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Author Topic: Dog fortress  (Read 1677 times)

overlordFT

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Dog fortress
« on: November 26, 2008, 10:14:48 am »

Ok, I was recently struck with an idea...An idea to make a...DOG FORTRESS!!!

The fortress will hae a max Pop of 20 and will survive by breeding and butchtering dogs, no food can be eaten and no cloths worn, that wern't made from dog meat or leather. The fortress will have the basics but we will trade dog leather crafts and prepared dog biscuits. Since I'm not growing plants water shall have to suffice for my dwarves.

I will keep you guys updated on how the fortress goes but first I'd like some advice, what build would you recommend?

I'm thinking for skills:
Animal trainer/carer and leader(We will have no miltery but each dwarf will have at least one war dog, later on each will have 2+)
Miner(Dog murdurers or not we're still dwarves, so a miner is needed)
Butcher(How else will be make dog meet edible?)
Leatherworker/Tanner(Leather for the leather god!)
Carpanter/mason(you can't make beds and doors out of dog leather...yet)
Leather craftsdwarf(I suppose we might as well trade for booze)
Cook(mmmm....Dog meat biscuits...)

We will bring all the usual stuff and dog meat but instead of booze and seeds we will bring dogs!LOADS UPON LOADS OF DOGS!!!!!!MWAHAHAHA!!!

I'd love advise and suggestions.
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Warlord255

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Re: Dog fortress
« Reply #1 on: November 26, 2008, 11:53:03 am »

You've missed one of the obvious contingencies; dog soap to build with.
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Magua

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Re: Dog fortress
« Reply #2 on: November 26, 2008, 11:55:56 am »

Since you're butchering all these dogs anyways, why not go one further and say that all constructions must be made from dog soap?

(Of course, to make soap, you have to have access to sand, and a fair amount of wood, but there you go...)

No booze would become annoying after awhile, but trading for it seems against the spirit.  Maybe take off the requires alcohol tag from the dwarves before genning the world? 

Ideally, you should see if there's some way you could set up an autobutchery, as has been discussed elsethread. 
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G-Flex

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Re: Dog fortress
« Reply #3 on: November 26, 2008, 12:01:05 pm »

Why would you need sand to make soap? It's not like there's any silica in it. You just need wood and dog.

Also, you're forgetting about the BONES! You need some bonecarving, and you can totally make crossbows and their bolts out of dogs.
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Warlord255

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Re: Dog fortress
« Reply #4 on: November 26, 2008, 12:02:21 pm »

Since you're butchering all these dogs anyways, why not go one further and say that all constructions must be made from dog soap?

(Of course, to make soap, you have to have access to sand, and a fair amount of wood, but there you go...)

No booze would become annoying after awhile, but trading for it seems against the spirit.  Maybe take off the requires alcohol tag from the dwarves before genning the world? 

Ideally, you should see if there's some way you could set up an autobutchery, as has been discussed elsethread. 

One would think that hunting/war dogs and a chained enemy would be a good way to systematically lure dogs to their deaths.

And sand is needed to make the vials to make an alchemist's shop. Said vials cannot be imported.
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sonerohi

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Re: Dog fortress
« Reply #5 on: November 26, 2008, 01:56:11 pm »

Why would you need sand to make soap? It's not like there's any silica in it. You just need wood and dog.

Also, you're forgetting about the BONES! You need some bonecarving, and you can totally make crossbows and their bolts out of dogs.

you need sand to make vials. they can't be imported, and are required to build the soap-making buildings.
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overlordFT

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Re: Dog fortress
« Reply #6 on: November 26, 2008, 02:18:09 pm »

Ok, i won't trade for booze but i Won't remove the tag either.

Soap buildings are a mabye, i might even edit the raws to be able to forge soap armor and weapons...

Also Leather doors and beds might be nice too...

And I've rethought the milatary idea but all weapons/armor must be made from Dog.

Anyone have ideas on builds?

If not I'll start soon.
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Shurikane

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Re: Dog fortress
« Reply #7 on: November 26, 2008, 02:20:37 pm »

Why limit yourself to dogs?

Use a catsplosion as your sustenance.  :)
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overlordFT

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Re: Dog fortress
« Reply #8 on: November 26, 2008, 02:32:11 pm »

Why limit yourself to dogs?

Use a catsplosion as your sustenance.  :)

-Dog leather leggings- sound less crappy then +Cat leather gauntlets+ don't they?
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alkar

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Re: Dog fortress
« Reply #9 on: November 26, 2008, 02:42:52 pm »

Why limit yourself to dogs?

Use a catsplosion as your sustenance.  :)

Can't control adoption -> can't butcher population :/

Otherwise it wouldn't be a catsplosion, would it now?
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Mashirafen

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Re: Dog fortress
« Reply #10 on: November 26, 2008, 03:30:51 pm »

Why not edit the raws to allow you to make dog leather beds and doors? Assuming you can, that is, I don't have any real experience editing the raws.
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Creamcorn

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Re: Dog fortress
« Reply #11 on: November 26, 2008, 03:59:03 pm »

Tanner is a pretty useless job, so you can save points by forgetting about that one.
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overlordFT

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Re: Dog fortress
« Reply #12 on: November 26, 2008, 04:03:54 pm »

And so it was that a caravan of 7 brave dwarves set out from the mountainhome, the caravan had just 1 pick, 1 axe, and was loaded with 70 dogs(ROFLMAO).

How will these brave dwarves fare?

Find out in the next post.
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Neoskel

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Re: Dog fortress
« Reply #13 on: November 26, 2008, 04:32:22 pm »

And so it was that a caravan of 7 brave dwarves set out from the mountainhome, the caravan had just 1 pick, 1 axe, and was loaded with 70 dogs(ROFLMAO).

How will these brave dwarves fare?

Find out in the next post.

I'm going to preemptively mourn for your FPS.
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Skanky

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Re: Dog fortress
« Reply #14 on: November 26, 2008, 04:41:37 pm »

With a limit of 20 actual dwarves, that shouldn't be too significant. IIRC, dogs (and other animals) cause less FPS drain than dwarves.

Also, butchers and tanners have no quality modifier. You could have saved points by not training those and let the relevant dwarves learn on the job.
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