Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 13

Author Topic: Blood Castle - A succession fort  (Read 8191 times)

Scruga

  • Bay Watcher
  • Urist McDwarf cancels eat: Interupted by goat
    • View Profile
Blood Castle - A succession fort
« on: June 09, 2009, 01:29:15 am »

Blood Castle

Scruga Kubukatzul stood in front of the queen, nervously thinking of what she might have done wrong. She was praying nothing went wrong with the irrigation project she'd done for the nobility lately.
"Why do you think you are here, Scruga?"
-"Because you require my service, your majesty."
"That's correct, ever heard of the Ocean of Lice?"
-"Yes, the sea we where ships get lost in strange storms, of which some say those are created by the elves."
"We've done a big deal of research, Scruga, and we discovered it indeed were the elves who did this."
-"Excuse me, my queen, but how can i help you with this great insult?"
"I want you to go to a certain place along our shore and to build a grand lighthouse there. But beware, the land is plagued by evil creatures and worse. The wolfkin. After you made the sea a safer place with this great fire, I want you to prepare this newly created harbor to attack the elves some day. I ask you this because you're a good and mechanic who doesn't like to take much risk when doing big things like this. Your irrigation project is still working and soon we will have more types of ale than you could ever imagine. Do you accept my request? You will be greatly rewarded and will be made immortal in writing and engraving."
-"I can not deny anything you ask me, my queen."

This 5 minute conversation changed my entire life. This little conversation made me start the biggest building in dwarven history. I asked several friends of mine with the skill and knowledge to build something like this if they would like to join me and soon after I traveled with 6 of my friends to the Ocean of Lice.

This succession fort has been started before this topic was started so most places are filled in already. There are several rules:
-We only dig for rocks, magma, and ore. We will sleep on our very own floating wooden fortress at sea.
-We have to complete the grand lighthouse and light a fire up there.
-No farming(for now)

Participants:
1. Scruga
2. Demonic Spoon
3. filiusenox
4. Frogeyes
5. Shintaro Fago
6. Samus1111111
7. Lav
8. Rashilul 

Good luck in Blood Castle!

Log of Scruga Kubukatzul
1st Granite:
We arrived and there were some things I noted. The sea is full of fish and they looked a little... odd. I soon saw that these fish weren't living no more, there were just half rotten and skeletons swimming around in this ocean. Soon some of them crawled onto the land in the south and a skeletal swordfish moved ashore to the north. I decided to ignore them and hoped they would do the same.

12th Granite:
One of the things I did that were decided was to make a bowyer and craftdwarf's workshop to defend ourselves. I also dug a hole in the rock shore to see if there was water down there. There wasn't! And as an even bigger surprise, we struck hematite just under the place we arrived! This was some good news at last.

13th Granite:
The skeletal swordfish has come closer and it appears he dodged one of our dwarves and tumbled into the whole we dug. Our arrows will be ready soon to deal with him.

5th Slate:
I started the construction of a pier as an entrance to our soon to be seavillage. It's about as wide as a wagon. On an unrelated note, some more fish fell to our wooden bolts.

15th Slate:
Skeletal whales have been spotted on the southern shore! This was what I was afraid of. Let us pray our bolts will stop them. It appears some of them have returned to the sea, we're safe, for now.

7th Felstie:
We're making progress on the pier and just preparing some more caught fish to be eaten. Regular stuff, no agression from the sealife except when pulling our fishing rods.

2nd Hematite:
Summer has arrived and the pier is finished. We're making the first floating platform, to build our trade depot on. The caravan will be surprised when they see this seapot(I'm sorry I'm more busy building this settlement than with making jokes). We've got huge reserves of fish, we don't have to be afraid of hunger. Thirst is a different thing however. We have about a hundred drinks left. I can't count the correct number since we don't have a quiet room to settle these things.

22nd Hematite:
The dwarves dropped a shipload of wood into the water with the construction. Damn, that stuff's valuable.

13th Galena:
I decided to take a break even though we had to finish that bridge I should design badly. Give an old dwarf some time for himself.

1st Limestone:
Autumn has arrived and we just finished the bridges. Things to do in the coming months: Make a little office and get the bridges to open and close.
« Last Edit: June 13, 2009, 12:01:42 am by Scruga »
Logged
New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Blood Castle - A succession fort
« Reply #1 on: June 09, 2009, 04:03:31 am »

Note, I set a low pop cap in the init, so change that and some other things if you want to.
Logged

Scruga

  • Bay Watcher
  • Urist McDwarf cancels eat: Interupted by goat
    • View Profile
Re: Blood Castle - A succession fort
« Reply #2 on: June 09, 2009, 04:29:43 am »

yeah i changed some things, not the pop cap though, dunno why. I'll do it anyway, only 20 is not enough for the tower :P
Logged
New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Blood Castle - A succession fort
« Reply #3 on: June 09, 2009, 04:37:06 am »

Note, set op vast floor grate systems to fish through so the undead fish can't get at our fisherdwarves. Using wood of course.
Logged

Scruga

  • Bay Watcher
  • Urist McDwarf cancels eat: Interupted by goat
    • View Profile
Re: Blood Castle - A succession fort
« Reply #4 on: June 09, 2009, 04:49:58 am »

dorfs can fish through grates!? xD
Logged
New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Logged

Lav

  • Bay Watcher
    • View Profile
Re: Blood Castle - A succession fort
« Reply #6 on: June 09, 2009, 05:05:24 am »

Well, considering the werewolves, I suggest walling off some area as quickly as possible so marksdwarves could be deployed in case of attack. A simple moat with a bridge should be enough to fend off a werewolf siege of any size, assuming bolts are not a deficit.
Logged
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.

Scruga

  • Bay Watcher
  • Urist McDwarf cancels eat: Interupted by goat
    • View Profile
Re: Blood Castle - A succession fort
« Reply #7 on: June 09, 2009, 05:10:19 am »

A moat? A MOAT? xD dude we have an ocean. I'm almost done with making the mechanisms.

EDIT: Can i disable cave-ins for the future? This is just to simulate our floating fortress and not for abuse.
« Last Edit: June 09, 2009, 05:13:47 am by Scruga »
Logged
New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Lav

  • Bay Watcher
    • View Profile
Re: Blood Castle - A succession fort
« Reply #8 on: June 09, 2009, 05:14:10 am »

We have an ocean but we do not yet live in ocean. And werewolves might attack any day now.

Disabling cave-ins seems a good idea for me. We are mostly building with wood in the ocean after all.
Logged
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.

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Blood Castle - A succession fort
« Reply #9 on: June 09, 2009, 05:21:43 am »

Perhaps we could set up something like this?:



NO disabling cave ins  >:(

Since we won't have any anchors realistically we'd just drift away.
Logged

Scruga

  • Bay Watcher
  • Urist McDwarf cancels eat: Interupted by goat
    • View Profile
Re: Blood Castle - A succession fort
« Reply #10 on: June 09, 2009, 05:23:55 am »

well it's lame we can't build anchors and you should see it. It's much more realistic to make our little thing not collapse.
Logged
New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Blood Castle - A succession fort
« Reply #11 on: June 09, 2009, 05:28:49 am »

...I suppose...
Logged

Lav

  • Bay Watcher
    • View Profile
Re: Blood Castle - A succession fort
« Reply #12 on: June 09, 2009, 05:39:57 am »

Alternatively we could cast an obsidian "anchor" (a column, actually) and keep the cave-ins active.
Logged
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.

Scruga

  • Bay Watcher
  • Urist McDwarf cancels eat: Interupted by goat
    • View Profile
Re: Blood Castle - A succession fort
« Reply #13 on: June 09, 2009, 06:01:46 am »

I think we should do that later on =P

10th Limestone:
The caravan's here! They brought wagons, like they expected us to be this far. I traded one of our fish roasts for several barrels of ale and a bin of leather. Never too much leather.

13th Timber:
We made a little office to keep track of our supplies. I'm quite happy with this, it's the first step to a town. And some dwarf mentioned we should make a few grates to fish through without being attacked by the more agressive fish.

14th Opal:
The work is going terribly slow. We have huge supplies of food but the actual building is going too slow.

1st Granite:
I'm done with my term. It wasn't as heavy as expected, we just progressed so damn slow. Projects for the future leaders to work on:
-Making a communal barracks. We need a place to sleep.
-Moving at least the food storage to the sea.
-A dining hall
-Desalination plant

On a side note, the lever in the office is to open the 2 bridges.
Logged
New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Blood Castle - A succession fort
« Reply #14 on: June 09, 2009, 06:09:21 am »

So my turn now? The save?
Logged
Pages: [1] 2 3 ... 13