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Author Topic: Ubenudil, Soaplanterns - Soapmaker's Guild Fort  (Read 57005 times)

Hitty40

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #450 on: June 02, 2011, 02:15:13 pm »

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letting the goblins in in small groups and having Bessie tenderize them

appears to be the general consensus, and is what I was probably going to do anyway. :)) Although we will have to watch out that our siege operators don't catch a bolt while firing the ballista. If we can just isolate the elite bowmen this siege is really not a problem, the issue with them is that they hide behind their meatshields.

Would also like to know how many would in future support the idea of a drowning trap - would that make sieges too cheesy/boring?

Depends on how many goblins siege you, but if you don't wanna make seiges too boring, don't build too big of a trap. If you think they are too cheesy, don't build them at all, but I will support your idea if you plan to, just don't send G down there to clear it out unless you want to fly into a rage.
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if there's lots of g's and z's, it's gobbo. If you don't really recognize it, it's human. if it's called Urist, it's dwarf.

bitterhorn

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #451 on: June 02, 2011, 02:17:20 pm »

As long as the dwarves can watch goblins drown in the drowning trap through windows/portholes, I think it seems apropos for a soapmakers' guild to have one... I agree w/h40 that it doesn't have to be an ELITE INVINCIBLE DROWNING TRAP, but still.
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It is a world built on pillars that descend into hell itself, yet there is no heaven above to look to. A world where pain and death await all, with little to no salvation from the horrors of the world. There is no true peace, no true saviour. Dwarf fortress is a game about an eternal struggle that you can never, ever win.

Also, valkyries are cooler then angels...

peregarrett

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #452 on: June 02, 2011, 02:31:01 pm »

Yep, don't be too megalomaniacal when making it. Maximum to the size of current bone road
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Geb

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #453 on: June 02, 2011, 02:34:06 pm »

Bitterhorn has already said what I wanted to. I'm in favour of it as long as there's a clear glass side to the drowning room, or maybe a glass ceiling. A sculpture hall built next to the trap window should be a perfect location for viewers to socialise while they observe the action.

Oh, and of course, a small quantity of soap in the trap chamber should ensure that all the reclaimed goblin clothing is clean and dwarfy-fresh.
« Last Edit: June 02, 2011, 02:37:29 pm by Geb »
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cole1114

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #454 on: June 02, 2011, 02:39:53 pm »

Bitterhorn has already said what I wanted to. I'm in favour of it as long as there's a clear glass side to the drowning room, or maybe a glass ceiling. A sculpture hall built next to the trap window should be a perfect location for viewers to socialise while they observe the action.

Oh, and of course, a small quantity of soap in the trap chamber should ensure that all the reclaimed goblin clothing is clean and dwarfy-fresh.

Can berserk dwarves break glass? Because that could easily become a problem. In any case, the water should somehow be transported in such a way that any creatures trapped in the water are washed away into an aquarium visible from the great hall.
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peregarrett

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #455 on: June 02, 2011, 02:43:49 pm »

Come on, we don't have that much time for that stuff. We have to deal with them before caravan arrives, so I suggest just basic design - a pit channeled to aquifer with bridges over it. The size and number of bridges depends on how much architects and mechanics we have.
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zephyr_hound

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #456 on: June 02, 2011, 02:48:57 pm »

Caravan will not arrive, they have timed the siege perfectly - it arrived on the 16th.
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Geb

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #457 on: June 02, 2011, 02:54:13 pm »


Can berserk dwarves break glass? Because that could easily become a problem. In any case, the water should somehow be transported in such a way that any creatures trapped in the water are washed away into an aquarium visible from the great hall.

Windows are like a furniture item and can be broken. Constructed glass block walls are immune to everything except falling in a cave-in.
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peregarrett

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #458 on: June 02, 2011, 03:19:31 pm »

Caravan will not arrive, they have timed the siege perfectly - it arrived on the 16th.
Well... anyway, I hate being sieged for a long time, so it's better deal with them quickly. We're at Soaplanterns, not Sadisticquarters.
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Hitty40

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #459 on: June 02, 2011, 03:32:30 pm »

Caravan will not arrive, they have timed the siege perfectly - it arrived on the 16th.
Well... anyway, I hate being sieged for a long time, so it's better deal with them quickly. We're at Soaplanterns, not Sadisticquarters.

Or HFS. NEVER forget HFS.
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Ho Ho Ho! I'm going to be sticking economic stone so far up your stockings, you'll be coughing up gemstone windows!
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You see, when the devil comes on to your forums and begins dropping F bombs and shouts 'GIVE ALL YOUR WOMEN!', he's in a happy mood.
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if there's lots of g's and z's, it's gobbo. If you don't really recognize it, it's human. if it's called Urist, it's dwarf.

bitterhorn

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #460 on: June 02, 2011, 03:51:18 pm »

Come on, we don't have that much time for that stuff. We have to deal with them before caravan arrives, so I suggest just basic design - a pit channeled to aquifer with bridges over it. The size and number of bridges depends on how much architects and mechanics we have.

Right; don't know anybody else but I was talking In the Glorious Future[TM], not In Response to the Immediate Situation.  With the Aquarium of Punitive Hygiene, I mean.
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It is a world built on pillars that descend into hell itself, yet there is no heaven above to look to. A world where pain and death await all, with little to no salvation from the horrors of the world. There is no true peace, no true saviour. Dwarf fortress is a game about an eternal struggle that you can never, ever win.

Also, valkyries are cooler then angels...

Person

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #461 on: June 02, 2011, 05:48:13 pm »

Suppose you were to build a pump stack from the aquifer into a reservoir high up, and pour that into the bridge trap with floodgates? Then, open the outer bridge to let the water out. May get some items vanished due to the moving water bug but hey. Probably don't have time to make that yet but it's a project.
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Gamerlord

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #462 on: June 02, 2011, 05:54:22 pm »

i'd use whatever metal you have to make cages, and use stone for mechanisms, then trap the whole thing. a cage trap for every square of land.

Yoink

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #463 on: June 02, 2011, 06:08:29 pm »

I have -no- idea. :P
Use Bessie, I guess, and traps, and train a bunch of expendables just in case the goblins break through!
This should be fun...have a high entertainment value...
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Lafiel

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Re: Ubenudil, Soaplanterns - Soapmaker's Guild Fort
« Reply #464 on: June 02, 2011, 06:26:50 pm »

Independently from the present siege, what about setting all the civies on inactive squadrons and assigning them a barracks so they train on their own in their free time? It may put a dent on production, but it would be good to train a bit the combat skills of everyone. Even a rotative training program would be useful, with militia instructors.
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