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Author Topic: Godentost, A Dwarven Planning Project (Community)  (Read 4161 times)

Tuxman

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #15 on: September 10, 2010, 07:29:32 pm »

I'll take the first migrant (or the militia commander)

Name him/her   Ghaz Ireheart/Catten Ireheart (male/female respectively)

Wishes to protect the new home and become the strongest warrior. Loves dogs. Wants to have a pet and/or wardog assigned to them.

Uses an axe.
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Brandedahall

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #16 on: September 10, 2010, 07:37:53 pm »

Oh... well if ^^^ Tuxman has militia commander can i be his/her second in command
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ushilzagith

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #17 on: September 10, 2010, 07:40:36 pm »

I propose that when the time comes, you two lead different squads and whoever gives the makes the better tactical decisions shall be the one Orkun grants the laurels of leadership to.
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Brandedahall

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #18 on: September 10, 2010, 08:30:11 pm »

seems fair enough  8) can i have my guy have a sword and shield
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Hobelhouse

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #19 on: September 10, 2010, 08:38:05 pm »

Looks like a neat site. I'll take Lokum the miner, rename him Hobelhouse. I vote for making the only entrance be a bridge over the lava pit... Armok loves fried goblin.
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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #20 on: September 11, 2010, 01:55:30 pm »

^ Hobelhouse: Sorry, Lokum's been claimed. Mafol is available, however, if you like. I'll fix the list up there to reflect that.

General: Getting some playtime in here before going to a marching band invitational tonight to hand out business cards. Not a whole lot going on apart from starting to bridge the gap and the tedious work of continuing the channels.

Concerning the wildlife, we seem to have a migration schedule of elk in the spring and now muskoxen in the summer. Groundhogs stay permanently.

Last thing - I know there was a volcano crater some distance from the embark point, but the embark screen here listed a volcano by name without showing the red caret. Is our crater an old volcano, or is it just part of the one off to the east as I had expected?
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ushilzagith

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #21 on: September 11, 2010, 02:24:01 pm »

Can we get some close-up pictures of the current constructions, or in-game screenshots? Will there be an 'official' story log?
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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #22 on: September 11, 2010, 02:30:15 pm »

If anyone wants a close-up view of anything, go ahead and ask and I'll put it up.

Also, the first migrants have arrived!
Oddom Storlutoddom, F, 85. High Master Stonecrafter/Proficient Leatherworker. Brought his puppy Sazir with him.
Asėn Ishlumkel, M, 53. Novice Miner/Novice Mason. Clumsy and quite susceptible to disease. He is also impatient, forgetful, and very bad with language.
Mafol Vucarsholid, F, 71. Talented Clothier/Proficient Stonecrafter. Likes horses for their strength. Brought her fat bitch well-nourished puppy Sodel with her.
Bim Ometsåkzul, F, 61. Fishery worker (Proficient to Skilled in all relevant skills). Likes...traction benches???

Tuxman: I have two dwarves here for you to choose from. Pick which one you like best. Neither of them loves dogs, though both detest fire snakes.
-Ineth Mebzuthbecor, M, 50. Accomplished Soaper/Competent Milker/Competent Pump Operator. Very tough, almost never feels discouraged.
-Dumat Koganegen, M, 62. High Master Potash Maker/Talented Cheesemaker/Competent in armor using, fighting, striking, and dodging. Very strong and rarely sick. Quick to anger, avoids crowds, immodest, occasionally procrastinates.

Ushilzagith: I'll include more in-game screenshots when relevant, probably when more things start happening.

I was going to do an epistolary journal-style thing, but I really like the way you write, so feel free to post Orkun's journal updates. I'll provide any information you want to keep things "factual," as well.
« Last Edit: September 11, 2010, 02:41:06 pm by MelloHero »
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Tuxman

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #23 on: September 11, 2010, 02:46:00 pm »

this one will do.

-Dumat Koganegen, M, 62. High Master Potash Maker/Talented Cheesemaker/Competent in armor using, fighting, striking, and dodging. Very strong and rarely sick. Quick to anger, avoids crowds, immodest, occasionally procrastinates.
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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #24 on: September 11, 2010, 02:50:25 pm »

Understood, Tuxman. Renaming now.

Here's the hobbit-hole, some mining, and the current progress on the primary bridge across the crater. My current arch plan, since I'm too lazy to go in and plan it out with graph paper and stuff (at least right now), is to build an equal distance from each side until they meet in the middle. The middle will then have 2x2 or 2x3 down stairs in the center, which will lead down as needed to the base of the crater.

Spoiler (click to show/hide)
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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #25 on: September 11, 2010, 03:18:06 pm »

Autumn has come. Here's a Stonesense visualization of the current construction. Very little has changed since the previous shot, but it's a seasonal thing. Sorry about the resolution. On the right we have the hole again, now full of workshops (mostly metal-related ones). We're getting the things ready to give our new commander his axe. Outside you can see we have a small outdoor farm plot, which will grow longland grass (currently prickle berries, but we will switch to the grass unless prickle berry grows faster). The mushrooms and cave wheat and quarry bushes will be grown when we get the underground farms dug into the craterside, I think.

Spoiler (click to show/hide)

Also, here's some inspiration for the middle area. I can imagine Minkot or Orkun looking down into the seawater at the murexes before turning an eye back up to the crater...
Imagine this:
Spoiler (click to show/hide)
Plus this:
Spoiler (click to show/hide)
« Last Edit: September 11, 2010, 03:38:37 pm by MelloHero »
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ushilzagith

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #26 on: September 11, 2010, 03:30:22 pm »

The problem herein is, one is quite new to Dwarf Fortress, so what you are still doing is unclear. Are the channels mentioned designed to lead from the aquifer to the well? Will the arches over the volcanic crater be the foundation of the housing to be above the volcano?

The stonesense picture is exactly what one needed.

One would prefer if Minkot were the in-character architect for the bridge-construct. Orkun does not even know that such an impressive spikey tower can be built atop a bridge. After reviewing the plans, Orkun would suggest that it would become noble housing. Perhaps incorporating pit traps so that the nobles might personally execute goblin prisoners who get caught in certain purpose-built rooms directly above the deepest end of the hole.

From the logbook of Orkun Dakostnanir, leader of the New Hames.

The construction is going well. Perhaps over-enthusiastically, we went for creating impressive structures overhanging the pit instead of simply forming a set of small burrows in the cavern walls. I am still unsure what purpose a bridge over the crater will serve. Aramco Athelesdor said that the bridge would be a fine place for housing. Personally, I am a bit hesitant. I for one would rather have a small manse on the cliffside. All I wanted at first was just a small town where we would not have to live all bunched up as a huge crowd, where families or even wealthy individuals could elect to have private dining rooms.

This volcanic crater was just too tempting though. We are dwarves, after all. Perhaps those social dwarves who like eating in common rooms could live in the bridge building. Bridge building... I must think of a better name.

To back down is to show weakness, so the project going on now should be finished, or at least built up into a state where merchant caravans would have something to gawk at other than my shining noggin. Still, I doubt I shall rest well until we.

Some new dwarves came along. I greeted them as wholeheartedly as I could. I think they were led here by the potash maker Chaz Koganegen, who claims he has military training and wants to become our first guard. Spirited fellow, boastful too. I managed to wring it out of him that like myself, he finds the mountainhomes overcrowded. Probably the reason he is so enthusiastic. The mason who tagged along with that group, Ishlumkel, is a sad little fellow. Over fifty, so he should be acting like a dwarf by now, but he was stammering and practically tripping over his own feet. The stonecrafters Storlutoddom and Vucarsholid brought dogs along. Excellent, I might be able to sleep more soundly, knowing that there's something on our side whose sense of smell hasn't been Annihalated annihilated by all the various lovely fumes we manage to unleash from the underground.

Aramco also spotted some muskoxen. The others saw some elks in the spring. Perhaps I should ask someone with a more peripheral job to become a hunter. No deadly predators or overly dangerous game has shown up yet I will not jinx this place. We will wait a year before I ask people to become hunters, even then only when we actually need the food. Still, we have plenty of trees around, so crossbows and wooden bolts ought to be easy to make.

Oh! Got it. The bridge over the crater shall be called the Crater Causeway. I will be sure to make an official note of it soon. Maybe I should let the others vote on it?


The leader closes the log book, satisfied. She walks outside and surveys the construction of the Causeway. A few moments of pondering later, she walks up to Etestun. If the stoneworker agrees with this name, the others will probably do so as well.
« Last Edit: September 11, 2010, 03:53:13 pm by ushilzagith »
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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #27 on: September 11, 2010, 03:49:53 pm »

Sorry to burst the bubble here, but there is no lava. The map did name a volcano when I embarked, but it show one. The first stonesense shots show a crater open on one side, with rhyolite at the bottom. I am sure, however, that lava could be delivered to the site. :P

The channels I've mentioned aren't shown in the most recent shots; they are off to the east a bit and will hopefully restrict access across the map.

For my take on the combination burrow array/megaproject, see my edit (the last section) to my previous post, above here.

Lastly, Crater Causeway sounds like a great name.
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ushilzagith

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #28 on: September 11, 2010, 03:56:05 pm »

Right. Edited.

A sheer drop dozens of floors high is still impressive, especially if the spiked shell stands atop it. Does the crater extend to the caverns? If so, there's another thing that Orkun gets to be pessimistic about.
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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #29 on: September 11, 2010, 04:08:06 pm »

The crater does not, though it certainly can be made to, heh.

The murex shell shall extend to the bottom of the crater, with the top being at the bridge, perhaps protruding a bit. I shall include a concept sketch when I get around to drawing one.
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