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After reading the post, what do you think of this?

I can't wait to try it out!
- 2 (10.5%)
Sounds interesting.
- 13 (68.4%)
Not certain yet.
- 2 (10.5%)
Nothing original.
- 1 (5.3%)
I don't like it.
- 1 (5.3%)

Total Members Voted: 19


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Author Topic: Terrorhounds - the Plague of Plagues (old and new players welcome!)  (Read 13413 times)

towerdude

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Hello!

I have worked for a very long time on this post (maybe because I am not really good at writing). The first one who post his name can start his/her turn, wich last for 36 hours from post. Everybody else will go on the list. I don't want to be really strict on making a list or anything, we all can make adult decisions to not ruin other's turn. If this post attracts more people, I will make an official list though.

The list:

Here is the file:
http://www.2shared.com/file/tN6YcVmW/lebego.html

or:
http://www.filedropper.com/lebego

I decided to make a save from my current fort after it's first year, and post it here, as a succession game. The map contain minimal land 10x10 tiles, so this should be a fortress on top of water, supported only by five ramps. From these ramps, rutile floor go over the ocean from the left side, to the far right center, this is where should be the for. However I have only managed to get 287 stones on embark, and make from these 1148 blocks. So it is still unfinished, I post here a map that shows the current fortress, and also shows my future plans, these are just suggestions to users.

Spoiler (click to show/hide)

Here is a temporary shelter tower:
Spoiler (click to show/hide)

I would like to build five down ramps, then build a draw bridge on that level (5x10), and another bridge what raises so the fort can be safe from flying building destroyers too(5x1 <-). The down ramps are only required if somebody wants to shoot ballistas from on the level of the main floors (behind fortifications), otherwise the bridges can be built on the regular level. A wall or floor handle is also required to hold the fortress, since bridges can't do that.

It is also a possible option to just use regular floors, and an atom smasher and before it, a retracting bridge that prevents enemies from fleeing, however this method is not good against megabeasts.

All these suggestions are not compulsory, just my ideas (and if anybody is interested in this, I mustn't really try to control them, that wouldn't be fun).

However there are a few rules: the fortress must be built entirely out of rutile (only used for constructions), and on top of the ocean, only after a working, safe and sufficiently large fortress to hold all dwarves, should the player go under the ocean and underground.

Here is some background story (contains comics):
http://www.bay12forums.com/smf/index.php?topic=112594.0

The comics themselves:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

A little lore:

This is The Momentuous Land

The marked red rectangle indicates where the fortress lies:

Terrorhounds the plague of plagues



There are 10 civilizations: 2 dwarven, 2 human, 2 elven, 2 goblin and 2 kobold; and 18 settlements: 4 dwarven, 4 human, 4 elven, 4 goblin and 2 kobold.

Since the world is still young, only one unfortunate goblin lady, Estur Zomunstrux have passed away at the cruel hands of Fama Imazadisait the Roc, who dared to eat her as well.

The chosen dwarven civilization is The Boat of Enchantment.

Deities:

Atsher Uzollimul Onget Gusil ♀ jewels
Istam ♀ light, the Sun, fire, metals and mountains
Idräth ♂ trade and wealth
Onget ♂ minerals
Toral ♂ fortresses
Nomes Rimadmëlist ♀ games
Rilem Irenshal ♀ children
Kastol Sobìrnoram ♀ freedom

The Kogan Minbaz have access to a large mountain territory, The Axe of Confidence. This rangy, savage and seemingly lifeless region dominates the continent, beside the terrifying Tragic Waters. Three peaks watch over this domain: The Gross Pillar, The Oceanic Beak and The Inky Hatchet. It also houses several Rocs, Dragons, Mountain Titans, Giants and Bronze Colossi. Still, epic battles lie snug under the quiet carpet of time.

Just west to the first peak, as the sharp eye travel across The Prairie of Magic, busy streets and creaky carts could be heard... The villages Pisdoñas and Irumjir are ahead. A socialist human civilization, The Union of Workers reside here. To the North stretches the vast Tin Hills and Hills of Mining, between them the only respectably large woodland The Rumored Jungles, the country of the Routed Fragrance elves. Just East from the capital Amemiden and her sister city Eribkulin, where The Influential Swamps meet the ocean, on a clear day the naked eye can see The Flame of Cleaning, a mythical vulcano where no mortals dare to venture.

Across the Eastern region small swamps litter the earth, however the core territory is ruled by three large lowlands: The Tapered Steppe, The Wild Prairie and The Field of Tangling. The latter two confine the largest bay of The Tragic Waters, the great queen of The Boat of Enchantment, Dôbar Mörulmesir ordered that on the strait of said bay WILL stand Fortress Terrorhounds, to become the only and first naval base in dwarven history. Subsequently the strait was named Terrorhounds, while the bay Dôbar. A geographic curiosity just East of Terrorhounds, The Rages of Charring seethes in recluse, barely above the sea level, constantly vaporizing the flow of the ocean.

Some say on the part of the queen the expedition was only a half-hearted attempt, to counter the further expansion of goblins, since their dark fortresses: Stestrakzom and Ozudnolsto are only a few days of travel to the North. Others argue that after the queen saw the rival monarch Thîkut Udilegast's glorious city, royal halls, jealousy get the better of her. And with this expedition that defies dwarven nature as a whole, she wanted to prove that conquering the impossible is more heroic, than having just fancy gold rooms, with silver furniture and diamond windows.

Little did she know about the terrible siege after her departure from the magnificent chambers. Trolls led by Rakust Ashmonkôr Vesh Råsh the Dust of Dying infiltrated the capital of The Sling of Riddling on dark and evil night, devoid of starlight. Rakust himself shattered the sturdy doors of the royal bedroom and abducted queen Thîkut, no doubt out of some foul needs. To add insult to injury tasteless stories began to emerge (probably from the mouths of unruly cheese makers), that Rakust made the beloved queen his wicked bride, and she bore a male child to him. To infuriate the nobles even further, some say that once reaching adulthood, Lòmifo will return to Geshudartob as the rightful heir of the throne.

The civilization of the Bim Dallith is located in The Sable Beak. This relatively small mountain range surrounded by two dark fortresses: Aslotngustû and Ostaâng to the North West (which they have a trade agreement with), the only sand desert: The Sweet Dune to The North, the land of umber beasts: The Umber Fields to the east
Spoiler (click to show/hide)
and the human hamlets of Istrazangur and Amiloxul to the south, in the center of The Singed Steppe. To the South East lies the dreaded marshland called Unspeakable Biles, home to many White Monsters, Giraffe Brutes and other "unspeakable" horrors.

Far South in The Jungle of Slaughters stand the forest retreats of The Grove of Taking, Beÿainefa and Eriÿanila, between a small lake The Mired Waters and a large mere The Peaceful Water. Lastly, wandering further down the continent, persistent adventurer can find three large tundras: The Blizzards of Soaking to the west, Prime Winter in the middle and The Sacrificial Blizzards to the east.

Diary of expedition leader "Mistêm" Towerdude Uzolesesh:

Zavaznïr, Angzakrorung, year 3, age of Myth

1st Granite,

As I sit on this no so finely crafted barrel, strange thought slowly starts to crawl into my mind. I am questioning my existence, more over not just mine, but of the whole world. I am 63 years old, it seems like my age was always this, I can only barely recall my memories. Seeing my ambitious queen, laden with fury and envy, receiving my appointment, recruiting my six cousins, embarking on journey to the dreaded ocean, , packing up almost 300 urist of stones to a ramshackle wagon, towed by two mere skin and bone horse, arriving at the edge of the strait. It seems like if that was at least a hundred years ago. But something isn't right! How could it be right? Am I really 63 years old? How could that be, if the world is only three years old as the elders say? I am really existing? What is the world? What is made of, Armok's beard? And we only exist in his mind? Does anything exist at all? OUCH! This splinter definitely exist in my arse. Curse that carpenter. Well so much for pondering on high matters, better get down to the earth. It doesn't matter if we exist in reality, or we are just imaginary, the world is still the same, the wind is cold, the stench is foul, and my stomach mildly grumbles. Aye, ready those ramps and floor, or you taste my whip! We stuck in this cursed place, with no land under our foot, work or you will never escape the rain and beast!

13rd Slate,

We are made some progress, the ramps are ready, and we are building the remaining floors, and stay as much far as possible from the land and the cursed waters. Then all of a sudden! What?! Migrants? A glassmaker, a potashmaker and a liar?, Off ye go to the barracks!

27th Felsite,

The work is extremely slow, presumably because my cousins don't even know how to hit a nail in, peasants all of them, useless. Everybody in the capital and even in Eribkulin said they are veeery busy, and in important positions to plan further expansion into the mountains, and they need every useful hand. Well doesn't "every" include us too? Oh, peasants, I get it. Well at least this is better than, encroaching on the land of the Bronze Colossi, and getting served as a Shepherd's Pie.

19th Hematite,

I have ordered the construction of butchery on the small land what is available, it should be safe from the ill effect of the sea. Then I made preparations, killed and processed the two horses what brought us here, I felt sorry for them, but they would have surely died of malnutrition since there aren’t any kind of food source here. The leather was used to make armor and shields for the crying squad. Sheesh you never heard the legend of naked dwarf berserkers? They never needed armor! Our only wood were used to make charcoal, to refine the ore into metal bars. Surprisingly we gained four copper bars and two silver bars, which were enough to make weapons for half of the soldiers.

8th Malachite,

It is summer now! The human caravan didn’t arrive in the first year, however a caravan of giant grasshoppers, grasshopper men, opossum men, osprey men and other subsidiaries, did show some interest to meet the hammers of our makeshift militia. Apparently one speardwarf Zulban Kolngotol, who for the moment didn’t have any weapon, decided that now’s the time to charge at an osprey man. However the latter counter-attacked with its beak, nearly with speed of light, put its beak into Zulban’s mouth, and pulled out his lower left back tooth, to be correct his three great molars. Then proceeded to smash open and broke his fourth finger and toe on his left hand. Zulbar’s anger however was so enormous, that despite his unarmed state, the conveniently used his arm as a spear.

The Speardwarf's arm is lodged firmly in the wound!
The Speardwarf twist the embedded speardwarf’s arm around in The Osprey Man’s upper body.
The Osprey Man has bled to death.

5th Galena,

We have built a bridge that prevents hostiles from ambushing us, albeit it doesn’t do much against flying threats. We also started to build a trade depot and another bridge, so it would work like an airlock, in the middle with the depot. Let caravans in, close the outer gate, open the inner gate. I AM A GENIUS! My cousins on the other hand, don’t really appreciate anything, they always complain about such trivial things as the draft, the attacks of the dead, the lack of chairs, tables, beds, proper rooms and booze. Why can’t they just hold back their voracious appetite?

25th Galena,

Curses! Toral help us! Yesterday I saw a large cloud in the distance, but it turned out to be a ten Giant Albatross Corpses. Needless to say even if I draft everybody into the militia, we couldn’t take down more than two of them, let alone in numbers superior to us. The only solution that seemed to be reasonable is to build a small shelter, bring in what little supplies we got, and hope that the beasts will go away before the caravan arrives.

23rd Limestone,

I had to use my exceptional charisma and other unconventional, but effective methods to motivate our little group, because the prospect of getting eaten alive and turned into rotting zombies to eat the rest of our family was not enough to do the trick. Half of the shelter is ready, we just need another floor and a roof. The undead doesn’t noticed us yet, or just teasing us.

28th Sandstone,

For almost a month now those wretched giant albatross corpses trample on our outside stock piles, and seem to intelligent enough to figure out, that the door in front of them hides some delicious victualages: us. I had the foresight to bring the last wood logs, so we could build two beds, on for the miniature hospital. It is immediately taken by our injured speardwarf, yet without any threads, clothes or water I fear for the worst. Still no sign of the caravan.

9th Timber,

Finally we are FREE! The monsters have gone away, we shall have our battle, but by then we will be prepared! The „industrious” dwarves construct a stair down to the ocean, wall it in, and build a well on it, and grates. We have water and fish now. I myself with a novice mason catch a couple of fish and nautilus, the latter will serve us well for the shell leggings they produce. We bring the rest of the usable refuse into the workshops, and begin to produce goods as fast as we can. To counter future threats, ten bone crossbows and bolts are also constructed.

26th Timber,

The dwarven caravan have finally arrived, emergency trade is made to buy medical equipment and booze. The newly appointed chief medical dwarf rushes to the hospital to treat the wounded. Later we exchange urists of totems, crowns, amulets, earrings and such useless trinkets for valuable metal bars, wood logs and bronze weapons for the military also acquired.

Moonstone to Granite,

Our small settlement saw a busy winter, we have added five more cells to the existing floors, and built an entirely new one; the door to the fishing stairs have been replaced by a wall, and we connected the stairs to the tower, one level above the main walking perimeter with a passage, then sealed it from the world, so now nobody has to go outside to fish. The old levers just outside our main door were deconstructed, to be placed inside. Despite our shortage of stone, or blocks we were able to manage the needed goods, and deconstruct workshops as soon as we required another, this quick work rotation enabled us to adapt quickly to economically challenging situations situations. As time slowly crept into spring, I started to plan further ambitious constructions, I ordered the mason to replace the rutile floors what make up the ceiling of the uppermost level, with rutile walls for our new cistern, or if it doesn’t work, never the less they will prove to be good height points for irrigation.

7th Felsite,

This is probably my last entry as an expedition leader, since I am preparing to retire. This was a long year and I note it as a successful one. In spite of all the undead and wild animal invasions (right now we have just repelled some gray langurs, and have some buzzards as nuisance) we managed to build a large part of the planned fortress over the ocean, and only the scarce number of stones prevented us from going even further. My first advice to my future successor is to push these dwarves really hard, because they are really VERY lazy, my second advice is to push them even more hard, because they have legendary skills in procrastination.
« Last Edit: August 19, 2013, 11:38:25 am by towerdude »
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

towerdude

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #1 on: July 29, 2012, 05:46:16 pm »

Play list:

1. Towerdude (finished)
2. Celem (finished)
3. CaptainArchmage (out)
4. slowpokez (on turn)
5. AustralianWinter
« Last Edit: August 22, 2012, 07:33:59 am by towerdude »
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

towerdude

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #2 on: July 30, 2012, 07:25:16 am »

Bump.

Sorry about that, but I don't want to waste all the time invested in this. And I am eager to see, how others would cope with this fortress.
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

Loud Whispers

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #3 on: July 31, 2012, 03:01:44 am »

Posting to watch, can't do any succession games due to time restraints sadly though

celem

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #4 on: July 31, 2012, 03:43:23 am »

I'll have a go at this.  I cant easily visualise what you have built so far from the diary, but the backstory and screenshots help, I get what you are trying to build at least. But the descriptions sound like you have been working hard.  Story is excellent, i love reading well-written flavor-text.

Downloading now, I assume its all vanilla?  what tileset have you been using?


Edit: Ok, my usual survey before unpause is done.  This is gonna be interesting.  The well is salty, theres no more of the permitted stone, no farming and no booze, and i cant mine for stone eh?
I can live with that, lets see how this turns out, I just hope you ordered rutile and blocks off the dwarves last year:P 
« Last Edit: July 31, 2012, 04:50:35 am by celem »
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celem

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #5 on: July 31, 2012, 06:30:07 am »

Felsite-Hematite:  With the sudden retirement of 'Towerdude' Uzolesesh the little community of Terrorhounds was thrown into disarray...or more disarray, if that was even possible.  A council of the senior dwarves caught up with him as he fished to try and wrap their heads around the stock situations and what to do next.

Common complaints from those living in the fort were canvased and prioritized.  Many complained of the shortage of alcohol, others that the well provided buckets of water laced with salt.  Flocks of buzzards were a constant scourge, interrupting vital work and thieving from the exposed stockpiles on the bridge.
Key plans were drawn up by committee which were to include desalinization of the ocean water and creation of a (very) small freshwater cistern.  Plans to sow crops on the scant shoreline were also laid in motion.  All of these plans were hampered by the lack of building materials, there was no stone remaining for the desalinization programme, something had to be done.

To the horror of former leader 'Towerdude' the citizens of Terrorhounds began ripping up the furthest section of rutile bridge where the future fort-proper was being planned.  His protests were waved away, the fort construction was some way down the road and the blocks were needed for the new cistern.
Spoiler (click to show/hide)

Work had scarecly begun on these projects however when elves appeared on the tiny strip of shoreline with pack animals laden with goods.  The fortresses' broker was able to secure a moderate amount of wood, a little clay and some alcohol in exchange for bone crafts and totems made from the remains of the lemur troop of the year before.  Swarms of thirsty dwarves fell upon the barrels of booze as they were bartered for, not a moment too soon it seemed!

Spoiler (click to show/hide)
« Last Edit: July 31, 2012, 06:32:57 am by celem »
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celem

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #6 on: July 31, 2012, 07:07:34 am »

Late Hematite: Happy Tidings!  Former Leader 'Towerdude' has properly begun his life as a regular member of society following his step down from office.  He sealed this return to normalcy with a marriage to Kubuk Nikuzthob, a Fisherdwarf militia member.
 
Spoiler (click to show/hide)

Meanwhile work progressed apace on the new desalinization plant.  Simultaneously farm plots were laid on the shore by the frontgate, the dwarves had experimented with dumping water on the bridge to create muddy ground but no crops would grow in the salty sea air, the constant spray withering the seedlings within days.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Malachite-Galena: Migrants!  A few brave souls weathered the trek to Terrorhounds and arrived weary but ready for work.  Amongst them 'Celem' Zuntirudil who was unanimously elected as new leader of the group.  Partly because threshing was not much use for anything else, and partly through some quick lying on celem's part as to his previous managerial experience.  Yay, fun times ahead!  Others were drafted to masonry and carpentry squads to speed expansion of the tower shelter as celem began laying new construction plans immediately.  Using a mixture of wooden blocks gleaned from the elves and what rutile they could scavenge from the shrinking bridge he seemed to have some kind of idea...

It would have to wait however as early summer was plagued with the arrival of a couple of buzzard flocks which harangued the bridge and distracted all work.  The fields went unsown as dwarves scattered until a citizens militia was swiftly drafted and the crossbows 'Towerdude' had so thoughtfully produced were pressed into service.  Birds fell to the ocean to drown, others fled as a hail of appallingly aimed wood and bone bolts sailed out from the bridge.  The reanimated corpses of Horseshoe Crabs and bits of dead buzzard crawling around on the sea bed were beyond the reach of the crossbows however and continued to sporadically spook workers on the bridge far above.

As the last of the birds was driven off there was a collective sigh of relief from the dwarves, work could finally begin on the tower expansion to handle the new members of their group, the fields could be harvested and the little still built in spring could finally be used.

But wait.....a human caravan!
Spoiler (click to show/hide)

Celem's Log:
Work is halted once again for these humans!  I set the bone carver feverishly carving useless junkvaluable souvenirs from a quaint seaside resort that is blessed with abundant local wilddeath life, fresh sea air and a tiny strip of rocky coast lovely sandy beaches.  Hope they brought booze, supply is almost exhausted and while nobody has stopped drinking water from the well, all that salt cant be good for us, why, we might go all peculiar.  Stone would be nice too, anything we can make a block out of.  It would look horrible on the walls but we could use it for workshops to free more rutile.  I need to get expanded quarters set up.  We need a lot of stone to begin our fort proper, but we cant wait in the open all that time, not with all this undeath around.  Migrants will continue to come as I did, yet we can barely provide drink for those that we have now.  Food thankfully is less issue with the fishing in full swing.

The moment these humans are gone i'm going to order the desalinization plant fired up, see if we cant relocate the well and get some fresh water at last.  I just wish there was more room to farm, the bridge over the ocean suffers too much from spray and much of the scant shoreline is obsidian and yields to no plow.  We were only able to fit 9 square urists of cropland between the boulders in the end.

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celem

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #7 on: July 31, 2012, 07:18:41 am »

OOC:
Quite the challenge this one mate.  Its gonna take some time to build a big fort over the ocean since we have no stone, and can only use one type.  Between map edges and obsidian tiles on the shore I've already taken all the farmland not occupied by butcher or tanner.  I might squeeze a few more out by shifting the workshops slightly.  When I first loaded the save I tried moving those workshops onto the bridge for more space but of course, first thing i tried to butcher reanimated on me so they went back on the 'beach'.  We also have no wagon access, due to the tanners workshop I think, i'll try band tweak the setup.  We need wagons if we are to import bulk stone.

Dwarves do drink saltwater fine from the well.  I think it can also be given to sick dwarves, though it may prolong recovery, not sure.  It cant be used for any reactions requiring a bucket of water (i.e. plaster cast) if i remember right.  Either way its unrealistic, so i built the desalinizer which also brings the well up to bridge level.

Theres also some weird guy on the beach.  Profession trader, friendly, not a member of the fort.  Who is this?  Hes been there since I took over and doesnt move much.  I thought it was the liaison, but even when i removed all of towerdude's jobs there was no meeting so guess not.

I wont tell you what I have planned for the rest of the year, wait and see :)  I'll finish up when I get home from work
« Last Edit: July 31, 2012, 07:22:47 am by celem »
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CaptainArchmage

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #8 on: July 31, 2012, 08:51:47 am »

Would like a turn plz!
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towerdude

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #9 on: July 31, 2012, 02:46:15 pm »

I'll have a go at this.  I cant easily visualise what you have built so far from the diary, but the backstory and screenshots help, I get what you are trying to build at least. But the descriptions sound like you have been working hard.  Story is excellent, i love reading well-written flavor-text.

Downloading now, I assume its all vanilla?  what tileset have you been using?


Edit: Ok, my usual survey before unpause is done.  This is gonna be interesting.  The well is salty, theres no more of the permitted stone, no farming and no booze, and i cant mine for stone eh?
I can live with that, lets see how this turns out, I just hope you ordered rutile and blocks off the dwarves last year:P

Thanks mate, I appreciate that you like my work.

I ordered rutile blocks but forgot to order rutile stone.

Now I am not 100% sure, but if you build floors over the land, just as to not connect it to the edge, you might build farms on it that see seeds as available. However this needs an awful lot of block to connect it safely to the tower.

I use two different kind of refuse piles, the one on the shore is for corpses and body parts only, the one beside the tower is for everything else. Skin, bones and hair rarely reanimates so if you station your squad near the workshops while you have extracted materials, they should kill it, then your dwarves will use the killed part (for example hair) again.

Also you can get a few metal bars from useless weapons brough from the humans.
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

towerdude

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #10 on: July 31, 2012, 02:54:57 pm »

OOC:
Quite the challenge this one mate.  Its gonna take some time to build a big fort over the ocean since we have no stone, and can only use one type.  Between map edges and obsidian tiles on the shore I've already taken all the farmland not occupied by butcher or tanner.  I might squeeze a few more out by shifting the workshops slightly.  When I first loaded the save I tried moving those workshops onto the bridge for more space but of course, first thing i tried to butcher reanimated on me so they went back on the 'beach'.  We also have no wagon access, due to the tanners workshop I think, i'll try band tweak the setup.  We need wagons if we are to import bulk stone.

Dwarves do drink saltwater fine from the well.  I think it can also be given to sick dwarves, though it may prolong recovery, not sure.  It cant be used for any reactions requiring a bucket of water (i.e. plaster cast) if i remember right.  Either way its unrealistic, so i built the desalinizer which also brings the well up to bridge level.

Theres also some weird guy on the beach.  Profession trader, friendly, not a member of the fort.  Who is this?  Hes been there since I took over and doesnt move much.  I thought it was the liaison, but even when i removed all of towerdude's jobs there was no meeting so guess not.

I wont tell you what I have planned for the rest of the year, wait and see :)  I'll finish up when I get home from work

Keep up the good work, I like your posts. And the outcome of "myself", poor former leader horrified to see the dismantling of his dream, almost goes insane, however marrige gives him a new meaning in life, love saves the day :D.

Sometimes DF randomizes the migrants wrongfully, so they will come as a trader. You can't do anything with them. Don't kill them though, that will cause a civil war.

Try buying a whip from the humans, that is good against zombies, colossi and husk too. Albeit my initial militia can kill the few bodyparts quite easily.

On more thing, if the dwarves hand out at the trade depot quite often, and you can't close the inner bridge without sealing them out, just order them into the burrows on the alert screen. The borrow is the entires fortress.

You probably know all of these, but I just wanted to make sure.
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

towerdude

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #11 on: July 31, 2012, 02:55:41 pm »

Would like a turn plz!

After Celem finished, it's your turn.
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0

CaptainArchmage

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #12 on: July 31, 2012, 07:52:08 pm »

Wait I'm on already?
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Given current events, I've altered my profile pic and I'm sorry it took so long to fix. If you find the old one on any of my accounts elsewhere on the internet, let me know by message (along with the specific site) and I'll fix. Can't link the revised avatar for some reason.

celem

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #13 on: July 31, 2012, 08:45:34 pm »

I still have the second half of the year to narrate and upload.  Im almost done playing through.  Wont be long :)
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Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.

towerdude

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Re: Terrorhounds - I hope this will turn into a fun succession game
« Reply #14 on: August 01, 2012, 06:23:24 am »

I still have the second half of the year to narrate and upload.  Im almost done playing through.  Wont be long :)

You don't need to rush anything. People complained on old games that they had to wait for too long, to play. But I think the fast games of today, push quantity over quality. The more time you have, the better your story will turn out to be.
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Szuvas Fogbank the Skinny Innocent Inn-Dinner of Spinning

The spinning ☼dwarf leather earring☼ strikes the Spirit of Fire in the lower body!
The lower body flies off in an arc!

A new crazy succession game! Are you up to the challange? http://www.bay12forums.com/smf/index.php?topic=114041.0
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