16th Galena
The humans have arrived, this time with fewer weapons! Perhaps they wish to parlay? Of course, it could be a trap…
21st Galena
A fleeing troll from the last siege evidently killed one of the human merchants, shaking them enough that they’ve turned around and left! Their diplomat made it into the fortress. Hopefully he’ll have something of substance to say.
(decisions, decisions...)
Peace has been made with the humans! About time, too.
27th Galena
I discovered something odd in the depths of the fortress. A small alcove, containing a set of wooden spears connected to a mechanism, with a placard declaring it to be a shrine to “Khorne”. I do not know who this Khorne is, or why he’d want a shrine, but it seems to have something to do with military training. I told the soldiers to take a look at it and see if anything could be done with it.
1st Limestone
The absence of goblins has allowed us to retrieve and bury the corpses of our dead beyond the walls. Accordingly, many of the ghouls drifting about our halls have settled down, having been put to rest by the safe return of their bodies. Hopefully a more cheerful atmosphere will return to the fortress; it was getting awfully gloomy in here.
5th
Yet another craftsdwarf had been possessed by the fey winds of creativity! Hopefully she’ll be able to find what she needs…
17th Limestone
http://i.imgur.com/e3cG3.jpgWhile chasing down crundles in the lower cavern, one of the soldiers spotted a large vein of precious adamantine, extending right up through the cavern floor! I have ordered the miners to start chipping away at the pillar of ore, so that we may reinforce our armory with new stock.
7th Sandstone
The Lt. recruit killed a crundle by whacking it in the head with his shield. There was some debate as to whether we should attribute the kill to his axe or shield in the official records; I wasn’t there for the final resolution.
10th Sandstone
Additional dwarves have come from afar to join our community!
13th Sandstone
Rushmik spawned yet another dwarfling today. Hooray.
23rd Sandstone
Since none of the newest wave of migrants had particularly useful skills, I sent them to train at the shrine in order to supplement our tiny militia. It seems to have done wonders for our soldiers; they’ve seemed changed lately, almost as if surrounded by a vibrant glow…
That moody craftsdwarf, unable to find whatever esoteric item she needed, slipped into depression. No one particularly knew her, so her loss shouldn’t affect the rest of the fortress too much.
1st Moonstone
Our liaison from the mountainhomes stopped by today. He hinted at being assigned to promote our duchy… he wasn’t particularly clear.
Meanwhile, I traded our massive heaps of stonecrafts for virtually everything of value that the traders were carrying.
5th Moonstone
The depressed craftsdwarf finally died, of dehydration, it seems. Alas.
7th Moonstone
Huzzah! We have been made a county! I am not sure what significance this holds for our outpost; however, the new count has requested additional furnishings in his quarters.
1st Opal
We have begun the process of filling the power generator. The baroness consort had the honors of pumping the water in from the cavern lake, but the flow halted almost as soon as it had begun. Peering over the edge into the murky depths, I saw that a tunnel tube had instantaneously sprung from the mud upon exposure to air. We couldn’t get down there to cut it out, so we simply moved the pump and dug some additional drainage trenches. Filling will likely take a long while.
5th Opal
A horrendous…thing…has arrived in the caverns! Since it has access to the fortress’s interior, I have ordered the newly-trained militia to confront it.
8th Opal
Through great valor and strength, the soldiers have slain the beast!
9th Opal
The beast seems to have released some sort of poisonous vapor into the fortress; one of the militia became paralyzed, and suffocated to death, while another has reported to the hospital complaining of numbness! Hopefully this was an isolated incident.
20th Opal
I have done all that I can with the fortress; it is time to turn over command to the next in line. Much work remains on the UBERPUMP; I shall leave instructions as to the tasks needed for its completion. Hopefully my actions have set the fortress on a path for the better, permitting us to witness many years of prosperity in the future!
I now retire to my humble ridgetop apartment, from which I shall eagerly await the UBERPUMP 3000’s activation.
[The complicated bits of the UBERPUMP are basically done. The power generator seems to be working (although it put the framerate down to 8 FPS at one point, and I can't shut it off), and the first level of pumps is assembled. The next overseer will need to continue the pumpstack (it's about halfway done), link the (theoretically) magma-safe bridge at the bottom to Lever 5 using magma-safe mechanisms, finish putting in doors along the stairwell, channel out the chamber at the bottom so it connects to the magma sea, and dig out the rest of the tubes at the top of the ridge.
To activate once it's assembled, consult this diagram:
Make sure that levers 1, 2, and 3 are pulled; this links the different portions of the generator together, while still allowing it to be restarted with minimal effort. To turn it off after it's linked, pull the levers again, so that the pump forces the generator to a halt, then reconnect everything. When running, each water wheel should show this when [Q]'d:
As you can see, it's very power intensive.
Lever 4 puts power to the stack, and lever 5 will trigger the feed bridge at the base. To avoid leakage, shut the bridge before you turn off the stack.
Also, please close the main gate before the next goblin siege. Or throw our godly military at them; we'll probably win.
Cheers!
Vandersleld]
...and the save:
http://dffd.wimbli.com/file.php?id=4208Hopefully it works.