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Wow. I prefer most of my stuff to be neat and orderly (as in, i know where i can find the workshop), so with a place like this i'll generally get lost =P
May 24th, 2011, 06:44
(This post was last modified: May 24th, 2011, 07:07 by antisocialmunky.)
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So... I just rolled probably the toughest reasonable map I've seen in my new game:
Volcano Fort 2:
1) 1/4th of the map is 'terrifying' which means zombie random stuff in winter.
2) Its pretty nearish to 3 goblin forts. Its a young worldgen so they haven't managed to take over the continent.
3) There's a demon civilization beneath me of some sort that's already eating into my FPS in a 5x5 embark. It dropped to 80 and then went back to normal levels...
I checked with the prospector tool and sure enough there's more slade than any other rock on the map...
4) My civ is dead so I'll get max of 30 dwarves before I have to rely on children aging... which takes 12 years. The longest I've had a fort go is about 5 years.
So I'm not sure, I'm tempted to write an AAR but I'll probably have to reclaim with another civilization. It would not be bad except for the dead civ. I have a backup of the initial world if you guys want to give it a spin after your first fort.
Poked around with one of my backups and it seems like all the dwarf civs except one is dead and the living one is ruled by goblins. I guess it would be fun to get a good sized fort going and then kill the goblin king and queen/goblin drunk...
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Amelia Wrote:Wow. I prefer most of my stuff to be neat and orderly (as in, i know where i can find the workshop), so with a place like this i'll generally get lost =P But I do know where to find the workshop But in all seriousness, this is nothing more than a temporary burrow. One we're established we can start something proper, neat and orderly. And you know, actually designed
Anyhow,
Summer is past.
New additions to The Hole marked.
We got two migrants. This is goddamn early, I have not expected this to happen this soon, but then I did not play the most up to date version of DF till now. They are both crafters of some sort ( Clothier and Generalist ) therefore logically they got assigned to hauling duty. Pling and both farmers went full time on their tasks with no other assignments ( no cleaning, hauling etc. ).
Food operation is ticking nicely.
As a reminder we started with 100 drinks and just under 100 food. Now we have 160 booze and 130 simple meals ( biscuits each made from 2 raw food ). It will get better as we increase in manpower and skill.
Pling does her job
She's at a level of skill that allows for an occasional masterwork item. Thus far 2 amulets and one sceptre. We have 92 crafts to sell at an average value of c.a. 40. I should squeeze out some more before traders arrive.
We have 2 new animals. Immigrants brought a baby goose and a baby alpaca
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Jkaen Wrote:Also the ores selection we have look very nice!
Indeed. Steel will be easy to come by....pity we brought all those turtles instead of an anivil.
Mist, I see you've caged the chickens. They won't breed unless you have them outside in a Pasture with some nest boxes to lay eggs in. (You'll also need to disable Eggs on any food stockpiles until the first round of eggs hatch. After that the dwarfs can have eggs as part of their Lavish Meals).
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Apparently I like pig hoofs and eat bumblebees for breakfast.
Baby goose... Even fully grown geese only yield one skull on slaughter if I recall correctly. We have our first goblinbait!
Thoth Wrote:Mist, I see you've caged the chickens. They won't breed unless you have them outside in a Pasture with some nest boxes to lay eggs in. (You'll also need to disable Eggs on any food stockpiles until the first round of eggs hatch. After that the dwarfs can have eggs as part of their Lavish Meals).
I usually dig out a room with only one door for egglayers. Place nestboxes, pasture them in, forbid the door until eggs hatch. Prevents ninja-dwarves from snatching eggs when you accidentally designate a food stockpile without turning eggs off. Leave the door unforbidden when you want eggs/have too many animals, works nicely for me.
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Thoth Wrote:Indeed. Steel will be easy to come by....pity we brought all those turtles instead of an anivil. Hah! Every dwarven oldtimer knows that proper anvil should cost 1000* and these cheap modern day imitations are not worth to throw a goblin at :P Besides, we really don't have the manpower to do smithing so it doesn't make a shred of difference. By the time we'll have enough dwarves, we'll buy ourselves an anvil.
Thoth Wrote:Mist, I see you've caged the chickens. They won't breed unless you have them outside in a Pasture with some nest boxes to lay eggs in. (You'll also need to disable Eggs on any food stockpiles until the first round of eggs hatch. After that the dwarfs can have eggs as part of their Lavish Meals). Yes, I caged the buggers after one of them charged a boar I don't want to install to much infrastructure in this temporary location. I'll leave setting up a proper quarters, including the chicken pen, to the next player and for a moment I'll just keep them aside.
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Thermos Wrote:I usually dig out a room with only one door for egglayers. Place nestboxes, pasture them in, forbid the door until eggs hatch. Prevents ninja-dwarves from snatching eggs when you accidentally designate a food stockpile without turning eggs off. Leave the door unforbidden when you want eggs/have too many animals, works nicely for me.
That works too. Although I thought chickens ect needed grass/moss to graze on?
Mist Wrote:Hah! Every dwarven oldtimer knows that proper anvil should cost 1000* and these cheap modern day imitations are not worth to throw a goblin at :P Besides, we really don't have the manpower to do smithing so it doesn't make a shred of difference. By the time we'll have enough dwarves, we'll buy ourselves an anvil.
So long as our miner doesn't manage to get himself killed and/or loose our one and only pick.....
Mist Wrote:Yes, I caged the buggers after one of them charged a boar I don't want to install to much infrastructure in this temporary location. I'll leave setting up a proper quarters, including the chicken pen, to the next player and for a moment I'll just keep them aside.
Enlist that chicken in the military.
A pen just takes a few keystrokes, it doesn't actually require any dwarf labour once the animals have been moved to the pen/pasture. And nestboxes are usually located away from your main traffic areas so they make good practice for Craftsdwarfs.
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My goodness I've never seen a game as heartbreaking as this...
After 3 successive goblin ambushes (with like 10 dead), i had 16 people in my hospital. One of them turned berserk.
Next thing i know, the other 15 in my hospital are all corpses, another goblin ambush came out (and 9 of my best fighters were butchered in the hospital), the whole place is fulled of miasma, and other things. 5 minutes later, the fortress was unsavable (Not helped by my ballistas succeeding in shooting more dwarves in the back).
And i just finished my tower of archers, a nice statue garden, and other things =(
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Just realised that in the last shot I can see 5 dwarves and 2 'd' signs, I trust those are not dead dwarves and we still have our 7 alive?
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Jkaen Wrote:Just realised that in the last shot I can see 5 dwarves and 2 'd' signs, I trust those are not dead dwarves and we still have our 7 alive?
Yes and no.
Those two 'd' signs are the war dogs. All 7 ( well 9 including the migrants ) dwarves were alive at this point.
Unfortunately not long after that I got a power failure that wiped out all the progress *and* corrupted the save ( ). I managed to salvage the generated world, but I'll have to start over again.
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