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Poll

Vampire scum!

Kill it! Kill it to death!
- 4 (66.7%)
Let it live, it hasn't hurt anybody!
- 0 (0%)
Trial by water!
- 2 (33.3%)
Bury it alive, Mebuy style!
- 0 (0%)
The poll was confusing.
- 0 (0%)

Total Members Voted: 6


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Author Topic: Murderfarmed, A Farming Village Succession Fort (Overseers Needed)  (Read 83398 times)

Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #420 on: July 10, 2012, 09:20:59 am »

But what next. Hmm, perhaps a hospital above the mausoleum? Morbid, but practical, and certainly a fine addition.
You do know that since it freezes in winter and we have no accessible magma the hospital has to be underground right?
Patients can't be given water if it freezes before it gets to them.
PBT's up to bat then.

I think where we're at with the water business is that a subterranean well and a subterranean hospital can be dug but they should be the basements of another building for aesthetic purposes.
The reason I died was because dwarves kept standing on the ice of a half frozen pond, taking buckets of water from the unfrozen half, only to immediately freeze and become useless.


(EDIT- Just noticed how long this post was, please tell me if i Should Stagger them out a bit.)
I like to make a few posts for each month and parcel out updates month by month but that's more to tantilize readers than anything else.

arclance

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #421 on: July 10, 2012, 09:47:35 am »

But what next. Hmm, perhaps a hospital above the mausoleum? Morbid, but practical, and certainly a fine addition.
You do know that since it freezes in winter and we have no accessible magma the hospital has to be underground right?
Patients can't be given water if it freezes before it gets to them.
PBT's up to bat then.

I think where we're at with the water business is that a subterranean well and a subterranean hospital can be dug but they should be the basements of another building for aesthetic purposes.
The reason I died was because dwarves kept standing on the ice of a half frozen pond, taking buckets of water from the unfrozen half, only to immediately freeze and become useless.
Did any of them fall in when the pond thawed under their feet?

We could just change the sign on the hospital to
Quote
Hospital
Morgue
and store the not yet buried Dwarf bodies there since it seems construction has already started on the hospital.

Or maybe it could be the
Quote
Broseph Stalin Memorial Hall
it menaces with spikes of irony.

If you want a RP reason for a underground hospital you could say that Dwarfs draw healing power from the earth and this effect is enhanced by being underground.
« Last Edit: July 10, 2012, 11:01:46 am by arclance »
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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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DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #422 on: July 10, 2012, 09:55:44 am »

We're alive! We might actually survive until my turn! Yess.

If it's not too much trouble, could I have some info on my dwarf? (Should be Flamey, female). PBT said I was dwarfed but I want to know if they're still alive and what their situation is before I start my turn.
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hostergaard

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #423 on: July 10, 2012, 05:52:24 pm »

Dwarf me and ad me on the overseer list. Send me a mail when it get my turn, as it may take some time to get there and I wont be checking this thread every day for the next few months.  ::)

I don't have any special requirements for my dwarfs, just use the name hostergaard.

Although, do we still need clothes? Maybe I can be a clothier? If so I will make this fortress the the fashionable and kitch fortress in dwarf history. Running around naked is sooo last year. Could go with Leatherworking instead, to make clothes, as there seem to be a surplus of animals. Or maybe a dyer. Someone has to keep our clothes colors in line with the latest trends from the mountainhomes.  :P

If all else fails, see if you can't make me a dwarf with the personality trait of "is in a constant state of internal rage" and I will angrily do whatever need to be angrily done or produce whatever angry goods need to be angrily made.  >:(


Also, a suggestion. Been talks about a little temple on the hills? Maybe with a bit of safe room, down below, yes? How about we make a small monastery? With that we could give a reason for why we have an hospital, just a monk or two doing their holy duty. Monasteries that have a infirmary also have a bit of dormitory. Good temporary home for new migrants, no? Of course, any self respecting monk keep a few beehives and perhaps an apple orchard to make some mead and cider.

In fact, had the beekeeping job and the doctors position not been taken I would have preferred to get that as my job. As brother hostergaard of a tiny monastery. Nothing big. Just a small building with an altar, a statue or two of the gods and some seating for the believers and voila! You got a temple! Now ad two doors on the side. Make two halls on each side these sides. One is the hospital dormitory wing. The other is the mead production wing. Maybe add building on the other end, so you got a courtyard enclosed by these four buildings. Nice spot for the behives, no? And under all this we could have our safe cellars, among the mead caskets. Entry from the closed courtyard?

Build a tower above the temple, hang a bell to warn the villagers of raiders. Maybe the building at the other end could house the head of the monestary? What you call him, prior? Abbot?

Sounds nice, eh? A monastery to the gods.  ??? Healthcare, beekeeping and temporary quarters all in one nice package.

If someone decides to build this, and there is a spot open for a beekeeper or some other monastery related activities I would not mind doing that instead of the other suggested roles I could have. If so to add to this possible rp some form of gluttony would be good in the dwarf to get that jolly fat friar making booze feel. Something like "occasionally overindulges" or something.

But in the end I am happy with whatever I can get, just suggestions.   ;)
« Last Edit: July 10, 2012, 06:00:46 pm by hostergaard »
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They decided to leave my fortress via the circus because the front door was locked to keep Goblins out.  THAT should be an interesting trip back to the Mountainhome.

Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #424 on: July 10, 2012, 08:51:47 pm »

Dwarf me and ad me on the overseer list. Send me a mail when it get my turn, as it may take some time to get there and I wont be checking this thread every day for the next few months.  ::)

I don't have any special requirements for my dwarfs, just use the name hostergaard.

Although, do we still need clothes? Maybe I can be a clothier? If so I will make this fortress the the fashionable and kitch fortress in dwarf history. Running around naked is sooo last year. Could go with Leatherworking instead, to make clothes, as there seem to be a surplus of animals. Or maybe a dyer. Someone has to keep our clothes colors in line with the latest trends from the mountainhomes.  :P

If all else fails, see if you can't make me a dwarf with the personality trait of "is in a constant state of internal rage" and I will angrily do whatever need to be angrily done or produce whatever angry goods need to be angrily made.  >:(


Also, a suggestion. Been talks about a little temple on the hills? Maybe with a bit of safe room, down below, yes? How about we make a small monastery? With that we could give a reason for why we have an hospital, just a monk or two doing their holy duty. Monasteries that have a infirmary also have a bit of dormitory. Good temporary home for new migrants, no? Of course, any self respecting monk keep a few beehives and perhaps an apple orchard to make some mead and cider.

In fact, had the beekeeping job and the doctors position not been taken I would have preferred to get that as my job. As brother hostergaard of a tiny monastery. Nothing big. Just a small building with an altar, a statue or two of the gods and some seating for the believers and voila! You got a temple! Now ad two doors on the side. Make two halls on each side these sides. One is the hospital dormitory wing. The other is the mead production wing. Maybe add building on the other end, so you got a courtyard enclosed by these four buildings. Nice spot for the behives, no? And under all this we could have our safe cellars, among the mead caskets. Entry from the closed courtyard?

Build a tower above the temple, hang a bell to warn the villagers of raiders. Maybe the building at the other end could house the head of the monestary? What you call him, prior? Abbot?

Sounds nice, eh? A monastery to the gods.  ??? Healthcare, beekeeping and temporary quarters all in one nice package.

If someone decides to build this, and there is a spot open for a beekeeper or some other monastery related activities I would not mind doing that instead of the other suggested roles I could have. If so to add to this possible rp some form of gluttony would be good in the dwarf to get that jolly fat friar making booze feel. Something like "occasionally overindulges" or something.

But in the end I am happy with whatever I can get, just suggestions.   ;)
The only real requirement for a safe house is that it is only accessible by going upstairs and has a floor hatch, putting it in a basement or behind a locked door would only work until the first building destroyers came through.

L3TUC3

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #425 on: July 10, 2012, 11:05:34 pm »

Aw. I died. Oh well. Thanks for trying anyway!

The lack of water in the winter is kinda sad and I'd like to see it changed as well (...). Im pretty sure if we dig a well and build a hospital around it with a roof; the water shouldn't freeze because it's considered inside. You would need the well cistern to be a few z-levels down though.

I wouldn't mind bending the rules a little bit for this purpose (wells are pretty common in farming communities).

Or alternatively we could do something more fancy and create a bathhouse (owned by a soaper) with a heated pool adjacent to the hospital and use it as the water source (pool water, yuk). We'd have to cheat some lava into the basement under the pool though. Plenty of ways to rp explain that one too. If the romans could do central air, so can dwarves.
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arclance

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #426 on: July 10, 2012, 11:23:39 pm »

Im pretty sure if we dig a well and build a hospital around it with a roof; the water shouldn't freeze because it's considered inside.
That does not work, only being underground or warmed by moving magma can keep water from freezing.
Since there is no volcano and no digging here we have no access to magma (without cheating).
Therefore the well and hospital have to both be underground with a underground passage connecting them or everyone who goes to the hospital will die of thirst.
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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 #427 on: July 11, 2012, 06:17:21 am »

I'm not so sure. I've been able to get water moving through sealed systems. Everyone is so sure that it won't work, but I'm thinking it will.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #428 on: July 11, 2012, 06:25:21 am »

I'm not so sure. I've been able to get water moving through sealed systems. Everyone is so sure that it won't work, but I'm thinking it will.
Water that's underground doesn't freeze because tiles marked Subterranean have a temperature of 1015 U regardless of the surface temperature, tiles marked Inside don't have that. If the well is on a tile that isn't subterranean come winter it will freeze.

Betelgeuse

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #429 on: July 11, 2012, 09:42:54 am »

hostergaards idea for a monastery sounds pretty cool. I might build it during my turn if he doesn't want to save it for his.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #430 on: July 11, 2012, 10:10:34 am »

I'll have to try it again, but I had in .31 an above ground aqueduct that only froze on the exposed tiles. Anything roofed over remained liquid. Of course given that the reservoir wasn't roofed over, I had a bit of a flood..
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mebuysword

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #431 on: July 11, 2012, 12:34:55 pm »

you know what the next thing to be modded in could be? campfires/ fire places. If we have enough of those around where the well comes up, it could raise the temperature past freezing?
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Nerjin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #432 on: July 11, 2012, 12:43:32 pm »

I do like fireplaces. They're certainly in theme.
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Broken

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #433 on: July 11, 2012, 12:47:02 pm »

The fireplaces seem nice. I don't know how we can do that, though.
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In a hole in the ground there lived a dwarf. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a dwarf fortress, and that means magma.
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OREOSOME

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #434 on: July 11, 2012, 01:00:43 pm »

Apple orchards should be added for the monastery to make cider.
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