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Author Topic: The Banners of Heart: ☼Masterwork the Fortress☼  (Read 34112 times)

jimboo

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #225 on: August 15, 2013, 12:00:42 pm »

It’s coming up on two weeks.  Does anyone mind if I step in and work on the FPS thing?  If v.3e and perhaps .3d have runtime errors, we really should make a go of this one.  It’s the last chance to play with the Dark Church.   :)
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jimboo

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #226 on: August 15, 2013, 08:51:42 pm »

Coming up on a month now since the last save so here we go:

Jimboo was kicked back in his now-acceptable quarters after a long day of brewing plump helmet wine when a dwarf came to summon him to the Council chambers.  He thought about changing clothes, decided it would be best not to keep the elders waiting and followed the page through the tunnels carved into the volcano that was Bannerheart.  Times had been good of late – for a brewer.  The military had been taking it on the chin, he’d heard, but the fortress was swimming in a dozen types of booze and there hadn’t been any complaints.  For a moment, he had the scary thought that he’d been drafted into that military but no, surely those announcements came with a sergeant and a swift kick, not a summons to the Meeting Hall.  They arrived at the doors.  “What do I do, how do I act?” he asked the page.  The young dwarf just smiled and pushed him through the doors, closing them behind him.  The room was large.  And dark; one candelabra wasn’t giving enough light for his eyes to adjust when he heard a booming voice, ‘JIMBOO!  Step Forward!”  He shuffled forward, blinking, until he saw several of the elders seated behind a stone table, staring at him.

“The time has come,” one said.  “Six years of the Fortress Bannerheart have passed.  The Overseer has chosen retirement after his year of service and it is time to choose another.  You are our choice, Overseer.  You were not our first choice but you are the last choice and the best choice.  Go now, and do the fortress proud.”

Stunned, Jimboo bowed clumsily and backed out of the room.  Closing the door behind him, he leaned back against the iron and wondered, WTF just happened?  He was alone in the hallway.  He was Overseer of the fortress.  He was clueless. 

He walked slowly back towards his quarters, still wrapping his fuddled brain around what had just happened when a memory came to him: “You were not our first choice.  But you are the last choice and – ”  Oh, sweet Armok!  That elder’s been listening to that lousy bard again, what was his name?  Sorkinstone?  The one that put the same storyline into every song?  Well, perhaps jimboo could keep doing whatever the previous Overseer had been doing and nobody would notice.  But who to ask?

Jimboo stopped the next half-dozen dwarves he came across and asked who was in charge.  It seems nobody knew about his recent elevation and what’s more, no one seemed to know or care who the last Overseer was, either.  Jimboo decided to make his way to the front gates and look around for himself.  Couldn’t hurt, and he had to start somewhere.

1st Granite, 50.

It seems there’s a caravan at the Depot.  And most everyone is just standing around, doing not very much.  Jimboo went to a worker stacking bins and asked what was happening.  “Well, there was a lot of activity for a while with the Drow merchants and then ole’ Chaosgear, he just up and says he’s through for the day.  Walks off, he did.  Nobles; wish *I* could just stop work whenever I feels like it.”

Chaosgear, “the world’s laziest broker” was far into his drink.  The Drow were still at the TD, tying goods to their spiders and getting ready to depart.  They seemed ecstatically happy yet disappointed that the fortress broker had left, breaking off the trade.  Jimboo found Chaosgear soaking his face in a barrel of fine ale.  He rousted him to go back to the TD and as he raised his head from the barrel, he had that grin and unmistakable expression that said, “you can say whatever you want, whoever you are, I’m not going to hear a word of it.”  Steel Gearwatch was standing close by and promoted to Broker as the only other dwarf around with any Appraiser experience in jimboo’s first official act as Overseer.   Jimboo made a mental note that he needed to carry one of those empty vellum scrolls he’d just seen at the Depot in his pocket; he suspected there would be a lot of ‘notes to self’ in the coming days.  Steel also seemed to accept jimboo’s self-proclaimed authority without question; that was worth noting, too.

4th Granite.
Ambush!  So much for the grand plan of clearing those valuable weapons off the surface before the next attack.   Giant blight bats and we currently have a lot of (non-essential) dwarves out gathering stuff.  A couple of Frost Giants armed with iron.  Orcs following.  This might be a long year.

Any and all suggestions are welcome.

Our status to start:
Spoiler (click to show/hide)
« Last Edit: August 16, 2013, 02:00:47 pm by jimboo »
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jimboo

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #227 on: August 17, 2013, 06:33:47 am »

8th Granite:
Spear Tenderrim has been rejuvenated. 
Spoiler (click to show/hide)
Spoiler (click to show/hide)


She has the appearance of someone 205 years old.  “She is getting used to tragedy.”  Which is good, because she’s outside the walls and evidently naked.  She came back drafted but not in any squad; I think I’ll retire her – for a bit – even though she’s one of our best skilled swordsdwarves.  The first of her kind, naked, looking 205 years old.  What a mental image.

And Whisperpoison has grown into a peasant.  His future is assured; he’s been a Marksdwarf since a baby.

And – another ambush. 

Huh.  Pressing F3, “Crafting,” zooms to level 137.  No crafts but a banner for Farming over the breweries.  And the tombs, reached by crawling around/over a food stockpile.  OK.  An Apothocary, the Archeologist, one mechanic’s shop and a stonecutter’s.  Which reminds me, we need some more coffins ASAP; another ghost is haunting the place.

14th Granite.
The first dwarf to catch a non-possessed mood is Anvil.  A bone carver.  Figures.

It’s been two weeks, time for review.

Two weeks.  It had gone by so fast and there was so much to do!  Jimboo looked down at his vellum scroll: Item #1 on the To Do List was “make map.”  There were still large parts of the fortress that were unknown to him and as far as he could tell, unknown to any dwarf still living.  Item #2 was “figure out what to do.”  Both of those would take some time and he needed help.  He stopped a young female dwarf strolling by with a bin of somethingorother and said, “Just what do you think you’re doing?”  “Stocking bones, Sir, it’s what I was told to do.”  Jimboo liked this dwarf’s attitude.  “Not anymore and congratulations on your promotion.  You’re now personal assistant to the Overseer.  Round up everyone who knows what’s going on in this place and have them come to my quarters first thing in the morning.”  “But, who are these dwarves, Sir?”  “You’ll figure it out.  Have them assembled by first light.”  It was an old trick jimboo had first learned long ago: the journeyman would assign tasks to apprentices that he couldn’t do himself and they were too young, dumb and green to realize it so, things got done. 

The next morning, jimboo assessed the dozen or so dwarves that were crowded into his room.  Item #3 needs to be, ‘bigger room for jimboo,’ he thought.  He looked at the engineers, scribes, Guild members and old-timers.  “I am the new Overseer,” he said.  Not the best start but he had their attention.  “You all take orders from me.  There are going to be some changes but first I want to hear your ideas on what’s needed and what’s not.”  It was absolute chaos!  Everyone started talking at once – yammering, really – and getting more excited by the minute.  “Hold it!  This won’t do.  Go away, talk amongst yourselves and come back tomorrow morning with a plan.  Now go.”  Jimboo noticed several of the scribes frowning; most dwarves could not read or write and they knew they were in for a busy day. 

Jimboo was rather pleased with himself.  This Overseer job might not be so bad if he could get others to do all the real work.  He thought about his choice of personal assistant: no doubt there were rumors circulating the fortress already on that.  Well, there were going to be rumors in any case and only Armok knows what they’d be if he chose any dwarf except a young and pretty one.  Jimboo started his day trying to find an Ashery workshop – had to be one, somewhere. 

Just notes:
Spoiler (click to show/hide)
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Meph

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #228 on: August 17, 2013, 11:17:22 pm »

ITS ALIVE!

How come we have only 22 soldiers with ~200 dwarves?
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jimboo

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #229 on: August 18, 2013, 03:59:18 am »

Q: Why only 22 soldiers?
A: Lessee … short answer: Metalwraiths, Deep Drow, Evil Dwarves, Human riflemen, Nasty, nasty Elves, Orcs, Goblins, Frost Giants, Giant Beasties (many, with names), Forgotten Beasts, Xen and many, many Necromancers and Wizards coming in waves each and every caravan season.  Currently, Giant Blight Bats.

But, we have an Iron Colossus at the front gate!  How cool is that?!  Then, check this:
Spoiler (click to show/hide)

“Immune to almost all effects.”  Sure thing.  Fractured femur, not likely to be of much help next time.  The workshops repair golems with hydraulic fluid; I’ve no idea how to restore a Guardian of Armok.  Pray the boo-boo away?  This fortress is playing “full Meph mode” and the invasions have been intense.  The first new squad of volunteers are calling themselves Fodder.
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Meph

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #230 on: August 18, 2013, 07:13:21 am »

Maybe just lighting the surface on fire will help a bit, followed by steelclad war-animals. :) Or get some hellfire landmines.
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jimboo

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #231 on: August 18, 2013, 09:58:28 am »

It was morning.  Jimboo had appropriated one of the fancy storerooms for his new quarters to avoid a repeat of yesterday’s sardine meeting (and hey, this room was nice!).  After everyone had filed in, jimboo rapped a bone scepter on the table to call the meeting to order.  “First order of business,” he said, “Does anybody here have a map of this place?”  No one did.  So much for item #1 on the To Do list.  “Moving on, then, what have you come up with for recommendations?”  And everybody wanted to talk at once.  Again.  Dwarves usually spoke in soft voices because sound travels a long ways in stone tunnels.  A dozen, loud dwarves jammering in a small room with smoothed walls was hard on the ears and jimboo had to slam the scepter several times before anyone could hear it. 

“Hold it!”  “One group at a time, starting with the Craftdwarf’s Guild.  What’s with all the bone doo-dads stacked everywhere?”  “Orders, Sir, that’s what we were told to do.”  All eyes turned to the manager, Citadel Trustworthytunnel, who seemed to grow a bit smaller in their gaze.  “Well … ah, it’s pretty much what we’ve always done … there are all those bones laying around and the single Crematorium can’t keep up with the new ones coming in, let alone all the old ones and …”  Jimboo cut him off with a wave of his hand.  “A new crematorium, then, and let’s hear from the Smiths.”  They too, blamed the manager for outstanding orders issued on Repeat “because it’s what we’ve always done.” 
So the morning went.  And the afternoon.

Afterwards, jimboo looked down at the four scrolls of vellum covering the table.  Lots of ideas were discussed, many of them fairly silly to everyone but the dwarf suggesting it.  Some of the ideas were good ones – at least worth considering – and jimboo had filled several scrolls with them.  None of those ideas had ever been tried and none of them came with instructions, naturally.  Most of the ideas had come from the engineers, also naturally.  Engineers always had ideas, most of them completely useless since they were as impossible as they were grand sounding.  The head of the Engineer’s Guild had some good suggestions for fortress defense and exotic weapons and everyone was interested to hear those.  But mostly, he babbled excitedly about something called “seven sigma,” whatever that was.  Jimboo frowned and looked down at his hands.  He had more than seven fingers so he could count that high but that’s about as far as it went.  Whatever it was, it involved A LOT of numbers and jimboo was all but certain even the other engineers didn’t know what he was blathering about.  Said he needed a “Dwarven ‘puter,” whatever that was.  Well, unless he could build one himself out of bones, that wasn’t going to happen this year at any rate and the only way jimboo could shut him up was to finally give him permission to speak with the inventors and researchers about his ‘puter.  But there was one engineer, diffident and soft-spoken, what was his name?  Goldbutt?  Something like that.  Goldbutt had what sounded like a very interesting idea: Restraint Theorum.  Pick the most important thing, work on that thing until it wasn’t the most important thing any longer, then work on the next, new most important thing.  That sounded useful.  Practical.  Jimboo had then asked him what he thought the most important thing was and he’d replied, “That’s it.  The Overseer using Restraint Theorum.”  It was a funny way of thinking but it did make sense, kind of.  Maybe if it worked out at year’s end he could have a statue raised to Goldbutt – but no, that’s how rumors get started and there were already plenty of those in this place.  The dwarves of Bannerheart loved to gossip. 
 
The last to speak had been Meph Occultwhip, the Military Commander.  He had waited in silence until all the other dwarves had spoken.  Jimboo had not called on him, and he was patient.  He was also – Meph.  Jimboo sometimes wondered how the other dwarves spoke about him behind his back but he already knew how they spoke of Meph.  Every dwarf in Bannerheart knew *those* stories.  It was rumored Meph had “a thing” for FungYen. 

Spoiler (click to show/hide)

It was also rumored that a couple of dwarves – more foolish than most – had made a joke about it where Meph could hear.  But it was only a rumor, nobody was sure because those two dwarves were no longer listed on the fortress’ roll.  They hadn’t even been soldiers.  What they had been was here one day and not here the next.  “Don’t mess with Meph” might well have been the unofficial motto of Bannerheart and jimboo had heard enough of the stories to believe that one, at least.  But the soft-spoken Meph had waited until the babbling was done, and when asked for a military assessment had simply reached within his bloody armor and withdrawn a scroll, laying it on the table.  This one did have instructions –  worded as “suggestions” – and he had been content to leave it at that.  But jimboo hadn’t yet read the scroll and didn’t think things through before saying out loud, “Summarize it.  What’s the status?” perhaps a bit more abruptly than he had intended but it had already been a long and tiring day.  Realizing immediately his mistake, jimboo could hear his heart thumping in the now very quiet room.  He listened to that sound for several long seconds until Meph spoke.  “I can direct the military.  What I need is more soldiers.  Not children, armored men – women, if you prefer – that can wield an axe.”    After he spoke, all eyes seemed to focus on his axe, that bloody two-handed monster of legend.  “And …”  Meph continued softly, turning to face Bogusbedus Dimpletorch, “this fortress could use a new Quartermaster.  Equipment ordered never seems to arrive.  We have no proper Warbeasts and some of those unicorns, while war trained, are still being coddled as pets.”  Now the room was staring at Bogus and jimboo felt a pang of sympathy along with relief that Meph was focused on someone else.  Meph was everyone’s idea of a proper dwarf: big (for a dwarf, that is), strong, tough, a natural leader and wearing that damn bloody armor of his.  Except, jimboo noticed, his boots were made of soft leather.  Were those the ‘requested equipment’ he had referenced?  Bogus, on the other hand – well, everyone knew how the fortress talked about him, too.  Bogus was a Guilded Animal Trainer which already was a big strike against him.  Moreover, Bogus was known to spend more time with his bees and unicorns than on his Quartermaster duties.  Jimboo was relieved to have a moment to collect himself as everyone stared at Bogus.  Well, he thought, I’ve already stepped in it; best thing now is to keep up the false front and perhaps Meph would also misunderstand just how meaningless the job title of Overseer actually was.  “Meph,” he said, “I’ll assume the Quartermaster duties for now.  Are the past requests you mentioned listed in this scroll?”  Meph slowly nodded.  “Then we are done for today.  You will be contacted individually as appropriate.  You’re dismissed.”   

As the others filed out, jimboo locked eyes with Meph and said, “I’ll see that you get those boots.”  A gamble.  Another lifetime of silent seconds passed before the big dwarf nodded.

The last to leave the room, Meph had turned at the door and softly said, “I’d like to have a turkey, if you don’t mind.”  Jimboo found himself shaking after he’d left.       

17th Granite.

- Anvil has created an artifact bone maul, worth 146,040.  The fortress now has its 3rd legendary bone carver.  That labor was disabled for the eight other dwarves who have it as highest moodable skill.

Details:
Spoiler (click to show/hide)

14th Slate:
We were just getting some things accomplished when Trade Incidentalthief decided to throw a party.

The Project so far:
- a month into the year already and I’ve managed to bring the FPS up all of 2.  Big whoop.
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jimboo

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #232 on: August 18, 2013, 01:42:30 pm »

20th Slate, mid-Spring.

Man, when this place parties, *nothing* gets done!  Reminds me of college … it’s been a frickin’ week, already.  Well, nothing to do but sit and watch, I suppose.

Party Time:


Things done so far:
- the hospital was doubled in size, I think we’re going to need it.  A new pathway to the central staircase was opened so injured dwarves wouldn't have to track through the dining room and meeting hall to get there.  Actually, this fortress didn’t have a hospital; there was a room with traction benches, beds and coffers, no warren or zone.  A pretty room – smooth walls and such – but no doctors, nurses or supplies.  Resting dwarves, thirsty and neglected.  So it was warrened, enlarged, dwarves are pond-ing in buckets of water for a close-by well.  An apothecary is in the works.
- the central staircase is unblocked, doubled in size and now connects to the lower levels.
- new magma channels are dug for new forges (many existing clay ovens, many glass furnaces, an awful lot of smelters, only a couple of forges) and when somebody stops partying and lifts a pick, I’ll flood them.

The Pit:


The Colosseum was built here before I arrived.  Several masons and a couple of new brick ovens are working 24/7 on that big pile of rocks.  A few barrels of booze are there to minimize down time for breaks.  That is a lot of rocks but they’re white and – have you noticed how most everything in this fortress is black, red or white?  Remind you of anyone’s avatar, much?  It’s 21 levels down from the surface, this is what remains from the cave-in.  The Colosseum theme, whatever so I’m going with it, using masons to make blocks and bricks for some planned constructions before setting a Smasher Bridge down here to clean the rest.  Depending on how the sieges go, some squads might strengthen up using this level as a gulag; it’s certainly big enough.

Embassy Suites:


I don’t get it.  This part of the fortress hosted The Big Cave-In.  Reminds me of an Embassy Suites hotel, all the rooms facing an open courtyard of empty space.  There are several levels, stacked like this one.  Maybe I’ll put a restaurant on the ground floor next to the Colosseum.  Those unusual-looking stairs on the right?  WAY down another 45 levels, there’s channeled water and the central open area has 3 chains supplying three wells up above in the main Meeting Room.   And some past Overseer had a thing for green glass windows, it seems, so I’ve left that standing order to make a lot of ‘em, filling in the tiles as they’re ready.  Hey, I just got it! – Good seats for the upcoming attractions at the Colosseum. 

Enigma:


This one, I still don’t get.  Pretty rooms, nice design, training for those 160 Engravers but to what purpose?  They’re 28 levels BELOW the Colosseum, on level 95 which is 48 levels below the surface.  I generally don’t place even my Church of the Dark Depths that deep.  That’s the Temple of Armok there at the top, described by a previous Overseer as difficult to use because it’s such a flippin’ far walk that supplies can’t be stockpiled and used before “break time” brings everything to a halt.  That Temple is guarded (?) by caged sprites and cage traps just as are the other alters.  I don’t get it; if the bad guys make it inside past the bridges over the volcano, it’s unlikely they’ll get trapped 48 levels down outside the Temple.  This is 40 levels below the occupied regions and since it was hard to use anyway, it will be moving a little closer to heaven this year.  This is already carved out, very pretty rooms, but all connected not by hallways but only interconnected.  Wait, I think I just got this one, too – Grolim rooms, which are all interconnected because there is intentionally no privacy or sense of individuality.  But, at the Temple of Armok?  Grolim priests?   

21st Slate:
Oh, I think we dodged one, there –

In those doddering comments above, I didn’t understand why there were cage traps outside that deep Temple of Armok.  They aren’t there to protect it against surface invaders but from creatures coming up from the depths!  That caged Sprite is the canary in the coal mine.  See those downward slopes to the left?  In a very convoluted path, they go uninterrupted another seven levels – circling the volcano in a three-wide corridor of marble – and open out onto a mossy cavern floor!  I just kind of assumed that had been blocked off, I guess.  The one lever in this fortress marked is “Cave1” – wouldn’t you think that meant a raised bridge or something?  It doesn’t.  I kept thinking, nah, can’t be, but I traced it a dozen times and, can.  There is another cavern breach on 89 that is sealed off but Panopticon was right, there was no need to purchase all that fungiwood; dwarves could have just walked down anytime and cut those hundreds of fungi trees on 88.  Connecting to 87, and 86 ... Huh, imagine that.  I’m not usually lucky in this way when playing DF; my luck tends to run the other direction.  I traced that path several times and, no question, the fortress was wide open to the cavern on level 88.  Tracing it back up, there are a couple of blind dead-ends but one convoluted, circle-the-volcano path back up to the Temple.  Perhaps that cave-in that took out the central staircase was planned to do that but those funny-shaped stairs on the right side still connected the Temple to the open cavern.  How about that.  Anyway, those gneiss blocks outside the Temple aren’t there any more, they became a wall.

Crazy 88:



Jimboo took out his To Do list, looked at item #1, Make Map.  He circled it, put a star next to it and placed it back in his pocket. 
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silentdeth

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #233 on: August 18, 2013, 06:03:59 pm »

Just a tip, if you use alt+print screen it will only take an image of the active window.
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Meph

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #234 on: August 19, 2013, 05:52:01 am »

And even more tips:

Quote
This one, I still don’t get.  Pretty rooms, nice design, training for those 160 Engravers but to what purpose?  They’re 28 levels BELOW the Colosseum, on level 95 which is 48 levels below the surface.  I generally don’t place even my Church of the Dark Depths that deep.
Thats the graveyard. :)

Parties: Either deconstruct the statue/table/whatever the party is held at to cancel the party, or ring the Alarm Siren. Both stop parties.

And I guess the bloody-armored Meph walks very, very slowly, because of the weight? this was one update before I fixed the weight of it, so maybe you should give him different gear or make him legendary in armor usage.
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jimboo

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #235 on: August 19, 2013, 08:33:43 am »

Thats the graveyard. :)

OK, good to know.  Odds are I’d have noticed those coffins down there eventually; Smake is there in one of ‘em.   :)   Keep those cards and letters a-comin’. 

The Project:
After seven weeks’ gametime, FPS is now stable on my machine at 52.  This means it can be handed off to anyone with a laptop but it’s actually kind of fun to play now, think I’ll stick with it for at least another season or two.  I’ll post the ‘hows and whys’ after a few more confirming tests.  In the meantime, along with blinking sprites of resting dwarves in the hospital, I have a blinking light on the dashboard of my car.
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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #236 on: August 19, 2013, 11:22:31 am »

23rd Slate, mid-Spring.

- Rim Spiretool, Chief Medical, has been Guilded to Healing, joining nurse HotLips in the new Hospital warren.  HotLips is emptying buckets and making splints at the new Apothecary.
- Construction proceeds on additional Crematorium, workshops closer to resources.  Many of those 300+ farmplots will go fallow at start of Summer since it’s not like the fortress needs just now what they’re producing.  And it seems we had a second Crematorium already, hidden in the smoke that is still on the surface more than a month later.  The first time I d/l’d the save, the smoke completely cleared in two game days.  But not this time.  Such go the role of the binary dice and there are still thousands of bones to deal with, more coming in all the time. 
- Things are  s l o w  at 23 FPS with no idlers.
- The only decent mechanic is skilling up making mechanisms (with so many ☼ in storage, one of those coffins must hold the previous mechanic) and the unskilled apprentices take seemingly forever to link/construct anything.  And so Bodice Mutemachine found himself on the wrong side of a new floodgate, necessitating some emergency stairs. 
- Embassy?  Bring every race, see what’s been ordered?  Menu says we have one, somewhere; man, I spend a lot of time Q-searching for stuff in this fortress.  Shift-R can’t seem to find it, either.  An Embassy is big and white, one would think it’d stand out.
- Every time I look at the new hospital, I think “Miasma!  Some poor dwarf is rotting in there!”  But no, it’s 10 tiles of amethyst floor.   :) 
- Making a few dozen leather backpacks; that’s a problem easily fixed.
- I can’t find a Kennel; should be close to the penned animals, maybe burned in the recent surface fire?
- One of those surface Crafts workshops was deconstructed to make way for a Boneyard; I’d rather have bone statues for the upcoming Dark Church than another thousand javelins and scepters.  Ash, we have plenty of.
- Placing those few barrels of booze down in The Pit was a good idea; they’re always crowded with dwarves who’d otherwise be trekking 70 paces (stopping what they’re doing in the meantime) for a drink.  Come to think of it, that’s why the current Temple of Armok is handicapped so the dwarves are establishing waystations of booze and chairs at intervals down the central staircase.   
- War Unicorns?  How Elfy can one get?  And none assigned.  Still, if life gives you lemons … No Grizzlies, only three Raptors.  A few Drakes.  No Mastiffs.  Many Unicorns.  10 Raptor eggs in the kitchen; darn, seems we’ve been eating them as laid.  Work begun on an enclosed nursery; there was an unused room w/door on level 143 blocked in by the Alchemist, might be a storage room again someday but for now, Raptor nursery.
- all the available gold was smelted to make those 113,000 coins; I’m smelting some of it back into bars for rose gold and TBA.
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afoninv

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #237 on: August 20, 2013, 12:26:47 am »

A great read, words of encouragement to jimboo for lifting this thread from the ashes! And yes, I'm interested in practical methods you've employed to reduce lag, so waiting for an update eagerly.
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jimboo

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #238 on: August 20, 2013, 06:12:42 am »

I'm interested in practical methods you've employed to reduce lag, so waiting for an update eagerly.

We interrupt our regularly scheduled program for this important announcement:

FPS death is the #1 killer of Masterwork succession fortresses, from what I can tell on Bay12 (Bannerheart, Exultationhexxed, Amberjewel).  While the mod gives a >25%+ change to vanilla, there are so many cool new options to play with that it’s easy to neglect some basics. 

For a new embark, it’s hard to overemphasize the importance of size; as Wiki points out, a 2x2 embark is only 25% the area of a 4x4.  Seriously significant, cascading to everything.  2x2 sounds small but is actually pretty big; the only downside to that is the limited adamantine but Masterwork has easy mithril, volcanic and bifrost along with the welded variants so candy is really only used for those great runes.  For an established fortress, Pathfinding>Temperature>>Stuff-to-be-counted>everything else.  I’ve raised the FPS of Bannerheart 20+ to date mostly by
1) Pathfinding and
2) bringing the Farms and workshops back in line.

Pathfinding: in Bannerheart 1st Granite Year 50, a dwarf who had been hauling to the Depot and then tasked with making a lavish meal would travel 97 steps to the kitchens, down two flights of crowded stairs, crossing multiple adjacent workshops and using 1-wide hallways, bumping into and passing many others en route.   Then do it all again to bring those meals to the Dining Hall.  Additional stairways were added and connected, hallways have been widened, walls were knocked out to shorten paths.  Many workshops were similarly far away from both resource stockpiles and goods storage; there’s been a lot of walking.  Farms: we have 300+ farmplots but no skilled Planters; Wiki Farming/Fertilizing points out the cascade effect of larger stack sizes on hauling, storage, etc.  Hauling jobs stack up and take precedence over everything else so we’re slowly getting rid of the 200 or so wooden barrels and replacing them with the much larger stone pots.  Workshop repeat orders were cancelled.  The goal is to have wide-open spaces, easily accessible and everything mostly shaped like a cube.   

This will all hopefully be quantified and posted soon.  It’s not easy to get rid of all the “stuff” with these constant sieges!  Mainly, we’re handicapped by ~ 200 pathing dwarves; we could add another 25 or so to the FPS by culling the herd, so to speak – easy enough with only 22 soldiers by consigning new recruits and re-setting the cap – but then jimboo the Brewer/now jimboo the Overseer would be remembered as jimboo that Cold-Hearted Bastard.  I still might, though.   :)
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Good walls make for good neighbors. -- Urist Frost
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Meph

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Re: The Banners of Heart: ☼Masterwork the Fortress☼
« Reply #239 on: August 20, 2013, 07:52:23 am »

Just a tip: When speaking about FPS, total numbers are rather useless. An increase of 20 FPS? Is that from 20 to 40, or from 130 to 150? When I run the same save one my netbook with 20 FPS and on my PC with 300 FPS, did I increase FPS by 280? ;)

Use percentages, these stay even for everyone :)
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