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Author Topic: Rampartclasped the Halls of Fortifying: EVERYTHING is the fortress! [Spoilers]  (Read 6364 times)

Chevaleresse

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Rampartclasped is a succession game with the objective of subjecting everything within reach to dwarven power. To this end, every single tile visible to dwarfkind will be worked in some way unless it is impossible to do so. The breakdown of the milestone goals is as follows:



1. Surface is claimed. All soil has been channeled away, except for map edges and what is needed to farm. Tree farms must be entirely enclosed with constructed or smoothed walls (roof of bridges if trees won't grow on tiles marked "Inside"). All exposed stone has been smoothed.  - IN PROGRESS
(Optional 1.5. Area around fortress proper has been completely channeled out except for access points, possibly with engravings on all outer walls. Ground should be at least three tiles away from the fort at all times.)
2. First cavern layer claimed. Must have at least one dining room, stockpile, and four functioning workshops built somewhere with direct cavern access.
3. As 2, but with the second layer.
4. As 2, but with the third.
5. Magma sea has been colonized and should have a fully independant fort at the level. (As in, locking it forever would allow at least two dwarves to survive until death by old age.)
6. An outpost has been constructed in [REDACTED]. Total reclamation can wait indefinitely (as [REDACTED] will never stop spawning, making any sort of living space difficult to create.
7. As 2, but created as high as possible above the fortress proper, or fortress proper is extended to meet this requirement.


A few notes about the starting conditions of the fortress: I've used a custom worldgen, run for 200 years, adjusted for more volcanoes. There are a few modifications to the default entities: only three dwarven civs will be placed, with most other civs operating at 5. Kobolds are at 10 to try and avoid their inevitable extinction. There are two modded civs in play: a generic evil civ that functions as a mirror to dwarves (though they can be of any normally sentient race,) and the Fallen, four-armed and highly dangerous enemies who are hostile to all known civs except kobolds.


The site is a volcano in The Big Mire. Our neighbors are dwarves, fallen, goblins, and humans. The site lacks flux but should be rich in other metals. The area is fairly mountainous, and there's no surface water.

Rules:
1. Work must be devoted to completing the milestone objectives in addition to normal fortress operation.
2. In the event of fortress death, the fort will be immediately reclaimed and played until the time the fort would normally end.
3. If fortress is killed due to catastrophic causes (magma flooding, uncontainable demon horde, etc) the current players will vote on whether to restart from the previous safe save, or begin anew.
4. Use of DFhack is permitted for minor tasks, such as trivial contaminant removal.
4a. DFhack may also be used for more extreme tasks if the fortress would remain alive but unplayable (FPS death) otherwise. e.g. sealing an unreachable magma breach in the lower caverns.
5. Journals are encouraged but not necessary.

List of turns:
1. KingMurdoc - COMPLETE
2. PyroTechno - COMPLETE (in two parts)
3. escondida - COMPLETE (in like five posts)
4. vishdafish - UP NEXT
5. Gwolfski - PENDING
6. crazyabe - SOON(tm)

Dorfing list:
Spoiler (click to show/hide)
« Last Edit: September 04, 2015, 08:34:35 pm by KingMurdoc »
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PyroTechno

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Re: Rampartclasped the Halls of Fortifying: EVERYTHING is the fortress!
« Reply #1 on: August 20, 2015, 01:52:55 am »

I'd like to participate, if possible. I actually had the idea to do something like this once, but it was quickly dismissed. The idea of suspending a fully autonomous fortress over the abyss is oddly appealing, and in a succession game that actually has a snowball's chance in the circus of actually happening.

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Chevaleresse

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Re: Rampartclasped the Halls of Fortifying: EVERYTHING is the fortress!
« Reply #2 on: August 20, 2015, 01:58:10 am »

Right. Seems like common knowledge, but at this point I should be remembering to mark those.
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crazyabe

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PTW and i "May" want to join. so could you get me a dwarf to begin with... Name: CRAZY URIST
« Last Edit: August 20, 2015, 02:07:37 am by crazyabe »
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Chevaleresse

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15th Granite

Finally arrived at the site. Seems promising enough, plenty of trees to harvest, though the volcano is oddly enough not the highest peak in the area. We immediately set to work mining an area for the trade depot. We'll branch out from there. Also started chopping down some trees. We're building at the base of the great magma tube; stone's a lot more reliable down here than up near the peak. Brought three miners, so work should move quickly. Ordering some 'shops dug out next, so we'll have booze in our bellies and work for our hands.

20th Granite

Shops aren't dug out yet, but the first stone we struck was microcline. Won't be useful for much, but it's good luck. First ore was some cassiterite; we should be in at least bronze before our steel industry gets rolling. Dogs have been getting into fights with the local capybara men, or whatever the hell those things are. Blood everywhere, pretty nasty to look at. One of 'em tried to take a chunk out of the woodcutter; she scared it off pretty good.

24th Granite

Normally wouldn't write logs this often, but one of the dogs just earned herself the name Diamondjudge after ripping up another capybara man. They're starting to put dents into our dogs; poor Diamondjudge is in rough shape.

17th Slate

Not much to report. Still in initial prep stage. Started digging out magma holding chamber for smithing purposes. Workshops are dug out, working on bedroom/dining room level now.

1st Felsite

Still peaceful. There's a worrying lack of magma-safe stone, however; looks like some obsidian a bit offset from the fire-hill might be all we get.

28th Felsite

Work is progressing fairly slowly, but today we had a bit of good news. Our first drink was brewed today, the ever-classic dwarven wine. We decided to finally get the dining room set up so we could have a proper celebration.

2nd Hematite

The start of summer brought us some unpleasantness in the form of a kobold thief trying to plunder our valuables. Hah! Jokes on him, we don't HAVE any valuables. After the first one was discovered, the other two skulking about decided to join him in his mad dash away from us. I doubt this is the last we'll see of the little bastards, though. Kobolds never learn. Unlike them Fallen, though, now they would be scary.


13th Malachite


Migrants showed up. A craftsdwarf and a peasant, nobody else. Not exactly twenty legendary smiths, but more hands won't be complained about. On a sadder note, Diamondjudge kicked the bucket today, not sure why. I guess her injuries overcame her. The rest of the dogs have been properly trained for fighting now, however, so if those capybara men come back we should be more prepared.


24th Malachite

Started building a magma glass furnace on top of the volcano. Can't get a lot of magma-safe building mats otherwise, so this'll do for now.

26th Galena

Nothing much to report. Turns out that we have "sandy loam" and not sand, which apparently means the glassmakers can't use what we have. I personally think they're just lazy bastards who don't want to do any more work than necessary. I've ordered an internal sand collection area dug out; the next few overseers had best be sure to preserve this particular area of soil.

12th Limestone

Caravan showed up today. I told them to bring us sand, steel, and flux next time. They said they wanted cheese, booze, and plants. Guess they're hungry, back at the mountainhomes. Meanwhile, the sand zone is almost complete but we still don't have any magma-safe blocks for the bridge that's gonna control magma flow.

27th Limestone

Finally got some obsidian blocks, so I ordered the control bridge constructed. Not sure what these merchants want; we've got nothing for them.

14th Sandstone

Merchants finally left. I'm boxing in the sand collection area and will have the channeling start around it as soon as we have spare hands, so we don't lose it in an unfortunate overseer accident. Migrants showed up later in the day; there were eight of them, almost doubling the fortress population. Unfortunately, the majority of them were farmers or otherwise useless, except for a metalcrafter who might be marginally useful once we get smithing operations going at full speed.

19th Sandstone

Bloody idiots almost gave me a heart attack. A miner decided to cause a cave-in after I ordered him to channel the soil out of the way on top of the sand room.  Luckily no one was hurt except for the miner himself, who only took a few bruises. Maybe that'll teach him to be more careful when he starts to dig.

4th Timber

Capybara men are back. The corpses are scaring the piss out of the workers, but the dogs are making short work of 'em now that they've got some proper combat training. Still waiting on some magma-safe mechanisms to use on that bridge. I've ordered the mason to stop working on his masonry for now and get his sorry behind to work on the equally important mechanisms. I WILL get that chamber filled before the new year.

18th Timber

That "Administrator" that showed up almost died of thirst getting into an endless fight with a capybara man. Finally had to round up four random dwarves, give 'em dogs, and have them beat the thing to death. Capybara men are a menace; I might start a militia just to kill the bastards.

5th Moonstone

Magma flows a lot faster than I thought. The expedition leader is now one with the molten rock. He hesitated after carving that fortification, I guess, but it's too late to save him. One of the miners took his place before the magma chamber was clear of smoke. Bet he just wanted a table in his room.

25th Moonstone

Magma chamber's done, at least. Digging the last few bits on the layer above it to get it ready for industry.

19th Opal

Finally got the magma forge and three magma smelters set up. Rampartclasped has started to produce metal. Also, glass. We've basically set up facilities over the entirety of the magma chamber, though that should be enough to sustain us for a long while. Unfortunately, we've found no ores of iron, leaving our options in that area rather limited.

24th Opal

Lots of new bedrooms getting dug out, and I've also ordered the construction of a barracks and adjacent danger room. We don't have the hands to spare for a real militia at the moment, but I'm sure future overseers will appreciate the resources made available to them. No 1x2 slots in the wall either; every dwarf has the right to a 3x3 bedroom, though we've no cabinets or chests to furnish them with yet. Once our remaining engraver is talented enough, however, they'll be engraved, which the residents should appreciate.

21st Obsidian

Our mechanic kicked the bucket today. No one knows why; he was just working in his workshop when it happened. He was the tanner's husband, but was friends with nobody else. Kept to himself, I guess. Well, I guess he provided a reason to dig out some catacombs. He worshipped the deity of peace, Shadmul, so perhaps he has found some in death. This year has been pretty bloody for a location this hospitable; hopefully the trend won't continue...
« Last Edit: August 21, 2015, 01:24:25 am by KingMurdoc »
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escondida

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Sounds fun. I'll take a turn!
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Taupe

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Diamondjudge noooo. The dog will be avenged. Do give me a marksdwarf if you will...

Chevaleresse

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Turn's done. Save is here: http://dffd.bay12games.com/file.php?id=11068 There are a couple other named dogs running around, all from capybara men. I'm legitimately confused as to how the hell that mechanic died; he was one hundred and seven, which is well below the dwarven MAXAGE, his injuries were all bruises, and he died well after being exposed to any combat. Checking his recent thoughts, there was nothing to indicate trauma, and it wasn't the magma.
« Last Edit: August 21, 2015, 01:35:43 am by KingMurdoc »
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Gwolfski

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me wanna go pls
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Eventually when you go far enough the insane start becoming the sane

DDDragoni

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Turn's done. Save is here: http://dffd.bay12games.com/file.php?id=11068 There are a couple other named dogs running around, all from capybara men. I'm legitimately confused as to how the hell that mechanic died; he was one hundred and seven, which is well below the dwarven MAXAGE, his injuries were all bruises, and he died well after being exposed to any combat. Checking his recent thoughts, there was nothing to indicate trauma, and it wasn't the magma.
If you build a slab, that should be able to tell you how he died.
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Stuff I run:
Icehold(Second Thread)
Stuff I was/am involved with:
The Succession Tower, ConstructIvory
Bonepillar                    Thunderdoom
Parallel Fortresses

PyroTechno

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Turn's done. Save is here: http://dffd.bay12games.com/file.php?id=11068 There are a couple other named dogs running around, all from capybara men. I'm legitimately confused as to how the hell that mechanic died; he was one hundred and seven, which is well below the dwarven MAXAGE, his injuries were all bruises, and he died well after being exposed to any combat. Checking his recent thoughts, there was nothing to indicate trauma, and it wasn't the magma.

I won't be able to grab it for a couple days. Maybe you should bump me down a notch in the list and have someone else go first.
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Chevaleresse

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Right. escondida, your turn.
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escondida

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I have the save and will begin playing tomorrow (just looking around for now), thanks!

Edit: Nope, beginning now. By the way, the mechanic could've died from an infection in an old wound.
« Last Edit: August 21, 2015, 09:56:35 pm by escondida »
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PyroTechno

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And my schedule clears equally as suddenly.

Okay then, time to -

I have the save and will begin playing tomorrow (just looking around for now), thanks!

Edit: Nope, beginning now. By the way, the mechanic could've died from an infection in an old wound.

- watch someone else play.

Alright then. Good luck!   :)
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escondida

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You can take the second turn, if you like.
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