case anyone needs a shell?), and toad
- some booze
- some barrels and buckets, shields, crutches, splints, etc
- some berries and plants

I noticed level 93 has a lot of natural kaolinite so I've decided to use that level to carve out my new workshop layout for more efficient production of necessities.  Once we have enough fuel (or magma) we can get a little porcelain industry going.

23rd Felsite:  A kobold thief was seen running off with a point cut blue diamond.  Nothing we can do about it now.

8th Hematite:  Glloyd's wife Mebzuth K, miner, has given birth to a baby boy!  Kivish R is the first child of the new era and we are all delighted at the news.  We are now thirty-five dwarves.

17th Hematite:  Citing family reasons, Glloyd has resigned from the post of Mayor.  By good fortune, I was elected to fill the post!  One of the nice perqs of the job is a nice suite of rooms, so I have ordered the architects to hop to it!


20th Hematite:  A skilled armorer named Mebzuth O has just completed basic arms and armor for a new 12-dwarf military under my command: 4 hammerdwarfs, 4 swords, and 4 axes.  I have ordered my comrades to suit up for inspection and battle training.  Just as I gave the order, my chief medical dwarf withdrew from society and claimed a craftsdwarf's workshop.

1 Malachite:

My chief doctor is also my chief bone carver.  Well that's not too far off.
The new cabinet has been installed into my bedroom for safe keeping.

15 Malachite:
Only seven migrants arrived in the "summer" migration wave.  That's less than I'd hoped.  Magma may not happen this year, but we will at least get the fort back on its feet.

24th Malachite:
10terrapin01 has returned as a violent ghost and ripped the arm off a poor engraver!  (Who would want to come back HERE???)  We must speed up the burial of the dead.  Won't be much longer now.

On another note, I ordered up a bunch of microcline statues to decorate my rooms.  The very first one produced: a statue of me embracing a cow.  Very funny, Ingish.

20 Galena:
Military training finally started in earnest.  Three archers are softening up some trolls in the killing chamber, while the boys and I strap on our iron gear.  We'll finish them off, if they're still alive when we get there, or else we'll have them throw some goblins in for us! [Update: we got there in time to play whack-a-troll]

The humans have been spotted on the horizon.  Hope they have wood: it's time we had some beds made.  Five wagons are in the caravan, which seems like a good sign to me!

27 Galena:
About ten goblins showed up (two ambushes: maces and lashers).  They tangled with the human rearguard, and some were caught in our cages.  About five remain uncaged, and they're milling about on the surface rather than following the humans.  No way would they get through the humans in the hallway if they did, but I've mustered the militia to the trade depot area anyway.

We bought meat, wood, and fish.

The goblins were driven off except for one who's chasing our last remaining cat around the tundra.  Note to self: order a new lady cat from the trade liaison.  Our militia can't run that fast, so I stationed our 3 archers near the gate in case he runs back by.
« Last Edit: May 09, 2013, 09:48:29 pm by joeclark77 »
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bp920091

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I just hate having staircases dangling into the air and that sort of thing.

Just build an up stair at the bottom of the shaft, stops all flying creatures from getting in.
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

joeclark77

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12 limestone:
I noticed a "recover wounded" job and it appears that Stakud I, our leathercrafter, has been wounded somehow.  There is no relevant report.

I'm going to guess that it had something to do with one of the two ghosts who are haunting the fort at present.

14 limestone:

At last!  It's deep, a good 92 levels beneath the tundra.

1st timber:
Only three migrants this season.  Way fewer than I'd hoped.  I was hoping, at least, that I could put the melee squads on full-time training, but they're going to be needed for hauling and other odd jobs for the rest of the year at least.

12 timber:
The dwarven caravan has arrived... and so has...

About a dozen each of speargoblins and macegoblins, and trolls, plus about 25 (!) bowgoblins.  We'll keep the door open and see if the caravan makes it in.  Closing the inner gate will be the last resort.

Update: outpost liaison made it in, but caravan was driven away with many casualties.  outer gate closed.  archers on ramparts but won't walk up to the edge so they aren't shooting at goblins yet.  goblin bowmen still have plenty ammo, so we're going to stay inside for this one.


26th moonstone:
Nil M, one of my axedwarves, was so taken by a strange mood that he walked away from a drink!  He's claimed a forge... hope this is something good. Come on, artifact silver hammer!

[update: he needed wood, so we've cracked a cavern open. so far no trouble.]


17th opal:

He's now a legendary blacksmith, but that's not going to get him out of military service.  Sorry, buddy, next time make something useful.
Interestingly, this is our second artifact animal trap.  I'll put it in the dining hall with the other one.

20th obsidian:
Major miscalculation!  I tried to drop some (presumed disarmed) goblins into the killing room for military training, but they still had their weapons!  We won the fight with no one killed, but several members of the melee militia (maybe all?) are wounded and recuperating now.  Orders have been given to strip all prisoners... again.

2 granite:
It's spring, and the siege has been lifted.  I have opened the outer gate, and workers are beginning to collect the bodies and bury the dead.  We are fifty dwarves exactly now, although several are wounded from the... er... training incident.


The military has full iron armor now (for 12).  The archers have plenty of leather armor but few leather leggings or boots, so you might want to make some of those and then tell them to "replace clothing" with leather armor.  We could use a lot more reserve archers.  Barracks have been created for the three melee squads, but there wasn't enough manpower to set them to full-time training.  You of course will want to check out their injuries and perhaps assign new recruits to those squads.  The training rooms design is based on the "mass pitting" idea from the wiki.  Upstairs is a room that accepts lots of caged creatures.  Downstairs is a "killing room", a muster room (airlock) for melee soldiers, a muster room for archers with a drawbridge to open the turrets.  Levers are color coded.


We have plenty of iron and coke now, so I have ordered steel production to commence.  Marble is being quarried for this purpose.  The jobs are queued and some of the pig iron is already done. 

Some of my other accomplishments are:
- dug a tree farm
- located first cavern and dug stairs all the way to the bottom where magma is accessible
- built in indoor refuse pile (inside the outer gate, but outside the inner gate) so we don't have to take so much risk to dump refuse
- built graveyard although there STILL aren't enough coffins.  the idea for the location is so that it's right next to the outdoor corpse stockpile and you could build a stair directly to that corpse pile -- but if you do so, be sure to make a drawbridge or something to close off that security vulnerability if needed.


- i finally built beds, both a dorm and several bedrooms. i also built a ton of wheelbarrows which may seem a risky use of scarce wood, but it was my call. you desperately need bins. i have ordered several copper ones.

I re-organized the stone, leather, bone, cloth, and gem workshops and stockpiles on this level:


The agricultural workshops (and kitchens) are a mess.  The metalworking shops and stockpiles are confusing, as are the wood ones.  Feel free to re-architect them as you wish.

Suggestions for my successor:
- Re-build the water system.  I can't tell how it was supposed to work, but I can tell you that there are corpses down the well.  Better just dig a new one.  Apparently there's an aquifer there somewhere.
- Start making soap.  The fort needs lots of cleaning.  If you get a big migrant wave, assign a bunch of them to do nothing but hauling and cleaning.  They'll be busy.  By the way, I deleted most stockpiles to cut down on hauling.  I believe there's one for food and one for finished goods, and I created new ones for furniture and raw materials on the new workshop floor.  But all of them could be expanded or streamlined.  Even if it looks like things are sitting in a stockpile, I may have deleted the stockpile out from under them.
- Before you train the militia, be sure to strip the prisoners (again).  I just opened the gate, so when you unpause, the dwarfs will bring in newly-caged goblins who haven't been disarmed yet.  (note: the garbage dump is a one-tile zone in the hallway outside the caged-goblin stockpile; that's where their gear will go)
- Start making magma-safe pump components.  I've quarried gabbro and olivine and am producing magma-safe blocks and mechanisms on repeat.  Getting magma to the surface will probably be a multi-year, multi-overseer project, so do your part.  Maybe you will also be the one who excavates the pump stack hole.
- You may want to scrounge the surface.  The remains of more than one caravan are lying on the surface, probably full of good stuff like cloth and wood you could use if you unforbid and haul it in.
« Last Edit: May 10, 2013, 12:40:17 am by joeclark77 »
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joeclark77

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joeclark77

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Oh, by the way, please add me to the end of the overseer list for another turn!  It was fun bringing the place back from almost nothing.
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Glloyd

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Awesome, nice writeup!

Yeah, I don't think I ever gathered the remnants from the human caravan that got hit when that ambush came. It's good to know that we actually have the capability to survive sieges now, haha.

Kydrasz

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Good work, joeclark!

So uh... Who's next?
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Fall seven times, stand up eight.
Spoiler: Inspirational words (click to show/hide)

Glloyd

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It would be BP, I believe. Or you Kalemyr.

bp920091

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damn, totally forgot about this fort (strange, since i built it).

Im right in the middle of my turn in gateivory, and it'll be about a week before i can get to it.

If Kalemyr wants to go ahead, he's up.

In fact, since we do need more blood in the fortress (and the overseer list is so old that i dont think it's valid much anymore), im gonna reset it and start again (old players who WERE on the list get priority over old ones if they want it).

So, Kalemyr is up, but after that, whoever wants gets first pick.
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

bp920091

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my turn at gateivory finished, so ill go and see what my fortress looks like.
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

Glloyd

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Awesome, let's see if we can keep this going.

bp920091

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Overseer's Log:

Ugh, reincarnating sure does take a lot out of you. I mean, i just posessed one random dwarf (udil Gadankosoth, since he was the manager), and i already passed out for a day.

Sucks for me, as i was declared overseer since noone wanted the damn job.

They told me that since i founded the fort, i was the default overseer. First off, i dont know HOW they found out that i reincarnated into this dwarf. Second, I already died. Once a captain goes down with the ship and dies, he's pretty free after that.

In any case, i took a quick glance around at the fort once i woke up from my mini-coma.

What happened here?

We've got dwarves just laying outside in a makeshift graveyard, coupled with garbage. The fort is a complete mess, with body parts from dwarves and random invaders all thrown around.

First thing's first. We need to wall off that central staircase, so nothing FLIES in from the caverns.

Secondly, im cancelling any dig teams that are going down to the supposed depths. There's nothing good down there, and im not going down there without a nice impulse elevator for the crap that we have (and that means a lot of brakes for the downward spiral).

Thirdly, our medical team is... odd

About 1/2 of all of the fort is authorized for medical exams (and surgeries, as i alarmingly learned), despite having little to no medical training. I learned this as i was speaking to the new chief medical dwarf, who was already arms deep in someone, depite not knowing anything about surgery, period.

LABOR REWORK!

That stops now. A complete rework of all labors (including the military) is underway.

All squads are disbanded (they will be reinitializd once i decide the best way to proceed).

Attached is the significant roles and the dwarves who fill them.

Miners: we have 6, rannging from competent to +5 legendary

Carpenters: We have 3 (not much wood here anyway, and i do see the tree farm one level down).
Crossbow making: 0 (who needs wooden crossbows in any case)
Wood Cutting: 3 (so that we can actually CUT the trees once they are grown

Masons: 8
Stone Detailers: 4

Animal Training: 4
Animal Care: 4
Hunter/Trapper: 4 (basically the old archers).

Surgery (3-6, depending on who knew what).

Butcher: 2
Tanning: 2 (the butchers)
Farmers: 10 (we need the labor)
Dyeing: 1 (since we might need it... eventually)
Soap Maker: 1 (he's already accomplished at it, so i let him keep it
WoodBurner: 1 (we've got no wood to BURN!)
Potash Maker: 1 (for the same reason as the woodburner)

Lye Making: 2
Milling: 3
Brewing: 3
Plant Gathering: 3
Plant Processing: 3
Cheesemaking: 1
Milking: 3
Shearing: 3
Spinning: 3
Cooking: 4
Pressing: 3
Bee Keeping: 4

Fishing: 0 (we have nowhere to fish)
Fish cleaning/Dissection: 3 (we might import some fish that we need to clean)

Furnace Operating: 5
Weaponsmithing: 2
Armoring: 2 (including a grand master armorsmith)
Blacksmithing: 4 (includes a legendary, great, master, and a competent blacksmith)
Metalcrafting: 2 (includes a master metal crafter)

Gem Cutting: 3
Gem Setting: 3

Leatherworking: 4
Woodcrafting: 3
Stonecrafting: 5
Bone Carving: 5
Glassmaking: 3
Weaving: 2
Clothesmaking: 4
Strand Extraction: 0 (we shouldnt be mining the stuff for a long time)
Pottery: 1
Glazing: 3
Wax Working: 1

Siege Engineering: 2
Siege Operating: 3
Mechanics: 12
Pump Operating :12

Hauling: Everyone but the miners

Actual physical update tomorrow (not counting first impression).
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

bp920091

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Interim update. You know, you don't need a pump stack to get magna to the surface., all you need is a lot of minecarts.

Also, who wants a dwarfing. I've got plenty of open dwarves
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.
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