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Author Topic: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)  (Read 9445 times)

King Zultan

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #60 on: June 25, 2018, 05:11:16 am »

Turn all animals in to soap, turn everything in to soap!
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

speciesunkn0wn

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #61 on: June 25, 2018, 10:18:08 am »

Turn all animals in to soap, turn everything in to soap!

Hmm...Can I retroactively edit the dwarf RAWs to let them butcher sentients?
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DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

speciesunkn0wn

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #62 on: June 25, 2018, 03:13:08 pm »

Alright, got the year done and screenies taken. I'll have the post made and ready by at most tomorrow. Hopefully.
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DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #63 on: June 25, 2018, 11:50:26 pm »

Probably should produce that crossbow, quiver and bolts before the keas come and interrupt everything (including the production of aforementioned crossbow, quiver and bolts).
Turn all animals in to soap, turn everything in to soap!

Hmm...Can I retroactively edit the dwarf RAWs to let them butcher sentients?
You can use DFHack Script: Unbutcherable Sentient Workaround for fortress and adventure mode.

speciesunkn0wn

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #64 on: June 26, 2018, 11:23:16 am »

Probably should produce that crossbow, quiver and bolts before the keas come and interrupt everything (including the production of aforementioned crossbow, quiver and bolts).
Turn all animals in to soap, turn everything in to soap!

Hmm...Can I retroactively edit the dwarf RAWs to let them butcher sentients?
You can use DFHack Script: Unbutcherable Sentient Workaround for fortress and adventure mode.

Sliiiiiiight problem with using DFHack. I'm playing 44.11 vanilla.
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DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

speciesunkn0wn

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #65 on: June 26, 2018, 12:54:01 pm »

Journal of Kikrost: Twelfth Slate, Year 125;

*Ink is slightly splattered as if blown on* Can't believe so much time has passed since my last entry! Well. Been busy cutting the stone blocks needed to expand the road and build our great fortress. A lot of conglomerate stone and some saltpeter. Conglomerate blocks for the road, so they match what we've found on the top of the cliff, and saltpeter for other stuff. Oh. And enough hematite to sink an elven boat! Hahaha! In both manners, giant holes or high weight. As for the road, Amost has been taking my blocks and designing it in sections before building it. 9x10 chunks to match the width of the bridge.

And our...Shooter, yes. Shooter, Udib has managed to craft herself a decent crossbow and has set about hunting. I've put one of the Rockers to work on setting up the smelter and the forge to make iron bolts. We have enough iron to last us quite some time. And soon, because there's flux stone somewhere below, we should be able to get ourselves some steel! Not going to waste it on bolts though. Takes too long to make for such a trivial thing.

Spoiler (click to show/hide)
--------------------------------
Journal of Kikrost: Thirteenth Slate, Year 125;

It has come to my attention that there's nothing for the animals to graze on. Therefore, I have told the miners to go down to the flat part of land, west of the cliffs, and dig stairs down into the depths until they find a cavern layer. We need that cave moss. I'll put the animal pasture right across from the farms. And then split them up eventually by types of animals. Sheep in one, cows in another, etc. Might even put a couple farmer types to each pasture, beneath them with the workshops so it'll be nice and quick for milking and making cheese and such. Oh. And shearing. Wool will be far more comfortable than pigtail. Plus it can't be used for paper! Of which we need to get more of. It's getting annoying having to write so small in order to fit all this on the two pages we have...

Spoiler (click to show/hide)
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Journal of Kikrost: Tenth Felsite, Year 125;

Mother of Armok! Another month has passed! Well, Amost told me in his latest trip down to get more blocks for the road on the surface that a dwarven maceman is walking this way. No idea what for just yet, we don't have a tavern up. I'll see when he arrives for his meeting.

Spoiler (click to show/hide)
---------------------------------
Journal of Kikrost: Eleventh Felsite, Year 125;

Finished my meeting with the lad. He wishes to eradicate monsters. Guess he's one of those cavern slayer types, oh well. No access to the caverns just yet so he'll have to wait and help guard us. We'll be entering the caverns by a different method than those stairs. A more defensible method.

Spoiler (click to show/hide)
--------------------------------
Journal of Kikrost: Second Hematite, Year 125;

Second day of summer and a second cavern slayer dwarf?! This has to be a good omen! No humans or elves or goblins yet! I quickly accepted his petition to join. When we breach the caverns properly we should have a squad of dwarves ready to defend from below with the slayers' help. Now then, the road has been progressing slowly. A small problem with having only a few architects, two of us, and with me working on the blocks, that leaves just one. So there's that. It is annoying that the other dwarves don't help carry blocks up there. Perhaps I should order a stockpile close to the road site so Amost doesn't have to make such a trek? Bah. I'll do that later and when the wall work starts.
------------------------------
Journal of Kikrost: Seventeenth Hematite, Year 125;

I've been told that the river unfroze today. That's a good thing to know, knowing when the river will be frozen means we can take plenty of precautions toward our wells. Due to the immense amount of stone needed for the walls, digging out, then channeling a large portion of the mountain will mean we can fill it with lots of water, and by use of floodgates and such blocking up the way from the river into the well, we can refill it if there's ever such a need.

Spoiler (click to show/hide)
----------------------------
Journal of Kikrost: Eighteenth Hematite, Year 125;

*ink across the page is splattered somewhat like more heavy puffs of breath across it* And there goes my good mood. A human has been seen approaching the fortress. No doubt intent on seeing what our defenses are like and whether we'll be an easy target later or a threat later. He'll soon find out. Next ones that show up once our dwarves have their weapons and armor will get to feel those bite them.

Spoiler (click to show/hide)
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Journal of Kikrost: Ninteenth Malachite, Year 125;

FOR THE LOVE OF ARMOK! Those idiot, idiot dwarfs! Three times. THREE. TIMES. I give them the simple task of blocking off the incomplete room (due to the river thawing. Good thing we didn't dig out there while it was frozen...) and they can't complete that task without getting trapped! I'm making some statues and they're gonna block access to where ever the HFS they try to stand inside the room to complete that wall.

Spoiler (click to show/hide)
And have a look at them all.
Left Statue:
Spoiler (click to show/hide)
Center Statue:
Spoiler (click to show/hide)
Right Statue:
Spoiler (click to show/hide)
----------------------------------
Journal of Kikrost: Second Galena, Year 125;

Those migrants are just as bad as the other dwarves were. They decided to approach from the lower river's OTHER side. Now we gotta make a bridge for the idiots. Gonna tear that down as soon as they're across and make a one tile one over the canyon. Might also stick some weapon traps on that later because it won't lead into the fortress. And because watching goblins and elves and humans fall off into the river or onto the stone and dirt below will be funny.

Spoiler (click to show/hide)
-------------------------------
Journal of Kikrost: Eighth Galena, Year 125;

Hmmph. One of the two. TWO. Migrants is a useless peasant. So. Peasant boy, you and your eldest, living son shall henceforth be known as 'GrimDorfer' and only perform burial tasks.
Spoiler (click to show/hide)
-------------------------------
Journal of Kikrost: Fifteenth Limestone, Year 125;

AGGGH! Got so distracted with other stuff I forgot to set up a trade depot for the dwarven caravan! We'll make it out of bronze. Got plenty of it and it looks nice. And we don't have much to sell anyway, so the lack of wagons won't matter. We'll have more next year for sure. And a permanent depot set up inside.

Spoiler (click to show/hide)
Gonna be ordering lots of logs, sheets, lye, and food stuffs. And traded some food barrels, drink barrels, and a stack of our best iron bolts (1000 dorfbucks!) for lots of booze, plump helmets, sheets, and some berries and cheese.
-----------------------------
Journal of Kikrost: Twenty-third Limestone, Year 125;

More migrants have been spotted! And they're coming along a proper route this time. And it's more than the peasant and farmer or whoever came with him that season. A furnace operator hmm? We'll set him to all metalworking stuff until we have a better one. Blacksmith and metalcrafting will at least be shared by all non-weaponsmiths and armorsmiths. Along with furnace operating. Their stuff doesn't matter as much.
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Journal of Kikrost: Twentieth Moonstone, Year 125;

The basic, basic tavern has been finished. As have almost all the rooms for them to stay in. All will be smoothed and engraved later. Right now I can hear them singing and dancing below me as I wait for this booze to brew.

Spoiler (click to show/hide)
I'm soon going to stop my masonry and simply become an Administrator and architect stuff. I think I deserve it.
--------------------------
Journal of Kikrost: First Granite, Year 125 6;

Oops. Forgot what year it was for a moment there. Anyway. Time to sketch out how the fortress looks so far, and then go over our wealth, population, visitors, and deaths.

Here's the top of the cliffs, the ditch is to keep the caravans from taking a different route when the river is frozen. Soon that'll be changed into a proper wall and bars and such across the ditch (will be done when frozen for ease of building).
Spoiler (click to show/hide)

Right below that is the farm layer.
Spoiler (click to show/hide)

Down one more again is the traveler layer.
Spoiler (click to show/hide)

One more again to the first temple layer.
Spoiler (click to show/hide)

Another temple layer.
Spoiler (click to show/hide)

Below that (and splitting the temple layers possibly) is the current trading layer.
Spoiler (click to show/hide)

Waaaay below that is the canyon bridge.
Spoiler (click to show/hide)

And finally, the stairs to the caverns.
Spoiler (click to show/hide)

And now, The End of The Year Wealth:


The End of The Year Population:


The End of The Year Visitors:


The End of The Year Deaths:
Logged
DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

auzewasright

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #66 on: June 26, 2018, 01:51:41 pm »

What happened?
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speciesunkn0wn

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #67 on: June 26, 2018, 01:57:36 pm »

What happened?

Not a whole lot yet. Should be some action next year when the elves arrive. chop-chop-chop after all!
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DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

auzewasright

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #68 on: June 26, 2018, 03:12:40 pm »

What happened?

Not a whole lot yet. Should be some action next year when the elves arrive. chop-chop-chop after all!
I meant, why did the game change from the caste system fort?
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speciesunkn0wn

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #69 on: June 26, 2018, 04:47:31 pm »

What happened?

Not a whole lot yet. Should be some action next year when the elves arrive. chop-chop-chop after all!
I meant, why did the game change from the caste system fort?

Oooh. Because there was something of a migrant bug, and then my dorf got killed during a tantrum and "all the prisoners escaped". I was going to try and continue it with the Customs Agents thingy in that world, but the world map went all buggy when I tried to embark again. :/ And from what I could see, there were no roads made, so that was useless. So I genned up several other worlds and went with this one because it had what I was looking for. And dwarf civs with cool names.
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DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #70 on: June 26, 2018, 09:11:27 pm »

Ah, vanilla. Even so, you could perhaps still use the pyLNP to fix your raws; I'm slightly bothered to see the í and and à in walls. (You're probably used to them, though.)

You made stairs to the cavern, though as you can see from first granite 126 screenshot you could have just channeled a z-level down in soil as well, then roofed it over.

Can see the remains of a dance in basic tavern. 1 big circle and 1 instrument?

Since your embark is temporarily freezing, would be neat to do something with it. Dunno what; yearly mining/smoothing training?

And I take it that road over the bridge is what we have been talking about? Nice road. Appreciate you continueing the aesthetics.

speciesunkn0wn

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #71 on: June 26, 2018, 10:50:25 pm »

Ah, vanilla. Even so, you could perhaps still use the pyLNP to fix your raws; I'm slightly bothered to see the í and and à in walls. (You're probably used to them, though.)

You made stairs to the cavern, though as you can see from first granite 126 screenshot you could have just channeled a z-level down in soil as well, then roofed it over.

Can see the remains of a dance in basic tavern. 1 big circle and 1 instrument?

Since your embark is temporarily freezing, would be neat to do something with it. Dunno what; yearly mining/smoothing training?

And I take it that road over the bridge is what we have been talking about? Nice road. Appreciate you continueing the aesthetics.

1: Possibly? I'd rather not screw up the save though. :/ And I am somewhat used to it. Only my second time with vanilla. XD

2: Yes I did, but what do you mean about channeling down one? To block off the cavern? I could, but I wanna see if anything flies out.

3: They did the dance for maybe, 5 real world seconds, then someone had to do a job and it broke up. Then it started again for a brief moment and broke up. Still time to see if it happens any more though. If not, then oh well.

4: It's freezing most of the time. I think there's about a month of time it's not.

5: The bridge and 'road' that makes up the bridge was there already, and there's a dirt road leading to the cliff which is the road that's shown in the embark screen. No idea why they don't pave them. So I shall do it!
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DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

Fleeting Frames

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #72 on: June 26, 2018, 11:31:23 pm »

1. Always make a backup, obviously. But the save is alreay fucked up a bit :P

2. Look to the ramps next to river. They're green. That means outdoor grass is growing on them. This is what normally happens, even when the surface is bare.

3. Yeah dances are pretty short, relatively. Each second at 100 FPS is 2 hours though.

5. Aye, show them how its done.

speciesunkn0wn

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #73 on: June 26, 2018, 11:52:01 pm »

1. Always make a backup, obviously. But the save is alreay fucked up a bit :P

2. Look to the ramps next to river. They're green. That means outdoor grass is growing on them. This is what normally happens, even when the surface is bare.

3. Yeah dances are pretty short, relatively. Each second at 100 FPS is 2 hours though.

5. Aye, show them how its done.
1: True. Oh well.

2: Oooh. Well that I didn't know. I thought badlands couldn't grow grass. -shrug- I dug the ramps out during mid-late fall. After the caravan. The cavern was done within the first two months of the year.

3: Huh. Never thought about that. Makes sense though.

4/5: I shall. :D Every place with stone shall be smoothed and engraved.

I'm thinking I'll make like, 3 different 'cells' with trade depots in them. One for dwarves, one for elves, and one for humans. And fill the humans' and elves' with engravings of them getting slaughtered to help drive them mad further when the bars/bridge closes. Muwahahahaha! Leave them in there until they go insane or whatever, then have the military wait outside and slaughter them when released.
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DF Veterans- n. - One who has lost one or more forts due to a stupid oversight.

Morality is relative,/Puppies are cheap,/Dwarves are zealots of,/A place that creeps and leaks,/where oversears send them to die,/so we may feast on their on their sorrow,/as we chew on their marrow
Just never forget,/That Bloodyhells is always a threat.

Fleeting Frames

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Re: Customs Agents: Tradeblockade, 44.11 [SP LP] (Formerly Penal Camp)
« Reply #74 on: June 27, 2018, 01:41:40 am »

I suggest you read up on multiple depots beforehand; they tend to not work well (iirc merchants go for oldest unforbidden depot on the map, for example.)

Also, nothing can see engravings expect you and the dwarf creating them; they really only affect room value. Though it adds atmosphere in this case.
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