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Author Topic: Screamtortures - Bunkering down like Germans, hopefully with less leader suicide  (Read 29937 times)

Frogwarrior

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I checked wagon accessibility with shift-D, and it was accessible. More importantly, when the caravan showed up the wagons made it just fine. Apparently length of the stretch between ramps isn't an issue.





By midautumn, our defenses were well under way. The channel out front is now the only entrance, other than the inaccessible stairway near where we stopped the wagon. The drawbridge is connected to a lever safely in the leader's room, and a severe battery of traps should dissuade most invaders. Or kill them.
Spoiler (click to show/hide)
More importantly, we've breached the magma pipe! There's a long channel which should carry the stuff across the map to just under our home. It'll probably take a while to get here. But when it does, with all this limestone we'll be able to make steel, and our metalworker has been itching to put his considerable talent to good use. Soon, we may be able to take back the surface so we can stop skulking underground! We will be able to hunt!
Spoiler (click to show/hide)
In the meantime, though, autumn passed without much event. The ground under the swamp is rich indeed; a simple exploratory shaft struck both the valuable bauxite and useful magnetite.
The food collector has been putting his trapping skill to good use, rounding out our moderate food supplies with fresh meat. Fish is somewhat scarce these days, so we'll conserve shells for now. And we definitely won't be cooking turtles anytime soon.
Thankfully, we have not yet attracted the attention of the dwarves. But we now have a rather formidable defense. Each of the weapon traps has five wooden spikes and five small spiked wooden balls.
Spoiler (click to show/hide)



Winter came, and the ponds completely froze over. Good thing we already had the channel dug for our future wells. But more importantly, the caravan has arrived!
We also received a couple kobold visitors trying to sneak in and make off with our goods. Our metalsmith and bookkeeper took them both out. You can see him below, before he tears the first one completely in half.
Spoiler (click to show/hide)
In exchange for the clothing of the two kobold thieves and several crates of worked stone and fish bone goods, we acquired an anvil (blessed be!), several stacks of iron blowdarts for when we have a standing army with actual ranged troops, the crate of leather they brought, five ropes for the wells, and all the meat and fish they had on them.
When they left, we requested that they bring several types of leather and meat, and some horses and cows for breeding stock if any could survive the trek. And if they could bring some pearlash, we could probably put it to good use with all this black sand lying around.
The liason made his request and thankfully made it away safely.
Spoiler (click to show/hide)
Apparently anvils are in sharp demand. This is good news, as we can probably pay for everything useful they have next year with a single steel anvil. Especially if we find a blacksmith who can forge a higher quality one.
Unfortunately for them, not all of the caravan made it away safely. A giant rat that's been prowling the surface intercepted them, brutally killing a merchant and bodyguard. Fortunately for us, the rest of the caravan made it away, and the merchant's pack animal was carrying some decent stuff! Of course, this still meant the beast had to finally go down. All five of us with fighting experience mobilized, and claimed the armor our leatherworker had made - and even the iron armor from the fallen bodyguard. We were steeled for a hard fight, that at least one of us mught not come back from.
Of course, our leader nearly ran it through with his trowel. The beast went down in about five seconds.
Spoiler (click to show/hide)
So our foodmaster cooked up its meat with cheese made from the milk the dead merchant was carrying. Poetic, really.
Logged
Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Servu

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Re: Screamtortures - The Cat caravan delivered, twice!
« Reply #16 on: October 15, 2009, 04:04:34 am »

Can you host the map to dfma? I for one would like to have a look at the surrounding area.
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Realmfighter

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Re: Screamtortures - The Cat caravan delivered, twice!
« Reply #17 on: October 15, 2009, 12:39:52 pm »

How much FPS are you playing with?
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We may not be as brave as Gryffindor, as willing to get our hands dirty as Hufflepuff, or as devious as Slytherin, but there is nothing, nothing more dangerous than a little too much knowledge and a conscience that is open to debate

Frogwarrior

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Re: Screamtortures - The Cat caravan delivered, twice!
« Reply #18 on: October 15, 2009, 02:05:49 pm »

DFMA map here:
http://mkv25.net/dfma/map-7215-screamtortures-screamtortures
This is after exactly one year. All those statues under construction in the dining room are magnetite. I figure it will set the room well beyond Royal, and dramatically increase our wealth. More immigrants next year will help.
Although we'll have to do something about food. Right now we have about 230 fish/meals. After I killed the giant rat, I sent the collector out hunting for a bit, but he only killed two mountain goats before I had to take him of hunting (via activating/deactivating) because he was chasing a giant mole. I think once the giant mole and the lone squad (?) of troglodytes on the surface have been killed, which I'll try to do when the migrants arrive, it should be safe to hunt (though, preferably with blowguns) and even fish from the brook (sadly, all the murky pools are empty for now).
It may even be advisable to dig a channel between the area under the brook and the magma pipe, so the brook is melted all year. I'll have to see what I can do about that.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

AlienChickenPie

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Re: Screamtortures - The Cat caravan delivered, twice!
« Reply #19 on: October 15, 2009, 03:05:33 pm »

You're going to have serious problems with congestion, all the corridors are 1-wide except for the wagon access.
« Last Edit: October 15, 2009, 03:23:10 pm by AlienChickenPie »
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Frogwarrior

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Re: Screamtortures - You need WHAT for your mood?
« Reply #20 on: October 15, 2009, 07:25:35 pm »

Good point. As such, the first thing I did in the spring was remove that.

The second thing I did was to begin excavating under the brook. I figured if I tapped on the other side of the magma pipe, it shouldn't slow down the filling of the magma plumbing (since I tapped neither one from the top).
Spoiler (click to show/hide)

The second thing that happened, other than telling the elves off by offering them a log, was that migrants arrived. A full 19 of them!
Of course, they ran smack into a group of troglodytes. A pitched battle ensued. (I drafted them one at a time, and they each ran in and joined the fray. Thankfully, the troglodytes didn't all charge at once.)
Spoiler (click to show/hide)
Troglodyte chunks were everywhere. At the end, all of them had died, and only one of the migrants met his end.
Shortly thereafter, the crafter was possessed by unknown forces. Whatever these forces are seemed to not know that we don't have any cloth. Hopefully, the human caravan will show up with some cloth before he goes totally nuts.
Two of the migrants were chosen to become miners. There were two gem cutters, so one of them was drafted along with 10 others to start training wrestling.
Of course, one of them promptly lost an eye. I think I'll make him Sheriff.
Two more started markscat training. The best we could equip them with at this point was base-quality wooden blowguns, which we'll probaby sell once we get some magma up and real, high-quality steel weapons and armor into production.
The markscats and the collector/chopper then went on a cleanup mission. The giant mole got its throat torn out by a kobold bone bolt and went down, as did several ratmen and large rats. It's probably safe to hunt by now. Apart from the constant threat of goblins.
At the end of spring, both magma projects were nearing completion. The plumbing under the workshops and the area under the brook are both filling.
Spoiler (click to show/hide)
« Last Edit: October 15, 2009, 07:27:23 pm by Frogwarrior »
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Frogwarrior

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Re: Screamtortures - You need WHAT for your mood?
« Reply #21 on: October 16, 2009, 12:13:42 am »

Well, the crafter managed to make it until the human caravan without going crazy. And now, we have a box of cloth sitting around in case anyone else gets moody.
He made a native aluminum crown with an image of itself in Rope reed. Go figure.
Of course, I was only able to get hum to survive by a decent amount of repeatedly forbidding whatever he brought to the workshop, since as long as he thought he was making progress and wasn't sitting there stewing on his inability to make cloth materialize out of thin air, he stayed sane. They also brought rather significant quantities of meat and fish, at least doubling our food supplies! Also bought one more rope for the seventh well, all the leather they had, and some wood.
We requested some more meat, fish, and leather - pretty much the same as we asked the cat caravan for. Their requests weren't as potentially awesome though:
Spoiler (click to show/hide)
Still manageable though.
Most of the leather from this and previous giant rat and mole kills were used to make armor for all the troops. Even two of the three wounded (from the immigration battle) have leather set aside for when they recover. The third won't be better for a long time with a mangled leg, and there wasn't enough leather.

The magma was taking forever to fill the plumbing, so we erected a conventional smelter and I got to work making 16 steel bars. Just enough for exactly two soldiers clad in full plate with chain underneath (remember, plate mail costs 2 bars and all other armor costs only 1!) and steel weapons. Daggers (sword skill) are probably the best choice. (Metalworker has a preference for daggers, so they'll likely be higher quality.) Just don't have them train at the same time as the leather-clad wrestlers!

Also, the surface has finally been purged down to the last ratman, apart from the group of snailmen that wandered in recently - but they hardly are cause for alarm. It's safe to hunt, although there is a giant eagle still roaming around. A second one; the first giant eagle blundered into the chasm and onto a ledge with about seven troglodytes. It only managed to kill one.

(Incidentally, there's a one-tile ledge next to the chasm with no less than nine troglodytes on it. Amusing.)

And with that, summer has ended and the turn passes to realmfighter. Good luck.

Things to keep note of:
The bridge is connected to the lever in the leader's room. If things look hairy and the traps probably won't kill all the attackers, I advocate setting the lever on repeat until they're all gone.
Above the entrance, there's a markscat box. Make use of this.
Animals do not survive the trek into this frozen land. You can use this to your advantage. Corpses are free, so if you buy a dead caged animal (inspect with v to see if the cage has a corpse) it will cost only as much as the cage - and then a butcher will quite happily take the cage to the butcher's shop. With this, you can get almost free bones and meat (no skulls or fat though). I should have requested more animals, but oh well.
There's a decent breeding program going. Butchering the breeding stock is a bad idea. Also, it's best to save the baby animals until they grow up before slaughtering; you get more meat that way and it may be our main source of food eventually. I just cage 'em in the dining room until they're ready. DON'T kill the male muskox, it's our only one and the only other way to breed our muskoxen is traders.
Also, I realized that if a mood asks for silk cloth, you're screwed since we don't have trade with the dwarves. Unless you get a weaver migrant - it's a forbidden profession, but migrants might come in with it anyway, and the appropriate labors will be enabled, so you can collect some spider silk.
Using Dwarf Companion to change the mood requirement from silk to plant cloth is a sanctioned "cheat" for now, but that's all.

But it's yours now, so do whatever you want as long as there's a fort to pass on to the next victim. I didn't have any goblins and such show up, but with the artifact (nearly 100k value) you should be facing plenty of that. And maybe a dwarf siege.
Map: http://mkv25.net/dfma/map-7218-screamtortures-screamtortures
Save (the whole region folder) (43M): http://dffd.wimbli.com/file.php?id=1497
(Remember to have the latest version of Cat Splosion (1.03). )

Framerate's 70 or so. Should be fine for a while. If it drops, try reducing the GFPS.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Realmfighter

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Re: Screamtortures - Year 1 complete! Get ready for dwarves!
« Reply #22 on: October 16, 2009, 03:50:29 pm »

Okay, i started building the good entrance (your entrance, sorry to say it, sucks) (my entrance is in the mountains and is 50X5 with 5 tile wide snipers lookouts on the sides.)and i was interrupted by the damn dwarfs.

9 swordsdwarfs, 6 wrestlers and one hammerdwarf on a horse, 16 in all.
« Last Edit: October 16, 2009, 05:03:15 pm by realmfighter »
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We may not be as brave as Gryffindor, as willing to get our hands dirty as Hufflepuff, or as devious as Slytherin, but there is nothing, nothing more dangerous than a little too much knowledge and a conscience that is open to debate

Overspeculated

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Re: Screamtortures - Year 1 complete! Get ready for dwarves!
« Reply #23 on: October 18, 2009, 08:39:39 am »

So, is this ever going to be updated again?
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Spartan 117

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Re: Screamtortures - Year 1 complete! Get ready for dwarves!
« Reply #24 on: October 18, 2009, 12:31:18 pm »

You could skip him? I just want to see a great cat fortress. With adamantine.  :P
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Well, you know how if you take your thumb and forefinger and hold them up to your eye, you can make it look like you're squishing someone's head? It's like that, only for real.
"Sometimes being a dwarf has it's advantages, KNEE-CAPPING TIME!"

Realmfighter

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Re: Screamtortures - Year 1 complete! Get ready for dwarves!
« Reply #25 on: October 18, 2009, 01:46:57 pm »

Skip me.

I let the game on to get a drink and when i came back every one was dead.
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We may not be as brave as Gryffindor, as willing to get our hands dirty as Hufflepuff, or as devious as Slytherin, but there is nothing, nothing more dangerous than a little too much knowledge and a conscience that is open to debate

Frogwarrior

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Re: Screamtortures - Year 1 complete! Get ready for dwarves!
« Reply #26 on: October 18, 2009, 02:42:36 pm »

Ah, that's unfortunate. Dwarf siege kick your ass?
I've been puttering around with my save, and found that the traps generally deal with them handily, using a military cat on "Stay Close to Station" to lure them.

If you're forfeiting, then, it'd be TauQuebb's turn. Ready? Expect the dwarves within about 2 weeks...
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Spartan 117

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Re: Screamtortures - Year 1 complete! Get ready for dwarves!
« Reply #27 on: October 18, 2009, 09:41:14 pm »

But yeah, if this fortress falls, I won't let it. I'll make another thread, and either use the last save before Critical Existance Failure, or reclaim.

"BLOOD FOR THE CAT GOD!"
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Well, you know how if you take your thumb and forefinger and hold them up to your eye, you can make it look like you're squishing someone's head? It's like that, only for real.
"Sometimes being a dwarf has it's advantages, KNEE-CAPPING TIME!"

Frogwarrior

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Re: Screamtortures - Year 1 complete! Get ready for dwarves!
« Reply #28 on: October 18, 2009, 11:17:37 pm »

It is kind of an awesome idea. I'm continuing puttering around with my save since, well, I like the site, and...
Let's just say that goblins are badass.



Of course, so are 20 leather-clad wrestlers.

Which still get their fuzzy behinds kicked by dwarves.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Spartan 117

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Re: Screamtortures - Year 1 complete! Get ready for dwarves!
« Reply #29 on: October 19, 2009, 01:37:02 am »

Wrestlers are all well and good for goblins, but when Dwarves come?

Blowdarts. Blowdart the crap out of them. Then run like hell behind your cluster**** of traps.

It helps to have a swarm of slicers or stabbers ready to tear any survivors apart as well.
Logged
Well, you know how if you take your thumb and forefinger and hold them up to your eye, you can make it look like you're squishing someone's head? It's like that, only for real.
"Sometimes being a dwarf has it's advantages, KNEE-CAPPING TIME!"
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