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Author Topic: The Island of Socks - My new Dwarfy fort (Temporary hiatus)  (Read 9922 times)

doublestrafe

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Re: The Island of Socks - My new Dwarfy fort
« Reply #45 on: January 19, 2012, 12:36:03 am »

You know you can pick your own mayor at any time, right?
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Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #46 on: January 19, 2012, 01:03:03 am »

You know you can pick your own mayor at any time, right?
Yeah, but that's not nearly as fun. Dwarven stupidity dorfiness earns nobles an honourable death.
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Re: The Island of Socks - My new Dwarfy fort
« Reply #47 on: January 19, 2012, 03:32:42 am »

Behold! Zasit Kosothinen, former farmer, has created an artifact!

Gemsitrimad, "Pastimetactic", a gabbro figurine of dwarves
This is a gabbro figurine of dwarves. All craftdwarfship is of the highest quality.
The item is a masterfully designed image of dwarves in gabbro by Zasit Kosothinen. The dwarves are traveling. The artwork relates to the founding of Leanstandards by The Climactic Amazing Guild of The Lanterns of Bowing in the early spring of 101.
It is encrusted with gabbro and smoky quartz and is encircled with bands of gabbro and water buffalo leather. This object is adorned with hanging rings of bandfire opal and menaces with spikes of bronze. On the item is Giftcaverns the gold low boot in reed rope fiber.
39,600 Urists in value.

Is it just me, or is the random name generator awesome? ^^

EDIT:

First there was the founding name of the fortress and the names of the civilization / guild, then there were the artifacts "The Dawn of Ears" (gabbro millstone), "The Pure Evisceration" (sheep wool coat), and "Giftcaverns" (gold low boot). Now this. :P
« Last Edit: January 19, 2012, 03:36:19 am by Elifre »
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Loud Whispers

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Re: The Island of Socks - My new Dwarfy fort
« Reply #48 on: January 19, 2012, 02:27:49 pm »

Is it just me, or is the random name generator awesome? ^^

And unforgiving :d

Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #49 on: January 20, 2012, 12:42:23 am »

Goblins are my new best friends. ^^

I had some elf merchants come visit me at the same time as two squads of goblins were ambushing me. The elves ran into the goblins and were promptly cut down. :D

Free shinies for the dwarves! Now to deal with those goblins...

(Screenshots at the end of the year).

EDIT:

I only just made it to summer, so it's going to be a while. In the meantime, I'm working on mining out the gold that I can find while looking for iron and tin. So far I've found Sphalerite, but no sign of iron. The good news is that I've discovered a couple hundred more pieces of gold, so I'm thinking my estimate of thousands might be a little low. Tens of thousands is looking more accurate, as gold is the single most common ore on my map so far.
« Last Edit: January 20, 2012, 12:54:44 am by Elifre »
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Re: The Island of Socks - My new Dwarfy fort
« Reply #50 on: January 20, 2012, 01:15:30 am »

DEAR ARMOK THE TURKEYS ARE HATCHING!  :o

All butchers are ordered to slaughter the turkeys before we are overrun!

Fourteen more of the beasts... Will my fortress be consumed by the turkeysplosion!?  :'(

EDIT:

Another 12! *Runs*.
« Last Edit: January 20, 2012, 01:22:36 am by Elifre »
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Azure

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Re: The Island of Socks - My new Dwarfy fort
« Reply #51 on: January 20, 2012, 06:33:06 am »

Can't hurt to have 30 turkeys stashed away in a cage in the panic room every 8 years in case of Successful gobbo raid leading to a retreat and full fort flood.

And hey it sounds like your in a mostly metamorphic layer region i believe. Lots of gold and possibly Galena/tetrahedrite? Either way, Goblins are the fourth iron ore should be harvested accordingly. Bonus points for cage trapping soldiers, stripping them of armor and weapons then tossing them into a gladiator arena.
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Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #52 on: January 20, 2012, 07:12:52 am »

Can't hurt to have 30 turkeys stashed away in a cage in the panic room every 8 years in case of Successful gobbo raid leading to a retreat and full fort flood.

And hey it sounds like your in a mostly metamorphic layer region i believe. Lots of gold and possibly Galena/tetrahedrite? Either way, Goblins are the fourth iron ore should be harvested accordingly. Bonus points for cage trapping soldiers, stripping them of armor and weapons then tossing them into a gladiator arena.

The chance of the fort being overrun by goblins is nearly zero, thanks to the airlock system I'm using at my gate. The chance of a FB overrunning the base is a decent bit higher (for now), but I'll deal with that when the time comes. As for the goblinite, that's nearly exactly my plan. Cage traps -> strip of weapons (and armour early on) -> pit system -> holding cell -> gladiatorial arena to train military = goblinite. Goblinite + fuel (charcoal. Coal isn't on my map, and trading for it gives me too small of a supply) + flux (marble. It's everywhere.) = OMGZ super dwarves!

My map is mostly made up of igneous intrusive and extrusive layers, with some metamorphic. There aren't any sedimentary layers as far as I can tell, in any of the three biomes. More exploratory mining should help to determine whether this is the case. In terms of ore, most of the metals are shallow, usually being no further than twenty-five Urists down. The one exception I've found to this is Sphalerite under the narrow biome that is the entire eastern part of the map. The primary ore (likely 10k+) is Native Gold, making this one of the wealthiest embarks I've ever had. The base value of a Gold Statue is 750 Urists, with Masterwork being worth 9k Urists. That means I could be sitting on over 90 million Urists worth of gold (assuming one bar per statue. I'm not sure if that's actually the case).

The second most common ore is Tetrahedrite. The copper from this is likely going to make up the bulk of my gear until I get larger goblin sieges and can more efficiently harvest the goblinite. The third most common ore, Galena, provides me with lead for bins, with the silver from it and Tetrahedrite also providing me with a large supply of wealth. Most of what this silver is being used for are Spiked Silver Balls, with a base value of 1,260 Urists each (15,120 for Masterwork). I'm not sure if I want to trade non-Masterwork ones away, or just keep them for the dodge-me trap. Either way, there's a -very- good chance that I'm looking at about 150 million Urists of shinies here, just from the metal.

As for the Sphalerite, since I don't make brass items (what's the point when I can just use the copper for bolts?), it's essentially worthless to me. Maybe I could turn it into bins or something. *Shrug*.

My military will soon consist of my three Legendary +5 Miners equipped with steel picks and shields, and bismuth bronze helms, caps, breastplates, mail shirts x3, greaves, high boots, and gauntlets, with leather mittens, hoods, and cloaks. Whatever socks they want to wear, they'll be allowed to wear. I only had enough bars of tin and bismuth to make 24 bars, which works since each dwarf needs 9 bars of Bismuth Bronze and 2 of Steel. Once I get a Weaponsmith up to Legendary (maybe higher) by giving him the job of making tons of copper crossbows, I'll be ready to start up the military. For now, my defenses consist of the airlock system, magma bridge, cage traps, and untrained dogs (just in case). It's rather less than what's needed to defeat a siege (one of which is just outside my doors), so my entire base has been sealed inside for the past three months. Not a big deal, since it's completely self-sufficient as long as no one gets hurt and needs water.

Most of what I've been doing for this year has been mining out the native gold (nearly a thousand ore dug out so far), making copper cages, picks, and crossbows, forging lead bins, and stocking up on food and booze. I also dug down to the second cavern layer, but didn't find anything good there other than the gems and Sphalerite. I'll dig down further later. My workshops still mostly consists of vital industries to keep my fort running, and most of my dwarves are farmers, cooks, butchers, brewers, miners, and haulers. I actually need to assign a couple more to be mechanics, but that'll slow down the hauling (vastly needed. I have about fifteen miners, and they make one Urist of a mess). I finally have a grate for the cistern, so work on that can continue once I link up the bridges and end the siege / ambushes. I have the dodge-me trap partially dug out, though it'll need a good bit more work to make it deadly (optional. Retractable bridges means I can make a non-lethal holding cell). Work on the building destroyer holding cells is coming along nicely, with three rooms dug out, meaning I can hold three FB's for bio-weapons testing. The reverse battlement for archers is also coming along nicely, and it looks like I have enough room to make it a cave-in trap over the main entrance in case something goes horribly wrong. My meeting hall has about twenty-five or thirty dogs now, so once I get a kennel set up I'll have a decent supply of war dogs.

Projects to work on for this year (will expand if I get good suggestions):

Complete the cistern.
Expand the farm system.
Equip my first military squad.
Get a decent dodge-me trap set up, with a temporary holding cell. Low priority. (Waiting for masterwork spiked silver balls and masterwork mechanisms for this. Probably a project for next year).
Set up a large number of cage traps to secure goblinite without having to fight goblins. High priority.
Train migrant dwarves with useful skills and increase the number of haulers. Population is currently 76 (it was 81, but five dwarves were trapped outside when the siege came along).
Continue digging out shinies and turning it into shinier things.
Expand the tree farm.
« Last Edit: January 20, 2012, 07:17:32 am by Elifre »
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There is no problem that cannot be solved with the liberal application of magma.
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Azure

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Re: The Island of Socks - My new Dwarfy fort
« Reply #53 on: January 21, 2012, 08:35:30 pm »

Could you elaborate on what your military composition will be in the future?

Do you prefer mixed squads or pure?

Do you keep training squads of two legendaries to train up two new recruits each?

Do you equip Haulers with any castoff armor and crossbows so that you have a large marksdwarf reserve?

Any pref. for axes or hammers?

Do you have squads for artisans only so when Urist Mcderpythemason wanders outside he has some armor at least?

Do you specialize your haulers or just general everybody gets everything? And if so how is that working? I've heard that for hauling the jobs get queued to anyone enabled for it so that creates lots of backlog if the dwarf has lots of other business too.

Do you have butcher sentient edited in?

When training recruits that do not have a civilian skill do you toss em at the pumps or use some other skill to avoid the deactivation unhappy thought?

You may have said it earlier but do you have a Masterwork statue garden/artifact room to help keep the populace happy?(I saw the earlier meeting hall but i don't know if you floored it over in gold! =D  )

How do you plan any later cavern breeching entrances? Will they be airlocked with a chasm, flooded room, dodge trap, Obsidian capping mechanism etc.?

Congrats on having all that galena for cheap lead bins btw.
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Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #54 on: January 21, 2012, 11:28:29 pm »

Spoiler (click to show/hide)

Quite a list of questions! ^^ (Really appreciate it, by the way).

Alrighty then. Some of this I've covered before, but I don't mind talking about it again.

Spoiler (click to show/hide)

In other news, I've made a good bit of progress on my stated goals for this year. Work on the cistern is lagging behind, and consequently the farms, but everything else is on schedule. Autumn just started, so I have some time to finish the cistern. I'm still under siege and lost some more migrants outside, but still have 72 dwarves due to getting 19 last time. I figure making all of those statues of pure gold is drawing them to the fortress like flies to a rotting dwarf (there's a couple outside. Flies = everywhere). The armour for my first squad of three melee dwarves is complete and is mostly exceptional and masterwork, though it's mostly bismuth bronze for now. Goblinite will let me upgrade to steel later. Food and booze still isn't an issue, but I'd still like to expand it. Also, I've dug out another section of the main stockpile, giving me a massive area for storage.

I also had my miners dig out another quarter for my metal industry as I was running low on bars. However, this new section is going to be different than my current one, and I'll eventually change the first section to reflect this as well. I've noticed that with an equal number of smelters and forges, that I keep getting job cancellations due to running out of bars. My solution for this is going to be having my forges in a line horizontally in the middle row, with smelters in the upper and lower rows. This means I'll have a 2:1 ratio of smelters to forges, so I might have a slight overflow of bars. Far better than a shortage, in my opinion. I'm also working with an assumption that statues and bins take one bar each to make, so I'd really appreciate knowing if this isn't right.

With this change to my metal industry, I'll have two smelters making gold bars, two smelting galena, one smelting sphalerite, and three smelting tetrahedrite. This means I'll get an average ratio of two gold, two lead, one zinc, three copper, and one point six silver. Changes may need to be made to this to keep up with demand for various metals, and I'd really like input on this. For forges, I'll have repeating jobs of copper bolts for one, lead bins for another, gold statues for the third, and a mix of lead and sphalerite bins, and gold statues on the fourth. The fourth will also be my odd-jobs forge, and will be the main one for armour.

Once again, thanks for the questions and comments! Keep 'em coming, dorfy readers. ^^
« Last Edit: January 21, 2012, 11:32:56 pm by Elifre »
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Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #55 on: January 24, 2012, 11:03:40 pm »

Update time! ^^

It's now early winter on The Island of Socks, and things have been great, though only a little !!FUN!!.

The sieging goblins got bored and wandered off, but left behind a squad of goblin archers to ambush some of my dwarves. What's rather funny about said attack is I had a dwarven caravan leave at the same time, and two of the soldiers (macedwarf and speardwarf) decided to jump off the cliff. The result of this was a couple of dead goblins, a couple more caged goblins, and some free steel from the caravan. One of the merchants also died, so more free stuff there. I lost a couple dwarves in that attack, but have recently received a migrant wave, so my population is up to 79. It -would- be 80, but one of my miners dug the floor out from beneath my Grand Master miner, which caused him to fall four Urists to his death. Oddly enough, his only injuries were broken legs and a crushed skull. *Shrug*.

I have the cistern completed, with a multi-level well being worked on right now, so I'll have a good source of water by the end of the year. This should allow me to expand the farms early next year at the latest. Equipping my military is a little behind schedule, since my weaponsmith is only at Master status, and I want him up to Legendary before making the Steel Picks. This should be done soon-ish, though maybe not by the end of the year. Expansion of the tree farm has been coming along nicely, and I just harvested about half a dozen trees, so most of my projects for this year have been completed.

It's looking like my military will consist of about 25-30% of my population, with about 4/5 of that being melee, and the rest rangers. My miners make up about 23% of my population right now, and crossbowdwarves are about 4%.

As always, I'd appreciate suggestions for what to work on for the next year.  :D

EDIT:

Behold! Another artifact!

Sodel Sombith, "The Shield of Executioners", a sheep wool robe
This is a sheep wool robe. All craftdwarfship is of the highest quality. It is encircled with bands of sheep wool and gold. It is made from sheep wool cloth. This object is adorned with hanging rings of sheep wool.
On the item is an image of dwarves in gold. The dwarves are laboring. The artwork relates to the foundation of Channeledhermits by The Brook of Armories of The Lanterns of Bowing in 1.
78,560 Urists in value, and by far the fanciest bath robe EVARS (for me that is).
« Last Edit: January 25, 2012, 12:25:42 am by Elifre »
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DEAR ARMOK THE TURKEYS ARE HATCHING!
Quote from: Elifre
There is no problem that cannot be solved with the liberal application of magma.
Quote from: Elifre
FOR !!SCIENCE!!

Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #56 on: January 25, 2012, 03:50:32 am »

Well, the third year of my fortress has come to an end, so it's time to take a look back at what I've accomplished. Near the end of the year, one of my dwarves made a truly amazing bathrobe (see previous post) during another siege. Speaking of sieges, it's looking like the vast wealth of the fortress is finally starting to bring seasonal goblin attacks. Over a million Urists in value has been created so far, and it's looking like the rate of which value is produced is only going to increase. With the increase in goblinite, I'll have a lot more steel in the future, and my metal industry is starting to get some Legendary dwarves.

Onwards to the project list!

Spoiler (click to show/hide)

And now... screenshots from year three.

Spoiler (click to show/hide)

Questions, comments, and feedback in general is greatly appreciated. I'd particularly like some suggestions for dorfiness I can add to the fort. :D
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DEAR ARMOK THE TURKEYS ARE HATCHING!
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There is no problem that cannot be solved with the liberal application of magma.
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Loud Whispers

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Re: The Island of Socks - My new Dwarfy fort
« Reply #57 on: January 25, 2012, 03:35:44 pm »

See? Goblins just want to help :D

Elifre

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Re: The Island of Socks - My new Dwarfy fort
« Reply #58 on: January 25, 2012, 03:54:50 pm »

See? Goblins just want to help :D
Exactly! Goblins are actually by far the most ethical race around, and they're always willing to help out their neighbors! ^^
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All hail the mighty Project A.R.M.O.K.!
Applejack is the worst pony, Loud Whispers.
Quote from: Elifre
Fear the mighty lungfish!
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DEAR ARMOK THE TURKEYS ARE HATCHING!
Quote from: Elifre
There is no problem that cannot be solved with the liberal application of magma.
Quote from: Elifre
FOR !!SCIENCE!!

Loud Whispers

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Re: The Island of Socks - My new Dwarfy fort
« Reply #59 on: January 25, 2012, 04:36:56 pm »

See? Goblins just want to help :D
Exactly! Goblins are actually by far the most ethical race around, and they're always willing to help out their neighbors! ^^

   [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
Goblins. Most ethically correct race.
:D :D :D
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