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Author Topic: Irritan Anam - Steam Release Succession Fort!  (Read 20482 times)

Ulebtatlosh

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #105 on: January 07, 2023, 11:33:42 am »

Spring

1st Granite, 104

Bards say fortress gets new overseer every spring. I ask to be made overseer. Dwarves say manager wants to see me, something about not being a citizen, but when I get there, manager awkwardly congratulates me for becoming new overseer. Good to see people embrace ideas of younger generation.
Spoiler (click to show/hide)

Fortress has 200 people, but only 100 bedrooms. There is no dormitory for people without bed. This cannot continue, everyone needs place to sleep, many are already sleeping in hallways, blocking path! Plans for rooms given to miners.
Spoiler (click to show/hide)

Fortress has 138 animals, for unknown reason they are allowed to freely roam among us. Disgusting creatures, will have them removed from sight.


2nd Granite, 104

Second day on job, already going downhill. Goblins are attacking!
Spoiler (click to show/hide)

...Clearly my leadership is great, goblins immediately left after taking peek.


3rd Granite, 104

Raid simply brought snatchers, they did not get far. Do not like seeing dead people, will ask for corpse pile improvements…


4th Granite, 104

Bard created fancy earring with images of fortress founding and killer sasquatch. Entertainers want to join fortress, but we have less drinks than people. Denied.
Spoiler (click to show/hide)


10th Granite, 104

Elves have arrived. They put tree yolk directly on table, disgusting…
Spoiler (click to show/hide)


14th Granite, 104

Thief! Kikrost is stealing most valuable artifact in plain sight! Kikrost is convicted instantly and accomplice goblin poet struck down in office of guard captain. Noone is certain of poet name...
Spoiler (click to show/hide)

Elves want us to stop cutting trees, but people need beds. We gift some crafts to keep good relations…
Spoiler (click to show/hide)


22nd Granite, 104

Kikrost was beaten to death for part in theft. Need to give dungeon to guard captain…


16th Slate, 104

Things are progressing. Our best smith LeftHandofGod has been socializing and praying longer than month, countess will take over now. Bedrooms slowly being dug. Dungeon for guard captain started, guard squad created. Slightly less animals in halls. Migrant arrived...



25th Slate, 104

Dwarf called daeizer told me about vision of bat at entrance. Put bat at entrance just in case, training it personally. Good time too, king consort is visiting, will be impressed.
Spoiler (click to show/hide)


18th Felsite, 104

King consort joins fortress! Bat at entrance worked!
Spoiler (click to show/hide)


16th Felsite, 104

Tired of temple being in main entrance. Started digging grand temple near new bedrooms. Dungeon almost done. Naked elf groups keep wanting to join fortress…


28th Felsite, 104

Another thief! Ral Tobulamug, miner. Got thirsty during theft and dropped artifact… Almost got stolen by kobold...
Spoiler (click to show/hide)



And that's spring. FPS was actually pretty good for me, about 80 at the start of the turn, must be Putnam's amazing line-of-sight changes ;)
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MCreeper

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #106 on: January 07, 2023, 12:28:18 pm »

Sad to see that pop-in siege bug is still around after three major updates.

No miracles with performance. If there is a diffirence for me, it is few FPS at most. And at the time of the save FPS is actually 20-30.
« Last Edit: January 07, 2023, 12:34:47 pm by MCreeper »
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Rest of the sigs
The helicopter is rent apart by the collision, its steel unable to resist its inevitable reunion with the ground, and the meat within is smashed by the crumpling cockpit beyond any practical hope of recovery. What comes up, must come down again. Ore and ape, returned to mother planet's embrace.

Ulebtatlosh

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #107 on: January 08, 2023, 07:40:58 am »

Summer

21st Hematite, 104

Corpse pit is complete, animals gone from hallways! Fortress is starting to look more proper.
Spoiler (click to show/hide)


25th Hematite, 104

Bone carver Fath is making something…


2nd Malachite, 104

Grand temple is dug out, five stories tall. Need to add furniture, maybe dig side temples for most popular gods.
Spoiler (click to show/hide)

New cavern discovered! Strange gem cluster too…
Spoiler (click to show/hide)


11th Malachite, 104

Fath finished some fancy bone pants, gave them to mayor as symbol of nobility.
Spoiler (click to show/hide)


20th Malachite, 104

Starting new, nicer farm, old one is hard to look at…
Spoiler (click to show/hide)


5th Galena, 104

Miners have found magma sea! Horrible snakes there…
Spoiler (click to show/hide)


13th Galena, 104

Side temples progressing. Many gods, so many religions, not enough time to make temples for all… Hopefully general temple satisfies.
Spoiler (click to show/hide)

Also started crundle farm for delicious eggs.


27th Galena, 104

New farm is complete, with room for every plant! Still need to finish processing room.
Spoiler (click to show/hide)

Also started new kitchen. Six stills, three kitchens, should be enough for growing population. Soon raw food will be away from main areas, still remember terrible stench from butcher workshop…
Spoiler (click to show/hide)



This season went much faster, probably because I'm now familiar with the layout of the fortress (and not much of note happened really). So I should be able to do at least one more season today.
Not a single combat report this season, even the elf who decided to go to sleep in the screw pump hole while it filled with water survived. Maybe I should open up the caverns again ;)
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Ulebtatlosh

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #108 on: January 08, 2023, 10:42:14 am »

Autumn

1st Limestone, 104

Goblins are back!
Spoiler (click to show/hide)

This time they actually decide to attack.
Spoiler (click to show/hide)

Protect our bat!
Spoiler (click to show/hide)

Goblins are defeated! But at great price… Bat is hurt, cannot fly and is vomiting a lot… But bleeding stopped, will survive. Best macedwarf broke some fingers also.


11th Limestone, 104

Caravan arrived. Will give many crafts to impress mountainhome. Maybe monarch will congratulate for good management.
Spoiler (click to show/hide)


17th Limestone, 104

Miners noticed adamantine while digging magma project! Only one piece of floor under thick magma, impressive eyesight… Looks like part of gem cluster in third cave, maybe we will take a look…
Spoiler (click to show/hide)


21st Limestone, 104

Gave artifact earring to caravan, tired of seeing it in tavern. Hated seeing that killer sasquatch…
Spoiler (click to show/hide)


25th Limestone, 104

Bat can fly again!
Spoiler (click to show/hide)


1st Sandstone, 104

Noticed child reciting poetry to workers. Weird, but workers appreciate.
Spoiler (click to show/hide)

Manager follows 8 gods, has been praying for days. Work orders need validating. Maybe new temple is too good…


7th Sandstone, 104

Manager is done praying, finally validates work orders.
Some child took over bone carving workshop and is screaming about gems and bones…


18th Sandstone, 104

That child created another piece of bone armor. Will give it to mayor again, maybe a matching set will be made.
Spoiler (click to show/hide)


19th Sandstone, 104

Farmers saw weird steam moving in caverns… Warriors will investigate.
Spoiler (click to show/hide)

Just some cavern vapors, nothing to worry about.
Spoiler (click to show/hide)


13th Timber, 104

Gremlin spotted!
Spoiler (click to show/hide)

Escaped before anyone could react…


28th Timber, 104

Many things going on, hard to keep track. Bedrooms almost done. Kitchen and farm processing room is done. Forged many copper goblets, only had 20 mugs for 200 people.
Spoiler (click to show/hide)

Started transporting magma to new forge room.
Spoiler (click to show/hide)

Miners will take look at gems soon.
Spoiler (click to show/hide)



That earring was over 5000☼, should be enough for the monarch hopefully. Maybe I should start planning out the accommodations...
I hope we get more artifact bone armor, the mayor requires it ;)
« Last Edit: January 09, 2023, 05:01:25 am by Ulebtatlosh »
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daeizer

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #109 on: January 08, 2023, 12:35:02 pm »

Thanks for the updates.
New temple looks great, new farm too.
So happy to see batty has recovered.
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Ulebtatlosh

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #110 on: January 08, 2023, 02:22:13 pm »

Winter

3rd Moonstone, 104

Started planning throne room for monarch, just in case. Stoneworkers asked for guildhall, will be built.
Spoiler (click to show/hide)


2nd Opal, 104

Miners are investigating gem cluster. Eerie thing, unnatural forces here. Only allow mining of cold stone, still find fire...
Spoiler (click to show/hide)


5th Opal, 104

Unimaginable riches! Boots fit for gods! Too large for dwarven feet, but both worth about 20000☼! Good for decorating temple.
Spoiler (click to show/hide)


8th Opal, 104

Boots are in place. Temple will be legendary!
Spoiler (click to show/hide)


16th Opal, 104

More divine riches! It is… Invisible? Feels very light also. Monarch surely cannot stay away when word spreads! Will give it to militia commander.
Spoiler (click to show/hide)


28th Opal, 104

Disaster! Miners were swept from earth!
Spoiler (click to show/hide)

Miners are… Fine? Managed to crawl back out of great chasm.
Spoiler (click to show/hide)


2nd Obsidian, 104

Another horrid torrent from gem cluster! Fortunately not next to chasm this time.
Spoiler (click to show/hide)


4th Obsidian, 104

Ral tried to steal artifact crossbow again, succeeded this time…


12th Obsidian, 104

!!! KINGLET ARRIVE !!!
Spoiler (click to show/hide)


13th Obsidian, 104

Dead, all dead… This is truly horrifying… Slabs, need to carve slabs…


16th Obsidian, 104

Beasts in well!
Spoiler (click to show/hide)

Farmers and children beat up olm, militia is late.
Spoiler (click to show/hide)

Shorast Ubbulzimkel stole weapon of olm with masterful bite!
Spoiler (click to show/hide)

Others are dealt with, Minkot Sarveshkizest almost drowns.
Spoiler (click to show/hide)


21st Obsidian, 104

Count consort took blowdart to neck, resting in hospital.
Things calmed down, enough time to write about demon…
Three people, killed by Eelsucker. Slabs still being carved.
Spoiler (click to show/hide)

Doors were barricaded during attack, bricked up. Hopefully it holds. Maybe monarch does not need to know about this?
Spoiler (click to show/hide)


24th Obsidian, 104

Throne room is done, above dungeon, three stories high, all walls engraved. Still need furniture.
Spoiler (click to show/hide)

Bedrooms also finally finished, or good enough. First project is last to finish…
Spoiler (click to show/hide)


27th Obsidian, 104

Magma forges not finished yet, something for next overseer to do. Last magma cartloads still being delivered to eastern smelters, forges are not started.
Spoiler (click to show/hide)

Baby was born.


1st Granite, 105

First morning of new year… Time to give up overseer position. Last month was stressful, good to take a break… Will stay in fortress, help make art, relax in temple. Maybe even become full citizen?
Spoiler (click to show/hide)



What an eventful season... But the fortress still stands ;)

Some notes/ideas for the next overseer while the file uploads:
  • Those slabs didn't get done yet
  • Should be only the middle row left to do for the magma forges, and I think you only need to fill one hole per forge (up to 4/7, so 2 cartfuls), I'm sure you can figure out the system ;)
  • Deal with Ral maybe?
  • Keep the bat safe!!!

Link to the save: https://dffd.bay12games.com/file.php?id=16328
And feel free to throw me back on the list
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Salmeuk

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #111 on: January 08, 2023, 07:55:27 pm »

picking this one up now...

Quote
Disaster! Miners were swept from earth!
Quote
Beasts in well!
Quote
Dead, all dead… This is truly horrifying… Slabs, need to carve slabs…

just another day of DF, I suppose.
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King Zultan

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #112 on: January 09, 2023, 04:02:56 am »

Glad to see the bat has recovered from the injuries.
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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?

Mobbstar

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #113 on: January 09, 2023, 01:29:20 pm »

I cannot begin to describe all the things I adore about this turn.  Thank you so much!

Estuzosto must be a very "thin" hammer, or perhaps the "glowing" metal is translucent?

Ulebtatlosh

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #114 on: January 09, 2023, 02:59:50 pm »

Maybe it's a The Emperor's New Clothes situation, it certainly seems light and thin enough ;)
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voliol

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #115 on: January 09, 2023, 06:32:59 pm »

This was a fun turn, and good that the bat is safe. ^^ The fort is really living it up now, despite the dangers.

Salmeuk

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #116 on: January 09, 2023, 10:26:38 pm »

On the second day of Spring, when the blaring warhorns of the dwarven siege echoed down the unguarded entrance ramp, we knew this would be a bloody fight. Our own kind, come to kill us and take our wealth. Our two squads were summoned to the surface, led by Ustuth.

Spoiler (click to show/hide)

It was a complete victory over the traitorous dwarves, with only minor sustained injuries. The suddenness of this attack was concerning.

===

The fighters were only just returning to the common hall when shouts came from the cavern food stocks: a web-slinging forgotten beast! Some kind of mud quadraped, given the horrifying name "Egngun Juiceskull the Gutter-Froth of Gills."

Spoiler (click to show/hide)

"Juiceskull" obliterated three skilled fighters before we locked the doors and tried to wall it in... webs are extremely dangerous no matter how weak the beast. This was successful, but we were forced to write off the newly constructed brewing complex and a fair amount of stockpiled food.

It appears the beast infiltrated the fortress through some exposed mineshafts near the 2nd cavern layer. At least I hope so - there is some confusion with the lack of a main staircase to orient around.

===

The fortress itself could be described in three parts: buried just beneath the rock cliffs of the surface and just above the first cavern layer you will find our bedrooms, dining hall, throne room, temples, workshops and moderate storage.

Spoiler (click to show/hide)
Around elevation 10, just below, we find the walled-off cavern layer where our animals graze in security. This is quite a splendid area but underdeveloped.

Spoiler (click to show/hide)

 20 z-levels below, the magma forges fueled by artificial lava pits constructed by the previous overseer. A feat of engineering saves us the grueling walk to the core.

Spoiler (click to show/hide)

Below this sits muddied stone rooms full of farms and seed storage, as well as a specialized room for pressing oil from nuts. Nearby - our old distillery and food courrt, now the new home of Egngun Juiceskull the web-shooting forgotten beast.

Spoiler (click to show/hide)

New tombs are under construction . . . do you think we'll need them?

Finally, the magma sea, with a still-functional pump should any overseer wish to experiment with "Armok's water."

===

Overall, the main focus of the fortresses 200+ population is hauling bars of metal from one stockpile to another. While I do think that stocking metal is good, and generally want things organized . . . there is simply too much metal to have this hauling be the priority of the dwarves. As well, it appears that we have two main furnace and forge locations. I dismantled the surface forges as we have these nice, new magma smelters to work with. But the bars remain orphaned...

A second timesink was the corpse processing station located in the forested valley south of the fortress gates. The walk to and from this pile of refuse took a great deal of time, and many dwarves found themselves needlessly rained upon. New refuse piles were built underground, near the surface entrace, to better serve the inner fortress as well as handle and siege leftovers. A corpse-smasher was also created and began operation.

Then, late in summer.... massive drama with Avuz. Apparently a large number of export-banned items were shipped out to the humans, turning what was already a punishable act into something utterly disgusting. Over 10 of us, including near every previous overseer (and myself) were chained up in the jail. I wondered why exactly we had built such a large prison; now I knew.. Avuz was a bit of a totalitarian.



Most of us had 30 days in the slammer, and rough days those were, with inactive orderlies some of us struggled to even get a drink. We could at least talk amongst one another, mostly gossip, and occasionally plans of revenge and rebellion. But nothing much came of it.

Occasionally one of the axefighters would wander through on guard duty, and sneer at us and say, "Stepped on Avuz's toes, have you?"


===

Autumn brought another siege, but many of our fighters were chained up in prison! It was here that we noticed our pet giant bat had been chained in front of our doorway like some kind of living bait. Defend the bat at all costs!

Spoiler (click to show/hide)

The remaining fighters rushed up to the surface. And prevailed - with few injuries. Two squads or so of goblins were not a problem for these fighters.

But, tragedy - the giant bat took three copper bolts, unable to escape as it was chained... would the creature survive?

Yes, yes it would! The bat was moved to the main floor where it can safely flap about with it's fuzzy bat wings and cute lil ears.

Work was taken to dump and crush a large amount of the excess rock salt from our previous excavations. More space was created for furniture storage, as we had piled up quite a bit. This left the original storage area for the finer goods.

===

Winter brought... another forgotten beast. A flying, web-sligning theropod. Greatful was I to see it confined to the third caverns, and it made no immediate move for us. I went through the various strange and twisting pathways, looking for places to sneak in, locking the doors as I went, finally feeling satisfied there were no gaps in the stone, and saw fit to let the dwarves continue business as usual.

Spoiler (click to show/hide)

This was a huge mistake. It took only a few days for the beast to creep about and discover a path inside. By the time I heard the alert, it was too late, and the flying beast was inside our farms. Then, killing all dwarves present, began to move up the central staircase. It was too late, no time to wall it in, and we would lose our farms.. Both squads were ordered downstairs.



They arrived to a grisly scene, with Whipaxes sitting atop a pile of corpses, clawing and tearing at all those nearby, who were dodging in and out of reach trying to rescue the still-living children trapped underneath the dinosaur's mass. Engaging the monster from distance with spears, while others dove into the fray. Some lost limbs as the huge jaws of the beast rended arm from body.



In the end, no single dwarf killed the creature, but instead it bled out, dying from a thousand separate wounds inflicted by fighter and citizen alike.



Thankfully so, as the death count surpassed 20. Even the Baron Consort Bomrek was killed by the thing.

Spoiler (click to show/hide)

That night, the third beast attacked. Yet another quadraped, this time constructed from beryl, a yellow creature that leaked poison into the air. But it could not find a way inside, and merely bellowed with great hostility underneath our floor hatches.
Spoiler (click to show/hide)

===

The year ended in a flurry of work, hauling excess stone, organizing furniture, smelting steel and swords for our newly-organized military uniforms (all wield swords for simplicity's sake, however a following overseer should reassign as needed). Instead of the paltry copper and bronze, the new steel gear will greatly enhance weapon master and unskilled recruit alike.

Our food sits comfortably at ~4k beer units, ~2k food units, and meats and fishes galore. All the metal bars were organized near the new forges, and I am happy to say fps has improved by about 10... though this may be due to the sorrowful news that over the year we lost 30 dwarves altogether, bringing our population to 170.

As far as labor goes, it's somewhat of a free-for all, but most of the dwarves are idle, excluding the usual managerial tasks - leaving it up to the next in line to put 170 free hands to a good use.

As atonement for my failures as overseer, I will step down from the role, and take up one of the fresh-forged short swords, leading the squad, "The Crystalline Souls," to great victory! Huzzah!

save here: https://dffd.bay12games.com/file.php?id=16333

Thanks for reading... after some cleaning up the fortress is promising.
« Last Edit: January 09, 2023, 10:30:23 pm by Salmeuk »
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Ulebtatlosh

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #117 on: January 10, 2023, 06:03:25 am »

Great update, glad to see my infrastructure getting some use, even if it's mainly by beasts and tyrants ;)
Good job saving the bat, definitely deserves the retirement to the main floor with its 2 battles worth of scars.
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Lord_lemonpie

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #118 on: January 14, 2023, 12:28:20 pm »

Thanks for your turns guys, they were great! Sorry for my dissapearance for a few days. I'll update the main post and message the next player!
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Metruption

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Re: Irritan Anam - Steam Release Succession Fort!
« Reply #119 on: January 14, 2023, 01:08:17 pm »

Found the thread! Is it okay if I pass this turn to buy time to read what's happened while whoever is after me has a go first?
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