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Author Topic: Fey moods  (Read 2283 times)

Earthquake Damage

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Re: Fey moods
« Reply #15 on: November 03, 2007, 11:28:00 pm »

No magma on the map as far as I can tell.
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keturn

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Re: Fey moods
« Reply #16 on: November 04, 2007, 04:47:00 am »

I've had three strange moods so far.  Two of them went off without a hitch, and now I have a mighty mason who makes masterpiece rock grates.  The third was a jeweler who arrived in the first wave of migrants, and although I built everything in the workshop menu except for Alchemy and everything in the forge menu (no magma), she never claimed a workshop.
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Earthquake Damage

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Re: Fey moods
« Reply #17 on: November 05, 2007, 10:16:00 am »

Well, I guess you can force her to claim one by building stuff on top of her.  If it's the workshop she wants, she'll claim it 'cause she's already in it.
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Wiles

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Re: Fey moods
« Reply #18 on: November 07, 2007, 12:33:00 pm »

I've had a few more fey-moods now. The biggest complaint I have is silk cloth.

I have never seen traders bring it, I've never found any webs, yet I keep getting dwarves who require it for their mood.

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Wolfius

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Re: Fey moods
« Reply #19 on: November 07, 2007, 12:53:00 pm »

I've had two fey moods so far - first left me with a legendary craftsdwarf and an aluminium flute worth 200'000 monies. I fear the immigrant waves that will follow.

The other guy now wants leather(which I have, but hasn't been claimed - probably wants a specific kind I don't have), and raw green glass.

At which point I discovered that Sandy Clay ≠ Sand.   :(

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Aspartic

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Re: Fey moods
« Reply #20 on: November 07, 2007, 01:12:00 pm »

Why do they always want glass when I am on no sand maps?  :(
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o matter the cost.

Plasma

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Re: Fey moods
« Reply #21 on: November 08, 2007, 12:30:00 pm »

Yeah, I've had about 6 or 7 so far. Most of them fail, but it's well worth it when they succeed. (3 so far.)
And hey, I ain't complaining about a guy making a platnium weapon rack! Well, except for that he seems content on carrying an object that weighs over 5,300 with just one hand...
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caeono

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Re: Fey moods
« Reply #22 on: November 09, 2007, 03:19:00 am »

Eh, I don;t know what the problem is. My first major fortress has had 8 moods, only one of which failed because the bum wanted glass in a no-sand zone.
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Dae

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Re: Fey moods
« Reply #23 on: November 10, 2007, 04:48:00 pm »

Ask your caravans for gems, they are the most difficult things to find. Ask fpr everything you don't have as soon as possible and then you won't be in such troubles with moods.

On the new version, everything's working fine for me : 3 moods, an dthey just pick up stones and logs.

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mwoody450

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Re: Fey moods
« Reply #24 on: November 12, 2007, 06:03:00 pm »

I dunno, I keep hearing about how people hate fey moods and such, but I just don't see it.  Over my past 3 fortresses I've seen about 14 fey moods and I only failed to provide the required mats once.  And I'd have managed that one (needed clear glass) if I hadn't forgotten about him until he was almost insane.

I mean, perhaps I'm just getting lucky, but maybe people need to be more expansive in their construction.  I've never, for example, had a fey mood require a workshop that I hadn't built, because I always have at least one of everything before they start to show up.

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Lightning4

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Re: Fey moods
« Reply #25 on: November 13, 2007, 02:33:00 am »

You probably are lucky.

Glass isn't easy to come by when you don't have sand in the first place.

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Shujaa

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Re: Fey moods
« Reply #26 on: November 13, 2007, 03:50:00 am »

I had 3 out of 4 fey moods requiring shells on a map with no turtles in my last game. Just bad luck, or a malicious conspiracy?
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Doctor Lucky

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Re: Fey moods
« Reply #27 on: November 13, 2007, 07:11:00 am »

I come here to tell you the sordid tale of Kerlig Odkish, "The Shell of Ferns".

It is a tale of frustration and woe, and pig-headed determination to see a mood through to success.

You see, Zefon Tobulzuz, my esteemed Manager, felt he needed to get out and do something more dwarfly than add numbers all day.  Besides, he had already acheived Legendary status in Record-Keeping, and I wanted to have someone else fill the post.

So I replaced him, and sent him off with a chisel to smooth some stone in a safe part of the fortress.

No sooner had he chipped his first bit of felsite than he was taken by a Mood - possession, of course.  Nothing in this mood was to be easy.  "Mood?" thought I, "... but he has no craft! Except..."  And with dawning dread, I realized that my Ultra-Mighty, Superdwarvenly Tough bookeeper was a dabbling engraver.

Sure enough, he headed right for the Craftsdwarf workshop and booted out the hapless toy-maker there.

I thought about walling him in then and there, but I sort of liked my bookeeper.  So I watched with bated breath as he grabbed a stone... and another stone... please, a simple artifact?  And then he stopped in the workshop and pouted.  Something was missing.

Glass.

I immediately sent orders to my magma glass furnace.  "Green glass! Please, please, have it be green..."   Ah, but I had never collected sand.  No worries!  My surface-most floor had plenty of good, white sand.  So I order a sand collection.

No bags.

All right, I cleared all the jobs from my two fastest dwarves, and sent them racing to make cloth and leather bags.

That done, I re-issued the sand order.  Eventually, I get green glass.  No joy:  the grim Zefon deepened his beardy pout.  Clear glass, then.  Oh, crap, an ashery.

I go to build an ashery.  Stone *block*?!?  who makes anything out of stone BLOCK!  Fine, fine, clear the door orders from my busy mason's shop, and set up a few block orders.  After three separate dwarves START the task, only to wander off to sleep or eat or drink, one eventually settles in.  But she's taking... forever.

Meanwhile, I check my pouty protege, and realize that he also wants leather... and shell... and bars.  Uh-oh... shell?  I need to start fishing!  I had never bothered, given my successful farms and kitchens.  Fortunately, the King had seen fit to send me a doughty fisherdwarf, and minutes later she was angling in the swamps, where I'd seen turtles before.  She begins hauling in turtles, and I set up a fishery.  Soon we have turtle food in the barrels.  Next, feeling clever, I go to the kitchen and give the cook and her wee baby orders to only make meals with turtle and camel milk.  Eyeing me suspiciously, she complies, and shortly turns out a deliecious meal with turtle.  I check the stocks... no shell?  Oh right... meal preparation consumes seeds; why not shells, too?  Crunchy soup, I guess.  I countermand the cooking orders while I think of something else... I've got over 500 Lavish meals prepared.  No one but the most staunchly turtle-loving dwarf would turn down one of those.

I go back to check on the block job... still nothing?  This is taking FOREVER!  Oh... a red [CLT] tells me the bad news - I hadn't kept up with furniture storage, and things are dire.  I have no free space for another stockpile indoors, and my miners are so proficient that EVERY stone gets left intact.  So outdoors we go, set up some flags and get everydwarf in the fortress hauling all the statues and coffins and tables and chairs and mechanisms and bins and bags and you name it that had piled up out into the rain.  Huge dwarf yard sale from hell.

Fortunately, this does the trick and soon it's down to a gray [CLT] - good enough!  back to the kitchens!  I build a second fishery outdoors, set up a tiny food stockpile beside it, set up a turtle-preparation task, and wait for my legendary miner (my fastest dwarf) to run grab a turtle.  And then *BOOM* I lock every door to the food stockpiles.  He fillets the turtle, carefully leaving the shell intact, and leaves it in the stockpile.  

23 dwarves eye the turtle uneasily.  (Zefon is glaring at the cat from the shop he's barricaded into, and two dwarves were trapped inside with all the food and booze, and were forced to make do.  Oh, and my mason is busy on the block, still.)  Finally with a stoic shrug, my planter steps forward and deigns to eat the reptile.  No sooner does he drop the shell at his feet when my carpenter grabs the shell, rushes over to the refuse pile and drops it in.  Successs!  I unlock the doors.  With much grumbling and rusty boots, the dwarves shuffle back into the comforting darkness.

And the block!  It's finally done!  I charge downstairs and try to set up the ashery.  No luck... someone's moving the block.  Wait wait wait... ok there we go.. Oaken barrel, birchen bucket... ADAMATINE BLOCK?!?!?  What the...  The. Idiot. Mason. Carved. The. Block. Out. Of. Adaminatine.  What the devil did she think the blue stuff was?  Troll dental floss?!? No wonder it took so bloody long!

Never mind!  Nothing can stop me now!  A set up a job converting the wood ash into potash.  After some arguing about what sort of task this was, and where the ash went, and whether the miner needed a drink RIGHT THEN, the potash was made.

Pearlash.  Right!  To the kiln!  I set up a pearlash task, and the furnace operator helpfully cancels the task.  The potash is on the move.  Then the porter drops it in search of cow roast.  Finally, I set up the task and.... the furnace operator, now bored, has wandered off to fill the manager's order for 29 galena ore smeltings.  I give the substitute manager a suspicious look.  Job security?  And get some rookie to cook the potash.

Okay pearlash... now, wait for it to reach the bar/block stash.  Clear glass.  Grr, the glassblower is asleep.  Okay, the fisherdwarf can do it, it's only raw glass!

The glass is done.  And from above comes the stomping of Zefon's boots!  He collects the glass, the shell, some tin, and hippo leather I bought off some human merchant types.  He retreats into the workshop.

A week later, he emerges with Kerlig Odkish, "The Shell of Ferns".  He's very proud of it, even though he remembers nothing of his possession.  It's a felsite ring.  On it are images of a dwarf fishing.  I've banished him back to his office and his managerial role.  I'm slowly putting the fortress back to rights,  setting labour properly again.  We lost some furniture to the kobolds, but we can build more.

And I have an adamantine ashery, Pride of the Kingdom.  Just what every fortress needs.

I'm spent.

[ November 13, 2007: Message edited by: Doctor Lucky ]

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Armok

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Re: Fey moods
« Reply #28 on: November 13, 2007, 11:27:00 am »

Thats. Just. So. DF.
Awesome!  :D
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Doctor Lucky

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Re: Fey moods
« Reply #29 on: November 13, 2007, 04:00:00 pm »

In my haste to post that tale, I missed a few details which may seem trivial, but just added to the incredible friction I encountered at every stage:

1) We got besieged by goblins part way through the mood.  I recall my reaction as this, "A vile force of darkness descends on my fortress?  Well, it ought to feel right at home."

2) Just after I assigned the fishing task, the swamp froze solid.  I'm in a warm climate, but half way up a decent mountain, and my fortress entrance is pretty much at the treeline.  So for about a month every winter, the ponds freeze.  Which would have been ok if I hadn't been so stressed about poor Zefon going crazy any minute, and if, well... did I mention that I was under siege?  Oh, and that my hasty wall fortifications included lake and moat defenses.  Yeah, well, luckily I had been a little more clever in my widespread chaining of war dogs, so they got slowed down while I pulled up the inner drawbridges.  To be honest, I don't know if any of my dwarves did any damage to the horde at all.    But the dogs did yeoman's work, and luckily the goblins were strung out in a line and had to round a corner to get in.  Ugly all the same.  Picture the turtle-eating ceremony against a patina of dried blood, you get the picture.  

Doctor Lucky

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