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Author Topic: ☼Cathedral☼ - Curious Underground - 2000 units down. Looking for Overseers!  (Read 49460 times)

TalonisWolf

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #390 on: January 29, 2014, 05:49:30 pm »

Well...

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Date Registered: January 18, 2014, 04:55:50 pm
Local Time:January 29, 2014, 05:46:57 pm
Last Active: January 28, 2014, 11:28:41 pm

... it's quite likely he'll be on soon. Just a question of how soon...

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Arcvasti

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #391 on: January 29, 2014, 09:17:12 pm »

I'm still here. I'll probably get started on the fort on Thursday.
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TalonisWolf

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #392 on: January 29, 2014, 10:05:57 pm »

 May the gods show you great favour.     ;)

Edit: supposed to be "May", not "My".
« Last Edit: January 30, 2014, 03:19:33 pm by TalonisWolf »
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Arcvasti

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #393 on: January 30, 2014, 11:40:22 am »

Just starting up the downloads. I'll start playing soon.
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Arcvasti

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #394 on: January 30, 2014, 12:35:45 pm »

Still haven't unpaused for more then a few seconds. Everyone has 15-30 unskilled labors on. More disturbingly, there are no ministrys. So far, I've just been trying to figure out what to do and making labor assignments more effective. Each dwarf has one labor right now. I'll enable more RELATED labors if I have problems with dwarf power. I also renamed the peasants with more traditional dwarven names and gave them actual assignments. I dwarfed myself as Minister of Immigration. Proper update incoming later this afternoon, I hope.
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Arcvasti

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #395 on: January 30, 2014, 03:22:22 pm »

I am quite shocked that my dorf is still alive. Can I get an update on what she has been up to, and what are her skills?

Your dwarf is still alive. (S)he is a mechanics guild dwarf and has low level mechanic skill and dabbling skills in everything under the sun.
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Meph

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #396 on: January 30, 2014, 04:29:10 pm »

What are ministries?

Btw, I usually go with the everthing enabled on everyone skill as well.
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Arcvasti

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #397 on: January 30, 2014, 04:39:34 pm »

What are ministries?

Btw, I usually go with the everything enabled on everyone skill as well.

I just like naming professions like that. Our cook is now a minister of plenty. Its thematic. And I don't like enabling everything. There's about no way that you can get skill up that way. I'd rather have one skilled person per labor then 40-50 unskilled in everything peasants who do those jobs.
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mahrgell

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #398 on: January 30, 2014, 04:45:34 pm »

It feels like the philosophy of all-labors vs specialists alternates with every overseer in this fortress :D

someone12345

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #399 on: January 30, 2014, 05:37:34 pm »

I am a specialiser and am coming after Arcvasti, breaking the cycle.
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kamikazi1231

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #400 on: January 30, 2014, 06:10:15 pm »

Yea there's good points to both.  Depends what you need done and how quick.  In my larger forts I usually have several sets of workshops.  I'll have my main workshops I always use profiled for my one legendary or dwarf I'm targeting for moods.  Then the other three or so copies of that workshop are for everyone when I really need to churn out something quick and cheap for some reason.  Especially applies to masonry as I like to get constructions up very fast with a hundred+ builder masons but have only one legendary "training" churning out tons of blocks.
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Arcvasti

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #401 on: January 30, 2014, 06:14:51 pm »

1st limestone: After the tragic loss of Our last overseer, We have seen fit to assume control of Cathedral. Before this, We had only been working leather on the overseers previous whim. The fort is a mess; workshops scattered everywhere and stockpiles left and right. The first thing We did was give responsibility of a certain sphere to each worker rather then relying on unskilled labor. Looking at the last orders given, We can assume that making a millstone on the surface, training diagnostic skill, townportaling new people and making piles of copper short swords are the priorities. We've sent Stormbuilder to finish the millstone, but we already have 10-some copper short swords and We could use the copper for coins for more immigrants.

5th limestone: The millstone is finished and fully powered. We have drawn plans for Our office in the center of one of the strange hollow rectangular things near the townportal. It is only fitting since We have assumed the office of Ministers of Immigration.

9th Limestone: Half of Our military force is resting and is heavily wounded. Upon consultation with Kamikazi, the resident high priest, We have determined that the best way to heal him is too bring him to the monastery to be healed by Armoks mercy

11th limestone: A most troubling development has come upon Us: Many of the ministers have begun "Resting" in odd places. Further investigation reveals that their only wounds are being "Very Drowsy". Moreover, many of them get up after "Resting" and got back to work, only to "Rest" again afterward. They are all still "Very Drowsy" and that has not changed.

16th limestone: We have raised the funds necessary to summon a new victim immigrant. McMeph will still not convert from his heathen ways and continues to "Rest" instead of being healed by Armoks glory.

18th limestone: The minister of plenty,"Meg Helmet" has shunned Our company and is gathering resources in an unproductive manner. Between this and the "Resting" rebellion, We may need to take disciplinary measures...
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Arcvasti

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #402 on: January 30, 2014, 07:02:53 pm »

22nd limestone: We have sealed off the caverns, as per jimboos final plan with the gypsum bridge. We have sent the miners to find an alternative route to magma.

25th limestone: "Meg helmet" Minister of plenty has created a donation for Us with his stolen resources. We now face the dilemma of sending him to work as a mason or as a cook, as he is legendary at both.
The donation:
This is a obsidian armor stand.  All craftsdwarfship is of the highest quality.  It is encircled with bands of cushion obsidian cabochons.  This object menaces with spikes of obsidian.  On the item is an  image of a cyclops eye in gypsum. 
 


 27th limestone: The waters have frozen and all the ministers are wailing about how they cannot give water to McMeph. McMeph is capable of moving and is not even "Resting". If he comes to Armok, he will be healed. If he gets up and walks he can go drink. He refuses to do either. He rambles on about "Judgement" and "Payment for his sins of blood". We have had him replaced by Talanic in the Ministry of War.

29th limestone: We have discovered a link in the mysterious "Rest" revolt. Each revoltee drinks nether grour, becomes "Very Drowsy" and "Rests". We have forbidden all nether grour in the fort.

31st limestone: McMeph is dehydrated. We went to see him personally. He begged for mercy, for water. We installed a coffin in his room. We suspect he will need it soon. He's too weak to move now. He has sealed his own fate.

2nd sandstone: We have struck warm stone in Our second magma search. This will need to be handled carefully. We have sent an expendable miner to investigate it. Grimmash has begun exchanging coins for another immigrant.

3rd sandstone: Olin, the minister of forging, has rebelled. Due to his loss of pants, he has thrown a tantrum. We have made note to appoint the next immigrant as a minister of texting.

5th sandstone: The miners have found another branch of the magma sea. They have begun excavating a suitable area above it.

9th sandstone: The combined efforts of Kamikazi, Grimmash and the minister of currency have been enough to fund a new immigrant. We will fire up the townportal and abduct recruit attract another immigrant. The minister of forging continues to remain unproductive and surly. We will either sate his mad desire for pants or utilize their lack for creative disciplinary porpoises...
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Arcvasti

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #403 on: January 30, 2014, 07:32:21 pm »

10th sandstone: The elven diplomat has gone insane. I have ordered his execution. 

13th sandstone: Talanic has proven his loyalty by catching the elven sycophant and removing his teeth. We respect his methods. Perhaps We will utilize his services to resolve the rioting problem

14th sandstone: The elf has jumped off the roof and is running babbling away.

16th sandstone: "McMeph" Omtalzaneg trader has been found dead, dehydrated. Justice...

18th sandstone: We have been forced to reopen the sealed off area of the fort to retrieve an essential item. The newest migrant has arrived.

20th sandstone: The essential item is not within the sealed area. I have instructed PeaSant to research the necessary object.

23rd sandstone: The fortress attracted no migrants this season
 
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Meph

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Re: ☼Cathedral☼ - Curious Underground - 2000 units down. 2000 to go.
« Reply #404 on: January 30, 2014, 10:49:47 pm »

Quote
We have discovered a link in the mysterious "Rest" revolt. Each revoltee drinks nether grour, becomes "Very Drowsy" and "Rests". We have forbidden all nether grour in the fort.
Who the hell thought its a good idea to brew plants from the third cavern? ^^

And what did I do that you call my death justice? First you poison the people, then refuse to make water like Jimboo did his entire turn. ;)
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