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Author Topic: Dwarf Fortress MMO - Racoons...  (Read 14656 times)

Arkbrik

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Re: Dwarf Fortress MMO - An Experiment
« Reply #30 on: September 23, 2010, 11:59:36 pm »

Reserving migrants is fine, but don't post orders for them until you've actually claimed a dwarf - they take up a lot of space, and it's not certain that they will still be relevant in the situation of the fortress when you get the dwarf.
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Brisk

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Re: Dwarf Fortress MMO - An Experiment
« Reply #31 on: September 24, 2010, 01:20:44 am »

BRISK BINDURN
For now turn on Fishing labor.
Let me catch a fish. It will probably take a while.
By the time something is caught there should be some wood cut. Turn on Fish Cleaning labor and turn off Fishing.
Build a Fishery with a spare log. Someplace a few tiles from the river.
Unless settings were changed it should auto-generate a Clean Fish job.
Around the Fishery make a food stockpile. Change the settings so that it only accepts raw fish.
If there is a main food stockpile change its settings so that it doesn't accept raw fish.
Once the one or two fish are cleaned make a 5x5 refuse stockpile for the bones. They are under Body Parts. Hit page-up twice then allow Cave Lobster, hit page-up five more times then allow Turtle, Mussel, and Oyster. Make the stockpile to the east of the Fishery.
Let me move the bones out of the workshop.
Turn Fishing labor back on.

((The purpose of all this isn't to get more fish as we have plenty of food but to get some bones. I always keep bones on hand for moods.))
« Last Edit: September 24, 2010, 01:36:30 am by Brisk »
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Nattaboy

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Re: Dwarf Fortress MMO - An Experiment
« Reply #32 on: September 24, 2010, 01:31:09 am »

Giga
Build a mechanics workshop.
Build a masonry workshop
make a floodgate, 4 tables, 4 chairs, 2 doors and then repeatedly make mechanisms.
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analog

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Re: Dwarf Fortress MMO - An Experiment
« Reply #33 on: September 24, 2010, 04:33:01 am »

CHEF
-Activate butchery/tanning/brewing/plant gathering together with my farming and cooking
-Build one still, one kitchen, a tanner shop and a butcher.
-gather plants in a small area around where we embarked
-build two outside farm plots and plant something I found while gathering plants
-start cooking every single piece of meat into opulent meals. Never use non-processed plants or drinks!
-kill/butcher every new-born animal that hasn't got two descriptions stating it as fat/muscled/huge... If the new-born has even one skinny/weak/... line in it's description: KILL IT! Chef does not allow weak animals to thrive (and he also wants to selective breed so he has lots of meat in the end  ;))
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A dwarf is a short, bearded, drunk embodiment of Survival of the Fittest, chasing you around and admiring your haunting moos.

Dariush

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Re: Dwarf Fortress MMO - An Experiment
« Reply #34 on: September 24, 2010, 04:49:11 am »

Hm, how are you going to distinguish which miners are allowed to dig which tiles? By burrows?

breadbocks

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Re: Dwarf Fortress MMO - An Experiment
« Reply #35 on: September 24, 2010, 04:50:32 am »

Hm, how are you going to distinguish which miners are allowed to dig which tiles? By burrows?
How else would he do it?
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Dariush

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Re: Dwarf Fortress MMO - An Experiment
« Reply #36 on: September 24, 2010, 05:09:50 am »

Activate stone detailing for me.
Spoiler: Z0 (click to show/hide)
Spoiler: Z-1 (click to show/hide)
Spoiler: Z+1 (click to show/hide)
Orange = mine
Blue = smooth and make fortifications
Red = channel
Black cross = up/down stairway
White M = Mason's workshop
Yellow = remove ramps under those places
Magenta = build wall
Cyan = down stair
Green = remove ramp
Dark brown = ramps resulting from channeling
Red cross = floodgate
Dark green = channel from above (after everything else is done).
In mason's workshop, make 4 floodgates, 10 doors, 10 tables abd 20 chairs.
Smooth and engrave all dug out space.
If any time left, enable mechanics, build a mechanic's wokshop outside and set making mechanisms on repeat.
« Last Edit: September 24, 2010, 05:33:47 am by Dariush »
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analog

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Re: Dwarf Fortress MMO - An Experiment
« Reply #37 on: September 24, 2010, 07:57:36 am »

We're going to have a shitload of mechanisms after this season  :o
Spoiler (click to show/hide)
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A dwarf is a short, bearded, drunk embodiment of Survival of the Fittest, chasing you around and admiring your haunting moos.

Arkbrik

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Re: Dwarf Fortress MMO - An Experiment
« Reply #38 on: September 24, 2010, 03:58:41 pm »

TURN 1: SPRING OF 151

Spoiler (click to show/hide)


Chychi started by appointing nobles for Webpaged.

Spoiler (click to show/hide)

Then the dwarves went to work. Fivex and Dariush began to work on their respective mining projects, while Squeaky chopped down trees, Chef gathered plants, and Brisk went to fish. Giga and Chychi waited for materials.

Spoiler (click to show/hide)

Fivex struck bituminous coal, and would dig out the rest of the vein later.

Spoiler (click to show/hide)

Once some stone had been mined, Giga built a mason’s workshop and a mechanic’s workshop, and started making furniture. Chef built a kitchen, brewery, butchery and tanner’s workshop, and began the process of turning the various meats into lavish meals.

Spoiler (click to show/hide)

Brisk built a fishery, where she cleaned the turtle she had caught, before going back to fish. She continued fishing for the rest of the season. Squeaky built a carpenter’s workshop and made seven beds. After that, he spent the rest of the season cutting down trees.

Spoiler (click to show/hide)

Chef created a masterful cow meat roast!

Spoiler (click to show/hide)

Once the carpenter’s workshop was free, Chychi made a wooden chair for herself…

Spoiler (click to show/hide)

…and set it up in the room that Dariush had dug out. She updated the records to low precision, and spent the rest of the season hauling.

Spoiler (click to show/hide)

Dariush built a mason’s workshop and made floodgates.

Spoiler (click to show/hide)

Chychi set them up. But now a problem struck – the tiles by the river that Dariush wanted to channel were buried under 2 z-levels of rock!

Spoiler (click to show/hide)

He started digging above while pondering what to do.

Spoiler (click to show/hide)

By now, several dwarves were tired and went to sleep on the ground.

Spoiler (click to show/hide)

Soon enough, Dariush was finished with his digging. He started making furniture in his mason’s workshop.

Spoiler (click to show/hide)

Fivex finally finished mining out the bituminous coal she had found. While digging she had struck bloodstone, hematite, tigereye, and another coal vein (which she had also mined out). The first vein ended with damp stone (it is probably perfectly safe to dig out, it goes under the river, but I didn’t want to do it without permission).

Spoiler (click to show/hide)

She then started working on an area for the furnaces and forge.

Spoiler (click to show/hide)

It was quickly finished, and Fivex struck hematite and lignite while digging. She spent the rest of the season hauling.

Spoiler (click to show/hide)

And soon after that, summer arrived, and the dwarves of Webpaged had made it through their first season alive.

Spoiler (click to show/hide)

The status.

I thought you might be interested in what (unbuilt) furniture the fortress has:

12 doors
3 floodgates
7 beds
4 thrones
13 tables
29 mechanisms

Here are the current skills (of Novice level or higher) of all dwarves. New or improved skills are in bold.

Spoiler (click to show/hide)

Below are all z-levels that the fortress encompasses, from lowest to highest:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

The summer is next; what will you do, dwarves?
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fivex

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Re: Dwarf Fortress MMO - An Experiment
« Reply #39 on: September 24, 2010, 04:59:32 pm »

FIVEX:
(In this order)
  • Finishing mining out the bituminous coal vein
  • Mine out any gems you find extending from the vein. Also mine any hematite you find.
  • Build the furnaces and forge in the place you dug out earlier
  • Dig a staircase as far down as you can go. Use your masonry skills to build a staircase down the first cavern and put walls around it in a way so there is only a 1-tile wide exit from it the first time it touches the ground. Make it have a bit of a hallway into the cavern too. Make sure the hallway has a floor over it. In the other caverns, dig around it.
  • Once you reach marble, dig out a bunch of it, then go to produce steel
  • Also produce 10 steel picks for out military to use
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Arkbrik

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Re: Dwarf Fortress MMO - An Experiment
« Reply #40 on: September 25, 2010, 01:29:14 am »

Instead of marble you could use limestone as flux, lots of that has already been dug out.
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squeakyReaper

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Re: Dwarf Fortress MMO - An Experiment
« Reply #41 on: September 25, 2010, 02:23:17 am »

I've got plenty of logs here, so I'd appreciate it if a miner could carve out an area in the mountain for me to use as a stock pile, and to make small rooms for everyone.  Priorities in order:

  • Defend when under attack.
  • Accompany miners if they discover a cavern.
  • Fulfill any carpentry orders.
  • Haul.

Not much for me to do at the moment, unless someone has a suggestion.
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analog

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Re: Dwarf Fortress MMO - An Experiment
« Reply #42 on: September 25, 2010, 02:39:54 am »

CHEF says:
-continue with the cooking until al the meat is gone.
-kill/butcher every new-born animal that hasn't got two descriptions stating it as fat/muscled/huge... If the new-born has even one skinny/weak/... line in it's description: KILL IT!

-place five beds somewhere  :P
-gather some more plants in a small area around the embark
-brew ten barrels of booze
-plant outside crops

I'm keeping it simple and making sure we at least have food and drinks...
« Last Edit: September 25, 2010, 06:18:48 am by analog »
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A dwarf is a short, bearded, drunk embodiment of Survival of the Fittest, chasing you around and admiring your haunting moos.

Brisk

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Re: Dwarf Fortress MMO - An Experiment
« Reply #43 on: September 25, 2010, 04:49:50 am »

BRISK BINDURN

Turn off Fishing.
Turn on Fish Cleaning.
Let me finish any fish cleaning jobs until there is nothing left to clean.
Turn off Fish Cleaning.
Build a Craftsdwarf Workshop on z-level 0. Using the nearest non-economic rock as materials.
Set a Make Rock Crafts job. Set it to Repeat.
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Dariush

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Re: Dwarf Fortress MMO - An Experiment
« Reply #44 on: September 25, 2010, 07:04:06 am »

I really think you should move to dfterm - it would be much easier for us to give orders, you won't need to transfer them in-game (but you'll still have to manage the burrows) and players will have a grasp on what is happening in game. My orders will be made an hour or two later.
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