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Author Topic: {succession/community} Kulettögum, Salt Mines Beneath the Mire  (Read 87719 times)

Jools

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #240 on: August 04, 2008, 11:06:48 am »

Ah, I understand now.

Too many towers.

N.B. I see lots of masterpieces being created - I remember that Catten is the clothier and I think Tobul is the weaponsmith - do we have any others churning out good stuff?
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Keldor

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #241 on: August 04, 2008, 12:58:25 pm »

Well, the seige actually very nearly let me put the foe flusher into use.  If the goblins had been just a touch faster, and the military just a touch more orderly...  Instead they had the final parts of the battle just outside of the inner gate :P.

Another note, I think the reason the archers all began to dissapear from the tower (there was actually the majority of the squad there at first, but by the time the goblins stormed it, only three remained, the others having mysteriously left) was because they ran out of ammo!  I shall have to put in a little ammo stockpile under the tower, as well as restricting access to a tunnel from inside the fort, since that little tower is at a perfect chokepoint for enemies skirting around the wall to get to the back gate.

BTW, can archers shoot through floor bars?
« Last Edit: August 04, 2008, 01:03:56 pm by Keldor »
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Keldor

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #242 on: August 04, 2008, 06:51:12 pm »

Well, got through to somewhere in the middle of summer.  Nothing much happened, though.

5th Slate, 1060:

In response to the storming of the tower by the goblins, I've ordered a network of tunnels dug to connect various outdoor structures to the main fortress.  As soon as the tunnels are dug, the outdoor entrances will be sealed, forcing an enemy army to first take the main fortress before they can storm any of the outlying outposts.

7th Slate, 1060:

Jools just mandated the construction of crossbows.  I suppose we can humor him on this.

12th Slate, 1060:

Word in the fort is that I am now a legendary engraver.

I happened outside just in time to see our marksdwarves slaying Cedoni˙ira, the giant tiger.  A pity I never had the chance to tame it.

14th Slate, 1060:

The Duchess just mandated the construction of green glass items.  Do we even have any sand?

18th Slate, 1060:

I've decided that we need to search for a greater variety of materials, hence, I've ordered that the miners dig a few exploritory tunnels into the lowermost reagions of our andesite layer.



21st Slate, 1060:

Today a kobold was sighted.  It lasted about ten seconds after two war dogs, Jools' pet jaguar, and a random fortress guard all jumped on it at once.  We are all celebrating the addition of new body parts to clean up.

23rd Slate, 1060:

Something dreadful has happened!  Dresdor came to me today and told me our supply of rock salt is getting dangerously low!  Something will have to be done about this!

6th Felsite, 1060:

I have yet to figure out how to supply water to the swimming pool without risking flooding the entire fortress.  Perhaps a pumping regulatory system?

11th Felsite, 1060:

One of our fish dissectors suddenly dropped the item he was hauling, and slipped off toward the workshops.  I wonder what he's up to...?

13th Felsite, 1060:

After a good amount of sneaking around, the fish dissector ran into a craft workshop and locked the door.  No one else can get in.  I hope this ends well...

20th Felsite, 1060:

Our fish dissector has gathered quite a collection of unusual objects.  Three pieces of rock salt, a beak dog bone, a goblin bone, seven more beak dog bones, some giant cave spider silk cloth, a brown jasper, and two turtle shells!  Now he's in the craft shop making something out of all these.  I wonder what it will be?

23rd Felsite, 1060:

Poor Sazir Sashaskűbuk, my lovely donkey.  Torn apart by carp.

This has only strengthened my resolve to tame the creatures!  Once tamed, they will not hurt anyone again!

25th Felsite, 1060:

The renovations to the outer guard tower are complete!  The only access in or out is now through the underground tunnel into the main fortress!

26th Felsite, 1060:

Apparently our fish dissector finished what he was making.  The result was a fine idol, which I've sketched here:



7th Hematite, 1060:

At last, those mechanisms I ordered a few months ago are being built!  I was too busy myself loading cage traps, but still, someone should have gotten to them sooner.

9th Hematite, 1060:

A human diplomat has just arrived!  This means the caravan can't be far behind!

13th Hematite, 1060:

We are preparing to empty the tank for the foe flusher in order that some renevations may be made.  Namely, the removal of a small section of wall underneath it which will allow the trade depot to be moved further inside so that it is underground, thus allowing us to trade uninturrupted by ambushes and sieges.  The problem is that these sections of wall are also part of the seal on the bottom of the foe flusher tank, and hence simply removing them without draining the tank first will lead to disasterous consequences.



14th Hematite, 1060:

I am stationing the marksdwarves in the outer guard tower since traders always seem to bring goblin ambushes with them.  Given that half of our population is still gathering loot from the siege, we can't be too careful.

15th Hematite, 1060:

Our goblin snatcher snatcher has been drowned after being pulled into the water pool by the outside statue garden by a carp!  The carp is now dead, but the fact remains that this pool has direct access to the maintainence tunnel infested with carp!  It shall be paved over immediately.



16th Hematite, 1060:

The caravan has arrived!  Since Dresdor is no doubt too busy holding a meeting with me, or someone or other at least, I'm sending our deputy broker out there instead.



17th Hematite, 1060:

I am no longer Mayor.  That title now falls to none other than Dresdor.  Now he won't waste all his time trying to arrange meetings with the Mayor like he has in the past.  Moreover, this means my mandate for adamantite has lifted.  Apparently the Queen won't be getting her customary gift.  A shame really.  At least now I can concentrate on my carp taming project.



20th Hematite, 1060:

Dresdor just told me today that when he said to repeat taming an elephant, he really meant a different one each time.  He should have been clearer!  In any case, we now have one very tame elephant.



Ambush!  A mechanic has been caught outside by two axe goblins.  I'm just glad that it wasn't me!  I hope she makes it back inside...

Alas, she didn't make it.  She got jumped by another goblin.  If she had run toward the fortress, instead of out into the wilds, things might have been different, but as it is, we are now short one more mechanic.

22nd Hematite, 1060:

The army arrived, and made short work of the goblins.  Good riddance I say!



2nd Malachite, 1060:

While digging the secondary waterway for the swimming pool, we hit a vein of bituminous coal in addition to some moss agates!



3rd Malachite, 1060:

We've concluded our trading with the humans.  We bought a large quantity of meat, a bunch of bags, a couple metal bars, a lot of wood, and a good quantity of booze.  Oh, and a half dozen anvils.  One can't have too many anvils.

5th Malachite, 1060:

Dresdor has mandated that we make bracelets.  I think we can handle that.

6th Malachite, 1060:

We've lost another speardwarf to a sparing accident.

10th Malachite, 1060:

I decided to let the hydra out of its cage.  It was looking rather cramped in there, with no space to stretch its necks.  It is now free to roam about the fortress.  I did have the military stand by while it was released as a precaution, of course.



15th Malachite, 1060:

We just lost a legendary stonecrafter when he got dragged into the river by carp.  I don't know what he was doing there, since that shore is restricted!
« Last Edit: August 04, 2008, 06:54:53 pm by Keldor »
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Kazindir

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #243 on: August 04, 2008, 07:08:13 pm »

6th Felsite, 1060:

I have yet to figure out how to supply water to the swimming pool without risking flooding the entire fortress.  Perhaps a pumping regulatory system?

You pull the lever that is at the bottom of these stairs.

The trick is to have the floodgate open only long enough to fill the pool up to about 4-5ishit needs to be wadable otherwise the dwarves just won't bother going in I think?

There is a pump pumping water out of the cistern and into the bottom of the well - it was needed to stop water shooting up out of the well and flooding everywhere, as without it the water in the well would be high pressure water. As it is, the water fro it will stay on that level (or lower) and the pool is on the same level... :)
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Keldor

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #244 on: August 04, 2008, 07:22:08 pm »

I put in a pressure plate and a second floodgate behind that.  We'll see if it can regulate the water level assuming of course someone ever GETS AROUND TO LINKING THE DARN THING!  Actually, they've been trying.  Only problem is they get distracted before they finish and have to start all over again... >.<
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Keldor

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #245 on: August 05, 2008, 11:30:28 am »

19th Malachite, 1060:

I've started work on a great arch over the main road.  It should be spectacular when it's finished.

25th Malachite, 1060:

I've been told that the emptying of the foe flusher went off without any major problems.  I wouldn't know, as I was sleeping at the time.



1st Galena, 1060:

At last, the water from the foe flusher is clearing out, allowing dwarves access through the main gate once more.  In addition, we now have another champion!  All hail Atír Otadudil!

6th Galena, 1060:

Another dwarf has earned the title of champion!  All hail Iden Kizbizrimtar!

11th Galena, 1060:

The renovations on the foe flusher tank are completed, and the floodgates have been closed in preparation of reactivating the pump system.  When the floodgates closed, they very nearly squashed our hammerer, but, alas, he moved clear at the last instant.  Maybe next time.

20th Galena, 1060:

I was working on loading one of the cage traps when it went off, leaving me stuck inside!  Someone HELP!!!  Hey, you, get me out of here!  Where are you taking me?  Don't just leave me in the animal stockpile!  Let me out!




23rd Galena, 1060:

Everyone is just walking past, as if seeing a dwarf stuck in a cage hollering for help is perfectly normal!  Someone let me out of here!!!

At last!  I've been rescued!  The dungeon master happened past and let me out.  I will have to think of some way to reward her.



25th Galena, 1060:

Today I heard a dwarf telling a story about the great seige of this spring to one of our new immigrants.  We have taken to calling the battle Ustrok Ror, or The Battle of Fists, since it was the brute strength of our melee fighters that won the battle, not the bolts of our marksdwarves.



6th Malachite, 1060:

Today we've opened the gate to fill the swimming pool!  Moreover, the water regulator system seems to be working!  I suppose I shall have to hurry our efforts to catch some carp.  Those flootgates just take FOREVER to link!

9th Limestone, 1060:

Even though the swimming pool hasn't been officially opened, already several dwarves are swimming in it!  I have heard some complaints that it's too deep, however.



11th Limestone, 1060:

One of the peasants that tried the swimming pool is now stranded on one of the mounds in the middle of the pool.  He jumped into the pool happily enough, but now apparently doesn't dare to jump in again in order to get out.  Oh, another thing.  A siegeing force of goblins has arrived, just moments after the dwarven caravan was sighted.  This one looks to be even bigger than the last one, with at least five groups of goblins sighted, including two elite bowmen and an elite crossbowman.
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Keldor

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #246 on: August 05, 2008, 11:49:46 am »

The second part of the siege movie is now available!  http://mkv25.net/dfma/movie-730-seigeparttwo
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Kazindir

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #247 on: August 06, 2008, 02:36:29 pm »

Hehe, I've never had a dwarf stuck in his own trap before!  :)
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Jools

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #248 on: August 06, 2008, 02:40:18 pm »

In this place I think that could *only* happen to Endok.

Now if we could only arrange it to happen to dresdor...
« Last Edit: August 06, 2008, 03:17:17 pm by Jools »
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Keldor

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #249 on: August 06, 2008, 03:42:19 pm »

11th Limestone, 1060:

The goblins couldn't have chosen a worse time to attack.  Not only is the caravan caught out on the road, but around 15 dwarves our outside building the wall around the carp trap which was intended to prevent just such an occurance from happening.  Even worse, Kazindir insists that right now is meal time, and refuses to go outside until after he has something to eat!



12th Limestone, 1060:

Thank Armok that the goblins are in a state of disorder, and so have made very little progress actually closing in on the fort.  We may even manage to get everyone inside without any losses.  Also, I defy any goblin to take the guard tower now, since the entrance is no longer accessable from the surface, but rather only through a tunnel connecting to the inner keep.  Our marksdwarves have arrived on top, and can provide at least some supporting fire to our dwarves retreating past if the goblins strike too soon.




More goblins have appeared, bringing the count of attackers to around 60 goblins, along with their beak dogs.

Kazindir, now finished with his meal, has decided that he needs a nap if he's to be fighting goblins.

14th Limestone, 1060:

We can no longer wait for Kazindir to "get around to" leading his squad into battle.  As a result, he has been demoted from command, and replaced by a dwarf named Zasit Asmelegast Ninus Zalěs, or Zasit Merchantclench the Escort of Warding.

*savescumming!  The single elite bowgoblin struck down the entire squad of champions since they were too stupid to realize they should target it instead of its companions, and the marksdwarves mysteriously abandoned their post right in time to avoid having to come to the champions' rescue :-P*
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Kazindir

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #250 on: August 06, 2008, 03:48:19 pm »

See? I told you, nap before goblins. Bloody beardlings...

 :D
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Keldor

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #251 on: August 06, 2008, 03:51:49 pm »

Well, Kazindir finally woke up, joined the fray, and got shot as well.  REALLY pathetic how an entire squad of legendary champions can get mowed down by a single goblin with a bow.
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Jools

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #252 on: August 07, 2008, 03:46:08 am »

Kazindir, legendary kicker of arse, shot? Was this in the lost history of the savescum, or did it really happen?

Either way, I feel we need some more pointlessly large-scale traps so that if we don't want to go out and fight bowgoblins, we don't have to. The Foe Flusher is great but I think we need something capable of swallowing an entire siege, just in case Kazindir decides to have a nap again.
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Kazindir

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #253 on: August 07, 2008, 04:16:42 am »

Thats one lucky goblin. I reckon he's rolling his own dice and miraculously getting criticals every time. :P

The Foe Flusher itself won't really kill anything, at best it will sweep goblins into the most where they will drown. It's more of a glorified gate - with it active you can't reach the trade depot from the outside at all, unless I suppose you are a good swimmer, as the depth is kept at a near constant 6/7 with a quick flow. (If current matters for DF swimming.)

Do we have any flux? Might be worth finding/buying some to make steel armour for any of the champions who are missing any. I know there are quite a few bits of steel armour floating around but worth a check.

For extra defenses, one approach might be to build covered marshalling areas out by the two gates. That way when the vile forces of darkness arrive for tea and crumpets you can send the melee squad there and even if they arrive piecemeal (as usual) they'll be safe from random bowgoblins until they've actually organised as a group. *Then* they can go out and bash goblins, rather than getting shot one at a time. Wouldn't want it connected to the inner keep though as it has to be open enough to get out of in a hurry, which means it'll be open enough to get into in a hurry. :)

Actually, better idea! You could turn the outer courtyard into a maze of streets and buildings and have a city fight - no range for goblins then and you could have little bridges connecting the rooftops for dwarf marksmen to run along. All we'd need is a supply of burning wagons for ambience. :D
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Keldor

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Re: {succession} Kulettögum, Salt Mines Beneath the Mire
« Reply #254 on: August 07, 2008, 09:45:02 pm »

One of the problems is that the road is designated high traffic, so the soldiers use it when running to their covered marshal point, see the goblins, and charge in.  Still, there were at least three champions all together in the first fight, thing is, they all target the 10 or so lasher goblins that accompanied the elite bowman, and were rapidly picked off by the bowman before they had finished off the lashers.  Not much you can do when a single hit from that archer cuts off a leg or mangles an arm... :-P

By the way, this is all lost history of savescum, since I thought the mighty champians of Abbeyverse, slaughtered by a single goblin was rather lame.  That and this was only the FIRST of the three elite ranged goblins >.<
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