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Author Topic: Nutfallen: an organifortress succession game  (Read 16052 times)

Minty

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Re: Nutfallen: an organifortress succession game
« Reply #60 on: July 04, 2010, 10:11:46 am »

Okay, Nutfallen just reached the start of Winter once more. And yet again, the Outpost Liason's chasing after Minty like a lovesick puppy. The last half of the year was pretty uneventful, but give me a few to do a writeup and put together some overview-pics (with annotations of course).

Edit: Okay, here's the writeup, just a progress-report really, as nothing particularly much happened.

9th Malachite 1052, Midsummer..

FINALLY The the Arsenal-Dwarf shows up on the Nobles screen, just as I finish the quarters for the hapless stunty I've picked to do double-duty as Quartermaster and Assistant Foreman (Manager). He's got no skill-levels in Organisation, but what the hell. He was there, and picking his nose, and needed something to do. Now, if things go well, and he's not *too* much of a slacker, I should actually have a couple more miners on the go to pass on to the next in succession.

No weapons or armour yet though.. I've been too busy trying to get the fort vaguely organised. Oh, and making my rooms look pretty too. Actually.. I think I'll stick the Amulet of Spikeyness +1 in her room, so she can admire it and feel dead chuffed.

16th Limestone 1052, Early Autumn..

Unib Udibmomuz was taken by a Fey Mood, claimed a Craftsdwarf's Workshop, and promptly scurries off to grabs  Quartzite, 2 Mussel Shells, and a rough Fortification Agate.
Spoiler (click to show/hide)
Aaannd creates...
Spoiler (click to show/hide)
An Iron Figurine? That's some pretty hefty alchemy right there. Unless she used up the iron bar before I had a chance to double-check the contents of the workshop? Either way, it's actually less valuable than the Amulet of Spikeyness that's made out of less materials. Still, it took her up to legendary +2 Bonecarver, which should be handy once the meat-industry gets going and the fort's got plenty of bones to be playing with.

The Artifact's currently sitting in the workshop, as I've disabled Artifact-quality items from the main Finished Goods stockpile, so I could set  a micro-one up in Minty's room. I'm not laying claim to the Figurine, so if Evilgenius wants it in his room if he Dorfs up, I've no problem with that.

Speaking of livestock... RCX, was there a particular reason you didn't embark with a breeding pair of, well, anything? One Camel and one wardog to start, plus whatever critters the Migrants and Merchants bring along is going to lead to a bit of a motley menagerie round the dining-hall..

18th Timber 1052, Late Autumn..

The Dwarven Caravan arrives, just as I notice that  a disconcerting percentage of my hapless Dwarves have flashing blue arrows. Seems setting Plump Helmets to Cook AND Brew isn't a good idea till you've got a decent backlog. Ah well. Lesson learned, and a few barrels of booze bought to tide the Fort over till production picks up again. Scrolling through the goods on offer, I snap up the dogs and horse the Traders brought with them. Only to notice that my Animal Stockpile's full of empty cages. That's something for Evilgenius to sort out, though I built a cage next to the Kennels for when the animals become available. I also snaped up a few assorted metal bars, and a couple of bins of leather, 'cause I'm nice that way.

While the goods I've bought are being carted off, a flock of Buzzards swoop down, looking for shiny thing and food to steal. The Caravan's Marksdwarves promptly turn them into pincushions. :D

Winter hits just as I've set up the Militia Commander with a full set of Iron armour and an Iron Axe, and finished redecorating my rooms.

---

Okay, time for the overview-pics and final notes, before passing Nutfallen onto it's next curator

First we have the entrance-level.
Spoiler (click to show/hide)
As you can see, it's a little less cluttered now, as I've been steadily moving the workshops downstairs. The area outside the entrance is liberally cage-trapped, but as you can see, I've gone for the in-depth approach, as opposed to the "Single impenetrable line" approach. Don't want to make things too easy, do I? ;)

The large stockpile in the middle's the relocated Finished Goods pile (Again, note that I've disallowed Artifacts from it, so Overseers can easily set up a micro-stockpile in their rooms, should they wish.

The other two permanent stockpiles are the seed pile to the north of the farms, and the refuse-pile to the east of the entrance.

The interim-piles on this level inclute the gem, weapon, armour, ammo, leather and cloth piles, as I never got round to re-siting them. Mainly as I hadn't figured out a good plan for properly zoning the workshop-area by the time Winter rolled along.

Guarding the entrance is a solitary chained Wardog. The next Overseer would probably want to add another one or more there, once the dogs I've bought get trained up.

Two last items of note on this level: The lever to the west, near the beds controls the floodgate at the end of the aqueduct, and there's still several hundred rocks and ore in the micro-quantum stockpile. They're all unforbidden, and the zone's been deleted. I just never got round to moving them all downstairs.
Sub-level 1
Spoiler (click to show/hide)
Okay, the Magnetite cluster's been dug out in it's entirety, leaving a fairly huge open area. Currently, it's the food stockpile/production area, with the Kennels and adjoining cage for livestock/dogs and such. Also present in that area are the Furniture and Bar/Block stockpiles, with the dining hall sitting to the south. There's not been a single party there, as I've used the trick of designating the Dining Room, but not making it a Meeting Hall. A separate Zone over the same area is set as a Meeting Area, so idle dwarves/animals hang around there.

In the middle are the pods for the various appointed Nobles/Dorfed Forumites. As you can see, I went a little crazy and had my rooms engraved, ripped out the doors/furniture, and replaced them with Iron ones, and put the Amulet of Spikeyness in there for good measure. :) Also, the aforementioned Animal Stockpile is the one by the ramps up. Like I say, it's a bit on the small side, and could do with being relocated.

To the East is the Wood Stockpile, with adjoining Carpenter and Woodburner's workshops.

Sub-level 2
Spoiler (click to show/hide)
The slightly-more mined out Workshop level, with the relocated Quantum Stockpile in the cluster of workshops. It's slow-going excavating just the ore veins, but now that there's an extra couple of Miners on the job, and the Magnetite cluster's taken care of, it should go faster in future.

The workshops currently on this level are: 2 Masons, a Mechanic, 2 Smelters, a Clothier (I forget why, but there it is) and 2 Metalsmiths' Forges. The extra Metalsmith I set up, because I wanted to rush the Iron furniture and the armour/weapon for the Militia Commander before Winter ticked over.

Sub-level 3
Spoiler (click to show/hide)

My own plans for this level were to be the Militia Barracks and Hospital, but I didn't get around to setting up the Hospital in time. The smoothed room is the Militia Commander's pod, opposite the Barracks.

The long vein-like corridor you see was designared by hand, all in one go, then I started mining out the various ores/gems I found along the way.

-----

Okay, that's me done, the save's uploading now. :)
« Last Edit: July 04, 2010, 12:46:53 pm by Minty »
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Minty

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Re: Nutfallen: an organifortress succession game
« Reply #61 on: July 04, 2010, 12:57:15 pm »

And here's the save. Enjoy, peeps!
http://www.mediafire.com/?rjjojzz1idj
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evilgenius21

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Re: Nutfallen: an organifortress succession game
« Reply #62 on: July 04, 2010, 12:59:48 pm »

Alright, guess I'm up. Downloading the save file right now.

Edit: Prob gonna start on it tomorrow. This fort, well, I'm already finding it confusing.
« Last Edit: July 04, 2010, 01:01:57 pm by evilgenius21 »
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evilgenius21

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Re: Nutfallen: an organifortress succession game
« Reply #63 on: July 04, 2010, 02:26:19 pm »

Hey, should I mod the game to allow the taming of exotic animals? Apparently there's a bug where the Dungeon Master never arrives...
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Minty

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Re: Nutfallen: an organifortress succession game
« Reply #64 on: July 04, 2010, 04:57:20 pm »

Personally, I'm up for it, but as the save was provided by RCIX vanilla-stylee, I'd wait for his say-so.

I will say that if it'd turned out that there weren't any mussels/turtles on the site, I'd have requested permission to mod hair or somesuch to have the [shell] tag. Can't be having moody Dorfs going bonkers because we can't buy lobsters or turtles and shell em ourselves..
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existent

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Re: Nutfallen: an organifortress succession game
« Reply #65 on: July 04, 2010, 05:15:12 pm »

Personally, I'm up for it, but as the save was provided by RCIX vanilla-stylee, I'd wait for his say-so.

I will say that if it'd turned out that there weren't any mussels/turtles on the site, I'd have requested permission to mod hair or somesuch to have the [shell] tag. Can't be having moody Dorfs going bonkers because we can't buy lobsters or turtles and shell em ourselves..

I usually change bone to [SHELL], myself. I figure, they're kinda similar, right?
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

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RCIX

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Re: Nutfallen: an organifortress succession game
« Reply #66 on: July 04, 2010, 05:25:25 pm »

No exotic pet tag removing, sorry :)

Regarding why i didn't embark with multiple war dogs/cats, i wanted to avoid a catsplosion.

I presume the engraved (not just smoothed) living pod is for Minty? :p

I'll update the OP now.
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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.

evilgenius21

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Re: Nutfallen: an organifortress succession game
« Reply #67 on: July 04, 2010, 05:28:46 pm »

Heh, the prohibition of stairs is already making my mega project more complicated. Took me a bit of time to figure out how to solve that problem. Also, why are there so many cage traps up front? I mean, those are pretty over-powered. I'd disassemble a few, but I'm sure that would anger a few people. Also, the place is overly complicated. I've been finding randomly placed beds all over the place. It took my an hour to find the carpenter's shop and my metalsmiths have to walk up and around like 3 z-levels to reach the magnetite in the quantum stockpile. This place is crazy. I love it.
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RCIX

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Re: Nutfallen: an organifortress succession game
« Reply #68 on: July 04, 2010, 05:33:24 pm »

Glad to see you like it! What IS your megaproject anyway? i hope you can get it done in a dwarven year :)

Oh, and minty, i hope you don't mind: i copped a few of your pics for the first post so we have the latest Nutfallen info there.
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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.

evilgenius21

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Re: Nutfallen: an organifortress succession game
« Reply #69 on: July 04, 2010, 05:37:41 pm »

You'll all soon see. I'll just say one thing. It will be necessary with all these cage traps that have been built. Also, anybody know if, umm, falling dwarves tend to fall in a straight line or are they able to change their trajectory mid-flight?

Also, is my turn supposed to start during the start of winter?
« Last Edit: July 04, 2010, 05:40:11 pm by evilgenius21 »
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Minty

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Re: Nutfallen: an organifortress succession game
« Reply #70 on: July 04, 2010, 05:48:50 pm »

*Grins* Yeah, the engraved pod's for my Stunty avatar. I felt like she deserved a bit of a nice place to live after putting up with me in charge for a whole year. :D

The beds strewn around was simply because I hadn't taken the time to sort out a proper dormitory space.  They're definitely temporary. Actually, just about everything that's not smoothed or engraved is temporary, really. Remember, it's your year, Evil. Make of it what you will!

The cage traps? Yeah, I may have gone a bit overboard, but as I only finished off the first set of weapons/armour just before winter set in, I figured we could use some defences. Again, feel free to tear em down if you've got other plans.

Feel free to grab the pics, RCIX. I don't mind at all. :)

As to ballistic Dorfs.. I've only ever seen that as a result of an "oops" with drawbridges. Nice parabolic arc, but no deviation from side to side. Though you might want to see if they deflect off walls. ;)
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RCIX

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Re: Nutfallen: an organifortress succession game
« Reply #71 on: July 04, 2010, 06:23:02 pm »

Also, is my turn supposed to start during the start of winter?
Yup, and it ends at the start of (next) winter too.
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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 #72 on: July 04, 2010, 06:30:11 pm »

As to ballistic Dorfs.. I've only ever seen that as a result of an "oops" with drawbridges. Nice parabolic arc, but no deviation from side to side. Though you might want to see if they deflect off walls. ;)

In a DF talk, toady said that all projectiles go in a perfectly straight line, as of right now. He wants to implement parabolas and the like, but for now, it's all straight lines.
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

BlackRogue

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Re: Nutfallen: an organifortress succession game
« Reply #73 on: July 04, 2010, 08:43:15 pm »

Standard succession games run from spring to spring, which means that RCIX never finished their year. Not that it really matters, I just have a bad habit of being anal about little things like that.
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existent

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Re: Nutfallen: an organifortress succession game
« Reply #74 on: July 05, 2010, 07:31:50 pm »

so, any ETA on the next update?
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.
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