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Author Topic: [Succession Fort] Desertguard (34.11)  (Read 9245 times)

Tarqiup Inua

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Re: [Succession Fort] Desertguard (34.11)
« Reply #90 on: May 30, 2013, 11:40:32 pm »

Neat! My draftsdwarf is still alive! Didn't see that coming.
« Last Edit: May 30, 2013, 11:44:08 pm by Tarqiup Inua »
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Nuri al-Gnat - dwarven apidologist
notable works: al-Gnat's test (for determining the child snatcher's ability to pass undetected while getting stung by bees... or at least look human while at it)

bp920091

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Re: [Succession Fort] Desertguard (34.11)
« Reply #91 on: May 31, 2013, 11:18:38 pm »

Downloading save now. Lets see if i can get this fort organized!

Any rules i should know about before starting?
« Last Edit: May 31, 2013, 11:28:57 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.

The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #92 on: June 01, 2013, 04:27:35 am »

Basically boils down to don't kill named dwarves deliberately and try not to kill the fortress.
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bp920091

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Re: [Succession Fort] Desertguard (34.11)
« Reply #93 on: June 01, 2013, 03:53:50 pm »

Basically boils down to don't kill named dwarves deliberately and try not to kill the fortress.

So.... danger rooms are good?

What about happiness generators (4x4 screw pump monstrosities that exude mist by the bucketload)?

Kitten Landmines? Mentally Scarring (in a good way) the populace?

Ive been documenting where the fort is currently at for my own notes, and from what ive seen, we've got some pretty good potential.
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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.

The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #94 on: June 02, 2013, 04:37:22 am »

1, 2, 3 are fine, 4 I think well have to have a poll on.
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Manze

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Re: [Succession Fort] Desertguard (34.11)
« Reply #95 on: June 02, 2013, 02:19:54 pm »

I'm not exactly pleased with the idea of danger rooms. We already have some legendary military, let the rest train up regularly.
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bp920091

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Re: [Succession Fort] Desertguard (34.11)
« Reply #96 on: June 02, 2013, 11:46:00 pm »

Memoirs of "Bp920091" Planes hopper

1st Granite:

Wandering for as long as i have, without a body to reside in, things get rather boring.

First off, i need to say that this is a different world that i am used to, with magic, dwarves, and a physical manifestation of hell (this isnt a spoiler, we've already punctured it), but it has the benefits of dwarves. Dwarves are rather... mindless herd creatures, with a nasty streak of going insane randomly, but have the positive trait of having total focus of mind when they are on a task. They sleep in month long comas, they work for weeks on end, and they drink for days at a time.

In order to cut the boredom i get, i posess dwarves from time to time, and try to bring some organization to their life. I have stumbled upon the fort of Desertguard in my travels, hoping to find a host.

Oh, i should say that i still have a few powers when i do possess a host, mostly kinetic manipulation, able to lighten/darken a room, and generally illusory powers (nothing major, but it comes in handy). Its not infinite, but applied correctly, they never need to be.

When i finally found my host Dastot Dodokaran, a single fisherdwarf, i did what i usually do, slipping into the ears quietly and completely eradicating all memories of the past. I then replace them with my own, in essence, completely and irrevocably replacing their psyche with my own. Some may call that monstruous, but it's a far cry from the standard "Possession" where someone has all of their senses operational and loses control for a year.

After i firmly got myself situated into this host, i realized that there was not a current overseer. How advantageous!

I quickly volunteered myself, and I had no competition, what with the complete lack of individual initative that dwarves show (it is much harder to take over a place that has elves rather than dwarves, snooty little pains. Plus ive been exorcised a few times. Not fun, getting ripped out of a body).

Once in position, i realized one thing.

This place is a MESS!

Ive just been wandering around for the past 12 hours, seeing one gigantic mistake after another. There's complete disorganization of... pretty much every single aspect of the fort. Its like the previous overseers had never heard of specialized stockpiles, feeders, or just a plain Production Chain.

On the bright side, I have a GIGANTIC workforce, with 283 dwarves (180 dwarves that can actually work, the lazy kids...), the king currently resides here, and i dont have to worry about security (the top is filled with traps and the bottom is sealed off.

To be rennovated:

Military (single purpose squads)
Forges (stone, coke, bar) stockpiles, all specialized
Nobility (Seriously, The_Force has Manager, Broker, AND Bookkeeper)
Stockpiles (just in general)
Refuse area
Goblin Disposal yard (or !!EXTREME!! danger room (10 copper/iron spears))
Kitchen/dining area (that is WAY too large for a dining hall, and it needs a happiness generator
Egg Layers (Battery farms anyone?)


Things i dont have to rennovate:

Entrance
Farms (actually quite nicely designed, if a bit... unique).
Tombs (pretty nice place, with plenty of extra space)
Cloth Manufacturing
Dye Manufacturing
Soap Manufacturing


First off, the nobles:

Agent of Avarice is becoming our new broker, as he showed the most competence at the task (of getting smashed every time the merchants show up)

Shorast became the new manager, along with gaining a new (ie, to be dug) 3x3 office, next to the dining hall.

The Force retained his position of the bookkeeper

Next up, the Millitary.

We have 22 active military members, divided into five squads.

First Squad, The Abyssal Standards:

This squad has 2 members in it, and they are rather... poor at combat. Since this is the squad that has the "Captain of the guard" in it, perhaps this is a good thing. It remains unchanged for now.

Second Squad, the Fenced Planks:

This is a squad of five soldiers, led by joeclark, and all of the soldiers are legendary (2 spear, one sword, 2 hammerdwarves.

The squad will most likely be reorganized into 3, with a specialty (swords, hammers, axes) in that squad.

Third squad, The Lengths of Coal:

This is a squad of 7 marksdwarves, ranging from talented to legendary (3 legendary). This remains unchanged.

Fourth squad, The Laborious Gilded Waters:

This is a squad with 4 soldiers, 2 legendary sworddwarves, an accomplished hammerdwarf, and a  "Not speardwarf" (im gonna let the last guy go back into the workforce).

This squad is also getting reorganized, to better suit the expertise of the members.

Fifth squad, The Ownership of Flags:

This squad has 4 "Military" members in it, but none of them have... really any skill. This squad is definitely getting disbanded (or at least having all of the members expunged).

The new squads are going to look like this:

The Abyssal Standards (Useless squad to keep the king happy, lives up to it's name)
The Lengths of coal (10 marksdwarves)
The Fenced Planks (2 Speardwarves), led by Joeclark
The Laborious Gilded Waters (3 Hammerdwarves), led by Mistem Mistemthalal
The Ownership of Flags (3 Sworddwarves), led by Hard2

This will preserve the current legenary dwarves that we have, along with simplifcation of the equipment that we have, and ease training in said squads.

Thirdly, the goblin grinder up top is doing a pretty good job, but im going to toss the trolls and probably some of the goblins into a pit that im digging (gonna fill up the bottom with metal spears). It starts on level -9 and the bottom is on level -16

Fourthly, the forges are being redone, with a 3 level forge complex (4, if you count the wood stockpile).

-3 is where the wood is kept (current stockpile)
-4 is where the 6 wood burners are (i dont expect to have them all operational at once, but we may need it one day), with a closer wood stockpile
-5 is where the forging will take place, with spaces for six smelters, four metalworks, with a stone feeder stockpile and a bar stockpile.
-6 is where the bar/stone stockpiles continue, with a central area under the forges for ONLY coke storage

Fifthly, the "Pasture" is being redone, and turned into a battery farm, with places for MANY more birds if needed. Pretty simple 1x1 rooms, with a door leading out,

Sixthly, the farms are being redone (at least the seed parts of them), 12 stockpiles replace the one, with a stockpile EXCLUSIVELY dealing with one seed type

The seeds we are using are:
prickle berry
plump helmets
rock nuts (quarry bushes)
pig tail
sweet pods
hide root
fisher berries
whip vines
longland grass
rope reeds
blade weed
cave wheat

Sixthly, i order the manager to create over sixty doors (as we have none), along with reorganizing the massive furniture stockpiles to be... actually decent.

Seventhly, i have gone through all of the rosters of the dwarves here and found a VAMPIRE! she's already nicely sealed off and as a result she'll make a good battery backup if the fort falls.

Now, to actually enact these changes!

2nd Granite,

The King summoned me to his royal chamber today, still thinking me one of his commoners. I recieved the summons as i was directing the seed stockpiles. I heard a small voice speak up "The king demands your presence as soon as possible." The voice came from a child that had been running messages for me for the last two days, but whose name i never bothered to learn.

"After i finish here, i will arrive and speak with the worthless sap" i reply in return, the eyes of the child widening in shock that i would dare say that about the king. After finishing with the organization of those stockpiles, i walked down to the king's throne chamber and opened the door, not bothering to knock.

"I commanded you to see me with all haste, and here you arrive, two hours later. I demand an explanation" the king says, lounging in his throne. Two guards are on either side, the members of the Abyssal Standards, looking a bit nervous about the conflict brewing between their king and the new overseer.

"I was reorganizing the seed stockpiles, and I have more to do." I reply with a somewhat rushed voice. "I am rather busy, so tell me what you summoned me for!"

Clearly taken aback that someone would actually talk to him in this guff fashion, the king sits back in his chair, eyes darting to his guards, as if to check that they were still there. "I command you to build two millstones for me, they will help in your reorganization."

"Millstones? We dont even grind plants, and we dont need to." I reply, starting to get very annoyed at the 'helpfulness' of the king.

"You are my subject and i COMMAND you to do so!" he shouts at me.

"Let me tell you what is going to happen here" I say, my voice going quiet as the torches darken around us. "I will build your rediculous millstones, and we will never use them. Your job is to be a figurehead for the dwarves, and if you keep making useless demands, i will see about replacing you"

"How dare you speak to me in that fashion! I will have you arrested" The king gestures to his guards. They begin to walk forward before freezing midstride. The lights are barely visible now, and my eyes start glowing red as i stride up to the king. "No, let ME tell you what is going to happen. I will do as you ask, but remember, you can be replaced EASILY! I could kill you where you sit and drag your soul down to hell, and i would barely break a sweat."

This was a complete fabrication, as soul extradition to hell is a mess of paperwork, and takes forever to get through. Often it is quicker to just let the target die on his own.

"Keep your demands for a minimum, and perhaps you wont be awoken by globlin voices as you are naked and hogtied, just waiting for them."

With that, i turn around and storm out of the room, throwing open the doors with the little remaining telekinetic force that i have, slamming them shut as i drop the light reduction power on the room. There's little chance of me using any more powers for a few days at least, but im pretty sure that i made a damn good impression on the king.

I then resume walking down the hall, off to the new forge area to direct the miners.
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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 #97 on: June 03, 2013, 08:58:24 am »

What about happiness generators (4x4 screw pump monstrosities that exude mist by the bucketload)?
I don't like the idea of a danger room, but I do like mist generators.
Having played a game where someone else (you?) had installed a mist generator, though, I would make one suggestion: make it self-enclosed so that future overseers don't have to understand it or maintain it.  The one I had to deal with was getting power from a water reactor which the dwarves were raiding for buckets of water for some other megaproject, and it took a long time to figure out how to repair it.

I would even suggest harnessing river water instead of building a machine, but you're the overseer.
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joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #98 on: June 03, 2013, 09:09:54 am »

Seventhly, i have gone through all of the rosters of the dwarves here and found a VAMPIRE! she's already nicely sealed off and as a result she'll make a good battery backup if the fort falls.

I recall sealing her into her bedroom/office and making her bookkeeper.  I did not give her a pick.  Also, I'm not sure there'd be any way she could mine out of that bedroom without opening a path for whatever enemies had conquered us.  Is the z-level below her office virgin stone, or is it hollowed out?
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bp920091

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Re: [Succession Fort] Desertguard (34.11)
« Reply #99 on: June 03, 2013, 03:11:45 pm »

What about happiness generators (4x4 screw pump monstrosities that exude mist by the bucketload)?
I don't like the idea of a danger room, but I do like mist generators.
Having played a game where someone else (you?) had installed a mist generator, though, I would make one suggestion: make it self-enclosed so that future overseers don't have to understand it or maintain it.  The one I had to deal with was getting power from a water reactor which the dwarves were raiding for buckets of water for some other megaproject, and it took a long time to figure out how to repair it.

I would even suggest harnessing river water instead of building a machine, but you're the overseer.

Perhaps it was one of my early attempts, but now my mist generators are 4x4 self contained mist exuders. They dont use one pump to generate mist, they use 4, require no maintenance, and pretty much ensure an ecstatic populace.

It actually fits in well with the current layout, as the current level immediately above the dining hall is the bar stockpile (and the bars are getting moved down a level or two), so i essentially have a 20x20 area to build these in (best results are a 16x16 pump network, four interconnecting squares of 4x4. No water loss, and the only thing i need to do to put it in place is a few statues (to prevent mud) and some holes channeled out above (well, the generator doesnt count, but i'll be designing that most likely to the left side, where nothing is)).

In my experience, hooking anything up to the river water is pretty much a deathtrap, as even if you make it perfectly safe, the next overseer will try to "Improve" it and make it UNsafe, most often flooding key aspects of the fort. If i was to do that, id have to put in drains everywhere.

Next up, ill be adding cleaning troughs, to sanitize the base and it's entrances. That well is DISGUSTING btw, over 20 blood and vomit stains next to each tile that borders the well.

How are you liking the writing, detail, ect?

Seventhly, i have gone through all of the rosters of the dwarves here and found a VAMPIRE! she's already nicely sealed off and as a result she'll make a good battery backup if the fort falls.

I recall sealing her into her bedroom/office and making her bookkeeper.  I did not give her a pick.  Also, I'm not sure there'd be any way she could mine out of that bedroom without opening a path for whatever enemies had conquered us.  Is the z-level below her office virgin stone, or is it hollowed out?

You dont need a pick to deconstruct a contstructed wall...

All that is needed to do (if/when the fort breaks) is to wait until the invaders leave, then deconstruct the wall, seal the place off, and clean it up, waiting for migrants.
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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 #100 on: June 03, 2013, 04:44:19 pm »

Seventhly, i have gone through all of the rosters of the dwarves here and found a VAMPIRE! she's already nicely sealed off and as a result she'll make a good battery backup if the fort falls.

I recall sealing her into her bedroom/office and making her bookkeeper.  I did not give her a pick.  Also, I'm not sure there'd be any way she could mine out of that bedroom without opening a path for whatever enemies had conquered us.  Is the z-level below her office virgin stone, or is it hollowed out?

You dont need a pick to deconstruct a contstructed wall...

All that is needed to do (if/when the fort breaks) is to wait until the invaders leave, then deconstruct the wall, seal the place off, and clean it up, waiting for migrants.

True, but what if it's a permanent occupation? (IE: what if somebody lets the demons out?)  I like the idea of the vampire digging a secret new fort under the caverns or something and waging a one-dwarf war against the underworld.  It could be done with clever megatraps.
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Manze

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Re: [Succession Fort] Desertguard (34.11)
« Reply #101 on: June 04, 2013, 01:42:12 am »

This squad has 4 "Military" members in it, but none of them have... really any skill. This squad is definitely getting disbanded (or at least having all of the members expunged).

They're training in Lasher and Knife User, since I've noticed both tend to be pretty deadly. The game doesn't recognize those as military skills.

Also, just put all the millstones in the king's tomb. It's what I was doing.
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bp920091

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Re: [Succession Fort] Desertguard (34.11)
« Reply #102 on: June 10, 2013, 09:31:07 pm »

sorry for the delays, ive had a... hectic week.

On the bright side, i should have an update within the next 24 hours.

Worst case scenario, i fix everything in a month, spend 2 months letting everyone haul everything, and spend the remaining 9 months just making everyone both ecstatic and emotionally dead inside (freefalling puppies in the dining hall do wonders for your outlook on life. Think of it as confetti!)

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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.

The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #103 on: June 19, 2013, 08:16:59 am »

Prod
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The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #104 on: June 22, 2013, 05:02:23 am »

bp920091 you have one more day or the I'm afraid we'll have to skip you.
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