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Author Topic: Flagpast (31.10 Succession Game)  (Read 6336 times)

existent

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Re: 31.10 Succession Game, Anyone?
« Reply #60 on: July 13, 2010, 12:24:32 am »

I dont care what i am, but i rather get dorf now or sometime soon
Sure thing, next time I boot it up. I've got through autumn done, so I'll finish winter and upload tonight.
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SolarShado

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Re: 31.10 Succession Game, Anyone?
« Reply #61 on: July 13, 2010, 02:24:38 am »

I'll take a dorf mechanic ASAP.
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shibdib

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Re: 31.10 Succession Game, Anyone?
« Reply #62 on: July 13, 2010, 03:15:31 am »

seeing how im not for awhile, whoever gets a chance set me as some1. Pref a hunter/marksdwarf
« Last Edit: July 13, 2010, 03:26:16 am by shibdib »
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existent

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Re: 31.10 Succession Game, Anyone?
« Reply #63 on: July 13, 2010, 05:13:07 am »

I'll take a dorf mechanic ASAP.
Hmm. I think our only mechanic is mostly a miner. That close enough?
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Re: 31.10 Succession Game, Anyone?
« Reply #64 on: July 13, 2010, 06:47:53 pm »

I dont care what i am, but i rather get dorf now or sometime soon
Spoiler (click to show/hide)
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existent

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Re: 31.10 Succession Game, Anyone?
« Reply #65 on: July 13, 2010, 07:37:10 pm »

Nuthin' much happened for the rest of autumn, aside from a new batch of fresh blood- a leatherworker, a soap maker (with military trainin' to boot- go figure, welcome to the military!) a clothier, and a mason/gem cutter who I set to work, well, cutting gems, straightaway. We also got a doctor, who made a point of informing me that we don't have a hospital, which might affect the health of our blahblahblah, and something or other about bones, and frankly I just ignored 'im because I had more important business.
Spoiler (click to show/hide)

Me and the boys made short work of the entire pack, but this has me worried. First skeletal groundhogs, which were mostly a joke, really, but now wolves. What's next? Hopefully I can make my move before I have to find out. I'm sure these two recruits are more than capable of dealing with whatever shows up. I hope.

Our best bet is to get some half decent gear, so I set our miners out minin' all exploratory-like, and after only a little while, look what we turn up:
Spoiler (click to show/hide)

Not iron by a longshot, but at least it's metal. A little bit more digging, though, and....
Spoiler (click to show/hide)

Now we're in business. Still no iron, but more gold, some nickel, and platinum. Right as things down below were getting interesting, guess who showed up?
Spoiler (click to show/hide)
I traded them a bunch of mugs for some steel bars and a weapon or two, but more importantly I got them gone- now to wait out winter, and then I can make like a tree and get the hell out of Flagpast.

----- At this point, several pages of the journal are torn out. It picks back up during winter.-----

Well, winter has arrived, and things have calmed down a bit. I've started digging out what is to be Flagpast's hospital, but work is going slowly and I probaly won't stick around long enough to see it put to use. Still, I'm growing kinda attached to this place. And Armok knows they won't last two days without me.
Spoiler (click to show/hide)

Maybe... maybe I won't leave. Maybe I'll just..... retire, let some other sod run this place day-to-day like, and stick around as the militia commander.

Anyway, I started work on a panic room, in case things ever head south. I figure we can have a few unlucky sods locked in there at all times and just toss about a couple levers controlling the entrance in case of an emergency.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Then, I promoted Tres_Huevos to militia captain, and drafted a chronically idle leatherworker into his squad, bringing our military up to four stout dwarves. Handy, too, because before we knew it, a Kobold had snuck past our traps and into the fortress.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

I had a few statues commision for the dining hall- which has been smoothed by our engraver- and then just relaxed in the barracks until Spring. Believe it or not, Flagpast is becoming pretty self-sufficient. These greenhorns have actually got a pretty good thing going here. I've decided to stay as militia commander, and I appointed Kipi, our miner, as leader in my stead. Hopefully power doesn't go to his head, but I for one am done with politics. I'll defend my new home to my dying breath.

-----
Well, that's it. My personal favourite moment was when existent cleaved the Kobold's head right off his shoulders. I'll put up the save in a minute.

edit: And here it is: http://www.mediafire.com/?gwgnzez1wn1zhij
« Last Edit: July 13, 2010, 07:48:57 pm by existent »
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Re: 31.10 Succession Game, Anyone?
« Reply #66 on: July 14, 2010, 02:09:38 pm »

Got couple of hours free time to play, so going to start my turn right away.

And power going to my head? Never!!  :P ;D
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You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

existent

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Re: 31.10 Succession Game, Anyone?
« Reply #67 on: July 14, 2010, 04:03:19 pm »

Got couple of hours free time to play, so going to start my turn right away.

And power going to my head? Never!!  :P ;D
Alright, just some documentation- the two levers in the panic room, of course, are connected to the two raising drawbridges. It's a project I didn't quite get finished. I had a bunch of beds/tables/chairs/doors made right at the end of winter, to kinda help you out, because I know our current housing is somewhat sub-standard. On the top-right of that floor is a couple small noble rooms, the top one is assigned to the broker/bookkeeper, the other two are empty. In the bookkeeper's room, there is a lever. DO NOT PULL IT. It floods the food stockpile.

I'm not sure why.

We could really use some armor, as our military has none. They've got a steel axe, a bronze axe, a bronze spear, and a dagger off that kobold- not really the cream of the crop. The hospital ins't finished either, it's only got two tables and three beds, although we do have a bone doctor/chief medical dwarf. There's some cage traps at the entrance, but really it's a short-term fix until we get something better- preferably a military.

The kitchen by the farms should work pretty good for now, but I wouldn't mind having the workshops relocated and having that area made the new kitchen, plus an area for food stockpiles, and have the current one channeled into from above, walled off, and made into an above-ground farm. That was my initial intention, but again, I didn't get it finished.

I thought about making some more impressive quarters for nobles, or especially for myself, but I figured it wasn't my dwarf's style. At some point, though, we really should fix the housing situation. Especially once more migrants arrive.

Any other questions/concerns, just ask!
« Last Edit: July 15, 2010, 12:17:13 am by existent »
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Re: 31.10 Succession Game, Anyone?
« Reply #68 on: July 14, 2010, 05:00:50 pm »

Okay, was a bit distracted by other things, so was able to open the save only about half an hour ago.

Had to reread your posts couple of times to get hang on when everything is and what's purpose of different sections. Housing thing is quite high in my priority list, as well as steel armors and weapons.


===========

The chronicles of Flagpast, written by Kipi

I was surprised when Existent visited me and told that I would be running this fortress from now on. I have no experience on running fortress, I'm more used to do what is told. Oh well, won't argue against this one, no sane dwarf would.

Even though I have no experience in this kind of things, I have already noticed couple of grave errors he has done. First of all, we have no manager here. What did he was thinking?! Every good fortress has manager, even I know that. Oh well, that one is easily fixed. I went through the list of citizens, and noted that our good chief doctor has a lot of free time, so I appointed him as manager. He will retain his position as chief doctor as well, but at least he now has some real work to do while waiting for patients.

Spoiler (click to show/hide)

Second thing I noticed that there is a lot of overlapping in work orders. In small fortress this may not cause much problems, but in larger ones it just confuses things. So I decided to recheck all the labors and remove as much overlapping as possible.

Spoiler (click to show/hide)

Now as these "mundane" things are fixed, time to get my hands dirty
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

existent

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Re: 31.10 Succession Game, Anyone?
« Reply #69 on: July 14, 2010, 05:40:05 pm »

Yeah, I usually don't use a manager or get specific with labors until I have a slightly larger population. The way I see it, if nobody's idle, things are decent. Maybe not great, but decent. At least when I have under, say, 20 dwarves.

Also, I tend to assign labors on the fly for whatever I need done to whoever is idle- I think the good Doctor had architecture enabled.
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Re: 31.10 Succession Game, Anyone?
« Reply #70 on: July 14, 2010, 05:57:53 pm »

Chronicles of Flagpast, written by Kipi

First real task I'm going to tackle is the question of housing. I'm sick of sleeping small open room, and I'm sure there are others who think the same way. I found a good place to hold all the bedrooms, just bellow the hospital. Everybody who are involved in administration tasks will get the big rooms, everybody else shall get smaller ones. Though still every room is bigger than what we have been living in.

Spoiler (click to show/hide)

Also, and I don't believe Existent didn't think of this, we need graveyard. There must be a place where we can place the coffins of fallen citizens. And what would be better place than next to hospital? So I made a plan of big room which will serve the purpose of general graveyard next to the hospital. Of course, everybody worthy enough shall get their own tomb, but that's the matter I'm not concentrating right now. General graveyard shall be enough for now.

Spoiler (click to show/hide)

I noticed that we are using a lot of wood to make charcoal to power our smith and smelter. Why? We have plenty of lignite here, why waste wood for something that may be done from other sources. So, I ordered the burning of wood to be stopped and added the smelting of lignite to the smelters working list.

What did I say? When me and the other fella were digging the bedroom section, what did we found? More lignite! The vein seems to be big enough to support our metal operations for some time.

Spoiler (click to show/hide)

I noticed that mason workshops are not producing anything. I went on and asked the reason for this, and the answer was that there has been no orders to produce anything. Lazy bastards. So, our new manager was ordered to organize the production of doors, tables, chairs and couple of coffins. The workshops are there to be used, not just as decorations.

Spoiler (click to show/hide)

AHA! The other miner fella was digging out the graveyard and discovered some limonite ore. You know what limonite means? Iron! And we have lots of limestone around, so we can produce some steel! That means that perhaps we can finally give our soldiers some steel armors for protection. Though I'm not sure how limonite there is. Hopefully enough.

Spoiler (click to show/hide)
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

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Re: 31.10 Succession Game, Anyone?
« Reply #71 on: July 14, 2010, 06:00:55 pm »

Yeah, I usually don't use a manager or get specific with labors until I have a slightly larger population. The way I see it, if nobody's idle, things are decent. Maybe not great, but decent. At least when I have under, say, 20 dwarves.
Yeah, it's how everybody is used to play. I usually tend to get more or less dedicated workers around population of 15.
Quote
Also, I tend to assign labors on the fly for whatever I need done to whoever is idle- I think the good Doctor had architecture enabled.
I'm more of dedication, and only assign temporal jobs when something is desperately required, and there is not enough manpower to make it with the dedicated dwarves alone. And yes, he had;)
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

existent

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Re: 31.10 Succession Game, Anyone?
« Reply #72 on: July 14, 2010, 06:37:51 pm »

Oh, dude, there's totally a graveyard.

It's outside, next to the refuse pile.
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shibdib

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Re: 31.10 Succession Game, Anyone?
« Reply #73 on: July 14, 2010, 07:46:43 pm »

Yeah, I usually don't use a manager or get specific with labors until I have a slightly larger population. The way I see it, if nobody's idle, things are decent. Maybe not great, but decent. At least when I have under, say, 20 dwarves.
Yeah, it's how everybody is used to play. I usually tend to get more or less dedicated workers around population of 15.
Quote
Also, I tend to assign labors on the fly for whatever I need done to whoever is idle- I think the good Doctor had architecture enabled.
I'm more of dedication, and only assign temporal jobs when something is desperately required, and there is not enough manpower to make it with the dedicated dwarves alone. And yes, he had;)

Im the same way, i have every1 renamed and designated to specific jobs.. usually leads to slightly higher idle numbers but its still very efficient at large fortresses. I use my off duty military dwarves as spot fill for high priority jobs.
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existent

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Re: 31.10 Succession Game, Anyone?
« Reply #74 on: July 15, 2010, 12:23:04 am »

Also, and I don't believe Existent didn't think of this, we need graveyard. There must be a place where we can place the coffins of fallen citizens. And what would be better place than next to hospital? So I made a plan of big room which will serve the purpose of general graveyard next to the hospital. Of course, everybody worthy enough shall get their own tomb, but that's the matter I'm not concentrating right now. General graveyard shall be enough for now.

I noticed that we are using a lot of wood to make charcoal to power our smith and smelter. Why? We have plenty of lignite here, why waste wood for something that may be done from other sources. So, I ordered the burning of wood to be stopped and added the smelting of lignite to the smelters working list.

I noticed that mason workshops are not producing anything. I went on and asked the reason for this, and the answer was that there has been no orders to produce anything. Lazy bastards. So, our new manager was ordered to organize the production of doors, tables, chairs and couple of coffins. The workshops are there to be used, not just as decorations.

AHA! The other miner fella was digging out the graveyard and discovered some limonite ore. You know what limonite means? Iron! And we have lots of limestone around, so we can produce some steel! That means that perhaps we can finally give our soldiers some steel armors for protection. Though I'm not sure how limonite there is. Hopefully enough.

Nothing's better for the mental health of the sick and injured than seeing a graveyard right out their door.
I just set the furnace to make charcoal on repeat and mostly forgot about it. Lignite would have been a good idea....
The mason's were also my miners.... they were usually busy doing that, and then, like I said, I had them crank out some last minute doors and tables/chairs.
THANK ARMOK FOR LIMONITE. I was hoping for that stuff the entire year.

Also, I think we have a few outstanding dorfing requests- for a hunter and a blacksmith, if I recall?
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