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Author Topic: Around the world in One Hundred and Twenty Nine tiles.  (Read 16074 times)

UltraMagnus

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #60 on: February 02, 2015, 09:42:56 pm »

Udibgidthur - UltraMagnus' Reign

The First Month

I plan on updating with more periods of time than monthly, but first impressions took up some playtime.

The mountainhome reclaimed the fortress on the 17th of Hematite. Our population, at this time, stands at 9 dwarves. 8 of them are recognized citizens, and for some reason there's a hostile baby about 100 Z levels beneath the ground. I'd like to think that the local reptile people adopted it and are raising it as their own, there exist a man and a woman with the baby, who also sports a fabulous mustache. This drama will have to wait out, for obvious reasons I've forbid the hatch that connects the caves to the fortress and am keeping it tightly sealed. This was the first priority, I don't like things crawling up my under-hole when I'm not looking.

The fortress has a decent food supply, some fresh water in a moat, farms, and for some strange reason a plethora of armor stands. At least this will give us something to sell when the first Caravan comes. I have no idea how many it will take to purchase a set of armor; our broker is hilariously bad at his job. Nobody seems to be good at their jobs; labor is a clusterfuck of everything. I personally can't stand it, nothing gets done. This will be sorted out later, after the Depot is built (for some odd reason we have no less than 50 armor stands, but no trading depot).

The resources of the land are scarcer than I'm used to, but this is the result of a smaller fort than I'm used to as well. Regardless, all of our necessities are here; we have trees to the southeast, enough rocks to make 50 armor stands, and little bits of werezebra everywhere. What antics the previous overseer of the fortress underwent regarding explosives and horsemen are not of my concern, not that I want to know just what the fuck happened. On a related note, there are corpses in the most unusual places; immediately to the north of the fort, sleeping in one of the beds, and right beside said bed are the corpses of what appear to have been loyal dwarves. These dwarves aren't listed under "dead" in the unit menu, but I shall see fit that they get thrown into a branching cave behind some tightly sealed doors respectfully placed into a tomb. My projects for the month have already been set out, then: to build a depot and to make a tomb.

------------------------------

Transition to Malachite 1st

I have adopted the expedition leader as my own and named him "UltraMagnus." UltraMagnus has had hauling disabled, meaning he's the only dwarf that does anything around the fort. Every dwarf that is not "UltraMagnus" has been named "Billy Joel" as a result of this. Due to this, and naturally having hauling disabled, UltraMagnus was allowed to dig out spaces for a Depot room and for a tomb.

It appears we won't need the tomb after all, however. Nobody wants to even attempt to wake the "sleeping" dwarf. I only mean "sleeping" in the most liberal sense; only one dwarf is anything more than a Dabbling Observer, and he tends to avoid the area. At this moment he's fetching the corpse outside; I didn't realize that you had to be skilled at looking at things in order to realize that a skeleton is dead.
I've designated the foyer to the tomb to be smoothed so that, in worse case scenario if a Necromancer shows itself I can dispose of prisoners into a pit of undead. Of course, there's the matter of securing the refuse stockpile and dealing with the little bits of zebra chunks everywhere...
« Last Edit: February 02, 2015, 09:45:14 pm by UltraMagnus »
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ptb_ptb

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #61 on: February 03, 2015, 04:10:55 am »

Wooo! Welcome on board, UltraMagnus. And, yeah, my theory is that all the smart dwarves ran away. ;)
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UltraMagnus

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #62 on: February 07, 2015, 12:37:58 am »

Heads up, you guys might want to skip me. I started playing hard today and got about 3/4 of the year through when I noticed that the fort didn't have a manager. The game crashed whenever I tried to assign one, so I need to re-download and replay for the lost progress. Sorry.

Timeless Bob

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #63 on: February 07, 2015, 02:02:04 am »

Is it just me or is this new version a little crash-happy?
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ptb_ptb

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #64 on: February 07, 2015, 04:07:23 am »

Heads up, you guys might want to skip me. I started playing hard today and got about 3/4 of the year through when I noticed that the fort didn't have a manager. The game crashed whenever I tried to assign one, so I need to re-download and replay for the lost progress. Sorry.

Could you put up the latest save you have from the crashy one? So we can do a bug report, and because you might find the re-downloaded one has the same problem.

Is it just me or is this new version a little crash-happy?

It's not you.
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Detros

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #65 on: February 07, 2015, 06:08:02 am »

Is it just me or is this new version a little crash-happy?
0008719: Building constructions over parts of trees crashes seems to be the most reported crash issue from the last days.
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UltraMagnus

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #66 on: February 09, 2015, 04:48:59 pm »

http://dffd.bay12games.com/file.php?id=10566

Sorry guys, on top of that crash and some irl clutter, I just don't have the time or heart for DF. Here's the save anyway.

ptb_ptb

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #67 on: February 10, 2015, 03:49:19 am »

http://dffd.bay12games.com/file.php?id=10566

Sorry guys, on top of that crash and some irl clutter, I just don't have the time or heart for DF. Here's the save anyway.

I'll do some tests to see if the save can be safely salvaged. Sorry to hear about your DF burnout.

[EDIT] It was a known bug.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8243
« Last Edit: February 11, 2015, 08:47:35 am by ptb_ptb »
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Detros

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #68 on: February 10, 2015, 10:04:12 am »

I'll do some tests to see if the save can be safely salvaged.
I then may be ready to join the party soon.
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Detros

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #69 on: February 12, 2015, 02:04:37 pm »

I have downloaded both post turn 1 ptb_ptb's save folder and mid turn 2 UltraMagnus' one. The first impression after my I retired my last fort in pocket world: this save is 10 times bigger. UltraMagnus' save really crashes on that bug 8243 so I rather try ptb_ptb's one. In fact, I am writing all this while I wait for those 14 days so I get to embark screen :/ (using smaller world first may be a good idea for next attempts).

First impressions: lots of AAAs (loam). *goes up one level* Why is there white everywhere? OK, snow. Didn't calendar say something about summer? Great, we have snow even in summer here. *moves higher* So this box tower going few levels up is all? *moves lower again* Ah, here are some other rooms. Whoa, quite a furniture around. *keeps going down* Staircase, staircase, caverns. What's up there? Good, bridges. Will that help with intruders? *even lower* Magma, this way... ok, goes again to magma. *back at caverns* What's this? An olm in midair? Where is everyone? Just eight? Yikes.

No surprise it got so easily overrun by invaders. There are only few dwarves, no military and only few traps (though that last thing doesn't mean anything in worldgen battles) while the fort spans over 100 levels and goes at least through one cavern level.

I have taken ptb_ptb's one, reclaimed, it crashes there too. So I abandoned Syrupgrasping and then reclaimed it. I may have taken in some new metals, let's see if that will do me any good. Strike the staircase!

P.S.: It seems my group is named "The Ultimate Racks". And sure there are ... ehm, few.. of those (now scattered a bit because of reclaim). Name generator strikes back!
« Last Edit: February 12, 2015, 02:08:47 pm by Detros »
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Detros

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #70 on: February 12, 2015, 03:32:46 pm »

Turn IIc
3rd of Malachite
------------------------
The day of embark II, re-reclaim of Syrupgrasping, has come. Our group The Ultimate Racks finally got here. We are already starting to regret this decision a bit. Snow. Snow everywhere. And corpses. Corpses everywhere, too. Of crundles, rodent men, pond grabbers, giant olms, of green devourer and ... of dwarves.
Spoiler (click to show/hide)

Thikut Likotlolok, the only one here who knows something a bit (Adequate Axeman, Armor user, Figther, Novice Dodger) is selected as our expedition leader unanimously. Trader Dakost Morulurol (Novice Appraiser) is set as broker and a bookkeeper. The rest five of us are just peasants.

The fort was examined. New burrow was created next to hatch down in deeps to allow fast zoom to that area. Other hot keys with zooms have been set (name them next time for others, please!).
The hatch to deeps has been closed. Big cleaning starts.
Spoiler (click to show/hide)
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Detros

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #71 on: February 14, 2015, 01:09:39 pm »

Current group:
Spoiler (click to show/hide)

Three days in and we are ambushed. It seems that hostile baby has climbed above that deep hatch before reclaim this time. It is quickly dealt with when Thikut punches it after some grabbing into head and that explodes into gore.

Though all are trying to help with harvest, some plump helmets wither. To compensate it, some fruits are ordered for gathering (good to have some other biome beside these snowy plains): apples, cherries, plumps and blueberries. Let's hope at least some of those are destillable.

Tiercel Peregrine manages to dodge cage traps near entrance and keeps flying around the great hall for some time. Till it meets a dog and is struck down.

In the middle of Galena, Late Summer, the Trade Depot is constructed. Great hall seems to be a bit messy now. Miner is too horrified from that attack of fierce baby to work so is put to squad to calm himself. There seems to be lack of chairs. And no Craftdwarf's Workshop. Working on obtaining of more bins, barrels and pots.

Autumn has come.
Spoiler (click to show/hide)
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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #72 on: February 16, 2015, 06:23:00 am »

Autumn 1007
Dwarven trade caravan arrives. If they want to stay for a night or two in out Trade Depot, sure thing. But no trading. One of their group, Zefon Vodcatten, who claims herself to be an outpost liaison, meets with Thikut and ask if we need something. Thikot looks around the snow plains and pile of corpses, smiles and orders all types of cheese. "That will surely help us!". Zefon doesn't seem to note the sarcasm and asks for armor, large gems, footwear, headwear and ammunition. It seems they are not living too safely either.

It seems the problem with plants not being gather from farms lays in full stockpiles. Once one more is added, gathering speeds up.

19th Limestone, Early Autumn 1007: Migrants! According to Dakost we are at like 57k wealth made.
8 more dwarves came: two rangers, three fishery workers, engraver, leatherworker and child. I guess they are from this pre-abandon fort. This calls for an overhaul of labor assignment.

Our fishing adventure ends soon when aquifier gets fished up so workers in fisher industry are moved to metal one. Smelting begins. Dogs are being trained. To stronger the entrance a bit, hatch cover is added over one of staircases. The aboveground tower is going to be fortified and supplied with a shooting gallery for makrsdwarves. Once it has a roof this entrance should be unpenetrable after that entrance hatch is closed..
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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #73 on: February 17, 2015, 08:05:23 am »

Winter 1007
Mining of few more storage areas under great hall is completed so miner moves deeper and begins several exploratory shafts above first cavern layer. Food stockpile is slowly growing while seed stocks rise twice as fast. Fortifications of tower have been carved, now we are working on roof. It's a yawny winter.

Spring 1008
Ouch. We were yawning a bit too much: suddendly there is a polar bear in the middle of workers that are finisnhing the tower. They are fighting next to the circle of cage traps that is rounding our entrance staircase ... while three of our warriors are training just few tiles away.
Spoiler (click to show/hide)

All civilians are called to Great hall. Polar bear bites the engraver Minkot and tears out his leg. Military is first assigned to kill the intruder but because there are no other in imminent danger and Minkot seems to be already injured too badly to be safed, they just move on the other side of cage trap circle. MInkot bleeds out, nearby herbalist remembers the calling to Great hall, goes to staircase and down, bear sees another target, moves after herbalist and is trapped. So we lost an engraver and obtained a female polar bear. I am not sure about the fairness of the deal though I will mind it less once we also manage to capture male polar bear and get some cubs.

@ptb_ptb, UltraMagnus: Have you seen any polar bears around Syrupgrasping? Till today I have seen only kakapos, peregrines, eagles and reindeer herds.

Elven caravan arrives. It seems they have brought a rhinoceros with them. Well, the animal trainer is going to be useful after all. Selling them few higher quality mechanisms and one bronze large serrated disc we manage to get the rhino together with some fruits and wooden items. Let's start training.
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Detros

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Re: Around the world in One Hundred and Twenty Nine tiles.
« Reply #74 on: February 18, 2015, 12:23:06 pm »

still Spring 1008
More migrants. We are at 76K wealth.
There used to be 7 of us. Than 14 adults and 1 child. There was 17 more dwarves in this way so Syrupgrasping is now at 31 adults and 3 children. Is the next wave of immigrants going to feature over 30 dwarves?
Spoiler (click to show/hide)

Need to change all jobs. Dwarves with weird combinations of jobs (animal trainer + woodcutter) should be more rare now. Need more beds, miners and military. With this speed we may soon be strong enough to venture again down to caverns.

Talking about caverns: FB has appeared!
Spoiler (click to show/hide)

It is safely located deep down, let's get back to bedroom planning... But just five days later I get another warning message, this time from the surface:
Spoiler (click to show/hide)
Oh.

@ptb_ptb, UltraMagnus: What about these beasts, have you seen any such around Syrupgrasping?
@all: Would you like more/less info/screenshots from me?
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