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Author Topic: Nostalgia Fort, Using Old 2d Version [23_130_23a]  (Read 49877 times)

(name here)

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #120 on: November 07, 2008, 02:56:40 pm »

So, it appears to be my turn.

I got the save, and am taking a look around. step one is allocating the noble's quarters, then i'll get the farms up.

EDIT: why is there a dead legendary miner right outside the noble quarters?

REDIT: It appears to be a normal miner who is flashing red backround for some reason.

ah, he's hauling a body
« Last Edit: November 07, 2008, 03:05:34 pm by (name here) »
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Only in Dwarf Fortress would you try to catch a mermaid to butcher her and make trophies out of her bones 

(name here)

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #121 on: November 07, 2008, 08:14:36 pm »

Did you guys know that you MUST process fish before they can be eaten in 2d? i just now found that out.

Also: The fort is going to starve. again.
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Dadamh

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #122 on: November 07, 2008, 08:27:08 pm »

Ah, it's NTheGreat's turn for two more days.

But he hasn't taken it, so I dunno.  Keep the progress you've made, or keep playing or what-have-you.  If he doesn't post by Sunday then you are next.
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NTheGreat

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #123 on: November 08, 2008, 03:32:26 pm »

I'll have it done by tomorrow. It's been rather a hectic week, but I should be able to finish it in time.
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NTheGreat

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #124 on: November 09, 2008, 11:04:27 am »

1st Granite.

I've just had a look around this fortress, and it's not what I would call well run.

  • Dead bodies everywhere
  • No proper tombs or burial chambers, just a big space called a graveyard outside.
  • A lot of unhappy people, and even someone currently throwing a tantrum.
  • We have almost no food. 30 meat, one plant, 76 seeds and 197 other, which, judging by the contents of the food stockpile, consists mainly of fat.

There no doubt plenty more I could comment on, but that will suffice for now. There's a lever next to a flooded room, which I assume works the farm floodgate. I guess I'll have it pulled and hope for the best.



5th Granite.

The lever closed the floodgates and drained the farm, letting me designate a farm plot and order the planting of plump helmets. Thankfully we have plenty of plump helmet seeds, so we should be able to at least grow something. I've also noticed that we have a lot of raw fish, and nobody bothering to clean and prepare them, instead letting them rot. A random recruit seems to still be throwing a tantrum, and we have a craftsdwarf sitting in a workshop in a strange mood. We also seem to have two hunters with no animals to hunt. I'll tell one of them to cut a gem, as I think that's what the craftsdwarf is looking for.



7th Granite.

Just noticed that we have miners who don't seem to be assigned to do mining. I'll tell these two to do some farming.



12th Granite.

A flood went past without any problems. Work on a bigger storage/workshop area is also under way, along with some bigger tombs. An elven caravan has also turned up, although I expect the chances of them having anything useful are slim.



25th Granite.

Spoiler (click to show/hide)

...Is that it? Is that everything they have? I can't see any more mules inbound, but this is almost nothing...

I'll give them as much as they can carry in exchange for one of their bizarre foodstuffs, and hope it persuades them to come with a little more next year.

In other news, a tower-cap has sprouted in the hallway. It's not blocking anything, so I'll leave it for now, as a symbol of the first internally grown wood.



4th Slate.

The first plump helmet has grown in our farm. Hopefully many more will follow.

I've had some areas designated for noble quarters, as they all seem to be complaining about not having good enough rooms and offices.



21st Slate.

Immigrant wave!

3 craftdwarfs,
a mechanic,
3 peasants,
2 miners,
2 jewelers,
a carpenter,
a fisherdwarf,
a marksdwarf,
2 children
and 2 nobles

I haven't even had a chance to finish the bedrooms for the current nobles...

I've converted most of them into farmers to help produce more food. Hopefully the extra miners will be able to dig out the noble quarters a little faster.



3rd Felsite.

It seems that the craftsdwarf who had a strange mood has finally gone mad. Took him a while.

Now that we have a fair number of miners, another problem has become apparent: we don't have nearly enough masons. Perhaps I should convert some of the ocean of carpenters we have to stone detailing duty.



15th Felsite.

It seems the mad craftsdwarf has gone and drowned themselves in the river.

We're up to about 60 plants, so I may start brewing some of them soon. We've been drinking water for far, far too long. I've also moved the rough gems that have been sitting around outside into an internal stockpile.



10th Hematite.

Spoiler (click to show/hide)

Cave river flood. I can't see this ending well for those fisherdwarfs who didn't make it back in time, especially the one who's just decided to fall asleep there.



12th Hematite.

The cave river flood has passed. The dwarf who got swept out into the middle of the river drowned, but the other two managed to stay on land, including the napping dwarf who simply slept through the whole thing.



16th Hematite.

Human caravan showed up. Hopefully they'll have a little better stuff than the elven caravan.



19th Hematite.

Spoiler (click to show/hide)

I really hate goblin snatchers, especially when they make it into the front door.



24th Hematite.

Spoiler (click to show/hide)

...

I really need to hurry up with the road. It's not helped by the army of goblin snatchers that has been trying to sneak into my fortress as of late. The corridors are smeared with their blood.



13th Malachite.

One of our recruits has suddenly been stricken by melancholy, no idea why. No doubt she'll jump into the river soon enough.

...Or perhaps not. Seems she's bed ridden with two broken limbs.



2nd Galena.

Had a carpenter get a fey mood. Chances are they they'll want stuff I don't have, but I can always hope...



5th Galena.

Seems he wants a certain kind of stone and rough gems, and is now sitting there in the workshop. Probably going to end up going insane.

As for the Melancholy recruit, she's making a spirited crawl from the barracks. Where to, I have no idea.



22nd Galena.

One of our recruits broke their foot sparing today. The carpenter's still sitting waiting for something, and the melancholy dwarf seems to have fallen unconscious next to the workshops.

I'm going to have to get some more coffins done. I think we've run out of space in our current ones. I've designated a stone stockpile next to the masons workshops, but I think the main delay is a lack of furniture stockpiles.



12th Limestone.

Another flood went past without incident, despite dwarfs deciding to just stand on the bridge when they found the doors on one side locked.

Work on smoothing noble quarters is progressing very slowly, in part due to the lack of stonemasons we have. Hopefully we'll have an immigrant wave soon, so I can convert all of them to masonry.



15th Limestone.

A dwarven caravan has turned up. This one looks promising, as it consists of more than 1 or 2 mules.



18th Limestone.

Carpenter went insane. Not like we need all that much wooden stuff anyway.



22nd Limestone.

Traded a pile of goblin stuff and a few mechanisms for most of the food, leather and cloth they had. The Melancholy recruit has finally died from thirst, and has been placed outside until I managed to get some more coffins in place.



16th Sandstone.

Spoiler (click to show/hide)

One down, 5 to go!

One of the dwarfs I sent to build a statue for the nobles rooms managed to build themselves into the statue. I'll have to have someone take down the statue to get them out.



28th Sandstone.

Finally finished the road. Now we'll get a little more stuff to trade for when the humans turn up.



16th Timber.

The mad carpenter finally died of thirst. We also seem to be producing more food than we can store, so I'm expanding the food stockpile.

...Ok, that was too much. Emergency support building time.



3rd Moonstone.

Winter approaches, and the farm has stopped producing food. We currently have 327 plants in stock, which should (I hope) last us through the winter when coupled with fish from the rivers.



13th Moonstone.

A jeweler has taken a workshop. Probably going to end up as another nutcase, but I can hope.



8The Obsidian.

The jeweler eventually went berserk, chased a stonemason out into the main corridor and was shot down by a passing marksdwarf and then mauled by the standing army of dogs. Seems I won't be getting any artifacts over my reign.



1st Granite.

Spring has arrived. I shall pass my rule on to the next person. Something that should be noted is that all of the nobles offices are not quite finished yet, so someone will have to assign them to the relevant nobles once all the furniture is in place.

Map.
Save.
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(name here)

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #125 on: November 09, 2008, 11:34:46 am »

You should have put down dirt roads.

Also, how is it that you actually feed the dwarves? do you just have to assign a ton of farmers?
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(name here)

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #126 on: November 09, 2008, 03:12:34 pm »

Our first cave feature creature! i'm so proud. :)
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(name here)

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #127 on: November 09, 2008, 10:29:08 pm »

I think i've managed to get the most dwarves killed so far, between three cave flood deaths, two deliberate channeling deaths, and 19 deaths from an unspecified source. update will appear tomorrow.
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Aqizzar

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #128 on: November 10, 2008, 03:50:15 am »

and 19 deaths from an unspecified source.

...If you don't even know what killed a quarter of the fortress, you might not be trying hard enough.

Or maybe you're doing it just right.  Hell, I've never played 2D.
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Torak

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #129 on: November 10, 2008, 03:58:54 am »

Hell, I've never played 2D.

You ought to be ashamed of yourself.
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Aqizzar

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #130 on: November 10, 2008, 06:08:13 am »

Hell, I've never played 2D.

You ought to be ashamed of yourself.

Don't think I haven't tried it.  This is what happened.
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Dadamh

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #131 on: November 10, 2008, 06:18:23 am »

(name here), you played your full turn in one day, and are posting the writeup the next?  That's damn fast!
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(name here)

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #132 on: November 10, 2008, 06:50:53 pm »

The fort is fairly stable when I assume control, with large stocks of food, drink, and crafts, and basically everything a fortress needs except metal gear and a fortress guard. I got on providing some right away, removing the old forge and building a magma forge.

Later on, the elves arrived in between dealing with nobles and working on a grand tomb for myself. Trading occurred.

Also, a snakeman jumped out of the river and got cut down.

The humans and 19 migrants arrived in summer. I began work on a magma superweapon and bought most of the stuff the humans had with them.

In autumn, a cave flood swept away 3 dwarves and a cave crocodile was cut down. Then the goblins came.

I lured them across the river, and when they neared an archery duel began. And ended, leaving three goblin corpses and a wounded marksdwarf who dropped his crossbow in the door.

I finally started pumping magma into the chasm. The dwarven caravan was a no-show.

With the winter came goblins, more this time and with an axelord and swordmaster. I attempted to repeat the previous success with more staying behind fortifications, but the crossbow jammed the door open.

The swordmaster charged into a weapon trap, dying instantly. However, the marksdwarves depleted their ammo rapidly, and charged into close quarters with the aid of the fortress guard marksdwarves and hammerdwarves, as well as the captain of the guard. The goblin forces soon overran them despite a fierce crossbow duel, so I was forced to order 20some dwarves to charge the goblins. It ended in victory, but also mass slaughter.

Sometime during the course of the siege, a troll jumped out of the chasm and was killed by passing civilians.

The rest of winter was spent hoping the tantrum spiral would not come. Gladly, I’d decided to fill the mausoleum throughout the year, and 19 dwarves were interred into the graveyard.

http://dffd.wimbli.com/file.php?id=652

The next guy is going to have to head off the tantrum spiral that's still possible.
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Dadamh

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #133 on: November 10, 2008, 08:51:07 pm »

Well holy crap that was fast.  Ok, next guy then.  Got 'till next monday.
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Aqizzar

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Re: Nostalgia Fort, Using Old 2d Version [23_130_23a]
« Reply #134 on: November 10, 2008, 09:41:00 pm »

I didn't think to ask, but can I get back in the turn rotation?  At the end obviously.  I want another shot at this, and somewhere around year 11 will be great fun I'm sure.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
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The ancients built these quote pyramids to forever store vast quantities of rage.
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