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Author Topic: Doghole. Watch where you step.  (Read 2893 times)

Markham

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Doghole. Watch where you step.
« on: September 03, 2008, 11:55:04 am »

I'll admit, this fortress was inspired by Fortresscat.  I started wondering the effects of a hundred war dogs in a 1x1 nano fortress in the event of a siege.

Thus begins the story of Doghole, the God-Forsaken Dung-Pit of Hounds


This seems like a nice place for 7 dwarfs, a pick, and 110 dogs. (I'll have to see how long the max amount of dogs can fare in an area infested with beak-dogs, sometime)

We have Billy, the animal trainer.  He seems to get teary-eyed whenever someone mentions the names "Dan" or "Ann" for some reason...


There is also the miner and building designer,


the stone crafter,


the grower and herbalist,


the brewer and cook,


the butcher and tanner,


and the mason and glassmaker.




We have embarked.

We have arrived.
And we sure have few supplies left; one copper pick, and a freeze-dried cube of dog.



The wagon could not contain our block of dogs.

25th Granite
Kennels have been dug out, and training of war dogs has commenced.  We have lost four dogs so far to foxes and wolves.  One wanders around with a punctured lung.  The rest of the dogs took care of them, so we have enough food to get by for now.

3rd Hematite
It is now summer.  We have 19 war dogs, 106 dogs in all.  We haven't lost any more, and one still remains crippled.`  No more wolves or foxes have attacked.  Probably because each dog has marked every single tree in our area.  It reeks something fierce, and I fear that our water is no longer potable.

Mug production is in full swing so that we can get an ax in the fall.  I am unsure of the consequences of felling all trees in the area.  I could care less about the elves, but what will the dogs mark instead?  In any case, we won't know who the bed-wetters of the fortress are, considering the tree's now-found source of "water."



There are also concerns with how we'll be getting food here.  We had assumed that the dogs would be enough to fertilize the land, but the few herbs we can find are withered and trampled, even with all this "fertilizer" mashed in all over the place.  We need to watch where we step better.

---
I haven't checked who was leader, or set any noble offices yet.  If you claim a dwarf, feel free to claim anything I can set if it hasn't been claimed yet.
« Last Edit: May 23, 2010, 04:21:57 pm by Markham »
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Glacies

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Re: Doghole. Watch where you step.
« Reply #1 on: September 03, 2008, 12:03:49 pm »

Name the brewer/cook Jim-bob, please.

Dwarfaholic

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Re: Doghole. Watch where you step.
« Reply #2 on: September 03, 2008, 12:05:25 pm »

Name Grower/Herbalist Herby, profession Druid
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Dogman

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Re: Doghole. Watch where you step.
« Reply #3 on: September 03, 2008, 02:38:49 pm »

I'll take the Butcher/Tanner please.

Name: Grim Ben
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Markham

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Re: Doghole. Watch where you step.
« Reply #4 on: September 03, 2008, 04:44:12 pm »


15th Limestone
A kobold theif met some of our dogs today. Another 15 rushed over to greet him.


Then there was another Kobold.


And then a third.

21st Limestone
The Dwarven caravan has arrived.  Let us mug them trade them mugs.  They suggested that the Kobolds from earlier may have been seeking out cats to steal.  Apparently there has been a sudden obsession of cats among Kobolds.  Freaks.

The Liason asked what we requested.  I requested more dogs.  They can't provide us with obsidian, which hampers future plans.  The stonecrafter's... usefulness may not last as long as previously hoped.  They didn't bring any axes, either.

Oh, and apparently we have another crippled dog that's missing an eye.

3rd Timber
We have a group of migrants joining us from who knows where.  They didn't know what to expect, so they ended up tracking dog business all over the fort.

We got:
fish dissector and his cow calf, who will now handle all things fish
two engravers, who will engrave stuff
an animal dissector
two peasants, one with a kitten
a miller with a mule
a carpenter with an ax!

All trees must fall.



1st Moonstone
Winter is upon us.  We have 15 dwarves, and 40 trained war dogs.  Too bad they all follow Billy around, rather than just milling around on the surface.
« Last Edit: May 23, 2010, 04:22:18 pm by Markham »
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THLawrence

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Re: Doghole. Watch where you step.
« Reply #5 on: September 03, 2008, 05:07:23 pm »

May I request the Miner/Building Designer.
Name: Kira
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JujuBubu

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Re: Doghole. Watch where you step.
« Reply #6 on: September 04, 2008, 02:29:31 am »

This fortress will make some Dungeon Master very happy :)

May I adopt the Animal Dissector to lend Billy a hand in the Kennel and name him Bobby Ray
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Tibbles

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Re: Doghole. Watch where you step.
« Reply #7 on: September 04, 2008, 05:04:27 am »

I'll admit, this fortress was inspired by Fortresscat. 

: (
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GODAMMIT KOBOLDS

Markham

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Re: Doghole. Watch where you step.
« Reply #8 on: September 04, 2008, 10:48:30 am »

Inspired in that I got ideas to try out with hundreds of a certain animal.  I do not intent to do a "me too" of your fortress, honestly.

Glacies

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Re: Doghole. Watch where you step.
« Reply #9 on: September 04, 2008, 11:33:39 am »

I'm starting camelfort soon.

Phoenyx

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Re: Doghole. Watch where you step.
« Reply #10 on: September 04, 2008, 11:35:38 am »

Cowmalot!

I'm sorry, I couldn't resist.
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When in danger or in doubt, run in circles, scream and shout.

Duke 2.0

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Re: Doghole. Watch where you step.
« Reply #11 on: September 04, 2008, 11:45:42 am »


 Or you could try adding in the ability to get any animal at the embark screen.

 Giant Eagle fortress, anybody?
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I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

RebelZhouYuWu

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Re: Doghole. Watch where you step.
« Reply #12 on: September 05, 2008, 05:53:20 am »

Just so you know, your dogs won't be able to breed until you change the inits. There is a max pop limit of 50 per animal.
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Grath

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Re: Doghole. Watch where you step.
« Reply #13 on: September 05, 2008, 02:28:39 pm »


 Or you could try adding in the ability to get any animal at the embark screen.

 Giant Eagle fortress, anybody?
YES.
MAKE IT HAPPEN.
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Markham

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Re: Doghole. Watch where you step.
« Reply #14 on: September 07, 2008, 09:12:01 pm »

12th Moonstone
Another Kobold.  He was smart enough to run away.



13th Moonstone
Yet another Kobold.  This one didn't fare so well.



18th Moonstone
This Kobold fared a lot less than the others.  We have five named dogs now.




12th Granite
The kobolds tried attacking in greater numbers.  They even managed to take out a dog.  This probably wouldn't have happened if the 61 war dogs weren't milling around the kennels.  This is a problem.  We either have to build rooms on the surface for the animal trainers, or we'll have to kill them.

14th Granite
The elven caravan has arrived.  They brought us a dog.  We accepted this token of peace, and they were on their way.

25th Slate
Migrants have arrived.
We got:
a carpenter
a woodworker
5 peasants, one with a kitten and a puppy
a hunter
a fish cleaner
a planter
a animal caretaker
a bone carver
a leatherworker and his cow calf
and a ranger

There is also some concern over the need for a sheriff.

14th Hematite
A human caravan has arrived. They had food and barrels, but nothing else of use.

On an unrelated note, we have also found a source of obsidian.  The stone crafter has regained his usefulness.  We should be fully capable of handling a certain problem by the time it arises...
« Last Edit: May 23, 2010, 04:22:37 pm by Markham »
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