I gave my soldiers "Security shoes" as part of their uniforms that replace clothing and they wear them. In vanilla DF I also didn't have much trouble with boots and soldiers. You don't have to assign boots individually - my ponies pick four of them just fine. Socks may screw this up, however. Oh and of course they can't wear light horseshoes and security horseshoes at the same time.
Pellets are produced at the forge in batches of 25 from one bar. If you haven't already, change that to 50. It will be consistent with pellet crate and pellets are weak anyway. If someone isn't going the bone route, he is likely to need a lot of pellets anyway.
I have seen a stack of a 100 steel pellets in a quiver, so quivers are most certainly not limited in capacity to just below a 100 items.
My problems with opening cans of food and drink apparently ended when I moved a bar and a kitchen closer to the stockpile. Automatic reactions in DF have a range limit. That's just the way it is.
I'm not 100% sure, but I think bullets are reusable if they don't break the first time. It is just the name that changes.
I run Stonesense. It printed a lot of warnings about unknown items, but worked. The picture below is from a slaver ambush.
The music in-game stopped working for unknown reasons.
My fort continues.
Phew, I thought my save got corrupted, but I just screwed up the graphics settings.
Caps died despite my efforts to save her. Nerdie, her husband, became the new militia commander.
Textbook needs a rough gem to finish her creation. I normally have lots of them, but not this time. Hopefully my miners will dig something up soon. I even designated an additional tunnel close to where a cluster of gems was found earlier.
Short Bursts has become attached to his *pine riot shield*. Phew, whatever.
Puppy Smiles decides to go find somepony in charge to cry on her, because she was disgusted by miasma, caught in a snow storm, but worst of all saw a fly and was accosted by that terrible vermin. Poor thing doesn't get it, that we're fighting for our very survival here.
My miners decide that storing all kinds of items in bins is more important than mining. I tell them otherwise and disable their hauling. It helps.
Marble Statue and Tasty Scraps get hospitalised. It is those feral dogs again. Gypsum Casts is also in the hospital. Meanwhile Splint goes to carry a bag to a stockpile. I need more idlers for that!
A caravan is on the horizon. They wear the markings of slavers and DJ PON3, who has proven mostly reliable thus far, warned about them, but they don't look heavily armed. Surely they come here just to trade, otherwise they wouldn't have those wagons full of stuff. A casual inspection reveals that they don't have hidden soldiers in there, so they are welcome to the marketplace.
Textbook gets chased away from her workshop and wounded in the head by a feral dog, but quickly returns to waiting for her gem after a soldier deals with the threat.
Extra Caps goes to look over what the caravan brought. There is unsorted scrap, some of which looks quite promising, combat armour with gem decorations, ammo for rifles, fish, vegetables, thread, yarn and... three miserable-looking ponies in cages. Two Earth Ponies and a Unicorn. After a discussion with some of the more prominent citizens, we decide not to trade for slaves for ethical reasons, although it is a close tie. On one hoof slavery is a bad thing, those slaves wouldn't meet the standards to become citizens anyway and having "servants" around might rub some of us the wrong way. On the other, we badly need more hooves to work and by the looks of them, they would be better off staying here anyway. (( In reality, I traded for some of the things I wanted, except slaves, armour and ammo, but didn't get enough prepared food moved to depot by the time the caravan left. Also, both ponies qualified for trade were busy. Feral dogs are not as efficient money makers as I thought. Sure, they leave stacks of 15 meat, but lots of internal organs too and those are cooked into small stacks. Selling large stacks of Quarry Bush leaf roasts would be more efficient. ))
Much to my surprise, when the slave traders were unloading their goods, another band of them came along heavily armed and started shooting. The traders said, those were from a competing company and that our security should be able to handle them.
The ambush consists of 4 gunners with three combat rifles, lead by a lasher. They wear combat armour. I can't simply order civilians inside and close the door, because we're still trading. While they approach, they are shot at by the usual assortment of militia and stationary defences, while engaged by Shashing Hoof, one of our machete soldiers. A moment afterwards Sparkilng Clean, the new melee squad replacement, joins the fray.
The Lasher pierces Sparkling Clean's barding, as if it wasn't even there, wounding him severely, without even getting a scratch in return. Smashing Hoof doesn't waste time. He blocks some bullets, scores a few hits and one of the attackers bites the dust. Most bullets simply plink off of the invader's armours, but some still strike and wound them.
Another enemy is quickly knocked unconscious. Meanwhile Nerdie fumbles around in the armoury, getting dressed. His speed is greatly reduced by his crutch, but his determination is absolute. His wife, Caps, died recently and he doesn't want the same to happen to his daughter Textbook, who is standing outside talking about gems, with her desire to create something beautiful overriding even her survival instinct.
Sparkling Clean, already severely wounded by the Lasher, gets shot in the head and killed. Now Smashing Hoof has to fight against 3 enemies. The slavers have a lot of ammo, while some of our soldiers begin tu run out of it. Not Lilly Butterfly though, she picked a 100 steel pellets we found in a chest.
Smashing Hoof blocks or dodges many attacks, but some get through. He may be no match for their leader, but he still kills an unconscious gunner and goes after another, while still in pain from the lashes. In a desperate attempt to end the combat, he enters a marital trance, strikes true in the Lasher's rear right ankle and wounds it so bad, that the enemy leader passes out from pain. Our hero kills him quickly, them goes for another gunner, knocking him down and killing. The last remaining invader flees. We have won, but it still costed a life.
I station the BB squad north of the camp to fend off feral dogs. There have been some attacks by them on salvagers.
We have too much work and not enough ponies. The layout of the vault is also not a good one. There is too much walking to get anywhere.
The marble layer had some chrysoberyls. Textbook is rescued. She made a rock salt drum and became a Great Stone Crafter.
On the tenth on June the water has finally thawed. It filled the cistern quickly and didn't overflow, so it worked just as intended. Shortly afterwards the slaver caravan left.
With the shortage of workforce around here, Fleur takes over the customs office, while Extra Caps will be a woodworker and a salvager. Fleur is going to focus almost entirely on paperwork.
Dogs die to small calibre bullets, but it wastes a lot of ammo.
A foal snatcher dies in crossfire.
Psalms became elected the overstallion. This changes little in the way the things are run around here.
A feral pegasus ghoul shows up and is killed.
The small calibre bullets are running out fast. There are 3 rifles in the camp and a few legendary marksponies. It may be a good time for an upgrade.
A pack of dogs is decimated by so many marksponies, that their shots look like submachinegun fire. Fights like this result in large puddles of blood, some bullets and casing all around it and the need to manufacture more ammo. Fortunately cremating remains has been delivering some potash and a caravan from the stable promised to bring saltpetre next time, so we just need to hold out.
Evening Prayer has given birth to an Earth Pony buck, Salt of The Earth.
Smashing Hoof clashes with a black radscorpion and they both retreat, wounded. The soldier goes to the hospital, but Splints is busy with all kinds of things.
I re-organise the military:
Nerdie and Smashing hoof get to be the only melee soldiers for now. They get combat armour, machetes and lots of shields.
Three best shooters: Trigger Happy, Short Bursts and Shadowdancer get rifles. They are to train melee combat in the barracks all the time and be only called upon in times of need. This is to conserve their ammo and hopefully to make them better in close combat when their ammo poaches run out.
Psalms and Hail of Metal are going to patrol the perimeter of the camp with pistols.
Lilly Butterfly, Prime Rib, Gypsum casts and Apple Pie will continue to train shooting with BB rifles.
There is still no internal security, but there has been little need for a police so far. In any case the prison is ready.
We digged up a Stable-tec crate from the scrap the slaves brought. It had a Stable-tec processing matrix, a charged battery, a depleted chainsaw and four pipbucks.
Five new migrants have arrived. This includes two foals. They brought a Mr Hooves with them. Campfire Story joins Nerdie's squad.
The soldiers sure take their time figuring out and picking their new equipment. Psalms decides to buck it, goes to patrol the camp naked and stomps on some radroaches for good measure.
Campfire Story, the new machete soldier, dies to a radscorpion. All security is ordered to engage it, equipped or not. One radscorpion is killed quickly, but another one takes down Shadowdancer. It is shortly afterwards engaged with pistols and rifles. Meanwhile two pegasai ghouls rampage near the centre of the camp. They are killed of course, but damage some of the robots and turrets. One ghoul even emits some kind of radioactive vapours. As a last ditch effort the scorpion, who killed Campfire Story and Shadowdancer, charges Trigger Happy, but he shots it in the head and kills it. (( I think I won't assign new ponies to the melee squad for now. Too many of them die quickly. )) The radscorpions seem to have some kind of paralysing venom.
Smashing Hoof is still at the hospital, but he has at least been diagnosed. There is so much to do around the camp, that even the foals are busy all the time.
Warm Blanket went to fetch Campfire's Story stuff. He was chased by a feral ghoul and killed before he made it back to the camp. The ghoul was taken down quickly afterwards, but not before wounding Prime Rib and pushing him into a pond. The recruit can't swim, but managed to crawl out anyway. Just when I thought we would be safe from wildlife, we're running out of coffins... again.
Notice the red and green blood puddles around the camp. They are from packs of dogs and ghouls who died to massed firepower.
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