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Author Topic: The Inn of Drowning  (Read 19258 times)

UmbrageOfSnow

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Re: The Inn of Drowning
« Reply #180 on: November 16, 2011, 02:24:35 am »

I would love to take the next open slot.  From what I gather looking at the OP, it looks like just a few days from now.
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thegoatgod_pan

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Re: The Inn of Drowning
« Reply #181 on: November 16, 2011, 07:22:57 am »

SWEET, god we need a new opinion on this mess, I just realized our well-water is about 10% corpses and 20% ichors (with a ghost thrown in).
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ajr

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Re: The Inn of Drowning
« Reply #182 on: November 16, 2011, 07:58:14 am »

SWEET, god we need a new opinion on this mess, I just realized our well-water is about 10% corpses and 20% ichors (with a ghost thrown in).

MMmmmm! What tasty aromas! ;) did you notice that there's a public strideway to the well room through the hospital that must be VERY hygienic.
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Jilladilla

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Re: The Inn of Drowning
« Reply #183 on: November 16, 2011, 08:15:17 pm »

SWEET, god we need a new opinion on this mess, I just realized our well-water is about 10% corpses and 20% ichors (with a ghost thrown in).
well iirc i conected the lake to the river, drain some, and it will fill back up... eventually... dont worry it wont overflow (well at least water output is slow enough for walls to go up :)
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thegoatgod_pan

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Re: The Inn of Drowning
« Reply #184 on: November 17, 2011, 11:09:16 am »

I noticed, my exact thought was--oh look that pillar is full of water...it goes all the way up to the surface river...ok, so pretty much pressurized fort death if anyone designates the wrong dig square :)

 I was playing and making screens on the bus yesterday, water trap got near finished.  Then computer crashed.  Gonna have to replay last season :(.  Anyways will have a proper update ready by tomorrow.
« Last Edit: November 18, 2011, 01:14:47 am by thegoatgod_pan »
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thegoatgod_pan

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Re: The Inn of Drowning
« Reply #185 on: November 18, 2011, 01:05:21 am »

I love the artwork on the front!!!!!!!!!!!!

Sorry guys still traveling, no luck uploading pics with lame hotel internet.  However I have many, many pics which will go up tomorrow (Armok willing) tonight just the write up.

edit: modified genders, both Asen and Greatwyrm are, in fact, women.
-------------------------------------------------------------------------------------------------------------------------------

Summer:

The ringing of stone echoes through the cavern. The newly established stonecutters guild, lead by GreatWyrmGold carves its new quarters, even as the secondary dining room is built.  A member of the guild, a miner, went mad, and disappeared into the burial quarter. She emerged shortly after bearing a sublimely carved table.  I hear, anyway, the stonecutters appropriated the table, and non-members are not allowed deep into their lodge.

I walk swiftly, I have matters to attend to. I have spoken to the respected elders of the fort.  We have many legendary planters and growers here, farmers so skilled each alone can feed a fort.  But besides them we have 40+ farmers.  And far more plots than we need. Henceforth all farm plots in the Inn of Drowning are to be left fallow.  I have not outright destroyed either the remaining two plots on the surface, nor the two below, but no crops shall grow until our plant stocks drop into the hundreds instead of thousands.

Our surface trap gives me course for concern. Nothing crosses it, our military is getting an armchair education in battle.  Perhaps an arena might rectify it, but I have a better plan--after all we are not called the "Inn of Falling to your death".

The previous overseer leaves behind the array; a great carcass of wood, pumps and waterwheels which I have never understood or sought to understand.  The overseer appears to have intended me to continue building another array on the surface, but his schematics confuse me, and I do not like to linger on the surface overlong, so I began work on a project that would both exploit the resources in place from the other overseers and give us a namesake--a good old fashioned drowning trap!

I gave brief orders to the miners and went back downstairs. Second dining room aside, I had a more pressing need for the stonecutter's guild.

I sought GreatWyrm, I found something troubling.  The dining room was being built alright, formed from slade and orthoclase.  I speak frankly--it disturbed me.  The gem windows they fashioned in the center gave the room an impression of a baneful eye, and the vaulted, elaborately carved ceilings echoed most strangely. 

I met GreatWyrm at the entrance to the lodge.  She was most kind and friendly, offering to hear my concerns, despite my rather lowly status in the fort. Indeed the question of status has come up much late--with so many skilled craftsmen (we have no less than 4 competent diagnosers alone), few have jobs fitting their true level of skill, and almost all sleep in the dirt like low-born haulers.

GreatWyrm lead me past their entrance. I saw two statues of her facing one another, a chain elaborately carved with the god of disease, and other strange objects as I passed.  A hound and a cat guarded the last door. Catching my gaze GreatWyrm explained--"Us stonecutters, we believe in a return to the basics--- the stone, the pick, cats and dogs for pets and food, faith in the gods--our entry reflects these values.  I nodded, smiling, nothing I like as much as a good and tasty cat.

GreatWyrm lead me further. We entered a small dining room, one I had not known existed.  Seeing my perplexed look GreatWyrm paused: "Do not be concerned my friend, it is just that many of the chairs and tables we produce are not of sufficient quality for the greater fort, so we keep them for ourselves."

The explanation struck me as disingenuous: many of the tables and chairs I saw seemed rather finely made. What really made me wonder is from whence the stone came from--our stone stockpile was perhaps the largest room in the fort--where did the stonecutters keep their stocks?

As though reading my mind GreatWyrm wheeled suddenly and locked eyes with me.  "Tell me goat, as a shaman, have you studied the mysteries of our people?  The mysteries dwarves pass from elder to beardling, that may not be shared with outsiders?"

I paused looking at the grizzled miner, considering quietly, as she quivered as if holding fast through a fervor that seemed to pass over her.

"You speak of the forbidden technologies--bridges turned to devices that render rock and living being alike into base atoms, training rooms that can make a peasant into a champion in a matter of days, at the cost of his sanity and the blood of many animals and children? Devices that transmit a drop of water across a room making banks of fog that delight and soothe the mind of the most tormented dwarf, Yes?"

She hesitated, considering me seriously, before nodding "Yes".

For a second I wondered if I would be allowed to leave the stonecutter's lodge with my life, and my eye slipped, unconciously to the sharp, and it seemed in the torchlight, blood-stained pick by the manager's side.  Then GreatWyrm turned again, whispering "Follow me."

She lead me into an alcove, where I saw two mason shops--one made from blocks of native gold, glittering in the dark, the other; from precious kaolinite, imported for porcelain.  Behind them I saw something that staggers me, and makes my head spin even as I carve these words into the soft bone of a llama. Rock.  Great pieces of rock of every variety and type, piled somehow, in an impossible form that held together, occupying no more space than you or I, but limitless. There must have been several hundred rocks, big enough to crush a dwarf whole, piled together in a small alcove big enough to hold a cabinet or chair. 

I staggered back, paling.

GreatWyrm looked at me contemplatively---do you see now, what the stonecutters have discovered? Do you see, why our mission must be allowed?

It took me at least a minute to respond. "To the Hells with the mayor and the laws, this matters more!"

GreatWyrm nodded, satisfied. 

At that point my better judgement spoke up: "I'll need something from you, in return for my silence, though--Hatches, stone hatches and grates and floodgates, for the device upstairs". 

Now it was GreatWyrm's turn to smile: "Is that all?  You'll have your hatches, and the assistance of our miners and masons.  However are you certain you want nothing more? You do not work the stone, so we could not extend you membership to our sacred lodge, but there is an empty chamber built outside our entrance--I know not for what purpose.  Perhaps you might consider taking it for a scrimshaw shop--after all, the mayor dismantled yours, just as he dismantled our stonecarvers."

Before I could respond the cavern echoed with the screams of dwarves.  We ran outside, without a spare word, coming to face a horror.

A spider the size of an elephant was in the very middle of our fort, only feet from the hospital and well.  It had picked up a dwarf, a tanner, I think, and was shaking him around by the head.  Ichor and webs dripped from its mandibles, and the mangled, yet living body caught in its grasp.
The spider shook the dwarf, pumping poison into his face and neck.  I screamed for the militia, and saw our brave warriors scrambling up the stairs.

Unfortunately they did not come in time.  The spider cast the broken body of our comrade into one of the shacks that the peasants had carved into the smaller stalactites, and wheeled to face the charge of our brave women and men. Our warriors swarmed it rapidly, chopping at the legs of the monstrosity, knocking it down.  A new recruit, a woman married to another of the draftees leaped atop the spider and with a booted foot kicked inwards, through the chitin, striking some vital nerve cluster.  The monster died instantly, a better fate than the one it visited on our brother.

I paused to speak with the warrior Asen, leader of our militia and vengeful death with a pick (single too, and quite the looker)  She gave me a dour look "Ye have the guts to talk to me, after what you've done?"

"What have I done, brave Asen?"

"Heh, you're the dimwit who opened the cavern, since the spring thaw it's been one thing after another--we just lost a peasant to a pack of elk birds not a week ago, and had to chase off a gorlak that was trying to eat a cat. 

Gods, I thought, we have hardly any tasty cat in the fort, and now I have to share with gorlaks?! Out loud I said "Gorlak?  A pity, I heard they are delightful conversationalists". 

"Aye, that he was, he had a lovely conversation with me pick, he did"

"What do you propose then?"

"I don't care, just fix it, afore me boys and girls get angry, put up a wall, set some cage traps, somethin'."

With that Asen stormed off. I had little worry our commander would remain as calm as stone--see enough blood and screams and suffering, and trouble just don't faze you as much.  The recruits though...All had angry glares as they passed, and muttered under their breaths.  If we don't get them happy, we're looking for trouble--angry soldiers in a tight space, well, I'd prefer a goblin any day, at least goblins use shite weapons, not the shining steel of our brave defenders.  Last thing I want to see is that shining steel carving up our own.

I returned to work, and saw my orders carried out.  The dining room completed by the last overseer was opened to the public, with food stores moved to the antechambers with the windows. Work on the new dining room, with its sinister baleful eye continued.  I faced it most days, my scrimshaw shop reopened.

Humans came with a trade caravan, but nothing that they carried was in need, and we sent them off with nothing.

The fall came early this year, and three dwarven children were born within a few days of one another. 

Production continued on both the new trap and the new dining room.  Work seemed to have stopped inside the mason hall.  Rumors said the stonecutters built rooms for themselves, the best and biggest rooms in the fort, and that GreatWyrm took the artifact table for himself, and that the mayor wouldn't stand for it, or shouldn't stand for it, or that the hammerer had been called for from the mountain halls, and the stonecutters would get what's coming to them.  All just rumors, I am sure, all just lies.

It was at the very end of fall, after the dwarven caravan came, that once more screams echoed through the fort.

Ambush!  They screamed. Goblins!  A dwarf has been shot! And behind it, an anguished cry "My toe, oh Putrid Drool, he bit off my toe"

---
tomorrow:  finished traps, pics, the ambush, the dead and the angry.
« Last Edit: November 20, 2011, 03:19:56 am by thegoatgod_pan »
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Jilladilla

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Re: The Inn of Drowning
« Reply #186 on: November 18, 2011, 03:31:38 pm »

ok, so pretty much pressurized fort death if anyone designates the wrong dig square

well one could expose the shaft to the light and when its frozen, you stick a floodgate in there
there would be a little flooding if someone messed up then, but not an infinite cascade of water :D
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thegoatgod_pan

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Re: The Inn of Drowning
« Reply #187 on: November 18, 2011, 05:36:28 pm »

I'm not complaining, I *like* pressurized insta-fort death.  However I feel like the floodgate suggestion would get me killed.  In other news my save file might have corrupted, so I might replay the year overquick, doing the exact same things as before (ideally better), and write off the giant spider incident as a terrible dream. Lets hope not.  Expect an update after midnight. tomorrow, still working on it.
« Last Edit: November 19, 2011, 03:06:07 am by thegoatgod_pan »
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UmbrageOfSnow

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Re: The Inn of Drowning
« Reply #188 on: November 19, 2011, 03:33:19 am »

ATTN: Commander: "Inn of Drowning"

Some concerns have been raised in regard to the recently constructed water trap at your settlement.  Informants will remain anonymous but many fortresses have been lost to such devices, which is why regulations were put in place by her majesty the Queen.  We do not dispute the right of dwarves to build such devices, but the disregard for safety so common among our people can result in catastrophic failure.  Such failures not only endanger the security of the fort, but can render entire systems of tunnels unusable. 

As such, you may expect an inspector from the newly-commissioned Dwarvern Safety and Health Administration, DSHA, on the first of Granite.  Although danger of flooding is the primary concern, his visit will occasion a General On-site Occupational Safety Inspection and Enhancement, or GOOSIE.  Should any aspect of your settlement be found lacking, your DSHA inspector is hereby authorized to take command for up to one year.  Upon the First of Granite of the following year, further safety notes will be provided to a replacement commander from your own settlement.  Safety first, compliance is mandatory.

Baron Urist MacBewrokrat
Chief Administrating Officer, DSHA
Licensed Death-Trap Inspector
Member: Stonecutter's Guild
« Last Edit: November 19, 2011, 03:41:07 am by UmbrageOfSnow »
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thegoatgod_pan

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Re: The Inn of Drowning
« Reply #189 on: November 19, 2011, 07:32:03 pm »

Umbrage--there is even a captain of the guard slot open for your imperial assassin inspector  I'll try and make you a nice hammer before the end of winter. Also the year is almost done, in a classic df fashion it went nothing like the first try.  Elves went swimming in the cavern lake for no discernable reason and then went batshit crazy.  Humans died.  A friendly forgotten beast settled in the cavern. The cat and the dog I put up in the stonecutters guild are instead jaguars (or rather *roasts*, their spot is taken by jaguars) I'll post the tale and save later tonight.
« Last Edit: November 19, 2011, 07:33:41 pm by thegoatgod_pan »
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thegoatgod_pan

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Re: The Inn of Drowning
« Reply #190 on: November 20, 2011, 04:14:27 am »

I awoke as if from a terrible dream.  I dreamt a giant cave spider tore apart a miner, a goblin bit off the toe of a recruit, who ran, turned charged madly and died, while his wife committed suicide from grief.  It was good to wake up.  I was still staring at the great, impossible pile of stone in the stonecutters lodge.

Goat? Goat?  Ye there?  Greatwyrm was shaking me violently.

Yes, I mumbled, and ran from the lodge.

I walked to the town well, feeling the need for refreshment.

Before I got there, I noticed a commotion by the lake, and approached. Several dwarves were cheerily dragging a draltha carcass to a butcher shop.  A hunter ran by in the general direction of upstairs.  When I tried to stop him he paused only for a second to tell me a fool elk bird ran all the way to the surface, and got itself pinned down and sunstruck in, of all places, the archery range.  "Its target practice for the boys up there!"

I was unconcerned with hunting, of all things. There was something going on in the lake.  Aside from the two ghosts (one of them, a bloody screamer--better get someone to put him to rest soon), there were elves in our well water!  Living elves! 

I will never fathom the ways of their race.  When the caravan left, two remained behind, swimming in deep water, neither drowning nor seeming interested in leaving.  Even as I watched, one climbed atop the shore and began to weep uncontrollably, even making several attempts to fall to his death into the water.  Lacking height he failed.  The other elf screamed in obscene rage and began beating his camel (Armok save us, they took camels swimming with them in our well ). The fight did not last long.  Watching across the shore I noticed several cages amongst the scattered goods of the elves--two jaguars and a giant leopard!  Lovely, I thought, this will be a great boon to our defenses. Then it came.  A whiff of unspeakable odour.  A great shuffling form in the dark.
Spoiler (click to show/hide)

Despite my terror, the hideous thing proved quite docile.  It settled in our lake, much like the last guardian.  Obviously the spirits of the cavern are sending me a sign.  I will let this one live as our guardian.  In the meanwhile, lets deal with the howling ghost of the merchant living in our well--he is really giving me a headache. Incidentally, our next overseer would be wise to create another well.  Especially since I hear one of the engineers has been working on something furiously in a mechanic shop.  My bet is it will be another sublime mechanism meant for a glorious well room. 

The one we have now has seen better days:
Spoiler (click to show/hide)

However, my encounter with the friendly forgotten beast spurred me on to work on the drowning trap--we must live up to our namesake.

The rest of the year passed uneventfully.  A caravan from the mountain homes came and we traded them some cast off clothing and a masterful serrated glass disk for fish and drink and metal bars. I watched the dining room be finished.  Terribly, on one of the last days before the official opening, a mining accident caused a collapse from the unfinished vaulted ceiling killing two dwarves unknown to me.  It was then I realized our fort had a standing prohibition against burying the dead.  After much screaming at the mayor I managed to change this law for good.  Reason triumphed.

The winter passed as uneventfully as the fall (granted during the summer the humie caravan ran up against an ambush and died, but the goblins fled, so no fun for the militia).  Nary a goblin in sight.  No surprise given how effective the current fortress entrance is at keeping the green bastard away:
Spoiler (click to show/hide)

The stonecutters's guild held a triumphant opening of the new dining hall.  I still wonder why the dining room must resemble an evil eye, an impression made worse by the red and yellow gem windows in the middle, but the scrimshaw shop they designed for me is a beauty, so I don't complain.  Others do though, its pretty obvious the stonecutters gave themselves the best rooms in the fort, and bought off a few others--I hear Asen and the chief medical dwarf both have nice little chambers to themselves now.  Asen even has one of the bunnies she loves so much tied up in her quarters.  I don't even want to think about her cuddling with it after getting good and soaked with goblin blood.
Spoiler (click to show/hide)


Finally, on the first day of spring, the drowner went online.  Both of the water storage chambers are filling, the hatches are wired, the windmills spinning.  If the next overseer is wise, they will remove the stairs leading to our windmills and thus save the drowner from being destroyed by trolls or ogres or some other building-smashing beasty.
Spoiler (click to show/hide)

I leave this message carved into a bone and leave the bone on the table of the new overseer in the new dining room. I pray to the gods it does not go eaten by mistake.

Follow my instructions or we shall surely perish--

1. shift+f1 is our hunting/logging ground, it is semi-secure--secure it!

2. there is another forgotten beast in the lake.  Poisonous vapors, be wary. So far it has caused no trouble

3.  the Drowner windmills should be isolated by removing the stairs, they were not fully finished when spring began, but totally functional (never hurts to have a little extra power)

4.  Disable the jump-off trap or not, your call, little gets through it, which makes for a dull fort, our military should see more action. My vote is to disable by building a wall around the fort-side ramps--neither breaks it, nor lets gobbo's path through it, so the drowner will see more action

5. Drowner is done, but untested, it should work, but who knows... Biggest problem I see is if goblins do get through, our militia will have to fight them over the array, which seems like a recipe to accidental drownings galore.  Floor over parts of the array trenches is my best advice.

6.  We're stocked on food and drink, so don't restart farming, and keep making lavish meals, and kill all animals you can find our f.p.s future depends on it.  I wasn't willing to take on the burden of using dfclean, or other f.p.s. improving hacks, but I vote that we do, esp. since there is no f.b. extract plague raging through our fort that the dfclean would spoil or make too easy.

7. I've done next to nothing with metal, but smelt and buy bars--have a blast with it :)

8.  I would greatly appreciate it if you finished channeling out the ceiling above the dining room.  Sure it does nothing, but I ran out of time and it saddens me to think the vaulting would be incomplete, even after two dwarves died to build it. 

Here is the save:
http://dffd.wimbli.com/file.php?id=5195


I feel like I ran out of time with the whole crash/ corrupt game fiasco [and I really need to get some rl sleep] (also the last save started at mid-summer for some reason...) Anyways enjoy, I want to see some drowning in the inn of drowning!  I hope to jump back into the managers seat after a few years :)
« Last Edit: November 20, 2011, 04:26:08 am by thegoatgod_pan »
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Jilladilla

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Re: The Inn of Drowning
« Reply #191 on: November 20, 2011, 02:13:47 pm »

well on the drowning bit, the fall trap could've ended in a deep pool of water, that would work well i think, but a traditional drowning trap sounds ideal, i suppose the windmill power is for the best right now, the trench is useless in the winter anyway...

i advise whoever goes next to stick some water wheels in the trench and pump magma so its below it, should be pretty reliable then
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UmbrageOfSnow

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Re: The Inn of Drowning
« Reply #192 on: November 21, 2011, 04:38:03 pm »

Inspector's Log:

Granite 1st:  It's been a long journey, but I've finally arrived at The Inn of Drowning.  Things are nothing like I'd expected.  A pleasant surprise in that the drowning trap seems well designed, even in the event of a malfunction, it shouldn't flood more than its own level.  But enough other things are off that I've decided to exercise my authority and take control of the fortress anyway.  As the shaman pointed out, stairs had to be removed to secure the windmills from attack, and I've already done this.  On my first tour, I thought the fortress had many unguarded openings into the caverns, but it turns out they built this thing in the caverns themselves.  The have a large "hunting" area and tree farm in the open caverns, and began to wall things off, but there are gaping holes in the defense, particularly against any flying creatures.  Their well-water is a mess, and I'm really not sure what the point of drawing well water from forgotten beast bathing pools is anyway.  There is a tube of water coming down from the surface, and then opening into the caverns.  Oh, and a tree seems to have grown where the wall around the windmill mechanisms was supposed to go, I'll fix that soon.  Securing the underground is first priority, but I have plenty to keep me busy the next year.  Rather than make an itemized list, I'll just see how much I can accomplish.

Slate 1st:  Well, things are moving, if a bit slowly.  The shaman was surprisingly willing to hand over power, I only had to offer to finish vaulting his dining room.  With some of my more ambitious safety projects, I'm going to need more miners anyway, so I have no problem with this.  I have decided, though, to only make the dinning room two stories high.  I'll be building a glass ceiling above its wonderful all-seeing eye, and that ceiling will serve as the floor for my office, so I can observe the workers on their leisure time.  I've secured the windmills from attack, and am nearly done securing the caverns.  What a job that is turning out to be.  The toughest part is how difficult it is to distinguish our sections of cavern from the dangerous areas.  I've ordered many of the small stalactites and stalagmites dug out, this should make it easier to see what parts of the cavern are dangerous, and will provide more paths for working dwarves.  I don't know how we can expect to grow many trees when they trample over saplings all day to get through narrow paths between rocks.  I've noticed that nearly half the fortress is idle, even when many varieties of tasks are assigned, and with the wave of 22 migrants that followed shortly in my wake, I think a career counseling session for many of these dwarves is next on the list, and then we can begin work on the major reforms.
« Last Edit: November 21, 2011, 04:54:11 pm by UmbrageOfSnow »
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thegoatgod_pan

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Re: The Inn of Drowning
« Reply #193 on: November 22, 2011, 04:45:52 am »

Their well-water is a mess, and I'm really not sure what the point of drawing well water from forgotten beast bathing pools is anyway. 
Because it improves the taste/dwarfiness?

Thanks for finishing the ceiling--I wasn't expecting it to go higher, the glass room on top idea sounds amazing.

Also apologies and Armok save us,

I looked forward into the future with the aid of some cavern mushrooms, and the water trap is an unmitigated disaster.

To wit: the repair shaft tunnel is accessible since it doesnt get enough water in the top level goblins can get straight through it somehow.

It can get plenty enough water if you open the floodgate opposite the intake pump and dig channels in front of the floodgates--the lever is already in place from the array as is the one refilling the reservoir from the river.

Even then, the bottom chamber is too big for the single pump stack to empty out and the water ends up lingering around 5-6 levels high in the trap when triggered.  This keeps the goblins quite alive, traps some and in my case killed one.  They all stop moving due to high water levels. This means the plate to fill stops activating and the one to drain never activates properly (even if it did, there is no space below to drain)

All in all disaster. At least repairs are trivial, since unless you add water via floodgates, it will never fill, so extra pumps and extra trigger plates to the drop hatches and perhaps a lever are totally doable.

In more interesting news check our militia commanders/resident badasses Asen's family.  It is both interesting and disturbing--practically a virgin mary with a mission of vengeance situation--no husband, two children, worships male god of fertility, both children are still alive, both are injured, neither is actually in the fortress, both are "happy to be free", the sinister calltag of a goblin kidnapper.
« Last Edit: November 22, 2011, 06:03:19 am by thegoatgod_pan »
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thegoatgod_pan

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Re: The Inn of Drowning
« Reply #194 on: November 23, 2011, 08:04:56 pm »

UmbrageofSnow you still there?  Understandibly its thanksgiving, and I have a write up to do for another fort myself, so I shouldn't be talking, but you are planning to finish the year right?
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