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Vampire scum!

Kill it! Kill it to death!
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Let it live, it hasn't hurt anybody!
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Trial by water!
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Total Members Voted: 6


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Author Topic: Murderfarmed, A Farming Village Succession Fort (Overseers Needed)  (Read 83335 times)

wolfwood296

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #645 on: August 04, 2012, 11:49:43 pm »

we are going to burn wood anyways so why not start early and have a burner with a lot of experience when we start forging weapon (of course i don't know what a legendary wood burner does...)
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AustralianWinter

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #646 on: August 05, 2012, 05:25:38 am »

we are going to burn wood anyways so why not start early and have a burner with a lot of experience when we start forging weapon (of course i don't know what a legendary wood burner does...)

He burns wood very fast.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #647 on: August 05, 2012, 07:18:36 am »

True, but it would let the carpenters focus on other important things, like actually building the buildings, or constructing other necessary things.

And Wood regenerates so it's only a matter of being able to cut it.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #648 on: August 05, 2012, 07:25:55 am »

True, but it would let the carpenters focus on other important things, like actually building the buildings, or constructing other necessary things.

And Wood regenerates so it's only a matter of being able to cut it.
I don't know if flamey changed anything but I think I had it set up so everyone was a conscript carpenter to build buildings but only proficient+ could use the workshop.

greycat

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #649 on: August 05, 2012, 07:47:01 am »

Wood grows back, but not that quickly.  If you want to generate wealth, your best strategy would be lavish meals, followed by clothing.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #650 on: August 05, 2012, 10:29:48 am »

True. I tend to have fully regenerated tree fields two seasons later. Of course I don't clear cut everything right away.

To get lots of clothing, I think we'd need more fields of rope reed.
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hops

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #651 on: August 05, 2012, 02:44:52 pm »

We can just buy cheap magical wood from the elves and use it to fuel the clay industry in which we turn back for profit to them.
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Betelgeuse

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #652 on: August 05, 2012, 09:02:40 pm »

Journal of Betelgeuse

1st Granite, 352

Flamey's drawing is over, and unsurprisingly, I have been selected as the new overseer of Murderfarmed. As a whole the settlement seems to fare well. There is ample food, and several new watchtowers were built by the last overseer.  However it seems that several people still do not have houses, so I will have to make construction a priority. The roads are nothing more than rutted dirt covered it weeds. Murderfarmed needs better if it is too survive. Flamey also suggests that I add a well for when the river freezes in the winter. It seems there is a great deal of work before me. Well it won't get done anytime soon if I just sit here scratching away with my pen. Of I go.

4th Granite, 352

For some time back in the mountainhomes I worked as an architect. So today I started outlining some plans for paved roads. I have also begun construction on several new houses, which has completely exhausted our supplies of wood. I'll need to talk to the woodcutters about getting some more.

5th Granite, 352

The dwarves of this town are quite industrious except for one by the name of Felcis. We were making good time on one of the new houses when this Felcis oaf fell asleep in the middle of the wall we were building! No one could rouse him for hours and he probably delayed construction by a day or two.

13th Granite, You know what bloody year it is.

Today Broken, the town mason, was screaming bloody murder about being unable to work because there was some animal prowling around one of the construction sites. When I went to look, I couldn't find anything, but he insists it was there.

28th Granite, 352

Little has happened since Broken's encounter with his mystery creature. The houses are almost finished and I hope to begin construction of the well soon. There have also been several new animals born, including lambs, piglets, and 2 litters of kittens.

29th Granite, 352

The wildlife continues to plague us. Today Triaxx was attacked by a boar while collecting wood. He escaped injury, but the event is still worrisome.

2nd Slate, 352

Today Sacha was attacked by the same boar that chased Triaxx. She too escaped injury, but I fear we will not be so fortunate if these attacks continue.

3rd Slate, 352

That boar won't trouble us any longer. Helmet found it at the south end of the village in a pool of its own blood. I'm not sure what killed it. Apparently no one saw anything, but the creatures wounds seem to have been inflicted by a dwarf. Strange.

11th Slate, 352

Great news! Four new migrants appeared today along with a young mule and a peachick. One is an animal trainer, one a carpenter, one a jeweler, and the last a spinner. I must admit I am a little confused as to why the jeweler is here. He must know that he will find no work here in Murderfarmed. It's not like we have any gems to trade.

15th Slate, 352

I noticed our new jeweler, Ezum, hunting at the edge of the village today. He killed a boar with his crossbow. It did take him sixteen shots to kill the thing, which makes me doubt how good he really is with a crossbow, but he says he is a talented with it. I have drafted him into our military.

19th Slate, 352

The damn donkey that those migrants brought with them has decided to take up residence in the bar room of the tavern. No one can get it out, but people have started calling the inn "The Drunken Donkey" after the beast.

22nd Slate, 352

People are saying that Dumat, our potash maker has gotten into a strange mood lately. Apparently he has become something of a recluse, and has withdrawn from society. He also claimed one of our craftdwarf's shops. I'm not sure what he is up to. I'll go talk to him.

27th Slate,352

Dumat is still locked away in the workshop. I can't talk him out of there and he won't eat or drink. I'm worried about him. He keeps sketching pictures of metal and forests. I don't think I can do anything to help him.

6th Felsite, 352

The marksdwarves are reporting some shortages of arrows. I'll try to get some more built. Dumat is still locked inside his shop. At this point I think the only way he'll ever come out is in a coffin. I will have one prepared for him.

8th Felsite, 352

It turns out the marksdwarves don't need new arrows at all. They've just been neglecting to collect them after they shoot them, the lazy oafs. I found twenty or thirty of the things scattered all around the village. I don't know why the fools just left them around. It was extremely wasteful.

12th Felsite, 352

The boars are still troubling the village. I'll have to organize a hunting party to get rid of them.

19th Felsite, 352
A elven caravan arrived today. The merchants are setting up in the depot. I'm the broker, so I'll go speak to them soon. I must admit it makes me chuckle that the hippy tree-huggers came just as we were felling a small grove north of the river. The look on their faces was priceless.

25th Felsite, 352

The merchants are still setting up. Apparently they hold themselves to very exacting standards when it comes to arranging they're goods. In other news, Argonnek organized a party dedicated to a cedar table. Must have been a slow week for her.

30th Felsite, 352

Today marks the last day of spring. The merchants have finally finished they're displays, obsessive bastards valued trading partners.
I'm off to haggle with them. Hopefully They'll have something worth all this wait.

----------------------------------------------
OOC

How do I build rooves? They've been giving me some trouble and I can't quite get it to work.
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wolfwood296

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #653 on: August 05, 2012, 09:49:24 pm »

build a ramp to the top of the wall then build floors.

also might want to post millitary near the dorf in fell mood since he might go beserk and charge the elves (which while the elves deserve it, they might take out their anger on the whole town)
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UristMcWanderer

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #654 on: August 05, 2012, 11:01:54 pm »

Journal of Halt, 4th of Granite 352

I've been looking around since our new Overseer was elected(?). Occasionally I've heard him mumble about there not being enough wood to make more houses, and I noticed that there's barely any trees I can easily see... But it seems to me as though we can pick up as much clay as we can, while having barely any wood for basic work, let alone construction projects. Perhaps we can use the clay to make the walls of the houses...

I'm no resource manager, but perhaps using clay in place of wood will save us some wood for more important tasks such as making crossbows, bolts, and furniture. I'll leave a note on his desk.

Note from Halt

I've heard you mumble about not having enough wood for building more houses, and I've barely seen any full-grown trees easily. And it seems to me we can pick up as much clay as we need from the ground. Perhaps we can use the clay to build the walls of the houses? I'm not a resource manager by any means, but it may save us some wood that we could use for other tasks, like making bolts for the archers, or making furniture.

Might you take this into consideration?
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hops

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #655 on: August 06, 2012, 12:32:20 am »

waitwaitwaitwait

I thought we had hot climate?
Oh dammit, I can't run a fort under the winter shenanigans.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #656 on: August 06, 2012, 06:23:53 am »

According to the previous admins, there are a couple of days of ice, not enough to make for the miserable winters MF1 had, but still cold.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #657 on: August 06, 2012, 11:17:34 am »

waitwaitwaitwait

I thought we had hot climate?
Oh dammit, I can't run a fort under the winter shenanigans.

The river freezes for less than a month, not exactly the good ol' fortress killing murderfarmed winters of yore but.

Ruhn

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #658 on: August 06, 2012, 12:45:18 pm »

Rhun sits by the campfire, trying to relax after another day of hiking through the wilderness.  His empty plate is at his feet, and his journal is in his lap.

This journal has a boiled leather cover.
On the cover is stamped the image of a dwarf.  He is holding a bar of gold.  On the cover is stamped a pile of Magnetite.  It relates to the finding of a Magnetite vein at Broken Tree in the summer of 303.
The pages are a thick paper, and its binding is sturdy.

Rhun flips back, and reflects on what has him sleeping on "grass" under the "stars" for yet another night.

Quote from: Ruhn's Journal
Sandstone 22, 350
There was another riot today, this time caused by the smithing guilds.  The golden badgers stole some masterwork platinum statues and melted them down.  These were forged by members of the high keys, and they had many unhappy thoughts about the vandalism.  Instead of reporting this to the Baron, the high keys stormed into the golden badger forges and started attacking!  Fighing spilled into the streets and they will be cleaning the blood off the walls for years.

Timber 13, 350
I threw a party at the orthoclase table today to disguise meetings with my friends and neighbors about leaving.  After many barrels of ale they agreed that it was time to go.

Moonstone 6, 350
It really isn't safe here anymore.  Martial law was declared this morning and the gates are tightly sealed.  We were going to sneak out with the next merchant caravan, but more immediate action is required.  A couple of my friends are miners and they agreed to make a back exit through the abandoned ore mines.

Moonstone 9, 350
By some miracle, some 40 of us were able to escape in the night.  We are travelling pretty light, but have high hopes that things won't be so bad at one of the newer settlements.


OOC: If I haven't been dwarfed yet from these 4 migrants, that's ok.  I would like a little time to post some adventures for this band of migrants.

Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #659 on: August 06, 2012, 08:12:23 pm »

A month huh? Just enough time to mine some ice and form a cold core for the food storage. We're after RP value instead of meta game though, right? Makes for a cool ice house.
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