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Author Topic: Slingblock: A noob fortress - Free Socks* (Details inside)  (Read 40729 times)

Chevaleresse

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #225 on: September 06, 2014, 01:06:40 pm »

oh god we can't let this fort die
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Skullsploder

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #226 on: September 07, 2014, 03:39:54 pm »

Never fear! I have finished my turn, write up will come tomorrow :) sorry for taking such a ridiculously long time; I just had much less time for DF than expected.
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Nail

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #227 on: September 08, 2014, 07:43:46 am »

Really, you didn't take too long, and you mostly kept us posted about what was going on. Considering some turns in other fortresses you did commendably.
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Skullsploder

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #228 on: September 08, 2014, 01:44:49 pm »

The Fortress Endures

12th Limestone 255, early Autumn

I've ordered the fort's surrounds on the surface to be deforested. Damn trees, can't trust them.
The new traps are finally paying off with large amounts of goblin snatchers.
Since our miners seem to be free now, I've ordered them to dig out a fancy new practice range adjacent to the main barracks. Should help us solve our issue of prisoner overpopulation.

11th Sandstone 255, mid-Autumn

Miners finished the new shooting range, however masons and engravers still need to finish the place up.
Spoiler (click to show/hide)
Above are z3, z2, and z1. Up top at z3 is the mass-pitting system, in the middle (z2) is the shooting ground with retractable bridge for dropping loot to z1. On z2, you may notice the channeled-out ring around the place where the dwarves will stand. This is so that bolts fired can be retrieved for re-use. On z1 there will be a lever for retracting the bridge above. Order it pulled only when there are no hostile creatures in the firing range above and no dwarves collecting goblinite on z1. Also, obviously, don't order anything pitted  when the bridge is retracted. n z3 there is a pit zone designated. To pit creatures into the firing range, simply assign them to the pit zone the same way you would assign an animal to a pasture zone.

Since I hate miners being idle, and we seem to have a bed shortage, I also ordered a new residential area to be dug out.
Spoiler (click to show/hide)
This design has exactly 80 rooms for dwarves, plus four miscellaneous rooms in the middle for booze or statues. Another ring can easily be added, following the same pattern, to add another 96 rooms.

1st Moonstone 255, early Winter

Ah winter. It brings such a change to the frozen blood-covered hellscape.
The caverns are almost completely sealed. The upper fortress has slightly improved defences. The trap tunnel for the unsecured cavern is being filled with further cage traps.
Spoiler (click to show/hide)

24th Moonstone 255, early Winter

Ah yes. Beautiful.
Spoiler (click to show/hide)
Wait. what. Why aren't the dwarves shooting? Huh. No ammunition. DESPITE THE HUGE AMOUNTS OF BOLTS LYING EVERYWHERE, HUH? I've ordered 2000 bolts to be forged to rectify the situation.

5th Opal 255, mid-Winter

Spoiler (click to show/hide)
Oh really?
Spoiler (click to show/hide)
That's what I thought. Run, and tell all your little werellama friends.

13th Opal 255, mid-Winter

Blood, corpses and vomit... much more like it.
Spoiler (click to show/hide)

The Fortress is Safe

1st Granite 256, early Spring

The caverns are walled off (mostly, the HUGE drafted masonry corps is still finishing up a few designations) and the Cistern is secure.
Spoiler (click to show/hide)
Doesn't look like much? Consider that the caverns have 7 z-levels of open air in some places.

We have a military with live training rooms and organised schedules.
Spoiler (click to show/hide)

We have garbage disposal.
We have cage recycling.
We have cage traps at strategic locations (not to mention a crapload in the only access tunnel between our fort and the caverns).

And we also have significantly less crafts. Heh. I slightly a little bit traded all our crafts to the caravan for all their armour. But it's fine, surplus prepared meals make the best trade goods.

There are things I didn't work on though: Our metalworking industry couldn't keep pace with my demand for steel. I recommend the next overseer expand it significantly and also head down to the magma sea to remove our dependance on charcoal. Also please note that I didn't do much to improve the living conditions of the dwarves (other than ensuring that they don't get eaten by cave crocs and quartered by goblins), so the next overseer may want to work on that - the new residential wing I dug out still needs its doors placed, but the beds are all there and the doors are at least ordered.

(And, final note (haha), I've left notes on all the levers I could find. hit "N" before pulling anything just to make sure you've got the right lever.)

All in all, the fortress is ship-shape and blood soaked, and I'm happy to hand over a thriving bastion over to the next overseer.


Save is up at http://dffd.wimbli.com/file.php?id=9643
« Last Edit: September 08, 2014, 02:18:16 pm by Skullsploder »
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Nail

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #229 on: September 08, 2014, 03:02:36 pm »

I applaud,
And, final note (haha), I've left notes on all the levers I could find. hit "N" before pulling anything just to make sure you've got the right lever.
and salute you.
Though I feel you are going overboard with that huge tunnel.
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August

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #230 on: September 08, 2014, 07:36:03 pm »

Great turn Skullsploder.
So, next up is snackfox?

Oh, and looking at the turn order, it seems like I'm farther down than I should be. A bunch of people are getting repeat turns before I get to go again. Could I get moved up pretty please? To go after King Murdoc.
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4maskwolf

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #231 on: September 08, 2014, 08:13:15 pm »

Great turn Skullsploder.
So, next up is snackfox?

Oh, and looking at the turn order, it seems like I'm farther down than I should be. A bunch of people are getting repeat turns before I get to go again. Could I get moved up pretty please? To go after King Murdoc.
You are too far down, but I'm the one who's supposed to go after King Murdoc in the normal rotation.

Skullsploder

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #232 on: September 08, 2014, 11:46:45 pm »

@KingMurdoc: You should maybe just put a link to the posts for overeers' journals if you want to keep them in the OP, it looks neater and you can fit them all in that way :)
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MeimieFan88

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #233 on: September 09, 2014, 01:32:08 am »

I like the screenshots. Especially the bedrooms, it's fractically eye candy :D
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Chevaleresse

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #234 on: September 09, 2014, 07:34:52 am »

Yeah, I'll fix that up in a bit. I've been kinda busy.
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Skullsploder

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #235 on: September 09, 2014, 02:55:17 pm »

I like the screenshots. Especially the bedrooms, it's fractically eye candy :D
Quote
This fortress is doing all right, for a fortress run by COMPLETELY INCOMPETENT NINCOMPOOPS. LOOK AT THIS. LOOK AT IT.

Don't know if you guys have ever read the webcomic "The Punchline is Machismo". I edited a piece of it (in MSpaint) for the situation.

Spoiler (click to show/hide)
-snip-
Cisterns meeting safety standards? The hell is this?!
My cisterns are a pinnacle of needlessly unsafe and haphazard dwarvenly noobish engineering!

(thanks for fixing it though)
 :P

<3

Now hopefully the fort won't be obliterated, as has been the pattern with the turn after mine for the a few succession games I've taken part in :P

On an unrelated note: guys, if you see a blue ore when you hit the magma sea, try and mine as much of it as you can. :D
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Nail

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #236 on: September 09, 2014, 03:04:48 pm »

And when you find stone you can't mine, then excavate completely around that stone until you find an entrance.
Now hopefully the fort won't be obliterated, as has been the pattern with the turn after mine for the a few succession games I've taken part in :P
I cannot see why that would be with your saint advice.
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Skullsploder

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #237 on: September 13, 2014, 10:13:34 am »

Soooo has anyone messaged Snackfox?
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Chevaleresse

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #238 on: September 13, 2014, 10:52:05 pm »

If Snackfox doesn't show up by midnight tomorrow, his turn is forfeit for now and Nail gets to go.
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Boes

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Re: Slingblock: A noob fortress - Wells are hard.
« Reply #239 on: September 14, 2014, 11:43:21 am »

I know this is very late into this game, but would it be possible for me get a turn.   I am a newish player but I would love to attempt the magma forges and pump stack to get the magma up to the working levels
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