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Author Topic: The Elephant of DOOM! Version 2.0  (Read 33157 times)

Fishybang

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Re: My first megaproject -- the Elephant of DOOM!
« Reply #75 on: August 17, 2012, 03:26:53 pm »

Make a refuse pile at the butt with a floodgate then when miasma shows up open the floodgate.
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Rakust finished her design - a skirt called "Clambreaks". I am not touching the woman, ever. And I'm not talking to her either.

Urist_McGamer

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Re: My first megaproject -- the Elephant of DOOM!
« Reply #76 on: August 17, 2012, 03:29:08 pm »

Make a refuse pile at the butt with a floodgate then when miasma shows up open the floodgate.
Unfortunately, miasma only forms underground. However, use of bridges or minecarts can make the elephant drop or shoot waste from its rear.
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But others might prefer to have the mess contained behind windows to avoid tracking blood all over the their nice, color coordinated floor patterns. Kind of the Ozzy Osborne vs. Martha Stewart debate.

Fishybang

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Re: My first megaproject -- the Elephant of DOOM!
« Reply #77 on: August 17, 2012, 03:36:14 pm »

Make a refuse pile at the butt with a floodgate then when miasma shows up open the floodgate.
Unfortunately, miasma only forms underground. However, use of bridges or minecarts can make the elephant drop or shoot waste from its rear.

Crap.... Get it? :P
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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.

Mageziya

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Re: My first megaproject -- the Elephant of DOOM!
« Reply #78 on: August 17, 2012, 03:51:13 pm »

Make a refuse pile at the butt with a floodgate then when miasma shows up open the floodgate.
Unfortunately, miasma only forms underground. However, use of bridges or minecarts can make the elephant drop or shoot waste from its rear.

Crap.... Get it? :P
Some fortifications would be nice to put here, comedy gold, after all.
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Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

Triaxx2

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Re: My first megaproject -- the Elephant of DOOM!
« Reply #79 on: August 17, 2012, 05:17:48 pm »

Place your refuse pile just below the surface, with a single hole with a grate. As long as there's refuse under the surrounding natural floors, it will generate miasma, then leak up and out the grate.
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discohorse

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Re: My first megaproject -- the Elephant of DOOM!
« Reply #80 on: October 14, 2012, 10:55:45 pm »

How is the project coming along?
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TheKaspa

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Re: My first megaproject -- the Elephant of DOOM!
« Reply #81 on: October 15, 2012, 11:38:38 am »

Genius! You are a genius!
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Tai'shar DwarfFortress

I've heard Minecart Airlines Express offers nice trips to nobility. Alternative trips include a voyage over the volcano. Call 1-800-I-THE-GUINEAPIG-VOLUNTEER and book now!
My fucking armok, you broke the game.

orius

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Re: The Elephant of DOOM! Version 2.0
« Reply #82 on: February 28, 2021, 09:15:48 pm »

It was the 100th year of Smata Xestsu, The Realm of Enchanting, and the beginning of the Second Age of Legends.  In the far northeast corner of the world lay the small dwarven civilization which called itself The Amazing Craft, a small society of 349 dwarves and a bobcat man.  Life was quiet for the civilization except for the occasional forgotten beast rampage in the deeps while the surface was peaceful for over 50 years after a roc attack during the days of the First Age of Myth.  The youngest dwarves started to grow restless though, as the Amazing Craft was small and isolated and they worried that they would slowly die out.  So an expedition set out and crossing a wilderness infested with alligators, giant dingoes and goblins, they settled at the volcano known as the Windy Cinder and calling themselves The Crafts of Soap, they established a settlement to bring glory to their remote civilization and demonstrate the great skills of all dwarvenkind.

Little did the dwarves know that not far to the north on the edge of the icy wastes was a tower of perversions and corruptions that was raised over 50 years earlier by the foul necromancer Kiwan Winebowls and his small band of twisted followers.





Take 2 on the elephant.  Here's my dwarves arriving at the volcano to start building:

Spoiler (click to show/hide)

So far, I've just started off with the basic mining designations to get things started.  On the surface a small entrance is designated, just a short tunnel that can be blocked off with a bridge and a ramp down to the level below.  Level one has an entrance tunnel designated leading to an initial storage area to unload the wagons which will later be used as a staging area for fort defenders, while a place for a trade depot is marked of to be delved out during the summer.  To the southwest is the farming areas and harvest storage.

Spoiler (click to show/hide)

Level two is for processing livestock and the harvest, the level itself is laid out with some initial areas for the still, butcher and animal pens marked for mining.  The rest of the levels will be delved as needed when the farm stocks start coming in.

Spoiler (click to show/hide)

Level 3 is the uppermost of the residential and industrial areas.  So far, only a small initial portion is marked for digging to provide room for a mason and stonecrafter, as well as some rooms for the most of the starting dwarves and a temporary dining hall until the main one gets built.

Spoiler (click to show/hide)

Levels 4 and 5 just have the stairways designated for now, the space isn't needed yet, and there are more important things to dig.  Level 6 has an area to east marked off for the magma channels that will fuel the furnaces up on level 5 and a room to the southeast where the expedition leader will work and sleep, later to be expanded into quarters for the ruling noble.

Spoiler (click to show/hide)

Level 7 is the social heart of the fortress.  To the north will be the main food and drink stockpiles, to the west a small interfaith chapel and library, and in the southeast a refule pile and atom smasher.  In the center of the area a large area will be channeled out down from level 2 to serve as a grand dining hall and tavern, and guildhalls will be built to the west as needed.  A drainage channel for the magma channel leads east to the edge of the map.

Spoiler (click to show/hide)

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That is an insane and dangerous plan.  I approve wholeheartedly. 


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orius

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Re: The Elephant of DOOM! Version 2.0
« Reply #83 on: March 02, 2021, 07:15:53 pm »

We've reached the end of Year 1.  The summer migration wave brought a legendary weaponsmith, a legendary metalcrafter, a stonecrafter, an extra miner, and another farmer skilled at planting crops.  That will help grow the fortress.  The fall migration wave however, was not so good, with the usual farmers, fishers and rangers pretending to bring something useful to the fort.  Well, they can all be used for building up the elephant.  We tapped the volcano for the magma forges at the beginning of winter, and the main residential areas have been carved out.  Now the main goal is to dig out the hospital down in the Cavern 1 region since there's no surface water and we'll need a well (there is water down there since I was playing this as a regular fort, and I had a well built down there, it'll be faster when I know where to dig). 

Not much progress on the elephant itself, but right now it's just the basics in getting the fort up and running.
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Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


Fortressdeath

Schmaven

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Re: The Elephant of DOOM! Version 2.0
« Reply #84 on: March 03, 2021, 08:47:23 pm »

This is quite an ambitious project, probably best in the long run to prepare the groundwork properly by focusing on the fort first.  Nice use of the dig designation priorities.  I've got to utilize those more.
« Last Edit: March 03, 2021, 08:49:34 pm by Schmaven »
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orius

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Re: The Elephant of DOOM! Version 2.0
« Reply #85 on: March 04, 2021, 02:45:44 pm »

I've found the dig designation priorities to be really useful.  I'll set up some extensive exploratory mining and set it to a really low priority like 7, and then set ore digging to something like 4 or 5 so the miners will work in the background while I handle more important things.  Then if I need something dug out right now, I'll set it to a 1 or 2, and the miners will dig that right away.  It helps to keep them busy instead of idling.  I do the same general thing with an engraver, set general smoothing to a 4 to provide work and a higher priority for smoothing and engraving I need now.

Not too much more done on the elephant, the spring migration wave arrived and was processed, and there's no elves to trade with, so it's mostly just getting the secondary facilities up and running.
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Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


Fortressdeath

orius

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Re: The Elephant of DOOM! Version 2.0
« Reply #86 on: March 15, 2021, 07:18:00 pm »

Work slowly proceeds on the elephant as the dwarves pass through the third summer at the site.  The main housing areas have been dug out, and exploratory mining has begun in the hill to the north and under the main fort.  The first level of the elephant structure has been completed:



A troll managed to slip in from the first cavern.  I thought I had it sealed off down there, and I'm not sure exactly where she got in. It might have slipped in while I was sealing things off, since she wasn't hostile to my dwarves at first.  One of the dogs finally attacked her though, and she turned hostile.  I sent my newly formed squad of axedwarves after her and they spent about 60 pages of combat log pummeling her into submission until one of the dwarves grabbed an axe and chopped her head off.

A goblin poet made the mistake of visiting the fort.  Looking at her bio in Legends Viewer, her civilization is at war with the nearby human civilization that trades with us, so she clearly could not be trusted.  The axedwarves make quick work of her.

Then this lousy goblin dropped by a few months later:



She was from a different goblin civilization, and had a history of all sorts of deceitful behavior, so she couldn't be allowed to live.  The axedwarves attacked her and she ran into the garbage dump, which was convenient since no one needed to clean things up after we killed her.  She was certainly saying her prayers at the end there.   ;D  She was disgustingly well equipped too, with a steel whip and luckily our dwarves didn't take any notable injuries.  She got disarmed pretty early in the fight, which probably prevented any serious injuries, but her armor was mostly iron stuff, so she took a heavy beating.  After taking several serious chest wounds, one of the dwarves smashed her head in and that was that.
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Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


Fortressdeath

orius

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Re: The Elephant of DOOM! Version 2.0
« Reply #87 on: March 20, 2021, 05:44:06 pm »

Year 103.

Here's how the fort looks now with the primary living areas dug out:

Level 1.  Entrance level.  North is the trade depot which can be sealed off during an invasion, and a passage leading up to the marksdwarf bunker.  The south passage leads to a staging area for my army.  The south passage will be trapped eventually as I get around to building traps, and there's some cage traps behind the trade depot to catch wild animals that wander into my fort.  Woodworking industries are south of the depot and farms to the west.

Spoiler (click to show/hide)

Level 2 is mostly agricultural work.  There's a farmer workshop for processing plants and a second one for various livestock tasks.  Butcher, tanner, mill, weaver, dyer and still are located on the level.  On the east side is the ashery and soap making workshop.  In the center are storage areas for empty containers like barrels, bins, bags, and so on.

Spoiler (click to show/hide)

Level 3 is the first main residential and industrial area.  There's a stone stockpile to the west to gather boulders which are then quantum  stockpiled next to the mason and stone crafter workshops.  The clothier and leatherworker have their work areas here too.  To the north is our burial ground which hasn't been needed -- yet.  Each bedroom has a window that looks out onto the central shaft over the tavern.

Spoiler (click to show/hide)

Level 4 has the jeweler workshops and bone carver.  To the east is a collection area for ores that gets dropped down to the smelters and accessway to the mines.  Two stockpiles for kaolin boulders and sand bags to supply the glass furnace and kiln below.  To the west are the clothing stockpiles and then stockpiles for rock blocks sorted by color.  Underneath the clothier and leatherworker are three levels of stockpiles for cloth and leather.

Spoiler (click to show/hide)

Level 5 are the magma powered workshops, smelters, forges, a kiln and glass furnace.  Also storage areas for gems and bones for the workshops above.

Spoiler (click to show/hide)

Level 6 has the magma channel to power the workshops above and a storage area for uncut gems.  The mayor has his office and bedroom here which is in need of some expansion.  To the southwest is the bookmaking work area.

Spoiler (click to show/hide)

Level 7 is the social area.  Here's the tavern, kitchen, food and drink storage areas, temples, guildhalls and library.  Garbage disposal area to the southeast.

Spoiler (click to show/hide)

Level 8 has the training barracks, archery range and storage areas for military gear.  To the north are overflow storage rooms for food and drink.  A murder room and museum will eventually be dug out here connected to the barracks, and there's another entrance to the mines as well.

Spoiler (click to show/hide)

Our civilization grows.  Toward the end of 102, 4 hillocks were established west of the fort all linking themselves economically to us, and the Amazing Craft's population has grown to 419 dwarves.

The goblin poet that visited us was up to no good.  She threatened our doctor into becoming an agent for her.  So we were justified in killing her.  The second goblin didn't corrupt anyone, but possibly she was killed before she could subvert anyone.

The necromancers to the north made an attack on us, but then fled almost immediately.

The first artifact created in the fort, Reasonblew the Bridled Droplets, has apparently gained some measure of fame in the world.  According to Legends Viewer, several dozen goblins, dwarves and humans all over the world have claimed it for themselves (including that goblin poet that was executed).  What is this great prize?   A weapon of extraordinary keenness?  A gleaming suit of indomitable armor?  Nope:



Yeah...the artifact that dozens across the world desperately covet is a freakin' toy.

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Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


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orius

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Re: The Elephant of DOOM! Version 2.0
« Reply #88 on: March 25, 2021, 11:15:16 am »

Year 104.



Work is slowly progressing on the elephant.  Soap production is a bit slower than I like, so I may have to tweak things here and there, and maybe add more workshops. 

The necromancers attacked again in the spring, but ran almost as soon as I closed up the fort.  One of them didn't get out in time and ended up falling into a cage trap.  She now languishes in our murder room awaiting execution.

But the necromancers had an uglier scheme up their sleeves.  They sent the corpse of a human killed in the region some years back to corrupt our leatherworker and this corpse later stole one of our artifacts, presenting it to his master, that bastard Kiwan Winebowls.



I'm going to build up a nice little army, and then we're going to march north and lance that boil on the ass of our world known as the tower of Shoveldream.  I'm going to steal all of their books and shit and then I'm going to tear that tower down.

Really scary human too...he was killed at the age of 12, and still managed to threaten a dwarf.  I was right to bump off the dead kobold, even though it was reanimated by another group of necromancers far to the south.  Why take chances?   From now on, any undead crap that visits the fort will be smashed into ruin and tossed in the magma.

There's been a few villains scumming up this fort according to Legends Viewer.  First was that lousy goblin poet that I summarily executed just for looking suspicious.  And there was that thieving undead brat.

A human bard corrupted our gem setter.  This bard had been taken advantage of himself several times during his youth, and then fled his home after his sect was destroyed in a religious conflict back in 89.  In the last few years he visited a number of sites all over the world.  We may not have to worry about his attempts to influence things, because a goblin slew him at the end of 103.

One of our farmers was corrupted at the end of the year by a travelling human swordsman.  He spent some years in jail for embezzlement and apparently after being freed, he visited out fort and corrupted the farmer.  He also seems to have his eyes on one of our artifacts.  If he's still in the fort, he's just going to get bumped off.  He doesn't belong to the human civ that trades with us, so who cares if his civ gets pissed?  His three kids are just going to have to wonder why daddy never came home.  Because daddy's a stinking rotten crook, that's why.

You know what?  Screw it.  Anyone visiting the fort that looks suspicious and has a nasty history in the legends is just going to be summarily executed.  Fuck diplomacy.


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Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


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orius

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Re: The Elephant of DOOM! Version 2.0
« Reply #89 on: March 26, 2021, 01:06:18 pm »

More happenings:

There is a small hamlet of goblins not far from the fort.  We pressured them into bringing us tribute.

Our weaver seemed to have too much to drink and started a fight, so the captain of the guard charged him with drunk and disorderly.  The weaver got a taste of what it was like when the captain punched him around a few times.

A roc attacked our fort, but it made the mistake of flying in underground where our soldiers were able to surround and kill it.

A dwarf necromancer dropped by to visit.  There's no record of this dwarf in legends, so it's a false identity of some sort, and thus she cannot be trusted.  I sealed up the front gate, but there was a small overlooked gap in the mines in the northeast hill where she snuck in anyway (the roc might have come in through there too.)  As none of the 3 listed female dwarf necromancers are from my civilization, I think I'll take the risk of killing her.  I'll have the captain of the guard question her first.

Sure, just confess everything:



There can only be one answer to that:



Meanwhile, a female human siege operator wearing nothing but trophies made of goblin parts has visited the fort.
« Last Edit: March 26, 2021, 02:41:20 pm by orius »
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Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


Fortressdeath
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