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Author Topic: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)  (Read 19138 times)

Aardvark

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #150 on: August 14, 2008, 08:26:33 am »

What should be done with those levers is that they should be changed from retractable to drawbridges. the depot bridge shouldbe done the same to.
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Keldor

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #151 on: August 14, 2008, 09:14:13 am »

1st Felsite, 1058:

Food supplies are running rather low, and not a single dwarf has planted a seed all spring.  I shall have to look into this.  A quick look over our stockpiles has determined the problem.  All of our farms are designated to grow sweet pod during the spring.  However, do to some inexplicible oversight on the part of previous management, there is no record of either a sweet pod or any sweet pod seed ever existing in the fortress.  Thus, the farmers have been unable to grow any.  I shall have to talk to the farmers about this.

3rd Felsite, 1058:

Work on the new outdoor courtyard has been completed.  We now have somewhere to safely grow outdoor crops.

Spoiler (click to show/hide)

11th Felsite, 1058:

The gatehouse to the trade depot has been renovated, and now offers our marksdwarves fortifications should there ever be a problem with disorderly merchants.

Spoiler (click to show/hide)

20th Felsite, 1058:

I have taken it upon myself to do something about all the stone cluttering our refuse stockpile.

Spoiler (click to show/hide)

22nd Felsite, 1058:

The food crisis has reached a new peak.  The larder now has nothing whatsoever edible.  I have heard reports of dwarves hunting vermin for food, although I myself am not particularly hungry.  In any case, I've ordered that dwarves in the kitchens start cooking, since we have a nice stock of tallow and quarry bush leaves.  I've also ordered another two kitchens built.

25th Felsite, 1058:

Still there is no food!  I've tracked the problem down to a severe shortage of dwarves willing to cook anything.  I've also noticed that, dispite the local abundance of berries and herbs, no dwarf seems to know that they are in fact ediable.  I've ordered some dwarves to go out and pick berries.  Hopefully this won't turn into a famine.  Oddly enough, I still haven't been hungry.

Spoiler (click to show/hide)

((Further entries are destroyed by DF crash))

2nd Hematite, 1058:

At last, the spring crop is beginning to be ready to harvest!  That should work wonders for our food situation.

((And... DF crashes.  At least I have the seasonal autosave!))
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Keldor

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #152 on: August 14, 2008, 09:15:31 am »

What should be done with those levers is that they should be changed from retractable to drawbridges. the depot bridge shouldbe done the same to.

Actually, the depot now has two bridges - the outer one retracts, while the inner one raises, affording our archers some nice fortifications to hide behind (and solving the problem of the too short bridge).
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DwarfMan69

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #153 on: August 14, 2008, 03:21:46 pm »

Im suprised we havn't gotten any goblin seiges in a while. I think a giant tower above the entrance to our fortress should be constructed over the entrance hall. (Every fort needs one) This way, we could give the masons something to do, both building blocks and constructing the tower, raise the value of the fort, and make a nice place for the marksdwarves to lookout of and shoot.

EDIT: Also, I find it more effective to build greenhouses. You don't need glass for them, and it will allow for much larger farm plots for outdoor crops, which in my opinion, work better than plump helmet/quarry bushes only. Whip vines and wild strawberries work well, and will let the millers do something productive.
« Last Edit: August 14, 2008, 03:26:55 pm by DwarfMan69 »
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DwarfMan69

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #154 on: August 19, 2008, 12:10:12 am »

Bump. Where is keldor? Is he still playing?
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Keldor

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #155 on: August 19, 2008, 01:14:55 am »

Update coming up in a few hours ;-)
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Keldor

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #156 on: August 19, 2008, 02:34:16 am »

BAH!  It crashed and I lost the whole update :-(

Anyway, here's the log for your viewing pleasure.

1st Hematite, 1058:

At last!  Our spring crop is nearing ripeness!  We should have plenty of food soon enough.

8th Hematite, 1058:

It looks like our food supply has finally stabilized.

11th Hematite, 1058:

We have been besieged!  Human horsemen ride upon us!  We must rally the troops!



I have just recieved a count of the enemy.  36 humans, coming from north and from south.  The marksdwarves have been restationed on the walltops, and footdwarves are assembling in the courtyard.  The fortress guard and royal guard have also been enlisted into the main military force.  I figure they need combat expirience as well.



16th Hematite, 1058:

The humans apparently have no interest in pressing their attack.  Rather, they stand about well out of range shouting obsenities at us.  I wonder if there is any chance of luring them in closer...

19th Hematite, 1058:

It appears that, for all their shield bashing and shouting, these humans are actually complete cowards!  The single soldier that was conscripted to lure them into bowrange got close, only to discover the humans fleeing from his presence!  Eventually he cornered one of the humans, who managed to spear him through the chest before fleeing again.  This gave the rest of the humans the oppurtunity to flee.  Thankfully, the dwarf will live, suffering only a pierced lung.  I have stood down the troops, since this 'siege' appears to be completely harmless.



27th Hematite, 1058:

Smoke rises from the human encampments.  They've lit camping fires!  Still, given that they have made no hostile move thus far, I suppose we can continue ignoring them.



2nd Malachite, 1058:

A cook just drowned in the river!  No one has any idea how or why, though.



As in response, one of our jewelers has gone into a fey mood!  This may end badly...

[[DF then crashed, and I lost the entire update >.<]]
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DwarfMan69

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #157 on: August 19, 2008, 05:34:01 pm »

So is it saved after the dead cook or do you have to restart from spring?
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Keldor

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #158 on: August 19, 2008, 06:38:47 pm »

I have to restart from summer (last autosave).  In other words, from the middle of the famine.
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DwarfMan69

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #159 on: August 19, 2008, 07:16:45 pm »

Ok. I recomend building a catapult so that we can attack them easily. Just make it in a turret somewhere outside the base, with a wide moat around it so the operators don't get scared off. Make sure it has no outdoor acess.
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Keldor

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #160 on: August 19, 2008, 09:08:46 pm »

1st Hematite, 1058:

I did some bookkeeping work today.  It appears that several articles of clothing and several bones were forbidden for some reason.  Also, it looks like our spring crop is just nearing ripening.  The food shortage should be over shortly.

2nd Hematite, 1058:

The Countess wants catapult parts, the Count wants Platinum items, and the stoneworker is hunting vermin for food.  Life continues as normal.

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Keldor

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #161 on: August 19, 2008, 10:06:13 pm »

9th Hematite, 1058:

I've noticed that my personal workshop has grown quite cluttered.  I'm ordering some space dug for another three or so, since the area I wanted to clear of stone is still anything but clear.



11th Hematite, 1058:

The humans have arrived and are laying siege to the fortress!  All military is ordered to stand ready.

14th Hematite, 1058:

While the humans looked fierce enough, banging their shields and calling out obscenities, the moment one of our fine dwarves marched out to confront them, they fled, chosing to instead shout obscenities and bash shields from a different location.

17th Hematite, 1058:

Zasit Ḷrlilum is quite the accomplished dwarf!  Not only has she become a legendary leatherworker and a legendary miner, but she is also a skilled tanner.  Yet, even that wasn't enough to occupy her time, as she apparently found time to run for office!  She is now our Mayor.



23rd Hematite, 1058:

The humans have made camps around the fortress.



In response, we are sacrificing a goblin.






((And DF crashed again.  At least I've been saving, so it should only set me back a week or so))
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DwarfMan69

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #162 on: August 20, 2008, 11:59:03 am »

About what FPS does the fortress run at?
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Keldor

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #163 on: August 21, 2008, 12:16:59 am »

I meant an in game week.  Not a real one!
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DwarfMan69

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Re: Lithrushsazir-The fetid bridge (Haunted road+bridge succession game)
« Reply #164 on: August 21, 2008, 04:36:18 pm »

I think that in order to raise the FPS, we should dam the river, since it seems so instable.

Also, am I the only one still reading this?
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