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Author Topic: [Scrubbedcreams] Terrifying Glacier (Community Reclaim) - Needs Overseers  (Read 32032 times)

peregarrett

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #60 on: April 18, 2011, 12:52:54 am »

Go for it peregarrett, make us proud!
Tonight, I will!
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peregarrett

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #61 on: April 18, 2011, 02:22:57 pm »

So, first impressions
Nice sub-fortress you've made here. The lost halls where beasts are roaming a left intact, but our wormholes are around it. We will be prepared, and then we take the reign over this place!

Ok, enough of pathetics. Let's get back to routine. First, EVERYONE is smothing walls. What the fuck? We have a lot of other things to do.

Second, water source.

Don't you see anything wrong? A little tip - inlet of reservior. Beasts can swim.
Hell, we're in danger! We have to block these ways! A series of cave ins would help,  for sure!


((By the way, can anyone tell me how to get rid of those glyphs at walls instead of deafult stone tileset? It blows my mind))
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Urist_McArathos

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #62 on: April 18, 2011, 02:35:38 pm »

That must be how the beast got me in the summer...through the resevoir.  I'd forgotten they can swim.

As for the smoothing, I was making it a priority to get a comfy, happy living area set up so that, even in the face of numerous deaths, we could have some regular happy thoughts and keep everyone content.  Was moving on to establishing the magma forges when the beast just murdered EVERYONE and that's when I threw in the towel.  If only I'd thought to fix that!   :-[
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peregarrett

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #63 on: April 18, 2011, 03:06:23 pm »

Now the passage is blocked with two rock pillars. We have to deal with beasts now!

The weapon of revenge is to be forged, with the heat of Mountain Blood!!! In other words, I've made magma smelters and forges. We need some menacing spikes - perhaps we should make them out of steel? Do we have flux here?

7 migrants made their way here, I wonder what doe they seek here? Oh, nevermind, we always need some more spare hands.
So we,ve got two smiths, mechanic and four useless peasants. I think military fits hem best. But first we need armor and weapons.
« Last Edit: April 18, 2011, 03:20:20 pm by peregarrett »
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Did you know that the Russian word for "sock" is "no sock"?
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ignatzami

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #64 on: April 18, 2011, 06:43:40 pm »

Now the passage is blocked with two rock pillars. We have to deal with beasts now!

The weapon of revenge is to be forged, with the heat of Mountain Blood!!! In other words, I've made magma smelters and forges. We need some menacing spikes - perhaps we should make them out of steel? Do we have flux here?

7 migrants made their way here, I wonder what doe they seek here? Oh, nevermind, we always need some more spare hands.
So we,ve got two smiths, mechanic and four useless peasants. I think military fits hem best. But first we need armor and weapons.

I had an idea to deal with the beasts.

Build a number of chambers, one z-level high like so.

XXXXXXXXXX
XOGOOOOOG
XOXXXXXXXX
XOGOOOOOG
XCXXXXXXXX
XXXXXXXXXX

X : Rock
O: Open
G: Raisable bridge
C: Chained cat

Open the inner and outer gate, attract a beast, shut the inner gate, the beast should path into the chamber, shut the outer gate. One z-level up I wanted to build magma channels leading to magam-safe hatches. Once the beast is in the chamber open the hatch and cook the beast. Then, close the hatch and open the outer gate to let the magma flow out.

Would this work?
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ignatzami

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #65 on: April 18, 2011, 07:15:52 pm »

My issue with beasts is that they can eat through a military, even a well trained and equipped one, so I like to kill them remotely.
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peregarrett

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #66 on: April 18, 2011, 10:48:15 pm »

Beasts also are magma-immunne, so I don't think it'll work. I'll place there spike traps instead and will do some lever-pulling whe the beast is there.

Meanwhile, some stonecrafter made a scepter

"The Order of Brains" with undead dwarf on it. Huh. Braaaaains! Braaaaains!!!

Autumn has come, we're still alive.

23rd Limestone - another beast appeared. A towering blob composed of ash with wings and deadly spittle. Oh, when the Project is finished, we'll deal with all of them!

Holy crap. Something has pulled the lever!
Bridges surrounding the ancient unfinished project "Burden Of Sins" lowered and everyone rushed to the hole, getting some new socks, seeds, placing bodies to coffins.

IDIOTS! STOP IT NOW!

I ordered to patch the hole with the wall. But the fastest hauler made his way to forgotten halls and meet a beast. Such a pointless death.
« Last Edit: April 19, 2011, 09:46:30 am by peregarrett »
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

peregarrett

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #67 on: April 20, 2011, 03:12:22 am »

((I had a lot of savescummming this autumn. First I tried to cave-in those three beasts that stuck in doorway at lost mainhall, but accidentally made a hole to cavern and another beast got in. Then that issue with gremlin pulled the lever, and that hauler who rushed for socks made beast unstuck and it found another way - through old well. Now I patched it with another cave-in. So, It's still autumn now and we're concentrated on beast-piercing setup. There's a glitch - dwarves refuse to store mined ore next to smelters. I had to order mass-dumping it there, though I dislike quantum stockpiling.))
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

peregarrett

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #68 on: April 21, 2011, 09:41:40 am »

Sorry, had hard work day, so didn't have time to play.


We've finally made to winter. Merchants came with liaison, and I asked him to bring some flux and cassiterite.
Just before they came, our bookkeeper occupied jeweler's workshop and stocked there some stuff, but got stuck with some cloth - we don't have silk cloth available, you know. So merchants were just in time - now he's making mysterious construction.

Also because of sudden freezes i had to forbid all plump helmet seeds - farmers were crazy of them and tried to get them from everywhere.

Bookeeper made a purple spinel miniforge, with four pictures on it. First, the murderous ghost, second, the miniforge itself, third, the deity of volcanos and mountains and the fourth, one dwarf killing another.
« Last Edit: April 21, 2011, 09:46:42 am by peregarrett »
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

peregarrett

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #69 on: April 22, 2011, 07:40:56 am »

12th Obsidian, 1063

Today is the birthday of our new hope! The Revenge project that we were working on for last months is finally completed!


So, we need just pierce the wall and wait till beasts come there.

26th Granite
Three of them are dead. But two of them just stuck at doorway next to old hall.
And another one came, this time it's three-eyes flamingo with two tails. And it went to stuck together with those two left.

20 migrants came, despite the danger. But they stumble upon skeletal yeti... So, let's see who's the least lucky of them.
« Last Edit: April 22, 2011, 08:46:13 am by peregarrett »
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

peregarrett

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #70 on: April 24, 2011, 07:06:38 am »

Today, 1st Felsite, we took our realm back! Those stuck beasts were crushed with series of cave-ins, and now we're cleaning up the mess.

Next goal is to form proper military and occupy caverns back.
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

peregarrett

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #71 on: April 25, 2011, 08:02:58 am »

So, we're working hard on completely sealing caverns from its edges. But suddenly one hauler starts crying that he's tangled by invisible web.
What a hell...

Aha, it's a giant cave spider. Our miner met him and he's dead now. Bus spider also misses his second and third legs. I'll put come cage traps, so we can catch the spider and make silk farms. It's not so dangerous now, without legs...

I was wrong. It doesn't have to be quick to catch webbed dwarf.

Our quick-formed lame military dealt with spider without injures. But just before it took last breath, his last victim - a stonecrafter - dropped dead from blood loss. This made our brave recruits unhapppy.
« Last Edit: April 25, 2011, 09:01:18 am by peregarrett »
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Did you know that the Russian word for "sock" is "no sock"?
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ignatzami

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #72 on: April 26, 2011, 09:48:42 pm »

Good work on the beasts!
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peregarrett

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #73 on: April 27, 2011, 02:21:56 am »

Uh, it seems like I overtook my reign a bit. It's 26th Hematite now, and I'm ruling this place for more than year.
Who's next?
I'll do some pics and put here the save now.
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

peregarrett

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Re: [Scrubbedcreams] Terrifying Glacier (Community Reclaim)
« Reply #74 on: April 27, 2011, 04:22:36 am »


Short report on current fortress state


This is the surface gate, with refuse pile and trap defenses. I dismounted outer cage traps because i tired of caged undead yetis. Put disc traps there - we made some.
Levers have notes on them.


This is an ice cellar. Stockpile of goods (filled) and stockpile of woods (empty). I have no idea why they store useless goblin-elf crap and don't give a shit about useful logs, ore and furniture. Also there's some random workshops and tombs. I suggest move tombs to special tomb level, for aesthetic purposes.


Here's trade depot filled with wood logs. Mechanic's shop (noted) is profiled for high-skilled masters only. Useful for deadly traps.


Tomb level, and masons shops. We need a lot of doors and cabinets, by the way, to make living quarters for all those migrants.


An arena lever. Large colloseum is left after massive magnetite minigs. We dug out whole cluster, then smoothed it. Use it at your wish.
Mechanic's shop (noted) is profiled for low-skilled workers only, useful for danger room and cave-in traps.


Entrance to first cavern. Bridge is operated by lever next to it, and entrance is protected by two cage traps one level down.


South-west corner of first cavern, with rock mines. It's almost completely sealed, just the topmost level left. It's important to seal it off - our animals need safe pastures.


Danger room. And tracks of various cave-in works.
We're short of armor and weapons. And have just one squad of 10 soldiers - that's too little, especially if you think of hostile elves and goblins. We have a lot of iron, and I asked traders to bring us some flux. And with proper care we can retake adamantine mines!


Old hall, full of webs, cave plants and stuff. Also there is pasture on this lever, to the north, where's the gobbler wandering.


The farms and food processing shops.


Living quarters. You see, we lack doors and cabinets. And beds too. And good rooms for nobles.


This is the control room of Revenge Project. All levers are marked.


This is the Revenge Project itself. It can be useful, but should be rerouted - the entrance is from west, while now it should guard us from cavern invaders.
Just north from stairwell there are control switches of Burden project. Levers are marked.
Also far to the west the only entrance to second cavern. It's blocked by walls but still accessible by fliers. Beware.



The Burden project. It has some issues that should be fixed before being used. I suggest to make plain bridges at z4 around solid rock, to block fliers.
Bridges and support are operated from control room.


Third cavern. Currently sealed. To the east there is adamantine mines, but I suggest to seal that zone before mining.


Magma sea and metal industry. Hole with hatch is the quantum stockpile of ores. Dwarves refuse just to store ore at ordinal stockpile, don't know why.

Save is here: http://dffd.wimbli.com/file.php?id=4286

Good luck!
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.
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