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Poll

Where should the Dwarves put their fort?

South West Plains
- 0 (0%)
Northern Rise
- 2 (66.7%)
Eastern Hillside
- 1 (33.3%)

Total Members Voted: 3

Voting closed: June 07, 2012, 04:12:10 am


Author Topic: My first community-involvement fort: Bodicerumor  (Read 2156 times)

ShadowLop

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My first community-involvement fort: Bodicerumor
« on: June 04, 2012, 02:53:49 am »

Starting a new fort and I think I might turn it into a community-assisted actual story. Regardless, I'll be putting up a rundown of what I do and any (relatively) major events that happen.
Those, however, will be in later posts. This first post will start off with a background as to what is in the game and game details, etc.

As I post what happens, you can all ultimately help write the story by suggesting lore elements for why things happened. Example: No plump helmets or seeds available for embark. Perhaps they left because of a Plump Helmet shortage in the mountainhomes? I'll even take suggestions as to what should be built/done next. Throw any ideas this way and they may even make it into the final plot.

DF version 34.10
Masterwork version 1.9.2

Settings:
Temp, Weather, Cave-ins, Invaders - on
Pop cap 100, no children
Simple items on, Only added engravings on.
All buildings on.
New vanilla building reactions on.
Misc Features - Concubines and no corpses off, others on.
Balancing list - Aquifers (Because they're annoying but easy enough to get through), harder farming, harder mining, harder learning off.

Races:
Dwarves, Humans, Elves, Drow, Kobolds, Goblins, Orcs, Frost Giants, Automatons, Gremlins, Troglodytes, Antmen, Batmen, Creepers.
No FD races.
Default creatures settings - birds off

-World Gen-
Size - smaller
History - VShort (Was going to go short, but automatons kept getting killed off...)
Civs - VHigh
Sites - VHigh
Beasts - High
Savagery - High
Minerals - Frequent

Embark site - relatively flat, downriver from several confluences. River runs Southwards down the western edge.
Warm, woodland, Untamed wilds.

Ok, that's enough ado, on to the plot.

Male Miner/Mason Urist "Fabulous Beard" Kodorgoden
Male Miner/Mechanic Stodir Mengkerlig
Female Miner/Bone Carver Endok Zagithosust
Male Woodworker Gesith Bakustangzak
Male Farmer/Chef Iton Banikasrer
Farmer and Administrators Cog Ngubmulatis (Female) and Asob Cattennirmek (Male)


Embark with:
3 picks and an axe, 40 meat for food, 80 Dwarven Beer, 50 rum and 50 strawberry wine. Pigtail seeds for cloth, wood and granite for early construction, sweet pod seeds for sugar, some straberry seeds, an iron anvil and a few bags of sand. No plump helmets are available.
2 Roosters and a dozen hens for food and a pair of tomcats for pest control.

And so begins the story of Bodicerumor!
Strike the Earth!
« Last Edit: June 04, 2012, 04:45:46 am by ShadowLop »
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ShadowLop

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Re: My first community-involvement fort: Bodicerumor
« Reply #1 on: June 04, 2012, 02:54:08 am »

The Dwarves have arrived at the site.
A large plain to the South West, a river crossing it from North to South.
A gentle hill rolls upwards towards the North East.
The ground appears to be mostly sand, clay and peat.
The choice of where to build the surface section of the fort now stands before the dwarves. Three options are available to them:

1) The large plain to the South West, near the river. The plain offers a defensive advantage by allowing guard towers and fortifications, as well as a varied option to trap corridors and general surface defenses. It also has a nearby freshwater source in case booze runs out (Armok forbid!).
2) Riverside rise to the North. 1z over the plain, a small clearning surrounded by murky pools. Limited approach vectors with easy moating from the pools. A shallow dig down allows direct access to the river from below/side.
3) Hillside to the East. Does not require much surface/constructed fortifications as everything can be dug into the ground, however is far from the river.

I'll put up a vote for where the fort should go.
« Last Edit: June 04, 2012, 04:10:49 am by ShadowLop »
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uristmcdorf

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Re: My first community-involvement fort: Bodicerumor
« Reply #2 on: June 04, 2012, 04:32:43 am »

can you dorf me, please? i`d like to be a male militia commander named "Fabulous Beard" (if you dont want to make militia right away i`ll take miner/mason)
also, did you turned off random "FUN" stuff? if you did, tell me how!
« Last Edit: June 04, 2012, 04:37:58 am by uristmcdorf »
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ShadowLop

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Re: My first community-involvement fort: Bodicerumor
« Reply #3 on: June 04, 2012, 04:38:33 am »

can you dorf me, please? i`d like to be a male militia commander named "Fabulous Bear" (if you dont want to make militia right away i`ll take miner/mason)
also, did you turned off random "FUN" stuff? if you did, tell me how!

Already started so can't name directly, but nicknamed the Mason/Miner for shits and giggles :)

And do you mean "Secret !FUN! stuff"? Because there's a setting for that on the left side of the Creatures tab. If not, more specific as to what FUN stuff?

ALSO: We have three Caste dwarves:
One of the miners, Endok is a Leather Savant, so he'll be taking over the leatherworking industry once one starts up.
The woodworker Gesith is really into armorworking at lvl 10 Accomplished.
And Asob, the Farmer/Doctor is a hauler caste, which'll be handy for the zipping around from job to job.

Game will stay paused for the time being until the votes close as I can't really do much until I know where the fort will go XD
« Last Edit: June 04, 2012, 04:43:08 am by ShadowLop »
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uristmcdorf

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Re: My first community-involvement fort: Bodicerumor
« Reply #4 on: June 04, 2012, 05:09:26 am »

Yea, the "Secret !FUN! stuff". Whenever i turn it off it just go back to "On" again and i cant generate a world without those randome deaths. it really unplayable sometimes, like at embark someone turns werewolf and kills everybody. NOFUN!
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ShadowLop

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Re: My first community-involvement fort: Bodicerumor
« Reply #5 on: June 04, 2012, 05:26:59 am »

Yea, the "Secret !FUN! stuff". Whenever i turn it off it just go back to "On" again and i cant generate a world without those randome deaths. it really unplayable sometimes, like at embark someone turns werewolf and kills everybody. NOFUN!

Are you changing the tileset in between? I found that changing the tileset resets all settings to specific defaults.
Also, I always play with the secret Fun stuff on. Had a werewolf in my starting 7 once and another rock up in migration wave 2 XD Had them dig themselves into pits XD. Wouldn't say it's unplayable, though...

Also, though it should update automatically, there's a "save settings" option in the file menu, so you can try that too.
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uristmcdorf

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Re: My first community-involvement fort: Bodicerumor
« Reply #6 on: June 04, 2012, 08:27:20 am »

im not changing tilesets and always save, still it dosnt remember my changes. oh well will play with fun stuff i guess
i just hope my UristMcMason in your fort didnt get affected by it:)
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ShadowLop

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Re: My first community-involvement fort: Bodicerumor
« Reply #7 on: June 04, 2012, 09:27:23 pm »

While travelling to their new home, the dwarves, all long-time friends, talked, sang and were generally merry.
First, there was Asob Cattennirmek, their intrepid leader and farmer by trade. At only 35 years, he is proud to be leading this expedition to establish a new home.

Spoiler (click to show/hide)

Their chef, 40 year old Iton Banikarser, was looking forward to exploring new and better methods of making delicious booze and food.

Spoiler (click to show/hide)

Their other farmer, 36 year old Cog Ngubmulatis, has worked in the fields most of her life, tending animals, growing crops and even fixing the sheds whenever one of the walls fell off.

Spoiler (click to show/hide)

49 year old Endok Zagithosust, a miner by trade, came on this expedition to broaden her horizons. She had never felt truly comfortable in the mines, preferring to be working at the tanning vats and with the variety of leathers and skins that the multitudes of animals the mountainhome found itself privy to. This expedition was her opportunity to follow her dreams, even though it would be some time before she could work with any interesting leathers.

Spoiler (click to show/hide)

46 year old Gesith Bakustanzak has always loved working with metals and their ores. Working with metals has always given him a thrill, the heat of the forge, the booming of the hammer striking hot metal, shaping something so strong into something marvellous. His sense of duty drove him to help others and to this end, he devoted his life to making armors for soldiers and the common folk, to keep them safe from enemies. His desire to make the best armors and work with strange metals has led him to pick up the axe and explore this new settlement, where he can hopefully find some unique metal and make the a peice of armor that will carry his name into eternity.

Spoiler (click to show/hide)

Stodir Mengkerlig, at 45, has been working for many years with machinery, tinkering and creating wonderous clockworks. Engineering has always interested him, how so many parts can come together so perfectly into something that just works. His ideas have not always come to fruition, but his slow and meticulous method has given him advances where few others have even dreamed. He is eager to carve a name for himself in this new home as the best engineer in the world.

Spoiler (click to show/hide)

Lastly, there is Urist "Fabulous Beard" Kodorgoden. Now there was a dwarf who was proud of his beard. Meticulously maintained and combed almost constantly to make sure it was always in pristine condition. At 58 years old, he was the oldest of the group, and has been working with stone almost as long as he can remember. He has always felt drawn to the solid rock, always secure, always firm, yet able to take on the most wonderful forms.

Spoiler (click to show/hide)

--

So, that's the main 7, if anyone has any ideas for more backstory, post it up and if it's good, I'll add it in.
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keyreper

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Re: My first community-involvement fort: Bodicerumor
« Reply #8 on: June 05, 2012, 09:18:45 am »

for the "where should dwarfs put there fort" question, a haunted island with a volcano on it (most of the island is a volcano :D)
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ShadowLop

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Re: My first community-involvement fort: Bodicerumor
« Reply #9 on: June 08, 2012, 12:26:09 am »

(2-1 vote for Northern Rise)

The dwarves quickly plan out the basic design of the fortress:
A small guard room with a farm and plant processing area off to one side, an off-set central stairway for increased security and a closed off animal processing plant.
The miners quickly get to work, and the farm and meat processing areas are quickly dug out.
Four plots of land, one for food, one for cloth, one for drink and one for dyes, are established and the farmers get to work planting, while the other dwarves begin moving their possessions into the fort from he wagon.
Since they had no plump helmets, a surface plot had to be set up for their stock of strawberry seeds.

While the farmers get to work on supplies, the miners begin carving out space for basic material workshops - wood, cloth and gems.
They are still working in soil layers, so work proceeds quickly and by summer, the upper industry area is dug out and the miners move on to the larger, hard industry area: Stone, Metal and the Machine Shop.

As the first workshops start to go up, a group of dwarves appears on the horizon. New immigrants come to help the settlement!

-Will be continued-
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mglarev

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Re: My first community-involvement fort: Bodicerumor
« Reply #10 on: June 29, 2012, 07:25:24 am »

No updates? :(
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ShadowLop

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Re: My first community-involvement fort: Bodicerumor
« Reply #11 on: June 29, 2012, 05:32:41 pm »

No updates? :(

Ehh, sorry, but not likely. Got distracted by Diablo 3 launch and it's a few versions back already. Although I still have the saves, I'm ridiculously busy with real life atm (about to start Uni to become a teacher, go me).
Might continue it when things clear up a little.
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