My fort continues.
Seven migrants arrived, despite the danger. The Steel Rangers left them alone, so the trapped section of the gate was opened to let the new ponies in.
Scorpion Bolt has given birth to a Unicorn buck, Pale Hide.
Indigo is very very depressed after her Mother's death. Maybe something can be done to cheer her up? She gets a room. That's about all that can be done for now. It doesn't help. Both her parents are dead and there is no one to take care of her. She is hungry, dehydrated and wandering around in the dining room. Poor thing.
Huh, somepony I don't know wanders around, looking suicidal. That's depressing, but nothing can be done about it. He might be one of the traders or outpost liaisons.
The pellet recycler at the shooting targets works very well. If a pellet hits a wall, that is channelled underneath, the pellet is not destroyed.
All citizens are submitted to GOAT and some labour assignments are shifted. 12 new soldiers are chosen to train wrestling in two-pony squads for a year. The goal is to have them spar and train dodge and armour user as well as some other skills, like kicking. Unfortunately this makes many ponies unhappy and puts a big dent on the already thin-spread workforce.
Joy of Science becomes the new executor. He gets Clay Sculpture to command. The rest of squads are:
Saber and Cherelee,
Marble Statue and Glass Shards,
Bright Future and Whip Lash,
Clay Pot and Plow
Traction Bench and Sophismat.
The Chainsaw and Ripper squads also got heavier armour: Combat Barding and Helmets, Combat boots for four of them, 3 jumpsuits and 5 leather hoods (made of heavy carapace or heavy leather) each. This will slow them down, but hopefully improve their survivability. All of them are also eligible for a SATS upgrade.
A wastelander diplomat has arrived. OK, whatever. Maybe somepony will find time to talk to her.
A caravan has arrived, but without their wagons. The Steel Rangers are gone and we forgot to open the trader gate. Gah :/
OK, forget that. They got ambushed by Steel Rangers. Again. We lock all gates. A second Steel Ranger ambush appears. There is supposedly a third ambush, but only a single Senior Paladin in a jumpsuit appears. Have they sent a diplomat or what? The gunners are sent to protect the gate. So are the BB trainees.
Trigger Happy managed to wound a Steel Ranger. The rest of the gunners took some pot-shots at Steel Rangers passing by our wall. Some of them were also killed by the caravan guards. Who the heck would make Power Armour out of copper, of all things?
Turns out, soldiers like to pick up glass vials filled with precious and heavy golden salve and use that as their flasks. Note to self: Never ever extract golden salve. I guess, I'll just have to dump those. I'm not having my soldiers walking around with 40 kg flasks.
A thief has stolen something from outside the walls. I don't care, the moment we go out to clean this stuff up, we'll get jumped anyway.
The Steel Rangers have left, so we can finally go outside. More Steel Ranger Scouts show up. The cook Fancy Pants gets wounded.
Some work on spells is started, but it depletes the batteries too fast, so we'll need a Prismatic generator to do this for real. Still, a few illusion spell hologems should be ready soon. As none of the Unicorns is particularly skilled at magic, only relatively simple spells will be prepared.
After switching some soldiers to combat armour, they walk much much slower.
(( I think the weights are too big. a pony weights 70 kg, security barding 100, combat barding 150 and power armour barding 250 and that's just the torso piece. Nerf! More of my theories on this below. ))
Bureaucracy had an accident while mining a chimney. She fell down and broke three of her legs.
((Oh well, the miners are so stupid, that I think this is going to be the last time I bother with chimneys.))
Some migrants have arrived despite the danger, which brings us above 80 population. Whoops.
Military Campaign entered a strange mood.
Library Card put the minigun potion in her flask and the Ripper squad all got SATS.
The "For The Will Truth" picture was funny, but that pony was naked and held the barbed wire her with bare and wounded hooves. Even most raiders aren't this crazy.
I rather like the picture of the Minotaur, although a Dashite got there somehow and I think those aren't implemented yet. Oh and I don't see this as "stupid", just soldiers doing their job with what tools they were given. Ah, I get it after the explanation. They could follow the order to go inside, but they insisted on attacking anything hostile they saw. Oh, and BTW, put some fortifications on top of that wall.
<--PreviousNext-->
You may have skipped this the last time, but I must say it again: Prismatic smelter only makes 1 bar of iron or any other metal out of ore, not four. This is OK for scrap, but not for magnetite. There should be a long list of "smelt magnetite", "smelt cassiterite" and so on, with proper amounts of bars.
Who the heck is "Stable Dweller?" The Baron /Duke? Should I promote Fleur to that position?
Hey, I can rename squads in this version of DF. I didn't know. The only problem is that my names are never quite so poetic as those DF makes up. Just "Chainsaws", "Rippers", "Rifles" and "Recruits 1-6"
I can't seem to find a reaction to produce combat armour anywhere, but I have a few pieces that seem to have been made at my fort and have quality. Could this originate from opening boxes of Combat Armour? I had at least one. In any case, I'd like to be able to make combat armour at the prismatic forge, preferably with no schematics. My head cannon is that not only can it heat things up to the melting point, using a sustainable magic reactor for power source, it is actually something of a small magical factory. While it can't make really complex things, like spell matrices, it can shape metal very well and if it can make Power Armour (without a blueprint!), combat armour should definitely be possible.
Besides it is a bit up the technology tree anyway and the ponies will still need security barding to survive the first few years until they luck out on some good salvage.
Power Armour and Scorpion Power armour should be producible only at the Prismatic forge. They need lots of complicated parts and that's more than you can make with hammer and anvil. For some reason I can't find the reaction for them now, but I've seen them somewhere. IIRC Power Armour can only be made out of steel and Scorpion Armour out of plasteel. Well, at least chains can be produced out of star metal.
I figured out that ponies who install SATS not only have it in their combat reports "r-> ... is fighting! -> ... has installed SATS", but they also blink cyan-blue mechanism symbol.
High tier armours should require cloth for padding. Dwarves make them out of steel, but modern combat armour is more like Brigantine than carpace. Power armours would also require a lot of padding inside and I think I've even seen it in fallout wiki somewhere. Instead of some cloth, the reaction could take 1-3 jumpsuits.
Consider making the Prismatic Forge 5x5 tiles to reflect that is is a small magical factory rather than a simple workshop.
Consider adding 2 steel mechanisms to reagents for power armours. They also should definitely need schematics, as they are much more complex than rifles. Of course those schematics could be reverse-engineered from Steel Ranger gear as well as found in crates.
I'd like to get the ability to copy schematics again. It shouldn't be difficult to do and sometimes you may want to produce things in parallel.
I was wondering if we could make plasteel chains, but I don't think it would work as chanisaws need chain out of WEAPON_METAL which Plasteel isn't, afaik. One solution would be to replace plasteel plates with plasteel prefabricate, that is forged into plasteel bars at the prismatic smelter and then can be used just as any metal. (Including making armour and chains for chainsaws.) (It would be a bit like finding nerfed starmetal strands in crates.)
I was wondering why the heck do my soldiers slow down to a crawl after equipping anything heavier than security barding, even when they have around 2k strength and agility and came to the conclusion that it may have to do a lot with armour user skill.
My ponies generally get so good with shields that they barely train dodge and armour user at all.
In 40d armour user decreased the effective weight of armour and it may still be the case:
http://dwarffortresswiki.org/index.php/40d:Armor_user High quality armour may add to armour user skill for that piece, making it lighter. In older versions of DF this bonus would be =Skillx1.8 +4= for exceptional and **Skillx2 + 5** for masterworks. At least it worked that way for weapon skills.
My combat armours usually have no quality, while my security barding is in general at least exceptional. My soldiers have 0, 1, sometimes 2 and in rare cases 3 armour user.
Security barding set:
vial and backpack: varies, but around 10 kg or less total.
jumpsuit 1x1kg,
security barding 1x95 kg,
security helmet 7 kg
tough carpace hood 2x1kg
security boot 4x2kg
chitin riot shield 2-4x1kg
weapon (chainsaw) around 6kg or (rifle + quiver) around 10 kg or less total.
TOTAL: Around 130 kg on a 70 kg pony. About as fast as wearing just clothes.
Combat Armour set:
Flask and backpack: varies, but around 10kg or less total.
Jumpsuit: 3x (1kg for wool, 3kg for Synth-reed, so 2 on average)
Combat Armour: 152 kg
Combat Helmet: 12 kg
Though Carpace Hood: 5x 1 kg
Combat boots 4x4 kg
leather riot shield: 2-4x 1kg
weapon(chainsaw): 6 kg or (rifle + quiver) around 10 kg or less total.
TOTAL: Around 210 kg on a 70 kg pony. Slow.
For Power Armour the breastplate alone weights 243 kg.
I believe the weight of the breastplate has something to do with MATERIAL_SIZE so reduce this if it makes sense. Personally I think the "too heavy to move quickly" should apply to Power Armour, but not combat armour.