• Dyewhipped - Today, we experiment with lava in Dwarf Fortress
    112 replies, posted
[QUOTE=Seiteki;35105395]I wasn't sure if I was going to stay up all night or not. I guess now I know. [editline]12th March 2012[/editline] [B]13th Granite[/B] I arrive to the fortress, the entrance littered with dozens of dead chickens, of which seem to be regularly hauled into the place itself. I later learn they're being made into crossbows. One thing I note is, even with the drawbridge and cage traps, the entrace is rather vulnerable. There are no doors, no diversions, nothing. I must remedy this. It took some time, but they finally finished their party and got back to work. [B]26th Slate[/B] Time sure flies when you're fortifying a poorly defended fortress. I decided to stop by the bookkeeper, only to find out he is also our militia leader. This won't do. I've demoted him and given the broker, Urvad, the position. After all this, what do I find? Our still is un-touched and our stocks are all terribly low! It's obvious what I have to do now. I'll designate a new farm, larger and with its own private stockpile. [editline]12th March 2012[/editline] A few snatchers have come to try and take the babies and children as well. The chickens and such at the entrance promptly ripped them apart.[/QUOTE] Haha, yea I had to constantly re-add the still/kitchen tasks as we didn't have enough raw materials to keep it going yet. I also never made a barracks or properly separated the military into different subgroups, so you'll need to do that now that you have extra migrants. And who needs properly made defenses when you've got a legion of vicious chickens guarding the entrance for you?
I would love a turn
Put me in for a turn
A chicken moat might actually be a viable defence, provided you have enough. a moat filled with non-grazing war-creatures would work pretty well in all.
There's chickens, a rooster, and various ducks guarding the entrance. Each snatch has been torn apart. It's a shame that magma tunnel I made dumps right above the opening.
[QUOTE=Pokey McFork;35112084]A chicken moat might actually be a viable defence, provided you have enough. a moat filled with non-grazing war-creatures would work pretty well in all.[/QUOTE] It's a good thing that 1 hen makes 8-14 chickens then. chicken-splosions all day long. If only it were possible to catapult chickens; then I would set one on fire and send it flying. best defense.
Will chickens even act aggressively? How will they guard anything.
[QUOTE=wallyroberto_2;35113138]Will chickens even act aggressively? How will they guard anything.[/QUOTE] I'm not sure, but I wouldn't want to try getting in here. Also, do we even have a lever for the drawbridge? I can't find one. [editline]12th March 2012[/editline] I decided our broker needed an office, so I've built him one. Everything within is made of rhyolite. I've even given him a couple engravings to look at while he works. We have: The Spiral of Seas: an image of a nether cap The Sprayed Tours: a finely designed image of a willow, the symbol of The Merchants of Carnality, the local dwarven government. Last, but certainly not least, The Crab of Attacking. A superiorly designed image of "Mason1" (me) and a rhyolite throne (in the room). I am raising the throne. The throne I created.
[QUOTE=Seiteki;35115920]I'm not sure, but I wouldn't want to try getting in here. Also, do we even have a lever for the drawbridge? I can't find one.[/QUOTE] It's in the makeshift dormitory. I have a label (N key) for it I believe. (makeshift dormitory was the room north of the farm i made)
Another dwarf taken by a fey mood! [img]http://i.imgur.com/vMBaS.png[/img] Nothing too eventful thus far. [editline]13th March 2012[/editline] In the process of mass-dumping all this stone laying about, it's taking up far too much space in the fortress. Meanwhile, [img]http://i.imgur.com/GpJhP.png[/img] [editline]13th March 2012[/editline] [img]http://i.imgur.com/L7GCH.png[/img] [editline]13th March 2012[/editline] Oh shit, it's the 23rd of Granite. Packing everything up! [editline]13th March 2012[/editline] Here's the save file. [url]http://www.mediafire.com/?848z9b1bgnaw4n8[/url] Please note, the left-hand side of the main floor is effectively a mass stone dump/stockpile. There are a few corpses in the dump area, but that's why I added a door to it. I kinda fucked a couple things up, probably. It seemed -too- uneventful. There were a few thieves and snatchers, but we only lost one infant, but the mother wasn't terribly upset.
Remember to shoot off a PM to the next person in line when you are done with your turn. I've linked everybody's profiles in the OP so it should be easier to find everyone. Also include any special information that would be necessary for playing. Also, the first few years are always pretty uneventful. Siegeing doesn't happen until you have like 80+ dwarves, and most of the werecreatures leave as soon as they enter the map. I mostly just enjoy setup and i'm not too great at military, so I took the first turn. I also noticed that the game keeps a full log of announcements in txt form (gamelog.txt where dwarffortress.exe is), so that should be helpful for a general overview of what happened. It even logs when the game was started up each time.
Save obtained! Starting my turn now!
I get off work in 4 hours, so if you're done by then I should be able to start soon after I get off.
Just realized, why is the dwarf cap 90? You can't access everything until you have at least 100.
[QUOTE=ZestyLemons;35120583]Just realized, why is the dwarf cap 90? You can't access everything until you have at least 100.[/QUOTE] Popcaps are loose due to the way it works. If it's lower than 90, the game will generally send in a migrant wave the next season, and this is generally at least 5 dwarves, with the wealth or a spring it's often nearer 30 now. The low cap is to stop it from being jumped from 119 to 150 accidently or so.
Ok completed my turn, recorded the entire thing so will uploading it to youtube shortly. (2 Hrs, oh boy) Not really much happened so here is the summary: Breached the volcano to create the magma forges (Only thought about floodgates after - DOH) So now we have metals (Copper/ lead/ silver and Aluminium) [img]http://filesmelt.com/dl/Dwarf_Fortress_2012-03-13_18-18-38-01.png[/img] [img]http://filesmelt.com/dl/Dwarf_Fortress_2012-03-13_18-18-40-12.png[/img] Created a full hospital near the well, not greatly stocked but better than nothing. [img]http://filesmelt.com/dl/Dwarf_Fortress_2012-03-13_18-18-47-69.png[/img] Added a barracks near the entrance, the squad spars occasionally now and is closer to provide covering fire while the dwarves retreat. [img] http://filesmelt.com/dl/Dwarf_Fortress_2012-03-13_18-18-34-23.png[/img] Various stockpile adjustments, workshops added and trade depot outside. As for events. We had two sieges (One is currently ongoing syntax, FOR THE LOVE OF GOD NO NOT GO OUTSIDE) They are riding cave crocodiles and jabberers, and have major contingents of trolls. The policy to cower is working well with no deaths from them, but I really didn't want to try fighting them either. A puppy also knocked a dwarf down the well where he promptly drowned, returning to haunt the fort for a bit while I put up a slab. A baby also died from something and had to be given a slab. Managed to trade for quite a few items we were missing (with imports of steel, plaster and soap requested for next year) A few items were produced from moods, some Armour, a rubbish crown and an amazing sock. [img] http://filesmelt.com/dl/Dwarf_Fortress_2012-03-13_18-10-15-71.png[/img] [img]http://filesmelt.com/dl/Dwarf_Fortress_2012-03-13_18-10-25-13.png[/img] [img]http://filesmelt.com/dl/Dwarf_Fortress_2012-03-13_18-10-27-93.png[/img] Standing at 163 dwarves, Dyewhipped is looking pretty good. [img]http://filesmelt.com/dl/Dwarf_Fortress_2012-03-13_18-13-40-33.png[/img] And here is the save: [url]http://filesmelt.com/dl/DF-toadovr.zip[/url] Video is live [media]http://www.youtube.com/watch?v=hDuiofIBqYw[/media]
ohmanohgodohman here we go. never done a succession fort before. [editline]13th March 2012[/editline] Okay, so I've got the save dl'ed, unpacked, and started up. You weren't kidding about that siege. Now... we're locked in... refuse is gonna be a problem. Anyone have objections to an atom smasher for garbage removal? [editline]13th March 2012[/editline] And the whole river is stagnant. Can't use it for cleaning now. Gonna have to relocate the well and install a pump or 2... Hmmm... gives me an excuse to build a water reactor. [editline]13th March 2012[/editline] The... The... Inky Assemblies? Thats what our militia is named? [editline]13th March 2012[/editline] Legendary Armorer is missing. I see his corpse, but its not been discovered. We gots a vamp.
FOOOOOOUND IT. We got ourselves a vamp for sure! Giving them a nickname and then looking in the history of their deity for that nickname works quite nicely. [IMG]http://i.imgur.com/nKAWE.png[/IMG] [editline]13th March 2012[/editline] I think she'll go combat the siege on her own. Or should she be an immortality engine? [editline]13th March 2012[/editline] Oh. [I]Oh...[/I] She [I]died[/I] so hard. [editline]13th March 2012[/editline] OHNOOOO WHEN I KICKED HER IN FRONT OF THE FORTRESS IT LET IN 3 HOSTILES. DAMN YOU TROLL. DAMN YOUUUU [editline]13th March 2012[/editline] Nother siege.
[QUOTE=TheHypnotoad;35122895] Standing at [B]163 dwarves[/B], Dyewhipped is looking pretty good. [img]http://filesmelt.com/dl/Dwarf_Fortress_2012-03-13_18-13-40-33.png[/img] [/QUOTE] The fuck? How did that happen. 50 children? Is the game just ignoring the popcaps specified in d_init or something? [editline]13th March 2012[/editline] Apparently theHypnoToad changed some of the d_init settings around. They are now: [quote][POPULATION_CAP:130] [BABY_CHILD_CAP:50:1000][/quote] They'll need to be changed back to 90/20 I'm not entirely sure what we should do at this point. Kill off people to the sieges? Hypnotoad didn't really do anything wrong, he just accidentally overwrote the d_init for some reason.
163 dwarves? didn't you limit the pop cap to 90-100 dwarves and 20 children? [editline]13th March 2012[/editline] [QUOTE=HeroicPillow;35126044]The fuck? How did that happen. 50 children? Is the game just ignoring the popcaps specified in d_init or something? [editline]13th March 2012[/editline] Apparently theHypnoToad changed some of the d_init settings around. They are now: They'll need to be changed back to 90/20 I'm not entirely sure what we should do at this point. Kill off people to the sieges? Hypnotoad didn't really do anything wrong, he just accidentally overwrote the d_init for some reason.[/QUOTE] oh
THAT explains a lot. How do I attract children? I have a lot to kill off.
Set them all into a burrow.
[QUOTE=HeroicPillow;35126044]The fuck? How did that happen. 50 children? Is the game just ignoring the popcaps specified in d_init or something? [editline]13th March 2012[/editline] Apparently theHypnoToad changed some of the d_init settings around. They are now: They'll need to be changed back to 90/20 I'm not entirely sure what we should do at this point. Kill off people to the sieges? Hypnotoad didn't really do anything wrong, he just accidentally overwrote the d_init for some reason.[/QUOTE] Whoops, I realise why that happened. Straight copied the folder from the DF OP for the square art, that contains the init. Guess somebody will have to come up with designs for the magma creche.
I brought clean water to the fort, rid it of a vampire, and now I must play magma floor with all the little children.
Shit, couldn't we just put the vampire in with the kids and kill two birds with one stone? We'd get less children and a vampire to have fight things.
I'd be dorfed if we're doing that. And also if we don't all die in this turn
I noticed there are traction benches in the hospital. Remove them. Traction benches are bugged and injured dwarves will get stuck on them. They are not necessary in the first place, the dwarves will just be treated on the table or bed instead.
Okay, the kids are all assigned to the burrow, but I can't [I]get[/I] them into it.
Sorry for the delay. passed out last night. Anywho, I've expanded housing to allow for strictly our pop cap to stay there. Adopted a more centralized design in the process. Garbage compactor works fine, great for getting rid of bodies. Slight ghost problem at the moment, I need to get around to engraving all the slabs. Also noticed the lack of manager, so the bookkeeper is also the manager now. That helps a LOT. [editline]14th March 2012[/editline] Nother seige!
Okay! I'm finally done. Lemme just compress this beast and I'll pass it on. So, basic overview of what was done. I dug out a garbage compactor off to one side. Lever operated with a dump zone marked. I also found a vampire, and deposited her in front of the fortress. SHe died in seconds, and the stunt let in a cave crawler, a troll bone doctor, and a gobby with a sword. The militia eventually defeated these foes and there are now teeth everywhere from the cave crawler. I noticed our water well in the residential sector was stagnant, so I floored over it and created a pump to clean the water and dump it into an adjacent well hole, we now have clean water. I also expanded the residential area to allow for housing of the amount of dorfs we were supposed to have to begin with, however I was still constructing doors and I did not start beds as we don't have a good supply of wood. I attempted to rid the fort of a lot children, but I could not figure out how to move the kiddies to the "playpen" to play "magma floor" with them. The area is dug out and the "play lever" is set, but not marked. Lever is next to the main dining area. We had 4 sieges, one of them is still happening right now. We've not been outside in ages. I considered digging into the cavern layers to try and find trees there, but I didn't want to risk copious amounts of fun. We also have a small ghost issue. I have slabs made but not engraved. [url]http://filesmelt.com/dl/DF2012_FPGame.7z[/url] Enjoy!
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