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Author Topic: Mothdastsiknug (Onslaughtdwelling) "Fort"  (Read 5640 times)

Imp

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #30 on: February 10, 2012, 10:43:38 pm »

15th of Galena
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28th of Limestone
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11th of Sandstone
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11th of Timber
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15th of Timber (Image only)
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1st of Moonstone
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1st of Opal (Candy Spoilers, so please consider spoilers within any and all future updates as well) (All spoilers after the first are images)
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3rd of Opal
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29th of Obsidian, 591
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« Last Edit: February 11, 2012, 07:15:51 am by Imp »
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Imp

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #31 on: February 11, 2012, 07:31:33 am »

Here is the save:  http://dffd.wimbli.com/file.php?id=5465

I am drowsy and did not post zscreenie or final images of the fortress at the end of the year, if this really dismays anyone let me know and I'll fix that.  In short, 13 dwarves, ~17,000 wealth, ~50 drink, ~250 food.

Details that did not make it into the journal -

The next fall caravan offered to pay best for scepters and musical instruments.

Every lever that is used has a (N)ote.  Every used lever connects to a bridge.  Each lever's note has a description of what pathing it is intended to control, as well as a name, and that name is also on a (N)ote that is on the bridge(s) that the lever controls

There's only two stockpiles in the entire fort, one for liquids and one for solids.  The solids one contains a quantum garbage dump in the center - watch for it to fill up, and when it starts to get full (d)ump everything in it, then un(D)ump the center square to avoid a long wait while dwarves constantly redump items there, and (r)eclaim that center square to unforbid all those dumped items - the dwarves will use that pile like any normal stockroom and leave the items piled up alone until they are needed for use.  OR you can change the system however you please.

All dwarves currently have almost all labors turned on.  I just play that way, sorry if you cant stand it, feel free to fix if you want.


Hope the story was fun, and that everyone enjoys their upcoming years!
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

blorx1

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #32 on: February 11, 2012, 12:42:17 pm »

Thanks for finishing, I guess I'll end up redoing this system of dump abuse, since it bothers me.

Journal of Blorx Athelurvad, Fortress Overseer
1st of Granite
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2nd of Granite
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7th of Slate
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10th of Slate
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21st of Slate
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More updates to be edited in soon.

16th of Felsite
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Pics of stuff
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@Imp's post below
Didn't realise I had to deal with having that second path to the depot, blocked, which makes sense since it was open to allow the dwarves to pave the road, and I'm pretty sure if they used a wagon the only path to the Depot would be through the entrance you made.

19th of Hematite
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11th of Malachite
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1st of Galena
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7th of Galena
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23rd of Galena
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1st of Limestone
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24th of Limestone
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1st of Timber
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6th of Timber
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16th of Timber
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1st of Moonstone
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According to the liason, the dwarves are most willing to pay for meat, chese and (what I reccomend) prepared meals. Ammo, leather waterskins and horn figurines, as well as toys and powder.

11th of Moonstone
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12th of Moonstone
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16th of Opal
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1st of Obsidian
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21st of Obsidian
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1st of Granite
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« Last Edit: February 12, 2012, 03:15:08 pm by blorx1 »
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Imp

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #33 on: February 11, 2012, 02:28:16 pm »

Those dirty elves have arrived, they don't like to use wagons, so they didn't use that special thing the previous overseer designed

If you want to use this, and it's fine if you don't - the only way to get merchants to use that 'special thing' is to have the inner bridge raised and the outer one lowered when the merchants spawn.  This forces there to be only one path into the depot and forces them to appear in that tiny bridge-secluded area.  Once they are safely inside I would flip those two levers - so the path out is sealed and the path in is open.  Once trading is done, I would flip the two levers again to allow merchants to leave - rarely they fail to path out through their hidden path and need another route out opened.

If you have both gates open or the outer one closed when the merchants arrive, the merchants will ignore that path totally.  If you have both gates closed the depot's totally sealed off, so the merchants will spawn anywhere they can and act like you don't have a depot until they can path to it.

Have fun, wether you choose to use this or not!
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Fishybang

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #34 on: February 11, 2012, 04:55:43 pm »

Yes a spear dwarf! His (or her) name shall be Fishybang!
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Imp

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #35 on: February 11, 2012, 05:29:13 pm »

Yes a spear dwarf! His (or her) name shall be Fishybang!

Woo Fishybang!  So sorry I didn't get you decently dwarfed on my turn.
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Fishybang

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #36 on: February 11, 2012, 07:36:39 pm »

Yes a spear dwarf! His (or her) name shall be Fishybang!

Woo Fishybang!  So sorry I didn't get you decently dwarfed on my turn.

Your fine. You did a good job on the fort btw
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Quote from: AustralianWinter
Rakust finished her design - a skirt called "Clambreaks". I am not touching the woman, ever. And I'm not talking to her either.

kilozombie

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #37 on: February 12, 2012, 03:24:16 am »

Whatever you do, DON'T place the weapon rack anywhere! The paradoxpicture on it will crash the game ;-;
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Imp

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #38 on: February 12, 2012, 03:53:42 am »

Whatever you do, DON'T place the weapon rack anywhere! The paradoxpicture on it will crash the game ;-;

Hah, I have to say, if I was a dwarf in a fortress like this - I'd be trying to make the most simple possible artifacts too.  At least, in comparison to the forts I usually touch, this place is bare skin and bones - were it a grazer it'd be starving!  There was practically nothing extra, no metals, no wood, no silk....

Mr Dwarf!  Here is YOUR one big shot to create something of sublime glory.... or burn out in a flash of brilliance.  Double Jeopardy, Mr Dwarf... how much are you going to wager?

ONE Urist?  Just one?  Fine.  You win - here's your two coins for your trouble.  Bah!
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

blorx1

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #39 on: February 12, 2012, 02:21:24 pm »

And this concludes my turn, the next player may take their turn and continue with the fortress.

Sorry about not also noting the wealth/stocks/situation of the fortress. Food supplies are extremely healthy we have about 54 dwarves and probably about 175000 wealth. Also, the next overseer should probably build more beds, since we are running out and more migrants are undoubtably on their way. I also, forgot to change my proffesion back from overseer, so could the next overseer please change it. I also can't get around to posting the final images right now, but if it bothers anyone, I should be able to do so. Also, I reccomend expanding the drink stockpile, its starting to fill up.
Also, to the next overseer, whatever you do, don't forget about the moody dwarf trying to make an artifact crossbow.

The save is posted here: http://www.mediafire.com/?gc09grm4f2ct00r
« Last Edit: February 12, 2012, 05:21:43 pm by blorx1 »
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zombie urist

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #40 on: February 12, 2012, 05:43:17 pm »

Downloading as I write.

I'll start play later today and have the first posts up tomorrow.

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zombie urist

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #41 on: February 13, 2012, 11:00:04 pm »

Spoiler: Granite (click to show/hide)
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kilozombie

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Re: Mothdastsiknug (Onslaughtdwelling) "Fort"
« Reply #42 on: February 14, 2012, 09:26:14 pm »

Welp.

Might be hard to continue the "fort" with all this new update business.
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