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Author Topic: [Succession Fort] Desertguard (34.11)  (Read 9268 times)

The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #15 on: April 29, 2013, 10:54:27 am »

Summer

Overseer Log 1st Hermite 551

The food is now being moved into a proper stockpile rather than several barrels in the hall.

Overseer Log 4th Malachite 551

This silence is making me nervous, nothing has happened in the past moth besides completing the basic stockpiles.

Overseer Log 13th Malachite 551

Workshop floor stared currently another masons workshop, a jewelers, a craftdwarf's shop, a mechanics, a butchers and a Tanners shop.

Overseer Log 22nd Malachite 551

For everyone to remember the main gate lever is in the overseers office.


Overseer Log 3rd Galena 551

Migrants! Though not many a Surgeon and a lye maker. I quickly order bedrooms made for them. and with the basic necessities met I start making some more lavish rooms for me.

Overseer Log 25th Galena 551
 work on the roof started my new bedroom is ready. Joeclark is mass producing stone crafts to trade.

Overseer Log 1st Limestone 551

Nothing of real import has happend all summer. I'ts to quiete.

End of summer
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The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #16 on: April 29, 2013, 12:17:31 pm »

Autumn

Overseer Log 2nd Sandstone 551

The roof is finished now those flyers can't get in either.

Addendum. Waugh a huge wave of migrants just arrived 8 in all a miner, a woodcutter, a Furnace operator, a Bone carver, a glassmaker, a fisherdwarf, a brewer and a Dyer. More bed rooms are needed.

Overseer Log 17th Timber 551

Kobold Thief Chase it off! Oh and there's the caravan.

Overseer Log 17th Timber 551

Another one! right in the fortress! (mutters to himself)

From the Liaison I request Lots of wood.

From the merchants a trade some of stone crafts for an iron pick.

Overseer Log 28th Timber 551

Another kobold? sigh chase it off please.

The Liaison says the mountainhomes want

crossbows: medium priority
maces: high priority
cheese: highest priority
instruments: Low
goblets: Low
crutches: Low
ammo: highest
thread: Low
powder: highest
figurines: Low
prepared meals; medium
crowns: high

end of autumn

Save uploading no winter log because nothing happend

http://dffd.wimbli.com/file.php?id=7610
« Last Edit: April 29, 2013, 12:27:26 pm by The_Force »
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Manze

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Re: [Succession Fort] Desertguard (34.11)
« Reply #17 on: April 30, 2013, 10:02:57 am »

Alright, downloading the save now. Let's see what I can do.
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joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #18 on: April 30, 2013, 11:20:34 am »

I must say I kinda like this minimalistic storytelling style.  I tried hamming it up as a roleplaying overseer on some other maps and it wasn't really my style.  The fort is what everyone's interested in, after all!
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Manze

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Re: [Succession Fort] Desertguard (34.11)
« Reply #19 on: April 30, 2013, 03:18:25 pm »




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

Journal of Manze, Digger of Holes

So our overseer The_Force came up to me and told me that it was my turn to rule this hole in the ground. Alright.

Taking a look at the stocks, we're a little low on drink, but otherwise are doing well.



The low food problem will be easily solved by increasing the size of our farm plot. 3x3 isn't enough for very many dwarves. That'll be my second order of business. The first order is increasing the size of our main thoroughfare. A 1x1 staircase services most of the fort. I'll be widening that to 1x3, along with digging down a few floors for some proper stone bedrooms.

Excellent! We found lignite! Now we have fuel.

We have two miners other than me, and they're doing a fantastic job on our small mining projects, so I'm going to take up some furnace work. Might as well multitask.

The Chopper and the Secretary of Offense both came up to me at once, asking why they couldn't practice their preferred craft - Deathcraft. We don't have enough dwarves to permit full-time training, but I told them they could train for three months every three months. They seemed happy, and also pointed out we had no barracks. I'm having one dug now.



Their timing couldn't have been better, since apparently some Giant Thrips made it into the stockpiles. This is why I hate having one main staircase as a thoroughfare, but it's too late to fix that now.

Migrants have arrived! Hooray. More haulers.



Elven caravan has arrived. Let's see what they brought.



Nothing. A bit of plants, two barrels of booze, and nothing else of value. No wood at all. Damnit. Gotta send out a woodcutter.

More migrants arrived at the end of Hematite. Hooray. More dwarves that I can't give rooms yet!



The new mining hall is all dug out, and I've ordered its smoothing. We're producing tables and chairs to fill it with.



Our Secretary of Offense recently brought to my attention that he's stuck wielding an iron dagger since we have no spears in the fort. I assured him we'd fix that immediately, since we recently found some tetrahedrite.

Uh oh. This should be interesting.



I'll have to confer with the Secretary of Offense on what to do.


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

So what do you guys think. Send our Chopper and Secretary of Offense at it, or turtle?

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The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #20 on: April 30, 2013, 03:30:14 pm »

I think we sold turtle let it kill one of our animals then it should transform and run off.
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evictedSaint

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Re: [Succession Fort] Desertguard (34.11)
« Reply #21 on: April 30, 2013, 06:46:55 pm »

Nothing tells a good story like brazen dwarves.

Sally forth, meet with the beast and have your peace with it.

Manze

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Re: [Succession Fort] Desertguard (34.11)
« Reply #22 on: May 01, 2013, 01:50:07 am »

Journal of Manze, Digger of Holes

Well, Joeclark apparently decided to go fight the thing before I told him to do anything. However, it transformed back after fighting a nearby grasshopper man and then ran away.



I've got a kitchen set up in the old farm location, and it's preparing fancy meals out of our unusable seeds.

Work continues smoothly on smoothing the new dining hall. Furniture production is slow, so The_Force, our Broker, has offered to practice masonry in his off seasons.

The humans have arrived. Here's hoping we have enough trade goods to get everything we want from them.



Oh hey, one of the miscellaneous dwarves who's helping smooth the floors has been taken by a mood. Huh. He's already a bone carver, so here's hoping he makes something useful. I'm glad we have tons of shells.



He grabbed one stack of bones, and one piece of leather, and he's going at it.

We got some booze, a couple special metal bars, a box of wool cloth, and some food from the humans. Not too shabby.

Oh hey, that bone carver finished making... a cage. Okay. That could be extremely useful later. No special images or anything on it, but it's certainly nice. I've ordered it placed in the middle of the dining hall, so we may all enjoy its majesty.



We've got tons of Gypsum laying around, and since I doubt we'll use it for casts anytime soon, I've designated it to be used for crafts and furniture. I've also expanded the internal refuse stockpile.

While working on setting up the new bedroom district, I've decided to convert the old bedroom district into a hospital. It's close to the surface and has isolated rooms - it should do fine. Hope that The_Force doesn't mind that it's right outside his bedroom.

I'm also digging out a small tomb level, right below the bedrooms.

Even more migrants have shown up. Great. Hope my successor likes making bedrooms. I'll designate a ton more dug out, and I'll grab my pick again.



A while after that, the dwarven caravan has arrived. Hooray. Here's hoping we have things to trade!



Excellent, excellent. They brought a lot of wood, along with food and booze. All of it bought from them. One of our gem cutters cut a fantastic gem worth almost as much as everything we wanted from them, so it was just a matter of figuring out how much profit to give them.

I dropped by the barracks and told them they could start training year-round, since we're over fifty dwarves in this fort now. Joeclark was pleased.

My term is nearing an end now, since it's apparently winter. The year went by very quickly, but I've still got a couple months here. I'd like to do something about the workshop areas, but there's no time for that now.

The outpost liaison asked what we wanted. I said lots of wood, plump helmets and their spawn, and bars. He asked for a bunch of stuff.



It's nearing the end of winter, and most of my projects are done. Basic dining hall is up (needs tables and chairs), basic bedrooms are up (need beds, doors, cabinets, and coffers), tomb level is partially done (tombs for myself and The_Force, alcoves for other coffins (which need to be made)), and a lot of the fort is smoothed rock (stockpiles not designated, bedrooms just started). I've grabbed a chisel to help smooth out the bedrooms.

Oh hey, a woodcutter apparently entered a fey mood. Too bad he won't be finished by the end of my term.



He grabbed a Metalsmith's forge. Guess he has some levels in armorsmithing. Hmm. This could be interesting.
He grabbed some aluminium bars, then set to work. It won't be an exciting artifact, but it should be useful.

An aluminium helm. Excellent. I bet Joeclark will love it. Not much for imagery (just a single dwarf [[who doesn't appear to be one of ours]]), but it's fantastically valuable, at over 100,000 urists.



Jesus. End of the month, and we get two snatchers and a thief all at once.

I went to visit Joeclark to see how he was liking his new helmet, and I noticed something a little odd.



He's wearing two mail shirts and a breastplate. Well. I guess he's well protected? [[This is slightly intentional; I told him to wear metal armour and a mail shirt, so he grabbed two even though we had a breastplate for him. I thought it was funny and told him to keep wearing both plus the breastplate]]

Really? REALLY? 28th Obsidian, and a goddamn WEREBEAR shows up? Fuck it. Someone else can deal with this crap, I'm done.



End of year stocks?




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

That was fun. Okay. A test run of the werebear led to the military getting to him extremely slowly, him brutally attacking the fisherdwarf three tiles from him, and running off right before the military got there to avenge him. Bastard.

Notes for next overseer:

 - Bedrooms are all carved out, but not furnished. Need lots of beds, doors, cabinets, and coffers. Same with the dining room - needs lots more chairs.
 - Food and booze stocks are fantastic. There are lots of Lavish meals, prepared by our fantastic cook.
 - The military is pitifully small, at 2 dwarves. It works for small threats, but they need a lot of training.
 - The tombs level needs many, many more coffins installed. None are in use, but it never hurts to be cautious.
 - The workshop level needs some serious renovation. It's tiny.
 - My dwarf will do pretty much whatever is needed. He's a legendary +5 miner, but he can do anything you happen to need at any given time. I ain't picky.

THE SAVE: http://dffd.wimbli.com/file.php?id=7619

Sign me up for another turn, please.
« Last Edit: May 01, 2013, 01:51:54 am by Manze »
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HARD

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Re: [Succession Fort] Desertguard (34.11)
« Reply #23 on: May 01, 2013, 08:52:47 am »

dorf HARD, soldier with sword
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joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #24 on: May 01, 2013, 09:16:37 am »

Ah yes, I do like that shiny aluminum helm.  Anyway you can't have enough mail shirts on.
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Manze

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Re: [Succession Fort] Desertguard (34.11)
« Reply #25 on: May 01, 2013, 11:02:49 am »

dorf HARD, soldier with sword

Good thing I bought that iron sword from the last caravan.

A note on the military at the moment: It's one squad of 2, with copper armour made specifically for them. We have no spares constructed at the moment, bu over 300 units of coke, so making some shouldn't be hard. There's tetrahedrite on the tomb level.
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mastahcheese

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Re: [Succession Fort] Desertguard (34.11)
« Reply #26 on: May 01, 2013, 06:48:47 pm »

Dang it, I was hoping it would take longer for the turn to be finished, I'm a bit sick right now and it hasn't cleared up yet, so you might want to skip me as I won't be of much use for a good while.
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #27 on: May 01, 2013, 09:47:51 pm »

OK, I don't mind taking my turn first.  Downloading the save now...
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The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #28 on: May 02, 2013, 01:49:42 am »

Dang it, I was hoping it would take longer for the turn to be finished, I'm a bit sick right now and it hasn't cleared up yet, so you might want to skip me as I won't be of much use for a good while.

Alright moving you after joeclark. hope you get better soon.
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Agent of Avarice

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Re: [Succession Fort] Desertguard (34.11)
« Reply #29 on: May 02, 2013, 02:15:31 am »

I'd love a turn, if that's not possible for some reason, dwarfing me as the trader would also be great.  :D
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