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Author Topic: Cloistergulf - The saga of succession  (Read 3020 times)

azazel

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Re: Cloistergulf - The saga of succession
« Reply #45 on: May 02, 2009, 04:16:47 pm »

1st Granite, 66
I don't know what happened, truth be told... Suddenly, my fellow dwarves started asking me stuff like "What should I do now chief?" and "You're the boss, you decide." I thought we had a mayor for all this stuff! So, I went to talk with "Doctor" Urist, our so-called mayor and... I got yelled at! I don't know what got his knickers in a bunch, but all I could hear was angry screams about his scepters. He's been going on about those scepters for a damn long while now, so I guess that's something to take care of. Since our mayor is mentally incapacitated for now, I suppose I'll take over.

I grabbed whatever books seemed official-looking, all the while dodging flying objects of various kinds and shapes, then dodged out of his office. I spotted a few too many chests in there - apparently, if you're in charge, you can get whatever you want. I leafed through the books briefly, but wasn't sure what stuff meant... this is not what a mason is supposed to do! Figures on every page, page after page, figures, figures and more figures. And sketches of a kind of "tidal machine" - I guess that explains why we had to build so many pump parts, and why the entrance is all muddy and covered with goblin remains... Speaking of the entrance, I saw a dwarf throw a puppy into a hole in the ground, so I went downstairs and checked it out, and to my horror saw 4 wounded puppies! Someone - probably our "beloved" mayor - decided that dogs were for torturing and had them tossed into the pit. This has got to stop, immediately; dogs make for good eating!

Anyway, the numbers... they don't look too good. We have nothing to drink, if Hillburra has done the accounting properly. That's really not good.
Spoiler (click to show/hide)
We're a bit low on plants as well, but I have to get some drinking stuff made before I can think any further. My head is starting to spin...

I noticed a clothier working like a crazy dwarf in a clothier's workshop. Any attempt at small talk with him resulted in snarls and angry looks, so I left him alone. Reminded me a bit of my ol' grandma back in the Mountainhomes, she got like that once... of course, then she got crazy and decided to take a magma bath for some reason, but she kept shouting some old name of something while falling to her death... I still wonder what that was about.

4th Granite, 66
The clothier came running today, with a toga! It's very nice, but he seemed a bit distraught, so I asked him what was wrong, and he said he didn't have any memory of ever making it. It features an image of itself (in great detail), so it's a bit sickening to look at, to be fair, but none the less - the creation of an artifact such as this is very likely to attract more dwarves to this hellhole! I hope they bring some booze - I'm moving very slowly now, I really lack my fix. I wonder if the brewers have started making some liquo... booze yet.
Spoiler (click to show/hide)

I've begun exploratory mining a few levels below the sleeping quarters - we need to find gems and metals and stuff like that. Food is a priority, but since people are actually working (for once! I guess it's the lack of food that makes them do that), that is going pretty well... I hope. We still have some foodstuffs left, but I'd rather we had a buffer, in case we got attacked by something.

9th Granite, 66
There are two levers just next to the stairs down into our fortress. I don't know what either of them does, so I don't think I'll pull any. But I'm really curious.

11th Granite, 66
We have struck a magma pipe!

Actually, I don't know exactly where it is yet - but one of the miners came running to me saying "warm stone. It's a pipe, I know it." Time to locate it. I ordered a door constructed for when we find the top level - so we can close the stuff off and hopefully prevent whatever inhabitants from entering our fortress.

12th Granite, 66
An elven caravan has arrived! Maybe they have some of that donkey-piss that they drink. Right now, I'd be happy with anything. I've ordered the trade goods moved to the depot, and have told whoever's our trader (I just sent word, I didn't care much for seeing who it was) to get their ass to the depot.

22nd Granite, 66
We bought some booze, cages, and other stuff from the elves. They were happy to take a couple of goblin clothes as payment. I'll never understand elves.

24th Granite, 66
CURSES! I thought the miners knew what they were doing... it seems that one of them breached the pipe, from below... So now we've got magma slowly filling the fortress! I've ordered floodgates constructed AS SOON AS POSSIBLE, but the magma is spreading quickly. The miner who breached it survived though, but I'll let him have a beating from the hamme... right. The masons have been ordered to construct them as soon as possible, to the extent that they're exempt from anything else.

28th Granite, 66
Me and Doctor Urist managed to construct two floodgates to stop the oncoming wave of magma. Unfortunately it gave him the idea of a magma tidal generator instead of his wave one, so... Anyway, catastrophe dodged - and now we know where the pipe is; nothing important lost either. I've designated some space to be dug out to make room for a metal industry that is not reliant on trees (what are real sparse here, it seems).
Spoiler (click to show/hide)
« Last Edit: May 02, 2009, 04:18:38 pm by azazel »
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hillburra

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Re: Cloistergulf - The saga of succession
« Reply #46 on: May 02, 2009, 09:15:50 pm »

oh noes, my fortress is coated in the solution :S
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'b' is different than 'x' and a Bed doesn't hold back magma as well as a Floodgate no matter how fast you type.

azazel

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Re: Cloistergulf - The saga of succession
« Reply #47 on: May 02, 2009, 11:15:29 pm »

21st Slate, 66
Some migrants have arrived! A dungeon master (good, but now I need to think of rooms that as well. Good thing I can take two chests from Urist - he only needs two, right?) and a metalsmith; among others. I also don't like the current bedroom layout; it's very round and inefficient. Been thinking of redesigning it, but there are other areas where focus is necessary first. What with half a level being flooded by lava and all, bedrooms are definitely not the top priority right now.

2nd Felsite, 66
We have struck gold! Yes, riches beyond belief!

7th Felsite, 66
We have struck rock crystal! Together with sand and magma, we have plenty for glass production. Oh yes!

I've been thinking of making a massive... soap tower. Then I realized I had no idea how I'd go about with it, so I scrapped that idea.

10th Felsite, 66
This gold vein is HUGE. The mountainhomes will be green with envy, I'm sure. I'm gonna make a gold coffin for myself - I found the vein, and there's plenty of gold to go around.

21st Felsite, 66
A peasant gave birth to a baby girl today. Our population is now at 96 dwarves.

10th Hematite, 66
A gem cutter refuses to talk to anyone... I wonder what's wrong.

Work continues on the tomb - I'm having the engraver smooth the stone floor and walls now, and am pondering whether I deserve gold statues as well. I'll decide on that later this autumn, I think.

I re-inforced our entrance defences some, now featuring cage traps and a more controlled "tidal wave;" I'm sure Doctor Urist approves.
Spoiler (click to show/hide)

I've gotten word that the gem crafter has claimed a Jeweler's Workshop. I wonder if he's feeling depressed or something... We've got plenty of gems in any case, from when I explored the lower levels for ... gems and metals.

11th Hematite, 66
The gem crafter is drawing sketches of a forest. I can only assume he wants access to wooden logs, and have sent my ... dwarves with axes to take care of that. Our barrel and booze stocks are fine as they are, so I'm not too worried about that any longer.

14th Hematite, 66
A human caravan has arrived! This is very good... Not that I can think of anything that we actually need - apart from logs. But still! I shall get rid of all these dirty goblin clothes now.

16th Hematite, 66
An ambush! It sprang up right next to the caravan, so I'm sure it'll be okay. I've also gotten word that the gem crafter has begun making something, but I have other things to be worried about right now!

17th Hematite, 66
The ambush made the merchants turn away! By the rocks, I really wanted to get rid of this stuff. It seems the caravan lost a few things though, because there's an anvil and a whole lot of other, human-like things spread around on the bridge. I've ordered them all melted down.

Someone managed to meet with the liaison though, so I told them to order logs, booze and some other misc stuff.

20th Hematite, 66
The gem crafter, what I had completely forgotten about, approached me with a bracelet of sorts. It's very nice. I like the spikes...
Spoiler (click to show/hide)


21st Hematite, 66
A goblin snatcher ran straight into one of our cage traps today. Serves him right. I don't have time to build an arena, but I'm making a note here that it should definitely be done.

24th Hematite, 66
Another ambush! I can see one of our dwarves running like a crazy... dwarf, towards home. I hope he makes it.

We've only been able to find his arm so far. So no, he did not make it.

I activated the tidal wave machine. It's working very well. If now only the marksdwarves didn't want to take a bath together with the goblins it'd be very good. Where's the lever for the bridge? Is there one? We only lost a fisherdwarf and two dogs to this attack, so I'm quite pleased. But I think we need more traps.

28th Hematite, 66
I realized that while I have a resting place, the rest of the community does... not. So, I've taken to digging out a few resting places for the rest as well. It's a sort of catacomb stuff - very compact and it has a lot of "feel" as well.

We found the fisherdwarf's body today. Melbil was his name. He shall be remembered.

14th Malachite, 66
Not much is happening - snatchers get discovered by our brave ... cat, and no more ambushes in a while. I've started removing stones from the metal industry floor, so that we may start piling up on gold bars, nickel bars and whatnot.

6th Galena, 66
The magma smelters are up, and we've started smelting down all the goblin junk just laying about all over the place.

9th Galena, 66
No migrants this season. That is okay, I've yet to hear from the carpenter and the 30 beds I ordered made. I wonder what's keeping him.

9th Limestone, 66
Our "beloved" mayor has forbidden export of scepters. I don't care any more. The last caravan fled because of a goblin ambush, and I'm fairly certain the Mountainhome doesn't need any. Also, I'm looking for a suitable "out" to ditch this job as "the shadow master." I don't like it at all any longer, there's just too much to do, and I don't even have time to do what I really wanted to do (a massive tower, with the top floor in all gold... and a pump system to pump lava up to ground level so we could burn the goblins and just take their weapons... but no, no time.)

12th Limestone, 66
FINALLY! The mountainhome caravan is here! Since the stuff I ordered moved to the depot is still there, this should be easy.

15th Limestone, 66
A goblin siege. Just what I needed.

21st Limestone, 66
The siege was broken with some help from the caravan guards. Of course, we didn't _need_ them, but they helped anyway - one dwarf for all, all for one. Most of the time.

21st Limestone, 66
I think we got everything useful that the caravan had - I left them some cloth bins, since we have our own production of that. They got some goblin clothes (I'm not sure why they want them...) and a lot of microcline craftgoods.

24th Limestone, 66
A peasant has been possessed! He was found in his room, talking in tongues and screaming weird, otherworldy names. I hope it's not contagious.

He ran straight to a craftdwarf's shop and claimed. He won't let anyone near it.

27th Limestone, 66
My grave mausoleum was finished today. It's quite well designed, I must say. I thought, briefly, about adding some traps in front of the entrance, but that would have detracted from the overall esthetic value of it. It's placed near the magma forges and smelters, so I can keep an eye on the industrial side of the fortress, even if I for some weird reason should perish.
Spoiler (click to show/hide)

5th Sandstone, 66
The peasant has come forth from his avoiding society. He was gleefully holding a ... scepter ... in his hand. I'm sure the mayor will absolutely LOVE this. I don't find it particularly impressive, and it's a damn waste of gold, but hey - if he had to he had to. I'll have him beaten for this when we get some proper justice in this godforsaken pit in the ground.
Spoiler (click to show/hide)

8th Sandstone, 66
A TITAN HAS ARRIVED! WHAT IS THIS? MY LUCKY YEAR OR WHAT?

10th Sandstone, 66
And the Titan is drowning. That was anti-climactic.

14th Sandstone, 66
Another baby girl was born today. Our population is now 96 (again).

9th Timber, 66
Yet another girl born. Now we're 97. I wonder if we can squeeze out another 3 kids to make it an even 100 before I ditch this "responsibility" on someone. The mayor is no use, obviously - he's just staring at that artifact scepter.

And another girl, before the day even ended. 2 left.

19th Timber, 66
Only ten days after the latest members of our community "arrived", we have seen yet another girl brought to this world. I wonder if it's something in the water.

20th Timber, 66
A boy has been born! This brings our numbers to 100, and if more spawns are coming forth, I'll probably toss them into the moat to keep this nice, even number.

23rd Timber, 66
Another girl born. I don't think I'll drown her. She's just too cute.
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Da King

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Re: Cloistergulf - The saga of succession
« Reply #48 on: May 03, 2009, 09:55:32 am »

Azazel, I left notes on the switches telling you what they do. Press shift+N and you can check. One activates the tidal wave machine (Which needs to shoot magma now), the other pulls up the drawbridge. However, judging by your posts I think you found out on your own.

 Doctor Urist does seem to hat Scepters a lot, he banned them 3 or 4 times when I was playing. The artifact scepter just makes this hilarious. I really wish I had found that magma pipe though. I love magma. Hehe. Fire. 
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nil

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Re: Cloistergulf - The saga of succession
« Reply #49 on: May 03, 2009, 03:54:47 pm »

I wouldn't mind playing a round of this

hillburra

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Re: Cloistergulf - The saga of succession
« Reply #50 on: May 04, 2009, 07:08:29 am »

Done, you're after hoborobo234
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'b' is different than 'x' and a Bed doesn't hold back magma as well as a Floodgate no matter how fast you type.

azazel

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Re: Cloistergulf - The saga of succession
« Reply #51 on: May 04, 2009, 06:07:02 pm »

Late Winter, 66

I've lost track of time - but I know it's late in winter. A cook was taken by some sort of fey mood. I'm beginning to think this fortress is cursed.

He's claimed a craftsdwarf's workshop. They weren't getting any use anyway, what with the lack of bones we have at the moment - and the vast amount of finished goods we have to trade away already - so that's alright.

I've ordered most cats and kittens slaughtered - they're littering the hallway!

A few days later - Winter, 66
Another artifact scepter. I'm gonna bash the cook's head in with it, I think.

I've started chaining puppies out in the wilderness - as a sort of early warning system. Maybe I should of kept a few kittens..

I'm moving all the goblins to a cage up by the moat. They still have gear though, so for now I'll just free up the cages they were inhabiting. We'll see if I find some use for them later. Maybe for the catapults?

Winter, 66
A boy was born. This makes up for the ... someone ... that died when the goblins were moved. One of the thieves managed to stab him good, and the military didn't react fast enough. I recommend disciplinary action for the entire unit.

The good mayor has mandated the construction of certain items. I'm heading to him now to see what he wants...

Scepters. Obviously.

The year-end party is underway, I think. There's a big one in the dining hall at least. Someone should re-design that area; it's too late for me to do it, because it's quite a massive undertaking.

And finally, spring arrives! I've found a susceptible dwarf to toss this responsibility to. I hope they enjoy it.

A note for the next "leader" of this sad place: food stocks are not stable, we're out of barrels (big surprise), the dinner room needs fixing, work profiles are a complete mess, and... do whatever you want. I'm going to take my tools and go back to my former job.


[I didn't get that much done, I'm afraid - I suck at fortress layout, so the circle thing was way too much for me. Anyway. Oh, and we don't have any flux on the map (that I found anyway) - import some, we've got a shitload of iron bars (and gold bars! and copper! and nickel! and probably some silver too!)

http://www.azaz.se/random/save.rar <- savefile. Have fun.]
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hillburra

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Re: Cloistergulf - The saga of succession
« Reply #52 on: May 04, 2009, 09:50:30 pm »

Cook the seeds for food if you're desperate
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'b' is different than 'x' and a Bed doesn't hold back magma as well as a Floodgate no matter how fast you type.

azazel

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Re: Cloistergulf - The saga of succession
« Reply #53 on: May 05, 2009, 03:23:29 am »

Not my problem any longer :P I'm just saying the food stocks are going up and down a bit.
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