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Author Topic: Cheesefurnace - Reanimated fortress of dwarf saving.  (Read 17157 times)

Volfgarix

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Re: Cheesefurnace - A Succession Dwarfkind Rescuing (Players needed)
« Reply #90 on: March 03, 2013, 05:34:26 am »

Ok we, should skip him.
bp920091 it's your time now.
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bp920091

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I got this

Ive had a REALLY busy past couple of weeks, but it is mostly over now.

Wait... Where's the download...
« Last Edit: March 04, 2013, 04:56:52 pm by bp920091 »
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

Volfgarix

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Medkit The Spy have last save. Look at posts.

http://dffd.wimbli.com/file.php?id=7394
« Last Edit: March 06, 2013, 11:10:34 am by Volfgarix »
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CaptainArchmage

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How's this doing for payers? I can sign up for a turn.

Does this fortress get any migrants?
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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.

SilverDragon

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It's doing for players at maybe 2 or 3 players by now, I don't think it'd be hard to get a spot. :)
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Apparently coding DF is equivalent to slaying hydras.

bp920091

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Ok, ive got the save, starting to play now.

First Impressions:

Has NOONE ever heard of Quarrantines? Barring any efficiency improvements, what is to stop some depressed dwarf from snapping when in their workshops and killing some of their fellow dwarves before the millitary shows up.

Secondly, why is it that we have no traps guarding the entrance. They may not be super dwarvenlike, but they are at least secure. OK, i see the one row, but that's not nearly enough... Time to whip this fort into shape!
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

bp920091

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overseer's log

Granite 1:

I dont know who designed this fort, but it is obviously someone who has never had to endure a multi-year siege. Farms are outside, the way in is protected via ONE row of 1 weapon traps. Well, that changes now.

First off, a rehaul of the forges is being done. We have space for 6 smelters and 2 forges, yet only 1 forge and 1 smelter is being used. This ends now

Spoiler (click to show/hide)

20th Granite:

No migrants this season... Dunno why

10th Slate:

Progress on the trap entrance is continuing on schedule, nothing major is happening

6th Felsite:

Progress on stage 1 of the trap corridor is complete

The trap corridor works like this:

Spoiler (click to show/hide)

7 Silver War hammer weapon traps

10 weapon traps with 1x iron giant axe blade and 1x iron serrated disk immediately follow.

This should be good for a long time

Stage 2:

2 and 3 multiples of the weapon trap, with fortifications carved into the walls, so that archers can rain death down on the invaders while they are running away

15th Felsite:

Congratulations are in order to Ushrir Igatholtar, who just gave birth to a boy. This brings our fortress population to the whopping total of 18

Current Census:

Spoiler (click to show/hide)

Additionally, the miners have mentioned to me that they are now done with everything that i have designated. As such, i am making 10 tombs, for overseers and nobles, as well as a mass graveyard for everyone else.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

16th Felsite:

An elven caravan has arrived!

It is at this moment that I realize one crucial flaw in our defenses.... We dont have caravan access. At the moment, this is not a problem, as the elves didnt bother to bring any wagons, but i have since recified the problem with the free time of the miners (also, it gets them some air, as they might not see it for a long time, what with them tunnling for long periods of time.

11th Hematite:

The traders are leaving soon, and we picked up a bunch of cloth and a few other things (mostly splints and crutches) for the price of a single iron giant axe blade.

15th Malachite:

After taking a look at the fort, i have seen a few strange things

First off, Peregar has rotten fish in his dorm, they are solid green, and he sleeps with them on his bed. ... Ok, that fish just moved to his floor on its own... im not gonna ask

All of the war dogs are "Dented" but otherwise unharmed

The one hunting dog that we have has about 10 puppies that scurry along right after it as it wanders around the fort.

We have a GARGANTUAN amount of fish, and i have no idea where it came from. Literally, we have over 425 fish just sitting in barrels, ready for processing, yet we have ONE fishery.

« Last Edit: March 06, 2013, 11:56:53 pm by bp920091 »
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

Volfgarix

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About migrants:
Did you read the first post?
World had 15 dwarves, who will migrate here, huh?

Silver war hammer as trap weapon? Spiked ball are better.

Tombs, good idea.

About caravans:
Try to channel a good way for them. Make mountain road (with space for wagon on every single Z level).

Selling useful things to elves? You are crazy?  >:(
We want to sell to them lead goblets!

We have farms much deeper. You will also find water canal which lead to waterhouse, the source of water and fishes.
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bp920091

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Silver war hammer as trap weapon? Spiked ball are better.


I always use them as the first stage of a trap hallway, as it will often cause breaks in the bones of invaders, for the remaining traps to take advantage of (Hard to dodge when you have shattered knees)

Selling useful things to elves? You are crazy?  >:(
We want to sell to them lead goblets!

Given the fact that i have few dwarves to work with, and that we have literally 500 iron bars, i had a dwarf make a very "Common" trap component, for purchasing cloth, booze, and plants from the elves

Lead goblets would take up valuable forging time... perhaps later
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

Ruhn

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Go Team!! Save dwarf-kind from extinction!

Is fancy farming seasons the only thing different in this mod?

Volfgarix

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Is fancy farming seasons the only thing different in this mod?

Look at first post and use links to mods's threads.
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Ruhn

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Is fancy farming seasons the only thing different in this mod?

Look at first post and use links to mods's threads.
Cool, I missed it the first time.

bp920091

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10th Galena:

Not a whole lot is happening as the summer draws to a close, I have ordered a set of 10 trap components (one of each type)

18th Galena:

A human caravan and a trade liason has arrived. I have ordered the spare trap components to be moved to the trading depot. Perhaps the humans will bring something valuable.

More reorganizing... seems to be the thing to do around here...

26th Galena:

Really, i dont want to seem like im asking for an invasion or anything, but really, where are those goblins. I havent even SEEN a scout in months (and yes, i confirmed that invasions is turned ON). Its boring as hell here, and things seem to be boiling down to five major tasks.

1. Take items to trade depot and trade
2. Keep ore stockpiles filled
3. Smelt more Iron bars
4. Make more Iron Stuff (usually trap components)
5. Keep food/booze stockpiles high (usually through buying food, but farming is also a great source).

1st Limestone:

Autumn has arrived, and with it, Vulf is meeting with the human trade liason. He's apparently talking REALLY loudly, as there is a SHUT door between the two. Vulf in his office, and the trade liason on the other side of the door...

Spoiler (click to show/hide)

8th Limestone:

Apparently all that effort put into forging has paid off, as Peregar has completed a masterpiece spiked iron ball, worth a little over 15,100 dwarfbucks

Additionally, we trade 7 well made iron trap components for a lot of stuff. enough raw food to last a fort of 200 for years, drinks galore, thread, cloth, massive quantities of wood.

20th Limestone:

The merchants finally leave, but Vulf and that trade liaison are still having that shouting match (I guess that noone ever thought to open the door)

1st Sandstone:

More organizing, this time, the food stockpiles are being split into five ones, instead of one big stockpile.

First off, we have a room full of booze and a room filled with prepared meals right off the main dining hall, as well as a series of five rooms immediately above the farms for storage of the raw plant products (That we grow). Additionally, the seed stockpile next to the farms, is now the only place for seeds that we actually use, rather than being a secondary storage place, after the main stockpile.

The main food stockpile is going to be used for imported plants, meat, and fish. Further separation may not be needed, depends on how things work out.

2nd Sandstone:

I meet with the human guild representative, and request food, booze, plants (especially valley herbs), as well as any ore that we do not have (pretty much everything but galena and hematite).

5th Sandstone:

The trade liaison gives me the export agreement for next year, nothing too surprising, other than the need for a MASSIVE number of backpacks and prepared meals. Perhaps the humans have taken up hiking and need packed lunches...

Spoiler (click to show/hide)

15th Sandstone:

Since we appear to be lacking prepared food, i have decided to solve the issue with my mincing skills. I do love strawberry seeds, and i hope everyone else loves them as well :) (Oh, theres about ten of these)

Spoiler (click to show/hide)

18th Timber:

We appear to have burnt through our ENTIRE hematite supply (not a small feat), yielding us four hundred and fourty four iron bars that have not been used for something.

1st Moonstone:

Well... ive finished nearly everything that i intended to when i started the fort. EVERYONE now has an extremely valuable tomb, 5x5 (with the corners cut out), iron door, silver coffin, completely engraved, as well as a luxury bedroom (bed, iron cabinet, iron chest, all engraved).

All that is left to do is some exploratory mining to locate some more iron ore..

3rd opal:

Peregar and a miner named Ingish Erithrulush have decided to get married, forgoing any formal celebrations.

20th Opal:

I have created two new 13x13 areas within the main storage areas for barrel storage. This is more organization within the fort, and im running out of things to optimize!

1st Granite:

My time as leader in this fortress is at an end, and i must give my mantel to another worthy dwarf. I take solace in the fact that the fort is infinitely better off than when i took charge of it, and this is what i hope to aspire to in all the forts that i oversee.

Everyone (minus the one baby in the fort) is ecstatic, has fully fledged bedrooms, tombs, and we have a near impenetrable front entrance.

Spoiler (click to show/hide)

Final Screen
Spoiler (click to show/hide)


Save should be up tonight.
Save

« Last Edit: March 09, 2013, 10:10:23 pm by bp920091 »
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I must make a note to buy some cats from traders at the next opportunity and see if I can chain up a breeding pair someplace clean. Having kittens wandering the hallways will be a good way of identifying patches of paralytic poison that still need to be taken care of.

Necrisha

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I haven't played a succession game yet and I'm tempted to try, however I'm currently running off of a netbook and I'm not sure if I can manage a full year within a reasonable time in a semi mature fortress. Doesn't help than I tend to super micromanage either - not that it's a bad thing around candy spires.

I'll try a round and update per season provided time remains on my side, If that's alright with you? If I'm taking too long say so and move on, I know I'm working with a slow machine... Hopefully by the time AaptainArchmage is done I'll be able to project how many days it should take me. I'd like to claim the cheese maker if that's alright with fellow players?

*downloads combo to familiarize self with mods*
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EDIT: Keas restricted to tropical forests where they belong.  Those evil, EVIL, foul little things.
 
Edit: The baby murderer became a friend of the fortress, which started a loyalty cascade, and now most of the squad is dead.

BFEL

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Hey, thought I would tell all you guys sorry for messing that turn up so bad, you guys were right to skip me.
I'm a bit of a splurge gamer, basically I'll play one thing for months at a time and then lose interest for awhile, unfortunately my game interests moved in the middle of my cheesefurnace turn. I was hoping to put myself past that and give you guys a nice big update to send off on, but well....yeah that didn't work out.
Well anyway sorry for being a retard at scheduling :P hope the fort goes well from here on out.
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7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.
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