what mod is this.. or did you just custom profession name everyone in the save?
edit: yep you did. I like it
BLOOD FOR THE BLOOD GOD!I'd like to try it on the succession fort thread, but I am appalled at your embark.
No anvil, and no axe to start with? I got away from the beasties just fine, but I locked myself underground with only two logs after wasting time before realizing I had no axe. I decided I'd forge one myself, so I dug to the magma sea and NO ANVIL.
Difficult embarks are nice, but this is a little maddening, since all my dwarves are alive and healthy without an anvil.
I don't think you're quite as prepared for
!FUN! as I am.
I ran into the same issue, though. You can carpentry up a training axe if you end up with a log (on my one successful go on this embark, I stupidly used up all of my logs before remembering that I couldn't get back to my logs), so that's an option for you. I tried to create logs by caving in trees, but that doesn't work, apparently. (they just float on top of nothing, the bastards)
Making sure a caravan can actually make it to a trade depot is the real challenge here. But as long as one caravan shows up, you're pretty guaranteed to find an anvil in their
slaughtered remains well-considered goods drop-off.
How did you get this many cave creatures on the map at once? And why was there a second group of dwarves there?
Because you've come to the wrong neighborhood, motherfucker.
Hahahahahahaahahah yes.
This was a Cave embark that ended up generating with zero layers (despite my rather large MIN_CAVE_SIZE), so it just dumps all of the cave denizens on the surface when that happens. Fun ensues.
As to the second group of dwarves, as I posted about elsewhere, I've had dwarves from an embark that I've abandoned show up in a cave inside the same Local area of the map. As I've started doing test embarks to find out the evil weather of a biome, this has happened to me ~66% of the time. The extra dwarves rarely survive an entire season, though.