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Author Topic: Nutfallen: an organifortress succession game  (Read 16037 times)

BlackRogue

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Re: Nutfallen: an organifortress succession game
« Reply #30 on: July 03, 2010, 01:08:23 pm »

Up with the update ya teasing elf!
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Minty

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Re: Nutfallen: an organifortress succession game
« Reply #31 on: July 03, 2010, 01:43:11 pm »

23rd Obsidian 1051, late Winter.
It Begins
Spoiler (click to show/hide)
Roofed over the entirely too long and narrow aqueduct from across the way, so no airborne griblies could get in, dug a ramp down into the ice on a pond that was almost above the farm-area, then across into the sand, then a channel down over the centre of said room. Waited for the spring thaw, and got treated to a lovely sprinkler-effect, and by complete fluke, the whole pond emptied into it, filling it almost perfectly, leaving 1/7s, with a couple 2/7s floating around. Once that evaporated off, it left enough muddy sand for two decent-sized plots, which should sustain booze/cloth production for a fair while yet.

Spoiler (click to show/hide)
I also moved the refuse stockpile inside, behind airlocks, so bones don't disappear on season change, and miasma shouldn't be able to get out too much.

Spoiler (click to show/hide)
Started digging out ore veins for passages underground, also started digging out the hematite cluster, which is going to provide plenty of space for wood/furniture storage.
Basic stockpiles for everything else got strewn around wherever they fit, till I can find somewhere to put them, after I've sited the workshops properly.

Spoiler (click to show/hide)
Rather concerned by a gaggle of snailmen wandering around on the surface, but they don't seem aggressive. Yet. Working on mechanisms/cages to liberally trap the entrance.


15 Slate 1052, Mid-spring.
Incoming Stunties!

The first Migrant wave of my year, 20 Dorfs wander in off the plains, looking dazed and confused, and not a little nervous of the Snailmen, who STILL haven't made an aggressive move. I still don't trust those slimy buggers though..

Five of new meat useful members of society have various armour/weapon skills, so I'm tagging them as *Reservist, till I manufacture some weapons/armour for them. Unfortunately, the wave put me over the cap for not requiring a Quartermaster, yet beneath the cap for actually having one available on the Nobles screen.

A stonecrafter, couple of jewellers, an extra miner (When the Quartermaster gets enabled, so probably after the next wave), a couple of leatherworkers (One Grand Master already.. If you're going to get into the leather biz, she's your Dorf), and one of each of the Smith types, to round it all off. The rest were chaff, cooks, milkers and such. Oh, also a FisherDorf. This guy quite possibly saved my bacon..


25 Slate 1052 Mid-spring.
Ahh.. MUCH More Comfy!
Spoiler (click to show/hide)
Finished work on our Glorious Comrade General (Head Foreman actually, but still. Airs, graces, and all that) Minty's quarters, compact, cozy, yet engraved with pretty things. Such as a Hydra, two Griffons, anvils, gauntlets, swords, and about twelvety-hundred engravings of.. Squares. What was she, brought up in the 60s?


14th Felsite 1052, late spring.
Ain't Gonna Talk to You no Mo. (Also, Elves!)

Athel Besmarudil, Crafter, got taken by a secretive mood.. And claims a Metalsmith's Forge.. The only ore I've found or smelted yet are iron, no flux found for steel unfortunately.. And her only Metalsmithing skill over dabbling  is High Master MetalCrafting.. I swear, if it turns out to be something like a spiky iron piccollo... First place she goes to after picking up an iron bar? The refuse stockpile.. Good thing I moved it indoors. Even BETTER thing that the brook seems to have mussels in it. Or one of the murky pools.. Whatever, at least she won't die due to lack of shells..

An Elven Caravan turns up less than 30 seconds later.. Time to hawk all those mugs I've been making, let's see what they've brought to trade..

Spoiler (click to show/hide)
While I was waiting for Snook the Easily Distracted to stop hauling seeds from the impromptu dining area to the seed-stockpile by the underground fields, Athel finished her legendary, shiny, artifact.. Amulet. Well, at least it's got spikes on. And she's now legendary +5, according to DT. Meh. It'll go in the artifact-display pile, whenever I get around to digging it out. Till then, it'll have to stay in the finished goods stockpile, conveniently located near the trade depot. And awful close to the entrance, which is only guarded by a single leashed wardog...

Anyway, Snook finally wanders over to the Trade Depot, to see what the hippies have to offer in exchange for our fine Dwarven beer-steins (Mugs sound so.. Pedestrian to me.).. First page is promising, with a gazelle for D$60. The rest is typical Elven dross.. But I bought up a load of seeds, and some dye, just incase someone wants to start a textile-industry up.. Also bought a crate of cloth, for bags and such.. I noticed we were running a little short..

Deal done, I turn Snook's labours back on.. Let her get as distracted as she wants by shiny things.. ;)

---
Okay, here's something I should've asked when I signed up.. What service do people recommend for uploading pictures, that allows hot-linking on the DF Forum?
---

And by special request from Existent, some pretty pics of Nutfallen in it's current state, 10th Malachite, 1052, Midsummer. I'll even be nice and annotate them. Feel free to ask for clarification as and when required. :)
Spoiler (click to show/hide)
First up, the entrance-level. Note the disused aqueduct trailing off to the bottom. A later Head Foreman might want to extend it further south and east, till it hits the brook.. But it'd probably be easier just digging through the sand, then piercing it with a channel or two. Especially as it's about 7 or 8 shift-arrows from the entrance south to the brook.

Top right, we have the budding farm, two individual plots, laid one north of the other, with a seed-only stockpile adjoining.. To the left of the aqueduct, we have the now-interior refuse stockpile, with included airlocks. The Trade Depot, bottom left, got moved in a bit, to make room for the start of the cage-trap field.

The rest of the level is food stockpiles, assorted other stockpiles, and the industry I haven't moved downstairs yet.

Oh, one additional point of interest on this level.. See the ore-stone just to the north of the northern-most bit of the refuse stockpile? That's the entirety of RCIX's quantum-stone stockpile. I hesitate to guess exactly how much stone and ore's stacked there, but I deleted that zone, and moved it downstairs next to the current, still-temporary workshop zone. I've not had the heart (or the idlers) to make an effort at shifting the actual ore/stones downstairs yet..


Spoiler (click to show/hide)

Okay, the storage level.. As you can see, the Magnetite's getting close to mined out. I always forget how big those clusters are.  :o But anyways.. Once it's mined out, that's going to be a fantastic place to keep a massive stockpile of, well, anything, really.

The sharp-eyed amongst you may have noticed that I seem to have cut a corner between the ramp up/down and the magnetite. Not so, I was merely following the Lignite vein. Of course, there's nothing in the rules that say I can't widen the veins out to a minimum two Urists wide to aid pathfinding, is there? ;)

Bottom right s the current wood-stockpile, with embedded (literally) carpenter's workshop. I'm thinking of throwing the wood burner's place in the cave wall there too.

The smoothed walls are for the individual pods of the various nobles and Dorfed Forumites. Each bedroom has been named, for ease of reference. Even Existent has a room of his own, when all the other suckers workers have to make do with beds randomly strewn around the entrance-level

Of course, me being the modest man that I am, I decided to one-up the lot of you, and have my rooms engraved. Actually, thinking of it, with all that magnetite, lignite and wood around.. No, no.. Ignore that, nothing to see, move along..

Bottom left is the interim dining-room, that until recently doubled as the Fort Bookkeeper's office.

Spoiler (click to show/hide)

And finally, the bottom level.. Again, looks like I've been cutting corners but I've just been following the veins. Not as much extra mined out down here, as I was concentrating on mining out the magnetite, and it was FAR easier to designate onion-layers of that, rather than two or three bits of each limonite or lignite vein down here. Eventually, this is probably going to be either workshops or living-quarters, I thin. We'll see.
« Last Edit: July 03, 2010, 04:23:40 pm by Minty »
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BlackRogue

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Re: Nutfallen: an organifortress succession game
« Reply #32 on: July 03, 2010, 01:48:03 pm »

I use Tinypic. It even gives you the link for hot linking so it's a simple copy and paste.
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existent

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Re: Nutfallen: an organifortress succession game
« Reply #33 on: July 03, 2010, 01:50:28 pm »

Were they snakemen or snailmen? You called them both.
Quote
airborne griblies
Lol'd hard

I use MediaFire, but really any host will do. Just copy the url of the picture into the img tags, and maybe put those in a spoiler to conserve space.

Also, btw, don't bother putting the text in spoiler tags.

Whenever you get those screens uploaded, mind putting up one of the entire fortress so far? I'm interested to see it in its entirety.
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Minty

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Re: Nutfallen: an organifortress succession game
« Reply #34 on: July 03, 2010, 02:03:14 pm »

No worries, cheers for the advice guys. I'll look up Mediafire and edit the update-post when it's done. De-spoilering the text, but spoilering the images: Can do.

*reads back in his post* Bugger. Snailmen. Definitely Snailmen. Once I've uploaded the pics, I'll edit that text too. Good catch, Existent.

Also, with the images.. Is fullsize ok, if they're in a spoiler? I run at 1280x1024, and tend to have the window stretched to fit. I can shrink em down, no worries. But that might make em a bit hard to make out.
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Askot Bokbondeler

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Re: Nutfallen: an organifortress succession game
« Reply #35 on: July 03, 2010, 02:05:14 pm »

crop them to the important stuff

Minty

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Re: Nutfallen: an organifortress succession game
« Reply #36 on: July 03, 2010, 04:13:14 pm »

Hokay, guys. Pics uploaded. Post edited. Have at it! Constructive criticism most welcome. :)
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existent

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Re: Nutfallen: an organifortress succession game
« Reply #37 on: July 03, 2010, 04:26:45 pm »

Hokay, guys. Pics uploaded. Post edited. Have at it! Constructive criticism most welcome. :)

I love it. One concern (hope): the way this fortress is laid out (organifort and all), later rulers, like myself, are going to have no idea where/what anything is.

Did I mention that I love it? My only suggestion would be to write in-character, but that's more personal preference than anything. Keep up the good work!
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Minty

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Re: Nutfallen: an organifortress succession game
« Reply #38 on: July 03, 2010, 04:34:42 pm »

Yeah, Existent. I'm absolutely loving the challenge/quirks of creating an organic Fort. It takes longer, especially as I've semi-decided that ore veins are going to be my main passageways, with rooms and whatnot adjoining into the living rock.

One thing I'm thinking, for making sure later DorfGods know what's what is this: Laying down named burrows over all the relevant areas, to give an idea of what's where. And of course, as you can see.. I tend to be a bit.. Verbose in my reports. So even though you have to wade through my waffle, I generally get around to letting people know what's what.

As to writing in-character.. This is actually my first ever succession game. Not just of DF, but ever. Apologies if I'm not suitably flowery, but my writing-style tends to the dry and informative. With the odd bit of self-deprecating humour thrown in for good measure. :)
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existent

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Re: Nutfallen: an organifortress succession game
« Reply #39 on: July 03, 2010, 04:43:07 pm »

As to writing in-character.. This is actually my first ever succession game. Not just of DF, but ever. Apologies if I'm not suitably flowery, but my writing-style tends to the dry and informative. With the odd bit of self-deprecating humour thrown in for good measure. :)

No worries. Like I said, it's probably just a personal preference thing for me. I've always had a bit of a flair for the dramatic, and I love to act almost as much as I love to write. Your style is fine if it's what you'd prefer to use.

Also, I don't think any amount of verbose-ness-osity can save this fortress. I get the impression that by the time it makes its way to my turn, a team of immortal scholars could spend the next millennium studying it, and still not know where the mason's shop is.

It's going to be a Fun year...
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RCIX

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Re: Nutfallen: an organifortress succession game
« Reply #40 on: July 03, 2010, 05:05:09 pm »

Wow! that's a lot of work :) To tell the truth, i wasn't quite sure what i was going to do about flooding that farm area, probably wait till after winter then hope there was enough water in that pond to get down to the end. In any case, i forged a giant corkscrew for making a pump (which you'll need to elevate the water one level), i just need a pipe (if someone could make one, that would be awesome).

We have nobles already? :o

Glad to see you found my quantum stockpile :)

What labors exactly did you change on my dwarfs? I had a very careful general labor setup going! Nah, that's ok, since i'm new i could always use the help of a more experienced union head. :)

I was actually thinking that we should have a separate refuse stockpile designated just for bones+shells inside, then removed them from the list of valid junk in our outdoor one. We don't have to though.

@Existent: if all our metagods finish at the rate Minty is, then your turn will come up in something closer to 3 weeks not 6 :)
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Quote from: Naz
Quote from: dwarfhoplite
I suggest you don't think too much what you build and where. When ever you need something, build it as close as possible to where you need it. that way your fortress will eventually become epic
Because god knows your duke will demand a kitten silo in his office.
Quote from: Necro910
Dwarf Fortress: Where you aren't hallucinating.

existent

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Re: Nutfallen: an organifortress succession game
« Reply #41 on: July 03, 2010, 05:18:08 pm »

@Existent: if all our metagods finish at the rate Minty is, then your turn will come up in something closer to 3 weeks not 6 :)
If all our metagods put in as much work as Minty did, I'd be happy to wait six.
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Minty

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Re: Nutfallen: an organifortress succession game
« Reply #42 on: July 03, 2010, 05:43:02 pm »

@Existent: I may just get twisted enough to start dotting levers around the place. Unlabelled, of course. And I may or may not connect them to something... :P

@RCIX: Sure, I can make a pipe. Do you want it made of iron too, or would wood be acceptable? You do know you can make corkscrews and pipes out of wood, right? ;)

By nobles, I mean the appointed kind, Manager, Broker, that kind of thing. We've only just got an Arsenal Dwarf, so no worries about mandates, quite yet.

That stockpile's going to be a git to shift, what with eleventy-hundred rocks on a single square, and all the Stunties trying to path to that same spot.. Could take a while..

The labours? Well, apart from the Dorfed Forumites, and stunties I've elevated to various positions, I've not actually changed a lot.. I did the most with the migrants that came in.. All of my custom professions start with - or *, for easy differentiation between new migrants and established Dorfs.

That's a bone of contention with the current version of DF, mate.. You can't specify a stockpile for only bones, shells and skulls anymore..
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RCIX

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Re: Nutfallen: an organifortress succession game
« Reply #43 on: July 03, 2010, 05:56:07 pm »

If you q over a pile, then hit s, then disable bones n shells n skulls, then won't the aforementioned items not go there? You can do the opposite (disable all, then turn on skulls/shells/bones) for another pile as well.

Any kind of pipe is fine. I just couldn't find it in any of the menus :)
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Quote from: Naz
Quote from: dwarfhoplite
I suggest you don't think too much what you build and where. When ever you need something, build it as close as possible to where you need it. that way your fortress will eventually become epic
Because god knows your duke will demand a kitten silo in his office.
Quote from: Necro910
Dwarf Fortress: Where you aren't hallucinating.

existent

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Re: Nutfallen: an organifortress succession game
« Reply #44 on: July 03, 2010, 06:07:39 pm »

If you q over a pile, then hit s, then disable bones n shells n skulls, then won't the aforementioned items not go there? You can do the opposite (disable all, then turn on skulls/shells/bones) for another pile as well.
That's not even an option. Like he said, it's a point of contention.
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