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Author Topic: [Succession Fort] Desertguard (34.11)  (Read 9257 times)

The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #60 on: May 13, 2013, 10:31:50 am »

Alright that's what I'll do.

Edit: Got it no injuries.

Edit2: Danm a crash all events after 27th of slate lost.
« Last Edit: May 13, 2013, 11:14:48 am by The_Force »
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Manze

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Re: [Succession Fort] Desertguard (34.11)
« Reply #61 on: May 13, 2013, 01:20:22 pm »

By the way, there's still an artifact bone cage in the dining hall begging for something to proudly display to everyone. <.<
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evictedSaint

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Re: [Succession Fort] Desertguard (34.11)
« Reply #62 on: May 13, 2013, 01:33:10 pm »

Aw, sadness.

There was a second cotton candy vein down below, if I remember right.  If you're feeling dangerous, you could try and mine out a chunk of it without letting our deep visitors free.  Also, only a portion of the depths are revealed.  There may be a few more, perhaps even filled.

And I'm going to be honest, the fort was a quagmire.  I could have reorganized it, but it'd have taken me forever.  Giant stockpiles are a thing of the past, people! Mine-cart automated quantum stockpiling is the way of the future, everyone!

Speaking of mine-carts, now that we have access to the sea, you can build a magma pump stack using impulse ramps and mine carts to bring some of that glorious stuff to the surface.  Could be !!fun!!

bp920091

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Re: [Succession Fort] Desertguard (34.11)
« Reply #63 on: May 13, 2013, 02:19:06 pm »

Add me to the overseer list.
Time to put my organizing skills to use
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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.

joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #64 on: May 13, 2013, 02:28:06 pm »

And I'm going to be honest, the fort was a quagmire.  I could have reorganized it, but it'd have taken me forever.
I don't think that's true.  At the end of my turn the workshops were well-organized and we had plenty of stocks of everything.  The first few floors of the fort were confusing but no longer really in use except as stockpiles.  You got the water hooked up and the military organized.  IMHO this fort is ripe for a good megaproject.  My main problem with the fort was that it was boring... not enough was going wrong!  Not enough enemies!
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Agent of Avarice

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Re: [Succession Fort] Desertguard (34.11)
« Reply #65 on: May 14, 2013, 03:02:12 am »

Huh I like to manufacture stupid amounts of wealth, so expect some military fun. Also, I'd love to set up a necromancer arena, any towers nearby?
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The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #66 on: May 15, 2013, 05:38:50 am »

http://dffd.wimbli.com/file.php?id=7663 Not doing full log because i can't be bothered. basically

SUMMER

Minotaur Captured
Reptileman vampire diplomat killed
2 goblin ambush squads killed

deaths

Dwarvan baby
1 insane baroness

WINTER

1 goblin siege
3 dwarfs hospitalized
1 mace lord dead
1 baby dead

King expected

Oh and there is a forgotten beast in the caverns.

I'll leave it to you to clean up the mess.
« Last Edit: May 15, 2013, 05:48:08 am by The_Force »
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joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #67 on: May 15, 2013, 09:43:43 am »

Who was the reptileman vampire a diplomat of?  The humans?
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The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #68 on: May 15, 2013, 09:47:51 am »

Yes
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Manze

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Re: [Succession Fort] Desertguard (34.11)
« Reply #69 on: May 15, 2013, 01:02:36 pm »

Alright, grabbing the save now. Let's see how things are doing.

~~~~~~~~~~~~~~~~~~~~~~

Journal of Manze, Digger of Holes

So after this last attack by the goblins, and the tragic loss of a Mace Lord, I've been voted back into office. Why? Heck if I know. But I'm here. Let's take a look at the stocks, shall we?



...What. For one, we have no military. What happened there? They're all inactive? Why? What happened here when I wasn't paying attention?

We also have no plants, and don't have drink supplies for the year, although we have a ton of prepared meals. I'm going to stop cooking meals, and focus on some more plump helmet production. Hmm. Or not. I'll just turn off cooking of brewable plants. Yeah, that sounds good.

Since I heard we lost a few dwarves in the last few years, I think I'll check what notable dwarves have died.

Deepblue, HARD, and Saint are all dead, along with a baby and a Mace Lord.

Also, whoever was directing bedroom furnishing seems to have done so with no sense of order. Some rooms have everything, some have only a cabinet and bed, some have only a coffer, and some have tables and chairs. So there's a lot of tedious micromanaging I have to do. At least we have a large stockpile of coffers.

Oh, and we also only have 130 bedrooms for 260+ dwarves. So I guess we'll be digging a ton more. Someone built the mayor's office in a horrible location, so there's a large empty space in the bedroom areas.

Oh, there's a note here saying the king should be here soon. Guess I should make him a bedroom.

...Interesting. checking the records, one of our dwarves died of old age shortly after spring arrived. That's... Not common at all.

Nobody's looking at the two wounded dwarves sharing a bed in the hospital. What. God damnit, you stupid fucks.

I've decided the fort isn't glorious enough, so I've taken on the construction of a tower to our magnificence.

One of the two wounded dwarves, the spearmaster, died of thirst. One of our medical dwarves is actively working on the other, less important dwarf. A pity.

.....God damnit. His rooms aren't even done being dug. Guess I'm lending him one of the other old overseer's rooms for now. Sorry, joeclark.



His entourage contained two legendary hammerdwarves and two legendary marksdwarves. They've been integrated into existing squads.

Oh for the love of...

The stupid masons building the tower decided to wall myself and mastahcheese in the basement before building the staircase out. So I guess we're stuck down here. They'd better fucking hurry.



Right as the damned masons finished building the staircase to get us out, someone came up to me and told me one of the marksdwarves is acting a little strange.



He grabbed a craftsdwarf's worksuhop. Guess he was once a bone carver. Huh.

The elves came, we got a ton of wood for a few crafts. Excellent. [[forgot to screenshot it, whoops]]

That's... an interesting bracelet. Which has a picture of itself on it. What.



Someone just rushed up to say they heard something a little different in Hell today. When asked why he was there, he started stammering and ran off.



Tragedy! Because I'm an idiot, I miscalculated a design in the construction of our golden tower, and now a blacksmith lies mangled on the floor! His lower spine is severely injured, and he has a broken rib. He'll hopefully survive.


Oh, fuck.



An army of crossbowmen is the problem. There are a few hammer lords, a squad of speargoblins, and their general.

I've ordered joeclark's squad into the wagon trail, and have closed both entrance bridges. the goblins will have to walk around into the backdoor I made for tower construction. I hope the marksdwarves can get to the damn archery tower soon.

In the middle of combat, a rookie hammerdwarf got shot twice in the torso, then HARD2 came around the corner, joeclark hot on his heels. In the middle of slaughtering goblins, HARD2 shouted out something I couldn't hear. I later heard it was the name he gave his sword. [[Whimsrise the Simplicity of Lancing. Not too bad.]]



HARD2 now had 15 notable kills, and joeclark has 30. Once I get all the prisoners set up, I expect both of those counts to go higher.

A farmer stopped talking to everyone and ran to a workshop of some sort. I wasn't paying attention.


~~~~~~~~~

HARD2 is a goddamned psychopath. Walks into ~25 bowgoblins and crossbowgoblins. By himself. In about ten seconds, he dodged or blocked 25 bolts, maiming goblins as he went.
« Last Edit: May 15, 2013, 09:24:01 pm by Manze »
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evictedSaint

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Re: [Succession Fort] Desertguard (34.11)
« Reply #70 on: May 15, 2013, 01:56:58 pm »

Wait, you let my character fucking go insane and die???

What the fuck, man? Why the fuck would you do that?

Manze

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Re: [Succession Fort] Desertguard (34.11)
« Reply #71 on: May 15, 2013, 11:13:54 pm »

The "organized" workshops are a nightmare to work with. I can't control what stockpile dwarves haul things to, so the ones I'm using never get restocked, so I have to keep resubmitting work orders. Yes, I could just use the Manager screen, but that's irritating for small orders or repeat orders.

Also, we're almost out of gold.

Also also, it turns out the bedrooms I loaned to the king were those of the late baroness. I'd let him keep them, but his new chambers are almost complete. And are exceedingly majestic, with the exception of his tomb, which isn't done yet.
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evictedSaint

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Re: [Succession Fort] Desertguard (34.11)
« Reply #72 on: May 16, 2013, 01:02:09 am »

Also also, it turns out the bedrooms I loaned to the king were those of the late baroness. I'd let him keep them, but his new chambers are almost complete. And are exceedingly majestic, with the exception of his tomb, which isn't done yet.


Wow...so did you bury me in my tomb or did you just give that away too?

Agent of Avarice

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Re: [Succession Fort] Desertguard (34.11)
« Reply #73 on: May 16, 2013, 05:30:21 am »

So... I'm up next then? Cool!
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Manze

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Re: [Succession Fort] Desertguard (34.11)
« Reply #74 on: May 16, 2013, 12:05:02 pm »

Wow...so did you bury me in my tomb or did you just give that away too?

Nah, I let him deal without a tomb. He likes shields and millstones, which is a slight issue, because we lack weaponsgrade materials. We also have about a dozen millstones now.
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