Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: ☼Scourgeparch☼--A Masterwork DF (v6.2) Sucession Fort, Boatmurdered Style  (Read 3199 times)

Sponge

  • Bay Watcher
  • I like wearing shoes on both of my feet.
    • View Profile
Re: Masterwork DF (v6.2) Sucession Fort--Boatmurdered Style
« Reply #15 on: June 23, 2015, 12:42:01 pm »

All right, I'm starting the fortress with a modified embark (the Engineers + a few random animals (sorry, turkeys weren't available so i brought some frill lizards and boulder crabs instead)).  I've taken pics of everything (using the Snipping Tool), but can't figure out how to get them from a folder on my computer to my forum posts.  I can take them, just not show them to you apparently.  If you can help figure this out, I'll post my first update soon enough.
Also what race are we?
Logged
I like wearing shoes on both of my feet.

Implementor37

  • Bay Watcher
    • View Profile
Re: Masterwork DF (v6.2) Sucession Fort--Boatmurdered Style
« Reply #16 on: June 23, 2015, 12:55:44 pm »

The Histories of Scourgeparch
By various overseers
 
Spring 201 --Implementor37
I’ve finally arrived at the site of our newest fortress, Scourgeparch.  The King’s maps indicate that this region should be rich in natural resources:

But that always leads to conflict, which is why he sent me with a squad of Engineers, the highly talented [/color]Terror of Mothers!  We are to break the ground in this wonderful area and harvest every last coin we can.  Yay!  I love pure gold!

If the nobles refrain from interfering, we might even survive too!  Oh, and I forgot to introduce myself!  This is me:

Yes, there are some things I’m not too proud of, such as being a member of “The Terror of Mothers.”  That probably has something to do with my short temper, and affinity for pure gold and rusty steel catapult parts.  Heh heh heh.  Let’s see the elves TRY to impose a wood-cutting limit now!
I’ve ordered the construction of two entrances:

The northern one will be the entrance to the mine, while the southern one contains living quarters and workshops.  The idea is that the living space is only as deep as necessary, and very secure, while the mine goes ever deeper searching for materials.   The granite we brought won’t be enough for all the walls and fortifications I have planned.  I’ll also be able to seal off the mine if necessary, preventing FBs or worse from emerging from the mine and assaulting the main fort.  I’ve also started declaring stockpiles and building a bridge across the river.  Will also need to wall off an area around the fort—don’t want any outdoor incidents like the Elephant’s of Boatmurdered…  Enough talk, time to get these lazy bums moving!  Will advise you of our progress as time goes by...


(Notes: We are dwarves, the fortress was named Scourgeparch, and the starting group was (ironically) named "the Terror of Mothers" as seen in my description.  Those were all Random Names btw, and I'm writing everything into a word document as well.)
 
Logged

Sponge

  • Bay Watcher
  • I like wearing shoes on both of my feet.
    • View Profile
Re: Masterwork DF (v6.2) Sucession Fort--Boatmurdered Style
« Reply #17 on: June 23, 2015, 01:03:59 pm »

I couldn't tell what i laughed harder on, the fact that there name was the Terror of Mothers or that your dwarves description said "He is fat." Twice.
Logged
I like wearing shoes on both of my feet.

Implementor37

  • Bay Watcher
    • View Profile
Re: Masterwork DF (v6.2) Sucession Fort--Boatmurdered Style
« Reply #18 on: June 23, 2015, 02:34:21 pm »

Summer 201 --Implementor37
Work proceeds nicely, however we have encountered a ☼minor setback☼.  By the beard of Armok! In my eagerness to bring useful pets (namely drakes for their shear-able rigid scaleplates—meaning they re-grow and can be harvested at a Farmer’s Workshop—and for their ability to be trained as war animals.  The male guards the entrance, while the female is a breeder), I forgot to bring enough Plump Helmets to last until Autumn.   We’re down to only 4 left…but no worries.  I could always either butcher the Tuskox, or order my farmer to start fishing.  And I haven’t planted nearly enough of my PH spawn—I have 30 left after everyone has been eating because my farmer was too busy building my walls (I had to enable masonry for that—it’s off now) to plant.  Speaking of walls, I just have to praise my brilliant design:[size=78%]
Notice how they are two layers thick.   This will enable me to build a second layer of Fortifications (not Walls) and a floor above so that future Marksdwarfs will be able to stand upon the wall and rain death upon our enemies!  You can also see that I put the block stockpile outside so as to shorten wall construction times.  Let’s continue on a tour of the fortress, shall we? This is the first floor underground,
Not much of importance here, other than you can see the separate areas for the mine and main fortress.  Oh, and you see that 5x5 square?  That’s where the Trade Depot will end up.  Wave hello to the war drake guarding the entrance! (Incidentally one of these idiots is scared of Lizards…He should have picked a different squad as we have both drakes and frill lizards here…)
The next floor contains both the migrant-screening center (currently just a big meeting hall—the dining room isn’t quite done) and the farms (and plant/seed stockpiles).  They might not be connected directly, but the stairs to access the farm are on the main hallway of the next floor.

From this floor onward, the mine is just a 3x3 U/D staircase so I’m not going to show it.  The next level contains the main hallway, as well as the dining room, kitchens (in progress—need room for that still, but have plenty of drinks at the moment), food storage (in progress), dormitory, and personal chambers of Urist McNoble (he does everything from bookkeeping to manager to chief medical dwarf (so I can see who’s getting hungry).  Apparently Urist (Ok, ok, Gasis Lenedakun) can’t tell that his office and his dining room are the same little area—just named differently depending on whether he is using the table or the chair.  That’s Fine with me.   Oh! And McNoble decided that his room wasn’t quite high-quality enough for him.  So I told him he could smooth it himself if it was that important.  He’s now alternating between that and record-keeping.

The next (and final floor as yet) contains the workshops.  In here, the Woodworking creates chairs, and the Mason blocks, and while I really should be making mechanisms, my overseer duties are taking that time for more important tasks (like digging and ‘Store Item in Stockpile’ aka slacking off).

That concludes this tour of Scourgeperch.  Sorry I can’t offer you refreshments, but if you come back in Autumn, hopefully that will have been smoothed out![/size]
(Hope these slackers stop sleeping/going on break—only the bookkeeper is working right now and he’s “Updating Stockpile Records”)

Some dingos are visible on the far corner of the map, but they are keeping to themselves.  Good.  I’m not ready for them yet…  Migrants arrived—3 farmers.  That’s it?  Oh well…fewer mouths to feed.  At least they got the fishing industry up and running…
« Last Edit: June 23, 2015, 03:24:01 pm by Implementor37 »
Logged

Nidilap

  • Bay Watcher
  • Oh boy a Swooooord!!!
    • View Profile
Re: Masterwork DF (v6.2) Sucession Fort--Boatmurdered Style
« Reply #19 on: June 23, 2015, 03:11:00 pm »

I'm in for overseer.
Logged
Nidilap likes Adamantine, Bituminous Coal, Garnets, Cats for their aloofness, Dwarves for their stupidity, and Swords for their Spikes and edges. When possible, he prefers to eat pizza, ramen noodles, and sushi. He absolutely detests elves and spiders. He needs MTN DEW to get through the working day.

A medium- sized creature prone to great ambition, but only when he feels like it.

Sponge

  • Bay Watcher
  • I like wearing shoes on both of my feet.
    • View Profile
Re: Masterwork DF (v6.2) Sucession Fort--Boatmurdered Style
« Reply #20 on: June 23, 2015, 04:57:57 pm »

Auctually, take me off the list. The mods too confusing for me.
Logged
I like wearing shoes on both of my feet.

Apani

  • Bay Watcher
  • Novice Architect, Novice Modder
    • View Profile
Re: Masterwork DF (v6.2) Sucession Fort--Boatmurdered Style
« Reply #21 on: June 24, 2015, 08:32:29 am »

Auctually, take me off the list. The mods too confusing for me.

Come on, what's the worst that could happen? ;D

Also, sign me in. At least this time my dwarves won't die of dehydration...
Logged
Some of my old Stonesense albums, check them out!

https://imgur.com/a/BjQZnOg

https://imgur.com/a/FmNzHhh

Implementor37

  • Bay Watcher
    • View Profile
Re: Masterwork DF (v6.2) Sucession Fort--Boatmurdered Style
« Reply #22 on: June 24, 2015, 10:00:05 am »

sponge, are you sure?  I haven't done anything *too* crazy (yet).  No Plump Helmet Men or anything.  On the other hand, the damn king did not send the promised migrants.  He promised 10 (that seems to be average for me in the first year) and i only got 6.  As a result i have NO metal industry at all.  And have just under 2 months left in my year.  If you really want out, I can take you off though...Honestly though, you could ignorenobilify all the extra stuff at the moment--it's not really needed *quite* yet.  If you confirm you want out, I can take you off the list anyway though...


And while they WON'T die of dhydration (the River froze for like 1 day--after i put walls across it too! >:( before unfreezing and it's a designated water source) they WILL die of sobriety-induced tantrum spirals triggered by the realization that their underground home looks like a hole in the ground.  ;)
« Last Edit: June 24, 2015, 10:14:42 am by Implementor37 »
Logged

Implementor37

  • Bay Watcher
    • View Profile
Re: Masterwork DF (v6.2) Sucession Fort--Boatmurdered Style
« Reply #23 on: June 24, 2015, 11:01:41 am »

Autumn/Winter 201 --Implementor37
The female drake has given birth to two baby drakes—1 male and 1 female.  My breeding program is a success!  I’m going to put the baby female up for adoption—that should ensure that I always have 1 safe breeder. 
Armok’s beard, things are getting out of hand!  We ran out  chugged all the drinks!  Damn parties…I don’t know what this “sobriety” thing I keep hearing about is, but I don’t think I’m going to enjoy drinking this elvish “water” until the Plump Helmets are ripe.  Please come soon Dwarven Caravan!  Wait!  What’s this? My animals keep getting stung by honey bees!  When possible, I’m going to build some hives and get the mead industry going—NMS (no more sobriety)!
 
More migrants!  Here comes a skilled fisherdwarf and a Wood Burner.  Hmm…maybe I should make some of this mysterious “soap”, but no!  We are not elves!  We are dwarves! 
Huh.  Apparently the merchants decided to bypass my “inhospitable site” which the mysterious ‘shift-D’ declares inaccessible (though I don’t see why)…and then walked all the way into the depot.  Hrmm… If we didn’t desperately need their booze I’d be a lot more frustrated with their whining.  Curses!  They didn’t bring any booze!  I gave them a couple of gems in exchange for their plant supplies.  Our brewers need to get cracking if we want to survive the winter!
 
Praise Armok!  We now have fresh whisky to drink!  In honor of this monumental achievement, I have constructed a Shrine to Armok.  I have plans to build a Temple later (got to keep those Carpists at bay), but lack the candelabras at the moment.  Besides, now we can always pray for booze if we get desperate!
 
I also started a tunnel up into the middle of the walls.  The plan is to make the walls inaccessible from anywhere on the outside, so that even if invaders breach the walls the Marksdwarfs stationed on them will be secure.  This means every entrance needs a bridge on both sides, so that’s up next too. 
 
Curses!  An invasion of Forest Imp’s!  Time to deploy my secret weapon!  The war dr—whaaa? Well look at that.  Guess Tuskoxen don’t really like Imps.  That lone Tuskox scared off all of the imps.
And my hivekeppers managed to kill the honey bees, so now they are keeping bane spiders and cochineals.  Now, dye and poisons are useful an all that, but you can’t DRINK them like mead… *sigh*.  I guess I’ll build more hives and hope that they find some bees.
Who uses the old-fashioned stills anymore?  These new distilleries are amazing.  Now I can specify WHICH fruit/veggies to brew from, and then my brewer turns 5 muck roots into 25 whisky!  Woohoo! Must be because crops take so long to grow, but it sure made trading those gems for fruit worth it!
As my time as overseer draws to a close, I conclude with a few notes for the next overseer(s):  The tower in the corner of the wall is an example—it’s designed to house a ballista.  While ground floor has walls, build fortifications on top  of those walls (marksdwarfs can shoot through those, but won’t take return fire).   Equally important is the wall material.  The walls are made of dolomite, which is EVERYWHERE (it’s a layer stone—and I have some 200+ boulders) because dolomite is magma-safe and has the highest melting point of any common stone (means a little more safety from dragonfire).  I’ve also ordered the construction of a Sawmill, a Monastary, and an Altar of Armok—but my Architect’s have not got around to designing them yet…The Sawmill in particular will be great—turning logs into planks/plywood enables more furniture/constructions to be produced on a per-log basis in the Woodcrafter as compared to the carpenter (Whoever named that trade after the filthy carp should be dunked in magma sacrificed to Armok!). 
I conclude this term with pictures of the fortress from top to bottom:


Ground + 1
Spoiler (click to show/hide)
[size=78%]Z-level 1
Spoiler (click to show/hide)
[size=78%]Z-level 2
Spoiler (click to show/hide)
[size=78%]Z-level 3
Spoiler (click to show/hide)
[size=78%]Z-level 4
Spoiler (click to show/hide)
[size=78%]Z-level 5
Spoiler (click to show/hide)
[size=78%]Z-level 6
Spoiler (click to show/hide)
[size=78%]Z-level 7
Spoiler (click to show/hide)
[size=78%][size=78%]
And the fortress’s wealth:
[/size]
[/spoiler]
Logged

Implementor37

  • Bay Watcher
    • View Profile
Re: Masterwork DF (v6.2) Sucession Fort--Boatmurdered Style
« Reply #24 on: June 24, 2015, 11:18:10 am »

Guess it didn't like my pics hidden in spoilers... :(  Oh well...You'll see the fortress (eventually).  On the bright side, my Word document can accept my pics, so the history remains illustrated...  Anyway...here's the link to the save: https://www.dropbox.com/s/3tkp2jcfsf8mfn0/region2-spr-202.zip?dl=0  ...and yes.  14 dwarves went through ~50 units of drinks in 2 months...
Oh! And just because i forgot to mention it earlier, while the dwarven group (as mentioned before) is named "The Terror of Mothers"--you'll never guess what civilization they come from: "The Vices of Pride".   :o
« Last Edit: June 24, 2015, 11:27:04 am by Implementor37 »
Logged

Sponge

  • Bay Watcher
  • I like wearing shoes on both of my feet.
    • View Profile
Re: Masterwork DF (v6.2) Sucession Fort--Boatmurdered Style
« Reply #25 on: June 24, 2015, 03:52:35 pm »

sponge, are you sure?  I haven't done anything *too* crazy (yet).  No Plump Helmet Men or anything.  On the other hand, the damn king did not send the promised migrants.  He promised 10 (that seems to be average for me in the first year) and i only got 6.  As a result i have NO metal industry at all.  And have just under 2 months left in my year.  If you really want out, I can take you off though...Honestly though, you could ignorenobilify all the extra stuff at the moment--it's not really needed *quite* yet.  If you confirm you want out, I can take you off the list anyway though...


And while they WON'T die of dhydration (the River froze for like 1 day--after i put walls across it too! >:( before unfreezing and it's a designated water source) they WILL die of sobriety-induced tantrum spirals triggered by the realization that their underground home looks like a hole in the ground.  ;)


Ok, fine, i'll stay. So i should go now?
« Last Edit: June 24, 2015, 03:56:56 pm by sponge »
Logged
I like wearing shoes on both of my feet.

Implementor37

  • Bay Watcher
    • View Profile
Re: ☼Masterwork DF (v6.2) Sucession Fort☼--Boatmurdered Style
« Reply #26 on: June 24, 2015, 05:22:02 pm »

Yup.  You can post updates by season, year, or whatever you prefer (i found it easiest to write them up elsewhere before posting).  When you finish, post a link to the current save and I'll update the primary post.  As for complexity--it shouldn't be too bad.  A few more migrants and you can set up basic metallurgy and/or military.  Or spend the entire time building your dwarf the most luxurious bedroom/tomb complex available (new rule: can't take away previous-overseer owned rooms, so X doesn't steal Y's tomb).  It' s up to you!  (BTW, if you DO go metalworking, the only extra thing in your setup should be a slag pit--it will let you destroy the waste products of smelting)
« Last Edit: June 24, 2015, 06:35:04 pm by Implementor37 »
Logged

Sponge

  • Bay Watcher
  • I like wearing shoes on both of my feet.
    • View Profile

Auctually, no. I've decided i don't want to do this.
Logged
I like wearing shoes on both of my feet.

Nidilap

  • Bay Watcher
  • Oh boy a Swooooord!!!
    • View Profile

Does that mean I get to play?
Logged
Nidilap likes Adamantine, Bituminous Coal, Garnets, Cats for their aloofness, Dwarves for their stupidity, and Swords for their Spikes and edges. When possible, he prefers to eat pizza, ramen noodles, and sushi. He absolutely detests elves and spiders. He needs MTN DEW to get through the working day.

A medium- sized creature prone to great ambition, but only when he feels like it.

Implementor37

  • Bay Watcher
    • View Profile

I guess so.  Nidilap, you're up.
Logged
Pages: 1 [2] 3