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Author Topic: The Crazed General (Community Fort)  (Read 7831 times)

Snoopicus

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Re: The Crazed General (Community Fort)
« Reply #15 on: April 28, 2008, 10:03:00 pm »

Sir, if I may suggest - Instead of attacking the Dwarf caravans, we could simply liberate its goods. Our brethren should be willing to contribute supplies to the greater good of Dwarf kind! Surely the understand our great need? If they refuse to part with their, probably, ill gotten gains - well, then they have obviously been influenced by the elven or human threat, and need to be dealt with appropriately, sir.
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Snoopicus: What is the kill radius of lava heat?
Snugglybear: I''ve seen it, I think, kill dudes one level above it. But the guy was falling into it at the time, as a dwarven sacrifice. So it''s hard to say.

dresdor

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Re: The Crazed General (Community Fort)
« Reply #16 on: April 28, 2008, 11:42:00 pm »

It may suit us to have the first survive, and even to trade with them, so the king thinks I'm behaving like a good subject.  Then we spring our trap on the humans and elves as planned.  

Future dwarven caravans will have to decide if they want to join us, or die.  They should jump at the chance to serve with me.

More postings from my journal will come soon.

If anyone else wants to claim an incoming immigrant, post your name, and gender preference.

dresdor

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Re: The Crazed General (Community Fort)
« Reply #17 on: April 29, 2008, 01:57:00 am »

4 felsite

We’ve begun deconstruction on our above-ground workshops.  We need them all below ground to be proper dwarves.  Snoopicus recommended to me today that we set up training areas for any future migrants.  I told him about my death trap plan, and it appalled him that I would use such a device on our fellow dwarves.  Because of the impact it would have on morale, I’ve decided to only use it against our true enemies: The humans and elves.

10 felsite

More native aluminum.  We need to requisition an anvil, and soon.

12 felsite

More native copper.  I wonder how much we will have to trade for an anvil.  I’m more tempted to use my death trap to secure one.

20 felsite

While we have no bedrooms or barracks and our workshops are only partially dug out of the earth, I feel confident about this settlement.  I’ve sited the location for our death trap, and it will be spectacular to see it fall.

1 Hematite

First of Spring, and our carpentry shops are under final construction.  With any luck we’ll be sleeping in real beds for a change, that and we need barrels, and a proper dining room.  We’re almost to the point of being civilized again.

5 Hematite

Baradus has drown.  The horses he hunted on the plains finally got to him, and one kicked him over the bank of a deep pond.  The rest of us were underground, and didn’t even notice he was gone  until we found the trail of blood.  We will recover his remains and entomb him properly.  He will have a hero’s burial.

11 Hematite

I’ve personally designed and laid out Baradus’s tomb.  It is in the shape of his crossbow, the weapon he used to provide so much food for us.  We must drain the pond to get to his corpse, but that will not be a problem.  We are dwarves, we will not let one of our own rest under water when he should rest under rock.

20 Hematite

The mining of Baradus’s tomb is complete, now all it needs is statues, a coffin and smooth floors…and the body of a brave warrior.


21 Hematite

The farm is complete and ready to be flooded.  We’ve opened the wall, and allowed the waters to flood in.  Hopefully there’s not enough to flood the whole fortress, but it will be wet for a short while.

8 Malachite

Been a busy few weeks.  Morale is low because of Baradus’s death, and we’re still far away from properly entombing him.  I’ve also heard rumors that two of my soldiers are deeply infatuated with one another.  Beastmaster and Snoopicus.  I don’t need this sort of complication in my army.

14 Malachite

Rhesus Maques have attacked our camp.  The war dogs ripped them to shreds.  That’s good news, and none have gotten hurt.  This makes me glad to have Beastmaster along to help control the vicious canines.


23 Malachite
We’ve finally gotten our stockpiles and workshops working underground.  Baradus’s coffin and guardian statues are almost complete.  

1st Galenta

We’ve begun draining the pond to recover Baradus’s remains.  Soon, he will rest in peace.


4th limestone

Not much has happened.  Work on the trade depot has prevented us from draining the pond.  I feel bad for Baradus’s decaying corpse, but I’m sure he’d understand.  The news today is the birth of five foals and three puppies.  We will have even more animals for the coming years.  This should make Beastmaster happy.

7th Limestone

5 more puppies have been born.  

12th Limestone
3 kittens have been born.  We have a lot of animals running around our small fortress now.

15 Limestone

The first caravan has arrived.  Lucky for them, my deathtrap isn’t ready.  


17 Limestone

They’ve unloaded their goods and not said a thing about the Depot’s strange position.  They may be completely oblivious to the mortal danger they are in.


4th Sandstone

Ignaz managed to trap herself by channeling around a pillar.  Why she was squeezed up to the pillar and digging around it I don’t know.

At any rate, our training room is nearing completion.  A few pieces of equipment in there and our soldiers will be strong as oxen.


10th Sandstone

Snoopicus managed to trap himself by channeling around a pillar.  What is wrong with these dwarves?

13th Sandstone

Baradus has been lain to rest.  May he drink deeply of the best brew while he awaits us to join him in the great halls of our ancestors.


15th Sandstone

We let the traders leave with a good deal of stone goods in exchange for some small amounts of food.  I hate dealing with these spineless merchants.  As a warrior, the crown should supply me, I shouldn’t have to have my soldiers waste time making crafts just for some camel meat and rum.

19 Sandstone

I finally understand what has been happening to my dwarves.  I trapped myself by the same pillar while taking up the bridge that rescued the others.  If you aren’t paying attention it’s quite easy.

Kyselina

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Re: The Crazed General (Community Fort)
« Reply #18 on: April 29, 2008, 04:33:00 am »

Sir, I think we should build some cage traps. I can comand more than dogs!

-------------------------
Hmmmmm. Here you go with dog init, no need to start new world, you just need to replace it.

code:

[CREATURE:DOG]
   [NAME:dog:dogs:dog]
   [TILE:'d'][COLOR:6:0:0]
   [CAN_LEARN]
   [PETVALUE:30][NATURAL]
   [BUTCHERABLE_NONSTANDARD]
   [LARGE_ROAMING]
   [COMMON_DOMESTIC][TRAINABLE][PET]
   [BONECARN]
   [PREFSTRING:loyalty]
   [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
   [BODYGLOSS:PAW]
   [SIZE:5]
   [MAXAGE:10:20]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:1][CHILDNAME:puppy:puppies]
   [FAT:1]
   [DIURNAL]
   [STANDARD_FLESH]
   [HOMEOTHERM:10070]
   [LAYERING:100]
   [SWIMS_INNATE][SWIM_SPEED:2500]  

You open creature_domestic.txt and replace complete dog with that. I did it like thiy cause you asked how, if you want easiear way just add somewhere to it the tag [CAN_LEARN]

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Tun Athelbuket, farmer cancels sleep: Caged.

dresdor

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Re: The Crazed General (Community Fort)
« Reply #19 on: April 29, 2008, 11:20:00 am »

Thanks for the mod, Beastmaster.  I think this will work.

-----------------------------------------------

We need to decide where to go with this fort now that our basic infrastructure is underway.  We will have the rudimentary craft workshops, and we are unable to make  any weapons but obsidian swords at the moment.  Our food production is underway, with plump helmets, quarry bushes, and other useful plants.  I've suspended hunting for the time being, as our butchery isn't reconstructed yet, and our food supplies are ready for winter.

I gathered my remaining soldiers and asked them what our immediate priority should be.  We have craft rooms, supply rooms, a farm, and a barracks.  Beastmaster chimed up that she wants cages to trap some of the wild life around the area.  With the number of horse colts, puppies, and kittens that are getting in the way now, I'm not sure this is a good idea, but cage traps could be useful to capture live enemies to extract information from.  

Snoopicus reminds me that we need a training room, but we don't have the equipment prepared to build dry pumps, or enough obsidian swords to begin weapon training.  Wrestling training is a possibility, though.  As long as they are supervised, they shouldn't kill each other, but to get the discipline they will need, they will have to be trained in a weapon.

I'm convinced all new recruits will be restricted to the fort.  Once these city-dwarves realize how hard it is to survive out here and how tough of a taskmaster I am, they may try to run away back to the city, and I can't afford to have the king know what I am up to.  I should also design a way to deal with the treasonous, as that problem will arise sooner or later.

--------------------------

Anyone else have any ideas for where this fort should go?  I will also post up to migrants tonight, and save once they are all on the screen, that way anyone who still wants to join in can choose a dwarf, and even a weapon specialization.  I've requested all armors, weapons, and an anvil from the liason, so one way or another we will have those goods.

Snoopicus

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Re: The Crazed General (Community Fort)
« Reply #20 on: April 29, 2008, 11:30:00 am »

quote:
I finally understand what has been happening to my dwarves. I trapped myself by the same pillar while taking up the bridge that rescued the others. If you aren’t paying attention it’s quite easy.

This had me cracking up.

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Snoopicus: What is the kill radius of lava heat?
Snugglybear: I''ve seen it, I think, kill dudes one level above it. But the guy was falling into it at the time, as a dwarven sacrifice. So it''s hard to say.

dresdor

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Re: The Crazed General (Community Fort)
« Reply #21 on: April 29, 2008, 11:54:00 am »

One more thing, the dog code works, but they all sit around gaining social skills...so I get spammed by stray war dog (tame) is more experienced about a dozen times a minute.  I can deal with that, but they are going to be badass from sitting around and becoming legendary dog talkers.

Oh, and is everyone okay with having war horses, war camels, war mules, etc?  I'm modding my version to have every animal basically be trainable...including carp, but we don't have any of those.

Just tested it, war horses aren't working for some reason, but war camels, war musk oxes, and war foxes are...haven't tried any other animals yet except dogs.

I might experiment and see what adding the can learn tag to all the tameable creatures will do.  Hopefully not end up with superhippoey tough hippos.

[ April 29, 2008: Message edited by: dresdor ]

Mephansteras

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Re: The Crazed General (Community Fort)
« Reply #22 on: April 29, 2008, 08:44:00 pm »

This fort has promise.

I'll take the first trained military immigrant that comes along. Marksdwarf can be called Nightwatcher, melee can be called BlackHelm. Both are nice gender neutral names, so I don't care about that.

Personality-wise, this dwarf wants to create a sentry tower a bit away from the main fort. For a marksdwarf, this would be a high tower (4-5 stories) so he can safely shoot gobbos and whatnot. For a melee, he'll want to have a squad under his control and a drawbridge so he can rush out and attack them from the rear/flank after they pass by.

Don't know how viable that is on this map, but it's a favorite strategy of mine. > :)

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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Kyselina

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Re: The Crazed General (Community Fort)
« Reply #23 on: April 30, 2008, 01:15:00 am »

You should show me how you modded the war horses. [CAN_LEARN] makes em train stats, and [TRAINABLE] makes em to be able to be improved to war/hunting.
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dresdor

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Re: The Crazed General (Community Fort)
« Reply #24 on: April 30, 2008, 01:52:00 am »

10th Timber

I’ve realized that while we are all military dwarves, we are also in charge of this settlement, and not living on the warpath.  This is our fortress, and my soldiers deserve good quarters.  I’ve thought about it and am beginning to design our new living area.


14th Timber

Construction has largely begun on our living area.  While my quarters are naturally the largest, each of my original soldiers will be treated with care, and given suitable quarters.  The new recruits coming in will sleep in a barracks, but once their training is complete they will each get their own quarters, but not the amenities of the dwarves with me now.  These dwarves, Armok willing, will become my trusted officers, and they deserve to be treated well for joining me in exile.

23rd Timber

Istrian has been cooking up a storm, which I’m not against…she needs the practice, but what I really need is those supports and bridges attached to the main level for the death trap.  Her orders are simple, but we’ll see if I have to punish her.  If her deer biscuits taste like her plump helmet biscuits, she’s going to be locked in the barracks for the next week.

26th Timber

So apparently rig up the trap really means smooth Baradus’s tomb.  I miss Baradus too, but I also realize that we have elves to kill.

6th Moonstone

About time, Istrian has finished her rigging of the deathtrap.  I can’t wait to use it.  Shame that we will have to destroy a perfectly good trade depot.

11th Moonstone

I’ve ordered construction of a second carpentry shop, and ordered Flokstein and Ignaz, our wood choppers, to devote themselves to carpentry for the time being.  I’ve also decided that a road should be our priority, as the dwarf merchants complained that they had to leave their wagons behind for the first trip.  I wouldn’t want to miss out on any goods the elves have to give us.

23 Moonstone

The road has been lain out, and is under construction.  Luckily there is a main trade route nearby, so we only have to build towards it, and the merchants will do the rest.  It’s not a smooth road, but it is a solid road.

23rd Opal

The last month has gone by at a turtle’s pace.  Nobody seems to want to work during the winter months.  New recruits will be coming soon, and we need our fortress to be in top shape.  I wish I had a few more sets of hands for all this work.

1 Obsidian 1053

A new year, and new hopes.  No migrants yet, but they will be around.  Our deathtrap is ready for our first elf visitors and the road is nearly complete.

11th Obsidian

We need a good Bookkeeper, but I cant spare anyone.  I wish my old quartermaster was along for the trip, but I doubt that he will show up.

16th Obsidian

We’ve placed some traps to catch some local wildlife for Beastmaster to tame.  We have more than enough horses and dogs for our military purposes, but we can always use more walking meat.

26th Obsidian

Our road is complete and even more foals have been born.  We may have to set up our butchery again.  I’ll have to see if perhaps Beastmaster can train some for defensive purposes.  After all, if a wild horse could kill Baradus, then a trained one could easily crush goblins.

9th Granite

More foals.  We have 11 foals from the first year and the births this year. Our baby animals include 3 kittens and 8 puppies.


11th Granite

2 more puppies

12th Granite

The foul stench of elves arises from the plains.  We will get to use the death trap.  No migrants have come to reinforce us.  I wonder if any will come at all.  Oh well, these elves will meet an end soon, and then I can worry about the migrant problem.

15th Granite

They have fallen right into the trap.  Soon, they will all die.  I took a look at their gifts to us, it’s mostly useless, but there are some useful ropes and some extra food supplies.  They will drop to their deaths.  They have brought a caged elk, which if it survives the drop, may prove to be useful.  Elk meat is tender and a rare delicacy in the mountains.

17th Granite

One of the elves survived the fall.  He will be dispatched…or we may just leave him to starve.  One of their camels survived the fall also, but is far too injured to survive long.  

20th Granite
The surviving elf is trying to lead his camel out of the death pit.  He thinks it was an accident.  That dwarf engineering would collapse!  Hah!  Taking everything we want from these fools will be simple.  If only some reinforcements would arrive.

27th Granite

We’ve allowed the elf to make his way back to his people.  Hopefully they will be outraged at his appearance and send more elves to investigate.  Also, I’m rebuilding the trap for the humans that should show up later this year.  No word of migrants yet.

11th Slate

Less than a month of work by myself and the death trap is ready again.  We’re still gathering the remains of the elf caravan, and the elf that survived is still making his way away from our settlement.  His camel probably won’t make it much further.

18th Slate
Beastmaster has shown me her latest work.  Our one humped camel then proceeded to pound a groundhog flat into the ground.  She calls it a “War” camel.  Frankly, I wonder if she’s been spending too much time around our dogs.  However, these war camels may prove useful.

21st Slate

The elf has wandered far away from our lands, however, his camel is collapsed and unable to get up on our road.

1st Felsite

Finally some migrants.  I’ve dropped what I’ve been doing to see to them, and ensure that they are registered.  Here’s the motley crew that arrived.

Female Gemsetter
Female Peasant
Female Furnace Operator
Female Armorer
Male Peasant
Female Animal Caretaker
Female Peasant
Male Craftsdwarf (glassmaker, clothier, stone crafter)
Female Woodcrafter
Female Mason
Male Craftsdwarf (Glassmaker Wood Crafter, Leatherworker)
Male Cook
Female Peasant
Female Child
Female Woodcrafter
Male Metalcrafter
Male Wood Burner
Male Metalcrafter
Female Peasant
2 Donkey foals
Female leatherworker
Female peasant
Male Mule
Female Butcher
Male Peasant


It looks like our field kitchen has arrived, with a butcher and chef.  They all will begin basic training, but damn, 23 more mouths to feed.  And they sent a child!  A child to a military outpost!  We don’t have enough space for us, let alone this mob.  I’ll have to see what the others want to do.  All of these troops need basic training, but we can’t possibly support them all.  Training in shifts might be better.

Anyone want to claim a dwarf, go ahead.  Sorry, no military dwarves have shown up yet, but I’ll keep you in mind for the next one.  Elves have been successfully pillaged, and we have some animals from them to train into war beasts.  And we have our mighty war camel!  I’m working on fixing the war horse problem, I’m not sure what I did wrong.

Also, any thoughts on the whole 22 migrants in need of training problem?  We will not have enough food to keep them going for a year and manpower to do anything but farm and gather plants.  

Oh, and Beastmaster, your cage traps are being placed and I’m waiting for some horses and groundhogs to step into them…hopefully some thieving rhesus maques will land in them so we can tame them.

Save file if you want to look around http://dffd.wimbli.com/file.php?id=143

Istrian

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Re: The Crazed General (Community Fort)
« Reply #25 on: April 30, 2008, 05:04:00 am »

Hmm. How about sending most of them to hunt? That will train them in the art of war and bring food to the fortress.

And if you still need a bookkeeper I'm your dwarf. After all, how much difference is there between designing catapult schematics and writing numbers on slate tablets ?

[ April 30, 2008: Message edited by: Istrian ]

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Kagus

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Re: The Crazed General (Community Fort)
« Reply #26 on: April 30, 2008, 05:15:00 am »

Someone was talking before about enabling hunting for every dwarf, and then assigning them all weapons (crossbows, in that case).  They'd provide effective training for the dwarves, as well as generally keeping folks safe.  An ambush landing on top of five unarmed, unarmored planters is a massacre.  An ambush landing on top of five planters carrying swords and wearing leather armor is at least a fight.

Kazindir

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Re: The Crazed General (Community Fort)
« Reply #27 on: April 30, 2008, 05:20:00 am »

For the newcomers, once food is sorted out, have them dig two large, shallow pools, next to each other. Have them fill one of the pits with water using hand operated pumps then dissassemble the pumps.

Install new pumps in between the two pools, pumping from left to right and right to left, alternately, then set them to pump so the water is basically just going round in a big pointless circle. Should give them a good work out.

I know you can just use empty pumps in a room somewhere but that isn't nearly as fun as pointlessly moving water around! I would suggest doing it with stones but I'm not sure hauling stones would actually work?

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DoctrZombie

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Re: The Crazed General (Community Fort)
« Reply #28 on: April 30, 2008, 06:38:00 am »

Bloody hell, I always seem to lose the first dwarf in every community fort--guess that's what I get for playing the hunter. =P Bloody horses

I request one of the Female Peasants! She's got no skills and will only be good for slave labor! Have her farm plump helmets for the glory of the General's army!

Name: Veloni

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Heavy Flak

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Re: The Crazed General (Community Fort)
« Reply #29 on: April 30, 2008, 06:41:00 am »

If you want an army of quick unstoppable soldiers, slap them all in leather armor and turn wrestling on until they're near legendary.  Then let them train with whatever weapons you think are suitable.  "Woah, I can dodge arrows?"

If you want something amusing and fun, do the pit of water idea.  Or just slaughter half the freeloading gits with a complicated and ironic deathtrap.

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