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Author Topic: Golddepths, The Glorious Fortress (Succession Fort)  (Read 6948 times)

CaptainArchmage

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #30 on: October 29, 2012, 06:28:26 pm »

When I saw the email sitting in my inbox, I thought another drunk had kicked the bucket. Turns out we were on a reclaim, and the expedition leader on the RECLAIM had kicked the bucket.

I've picked the current expedition leader as Arch, changed the reclaim burrow, and ordered some of the important equipment pulled underground. I sealed off the rest of the fort with a steel wall, so the only way out from the reclaim room is now the oaken hatch.

The area around the wagon is clear, so I'm going to wall that off before anything worse happens.

Update: Wagon area completely sealed off. There are no doors in or out. The next thing annoying me is the crop of plump helmets that are ripe for harvesting. If we don't get these harvested, we still have more to grow, but still...
« Last Edit: October 29, 2012, 06:48:27 pm by CaptainArchmage »
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peregarrett

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #31 on: October 30, 2012, 12:58:32 am »

Why, why steel?! I've brought a shitload of oak logs for that!

But the guardtower at the wagon place was my project also. With zombie moat around it
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CaptainArchmage

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #32 on: October 30, 2012, 11:59:37 am »

Why, why steel?! I've brought a shitload of oak logs for that!

But the guardtower at the wagon place was my project also. With zombie moat around it

Because the wood was all in the wagon, and the closest thing on hand was steel. After walling off the wagon I removed the steel barrier and placed a log wall to the farm room, which was finished just before a skeletal yak arrived.

I'll need to dig out an escape tunnel for migrants to use, which should run right to the map edge.

Update: Once we get some doors manufactured, I can set up the escape passages, which also double as entry passages for migrants. A blind cave ogre got out of the caverns, and started beating up the zombies in the fort.

I tried to get the plump helmets by taking down the oaken wall blocking the reclaim shelter off from the rest of the fort. For some reason, the farm growing the plump helmets had been obliterated by someone or something. Additionally, I had an incident of teleportation when taking down the wall, where some of the plump helmets teleported into the hallway (note: I did some savescuming to test out this weird bug; it happened every time the wall was taken down. This version has some strange bugs...). The wall was put back up as the creatures weren't going to stay dead long.

We didn't recover all the plump helmets, but those that are outside the shelter are in a food stockpile so they won't rot. I've dug down into the red sand and set up some temporary farms down there to grow plump helmets.

I'm currently working on a bunker inside the stone layer, which should be able to sustain a population of dwarves safely for extended periods of time, perhaps indefinitely. If I can, I will plumb this into the aquifers that seem to be present on the map.
« Last Edit: October 30, 2012, 07:43:00 pm by CaptainArchmage »
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CaptainArchmage

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #33 on: October 31, 2012, 08:51:18 am »

So... how long do I have left to post the save? I'll do what I can tonight, and if you want it then I'll post it.
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Eastep

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #34 on: October 31, 2012, 09:38:24 am »

If the first year is all wrapped up, or your dwarf Arch is dead, then just zip up the save and get it to us the first chance you can. Everybody has RL stuff, so I'd we don't get it until late tonight or tomorrow, we understand!
I am curious to see how this bunker is looking though! It seems like it might become the heart of Goldsepths...
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CaptainArchmage

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #35 on: October 31, 2012, 12:25:47 pm »

If the first year is all wrapped up, or your dwarf Arch is dead, then just zip up the save and get it to us the first chance you can. Everybody has RL stuff, so I'd we don't get it until late tonight or tomorrow, we understand!
I am curious to see how this bunker is looking though! It seems like it might become the heart of Goldsepths...

I'll play to the end of the year if I survive that long then.

The original fortress is still off-limits because of zombies. It is also open to the caverns.

Update: The entrances to the bunker were dug out. The first one dug ends north of the river, and the exit to the underground hasn't been dug there. The second one ends on the fortress side of the river, and I had to dig that staircase to let in the migrants. Both exits have doors.

Despite expanding the reclaim burrow to include the entrance tunnels and setting up an alert, the migrants interpreted this as "rush to an area within ten meters of the wall surrounding the wagon." There isn't any way in, so I stood down from alert and drafted all the migrants into the military, and ordered them down the staircase before locking the doors. They got in without any casualties, although since they were drafted into the military they did engage some of the cat skeletons and there were injuries; we have one farmer with a broken elbow and a stoneworker with a broken upper spine and broken left ear. The said stoneworker was knocked unconscious, but still took the time for a bath after waking up, and got inside before the undead caught up with him. The fisherdwarf militia captain decided to fish right after the military orders went down, so I promptly redrafted her. She got inside after eliminating more of the undead.

List of migrants (and their injuries and kills):
Reg Laudedbasement, Stoneworker (broken upper spine, broken left ear, and bruised right lower arm; kill count at one zombie dwarf)
Feb Walledhammers, Mason (bruised skull; kill count at one zombie pike)
Datan Bronzemob, Armorer (no injuries; no kills)
Zulban Crestedboots, Glazer (no injuries; kill count at one zombie cat)
Bomrek Prophetwhipped, Stonecrafter (no injuries; no kills)
Aban Twigcloisters, Fisherdwarf and drafted militia captain (no injuries; kills at one zombie cat and one zombie dog)
Morul Rockdelight, Farmer (broken right elbow; no kills)
Gashud Citybrave, Dwarven Child (no injuries or kills)
Medtob Lancertyphoons, Dwarven Child (no injuries or kills)

Second Update:

I've gotten back to the save and done some Dwarfings.

Dr. Valrandir - Chief Medical Dwarf (the reclaim seven medic and woodcutter)
Scruffy - As Scruffy Lancertyphoons the Dwarven Child after looking at your sig and noticing you're about to come of age before the year is up. (Both Citybrave and Lancertyphoons will come of age this year).
Brewster - As the bookkeeper.
Peregar II - as the militia captain of the summer migration.

As none of the steel helms brought on embark were being used by the militia, I ordered them to switch to them. We also have an inordinate amount of copper bolts - I believe we should try to obtain weapons that will no run out of ammunition in the face of the local wildlife.

"Gold Sector" has been dug out two levels above the roof of the first cavern layer. This is going to provide most of the housing our entire population this year, as well as offices for our manager and bookkeepers to work from. It has a special room assigned for well use, but I'll need to dig out some plumbing to the aquifer in order to get that working. In the future, it can work as a safe bunker if the future fortress of Golddepths is overrun.
« Last Edit: October 31, 2012, 08:04:45 pm by CaptainArchmage »
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Valrandir

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #36 on: November 01, 2012, 09:08:19 am »

Dr. Valrandir is observing that several dwarves are injured and in need a medical assistance.

To this end, an hospital must be built.

It will need 3 bed, 3 tables and 3 traction bench.

The design will be as such: W=Wall T=Table B=Bed R=Traction Bench C=Coffer D=Door .=Floor

WWWDWWW
WW...WW
WT...RW
WB.C.BW
WR...TW
WWTBRWW
WWWWWWW

We will also need to plant pig tails as soon as possible, to get ropes for the traction bench, and thread and cloth for the hospital supply.

I will personally oversee crutch/splint and soap production when the time come.

CaptainArchmage

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #37 on: November 01, 2012, 09:39:39 am »

Dr. Valrandir is observing that several dwarves are injured and in need a medical assistance.

To this end, an hospital must be built.

It will need 3 bed, 3 tables and 3 traction bench.

The design will be as such: W=Wall T=Table B=Bed R=Traction Bench C=Coffer D=Door .=Floor

Code: [Select]
WWWDWWW
WW...WW
WT...RW
WB.C.BW
WR...TW
WWTBRWW
WWWWWWW
[/pre]
We will also need to plant pig tails as soon as possible, to get ropes for the traction bench, and thread and cloth for the hospital supply.

I will personally oversee crutch/splint and soap production when the time come.

I was going to do that, however, we have a serious bug occurring. There's one tile on which at least dwarf got stuck on. There's an injured farmer who has the status "no job" and just won't do anything otherwise. The injuries aren't severe, and there isn't unconsciousness. Designating a hospital zone doesn't seem to do anything there, though other dwarves have been getting medical attention. Apparently, you can move the farmer around through setting up alerts, but this doesn't get her to do anything (and will dehydrate otherwise. There's plenty of booze and there's water available too).

I think the cause of this was when the summer migration wave got through, the farmer had been rescued. However, the squad was drafted halfway down the tunnel, and she was dropped and never moved from the tile afterwards, which would make this a bug. I'm wondering whether there's any dfhack to "force reset" this kind of behaviour. In the bugfixnews, I think this could use some looking into. In the meantime, I'd recommend that people avoid drafting dwarves carrying other dwarves.

@Valrandir: We already have some furniture production up, and outside Gold Sector there are two 7x7 rooms that I was going to use as a dining area and as food storage. We're also nearly out of wood, as some of it has been used to build walls and the rest has been used to make beds. I was going to make some mechanisms for a garbage compactor, so making traction benches shouldn't be a problem. Pig tail farming was up when I decided to plant all the seeds we had in the emergency escape tunnels, but those haven't been processed yet.
« Last Edit: November 01, 2012, 09:51:43 am by CaptainArchmage »
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Valrandir

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #38 on: November 01, 2012, 12:06:23 pm »

Thanks Arch.

Dr. Valrandir say that the dwarf who got dropped while being in-transit is still in-transit and so won't so shit.
The official pronostic is that dwarves won't touch him because he has been infected by some undead disease.

The only reasonable solution might be to channel a pit right under him, then seal said pit by putting a statue over it. Also cut down a rock into a slab and once the infected finally die, engrave the slab and place it in front of said statue.

It might also be a good idea to disown the infected of all his posessions and then dump them, leaving the patient naked in the dirt pit.

This will serve as a memorial and reminder for dwarves not to get infected by the undead. Either fight and win uninjured, or die fighting, or die of dehydration naked in a dirt pit.

Dr. Valrandir, Phd.

Eastep

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #39 on: November 01, 2012, 12:25:56 pm »

Seems like a lot of bugs are cropping up for this map. I've never really encountered any before, so it's a mystery to me! So far, it seems like the fortress is at a point where it won't just collapse at the first tragedy... And is metal production going along okay? I looked over one of the saves, and there is a lot of coal and lignite near the original fortress, and it's well away from most of the aquifers that line the map. Then if you managed to retrieve the anvil, that seems like the start of a metal industry in Golddepths!
And I know that some decent equipment was brought in for the military, so is there a dedicated squad that has been training to protect the fort? A necromancer invasion is going to happen eventually, and we are going to need a military to deal with that kind of stuff...
Maybe in the second year!
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CaptainArchmage

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #40 on: November 01, 2012, 03:44:08 pm »

Seems like a lot of bugs are cropping up for this map. I've never really encountered any before, so it's a mystery to me! So far, it seems like the fortress is at a point where it won't just collapse at the first tragedy... And is metal production going along okay? I looked over one of the saves, and there is a lot of coal and lignite near the original fortress, and it's well away from most of the aquifers that line the map. Then if you managed to retrieve the anvil, that seems like the start of a metal industry in Golddepths!
And I know that some decent equipment was brought in for the military, so is there a dedicated squad that has been training to protect the fort? A necromancer invasion is going to happen eventually, and we are going to need a military to deal with that kind of stuff...
Maybe in the second year!

In order to fix the farmer bug, I will go and dfhack her with the new "make creature not a part of this fort" command and back, and see if that gets her to do anything. If that fails, I will revert to one of the numerous backups I've been keeping. This will take a bit, since I'm now mostly busy until the weekend.

I believe the anvil was in the wagon, which was walled up. There is another anvil outside from the previous embark. There isn't any metal production in process, as we only have two logs of wood left over. There is iron and tetrahedrite available. We also got a lot of steel bars along with the embark, but I'd need to have a reasonable source of fuel for that first.

The only weapons available within Golddepths are picks (both in use by miners) and crossbows. There's an iron axe I want to try to recover from outside, but before that I want a proper way to dispose of the undead.
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Valrandir

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #41 on: November 02, 2012, 08:42:24 am »

Quote from: CaptainArchmage
Quote from: Eastep
but before that I want a proper way to dispose of the undead.

Dig a pit outside, make it a garbage dump. Slaughter then dump the body parts down in there. Then you can get back control of the map.

You could also build this as a dodging trap for invaders to fall in the pit of undead, kill them, fall and raise.

CaptainArchmage

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #42 on: November 02, 2012, 09:45:06 pm »

In an effort to get around the bug, I'm going to try reverting to an older save just when the migration wave arrived. The tile seems to cause all kinds of weird stuff - a ghost gets stuck on it, and it doesn't seem to be possible to channel the floor out either. I tried DFhack on multiple iterations to fix the thing; I wasn't able to find a specific command to fix this kind of behaviour. I did, however, manage to release the HFS and cause a loyalty cascade within a second of each other on those trials, so I must be doing something right.

Actually, this might be useful for a "revolution mode" fortress :D.

Update: Well huh, it looks like Dr. Valrandir just took the farmer to the designated emergency hospital zone with the job "Diagnose Patient". I'll have to work through 30 days of in-game stuff and re-dwarf everyone, so please stand by. Note to self: Hospital zones prevent bugs.
 8) 8) 8) 8)


This is back on the mac version, so no hacks.

Update 2: So, what are the odds of randomly designating a pasture and meeting zone as a hospital zone... and having two injured dwarves brought there... and there being exactly two beds in the zone?

@Dr. Valrandir: At this point, the injured engraver,  has come to the newly assigned emergency hospital zone. You've brought the farmer

In general, I'm going to aim for a proper hospital, perhaps in "Green Sector", but the one thing I'm going to avoid is adding chests because of the infinite stockpile bug.
« Last Edit: November 02, 2012, 10:22:22 pm by CaptainArchmage »
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CaptainArchmage

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #43 on: November 02, 2012, 11:12:24 pm »

We're now at the Autumn Migration Wave. I got all the dwarves inside, but one alpaca is still outside. The population is now 22. I'm going to see how much we can trash the undead currently on the surface as it is.

Update, 16th Sandstone of the year 1052:

We've broken out on the surface! I'm going to set up a compactor to crush the remains of the undead.

Further Update: We have a garbage compactor set up. Anything that can't be processed, is not a part of a dwarf or other sentient being, will likely be tossed in here. I think the surface should be reasonably safe afterwards.

I'm going to set up a surface depot so we can get traders with wagons in. Hopefully, we can then unlock the doors to the old settlement and clean it up. On that note, the survival shelter is actually a lot better than the old fortress now.......

Another Update!

The compactor was tested successfully. Also, we have a surface depot up just in time for the traders! In the meantime, I will look into ways to store the dwarf corpses and bodyparts. I will also need to take down the oak walls and replace them with proper stone walls. In other news, we have 150 mugs...

Fun discovery: Apparently, undead can be butchered and eaten.
« Last Edit: November 03, 2012, 10:51:02 am by CaptainArchmage »
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CaptainArchmage

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #44 on: November 03, 2012, 07:38:27 pm »

Trading season is over! Hopefully no further bugs will interrupt this year. I've traded some of our mug reserves for a good deal of plump helmets and fish along with some thread, and the caravan's supply of metal.

I had to atomsmash the dwarf remains on the map, because apparently normal storage methods are insufficient on these maps.

Mid-Winter Update: 12th Opal 1052

The undead have been wiped out from the surface! I'm not going to try reclaiming the main fort now as some blind cave ogre got robusted in there and is currently undead-ing behind the closed doors (locked to prevent things from getting out, not in), but I am planning out the structure of the main fortress. Naturally, it will be connected to the survival bunker, but I am using that connection as an access point for now. The primary fort plan won't be connected up to the stairwell until there's a good reason to (i.e. because that section has been secured), but I have planned out a hallway and a prison with two blocks of cells, along with some better housing. Until we get more miners, it will take a while to dig that space out. In other news, Reg Lauded basement has recovered from his broken spine and also from his broken and infected ear thanks to Dr. Valrandir's treatment!

Note: I think I will mod cartilage to heal if its OK with people. This hasn't gone in and I think its listed on the bug tracker.

Arch's Log, 16th Obsidian 1052

So apparently the shale door on the old fortress wasn't as Ogre-proof as we thought. The undead burst out of the old fortress whilst the wooden wall around the wagon was being replaced with a shale one. Fortunately, our three-marksdwarf squad managed to hold them back. I decided to put the results in the smasher and pull the lever before anything re-animated. There's still a few undead left inside the old fortress, and I'm going to clear them out and seal off the caverns.

Note: Apparently the teleporting items bug is a serious problem with this version of Dwarf Fortress. I had to chance some asshole's left arm around as it kept teleporting each time one of the dwarves took down a wall.
« Last Edit: November 03, 2012, 09:43:38 pm by CaptainArchmage »
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