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Author Topic: Murderfarmed, A Farming Village Succession Fort (Overseers Needed)  (Read 83307 times)

Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #765 on: September 16, 2012, 06:00:28 pm »

 Argh. It seems I've been elected to run New Murderfarmed for the year. And change. Of course by ancient dwarven tradition, elected means that I woke up from the wake with the noble crown of rulership glued to my head. It seems no one else wanted the job, and I was so thoroughly drunk that I jumped up on the table and informed the crowd that I wanted the job. I don't know what I was thinking, or wearing, but I seem also to have a pair of pants glued to me as well.

I see it's going to be one of those days.

Okay, so fine, the first order of business is to kick some ass, and chew some bubblegum. First order of business is to inform the woodcutters, of which I am one, that all the trees are to go. Or at least as many as possible. I've heard whining about sightlines from the military, and the housing situation is rather desperate as well. More than two thirds of us are still bed and houseless, and frankly, that's unacceptable. What are we? Kobolds? Elves who coddle trees? Nay, friends. We are Dwarves and more importantly we are farmers. Trees are the enemy. In recognition of that, I ordered a second carpenter's workshop built, and some wheelbarrows.

We'll get some more housing up. I've told the other woodcutters to start with the block where the houses are supposed to go first. Helmet isn't happy to have the town divided, but I really don't care. It seems that the code of Murderfarmed says no walls and no apartment complexes. I'm not up to butchering my way through my companions just to get something we then won't need so I'm going to plan out a housing settlement north of the river. I'll have another bridge built across to provide speedy access. I am going to have pairs share walls, and if anyone complains, I'm keeping my wood axe in hand at all times. Yes, even then.

http://i290.photobucket.com/albums/ll274/Triaxx2/Murderfarmed1.jpg

I'm considering a moat. I'm not sure what the other towns folk will think but it might be useful. Have to  consider that for the next town meeting. I've also sighted a wild Boar amongst the trees. Given Helmet's disposition and last encounter with one, I asked the Perms, who aren't busy patrolling, to eliminate it, so he doesn't blow his mind. Again.

I've noticed that the fragile state of mind of some of the members of the InkyQuakes, and I'm a tad nervous. I think we could use another squad, just to take the pressure off. Of course, it might not be enough, but I'll consider it.

It seems though, that it's entirely possible to get some work out of these monkeys, presuming you can get them all herded in the right direction. I ordered anyone who can find all their pairs to get off their useless ends and get to carpentering. They weren't happy, but frankly, I'm not interested in hearing.

The hardest thing to do is get all the logs cleaned up after the trees are down. I excused the woodcutters from the hauling, mostly so we can get the trees down. Some of the others are complaining, but I point out that cutting down trees isn't easy work, so we're not shirking off.

http://i290.photobucket.com/albums/ll274/Triaxx2/Murderfarmed2.jpg

Blitzing through the trees makes life easier, but frankly, it's not nearly as easy as we make it looks. Even Helmet manages to pull his own weight, though I don't mention it.

The bridge is finally completed on the 19th of Obsidian, and the first few complexes are completed. There have been some grumblings about the walls between the houses, something about noises, and the walls between the duplexes, that the blind alleys are not the Murderfarmed way. Of course, the fact that I've repeatedly mentioned those are going to be demolished once all the roofs have been finished are falling on deaf ears.

During the middle of the frenzy of construction, Helmet decided to throw a party. Then got a serious case of attitude that so many people were working instead of attending. I'm not sure what his problem was, but threatening to shove my axe in a decidedly inaccessible place finally shut him up. After words I told a few dwarves to go and attend the party just to make him feel better. I'll apologize later. Or hit him with my axe. Depends on my mood.

Our good doctor says we need some crutches and splints, so I order them made, since it will cause her to stop shrieking STAT! into my ear every other minute. With those underway, we reach 1st Granite. Normally I'd turn it over to someone else, but at the moment, there's no one who's willing to take the job unless I die, except Helmet, who probably wants to speed that process along. As it is, I'll just finish this entry and get drunk.

http://i290.photobucket.com/albums/ll274/Triaxx2/Murderfarmed3.jpg
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arclance

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #766 on: September 16, 2012, 06:09:12 pm »

You need to put
Code: [Select]
[img][/img]
tags around your images for them to show up in your post.
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #767 on: September 16, 2012, 10:10:36 pm »

I know, but I'm playing on a widescreen, so I don't want to stretch the screen unduly.
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arclance

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #768 on: September 16, 2012, 10:34:09 pm »

What does that have to do with posting your images so the show up in the post as something other than a link?
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
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AustralianWinter

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #769 on: September 17, 2012, 12:10:22 am »

Looks awesome Triaxx2. Well written, and nice to have some progress again. It's a pain in the a** to fix the housing situation, but I have complete faith in your judgement.

Also, we need bigger guns for when the goblins show up again. And when I say bigger, I mean more. And when I say guns, I mean crossbows.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #770 on: September 17, 2012, 04:07:38 am »

And how. Fortunately, we've got a lot of married couples, and I have time to complete the project before the goblins arrive.

I'll start getting bows going the moment we've got everyone even a hut.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #771 on: September 18, 2012, 07:52:52 pm »

1st Granite

On the way to the cutting site, I took the western bridge and noticed the south end was getting pretty crowded with trees. I let the other guys know those are the next ones marked for cutting. Mostly I got nods, but that's good enough for me.

The housing situation is quickly succumbing to my mighty plans, as unenthusiastic as they might seem. Those still sleeping on the ground are happy to have a bed, even if the housing isn't the best. Helmet seems to be grumbling something about expanding the Temple and honestly, I really think he's right. I mean, don't get me wrong, I'm not a religious nut or anything, but a single large structure is easier to defend than the smaller one we have now.

And while I'm not pointing fingers, the one problem with the temple is that it's built in the middle of town. I think that moving it without a new site in mind would be a mistake. While we could indeed move the temple south and east to the open space, it might be better instead to build it straddling the river instead.  Not only will it make Helmet quit repeating 'A Town divided cannot stand', but it will also act as a better bridge and allow both sides of town to quickly reach safety within it.

Bit of a milestone on the 11th of Granite. We had our hundred and first dwarf arrive, born from one of the haulers. I gave out a celebratory drink and ordered the refuse pile moved out of the middle of town. Perhaps that will convince the vermin to stay away. And give the Kobolds an alternate target. Why my predecessors didn't think of it, I don't know. (I strongly suspect some of them failed classes on thinking 101, as well as forethought, and planning.) Anyway, it might work, or might not. If not, well, at least it leaves room for the new Temple. First though, the housing has to be finished. Worshiping is rather a secondary concern when you're sleeping in the snow or rain. Plus it'll improve happiness.

Speaking of, we're having a nudity issue, as in there's far too much of it. I'm no prude, but after the seventh, or eighth naked dwarf race by at full tilt, beer and all the miscellany which make up the average dwarf flying, well, you start ordering pants. Lots, and lots of pants. And shirts.

I also tried to order some cloth shoes and socks, but apparently all the cloth is tied up. Unfortunately no one seems to know WHERE it's tied up at. I understand now why the previous leaders never got anything done. As soon as you think you have a handle on a problem, it gets worse. Just as I was thinking I was closing in on an end to the problem of the housing, guess what happens? Just guess. Yes, MORE migrants. Okay, so I suppose it could be worse.

It's not long before once again I'm approaching the point where it's time to watch out for bad things to happen. Which means goblins, or kobolds, or elves. Something awful.

Well, we reached Slate without further incident or Migrants. It seems that our fortunes might be turning. Or building to a crescendo of violence and destruction.

11th of Slate: Victory!

There is finally housing and beds for everyone. In addition, I've also constructed a small house for the Mayor, Betelgeuse. It should take care of all his needs, and if they aren't the quality he wants, well... too bad. Well, at least the grave is up to snuff, and he's got all the stuff he's asked for. He's getting rather shirty about the animal traps so I told the carpenters to build a couple. Not sure what to do with them, but we collect so much junk that it's not that much of an issue.

Okay, so technically not EVERYONE has a bed, but all the adults do and if the married couples are doubling up at the moment, not my problem. I intend to have everyone tucked in nice and safe as quick as possible.

It wasn't long after the completion of the housing that Betelgeuse also finished digging a moat around his new home. There are a few bridges left in the soil so he can get on and off, but it's now quite a safe place if he's really interested in hiding.

I've also started building a new grand temple. Helmet is a bit suspicious I think, but telling him he was welcome to supervise seems to have quieted him down. I'm not too ambitious here, but it'll be good to have a new safe place to hide. I have considered one thing, which is to disassemble the old temple, piece by piece, and reassemble it atop the new one. It's a little time consuming,but it'll probably make Helmet happier than an elf in a casket. With the houses finished, I order the roofing walls which connected them torn down. The wood will be useful for the new temple.

With those projects in order, and the initial construction of the Temple underway, I look to the construction of more crossbows. Except that we appear to not have a Bowyers workshop. Which is rather insane.

As such, I order one of the stockades, which are all I can figure these things to be, expanded enough to fit a Bowyers workshop in. The basement was dug out, and then designated as a storage space for wood, so there's a constant source.

Once the temple is finished, someone should probably go and roof it over.

With the main level of the temple completed, I've decided not to move the old temple, but instead to duplicate it on top of the new one.

Of course, then the elves arrive. The trouble is that we have almost nothing to trade. Almost everything we have is wooden, and the Elves don't like that. There are some worthless cages, where we've bought animals, so I'll have those moved to the depot, and see what we can get from them.

They really are worthless, I'm able to get no more than two barrels of wine out of the wimps. Telling Betelgeuse to make nice with them, and then get them to leave as quick as possible.

Mean while I get the third floor of the temple up and going. It's modeled identically on the first floor of the temple. Since the upper floors of the temple are functional rather than nice looking, I decide to make a single change and create an upper chamber. Which means I'll need an outside access space to reach the top and create the roof.

So, the first of Hematite also holds a further milestone. The last of the duplexes have had doors installed. With that said, I'm going to have a nice rest, behind a locked door, and deal with more insanity shortly.
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AustralianWinter

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #772 on: September 19, 2012, 02:20:31 am »

I'm pretty sure I ordered lots and lots of clothing made in my year. Is it forbidden or something?
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hops

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #773 on: September 19, 2012, 03:13:57 am »

Seems like a normal case of stockpile confusion.  :P
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #774 on: September 19, 2012, 06:22:17 am »

Doesn't seem to be forbidden, but I noticed a lot of worn clothing, so I figured I'd try and get ahead of the problem. Lots of leather pants and shirts and dresses now.

Completely forgot to snap any pictures this time though. Guess I'll just ride out the year and see what other disasters befall us.
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Nerjin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #775 on: September 19, 2012, 01:46:38 pm »

Please remove me from the over-seer list. Interest in Dwarf Fortress is waning right now.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #776 on: September 20, 2012, 02:02:04 pm »

1st Hematite to 1st Limestone

It seems that I accidentally ordered the upper stairs to the second level of the new temple constructed out of Ash. Not Ash trees, but Ash as in that thing generated from Kilns. Oops. I ordered them torn down and replaced, which unfortunately, succeeded in stranding a couple of dwarves on the second floor. They weren't precisely happy, but they got down before any permanent harm was done, so it turned out okay. Having noticed that, I also ordered several ramps around the town that had been used to roof houses, to be removed, to free up the materials for other purposes. Precisely what purposes I don't know, but something. I'll figure it out eventually. Helmet has been nagging me about wanting some statues for the new temple. It's not a particularly onerous request, presuming I can figure out how to make statues.

Ah. It seems that the major issue is not having any fuel. Meaning all this wood construction...

Damn and blast!

Ahem. Okay, it's not an immediate issue, and frankly, it doesn't matter because we somehow have managed not to even have a wood furnace. I order it built down by one of the small ponds, in case there's an accident and something lights up, most probably me.

Anyway, Sacha is complaining about Splint's again. I'm not sure why, because a check of the stocks shows we have quite a few. Except we also don't seem to actually have a Hospital. It seems no one ever designated one, which is why we've got them just laying in beds in an otherwise useless building. sigh. So anyway, designating it as one, I find out we need some chests to store supplies. Well, it turns out we did have three carpenters workshops, but one was pretending to be a mason's workshop, or perhaps I'm blind. Either way, it turns out well, because I order it to get some chests made. I've also designated the 'basement' of the new temple, which is actually just a hanging box just over the river, (to allow the floor to be removed for drinking water if a siege lasts abnormally long.), as a food stockpile. It's smaller than the main, but it should be enough to hold out for a while. I haven't removed the old temple from the safe burrow, mainly because the more we are spread out, the more likely we are to survive.

Which is good, because it turns out I've accidentally created a second hospital zone. Oh well. It seems to have done the trick because one of the guys has been feeling bad. Well now it seems he's finally been diagnosed. It seems he's got an infection and some damage. Yeesh.

It seems however, that neither of them have any soap, which it seems is what keeps causing infections. I've ordered an Ashery and Soap makers workshop built. Those will give us the advantage of being able to wash up and look presentable.

The stupid elves are still here. I'm wondering if we might not... deal with them. It might be a waste of good bolts. Speaking of which, I've been allowing the squads to amuse themselves ventilating the hoards of boars that keep popping up Argonnek is churning out bolts by the dozen, so ammo isn't an issue, and they tell me that it's much better training on a live target. I guess it's harder to hit. Good. Plus it keeps Helmet happy, since he's convinced they're elven spies. I pointed out that there are elves in the Depot, who could spy much easier, but he seems just a tad unhinged.

Of course even as I tell him this, the Elves finally decide to leave. I'm busy with some piece of nonsense business, and he surprises me, screaming that he knew those elves were spies. Once my heart has resumed beating and he's wandered off, I shake my head, and order the statues glazed for the temple. I was only able to get two statues, but they should be enough to appease him.

I can see why the stress of command would drive others to insanity. The sheer, unadulterated mundanity of this place. It is overwhelming, and mind boggling. I long to return to the stone of our ancestors.

I've also asked Betelgeuse to enlarge a couple of the ponds. Not too much, but enough to smooth out the rough looks. I don't know why, but it bugs me. I've walked the woods, and there are trees that will be ready to harvest soon, so I don't feel too bad about the clear cutting. Just about everyone has a house, and a bed, so anything more is beyond my scope.

Mid-summer arrives, and no migrants come with it. I'll be honest, I'm glad. Some of the others aren't, but I'm not. For one, it means I don't have to make more housing, and for another, it means there won't be more whiners.

Finally got enough logs together to start finishing out the upper floors of the temple.

Near the end of summer, the humans arrive. Fantastically, they have a male Llama, and a Male Alpaca. And they've brought four wagons of goodies on top of that. We don't have a lot to trade at the moment, but I order some meat and fish, and plants moved to the depot. The stuff is mostly coming out our ears, so it's not going to be a big loss, but being able to bring some animals in for shearing and anything else they've got for trade is only to our benefit. There is a bit of a traffic jam in the middle of town though, as the humans try to maneuver their wagons into position. It finally gets sorted, once they've carted Helmet and Stardust out of they way. It seems the traffic jam was a result of the two of them both trying to direct traffic. I'm not sure what to do with them, but I figure one of two things will happen. Helmet will go mad and beat him to death with his axe, or Stardust will 'forget' to leave the hatch open long enough for him to get in if trouble shows up.

Speaking of which, someone needs to get Winter's body off the top of the temple. He's starting to get a a little ripe. I think I'll have some bricks made and build him a tomb. He died for Murderfarmed. It's only right he be entombed here. And probably have a slab put up. I know there's a Gneiss rock somewhere around here.

Where's Betelgeuse? Apparently on a Hunting Trip. Idiot. We need those supplies. He's determined to snag some game though. It seems that he was removed from the office of mayor while I wasn't looking, and now he's trying to prove his worth to the village. Great. When I need him to do something worthwhile, he's busily off proving his dwarf hood. That's just typical.

I keep getting complaints about people trying to feed an animal they can't quite reach. I'm not sure why, since I've made sure everything is reachable. I stood personally on top of the new Temple and scanned everything within view, and cannot locate an animal they couldn't reach. The only other option is it fell into the planting pit, but that's got stairs. I think they've gone round the bend.

So, ordering the military to make it stealthy like, and kill something for Betelgeuse, so I don't have to take my axe and bring him back on a pole. I hope he won't notice that there are eight or nine bolts in the target instead of the one it should take. Of course they are giant boars, so it's not like they only take one. He doesn't, and he's on his way back when autumn overtakes us.

http://i290.photobucket.com/albums/ll274/Triaxx2/Murderfarmed4_zps36e3ff86.jpg
« Last Edit: September 20, 2012, 03:28:04 pm by Triaxx2 »
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Graknorke

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #777 on: September 20, 2012, 05:42:38 pm »

I really like having the temple as a main bridge. Brilliant design idea.
Not to mention it'd be a good choke point for the military to defend.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #778 on: September 20, 2012, 07:13:03 pm »

Thank you. It just seemed a good idea. If I hadn't needed the housing, it might well have taken the shape of a huge dwarf reaching for the sun.

---

1st Limestone to 1st Moonstone

It takes forever Betelgeuse to finish his drink before he moseys on over to the depot. Finally, he gets there. I tell him to pick up one of the Iron Anvils they've got. He looks at me like I'm crazy, but I know that I'm not. I intend to build a forge and smelter, and melt down weapons from goblins or whatever we can to build things like mechanisms, needed for levers when we have to release creatures from cages. I've also ordered Betelgeuse to dig a pit. He gave me that strange look again, but shrugged. I'm going to fill it in with Fireclay to create a hard surface where the forges can be constructed without setting anything on fire.

Since it's a lot of work, I tell three others with nothing to do to grab the spare picks and help out with the digging. They grumble that digging is something old dwarves do. However, a stiff booting gets them up and moving to 'honor their elders by doing what their elders tell them to do'. Unfortunately, it seems that Betelgeuse has told them that they should do nothing, because a couple days later, the designation sticks are still there, and Betelgeuse is busy lounging around. It seems that the picks have been lost in the weapon bins and he won't risk sticking his hand in to get them out. I take two deep breaths to stop myself from caving his head in. Then I order someone else to get the picks out, which ends up causing the entire bin to be dumped, which causes further problems, because everyone starts running around and carrying rat and hamster corpses.

I'm becoming bored with being leader. And the glue is starting to unstick, so I won't have to be much longer. In any case, the trees are now big enough for harvesting, so I will start in on that. Unfortunately, it seems that someone mis-heard an order, which was to put the Gneiss boulder in the wood stockpile and thought it was 'it would be nice to have all the fire clay stones in the wood stockpile.'

So I ordered a stone stockpile be marked out across the river, and the wheelbarrows to be put to work moving the rocks there. It took a little work to get it all moving, but it should move the clay out without causing an issue. To expedite the process, I ordered a temporary, stoneworkbridge across the river between the two stockpiles.

Eventually Betelgeuse and his assistants, get the hole dug, mostly. Why mostly? Because they took so long that two trees grew in place and after being cut down, they were left in the way. A little work later though, and the entire place is ready and waiting for the next stage.

While I wait for that to finish, I went ahead, and drew up a map, and then added annotations to it for the next overseer. Mostly it's points of interest, but it'll also give a map for the new administrator to get everything straight in their mind.

Also, finally got Winter off the roof of the Old Temple. The dwarven caravan arrives around the middle of Timber bringing more wagon loads of goods. Five wagon loads. I think I'll recommend that the first project for the next Overseer be to complete the road to the west. It'll make it easier for the wagons to reach the Depot. It will also ensure that there's less work to be done every year to ensure there are no trees blocking access to the depot. Just because we're farmers doesn't mean we have to be lazy.

I'm going to seriously injure Betelgeuse. This is the second time he's gone on a hunting expedition when the merchants were here. I don't mind it when it's the elves, but the humans and dwarves are the life blood of this colony and I think it shows a serious lack of responsibility. I think he needs to be hit in the head. With an axe.

Deep breath. I offered an extra ration of booze to whoever did his job for him, and got a couple of cheap copper picks, for digging holes or melting, some copper and silver bars for the mechanisms, and some green glass. I figure we can make it into windows, or decorations. Admittedly, I haven't the slightest idea how to do that. I presume someone else does though, so I'll leave it to them.

The forge pen is done. I'm not particularly happy about it having a wooden door for it, but I guess we could make that the first thing we forge? Perhaps not, given the fragility of them when it comes to the creatures the goblins ride. And besides, the fire would have to burn the clay before it got to the door.

Anyway, Winter is now upon us. Which is strange, because he's DEAD. Okay, not that strange.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #779 on: September 20, 2012, 07:46:58 pm »

There are no dates, only farms and murder.
Triaxx is good. I shall construct him a fine hat out of leaves which have been pressed in the holy tome. Broseph Stalin rewards the righteous, he rewards them with excellent leaf hats. This new temple shall be the palace of our lord when he returns to earth. He has created a stairway to the heavens from ashes, this is a sign of divinity. He is the second apostle of Broseph Stalin, our family grows larger every day. We've also finally gotten Winters corpse down from the roof. It's a shame, I had hoped we could jab a spear through his dessicated corpse so it would spin when the wind blew and we could know which way the wind was blowing by looking at his spinning corpse. My suggestion was written off as "absolutely awful."
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