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Author Topic: {Succession} Roaredattics: The Eternal Seige.  (Read 4011 times)

Frogeyes

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #45 on: May 28, 2009, 08:12:21 pm »

 Ok, I've got it working. Update to follow.
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Frogeyes

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #46 on: May 28, 2009, 10:34:42 pm »

Dear Diary: It’s the year 19. It’s been a long, boring trip, but I’m finally at this military base I’m supposed to establish. I’ve spent my life mining this, mining that. Time to make some other sap to do the work!

1st Obsidian
I’ve spent the day checking things out. There is a sort of “main area,” with the bedrooms and most of the workshops. All the normal stuff: carpenters workshop, mason’s workshop, etc. There’s also four mechanics workshops, for some reason. Also, the beds are all arranged in a row, neatly blocking the corridor. Finally, there’s a cage in a corner, into which someone has stuffed four horses, a muskox, a dog and a few puppies.

 South of this area is a long, wide corridor obviously intended for traders, with bridges that are probably meant to be retractable at some point, although they currently are not.

 There is also what looks from the outside like a hill, but has actually been hollowed into a fragile shell. Why?

Then there’s a long, very narrow tunnel leading outside the fort, defended by a large number of cage traps. These traps have already caught a large number of, uh, hamsters. Giant hamsters.
At least the place seems pretty well defended. It took a bit to figure out how, exactly, but there’s a walled-off perimeter.

We also seem to have a couple of battle axes, but no skilled fighters. Hmm.

Oh, and here’s something fun: we’re low on food. No meat, only about 5 plants—two of which are the decidedly unappetizing blade weed—and nothing planted. If worse comes to worst, we can cook some of these, but right now I want some in the ground ASAP.

Just because nobody else has yet, I’m posting a screenshot.

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Frogeyes

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #47 on: May 29, 2009, 01:45:46 am »

15th Granite, 208
Some elves appeared. Let me guess: cloth, wood, and crappy wooden weapons.

 The wierd, crippled dwarf that has been crawling around just started crawling away. Don't really know what his deal was.

19th Granite

Thief!

No sooner had I told Phony to go deal with the Elves than something called a Desert Bandit Thief showed up. He was much faster and tougher than the kobolds back at the Mountainhome; Phony chased him all throughout the fortress. When he eventually cornered him, Phony just kept beating him over and over with his pick, until all four of the bandit’s limbs were broken and Phony had passed out due to sheer fatigue. Baggy arrived in time to deliver the killing blow. He cut off the bandit’s head with his axe.
 
Turns out the bandit’s name is “Saairaiskaaaa.” Yes, that’s right – a quadruple “a.” I’d hate to be accused of not respecting cultural differences or whatever, but whaaaa?

I don’t know if it was the thief or what, but a whole bunch of workshops were destroyed. Wierd.

Our food supply is down to almost nothing – even after butchering a kitten—but at least we’ve got plenty of plump helmets planted, so as long as we can hold out for a little longer, we’ll be fine. Again, if it gets too bad, we can cook some seeds.

3rd Slate

Well, this is something new. The Elves proved me wrong: they did not bring wood or cloth or crappy wooden instruments or anything else. The have absolutely nothing to trade. Maybe someone needs to explain the concept of “trading” in slightly greater detail, ‘cause it looks like these guys were expecting us to just give them stuff.

I’m getting worried about our liason. He just headed into the trapped tunnel. I’m going to put a door or something down there so he doesn’t stumble on the traps and kill himself.

19th Slate


Alright, I have three goals right now. They are:

1)   Giant Eagle-proofing the fortress. So far, it has left us alone and I’m more than happy to leave it alone, but we need a way to get from the food area to the rest of the fortress. The answer is simple: a tunnel! Also, sealing the entrances to the fort and to the food supply, since right now the eagle can just fly right in if she wants.

2)   Kill those hamsters. I’m thinking of making some bone bolts, dropping them into a shallow pit, and using them for target practice.

3)   Money money money money. Make some mugs or something easy, to sell to the human caravan.

6th Felsite

Some migrants have arrived! Our total population has quadrupled; it is now twenty-eight.

One of the immigrants immediately claimed a carpenters’ dwarf and started running around grabbing various materials.

19th Felsite

Lucky, the dwarf who went all wierd earlier, ran up to me, all excited and happy about something she’d made:


Huh.

The sudden influx of immigrants means that we can afford a full-time military and a full time clerk
to keep accurate records of all our stuff. It also means that we’re going to need a LOT more beds.
   
*(I seriously don’t get this. Is this a bug or something with one of the mods?)
« Last Edit: May 29, 2009, 01:50:46 am by Frogeyes »
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Lav

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #48 on: May 29, 2009, 03:52:00 am »

Actually, that's an idea. Just let that liaison get into one of the cage traps, carry the cage to the edge of the map, install it and release the liaison.

This seems to be the only way to quickly and safely deliver the poor guy. :-)

As for the elves having nothing to trade, I have encountered similar behavior in the vanilla game, so it shouldn't be a bug. Unarmed hamsters though are most likely a bug because they are titled "pikemen" and "lashers".
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Seems to be the way with things on this forum; if an invention doesn't involve death by magma then you know someone's going to go out of their way to make sure it does involve death by magma... then it gets acknowledged as being a great invention.

Frogeyes

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #49 on: May 29, 2009, 12:23:41 pm »

 Unfortunately, there are a large number of stonefall traps that would kill him before he got to them. I could have removed them, I guess, but it's too late now; I've already built and locked a door, and the guy is already heading towards another exit.
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Frogeyes

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #50 on: May 29, 2009, 02:42:17 pm »

Summer, 19
15th Hematite

We’ve had two seperate caravans; one from the Haasen and one from the Humans. I’m still trying to reconstruct the buildings that that bandit destroyed, which include the trade depot.

Speaking of bandits, we’ve had a whole bunch of them, too. None of them have managed to steal anything, but one of them did beat the hell out of our cat.

One of the hamsters has given birth to “hamster pups.” We need to get rid of those things RIGHT AWAY.

5th Malachite

We had finished our new depot and the merchants had just arrived, when—in what must be the least unexpected development ever—our trader decided to go grab some food, have a drink, then go to sleep.  Eventually, the merchants were just going to leave without trading a thing, so I sent someone else without any relevant skills.

The Haasen had literally nothing to trade. Just like the elves. I guess I shouldn’t be surprised that chronic thieves such as these had a poor understanding of commerce and personal property. I just love some of these names, by the way. The Haasen we’ve been dealing with are called the Skaikaaaai, but it turns out the bandits that we’ve been seeing are called the Siikiaaakaaaakaaa. Those Haasen  sure do love their vowels. Even better, though, this translates into “The Fruity Plague.”

The humans didn’t have a lot, either. I bought some cloth and some food. We don’t really need cloth or food, but, well, we need it more than we needed those six dozen stone mugs.

I’ve made the completely unskilled peasants into a standing military. Our miners are tougher, of course, but I need them for actual mining, so they’ll just be backup. I’ve trained our stray dog as a war dog, and assigned him to the squad leader. Still, it’s a pretty sad fighting force: no skills, no weapons, and very little armour. I’m going to make what I can out of leather, then have the train in the noble art of wrestling.

3rd Galena

I’ve finished construction of my hamster death platform. Basically, it’s a smallish platform, connected to the fortress by a retractable bridge. There’s another platform just above it; from here, it’s possible to drop enemies down to the lower platform.

When the draw bridge is retracted, an enemy will be stranded on the platform, free for our marksdwarves to take potshots. Then we can raise the drawbridge and go grab their stuff, although the hamsters in our cages don’t really have anything to claim.

6th Galena

Ugh, this is frustrating. That guild liason is STILL here. After a kobold picked the lock on the door to the trapped hallway, he decided to that way was better after all. I’m going to decommission the stonefall traps in there; if he gets caught in a cage trap, we can use it to carry him out of the fortress.

10th Galena

Portly and Phony have gotten married! Awwww....

Also,  more immigrants. Our populations is now 39.

14th Galena

Augh! Disaster. My design for the hamster death platform was deeply, deeply flawed. I hadn’t counted on the extreme cowardice of some of these dwarves: even though the hamster was unarmed, stranded on its platform, already pretty badly shot up, everyone in the area immediately started freaking out. When the dwarves who were leading more hamsters to the death pit started to freak out and abandon their task, allowing their hamsters to go free, the shit really hit the fan.

Things are a bit chaotic right now, but our military has pretty much cleaned up, and gained a bit of experience in the process. What’s making things difficult is the fact that our marksdwarves really are truly horrible shots: they have actually run out of ammo without managing to finish off the hamster on the platform.
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eerr

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #51 on: May 29, 2009, 11:04:10 pm »

DAMNED BE BY ARMOK IT FROZE AGAIN.
Spoiler (click to show/hide)

Did you play test this set up through autumn?

Look at the crash dates; last recorded diary is early limestone, it crashed mid limestone for both.

Is your autumn seige civ broken?
And  I guess my week is up, with no progress made  :-\
So I guess whoever's next can have a whack at this.

the game is missing critical files from the save, either gone or in the wrong location.
zip up a whole copy of the folder, and make sure it ends up in the right spot
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Frogeyes

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #52 on: May 31, 2009, 12:33:37 pm »

Autumn, 19
5th Limestone

Well, the hamster is finally dead. Our marksdwarves have been running around in the grass beneath the death platform, gathering used ammunition and coming back to try to kill the little bastard with it.

Our food situation is looking bad again: one of the bandits seems to have destroyed our entire crop. I’ve butchered a couple of animals and am working to having plump helmets replanted.  We are low on booze too, however. I’m going to secure one of the pools outside our fortress, so that we are guaranteed a supply of water if the booze runs out; I plan to wall it off entirely, then dig an underground tunnel that will allow us to access it.

13th Limestone

 The mountainhome caravan has come again (our liason STILL hasn’t departed), along with a, uh, velociraptor caravan.

Another dwarf was possessed; he made a very nice earring.

(Man, are we ever getting shafted with  these moods. Both possessed, both useless, low-value items.)

16th Limestone

...Well, the velociraptors—like the Elves and the Haasen—brought nothing to trade. Seriously, WHY DO PEOPLE DO THIS? Our own caravan, however, had plenty. I unfortunately had to blow some of our money on plump helmets, to prevent starvation.

I really don’t know what to do about the trade liason. He keeps veeery slowly shuffling around. It’s... kind of creepy, actually. He’s headed the otherway again, for some reason; now he wants to go out through the door to the trade depot.

21st Sandstone

Walled-off water source is complete. Very nearly finished walling off the hamster death platform; when this is complete, it should stop our walking, squeaking archery targets from disrupting our civilians.

23rd Sandstone

 ...And, more migrants. We are now at 47 dwarves and less than 20 rooms.

14th Timber

 I killed off all the hamsters. The cages we used to trap them are available again. All things considered, this has been a fairly uneventful fall.
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Frogeyes

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #53 on: June 01, 2009, 01:18:39 am »

Winter, 19
1st Moonstone

All things considered, it’s been a fairly uneventful fall. I’d like to try to get our metalworking industry up and running; we’ve got plenty of wood and iron ore.

A gem cutter has started acting strange. I sort of saw where this was going by now, so I built a jeweller’s workshop.

16th Moonstone

More velociraptors and Haasen showed up. None of them brought any trade goods whatsoever. Sigh.

24th Moonstone

Oh, crap. The trade liason from the Mountainhomes was caught in a trap today. He was unharmed, of course, but the experience seems to have traumatized him so much that he will no longer eat or drink.

Looks like we’re not going to be able to request things from the mountainhome. Which is very unfortunate,  since we have loads of iron ore and no flux stone.

18th Opal

Our food shortage persists. I’m going to devote more dwarves to working the fields.

5th Obsidian

Oh, DAMNIT.

While digging out a room on the lower level, I seem to have dug into an underground pool. Awesome, except that now it's flooding the entire lower level.

I’m hoping that if I build a pump and have enough dwarves operating it, I can save the lower level of the fortress.

2nd Granite

Dear Diary: I’ve been run out of Machinematched by the very military dwarves I had trained. They have accused me of mismanaging the food supply and of causing the flooding of the lower levels.

WELL LETS SEE YOU TRY IT HOTSHOTS

....
Man, what a disaster. I don’t know why I can’t keep the dwarves fed – it seems to me that there’s enough farmland and farming labour-enabled dwarves to maintain a much larger fortress, which suggests that the game may be modded to make farming more difficult. Ever since the plot was destroyed, the crops have been consumed faster than they can be grown. The plan to trap the guild liason in a cage and release him by the edge of the map didn’t work either; I got an announcement saying he was “stricken by melancholy,” and for some reason even if I unassign him from the cage menu, nobody will let him out leave. Maybe the next player can try to trade his cage; that usually frees the creature inside of it, but I still doubt you’ll be able to do anything with him now that he’s insane.

 The flooding in the lowest levels was an extremely stupid move on my part – I got the “wet stone” message; when I tried digging the layer above, I didn’t find any water, so I tried channelling to see what was below. Unfortunately, I channelled the wet stone tile, causing the lower level (which right now has only bedrooms) to flood.

The pump I’m having constructed can be used to keep returning the water back into the underground pool until the water that’s already in the level is all dissipated. It will take a lot of dwarf-power to run it that long, though, so you may want to power it somehow.

 Oh, and I overshot my turn by one day. Sorry!

http://myfreefilehosting.com/f/72903c287f_2.72MB
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varkarrus

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Re: {Succession} Roaredattics: The Eternal Seige.
« Reply #54 on: June 10, 2009, 04:18:35 pm »

Who's next?
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Dip Stick! The newest candy! Just dip it, then lick it!
Or try FUBAR! The best chocolate bar ever!
And you can't eat them, either, sadly. Even though it'd make sieges so much more fun; dwarves lining the walls, drooling and carrying sharp knives and forks, ready for the upcoming meals.
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