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Author Topic: Orbsshocks, the New way to look at things! [Succession]  (Read 10639 times)

Deus Asmoth

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #105 on: May 18, 2014, 07:40:10 am »

I think that now you have to use fortifications and a raising bridge.
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exodius1

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #106 on: May 18, 2014, 07:56:58 am »

I think that now you have to use fortifications and a raising bridge.

Still, as long as the soldiers do not have access/line of fire to the necros it will be useful^^
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Dolwin

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #107 on: May 18, 2014, 01:18:19 pm »

Question.... Were the soldiers already there or did you use "s" menu?

Their training area is guarding the front door.  I havent commanded them to do anything.
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Dolwin

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #108 on: May 18, 2014, 05:01:44 pm »

~~Journal of Overseer Dolwina - Autumn 129~~

Ye gods, has this been a frustrating season.  I guess I'll start with the good news, since there wasnt much to begin with.

Spoiler: Magma (click to show/hide)

We found the top of the magma tube.  It was much higher than I dared dream it would be.  I ordered the miners to dig off the main staircase to reach it when we found a slight hiccup.

Spoiler: Hiccup (click to show/hide)

Seems like the surrounding cavers have some water.  We have to reveal them first before we can know where to dig to get our precious magma.  While the miners were off doing that, I received the first of many disturbing reports.

Spoiler: Mountainhomes? (click to show/hide)

No longer content with sending us the dregs of society, the mountainhomes havent sent anyone at all!  We could have used some skilled help.

Spoiler: Good news #2 (click to show/hide)

Not so much with the item, which is borderline useless.  Rather, its the vast knowledge inherited by our armorsmith.  The soldiers will be happy with the extra protection (once we get the magma smelters up and running to make more steel that is.)  As soon as this came to pass, everything went downhill in a hurry.

Spoiler: Problem? (click to show/hide)

The citizens were doubting the soldiers resolve as far as their training plan, but no one questioned them after that.  The gobbos took up sniping positions to the northeast of the soldiers and let loose every crossbow bolt they had.  Our soldiers stood their ground and didnt respond, letting 3 of their comrades die (as well as another that dodged into the moat and drowned).  When the goblins ran out of bolts, they ran towards the entrance only to meet up with the dwarven caravan and their guards.  One of the merchants was attacked and resulted in all of them fleeing, as well as the outpost liason.  He wanted to come by, but with our mayor in the ranks of the soldiers, he couldnt stop to talk at all.  The liason left in a huff.  Until we can get crossbowdwarves  patrolling our walls and sentry towers, there is a high probability that we wont be able to trade with anyone.  It could also mean the start of a war with the humans if enough of their merchants are slain.  All I can do is hope that everything works out until the soldiers are ready to defend us once more.  Things are looking grim at Orbsshocks right now.  Pray that we make it through the winter....



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Dolwin

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #109 on: May 21, 2014, 06:05:18 am »

Technical issues with the save file.  I havent forgotten about the end of my turn.  I've sent Exodius a PM about it.  Hopefully we can figure out the issue soon.
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exodius1

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #110 on: May 21, 2014, 11:38:32 am »

My theory is the minor mod may have taken effect and was removed by updating textures or something, it was basically a reference to another piece of work i have done, if you add this

Spoiler (click to show/hide)
to descriptor_shape_standard in the raw->objects in the save file it should, key word: should, solve it...
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flame99

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #111 on: May 21, 2014, 01:27:07 pm »

Here's the piece of work in question.
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Dolwin

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #112 on: May 21, 2014, 04:54:44 pm »

That fixed it.  My last season summary and the save coming up.
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Dolwin

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #113 on: May 21, 2014, 07:25:45 pm »

~~Journal of Overseer Dolwina - Spring 130

(These journal entries are covered in vomit)

4maskwolf you bare footed, tea-totaling, tree hugging, tiny bearded, perfume wearing, elf kissing, beer wasting, stargazing son of a crundle!  Do I look like I have a lot of free time on my hands?  It's not like I'm busy guiding, oh, I don't know, the entire bloody fortress!  Uninterruptable two year special training my beard!

Spoiler: Slightly irritated (click to show/hide)

You couldnt just keep your spores to yourself until I stepped down from Overseer?  This has kept me quite busy in what would otherwise have been a very quiet season by dwarven standards.  The civilians had a minor celebration recently, as our magma forging area is up and fully operational.

Spoiler: Forges (click to show/hide)

I've forbidden stone hauling until we can get some wheelbarrows forged to help move things along.  Rocks are too heavy to haul around by hand, especially with a tiny squirming beard in the other one.

Spoiler: Quittin' Time (click to show/hide)

With the temperature rising, its finally time for me to step down and focus on my mechanic work.  I'll leave my successor these notes about our fortress and its inhabitants.

Spoiler: Fortress Overview (click to show/hide)

Food and drink have stabilized.  Food is still a bit light, but we finally found out what the issue was with the peahens.  When I was doing my final walkthrough of the fortress, I noticed a small pile of rotten eggs being hauled to the dump area.  I flagged down the cook and asked him just what the hells he was doing with them in the first place.  "You said we couldnt cook them," he said, "but you never said we couldnt pick them up and put them in the kitchen to rot."   After punching him in the face, I gave new orders that blue peahen eggs were no longer allowed to be cooked or gathered.  That should finally get us some cute, delicious birdies.  If the opportunity arises, we could use a female alpaca to match with the male we already have in order to get a steady supply of wool and meat. 

We didn't have a need to use the migrant trap, but I'll go over it here for any future overseers that do.

Spoiler: Migrant Trap (click to show/hide)

1)  The surface bridge.  Left down until its time to move the migrants into the fortress
2)  The meeting area.  Left inactive until migrants show up during a siege scenerio.  (i -> a to activate when needed)
3)  The fortress access bridge.  Raise the surface bridge once you have saved all the beards you can, deactivate the meeting area, then lower the access bridge.  Once everyone is in, reset both bridges and turn off the meeting area.

Spoiler: Crafting Area (click to show/hide)

We have a miner in a masonry mood.  Check to see if he needs to change professions afterwards.  You'll also see the lever corridor.  Each lever has a Note and text describing its purpose.

Spoiler: Moat (click to show/hide)

Next up we have the moat and its various features.

1)  Some dead dwarves here.  They dodged into the moat during the crossbow massacre in the fall.  Corpses have been forbidden for now and just slabbed.
2)  Once the moat has been drained, this square should be mined out and a floodgate put into place (with a connecting lever somewhere of course).  This will give an unpressurized water source for the waterfall leading into the new dining hall that has been designated.
3)  A double fortification should be placed here once the moat is drained to keep swimmers from entering the fortress.
4)  Here is where the magma should be dumped to block the stream from filling the moat.  A floodgate a couple squares to the east and then you can control filling and draining the moat easily if you need to drain it again later.

Spoiler: Archery Towers (click to show/hide)

The 2 archery towers overseeing the training area need to be completed.  The roof is almost done on one and hasnt been started on the other.  Remember that you have to have 1 solid wall to support the roof.  We absolutely need 2 more archery towers in the entrance to our base for once the military is done training and can schedule regular defense duties.

One last thing to note.  We now have magma glass forges and safe sand to be collected by the soldiers training grounds.  We have unlimited glass production and need to take advantage of it for blocks and other objects of need.

Notable dwarves:

Spoiler: Dolwina (click to show/hide)
Spoiler: 4maskwolf (click to show/hide)
Spoiler: Than402 (click to show/hide)
Spoiler: Onul (click to show/hide)
  Onul refuses to go off duty to take a rest.  Talk about hardcore.

Save is here:  http://dffd.wimbli.com/file.php?id=8577
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4maskwolf

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #114 on: May 21, 2014, 10:15:35 pm »

What are my skills nowadays?

Dolwin

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #115 on: May 21, 2014, 10:47:02 pm »

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exodius1

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #116 on: May 22, 2014, 01:56:19 am »

NIce work Dolwin, FliedLiverAttack you are next^^
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FliedLiverAttack

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #117 on: May 22, 2014, 06:53:47 am »

Ok, I've got the save and I'll start playing through it tonight.
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FliedLiverAttack

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #118 on: May 24, 2014, 12:32:13 pm »

Sorry for getting this done later than I meant to, things have been a little hectic.
Excerpts From A Study of The Rise and Fall of Ancient Civilizations, The Journal of The FliedLiverAttack Year 130
Yay. Apparently in some fit of watermaddness I've become the new Overseer of this little hole in the ground. I, a simple mechanic, am not competent enough for this by any means but all I have to do is not get everyone killed right? And there's a whole fortress to hide in and a whole small army whose entire purpose is to stand stoically 'cause I'm not a warrior king of ages old. And those rotting dwarf corpses in the moat smells fantastic. The last Overseer found a magma tube, I think I'm going to use that to set the world on fire.

11th Granite
Spoiler (click to show/hide)

Some miner made a golden door. Looks nice I guess.

2nd o Felsite
A sizable migrant wave just showed up 28 in number not counting the pets. I mostly set aside them for farming, glassmaking and the like. Some of the migrants had some prior fighting experience. I set them aside to do tasks that the warriors did at my home fortress like carpentry, masonry, and mining under the "Military" appelation, which would be helpful if an Overseer wanted new recruits, which I don't.

13th Felsite
Spoiler (click to show/hide)

My mission to not get everyone killed just got a little harder. A siege just showed up 60 swallow and croc riders and 10 trolls. I hadn't noticed that the dwarves were building the two archery towers by running up the hills and running on the walls to bring the blocks.
Spoiler (click to show/hide)
One of my glassmaker's got eaten by a swarm of Giant Swallows so it goes. Some of the workers ignored the alarm and went on their merry way I even set up a little meeting room/burrow for them behind all the cage traps in the side entrance they were hanging out in front of. Unable to tolerate such an offense they immediately exited the entrance and got chased by trolls somewhere.
Spoiler (click to show/hide)

I baited the trolls into the fortress and they got slaughtered. One straggler got there after the fighting ended, saw everything and just ran. Those militia are scary.
« Last Edit: May 24, 2014, 01:08:54 pm by FliedLiverAttack »
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FliedLiverAttack

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Re: Orbsshocks, the New way to look at things! [Succession]
« Reply #119 on: May 24, 2014, 02:37:41 pm »

Excerpts From A Study of The Rise and Fall of Ancient Civilizations, The Journal of The FliedLiverAttack Year 130
1st of Hematite
Armok, this is maddening. Seventeen days of this siege. Even though the crocs can swim up the well and the swallows can go over the walls, there hasn't been any combat. I should probably install an inner moat floodgate to prevent swimmers from getting in. Haven't seen a sign of the masons that were trapped outside. People seem to have given up on them and they've pretty much been written off as dead and listed as missing, but there hasn't been any goblin activity besides the troll pack where they ran and we haven't seen their corpses either, so I'm a little hopeful they haven't been eaten.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
« Last Edit: May 24, 2014, 04:10:51 pm by FliedLiverAttack »
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