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Author Topic: Cavebrands  (Read 68622 times)

Kagus

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Re: Cavebrands
« Reply #210 on: May 19, 2010, 06:35:58 pm »

You can attempt updating to .31.04, the tentative new OpenGL version.  It's supposed to have vastly improved framerates.

And, seeing how effective our military has been so far in the past...  It may be for the best that the suqad system is being finicky.  We'll cover the entire damned mountain in traps, inside and out! 

...actually, that sounds like a pretty cool idea.


And would someone refresh my memory as to why we, in our infinite wisdom, chose to divert the river inside the mountain?  I mean, it's an honorable endeavor, but I think we've got enough naturally occurring problems as it is.  We don't need to supplement them artificially.

Cheddarius

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Re: Cavebrands
« Reply #211 on: May 19, 2010, 06:53:31 pm »

It seems that instead of lining up a turn where I'll have the most free time, it will end up being when I have the least free time.
As such, I may be unreliable on my turn. If someone drops out or something, I'm willing to do my turn early, within the next two weeks or so.
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Kagus

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Re: Cavebrands
« Reply #212 on: May 19, 2010, 07:14:58 pm »

If there's a dropout I can bump you up a bit, otherwise it's up to the people ahead of you in line if they're willing to switch things around.  I don't suppose it would help to push your turn back a bit, would it?  There're still a couple chaps who haven't had experience with the new version yet, and I'd kinda like to keep the line of ignorance remaining unbroken, but it's really not a big issue. 

If someone's kind enough to wait for you, I'll move you up.  Otherwise, it's up to you if you want to keep your current spot or wait a while longer on the list.


So...  What are we going to do now?  I suppose we're still in the process of recovering from the massacres early on, but I don't really know where we stand as far as the population goes.  Would you be so kind as to provide a general overview, Paulus?

Cheddarius

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Re: Cavebrands
« Reply #213 on: May 19, 2010, 07:42:13 pm »

Pushing back works too. In fact, it's probably better for me; I was just worried about long hiatuses.
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Kagus

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Re: Cavebrands
« Reply #214 on: May 19, 2010, 08:22:41 pm »

Alright, I've moved you back a couple spots.  Because of your position in the line, it really won't be a problem if you decide to get into the new versions of DF before your turn on the fort's throne.  If you want to, go ahead.

...of course, inexperience will always be appreciated, but it's entirely up to you.

Paulus Fahlstrom

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Re: Cavebrands
« Reply #215 on: May 19, 2010, 10:04:54 pm »

18th of uhh.... shoot... I always forget the month of Late summer... was it Limonite?

It's been nearly half a year since I took charge. It doesn't really look all that different around here, to be honest. But when you get right down to it, things have improved considerably. With the demise of the cave ogre that plagued us it freed up the lower reaches again and I've ordered them sealed of, in their entirety. We still have access to a small farming area that is walled in, of course, but other than that, the only entrance is an external one. The stairs directly inside our external wall opposite of our entrance.

The entrance is wide open, but I've had a string of traps built there, which was good since in late spring we had three more goblin ambushes. They killed quite a few dwarves and we're now down to twenty eight, according to my records that Lady has given me.

Work continues on entombing the dead. I almost feel sorry for one of the migrants. He was injured in one of the ambushes but managed to cross the trap line in time. He's in bad shape and they put him in the infirmary.

I PRAY I never get injured in this place. There were seven dwarves in there. Five were dead already and the remaining two may be permanent visitors. They even put the injured migrant directly on top of a bed with a dead body in it! Now, that doesn't seem too ... hygenic to me, but I'm not the doctor.

We all gathered to vote for a new mayor and Iton, or Iteb won. Don't really care. He's one of the new migrants I think. He's managing things well enough. Another of the migrants, a fisherdwarf, created something quite nice.



It's very pretty, but quite useless at the moment. Perhaps if this were a nice normal sane place we could put it up on a pedestal to be gazed upon.

By this date we've succeeded in walling off the caverns that are accessible. We've even begun finishing the walls on the outer slopes. But that river diversion... still bothers me. I've altered the routes to seal off any potential breaches with smoothed blocks but am unable to access the three holes still. Have begun constructing a brook diversion project that hopefully will allow us to re-instate normal flow to the thing. I mean, c'mon. The poor brook now dries out entirely before it even enters our inner walls. What's the use of that?

While walls were going up in the caverns I received an interesting report. I'll sketch what was seen.



And, believe it or not... it seems that one of the batmen females is now friendly towards us. We'll see what happens I suppose. But any group that can off a beast like that with only a half dozen of them is a force to be reckoned with. Of course, the cave spider and giant cave spider venom in their darts helps I suppose. (seen on the corpse actually)

Strangely enough it's nearly the end of summer and only now do the humans arrive to trade. The depot has been reconstructed since mid-spring and we'll let them haul off some of the junk cluttering this place.

Also, our upper entrance has been re-designed to reflect the somber mood that has fallen upon our fortress with the rampant destruction we have witnessed. No dwarf will be able to walk through it's halls without remembering the fallen. I have had ninety four coffins constructed since springtime. Of which eighty nine were filled with the dead. Four previously placed coffins were also used. The scale of death in this place... staggers the mind. Perhaps rain will eventually wash away the stains.

Unlike my workshop which I've still been running non-stop.



((Population is at 28 and stable, though there are a few unhappy dwarves. Working on plugging the leak and getting defenses up and running again. Half-way through my turn I think. I doubt I'll be able to get much more done that those two things. Heh.

And wow, the new version in interesting. Harder in many ways, which I think I like. I've gotten the squads to work reasonably well, and have killed off the other blind cave ogre and some trogs. Mostly thanks to the dogs. Food is holding steady in the 3-4 hundred range as is drink. So, we'll see if something bad happens in the next few months!))

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Cheddarius

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Re: Cavebrands
« Reply #216 on: May 19, 2010, 11:44:58 pm »

Paulus, do you have any advice for future overseers on using squads?
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LordSlowpoke

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Re: Cavebrands
« Reply #217 on: May 20, 2010, 06:55:40 am »

And would someone refresh my memory as to why we, in our infinite wisdom, chose to divert the river inside the mountain?  I mean, it's an honorable endeavor, but I think we've got enough naturally occurring problems as it is.  We don't need to supplement them artificially.

I'm saying this for the last time:

1. Because DRALTHA EVERYWHERE. I had to drown it.
2. Because I wanted to troll you. I did so successfully.
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Paulus Fahlstrom

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Re: Cavebrands
« Reply #218 on: May 20, 2010, 12:21:23 pm »

((That's it! Lady Slowpoke dies!))



((Just kidding.  ;D She's already dead by now and half rotted. No, not really. So a few questions...

I've set up some water wheels near the brook but they won't run right. The water levels beneath them are varying now, 5, 6, etc. but still no go. Maybe I'll just install windmills. I know those work.

Also, can I no longer cook seeds? I miss the days of my *Wild strawberry seed biscuits*. *Sniff*

And apparently someone designated a garbage dump that requires dwarves to walk outside, all the way around the fortress and up the hillside, just to toss it off a small cliff... let's say that was promptly removed. Garbage dumps are now near the traps outside of the underground portions. As for squads... make sure you designate their uniform. After doing so I got a good portion of the guys to gear up in bronze armor and they carry it around with them doing jobs. Very useful. Eztuzt is carrying around an exceptional adamantine shortsword! So hopefully not everyone will die. Also the (m)ilitary screen is for designations of squads, personell, equipment and the like while the (s)quad screen lets you set them to kill a specific target, move to a location or station them somewhere. I haven't gotten into it too much, there's a lot there to fiddle with.

I'm now working on cleaning up the corpses lying around and tidying things up a bit. Also... the humans arrived on the 18th of the last month of summer. Is that normal? Do they not arrive at set times anymore?))
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Demonic Spoon

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Re: Cavebrands
« Reply #219 on: May 20, 2010, 12:23:53 pm »

I too have noticed the weirdness with caravan arrivals.
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Paulus Fahlstrom

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Re: Cavebrands
« Reply #220 on: May 20, 2010, 05:53:23 pm »

1st of Granite 594

It's over. I'm done. Praise be to Doren.

What's better still is that I'm alive.

The humans came to trade and I took useful items from them, mostly some metal, weapons, food and drink. Not that we particularly need it, but it doesn't hurt. Same with the dwarven traders that came later in the fall. The mayor was able to speak with them and I've persuaded Iden to request more... useful items. I mean, honestly, do you really trust someone else's prepared crundle lung? I can barely manage to choke down my own, much less something that's been handled by someone else. Of course, anything is palatable if I can wash it down with enough prickle berry wine. Tart's a good word for it.

This place is finally beginning to shape up, though, organized it is not. Far cry from it in fact, but hey, you can only do so much with what you've been given. Of the original batches of dwarves I have no idea how many are left, but it's precious few. Considering the ninety odd coffins out front I can't imagine too many are still around. I even had a pet cemetary installed around the corner for Edem. She was moping around for months because her pet dog died and she was unable to bury it. Well, we got to it eventually I dare say.

After some difficulty with the power system for the pumps we finally managed  get those working and divert the river enough to wall off the entrance to the underground caverns, which will stop the flow of water to them. Who knows how many cave systems we've destroyed by flooding them. We even lost one of our named wardogs. Twas it that finished off the second blind cave ogre. Shame.
Anyways, it's all sealed now and the river's running along it's proper course. I've torn down the pumps and power systems to use elsewhere if needed, but it wasn't until afterwards that I realized that our well will need to be moved over two paces. Had to have someone dig out a small piece of wall to access the pit that the river still flows into, so we'll always have water there, but the well will still need to be made.

Had a few more weapon traps installed to cover the entrance. Hope that helps keep down the goblin ambushes. We can always fall back to the inner layer of traps if need be. It's still a work in progress. I even requested five stone floodgates made to use as a proper gate instead of a silly old bridge, but haven't gotten around to installing it. Ah well, I'm sure the next guy will take care of it. Which brings me to the 'next guy'.

So, sometime in mid fall I wake up on the floor of a craftsdwarf workshop, holding in my hands an exquisitely carved toy boat, down to the rigging and sails. It seemed like it was made from pure gemstone and glinted when held to the light. Chrysocolla I believe and the blue-green surface was fabulously shiny. On the wall written in blood (cow by the smell of it) was it's name Zamoth Nothok, or the Venoms of Obeisance in the common tongue. I don't know what or who possessed me, other than perhaps the spirit of some poor sap who recently died around here. Pretty boat though.

Apparently I annoyed Fikod Gladglazed though. I'd dabbled in gemcutting in my youth and knew a bit about it, but with the creation of my toy boat she'd been heard storming through the fortress shouting that it was her job, that SHE was the gemcutter here. (Not like I've let her do any of it, mind you. Heh.) So, not a month or two later she decides to do a piece of her own.

It's pretty. I suppose. Arrogant bi... I mean, um. Am I allowed to write this in here? Anyways, my boat was valued at 4800 DB while hers, since she cut a perfect emerald was valued at 96000 DB. Sure if I had known it was a competition I'd have used some of the diamonds... But she's gained insight from her piece that I have not, so I guess it's back to the butchery for me. Not that I mind it.

Means I get the best cuts of meat before anyone else does. MMMMmmmm ... tenderloin of crundle anyone?



Here's the save:
http://dffd.wimbli.com/file.php?id=2385

(Zipped of course. For the next overseer's turn you may want to consider beefing up entrance defenses a bit. I ran out of weapons to put in the traps. Also please not that under (o)rders most of the dwarves have almost everything disabled, as turning everything on at once would overload the job queue. Best of luck to you. Also, Jordrake, your son Drake is alive and well.

So, things are reasonably stable, we're fairly secure though IF we want to access the outer slopes again the walls will need finishing. Lots of holes in those still, but I worked on them somewhat. We have 28 dwarves around, many of which are children, despite my attempts to let snatchers get away with Drake and his crew. Except for the four or five ambushes and a half dozen thieves it was really quiet. Of course we had no reason to send dwarves anywhere particularly dangerous and we're still very short of weapons and armor. So best of luck to the next guy.

Now that I've played the new version I find it interesting and I'm looking forward to trying it out some more. Squads are complex, but you can set them up to do an awful lot, which is cool. I do have one questions still, everytime I saved the game to exit the program crashed. Every time! But only after saving my progress, strangely enough. Anyone seen this before?)
« Last Edit: May 20, 2010, 06:28:22 pm by Paulus Fahlstrom »
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Demonic Spoon

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Re: Cavebrands
« Reply #221 on: May 22, 2010, 10:44:20 am »

Deadbeard? Are you dead? If so, then let the poking with sticks commence!
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Cheddarius

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Re: Cavebrands
« Reply #222 on: May 22, 2010, 02:01:09 pm »

oh god miasma
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Paulus Fahlstrom

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Re: Cavebrands
« Reply #223 on: May 22, 2010, 03:16:02 pm »

I was wondering... I finish my turn in decent time and then the thread sits dead for days.

On the bright side for whoever takes over next... now that the holes are plugged it shot my FPS from an average of 15 at the beginning of the year to 40 FPS at the end. So it's running at reasonable speeds again. I'm beginning to think Lord Slowpoke just likes destroying fortresses... lol. Look what he did with Sparkgear...

 ;)
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Kagus

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Re: Cavebrands
« Reply #224 on: May 22, 2010, 03:29:30 pm »

Again, .31.04 apparently has some incredible performance upgrades.  I believe it's supposed to be compatible with saves from the other .31 versions, so someone could test that out. 
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