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Author Topic: DeathQuest: Tale of the Remnants  (Read 63670 times)

(name here)

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Re: DeathQuestV2: Tale of the Remnants
« Reply #510 on: July 04, 2009, 04:56:31 pm »

Iron ore.

Bauxite is the only non-metallic stone that is magma safe.
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ToonyMan

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Re: DeathQuestV2: Tale of the Remnants
« Reply #511 on: July 04, 2009, 04:59:37 pm »

So the whole ground is iron ore!  Noooo.  I mean the rock type!  Is it chalk, dilrate, etc.  I don't know their names.  I want to see what metals we can have in them!  So far I know the rock type has iron ore and bauxite in it, which is sweet.
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(name here)

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Re: DeathQuestV2: Tale of the Remnants
« Reply #512 on: July 04, 2009, 05:14:16 pm »

Claystone. We're looking at mixed silver, coal, iron, and copper. The iron may contain platinum.
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ToonyMan

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Re: DeathQuestV2: Tale of the Remnants
« Reply #513 on: July 04, 2009, 05:19:33 pm »

Claystone. We're looking at mixed silver, coal, iron, and copper. The iron may contain platinum.

Thanks, that's what I needed.  You even told me the metals so I didn't have to look them up!   ;D  I don't see any problems with what we have!  What luck, I choosed this spot at random too.
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(name here)

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Re: DeathQuestV2: Tale of the Remnants
« Reply #514 on: July 05, 2009, 10:42:14 am »


25th felsite

We’ve breached the top of the pipe. Magma channel work is underway.


21st hematite

Some skeletal fire imps attacked, but we cleaned them out. Construction of forages is proceeding

4th galena

A wood burner was possessed just now. No sign of humans, I don’t think they’re coming

21st galena

Just had a nasty scare with booze stocks, but they’re climbing rapidly now.

14th limestone

A caravan has come

22nd limestone

Trading with the caravan occurred. This fortress is rather boring for the moment

3rd timber

Some goblin snatchers tried to raid us, but they ran off pretty quickly. I talked the liason into bringing us steel, bolts, pig iron, and some flux.

18th limestone

Armor production is going well, training only awaits copper swords to begin.

Also, a shiney

25th timber

So, I decided to consult our records of the goblins and…

Yeah

11th moonstone

Orcs have come. Happily they lack building destroying mounts, so the bridge should suffice to keep them out. I’ve decided to train the military starting as soon as we finish the plate mail, training weapons or no. We’ve hit a platinum vein, which is always good.





This is actually orc seige 2.0. No one raised the bridge in time the first go-round. it was a slaughter.

Also, the orcs are less bad local-leader wise than the goblins, since only one of their local leaders is ranged and he's mostly covered up by the other ones.
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ToonyMan

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Re: DeathQuestV2: Tale of the Remnants
« Reply #515 on: July 05, 2009, 11:31:31 am »

What do you mean by 2.0?  They weren't mounted on any animals?  That might be because of bad luck and they don't have any of them to ride on in this world.  You should of recorded the slaughter.   ;D
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(name here)

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Re: DeathQuestV2: Tale of the Remnants
« Reply #516 on: July 05, 2009, 11:35:23 am »

18 moonstone

WE HAVE STRUCK SILVER. Training should be able to commence both safely and on time. We also have practice armor making material now.

17th opal

Note to self: Buckets are needed, along with an interior water source

13th obsidian

The training has begun

1st granite

That went rather well, all things considered. We might even be able to fight the next seige in the field.

SAVE: http://dffd.wimbli.com/file.php?id=1170

By seige 2.0, i mean i reverted it because the orcs slaughtered their way past the champion wrestlers and started killing every living thing in the fort.
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ToonyMan

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Re: DeathQuestV2: Tale of the Remnants
« Reply #517 on: July 05, 2009, 11:44:34 am »

Oh, haha.  Ok I'm playing next year I guess.  What should I spend most of my resources on?
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(name here)

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Re: DeathQuestV2: Tale of the Remnants
« Reply #518 on: July 05, 2009, 12:21:02 pm »

Strengthening the military, and making quivers + ammo.

Filling out the new farm room might not be a bad idea.
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ToonyMan

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Re: DeathQuestV2: Tale of the Remnants
« Reply #519 on: July 05, 2009, 12:27:18 pm »

Strengthening the military, and making quivers + ammo.

Filling out the new farm room might not be a bad idea.

Alright!  Downloading at 45KB/s.  Will be finished estimated 15 minutes.  Ok, next time I'm going to make it alot smaller when I upload it.  ::)

EDIT:  I had to download the bloody thing 3 times before it worked, it's done now.  Time to write!
« Last Edit: July 05, 2009, 01:36:17 pm by ToonyMan »
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ToonyMan

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Re: DeathQuestV2: Tale of the Remnants
« Reply #520 on: July 05, 2009, 04:52:08 pm »

*

7th Granite, 203, Early-Spring:

I'm back as leader, everything looks real good.  There's a few orcs hanging out nearby, but hey they'll leave and then I'll be able to work outside for a bit.  Also, one of our gem cutters went fey, I think we have a workshop for him so it's ok.  ((name here) do you want one of the dwarves?  I don't see that you named any.  Do you want a champion or something, that's what I did)

*

12th Granite, 203, Early-Spring:

The gem cutter is finished, it's a...well...uh....grate.

 

We have a legendary gem cutter now.  In other news the orcs have left, but the siege signal is staying...hmm, it'll go away soon I hope.

*

14th Slate, 203, Mid-Spring:

Blarg.  The siege warning is still there, but there's nothing out there.  I'm going to lower the draw bridge.  I need some wood.

*
15th Felsite, 203, Late-Spring:

Are the elves coming?  What did you do (name here).  :D

It's perfectly safe to go outside too btw, I wonder why the siege sign is still there.  :/


*


4th Malachite, 203, Mid-Summer:

The roof is done, that's good.  I don't really care about the miasma now that the refuse stockpile is inside, every good fort needs some purple gas.  I'll make some fortifacations now or whatever they're called. 

STILL A SIEGE SYMBOL.

 

*

23rd Galena, 203, Late-Summer:

Two of the miners married, ahhh.  The siege symbol is still there and I'm ANGRY.  What a bug.  The fortafactions are done.

*

4th Sandstone, 203, Mid-Autumn:

A possessed whatever made something.

 

Nothing matters, because there's no stat boost.  Possessed stuff stinks.  STILL A SIEGE SIGN.

*

17th Opal, 203, Mid-Winter:

Boring.  I'm still being "Sieged".

*

1st Granite, 204, Early-Spring:

SSSIIIIIIIIIEEEEEEGGGGGEEEEEEEEEEEEEEEE.

 

Stats,

 

*


Save and map in a second, blarg.  DeathQuestV2 is now SIEGE SIEGE SIEG SGEISGE GSOEGHSGSGH.
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ToonyMan

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(name here)

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Re: DeathQuestV2: Tale of the Remnants
« Reply #522 on: July 06, 2009, 10:06:47 am »

If this doesn't go away by the end of my turn we're reverting to the start of my last turn.
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ToonyMan

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Re: DeathQuestV2: Tale of the Remnants
« Reply #523 on: July 06, 2009, 10:41:26 am »

Yeah, umm......we didn't get any caravan either.  I hope this works itself out.  I don't want to revert because of a stupid bug.  Could it be because of .40d12?  We won't get sieges either if we're under siege already!  Wait, I didn't get any migrants either!  Oh no!
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(name here)

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Re: DeathQuestV2: Tale of the Remnants
« Reply #524 on: July 06, 2009, 02:04:46 pm »

No caravans show up during a seige, which means no wealth report, which means no new dwarves.

I think it probably is 40d12 that's causing it. I wonder if we could revert the save to an earlier version and have it work.

Actually, i'll try that now.

EDIT: no joy. It loads but the tag didn't instantly vanish. I'll wait to the season change but i'm not hopeful. Transplanting my last backup save before the seige should work, though.
« Last Edit: July 06, 2009, 02:10:45 pm by (name here) »
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