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Author Topic: JackBolt bloodline fortress  (Read 10204 times)

Sulvor

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Re: JackBolt bloodline fortress
« Reply #45 on: January 02, 2010, 05:59:17 pm »

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Doomshifter

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Re: JackBolt bloodline fortress
« Reply #46 on: January 02, 2010, 06:02:06 pm »

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Right now Rampages seem to be Godzilla quietly walking into Tokyo, biting the leg off of one reporter... then creeping off again without a sound.

Sulvor

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Re: JackBolt bloodline fortress
« Reply #47 on: January 02, 2010, 06:23:25 pm »

Depends on your point of view.
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kilakan

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Re: JackBolt bloodline fortress
« Reply #48 on: January 02, 2010, 08:07:20 pm »

holy crap, 50 dwarf's after only two years!!!!!!!!!  god I hope they actually have things to do, I hate idlers more then cats.
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darkrider2

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Re: JackBolt bloodline fortress
« Reply #49 on: January 02, 2010, 10:31:51 pm »

Lol this always happens to me, I get this insanely massive migration on the second year.
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Koji

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Re: JackBolt bloodline fortress
« Reply #50 on: January 03, 2010, 02:50:03 am »

Ok, finished up my year. I'm already kind of drunk (saturday night! Whooo!) so I'll see you all in the morning with my update. Whoever's in slot 3 is gonna have a pretty good fort to wake up to tomorrow.
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Koji

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Re: JackBolt bloodline fortress
« Reply #51 on: January 03, 2010, 10:15:12 pm »

1st Granite, 212, Early Spring

As is customary, the new year's celebration brought drinking, fighting, and the third Dwarven tradition--the dwarves gathered together and drew lots to see who would take control of the outpost for the year. Tales of wild despots bringing fortresses to the ground had instilled this practice in all dwarven settlers, who reasoned that it is not generally possible to ruin a fortress in a single year.

Generally.

Kel Okoldodok was named the successor to Darkrider2, and took up the name Koji, with which he hoped to honor his ancestors. The nervous little dwarf collected his things and retreated to his room to plan.



15th Granite, 212, Early Spring

I have put forward plans for an above-ground fortress level. Something nice and human-like, with walls and floors and a ceiling, rather than a good old fashioned dwarven hole in the ground. I argued that it would bring more humans to trade, but Minkot suggested it would only attract goblins. We'll have to see.



ELVES! We weren't prepared for this. We will lull them into a false sense of security for now. Trading will proceed as normal. I won't have it on my head if those beardless wretches decide to devour all of us.

8th Felsite, 212, Late Spring

I had noticed that our low numbers were keeping us from getting any proper work done, but a new wave of migrants has allayed my fears. I will get them armed and ready, and then my great work can begin...

14th Hematite, 212, Early Summer

One of the farmers was taken by a fey mood today. He emerged from the carpenter's workshop cheering and waving a wooden grate over his head. Great, uh, job.



20th Hematite, 212, Early Summer

Disaster! A child vanished while exploring the wooded area to the west of the fortress. It's a pity that he won't even be buried here, as we all will. Oh, yes.

21st Hematite, 212, Early Summer

I know they are there, scrabbling about in the earth. I can hear them, sometimes, at night. They have showed me the way to my Great Work, but they will be purged, oh yes...

14th Malachite, 212, Mid-Summer

Thief! KILL EVERY FILTHY KOBOLD!

Addendum: A child snatcher appeared, too, but made his escape while the military was beating the kobold to death.



22nd Malachite, 212, Mid-Summer

We have found the chasm! I KNEW IT! Here we shall build my Great Work! The City of the Dead!



Each Dwarf who comes here to work will be given a burial spot among this hallowed place, deep within the bones of the earth.

23rd Malachite, 212, Early Summer.



Dakost Mothkatmilol has put together a buckler. It's made of copper, which we all thought was pretty foolish, until he pointed out that the decorations on it were not, as we had thought, silver.



Indeed. Carry on then.

12th Limestone, 212, Early Autumn.

The trees in the western valley begin to die, and a cold wind blows through the mountains. My term is half-over, but I am happy to have accomplished so much. Work has begun on the Halls of the Fallen: the tomb complex built into the chasm. I see in my mind a place filled with, art, artifacts, the bones of our bretheren, and plenty of traps. A final resting home where our spirits can begin their journey down the chasm and into the underworld...

16th Opal, 212, Mid-Winter.

Work continues apace on both the Halls of the Fallen and the castle. I have begun hacking out a few more apartments for our new migrants, but more extensive work will need to be done to house more dwarves and any nobles that might come to our fortress. Luckily, we have plenty of furniture, and plenty of coffins.

25th Obsidian, 212, Late Winter.

The new years' festivities have already begun. I write this knowing that in just a few days, I will step down and return to the quiet life of an artist. In my wake, however, I leave our civilization with the seeds of what will become its greatest achievement, the Halls of the Fallen.

--Koji

DFMA map at the end of my turn:


http://mkv25.net/dfma/map-7740-jackbolt

New additions: Castle, Craftsdwarves and bowyer's workshops, expanded housing, engraving, textiles industry, breached the chasm to begin work on The Halls of the Fallen--a massive necropolis. Created 2 artifacts, had 1 child kidnapped.

The Halls of the Fallen are the first of two megaprojects I started. They're fairly empty now, but I think we should have at least a grave for every living dwarf in the fortress. We can fill it with traps, treasure vaults, dead dwarves, chained pets, and whatever else we like, just make sure nobody goes to live there.

The Castle is the second. Right now it's just a walled in area with half of a second floor built over it, a gatehouse, and a single tower. I'm envisioning a multi-story complex with rooms, living spaces, fortifications, siege weapons, and more.

So yeah, that's my turn. Go nuts!
http://dffd.wimbli.com/file.php?id=1740

Darkrider apparently included some mods, so I can't get any 3d visualizers to work. If anyone else can figure it out, go nuts! I want to see our fort in 3d :(
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Lav

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Re: JackBolt bloodline fortress
« Reply #52 on: January 04, 2010, 04:06:19 am »

Excellent, it's my turn now.
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Sulvor

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Re: JackBolt bloodline fortress
« Reply #53 on: January 04, 2010, 05:03:46 pm »

Good luck Lav.
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Lav

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Re: JackBolt bloodline fortress
« Reply #54 on: January 05, 2010, 06:19:34 am »

Granite 1, 213.
So, I have finally been chosen to rule this desolate fortress out in the midst of nowhere. At last my dreams come true and now I finally can bring order and security to my fellow dwarves.
Up until this great moment, I was just wasting my time and pretending to train marksmanship - a hopeless task if you ask me. Not because we slacked off or something. But our former leaders somehow decided that a single archery range half a mile away from the fortress is more than enough to train seven marksdwarves at once!
During my reign, no such crap will happen.
I have relieved myself from the ranks of military as my duties will take my full time and more.

Granite 2, 213.
I have finished the overview of the place. The results are... well, from my time in the military I could only see a fraction of the fort and couldn't understand the true scale of our problems.


This is our legendary carpenter. Sleeping outdoors in the mud. For some reason he was tasked with all jobs that would make him travel alone out of the fortress walls. Probably my predecessors hoped he will stumble upon a goblin ambush or something.


This is the farms drainage system. The farms are irrigated by two levers. Both levers are located outside of fortress walls, perfectly accessible to kobold thieves, gnomes, gremlins and whatever critters decide it would be fun to pull them. Obviously, when both levers are pulled, the entire fortress is flooded and there's no way to limit the scale of the flood. That's what I call a perfectly secure and fool-proof design.


And this is our food situation. True, when I was in the military we were told to go drink from the brook, but I thought it was just regular military stupidity. Training the spirit or some other similar crap. As it turns out, the true reason was lack of alcohol in the fortress. Needless to say, all the dwarves are getting irky and do not work to the best of their capacity as the result. And in order to get a drink, the dwarves have to travel all the way around the fortress. Really, my predecessor obviously hated us all.

Granite 3, 213.
I have completed the jobs reallocation. For some reason, the fortress had about a dozen engravers. What the hell for, I have no idea. I cancelled the road construction, surface fortress construction and halls of the dead construction. I'm not going to divert our precious resources to overambitious projects when our military is only six untrained and unarmored dwarves.
I have assigned a manager and a bookkeeper. I will need their services in the months to come. I have also taken the responsibilities of sheriff and broker as I don't want these minor tasks to distract other dwarves from their labour.
Four engravers have been drafted. At the same time, I relieved four soldiers from duty and assigned them some civilian jobs instead.
Now the fortress roster looks as follows:
  • Stoneworkers: 4 miners (headed by Darkrider2), 6 masons, Koji the Engraver.
  • Woodworkers: 2 woodcutters, 1 legendary carpenter.
  • Smiths: 3 smelters (one doubles as blacksmith), 1 weaponsmith, 1 legendary armorer, 1 metalcrafter.
  • Crafters: 1 butcher/leatherworker, 1 bowyer/bonecarver, 1 stonecrafter, 1 weaver, 1 clothier
  • Farmers: 2 planters, 1 dedicated herbalist, 1 brewer, 1 cook, 3 threshers/millers.
  • Military: 6 marksdwarves (untrained and unarmored - yet)
  • Management: myself as Sheriff and Broker, 1 manager, 1 bookkeeper
  • Cannon fodder: 1 child, 1 baby
One of the woodworkers claims he's actually running the place, but I think he's just daydreaming.
I have moved our stonecrafter into a new room and settled in his quarters temporarily until my apartments are built and furnished.
Old trade depot will be demolished and a new one constructed near the fortress. We do not need any dwarves travelling too far away from the fortress unescorted. Unless they are useless our precious woodcutters and herbalists of course.
The major goals for now are: booze, planting, wall reconstruction, wells, military training, military equipment.

Granite 12, 213.
Everything is going fine. Farms have been redesigned for a finer-grained control, we do not need those immense fields. I have also put masterwork beds in the rooms of former leaders, as exceptional quality beds in the rooms of the management. An order was put for some bucklers and helms for our military, miners are digging new rooms and archery training ground, miners are reconstructing the walls of the fort, craftsmen are doing their chores as well.
Then suddenly I get the news that the elves came.
However they cannot proceed to the depot as we have none. The old one is already demolished, but the new one hasn't yet been built. I ordered to prioritize this project.

Granite 16, 213.
Troubling news. A group of goblins ambushed the elven caravan which was camping in the woods and waiting for us to complete the depot. Seems the elves are toast. Well, good riddance I say. At least they did us a useful service and we are now warned.
Of course the situation is not very good - our walls are breached in two places, but the goblins are far away so we'll probably manage to seal the breaches in time.
Goblins team has two heavily armored axegoblins and some wrestlers. They are not to be trifled with in the open, but with locked doors we can just bring the marksdwarves on the walls and fire at goblins with impunity.

Granite 17, 213.
Bad news. Very bad news. Another goblin squad was hiding in the woods it seems. Now they attacked the elves as well. This second group has three bowgoblins. Unlike our so-called "military", they are trained and armored. Putting our marksdwarves on the walls suddenly no longer looks that promising, but if the goblins will spread out a bit, and if we stand a tight group, we still have a decent chance. Besides, our marksdwarves have high-quality buckers now. Unfortunately, no helmets yet.
I mobilized our miners and stationed them near the entrance.
Then two babysnatchers were discovered, trying to sneak into our courtyard through the backdoor which I built for an easier access to the river. I mobilized a couple of civilians nearby and also sent our miners to deal with the spies.
Meanwhile, elves are eliminated and goblins are closing in. I ordered the doors into the fortress locked - both front and back doors of course. Now the battle will be decided by bows and crossbows. Let the Armok give us some luck!

Granite 18, 213.
Just as goblins were coming closer I suddenly discovered that one of the front doors is swinging open! "The door is taken by enemy". So the attack was coordinated and there's another spy in the fortress! And those two babysnatchers were just a diversion in order to distract our miners away from the front doors!
One of the civilian dwarves happens to be near the front doors. Wow, what a surprise - Koji himself!
Well Kojiis the one fully responsible for this situation, so I drafted him and ordered him to reclaim the door.
Unfortunately, I have little faith in his ability to do so in time as the goblins are coming closer every second. I sent the marksdwarves on the walls and ordered the full mobilization of the fortress population.
It seems Armok doesn't want to give us luck, he wants to give us blood. Not a big surprise, but an unpleasant one.

Granite 19, 213.
Koji failed. On his way to the door he stumbled on a kobold thief and decided that strangling him to death is more important than reclaiming the door. As the result one of the goblin wrestlers got to the door first. Marksdwarves are raining bolts on the goblins but cannot stop the advance. Our only hope is that the goblins have split their forces and the second group is lagging behind a bit. But still, they are already within the firing range and are already raining arrows on my marksdwarves.
A horrible melee follows right in the guardroom as dwarven recruits rush the goblin fighters. Obviously, Koji is the first casualty. But, unfortunately, not the last.
Finally the goblins inside the guardroom are dispatched. However it seems that our marksdwarves have no chance in hell to win a firing duel with goblins. And the door is still not reclaimed and I cannot reclaim it without showing those goblins a way into the fortress.
So I order the dwarves to accumulate behind the closed doors and then make a surprise attack on the enemy. Let the Armok be with us!

Granite 20, 213.
The battle is over.
Two bowgoblins managed to escape, the rest were slaughtered.
We lost seven dwarves, including Koji. Two or three dwarves are wounded.
Luckily, both me and Darkrider2 survived. However Darkrider2 has suffered some serious harm.


Aftermath.
« Last Edit: January 05, 2010, 08:45:08 am by Lav »
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Lav

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Re: JackBolt bloodline fortress
« Reply #55 on: January 05, 2010, 11:08:12 am »

Granite 28, 213.
We are slowly recovering from the goblin attack. Then suddenly one of our smelters gets into a fey mood and claims a magma forge! I wonder what he will produce. He's a metalcrafter, so most likely something totally useless. But there's always a chance...

Granite 30, 213.
The moody metalcrafter grabbed two bars of aluminum and two piles of bones but still hasn't started working. claims that he needs some shells as well. Where on Earth I'm supposed to get shells? Assigned both ex-fishers back to fishing duty, let's hope they catch some turtle in time...

Slate 8, 213.
Some migrants have arrived. Let's see whom we got...

Slate 10, 213.
A total of 19 immigrants. Mostly useless scum, but several have useful skills that we'll be able to put to good use.
There are skilled cook and weaver (to replace untrained chums doing the chores currently), a gem cutter (hurray!), and a leatherworker (to replace his fallen colleague).

Slate 20, 213.
Looks like I made a minor mistake in designating digging orders, and now we have a minor flood in the farms. Hopefully it won't affect our food production seriously.
Spoiler (click to show/hide)

Slate 26, 213.
Finally, we have a turtle shell! Monom Binrag is squealing with joy as he's running in the direction of the forge, holding the shell close to his heart. Now maybe he'll finally make something useful?
Spoiler (click to show/hide)

Felsite 3, 213.
Monom Binrag has created an Aluminum Amulet! Unfortunately we don't have an appraiser so I cannot yet tell how much it's worth, but probably a lot.
Spoiler (click to show/hide)

Late Felsite, 213
So far, so good. I have formed two military squads. One with 6 marksdwarves, fully clad in top quality heavy iron armour. Another with 6 wrestlers, fully clad in top quality heavy copper armor. Both teams are training. I have expanded the entrance chamber and declared that it's our barracks, so whoever tries to infiltrate the fortress will imediately stumble upon a group of 6 heavily armored training dwarves.
Flood is now contained and I can start the next part of my plan: surface farm plots. Everything seems to be ready for this.
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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.

Koji

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Re: JackBolt bloodline fortress
« Reply #56 on: January 05, 2010, 03:58:10 pm »

Finished that tomb just in time.  :o

Get one going for Darkrider, too. Poor guy.
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Lav

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Re: JackBolt bloodline fortress
« Reply #57 on: January 05, 2010, 04:22:02 pm »

It's already mid-Autumn and Darkrider is still alive. Looks like he'll make it fine after all. I won't update until tomorrow though, my time for today is already up.
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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.

darkrider2

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Re: JackBolt bloodline fortress
« Reply #58 on: January 05, 2010, 04:59:46 pm »

damn! I'm still alive... poor bastard.  ;)
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Sulvor

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Re: JackBolt bloodline fortress
« Reply #59 on: January 05, 2010, 07:29:03 pm »

Damn, snatchers, ambushers and a thief all at the same time. That's some good bad luck right there.
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