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Author Topic: Blood Castle - A succession fort  (Read 8195 times)

Scruga

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Re: Blood Castle - A succession fort
« Reply #15 on: June 09, 2009, 06:10:22 am »

Here is a link to the new file:
http://dffd.wimbli.com/file.php?id=1089

I'm quite disappointend 'cause nothing happened actually. The platform to the right of the depot is the new meeting area. The grates are for fishing and the office is euhm... the office.

btw the fish were calm the whole time i killed only 3-4 of them :/
« Last Edit: June 09, 2009, 06:12:36 am by Scruga »
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New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
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Demonic Spoon

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Re: Blood Castle - A succession fort
« Reply #16 on: June 09, 2009, 06:38:02 am »

Well, our previous no good leader has 'retired', now it's up to me to defend this place.

I've ordered these lazy layabout to further the great wood bridge, we can't build the great lighthouse withing catapult range of the mainland.

Everything seems to be going well, I don't understand any of the horror stories of this pla...well fuck:

« Last Edit: July 01, 2009, 01:09:18 pm by Demonic Spoon »
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Scruga

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Re: Blood Castle - A succession fort
« Reply #17 on: June 09, 2009, 07:23:55 am »

O.o can you give the date this happened? xD
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New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
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Samus1111111

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Re: Blood Castle - A succession fort
« Reply #18 on: June 09, 2009, 07:33:12 am »

I'm gonna guess the 2nd of granite ;)
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Scruga

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Re: Blood Castle - A succession fort
« Reply #19 on: June 09, 2009, 07:39:57 am »

Get the dwarves inside! I mean on the water! Pull the darn lever!
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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

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Re: Blood Castle - A succession fort
« Reply #20 on: June 09, 2009, 07:58:33 am »

Pretty much, however they ran off after my axedwarf aka woodcutter attacked them, so I assume anyway, since they dissapeared and my axedwarf was near.
« Last Edit: June 09, 2009, 08:01:27 am by Demonic Spoon »
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Scruga

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Re: Blood Castle - A succession fort
« Reply #21 on: June 09, 2009, 09:04:36 am »

So no deaths? Pfew =)
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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

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Re: Blood Castle - A succession fort
« Reply #22 on: June 09, 2009, 09:12:21 am »

Not so far no, busy uploading.
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Shintaro Fago

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Re: Blood Castle - A succession fort
« Reply #23 on: June 09, 2009, 09:37:32 am »

Less buildan, more fightan with overpowered werewolvan!~
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Demonic Spoon

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Re: Blood Castle - A succession fort
« Reply #24 on: June 09, 2009, 09:43:12 am »

Gah! DFFD seems to be having some problems :(.
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Scruga

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Re: Blood Castle - A succession fort
« Reply #25 on: June 09, 2009, 09:49:13 am »

take yer time ;P give us some more info on your reign.
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New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
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Demonic Spoon

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Re: Blood Castle - A succession fort
« Reply #26 on: June 09, 2009, 10:18:29 am »

Spring

I made plans for enlarging the onwater part of the fortress. Also some doggies attacked and were driven away by axie :D.
The elves arrived and I bought some berries and booze from them. No migrants

Summer

Work on the great lighthouse project continues, though to slowly to my liking. The humans arrived and we got some more booze and some food from them. Also, making larger fishing area. No migrants

Fall

Project progress continues, the dwarves arrived and we got some food and booze from them, large parts of the project are complete but it would seem I will not be able to start the desalination project. No migrants

Winter

Some useless migrants arrived, I set a few of them to carpentry. Larger parts of the projects are nearing semi-completion. I will now retire this as a job well done and let some other poor shmuck govern this place.

What I did:

Started the great tower
Made a enlarged fishing area
Made a modest barracks
Made a food stockpile that's inside
Moved the workshop area to the tower

What needs to be done:

Make a desalination reservoir
Enlarge the stockpile level
Build higher
Get a cook person
Make more wealth for more migrants, we need more poeple!
Dining Hall(already made some tables and chairs for this)

I already made a corkscrew for the pump, now the next ruler need just make a block and pipe, then he could set up a system east of the carpenter's workshop (I left one wall tile deliberately open for this purpose)

Sorry, I'm not very good at writing stories.
« Last Edit: July 01, 2009, 01:11:31 pm by Demonic Spoon »
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Shintaro Fago

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Re: Blood Castle - A succession fort
« Reply #27 on: June 09, 2009, 10:29:33 am »

Well, that was... fast :D
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Scruga

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Re: Blood Castle - A succession fort
« Reply #28 on: June 09, 2009, 10:32:43 am »

No problem we advanced another year and you started building the tower  8)
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Lav

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Re: Blood Castle - A succession fort
« Reply #29 on: June 09, 2009, 10:34:54 am »

A technical question. Do we really need fire imps for the lighthouse? I mean, magma would ignite the wood logs (or coal or whatever) just as fine.

A possible design is as follows (view from the side):

     ___________
    # ___ > ___ #
    # => #X# <= #
==- |&<= #X# =>&| -==
    ####7#X#7####
       ###X###


Legend:
# - wall.
_ - floor.
=> - pump to the right
<= - pump to the left
> - down staircase
X - up/down staircase
& - wood or other burning material (dumped from above).
| - window.
-== - shining light.

How it works:

Dwarves dump some fuel and pull lever A twice. Magma goes to the wood chamber. Dwarves pull lever B twice. Magma goes back into the holding chamber, but burning fuel remains and provides light.
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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.
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