Okay, so...it seems the framerate is kicking my ass. I played for several hours but I'm not yet through summer. I don't think I'll get any more time to play tonight, so I figured I'd post the save. BUT...if no one else plays in the next day or two, I may pick it up again.
Lightning Summer SaveSo what happened?First order of business, free the animals in cages.
Second, make tombs.
Third, gather refuse from outside.
We're cooking plump helmets because we have 581. We're also brewing them.
Roofing over siege engine hall.
Built a well because, eh, why not.
Paving the entryway.
Added some low traffic/restricted zones to help the dwarves find their way around.
We've stopped the great block production, for the time being.
A vile force of darkness has arrived! From the northwest comes a squad of bowgoblins riding giant olms, giant bats, cave crocodiles and jabberers. "Whittler" Avusdolush was scavenging some clothing, and he gets filled with arrows, but a couple of goblins succumb to friendly fire. Poor, noble Whittler; even his death served the fortress. "SQ1" Izegiden, Master Lasher meets up with the goblins on the north edge of the map and is shot and killed.
In the southwest, Mace Lord Stodir Lesastiden runs afoul of another squad of bowgoblins and a speargoblin. He breaks some bones, but there are just too many of them and he goes down under a tide of green.
In the south, "Major T.J. Kong" the swordsdwarf, Udil Dasnastfikod the Mace Lord and Oddom Takushat the legendary lasher meet a large squad of lashergoblins and their foul steeds. Oddom is quickly disarmed (by which I mean his arm is removed) and he runs for it, pursued by a small squad of goblins along the eastern edge of the map and ultimately killed. The other two kick a lot of ass, but eventually get worn down; both have their right foot destroyed. Then Major T.J. Kong is killed and Udil flees; he runs as best he can, destroying a couple of goblins along the way, but is ultimately cut down and thrown into a pond.
A few goblins fall into small ponds. WTF, mate? Unfortunately for the dwarves, cave crocodiles swim.
From the northeast comes a small squad of trolls. They run afoul of Adil Akamkol Komanbatok Shasar the legendary speardwarf! He kills a Troll Carpenter, a Troll Armorer, an unemployed Troll and a Troll Fish Cleaner (?). Adil eventually makes to the fortress, pursued by a Troll Fish Dissector (
) and a Troll Bone Doctor (sounds like some sort of shaman). However, before he can enter the hallway, he and "Yossarian" the speardwarf are distracted by an attacking bowgoblin..which attracts three more bowgoblins, who team up to kill them. Adil is slain surprisingly quickly, but Yossarian leads the bowgoblins on a merry chase, making them get in the way of each others' shots. He dodges like he's in the Matrix.
Finally, however, his luck runs out...as he dodges into a pond.
I've forbidden everything outside and ordered everyone inside with the StayInside alert; the marksdwarves are assembling in the tower, the meleedwarves are massing in the main hall. Eventually they get thirsty, however.
Somewhere in there, a ghost is put to rest.
The invaders finally make it to the main hall, and...the marksdwarves watch them go by. And no one is manning the ballistae, either. Hm. A goblin gets on top of the tower using his giant bat, but he's slain.
Finally the order is given--Charge! The entrance hall becomes an abattoir, war dogs and marksdwarves get into the act. "Oscar" Mamotoslan and "Jared" Rodeththikut wander out into the embrace of the goblins, for no reason I can discern. (Seriously, "No Job".)
The last four lashergoblins invade the hall on their giant olms. Kivish Kogannokor achieves the rank of Spearmaster. One of the goblins flees after his olm is cut out from under him.
At last the siege is broken. Three goblins flee pursuit. One has a giant bat steed with a broken spine; surprisingly, he gets away. While chasing him, the soldiers catch up to the last bowgoblin as well.
In order to give the Wilted Syrups time to recuperate, I set patrolling to 1 dwarf minimum for Felsite (the current month). For everyone else, it's back to work!
Because of so many goblin clothes hanging around, one of the old stone stockpiles has been made a finished goods stockpile. We're going to need some bins soon.
A tomb quiets another ghost! I've put in an order for 10 more coffins. ...then, since the manager is too busy to help, I've queued up the coffins manually at the mason's workshops.
I tell any fisherdwarf I see to stop fishing.
I've decided to erect a memorial to Yossarian in the field of rubble created by arrows he dodged.
AngleWyrm was upset by a mandate not being met, but nobody cares. (Seriously, gold items? Where are we going to get gold?)
In the interest of efficiency, everything is forbidden from being picked up EXCEPT weapons, armor, ammo and corpses. We have enough cloaks and socks for now!
Why is there a dump zone in the middle of the mason workshops?...Well, I've removed it now.
I can't tell if we have a dungeon master; it would be nice if we did, because we have lots of caged jabberers and cave crocodiles, and even a giant bat and a giant olm...
Oh, NOW they start firing the ballistae! I canceled that order pretty quickly.
The ghost of Susan Calvin haunts the corridors. That's gotta symbolize something--the dwarves' reliance on machinery, maybe?
The dwarves give up on paving the front hallway. I'm not really sure why, but I'll try again later.
Why is there a quantum garbage dump in the entryway? O_o THAT'S why the furniture stockpile filled up so quickly...okay, new furniture stockpile by the wood.
I'm digging out an area to drain the pond with Yossarian's body. He deserves a decent burial. I could do the same for Tirist Zulbandak, but that will have to wait.
I notice the kitchen now has cave crocodile meat on the menu. Them's good eatin's!
Migrants!
A talented Cheese Maker! Also novice in various fighting skills, so he's drafted. I appoint Rakust Esmulathel Gonggashthum the militia commander, since the previous one died in battle.
Planter - Farmer/Thresher
Suturer - You know what, I think we need more masons, so he gets to be one. I'll leaving suturing and wound dressing activated because he's "talented" in those.
Carpenter/Bone Carver/Bowyer - He comes with a steel battle axe, awesome! I draft him.
Woodcutter - Got a copper axe, so I'll have him be a carpenter.
Novice Metalcrafter/Leatherworker - These migrants are useless. Well, they're just going to be hauling for a while, so whatever. I turn on metalcrafting for him.
Stone Crafter/Leatherworker - Same.
Diagnostician - Doctor.
Why do we have light blue trees?...oh, troll blood, right...
More finished goods stockpiling near the siege workshop.
Stockpiles are filling up, so we're making blocks and bins (and by "we", I mean I'm using my Great Carpentry skills! Awesome bin is awesome!). Eventually the finished goods stockpiles look less-than-full, so that's good. I don't know what those little rooms were doing off in the corner, but they're stone stockpiles now.
I've broken into the pond area, resulting in a huge gush of blood. Ewwwww! I also managed to break into the furniture stockpile...oops. Hmmm. Okay, I'm going to make the large, muddy room part of the fortress by walling off the stairway that leads down to it and breaking through the wall. Then I'm going to wall off the pond from that room so it isn't so much of a security breach. (But there will be another stairway leading down into the pond directly, just in case it's needed.) Now that everything is walled off, I'm not sure what to do with that huge bloody, muddy room...we already have enough farmland. (When they said "Abreuve nos sillons" they weren't kidding.)
Training more war dogs. ...man, there's a lot of them...
Tombs are looking good, if rough. We're moving bodies (and occasionally ghosts) into them. Settle down, Susan Calvin! I've also created a tomb for my dwarfy self; one of the perks of being the overseer. There's some garnierite behind it, so I put in a door in case you want to go mine it out. I won't mind.
Uhoh! "Trout" Cerolcudist, Planter, withdraws from society! He claims...a
Bowyer's Workshop. This should be interesting.
I just found a shop that was set to repeatedly make rock crafts...probably not a good idea right now. I stopped that.
Bim Cattenfikuk, militia captain, has grown attached to a raccoon leather sheild! That sounds painful.
I'm not sure why we have these cages in the main hall. Just to make it easier to move animals around? Well, I'll keep them there for now.
Trout finally starts working. Ingredient list: Birch logs, oak logs, tanzanites, giant olm bone, olivine, nickel bars, rhesus macaque bone [4] and rhesus macaque bone [4].
We need more tombs, I'm afraid. I started digging some, and I also started creating some coffins and doors.
The saddest message I've ever seen:
I...what?
Well, it's 38400*...
One of the tombs has a deposit of tanzanite. That should be used for someone special...I dunno who though. Anyway, most of the dwarven tombs are 2x3. I've also made another room with many coffins in it; this is the Pet Sematary, and it can be easily expanded to the east. Hm...my tomb digging has run into deposits of platinum and tanzanite. That...messes up my plans.
Okay, the stockpiles seem to be doing all right; no more bins for now.
Well, we finally have idling dwarves. All right then...time to strip the prisoners! From 26 to 0 idlers in an instant! Everyone pile it in one space in the main hall.
Hmmm...pets are getting into the danger room and dying. I'm not sure what to do about that...(besides the obvious "make biscuits").
Hm, "Bobby Flay" has run out of ingredients. That's a good sign!
Things to do:
-More tombs.
-Finish stripping the prisoners. Recover everything from the stockpile. Make sure the various remains getting dumped don't stink up the main hall.
-Organize weapons and armor; melt stuff we don't need.