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Author Topic: [Succession Fort] Desertguard (34.11)  (Read 9269 times)

joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #30 on: May 02, 2013, 09:41:26 am »

I'd love a turn, if that's not possible for some reason, dwarfing me as the trader would also be great.  :D
I made "The Force" the trader and appointed two others as bookkeeper and manager so that my broker would hop to the depot when needed.  I think the bookkeeper is a vampire and therefore can't be nicknamed.  Do you want the manager?  Or you could be, say, a metalcrafter working on gold crafts.  (Did I mention we struck gold? Oh no, I haven't even posted my first update yet LOL.)

I played through about the fall last night.  I have a meeting at work this morning, after that I'll post my update.  I'll finish the turn tonight.
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joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #31 on: May 02, 2013, 10:56:21 am »

From the journal of joeclark, Militia Commander of Desertguard:

Under attack by a ferocious werebear, the peasant dwarfs of Desertguard suddenly called for leadership from the one dwarf they knew they could count on in a crisis: their militia commander.  As my first order of business I rallied to the battle, but arrived too late to catch the beast.  It knocked around a woodcrafter for a while and then transformed and left the map.

2 Granite:
Now officially overseer, I set some goals for the coming year:
- expand military
- expand agriculture
- furnish bedrooms
- dig deeper, seek riches
- beef up defenses

19th granite:
I thought matahcheese was sick.  So what's he doing organizing a party at chert Table?  In other news, the miners have located a cavern that appears to be almost all water (at least from where we can see).  One giant plot of plump helmets has been removed and is being replaced by several normal-sized plots so we can start getting some diversity in our booze.  HARD has been drafted into the army and given a sword.  Most male dwarves without useful skills have been drafted as "troopers" and authorized to chop trees and gather plants as well as help with hauling jobs.  We're currently stripping the desert of its plant life in hopes of acquiring a selection of seeds, hopefully including rope reeds.  The trees will be next.  Many of our useless animals are being slaughtered for meat.

26th granite: 
That woodcrafter turned into a werebear!!! Oops, should have kept a closer eye on him...

The Chopper arrived first, and the werebear gave him a good what-for, gripping his teeth and toes and bruising the muscles.  None of the bites appeared to break the skin, but The Chopper may have had some bones broken.  He will be watched for honey cravings and such.  The new recruit, HARD, arrived about the same time and slashed and hacked the werebear almost to pieces.  I arrived late and landed the killing blow.  With its final thrash, however, the werebear turned and bit HARD's head, tearing the brain and killing him. (We didn't get his armor forged yet.)  He died a hero's death and a HARD2 has been dorfed to fill his shoes.

Update: The Chopper's left elbow and right wrist are "torn apart".  Here's hoping he returns to duty but not as a werebear.

16 slate:
I noticed the Chopper heading back to combat training. And my goodness, thirty new migrants just arrived.

21 slate: 
The miners have breached another, very deep, cavern.  They report sightings of adamantine (!!!) yet could not pinpoint its location for me on my map.  Someone shall have to explore that cavern to find it.

14 felsite: 
Elves arrived with lots of wood and cloth - great stuff.  No rope reed seeds, though, so I ordered the militia to slaughter the merchants.  They went down fast, though one of their pack-yaks hung on for a long time.  They brought a tame black bear.  There is a giant jaguar roaming outside somewhere.  How I wish we had ammunition and could employ a hunter!  Or at least some kind of cage trap setup.

malachite: 
The previous overseer recommended improving the workshop area.  Since it was dug into a dirt level, I decided to remove it altogether and replace it with a tree farm area.  New workshops are being constructed in a diorite layer with gold veins... proper dwarfen work spaces.  We now have a mayor, I just noticed, who forbids us to export hatch covers.  Well there goes my brilliant economic plan!

17th galena: 
It must be summer, because the humans are here.  I've completed my modifications to the entrance: a long corridor for caravans and a short trapped corridor for invaders.  Unfortunately a boulder in the entryway prevents the humans from bringing their wagons around... that'll be dealt with ASAP.

The caravan didn't have much of note.  I bought food and booze.

24th limestone: 
My grand bedroom (actually the whole suite) was finished today with the installation of silver and gold furniture, copper doors, and a gold statue of a dwarf.

Just as I was on my way to admire my grand tomb, I heard that my butcher (apparently a skilled carpenter, as if I had need for another one) had withdrawn from society...

6th sandstone: 
An artifact bin worth 24000!  Now legendary, Erith R has been re-assigned to carpentry. You know, I think my bedroom needs a masterwork bed...

Update: I got a masterwork bed with masterwork jewel encrustation!
Update: Also on the topic of beds, most of the bedrooms have beds now, but our numbers are swelling so fast I've decided to carve out a nice dormitory to handle the overflow so that new migrants don't have to sleep in the dirt.

21st sandstone: 
Ten new migrants have arrived.  Time to take a break and consider how best to finish my year.
« Last Edit: May 02, 2013, 11:27:10 am by joeclark77 »
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joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #32 on: May 02, 2013, 10:57:25 am »

double post removed
« Last Edit: May 02, 2013, 11:08:53 am by joeclark77 »
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joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #33 on: May 02, 2013, 11:08:29 am »

Out of character: this year has been pretty dull.  Desertguard has everything it needs except metal, magma, and enemies.  Would've love to have had some goblins arrive to give us a run for our money.  When the dwarves come, I'll ask them to bring iron and iron ore so we can start making steel.  (We have over 600 coke bars now and still making more, enough to go without magma for a long time.)  When I log back in, one of my goals will be to create an archery squad, if only so we can eat more wild meat (there are Giant Ostriches roaming around the map now...).  I will continue working on setting up agriculture and plant processing (I'm furious I couldn't find a single rope reed or rope reed seed to get cloth production going) so we can have a more diverse menu.  I've carved out a huge tree farm and moved the grazing animals inside.

On the subject of magma: the good news is that we can dig a vertical shaft right next to our main staircase that will go right to the magma and bypass all caverns until the workshop level, so it would be trivial to architect a pump stack.  The bad news is, it's going to be well over 100 levels tall, so it'll take a long time to build.  If my successor is interested in building the pump stack, please let me know and I'll start designating the mining and manufacturing of magma-safe pump parts.
« Last Edit: May 02, 2013, 11:31:26 am by joeclark77 »
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The_Force

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Re: [Succession Fort] Desertguard (34.11)
« Reply #34 on: May 02, 2013, 01:10:44 pm »

Due to how much coke we've got I say leave it for now.
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Manze

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Re: [Succession Fort] Desertguard (34.11)
« Reply #35 on: May 02, 2013, 02:09:20 pm »

Making coke is a great way to train up furnace operators, though. Make them faster for when you want to mass produce bars.

And on the topic of giant animals, keep an eye on the elven caravans. During my turn they brought a giant badger boar. Didn't have enough crafts to buy it, unfortunately, but I'm thinking giant war badgers.
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joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #36 on: May 02, 2013, 02:24:22 pm »

I tend to kill the elf caravans.  We could more than afford to buy their whole caravan with prepared meals and masterwork stone crafts, but I hate to see them walk away with our best stuff.  (Also elves are notoriously difficult to provoke to war.  We can probably kill their caravans a dozen times before they stop coming.)

We do have a legendary furnace operator or two by now.  Making coke from lignite doesn't cost us anything, and we have plenty of manpower, so I'm going to let the job stay on repeat until it runs out.  We are also smelting native gold and native platinum.  Tetrahedrite and one of the silver ores (perhaps galena?) have been struck, too, and we have lots of copper and silver bars.  Dfhack says there's casserite somewhere, but I don't care to cheat to find it.  A brave overseer could go right to the adamantine, but as for me I'm not ready to open up that cavern yet.
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Agent of Avarice

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Re: [Succession Fort] Desertguard (34.11)
« Reply #37 on: May 02, 2013, 10:40:37 pm »

Aww some one already got the trader? Oh well, that metalcrafter sounds avaricious enough! Thanks in advance.
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joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #38 on: May 03, 2013, 12:35:58 am »

from the journal of joeclark, militia commander:

12 timber:

I suspect our bookkeeper, which is why I made him bookkeeper.  Waiting to catch him in his office and then I'll seal the doorway. [...] Done.

24 timber:
Dwarven caravan came and we bought a LOT from them, notably some steel equipment for the militia (i.e. me!) and lots of food and booze.  The quivers and leather armor for a 5-man marksdwarf squad are ready, so I'm trotting them out for their first exercise.

26 timber:

Just in time!  Appears to be six goblin macemen.

27 timber:
The marksdwarves hadn't even suited up when DeepBlue ("the Chopper") charged into battle.  Sadly he was slain.  I and HARD2 arrived together and drove off the brutes... HARD2 had a tooth knocked out, or something, but we are otherwise okay.  Two goblins were caged, one killed, and the others ran away.

14th opal: 
A whole herd of giant thrips just wandered into our cage traps... can't imagine where they were trying to get to.  Anyway, it's meat.

27 opal: 

Urvad R has become a legendary glassmaker.  My successor might think about putting him to work on magma-safe pump parts.  We've got plenty of sand.
It's worth 37,500.  I particularly like that it boasts an image of cheese in rock crystal.
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joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #39 on: May 03, 2013, 12:41:54 am »


1st granite: 
Well, I've had enough of this job.  A whole year of some jerk bending my ear about how he can't find a distillable plant or a lye-containing bucket or whatever.  I'd rather go back to sparring with HARD2, thank you very much.  I've still got a long way to go to make "legendary".  It was a rather dull year, frankly, hardly any battles or anything.  However, we did make a lot of improvements under my reign, not least of which are my apartments and my grand mausoleum.  Many of our artisans are legendary in their trades.  We have plenty of supplies of all kinds except no weapons-grade metal better than copper or silver.  We have a large tree and plant farm.  Successors are advised to keep all the industries going on repeat, and the fort should be fine for a long time.  Areas for improvement include: new entryway megatraps, a glassmaking industry, a better military, and !!MAGMA!!.  Another thing I didn't get to was piping in fresh water from the brook... it'd be nice to have a safe indoor supply.  Our soldiers aren't very good (not even me) and aren't very many, so the next overseer might want to re-organize the militia right away.

Here's your status:


Here's your new workshop layout.  Nice and orderly like I like it.  (A similar layout for the food and booze industries is on the dining hall level.)


One urgent note:  Somebody earlier designated lots of seed types for cooking.  That needs to be turned off!  You can only change that designation when you have a seed in stock, unfortunately, so I'm still trying to catch them all.  Check your "kitchen" z-screen occationally and see if you can save our seeds.  Our textile industry in particular desperately needs a rope reed seed.

Another urgent note:  Please dwarf Agent of Avarice as a goldsmith/goldcrafter and start racking up our fortress value so we can get some good sieges.

I'm uploading the save right away.
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joeclark77

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Re: [Succession Fort] Desertguard (34.11)
« Reply #40 on: May 03, 2013, 12:54:05 am »

The savefile is now up at: http://sdrv.ms/12024IW
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mastahcheese

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Re: [Succession Fort] Desertguard (34.11)
« Reply #41 on: May 03, 2013, 01:09:06 am »

It's already my turn? Again?
Well, I'll get to work on it after work tomorrow after I take my new meds.
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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

mastahcheese

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Re: [Succession Fort] Desertguard (34.11)
« Reply #42 on: May 04, 2013, 07:22:49 pm »

Overseer's Log: Mastahcheese
It seems that the denizens of this fort have elected me to rule over this ditch for the next year, probably because I'm the one who dug out half of it, after all, that's why Manze was elected last year, wasn't it?
Anyway, the biggest thing that's going to change is the lack of running water, those dolts have been putting aside my requests for three years, and now I can handle it myself! But first, we have an abundance of gold to deal with, I'll assign this Agent of Avarice guy to be the head of gold industries, and just tell him to churn out crafts until he dies of old age. I've also had reports of some kind of giant hampster? Oh, wait, a reservist just walked up and shot it in the head. Problem solved. Sheesh, this liason guy wants to tell me about some export agreement or something, was it about windows? Maybe cloth? In any case, he finally left, and that was the last issue, so I can finally get back to Project M.I.S.T.S. Hopefully everyone will be happy when they see the Mountainous Internal Septic Travel System in action!
I've also noticed that the former overseers have made personal tombs for themselves, I'll make sure to do the same.
Well, that Avarice guys has been pumping out masterpiece quality crafts for some ti-
Oh, bloody migrants.
Migrant wave:
   19 dwarves
   1 baby turkey
   3 baby keet
   1 baby donkey
   1 baby horse
   1 baby peacock
   1 baby water buffalo
   1 baby llama

Well, that's the end of Granite, I'll pick up from the beginning of Slade later. This fort is much larger than what I'm used to, but I'm making some progress.
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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 #43 on: May 06, 2013, 10:46:18 am »

I've also noticed that the former overseers have made personal tombs for themselves, I'll make sure to do the same.
Don't forget the platinum sarcophagus or the gem encrusting...
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mastahcheese

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Re: [Succession Fort] Desertguard (34.11)
« Reply #44 on: May 06, 2013, 01:52:43 pm »

I've also noticed that the former overseers have made personal tombs for themselves, I'll make sure to do the same.
Don't forget the platinum sarcophagus or the gem encrusting...
Oh, I won't
Logged
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
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