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Author Topic: JackBolt bloodline fortress  (Read 10195 times)

Lav

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Re: JackBolt bloodline fortress
« Reply #60 on: January 06, 2010, 06:26:26 am »

Hematite 20, 213.
It seems the woodcutter who died in the goblin attack was the same one who claimed to be the mayor of my settlement. Now that he's off to the better world, I have pulled the strings and was successfully elected as the official Mayor.
Of course, official status has it's drawbacks. One of the miners came to me today to complain that we are forced to drink the same booze again and again. I know it all too well, but what can I do? We have too many plump helmets, so most of the booze we get is wine, and whenever brewer makes some rum there are so many willing to drink it that it doesn't last longer than a minute.

Hematite 24, 213.
Our miners have discovered an underground pool! Full with dangerous amphibic life.
Spoiler (click to show/hide)
I stationed our marksdwarves near the entrance for a minor pacification operation. They will also get some training as a bonus.

Malachite 2, 213.
It has come to my attention that the dwarves are unhappy with my ruling. They complain that I'm not doing my duty.
As I found out after some investigations, the dwarves expect me to issue some weird edicts.
Mandating production of some crap, or forbidding some exports, or whatever.
I wonder, who do they think I am? Some super-smart official? Well, I'm not. I'm a strict military type, with only a single furrow on my brain (actually it's a stain from my helmet but I'm not stupid enough to put that fact in writing). I could never understand those macroeconomic and microeconomic issues.
Oh well. The dwarves were really upset, so to calm them down I banned the export of sterling silver items. I'm not sure how it will affect our economy, but it sure as hell won't affect our military, which is really all I care about.

Malachite 12, 213.
Our miners have found cassiterite. One of the smiths explained that we can now make bronze. Bronze is better for armor and weapons than raw copper, so it's great news, especially since we are running low on iron.

Malachite 16, 213.
Erush Rithimush, Mason got a fey mood! Found two obsidian rocks and locked himself in the mason's workshop.

Malachite 20, 213.
Erush made Akmamlerom Gonggashabir, Obsidian Coffer. Man, that's a great coffer, a real treasure of our fortress. I think we must defend this artifact to the last breath of the last goblin. Since it's obviously valuable, I ordered to put it into the most safe location of the fortress: my bedroom.

Galena 9, 213.
Eshtan Atisvosut, a thresher who received heavy head and brain damage in the Spring goblin attack, is suddenly active again. He stood up from his bed on his own and went to mill some plants even though his brain is still damaged. All attempts to explain that he should stay in bed he med with defiant "Mmm... Uhhaa! Yoyoyo!!!" and continued working. Oh well...

Galena 22, 213.
A giant cave swallow swooped into our outer courtyard, killed a fisher and wounded another. Our wrestlers-soon-to-become-axedwarves quickly killed it, but the damage was already done. We really need a roof over the fortress, and it's being built, but we only have 4 masons, and most of the inner courtyard is still not roofed as well. Looks like we'll have to live with it for some more time.

Limestone 11, 213.
Dwarven caravan arrived! At last, some fresh booze!

Limestone 16, 213.
Our woodcutter stumbled upon some goblins in the forest. 4 macemen and 3 wrestlers. Luckily he managed to run away from them. I mobilized our military and sent them to their battlestations.

Limestone 20, 213.
Goblins obliterated. When they were coming close to the fortress, our marksdwarves rained dozens of bolts on them, killing two and wounding several more. Then our melee team of six axedwarves rushed out of the gates and slaughtered the greenskins, with marksdwarves supporting them from behind the fortifications on the second floor. A brilliant victory, and tons of new iron stuff to melt.

Limestone 29, 213.
It took quite a time to move all that goblin and kobold crap to the depot. Except their armor and weapons of course, which go to the smelters. As the result, we bought nearly everything from the caravan, including all steel armor, metal weaponry and some steel trap components. All those goods are of questionable quality though, so will go to the smelters too.
We also bought a lot of steel bolts. Finally we have some proper ammo, instead of those -perch bone bolts [5]- which are only good for training.
Unfortunately, the caravan brought no leather. I really wanted to produce quivers for marksdwarves, but no luck. So we'll have to butcher some animals for that purpose.
Also lots of fresh food and drink, that's a relief.
I made a blunder when talking to the liaison though. I was so occupied by the fortress needs that I forgot to request some sterling silver. I really wouldn't mind my furniture to be studded with the metal. I tried to get back to this question when he presented me with the agreement but he yelled at me that he has already wasted his parchment so it's a done deal. Bad luck.
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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.

Lav

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Re: JackBolt bloodline fortress
« Reply #61 on: January 06, 2010, 04:17:31 pm »

Sandstone 20, 213.
One of the fishery workers has been posessed and claimed a magma forge. He once made a couple of training copper hammers, maybe he'll make something more useful this time?

Sandstone 23, 213.
He took 2 steel, 1 platinum, 1 rough gem and perch bones. I wonder what weapon he's making.

Sandstone 26, 213.
The artifact weapon is complete. A steel mace worth 181,200 dwarfbucks. Now that's something indeed!
Looks like I'll have to train the next wave of recruits as macedwarves so maybe one of them will some day be eligible to wield this tool of absolute destruction.

Timber 3, 213.
Migrants again. Here they come, my macedwarves!

Timber 4, 213.
What a worthless bunch. 4 peasants, wood burner, fish dissector, bone carver, trapper, animal caretaker, and a ranger. I told two of them to start woodcutting and drafted our previous woodcutters. It's always better to have some useless scum roaming the forest. This way, even if we lose them, it's no big loss. Now we have a new team of 6 green recruits.

Timber 11, 213.
Our weaponsmith was killed by the giant bat somewhere in the wilderness. Looks like some damn critter died in the Halls of the Dead and he went to retrieve it's corpse. This is not the first time. I'm sick and tired of this idiotic Halls of the Dead so I'm sealing them forever.

Moonstone 1, 213.
New security paid off today - we detected a babysnatcher, our axedwarves chased him and beat him to death. Now that's what I call an exemplary military encounter: numeric odds 6 to 1, and unlike the enemy we are trained, armed and armored.
Meanwhile the new team of macedwarves is learning swimming. I built them a small pool in the outer yard. I'm planning to train them physically as well, I heard pumping helps a lot.

Moonstone 17, 213.
Since nobody cared about exporting sterling silver items, I decided to put an end to that mandate.

Moonstone 21, 213.
Honestly, I'm getting bored. I forgot to request sterling silver from merchants, and I'm growing impatient. So I mandated the production of sterling silver items. Preferably furniture. Of course, I know we need at least 3 silver bars to make sterling silver, and we only have one. But that's not an excuse. So the miners got new orders to dig some tunnels in the lower granite layers in search of silver veins. And they better find them in time or else.

Opal 7, 213.
Our fortress has a new dwarf! Our leatherworker, who is married to a macedwarf, gave birth to a boy! It's a pity we don't have fireworks.

Opal 8, 213.
Whoops... We no longer have any macemen.
They were training to swim in that little pool of theirs. And then suddenly the water froze.
Man, I never saw it coming. Six lives perished in an instant. One of them had a wife and two children.
Spoiler (click to show/hide)

Though the wife seems to be a bitch. And his elder son is not much better...
Spoiler (click to show/hide)

Opal 22, 213.
All the ice has melted. Though I have already ordered to unseal the underground lake so we had a water supply. Marksmen did a perfect job on the lake, only a single snakeman remains deep in the water, the rest of the lake fauna is annihilated.
I stationed the marksdwarves on the lake shore, if they are lucky they will finish off the last snakeman and then the lake can be exploited safely.

Opal 23, 213.
Success! The lake is now 100% safe.

The remaining days of the Winter have passed quietly and without any noticeable events.

Game save: http://dffd.wimbli.com/file.php?id=1748
« Last Edit: January 06, 2010, 04:29:34 pm by Lav »
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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.

Sulvor

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Re: JackBolt bloodline fortress
« Reply #62 on: January 06, 2010, 04:51:40 pm »

That's a shame for the macedwarves. Good luck to Warhammer. I haven't seen him post for a while though.
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kilakan

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Re: JackBolt bloodline fortress
« Reply #63 on: January 06, 2010, 06:34:04 pm »

ow, all I could think was, FATALITY!!!!
sub-zero style, lol
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Nom nom nom

Lav

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Re: JackBolt bloodline fortress
« Reply #64 on: January 07, 2010, 07:41:27 am »

I sent him a PM yesterday but still no reply.

The following turns sequence is:

4.  Warhammer651
5.  TKGP
6.  Overspeculated
7.  Sulvor
8.  kilakan

However I haven't seen the first three comment on this thread. Perhaps it's time to make a check who is still with us and refresh the queue?

Also remember, the next player must produce sterling silver items! This is my the Mayor's mandate, so no discussion allowed. :-)
« Last Edit: January 07, 2010, 07:43:59 am by Lav »
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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.

warhammer651

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Re: JackBolt bloodline fortress
« Reply #65 on: January 07, 2010, 09:03:35 am »

sorry, i was without internet last night due to the people working on the sun room dicking up. I'll start tonight.
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TKGP

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Re: JackBolt bloodline fortress
« Reply #66 on: January 07, 2010, 03:34:55 pm »

Oh, I'm still here. Just haven't had anything I wanted to say.
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Well if COD players all have ADHD, and Minecrafters autism, then what do DF players all have?
Cave adaption.

kilakan

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Re: JackBolt bloodline fortress
« Reply #67 on: January 07, 2010, 07:13:03 pm »

man, eighth place, this is gonna be freaking wierd, I don't think I've ever got a fort that far by myself before rage quiting because of all the useless peasents.
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warhammer651

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Re: JackBolt bloodline fortress
« Reply #68 on: January 07, 2010, 07:59:42 pm »

downloading now. pray to armok I don't get bored and build myself a massive spire-tomb into the heavens like I did in boltsnarrows.

cost the lives of two dwarves and half the fortresses mechanics to to sheer dumb luck.


EDIT* TO ALL FUTURE PLAYERS: if you modded the game, please let others know. thank you
« Last Edit: January 07, 2010, 08:53:56 pm by warhammer651 »
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Koji

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Re: JackBolt bloodline fortress
« Reply #69 on: January 08, 2010, 10:29:57 am »

So lav modded the game, killed me, almost killed darkrider, didn't do any work on the megaprojects, lost our entire maceman squad to an easily foreseeable freeze, and flooded the farm?

 ::) gj
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Sulvor

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Re: JackBolt bloodline fortress
« Reply #70 on: January 08, 2010, 01:43:00 pm »

So lav modded the game, killed me, almost killed darkrider, didn't do any work on the megaprojects, lost our entire maceman squad to an easily foreseeable freeze, and flooded the farm?

 ::) gj


That's what DF is all about.
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warhammer651

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Re: JackBolt bloodline fortress
« Reply #71 on: January 08, 2010, 04:56:42 pm »

You find a mud soaked journal lying in the dirt. It is written in poorly spelled dwarfish (is there any other kind?), and seems to relate to the day-to-day affairs of a fortress. On the journal is a name: argatson. on the journal is a picture of dwarves in obsidian. the journal menaces with spikes of carp bone

1 granite

Once again we drew straws to see who would become the poor bastard magnificent ruler of the fort. I drew the short straw.

first thing i did was ask our bookkeeper about our stores


we have a little over 3 pints of beer per dwarf. good for the moment, but an influx of worthless freeloaders migrants could put a strain on things. I immediately order booze production ramped up.

Inspecting the military side oof things, i am struck by this:


just what is this? the barracks? why is it located so far away from the stairs?

I have thus removed the beds from there, and this area will become a new dining room. I am adding a central building to the courtyard which shall contain the barracks, the weapons stockpiles, and some archery ranges.

Speaking of the courtyard, why the bloody 'ell is there a mechanics shop just sitting there. and more importantly, why is the trash pile located around the staircase???

after fixing that, i'm going to bed before something else pisses me off.

10 granite

Just who built this courtyard? I keep finding stairs from the surface into the fortress, and It keeps bugging me. How am i supposed to organize a good defence when i keep finding new ways into the fortress?

15 granite
Elven caravan came today.

And an ambush promptly appeared. then another. and another.

(ooc: Got a video of it, but it's greater than 1mb. where can i upload it?)

in fact, it seems like the goblins were going to siege us. military took care of them without too much trouble, but I am planning on adding siege weapons to our defences for this kind of situation.

Casualties: one dog

then a snatcher arrived.

*you see a full page of ranting on how the gods seem to be against the writer*

how was i supposed to know she was the mayor's daughter????

back to bed.
20 slate

engraver taken by mood, claimed a craftdwarf's shop.

5 felsite

Dungeon master arrived, along with

1 herbalist
1 bone carver
1 wrestler
2 thresher
1 craftsdwarf
1 pump operator
1 glassmaker
3 peasant
1 hunter
1 woodworker
1 farmer
1 cook
1 lye maker (drafted)
1 fish dissector
1 glass maker

Fortress Population: 76

« Last Edit: January 08, 2010, 06:04:14 pm by warhammer651 »
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warhammer651

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Re: JackBolt bloodline fortress
« Reply #72 on: January 08, 2010, 07:11:46 pm »

23 felsite

we have begun clearing the magma pipe

Sarvesh gave birth to a baby boy.

7 Hematite

dwarf went berserk

human caravan arrived

20 hematite

another ambush. they killed a hunter and a wrestler, and a peasant.

Then another one shows up. this one kills a peasant. haven't even finished with this one when

ANOTHER AMBUSH!

it was only on goblin and a wrestler flung it into a wall.

Site of battle:



9 Malachite
more migrants

1 thresher
1 lye maker
3 peasant
1 stone worker
1 pump operator
1 weaver
1 jeweler

population 82

I am expecting a siege at any point now

created a small squad of dwarves armed with hammers

summer passed without anything exciting


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warhammer651

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Re: JackBolt bloodline fortress
« Reply #73 on: January 08, 2010, 09:55:42 pm »

8 Limestone

fire imp got out today, I tagged along with the new hammerdwarves to see them in action. The squad leader smacked it against the dungeon master, who ripped it in half. good times

dwarven caravan arrived

everything seems so-


OH SHI-

only one squad of goblins though. took care of it, but two caravan guards died.

one of the soldiers used something called a "takesaseriesofpicturesreallyfast andplays thembackatthesamespeedasrecordingomatic" (odd name) to "record the battle"

13 Limestone
dwarf taken by mood, but I don't think we can get what he needs (glass)

3 timber
migrants:
1 soap maker (drafted)
1 hunter
2 lye maker (drafted)
2 peasant
1 engraver
1 glassmaker

Population 90

I have created a second squad of hammerdwarfs under my direct command. our first order was to put down the glassmaker that went berserk. boys were rather unhappy, but they'll get used to it. We've been training hard and im getting a knck for swinging this thing around.

12 moonstone
man, I'm getting pretty-


WOOOHOOO! LET'S GET 'EM BOYS! urist, don't forget to record!

2 squads of goblins, three squads of dwarves, no tactics, send em to their final destination
SONS OF ARMOK! FOR THE KING!


the battlefield:


we might not wanna drink from the river for a while.

no casualties
no wounded
not at the final destination

oorah?

21 moonstone
dwarf ran off to a masons sho screaming
"OMG GUYZ I HAF GAHHTHEN TEH BEHST IDEAH EAVAH!" and then something about voices. will post gaurd outside workshop just in case.

24 moonstone
she finished it


i call dibs.

1 opal
the boys came up to me today. they want me to be the captain of the guard. i have accepted
started building a jail. and everyone wants to be there for reasons unknown.......

Mayor died from the crossfire of an ambush. he will be maybe sort of missed

1 granite
this was fun, but my duties as captain of the gaurd are becoming much more pressing. my advice to future rulers:

Goblins are mad, expect seasonal sieges
didn't get much mining done, so we need more ore (or just melt down goblin iron)
a large barracks and jail would be nice
build me a modest tomb (a  statue and a coffin in a 2x1 room will do)

also, you will need to istall the raw files included to your raw folder.


good luck
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Sulvor

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Re: JackBolt bloodline fortress
« Reply #74 on: January 08, 2010, 10:09:36 pm »


2 squads of goblins, three squads of dwarves, no tactics


The best way there is.
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