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Author Topic: 'Quickquickness': gotta go FAST! [42.06] - players wanted  (Read 4767 times)

Urist Sonuvagimli

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #15 on: May 06, 2016, 05:36:39 am »

Well Done! I honestly didn't expect 50 clear glass items quota to be met, let alone water cistern. Gotta be fast, and start my turn asap.
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Sanctume

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #16 on: May 06, 2016, 11:49:51 am »

Where kobold? Were-kobold? Must claim it's quick-stab dagger for fast stabby-stabby attacks!

Hmm, you know, were-ism do fast healing.  Hmm. I say we raid this kobold!

Urist Sonuvagimli

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #17 on: May 07, 2016, 08:26:03 am »

The year is 126. I consider this to be the opportune time, to remove my cover and step out of the shadow. Behold! Lobram Kegethkol, who all of you universally considered a lowly wood burner, was no other than Sonuvagimli, the king's adviser undercover. Well, an ex-adviser, but more on that later.

Indeed, I followed the initial expedition shortly after their departure, all the way down to the Hills of Treasure. Sadly, this brilliant coming-out was met with no reaction from the Dwarves whatsoever. Moreover, Spriggans, who claims to be the "fastest" dwarf ever, started to openly question the validity of my statement, my analytical ability and the length of my beard! The nerve! I ask if she could go faster than dwarf heading outside for the !!XPig tail sockX!!

As expected, this verbal trap worked perfectly - upon receiving a (proud) positive "Yes", I loudly rebutted, that nothing goes faster, than speed of stupid, as proven by human !!Scientist!! Alebert Alestein in the year 29. Majority of dwarves were stunned by the debate, and immediately elected me as an overseer. A jolly day indeed! Though, Is it me, or Spriggans was a bit too eager to give up her office? Nevertheless, in order to commemorate the event, I order a statue to be carved:

Spoiler (click to show/hide)

The masons were universally busy churning coffins one after another! I decreed to cancel this waste of rock immediately! Slabs are much more efficient way of burial. Besides, nobody will die on my watch! At least, not from external factors. We need blocks for the time being.

After handling this unquestionably imperative task, I "correct" Spriggans title to be more scientific:

Spoiler (click to show/hide)
« Last Edit: May 07, 2016, 08:27:39 am by Urist Sonuvagimli »
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Urist Sonuvagimli

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #18 on: May 07, 2016, 09:34:08 am »

With all the daunting tasks complete, it is time to turn the eye on the fort. It's a mess, but it is expected. At least, an overseer who managed to produce more than 50 clear glass items in one year would keep it stocked...

Spoiler (click to show/hide)
:o
This is a disaster! I mobilize militia to go after a small herd of wild boars ASAP!

It seems only Dirk is in good enough shape to chase the pigs down, while others just slowpoke around... Aghrh! And we call this place Quickquickness?!
Spoiler (click to show/hide)

He promptly catches up to one, and beheads it. In the meantime, I get a message that the Weregila has become a kobold. Weird. I have some plans for it, hope the little bugger can't avoid traps.
Dirk kills another 2 boars. Good, but I'd rather prefer him to stab it to death, rather than chop every single limb off, followed by beheading. Less work for the butcher, you know.

While the army is busy hunting, its time to organize the static defenses. Current layout of the fort is artistic, but leaves it too vulnerable. All the extra entrances must be walled off right away. I also order all the levers (and their linked bridges) removed, as their current layout is rather confusing. One lever to rule them all is enough! 3x3 stairway is an overkill, floors must be built over superfluous space. This atrocious depot tunnel must be blocked, and the said depot repositioned. Last but not least, I move mason shops next to the stone quarry. Efficiency! Most return with least investment! It shall be the local religion while Sonuvagimli is in charge!

Spoiler (click to show/hide)

The left opening will be the main entrance. The right opening will be a "Customs house", doubling as a diplomatic parlor.

For some reason, Bookkeeper is also holding position of a broker. Strange, given that we have a full-time TRADER living here. Fixed.
« Last Edit: May 08, 2016, 01:18:25 am by Urist Sonuvagimli »
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Gwolfski

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #19 on: May 07, 2016, 09:46:04 am »

Can anyone beat a 3hr runthrough, not counting writeups?

edit

3x3 stairway is an overkill, floors must be built over superfluous space.
That's reducing effiecncy!
« Last Edit: May 07, 2016, 09:47:52 am by Gwolfski »
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Taupe

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #20 on: May 07, 2016, 10:21:17 am »

Give me a dwarf. Anydwarf, dont waste time browsing profiles or whatever.

And really, just call him T.

Spriggans

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #21 on: May 07, 2016, 12:31:11 pm »

The masons were universally busy churning coffins one after another! I decreed to cancel this waste of rock immediately! Slabs are much more efficient way of burial. Besides, nobody will die on my watch! At least, not from external factors.

I'm not sure wether rock slabs are actually faster than graves. With graves, you just put a bunch in a room, and eventually, dead dwarves will come live in it.
With slabs, every time there's a death, you must engrave the dead. Which means you have to go to the workshop, hit Alt+s (extremely tedious keys to press btw), and place the slab afterwards once the job is done. Plus, you have to get rid of the body.
To me, this looks like a lot of stalling...


So, i'm no longer the fastest dwarf :( Just a regular FastDwarf :'(

Are you planning to turn the fortress were-gila ? :) Less eating needed ! More speed ! (and more FUN too)
« Last Edit: May 07, 2016, 12:32:53 pm by Spriggans »
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Urist Sonuvagimli

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #22 on: May 07, 2016, 09:47:43 pm »

The masons were universally busy churning coffins one after another! I decreed to cancel this waste of rock immediately! Slabs are much more efficient way of burial. Besides, nobody will die on my watch! At least, not from external factors.

I'm not sure wether rock slabs are actually faster than graves. With graves, you just put a bunch in a room, and eventually, dead dwarves will come live in it.
With slabs, every time there's a death, you must engrave the dead. Which means you have to go to the workshop, hit Alt+s (extremely tedious keys to press btw), and place the slab afterwards once the job is done. Plus, you have to get rid of the body.
To me, this looks like a lot of stalling...


So, i'm no longer the fastest dwarf :( Just a regular FastDwarf :'(

Are you planning to turn the fortress were-gila ? :) Less eating needed ! More speed ! (and more FUN too)

I'm planning as using it as a "Doc Urist's Ultimate cure-all". Because traction  benches are too slow. As for turning the fort gila, it would take more time to rebuild all the furniture and workshops every time.

To me, slabs are more efficient (and safer) alternative. Engraving takes fewer actions - make, engrave, build. Compare that to coffin: make, build, enable, have dwarf gather a corpse (and all of its chunks) then haul it to the tomb one by one. Ofc, with dfHack's autobury, all unoccupied coffins will be marked as "enabled for burial".
« Last Edit: May 07, 2016, 10:08:50 pm by Urist Sonuvagimli »
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Urist Sonuvagimli

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #23 on: May 08, 2016, 12:49:22 am »

Now, the industry need some serious rearrangement. Way too many dwarves have way too many labors enabled. I understand, that previous overseer wanted jobs done ASAP, but it won't help improving the associated skills. One proficient dwarf does his job faster, than two novices. Division of labor is necessary. Hence, the new arrangements come in effect:

Spoiler (click to show/hide)


Barracks are moved to the surface (nobody wants the army to develop cave adaptation), and the entire industry is restructured. Glassmaking and smithing are moved to the large underground hall, right next to the staircase. Bar/block piles are relocated right near them, while wood burning/ash furnaces are moved to the surface, closer to the trees, obviously. Ash and bronze stockpiles removed! WHY, WHY would you want to waste space and time, when a single wood furnace/smelter can store hundreds of ash piles/bars at one cell? Just build another when cluttered! I'm tempted to demote Spriggans to "TheSlightlyFasterThanAverageDwarf", but, remembering her achievements at meeting glass mandate, dismiss this idea.

Dirk's squad kills another boar, Hammersquad kills none. Fine, they shall prove themselves when zombies come. In the meantime, they are off-duty to hasten hauling and deconstruction.

Starvation strikes the fort...
Spoiler (click to show/hide)
...And is immediately dealt with by butchering boar chunks.

As Dirk finishes the last boar around, a flock of emus shows up:

Spoiler (click to show/hide)

Our fort shall never starve! Especially, when Dirk follows my thoughts exactly:


Some time later...


Great, elves. Why bother... Actually, we want to see the look on their faces, after Dirk slaughters animals and logs scattered all over. I know just the way to negotiate quickly...

Spoiler (click to show/hide)
Hope this wood will make a better toy for your princess. Now begone!

After this pointless bother has left, another swiftly came. I noticed, that our dedicated farmer (Agronome) spends more time planting, than gathering. Huge size of the farm plot makes it impossible to have "Only farmemrs harvest" order. Blasphemy! Orders are dispatched to modify the paddies to suit our dynamic fort:


Agrh, 1 month comes and goes without glass production. Everything points out, that Spriggans made every effort to ensure next overseer wastes as much time as possible clearing the mess! Still, I can't demote her, recalling a successful fulfillment of mandate...

P.S: Weregila monster has transformed again, and is running around in circles in its lair. I think it senses something coming...
« Last Edit: May 08, 2016, 01:18:57 am by Urist Sonuvagimli »
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Urist Sonuvagimli

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #24 on: May 08, 2016, 02:01:59 am »

126-02-16, migrants come, lots of them. Gah, everything was going nice and fast as is, we didn't need extra hands, let alone mouths.


Doesn't look so bad. Vector the Croc might be up for a lot of competition though. I think we might even...

Spoiler (click to show/hide)

You wat Urist? All are children of 2 new migrants, all are aged 5. And they've occupied our clear glass merchandise! It's all over the place! Dastot and Zaneg should've known better, than come here with that much dead weight. Aagrh, if Spriggans wanted to make me mad, she has succeeded - bet it was her plan all along. I hereby demote her to "SlowThick Toy-Lover" for this act of provocation towards King's adviser!

Fine! I personally rob all the children off their toys, and forbid them. What a waste of time. All minors henceforth must be put in day care...hm. I guess it's time to put those useless pets to some work as well...

Migrants bring us to 45, effectively doubling the population.  Now, they need extra rooms, we need stone, miners are legendary. Its about time to carve more rooms. Nice, cozy loam slums for the useless ones, smooth rock rooms for useful.

But I digress. Now, all those green dwarves are to be immediately drafted as marksmen. The new squad shall bear the name Top Shoots.




« Last Edit: May 08, 2016, 02:04:50 am by Urist Sonuvagimli »
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Sanctume

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #25 on: May 08, 2016, 02:46:24 am »

Feed the children some gila.

Spriggans

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #26 on: May 08, 2016, 05:04:08 am »

I laughed when I saw all these children claiming glass toys :P

I have to admit... I secretly love them cute little smily faces of theirs.
Thinking that cute children could one day play with the toys I made filled me with joy.
This dream has now come true. I can be happy :')


Request from Spriggans SlowThick Toy-Lover to the king's adviser Sonuvagimli :
Listen, mighty adviser.. Look at the smiles on the children faces ! Their toys make them so joyful.
I beg you to not trade away all the toys when merchants arrive.
I know efficiency and speed is good and all. And removing items is good for FPS...
But a happy child will grow to be an accomplished dwarf... And children aren't useless, they gather crops.
Please ! Don't harm the children.
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Urist Sonuvagimli

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #27 on: May 08, 2016, 05:33:40 am »

I laughed when I saw all these children claiming glass toys :P

I have to admit... I secretly love them cute little smily faces of theirs.
Thinking that cute children could one day play with the toys I made filled me with joy.
This dream has now come true. I can be happy :')


Request from Spriggans SlowThick Toy-Lover to the king's adviser Sonuvagimli :
Listen, mighty adviser.. Look at the smiles on the children faces ! Their toys make them so joyful.
I beg you to not trade away all the toys when merchants arrive.
I know efficiency and speed is good and all. And removing items is good for FPS...
But a happy child will grow to be an accomplished dwarf... And children aren't useless, they gather crops.
Please ! Don't harm the children.


"And it was said, that Sounuvagimli's beard grew 3 times that day..."

Character aside, I was going to put them into the "coindrop" day care - dwarves dump small harmless items (coins, socks, plump helmets) on kids 2 z-levels below. They dodge and get the skill-ups. Hopefully, it will count towards the dodging experience (and occupy haulers ath the same time).
« Last Edit: May 08, 2016, 05:40:24 am by Urist Sonuvagimli »
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Urist Sonuvagimli

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #28 on: May 08, 2016, 09:45:06 am »

126-03-10

It seems I underestimatied the migrants. Majority of them came with decent weapon skills, and were rightfully drafted. Militia is 17 now, 9 marksdwarves, 4 hack 'n slash and 4 hammerdwarves. Two migrants were experienced doctors (bone and suturer/dresser), along with a cook, brewer and master butcher! At last, fort has all the dedicated specialists it needs.
Spoiler (click to show/hide)

Vecor produces fort's first masterpiece:

He then takes the said bolts, and kills a turkey. I appreciate the effort, but have to turn hunting labor on him for the time being.

Time to unleash the glass production before humans come. Goblets are chosen as a main production unit. Spriggans is in charge, and produces a masterwork on first attempt. Impressed, I promote her to FastQuick Toy-Lover.

126-04-05

 Human caravan has arrived. I designate all the lower quality toys to be brought to the depot. They are traded for sand bags, more bags, lots of leather and some low-quality bronze weapons and armor (for smelting). Overall, that makes for 4096 DB export value for 15 glass items. Not bad. Leather will be shortly processed into backpacks and waterskins for the glorious Quickquickness militia.

Food and booze stocks are plentiful. Time to design the... Damn.


I cant say I'm unhappy to see these pests. Indeed, I am eager to unleash the 10 CROSSBOWS OF HELL (largely innacurate).
Tanner and speardwarf somehow manage to get stuck on the wall.

Spoiler (click to show/hide)

Ebem Mebgoden hits buzzard in the heart, and THEN again in the head from across the map.
Spoiler (click to show/hide)

Marksdwarf Urdim Zasilid climbed the tree for no reason, and, as expected, fell down and broke his sorry ass. The hell?! What's next, you step on a hamster and have heart attack? I wanted to mangle his beard myself, but was told, that "He" was in fact "She", so no beard was present.

3 buggers get shot out of the sky, and conveniently hit the ground at the refuse pile, sparing the effort to haul their misery.

Spoiler (click to show/hide)

Ok, buzzard bastards are dead, and synchronously, the 50 clear glass item mandate is complete with surplus!


P.S:Urdim's sorry ass rests in traction bench. He better get well soon, or I will use him as a guinea pig for our "Panacea".

125-05-16

Uh, something is not right... All of the children have clustered in barracks (Speardwarf's room) and starve/dehydrate themselves, while still playing make-believe. I hope I am not the one to cause such degree of distress as to provoke suicidal tendencies...
Checking on food/booze stocks reveals full availability. Pathing to the dining room is not blocked.

Some time later...

Children are fine now, I wonder if this was some form of industrial action...

Migrants arrive, and allow for even further labor specialization:
Spoiler (click to show/hide)
Meanwhile, chief medical dwarf diagnoses bedridden Urdim, over, and over, and over again. I counted about 10 times in a row, he went from novice to adequate diagnostician in no time. Sigh, we get it, Urdim has a fractured wrist, could you apply splint now?





« Last Edit: May 08, 2016, 11:30:03 am by Urist Sonuvagimli »
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Urist Sonuvagimli

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Re: 'Quickquickness': gotta go FAST! [42.06]
« Reply #29 on: May 08, 2016, 11:50:32 am »


126-07-16

This is the second half of my office as an overseer. And it is with great honour I reveal the completion of the Customs house and Goblin embassy:
Spoiler (click to show/hide)
Centre for negotiation with non-negotiable creatures is also now accepting visitors:
Spoiler (click to show/hide)
And last but not least, Dwarven High:
Spoiler (click to show/hide)

All the above institutions are now officially open... As soon as these words are on paper, a non-negotiable creature has been spotted!


Normally, I wouldn't bother. It takes much longer to clean kobold guts and pieces than let it run away. But Dirk immediately runs after the thief, tempted by the sparkle of the Large Silver Dagger it was holding. A lengthy chase ensues. Kobolds sure can run fast given their small size. But soon it runs out of breath, and is apprehended by Dirk:
Spoiler (click to show/hide)

Diplomatic negotiations fail. I authorize the use of lethal force. But alas, the perpetrator merely bleeds to death. Damn it Dirk, you could've at least chopped some fingers off as a memento. Nevertheless, the dagger is ours. Dirk grew attached to his current bronze sword, and refused to surrender it. No problem, I let him keep the dagger and dual wield both weapons human-style.


126-07-28

A caravan from mountainhome arrives, bringing dire news:

As for the import agreement, I request plenty of hematite, steel, iron, pig iron, anvils, aluminum (both bars and native ore),gypsum plaster, coke,potash,pearlash and leather.

Export agreement:
Spoiler (click to show/hide)


126-08-03


More migrants... I think, this is the last migrant wave we can afford. Next ones should be "processed" at the customs house.
I've totally forgotten about Nil Likotetes, the chief medical dwarf. She's been experimenting on the wounded marksdwarf for quite some time, and is now a legendary diagnostician. But it has to end someday - I order the traction bench disassembled.


126-08-24

Food supply is running low. Just as last *Wild boar meat biscuit* goes down, a pack of wolves conveniently shows up.
I wonder if these came here for some dwarf fillet, because they are about to become food themselves. Dwarven irony. I order Dirk's squad to butcher the wolves, under the cover of Top Shoots. Wolf cutlets, anyone?

Ohgawd!
Spoiler (click to show/hide)

It is right at the entrance! I can only assume it's someone of kobold's friends that come to its aid.  But... why does it have to be ME, Sonuvagimli, that spotted the monster?!

Spoiler (click to show/hide)

Luckily, all of our fort's glorious miliatiamen were right there to aid me! I shout "Alert" at the top of my lungs, and run for the Assembly area! But it is locked!!! Denizens of the fort have bolted the hatches! A dire day! I will have to join hammerdwarf squad and fight for my life!

Its first victim was a cat...
Spoiler (click to show/hide)


« Last Edit: May 09, 2016, 02:53:11 am by Urist Sonuvagimli »
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