Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 ... 8

Author Topic: [Succession Fort] Desertguard (34.11)  (Read 9267 times)

joeclark77

  • Bay Watcher
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #45 on: May 06, 2013, 02:36:04 pm »

If you look at my screenshot of the workshop floor, notice there's a 3-wide doorway between the jeweler and the furniture stockpile?  And there's a 1-tile stockpile in that doorway?  That was my temporary stockpile for whatever piece of furniture I particularly wanted encrusted.  It worked because gem encrusters will go for the closest piece of furniture and encrust it over and over again...
Logged

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #46 on: May 07, 2013, 07:34:06 pm »

Yeah. I've been trying to work on this but it's not really going anywhere, and it bothers me because I was going to work the waterways into my tomb, so I would have waterfalls running through it to make your guys' tombs look lame in comparison.
But I'm seriously getting absolutly nowhere in it, you might just want to remove me from the list because I don't think I'm going to be getting better any time soon.
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

The_Force

  • Bay Watcher
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #47 on: May 08, 2013, 03:54:07 am »

Alright sorry to hear that PM'ing Evictedsaint.
Logged

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #48 on: May 08, 2013, 07:43:24 pm »

My last set of exams ends tomorrow. I'll pick up then.

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #49 on: May 10, 2013, 02:00:06 pm »

Okay, I'm finally free-

Where is the save, exactly? I haven't really been watching this thread very closely, did cheese abandon his turn, what's going on?

joeclark77

  • Bay Watcher
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #50 on: May 10, 2013, 02:11:51 pm »

I think mastahcheese is suggesting you go back to my save, which was here: http://sdrv.ms/12024IW
Logged

The_Force

  • Bay Watcher
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #51 on: May 12, 2013, 11:53:25 am »

EvictedSaint, if you haven't replied by tomorrow morning I'm going to assume that you are unavailable and skip you.
Logged

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #52 on: May 13, 2013, 01:52:49 am »

EvictedSaint, if you haven't replied by tomorrow morning I'm going to assume that you are unavailable and skip you.
God damn, man, give me a fucking week to play the god damn game, alright?  I already replied in the fucking thread.

Alright, DesertGuard. 

What a miserable hole in the sand.
I, Saint, a humble fish worker, can make this place a fort worth inhabiting.  It didn't take much to convince these 100+ dwarves to elect me into a position of power.  I spin a few tales of wonder and grandour and bam, they start letting me call the shots.  Now, let's look around the fort a bit.  I don't spend much time away from the brook, so I've never actually toured the entire fort...

Spoiler (click to show/hide)

Alright, yeah, that's the entrance.  Not very well defended, but the cage traps will work quite nicely for now.  Let's go a bit lower...

Spoiler (click to show/hide)

A few levels down, not bad.  We could really use a well.  I'll have to fix that.  A bit deeper...

Spoiler (click to show/hide)

Uh...okay...I guess large, open, haphazard spaces are okay?  Not very aesthetically pleasing, but alright...

Spoiler (click to show/hide)

...and a dining room with only twenty tables...that works, I guess.  Not very grand looking, but I suppose it works.

Spoiler (click to show/hide)

Bed rooms look pretty good at least.

Spoiler (click to show/hide)

I guess opulence is the name of the game when it comes to our own tombs.  I guess I can play ball.

Spoiler (click to show/hide)

I had them reinforce the entrance with a drawbridge.  It's not much, but since I can't find the lever to shut the door I'll just make my own.

Spoiler (click to show/hide)

A quick look at me.  A shortage of patience.  Ha. Fitting.

Spoiler (click to show/hide)

I ordered a well to be dug.  It's connected to the brook.  Depressurized, of course.  Don't want to flood the fort!

Spoiler (click to show/hide)

Oh my, what do we have here...I think this will look quite nice in my tomb, don't you?

Spoiler (click to show/hide)

I think I'll seal off access to the cotton candy with a lever, first.  Just intuition, you know.

Spoiler (click to show/hide)

Well's done!

Spoiler (click to show/hide)

*sigh* More migrants...

Spoiler (click to show/hide)

Looks like they're body parts lying about.  I'll designate a grave yard to get these teeth out of the way.  I'm sure HARD2 won't mind if I leave his teeth lying out in the sun...

Spoiler (click to show/hide)

What's this?

Spoiler (click to show/hide)

Uh-oh.

Spoiler (click to show/hide)

Roll'em up, kids.

Spoiler (click to show/hide)

Luckily I managed to get a miner to patch the hole, so we still had access to cotton candy.

Spoiler (click to show/hide)

A glorious tomb for our glorious leader, who brought us the shiny blue metal of hell.

Spoiler (click to show/hide)

Oh, hey, that kid's doing a thing.

Spoiler (click to show/hide)

Woo.  More migrants.

Spoiler (click to show/hide)

An impressive population, if I do say so myself.  They must have all heard the fort was under new leadership.

Spoiler (click to show/hide)

Hurray.  More useless crap.  Thanks, kiddo.

Spoiler (click to show/hide)

My tomb is coming along nicely, if I do say so myself.

Spoiler (click to show/hide)

Hell looks lovely this time of the year.

Spoiler (click to show/hide)

Human caravan! Bought some more useless crap.

Spoiler (click to show/hide)

Uh oh.  Well, nothing our elite force of dwarven soldiers can't take care of.

Spoiler (click to show/hide)

Quick and bloody, the way I like it.  Goblin corpses thrown into our garbage piles to rot down to bones.

Spoiler (click to show/hide)

Another kid doing his thing.  I hope he makes something useful...

Spoiler (click to show/hide)

Nope.

Spoiler (click to show/hide)

What's this? A barony? Why, yes! I have just the dwarf in mind...he he he...

Spoiler (click to show/hide)

I think our new baron needs a throne room...Nice and spacious, just the way I like it.

I think that's enough...I'll let some other poor fool micromanage the fort, I've mandates to make.  If you need me, I'll be lounging in my golden throne by my golden chests and platinum tables and masterwork bed as I gaze around my majestic throne room.


TLDR; We breached hell but we're safe, I made a throne room and crypt for myself, I'm the new baron, and we've a ton of more useless crap that we don't need.  We're pushing about 170+ dwarves by now. 

Save is here: http://dffd.wimbli.com/file.php?id=7656

The_Force

  • Bay Watcher
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #53 on: May 13, 2013, 03:28:25 am »

EvictedSaint, if you haven't replied by tomorrow morning I'm going to assume that you are unavailable and skip you.
God damn, man, give me a fucking week to play the god damn game, alright?  I already replied in the fucking thread.

Yeah sorry about that, last night caught me in a bad mood and I've seen a few too many of these threads die. Anyway downloading now.
Logged

Manze

  • Bay Watcher
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #54 on: May 13, 2013, 07:49:42 am »

I'm pretty sure the front door lever is in the old bedroom / hospital (which needs more beds and tables, damnit!) area. Does nobody check notes? 'Cause I'm pretty sure I set one up over the lever for the main drawbridge.

Also: For 160 dwarves, our military seems rather... Small. Should probably do something about that.
« Last Edit: May 13, 2013, 07:58:03 am by Manze »
Logged

joeclark77

  • Bay Watcher
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #55 on: May 13, 2013, 09:11:18 am »

Is my dwarf still alive?  I recall there only being 2 or 3 soldiers in the military when I ended my turn.  You must have done quite a re-organization if you were able to drive off a goblin siege.
Logged

The_Force

  • Bay Watcher
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #56 on: May 13, 2013, 09:42:06 am »

As of 27th slate we have 3 squads

The Fenced Planks consisting of joeclark a master speardwarf, ezum a competent speardwarf and HARD2 a professional swordsdwarf .

The Lengths of Coal consisting of Zaneg, Ast, Kadol, Kikrost and Libash all marksdwarfs.

The Red Raiders consisting of Melbil a swordsdwarf, Urdim a speardwarf, Id another swordsdwarf, Mafol a Hammerdwarf and Asmel a macedwarf.

Joeclark is Militia Commander with Melbil and Zaneg as captains.
Logged

joeclark77

  • Bay Watcher
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #57 on: May 13, 2013, 09:47:43 am »

Good work, nice write-up evictedsaint!
Logged

The_Force

  • Bay Watcher
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #58 on: May 13, 2013, 09:53:02 am »

1st Moonstone 554

Well hear I am back in the saddle again it appears that a baron can't be overseer at the

same time and no one else steeped up for the job so it looks like iIm in command again.

First things first I order my new apartments dug out I also order wood in the tree farm to

be cut.

With the increased goblin activity in the area I order joeclark to take on some new recruits

for his axedwarf squad and I also form a new squad.

21st Moonstone 554

I've ordered my old room to be converted to a barracks for the new squad.

22nd Moonstone 554

Saint the baroness mandates that we can't export toy hammers (do we even have any?)


27th Moonstone 554

One of our hammer and axedwarves engaged a giant mosquito no injuries and more meat.

22nd Obison 554

we Caught a kobold rummaging around in the depot all squads giving chase.

It escaped also starting work on the patented dwarven atom smasher.

2nd Granite 555

One of our fish dissectors is taken by a mood I wonder what he'll make?

a spore tree crossbow may come in useful.

25th Granite 555

Migrants

2nd Felsite 555

mmmmmMinotour! across the brook.

(ooc: i'm waiting here to see what you want to do charge with the militia or turtle? be advised that the militia is well equiped.)
Logged

joeclark77

  • Bay Watcher
    • View Profile
Re: [Succession Fort] Desertguard (34.11)
« Reply #59 on: May 13, 2013, 10:18:25 am »

Let the minotaur path into the cage traps, capture it, then incorporate it into a megatrap or use it for sport.
Logged
Pages: 1 2 3 [4] 5 6 ... 8