Response time! I'd like to think that machine-gun crossbows shouldn't be a problem given the period of time in which my turn is progressing, but the update would be preferable, I will agree on that. Yes, I am aware of our metal stockpiles. That's why I stated that copper [and etc.] would work for now, but I've often had Legendary +5 warrior dwarves killed by mediocre enemies even when clad in steel armour, so I have little faith in anything of lesser material quality. Water is my highest priority at this point, but as you'll be able to see, it's not turning out so well.
It's great that you were focused on finding water, but it shouldn't have taken that long, really. A single dwarf digging a 1x1 tunnel straight down can easily find water in just a few game weeks- though he risks digging through the ceiling of a cavern and ending up stranded with a broken leg subject to God knows what horrors creeping around in the caverns...
And, in fact, the expedition leader is up and well even with his broken spine. I can't explain it, but he's working as normal right now. DF being DF I suppose.
That's good, I suppose... Strange, but good.
As for fortifications, I haven't been so unlucky to have something like what you are suggesting happen to me, but given that the barracks are very soon going to be moved downstairs, the fortifications should be fine as is.
You do realize you can have multiple barracks for each squad, right? Each is indicated by a letter in the squad screen. Ideally the (S)leeping barracks should be above-ground, up in the archery towers (the military should be composed almost entirely of marksdwarves- there's absolutely no reason to risk dwarven lives engaging in melee combat), whereas the (T)raining and (E)quipment barracks should be located somewhere underground where there is more room. This ensures that some marksdwarves will usually be readily available to shoot at enemies from the towers, but they still have plenty of room for training. Also, the constant trips between the archery towers and the basement will maximize the chances of a military dwarf being present if a dwarf should break out berserk or an enemy should make it inside the main fortress.
For marksdwarves, Bismuth Bronze helmets and breastplates should be all that is required. This will protect their vital organs and brains from being impaled by any reaction fire from Elite Goblin Archers (only the elites can shoot through fortifications without standing directly next to them), while not weighing them down nearly as much (or being half as expensive) as a full suit of armor. The armor also comes in handy in providing protection from tantruming Dwarves.
Look up how to construct and archery range on the Wiki that allows full recovery of all fired crossbow bolts, and make sure to build one of those somewhere underground (but not too far from the surface).
Finally, I'm still not entirely sure how it is that the conclusion was made that I was not running all of the magma kilns, but I have been keeping each one busy since the beginning of the turn.
What were you occupying the kilns with? (and what plans do you have for the products?) I hadn't heard any word of that in your updates, so I assumed they were idle.
13th Limestone
It's been a calm few months. The new housing project that I began in Galena is nearly furnished.
OH GOD! Moldath and Armok! What is THAT!!!!
That is the single ugliest, most useless slum of a housing development I have EVER seen.
Did you even THINK to check the room quality of the current shared bedrooms? The two current sleeping quarters provide "Modest" and "Decent" sleeping quarters respectively. My guess is that monstrosity doesn't even surpass "Meager".
I encourage the digging of additional sleeping quarters, but (this goes for ALL PLAYERS) if you're going to do so, PLEASE at least follow these common-sense ground rules:
(1)
Assign at least 4 Dwarves per bedroom. This not only cuts down on the need for doors,
IT ALSO DETERS VAMPIRES. Vampires will quickly be caught if they attempt to suck blood in plain sight of 3 other Dwarves. Make the rooms at least 4 times bigger and there will be no corresponding decrease in room quality.
(2) Don't dig bedrooms unless they are going to be EQUAL TO OR BETTER than the quarters the Dwarves already have on the Room Quality Scale. This ensures you don't make our Dwarves MORE UNHAPPY by moving them from a nice bedroom to a much worse one. The best ways to increase room quality are by making the rooms bigger, smoothing/engraving natural stone, and adding extra furniture. Please see the Notes Screen for a few pointers I left on Dwarven housing.
(3) Use renewable materials whenever possible. Don't use stone for doors or furniture- use green glass.
ABSOLUTELY DO NOT use wood for
ANYTHING other than beds. (I stretched this rule to get Dwarven housing up QUICKLY, before the glass-making industry was well-established, by using stone doors and furniture for example. I expect future housing to follow this rule to the letter, however, except for housing for nobles- which can use metals for furniture to raise room value.)
PLEASE, next player in line, scrap that slum and dig something nicer (more spacious, so that the room values will actually be at least on par with the better of the original two bedrooms) and with shared bedrooms (to deter vampire, and reduce lag on pathfinding options through doors) elsewhere. In fact, that's not a request. I'm going to issue an order that
InfiniteCastor's slum shall not stand, and if you ignore this order should be torn down by the next player to upload the save (or myself- I have no problem uploading the save between players for a mini-turn to "fix" this).
I
know I promised to try and respect player projects- but there was a reason I said *try*. Some projects are simply too detrimental to the future of the fortress to allow them to stand. A slum like that for Dwarven Housing is a perfect example. Housing should be higher quality than that- after all, better housing means happier Dwarves and fewer tantrums. Consider the following thought:
"Slept in a (good/very good/great/fantastic/bedroom like a personal palace) recently."This is generated whenever Dwarves sleep in a high-quality bedroom. The better the bedroom, the higher the positive weight the thought is given towards their happiness. Dwarven psychology really isn't all the hard to understand- it's all based on a points-system, and your goal is to create the highest positive totals possible as a buffer against tragedy and tantrums. See the Wiki for an explanation and a list of all possible positive and negative thoughts:
http://dwarffortresswiki.org/index.php/DF2014:ThoughtFor the new use of the site, I suggest throwing up some brick walls and breaking it into stockpile and/or workshop space. We
BADLY need more specialized/spacious stockpiles, rather than one compact quantum general "super-stockpile" plus a few food stockpiles... Specialized workshops fed by custom stockpiles (to allow the construction of mechanisms only with magma-safe stones without having to disable other stone types fortress-wide, for instance) are also extremely useful.
A Wood Furnace was built in order to facilitate for ash, lye and soon soap. The fortifications are just about done. In addition, traps are currently being laid out
about the entrance in case any invading greenskins find it wise to approach our gates.
That's great that you're adding to Dwarven industry,
but do you actually have a wood stockpile dug out yet? That should take priority BEFORE building more workshops that use wood, and will allow you to see where the most intelligent place is to build such workshops (near the wood stockpile and ideally to minimize distance dwarves must travel to reach the workshops from the rest of the fort). Ideally, the wood stockpile should also be rather close to the Trade Depot, as trade is currently our only source of wood.
Also, regarding the traps, that's GREAT that you're prioritizing the defenses- but how do you plan to trigger them? I recommend setting up a lever somewhere safely out of reach of tantruming dwarves (i.e. NOT near a meeting hall- if only we had one outside the dining hall- or anywhere else Dwarves like to congregate...) so that some schmuck with anger-management issues doesn't end up impaling a trade caravan on a bed of spikes... You'll notice that the lever to the main gate is not only close to its target (to make it easier to find and reduce the time to link the two up), it's also somewhere Dwarves NEVER go unless they have a hauling/pasturing job, since there's nothing near the Trade Depot but a few stockpiles.
As well, a dwarven caravan arrived today. North met with the liaison and returned to report that she had made specific requests for fuel to be used in steel production, seeds to bolster our farming and extra lumber in case of a sudden need. She added that figurines are in high demand for whatever reason and that nothing new about the world was of interest.
Did you think to queue up more metal-bearing ores for the next caravan? That should ALWAYS be one of the top priorities for any player in this fortress, as it will allow us to train up our weapon and armorsmiths making low-quality gear for export/trade. Speaking of which, can I ask what QUALITY the armor was that was worn by your Legendary+5 warriors who were killed in steel armor? You do realize that a Masterpiece-quality (or better yet and artifact) piece of Iron armor is MUCH better than a basic-quality piece of steel armor of the same type, right?
As soon as the traders are unpacked, we'll begin making deals.
Great. I recommend prioritizing low-value food items (not only to be eaten raw by our Dwarves, but also to be used as fillers in Prepared Meals. Don't forget even seeds are cookable), ANY ores/stone/wood they are carrying (except clay), and
ALL METAL-BEARING ITEMS- as they can be melted down for free at our Magma Smelters (we don't necessarily need fuel to make steel- we can get plenty of it from melting down steel trinkets from the trade caravan...)
16th Limestone
After exploding into inspired enthusiasm, he immediately went to claim a Craftsdwarf's shop and began collecting wood. What he might produce, nobody is entirely sure.
22nd Limestone
Dodok finally revealed his artifact today; a willow figurine representing dwarves, dubbed by himself as Wheelbrute the Celebrated Berries. I would sell it, but I feel that such items should be kept as prized possessions and as such it shall remain as part of the fortress' stocks. However, with the celebration comes mourning as well. Without water, Dobar Ledrag the weaponsmith fell into dehydration and perished today. It pains me that we are not killed by our injuries, but by a simple liquid. Even now we dig to levels that make it hard to breathe and still no caverns have been found. I can only hope that some exploratory mining will help to quell this problem.
Darn. Weaponsmiths are among our most important Dwarves... I hope you're being sufficiently aggressive with the exploratory mining- I pressed the importance of finding water as far back as DoctorMcTaalik's "turn"...
7th Sandstone
Migrants arrived today, bringing our numbers up from 38 to 47. The new arrivals consist of a Cheese Maker, a Soap Maker, two Traders, a Fishery Worker, a Presser, a Weaponsmith, a Lye Maker, a Woodcutter, and one rather ordinary fellow who was still trying to figure out exactly what he wanted to do. I assigned them all tasks immediately.
***
{Right, as it should just so happen, it seems that I have gotten myself caught up in something else that immediately demands my attention. With that in mind, the save is here and if possible, I'll take the next year and a half in line.}
http://dffd.wimbli.com/file.php?id=9496
Good to see more migrants. I'm sorry you didn't have time to finish your turn... (the deadline for it is now past, by the way, but I'll see what we can't do for you later...)
I'm going to try to kick the save over to DoctorMcTaalik and let him play the next year and a half (I feel bad for what happened to him...)
Regards,
Northstar