|
Post by aka Cthulhu on Sept 18, 2015 15:01:11 GMT -5
Well, it's been almost a year. It's autumn, dwarf caravan has yet to arrive, but I'm almost done with the hauling. So much stuff. The general thing is that I have too many items right now, and I could basically get a ton of items out of the caravan with only a handful of gold items. Like it's to the point that I give a little extra to give the merchants a really big profit - the total value of items I sell is almost double the items I get in return, and then I send out a little extra as offerings.
Right now, I think the next batch of migrants I get will have specialized hauling tasks so other industries at the base will continue to keep working with as little amount of clutter as possible.
|
|
|
Post by aka Cthulhu on Sept 19, 2015 7:57:47 GMT -5
Even with a goblin attack, multiple giant encounters, werebeast attacks where one killed a dwarf, it seems that the only events that the dwarves are concerned about in their artifacts and engravings is the death of a stray camel and mule.
|
|
|
Post by aka Cthulhu on Sept 19, 2015 8:52:49 GMT -5
Got a female giant boar, and I already have a male giant boar, so I guess I could get them to breed and produce more meat than I already have. While they're giant size, it seems that like their regular size boar cousins in-game, they will for most part run away from conflict, and can't be trained for war.
On the other hand, got a tiger as well, which shall be trained and assigned to the squads. Rare animals like these are pretty much the only reason why I'm not really trying hard to provoke elves to war, as while they have the least amount of items to trade in caravans, they're the only source of tame exotic beasts. As I recall, there's the possibility that they can bring in a dragon or a roc.
|
|
|
Post by aka Cthulhu on Sept 19, 2015 14:04:35 GMT -5
Hoo boy, here we go. Another goblin siege, this time an actually quite large fighting force. 42 of them, mostly goblins and some trolls.
|
|
|
Post by aka Cthulhu on Sept 19, 2015 14:14:25 GMT -5
About two soldiers were down in the fort, asleep, so it was a little bit more than two to one. Still, amazingly, they won. I didn't want to use the trap tunnel yet as it wasn't as complete as I'd like, so I sent the soldiers out, partially to see how a squad of legendary skill soldiers would fare against large goblin forces.
Upon checking up on them each, none of them came out with any wounds. One almost drowned since he dodged a crossbow bolt and ended up falling into a pool that I forgot to close, but aside from that a good number of the soldiers now have kills to their weapons that isn't wild boar.
Two dwarfs stoop atop with five kills each, though one of them has a better kill list as he had two notable kills while the other had only one.
Also, there was one death on the dwarf side. A war dog who didn't have an owner, one of the few war dogs I have stationed at the edges of the map to detect ambushes and provide a slight speedbump to any invader while civilian dwarves hide down the fort.
|
|
|
Post by aka Cthulhu on Sept 19, 2015 14:23:41 GMT -5
Counting the stocks, there's 18 heads. 18 deaths due to dwarven decapitation, and now 18 soon to be skulls to decorate the dining hall.
|
|
Mozenrath
FANatic
Foppery and Whim
Speedy Speed Boy
Posts: 121,038
|
Post by Mozenrath on Sept 19, 2015 20:45:05 GMT -5
|
|
|
Post by aka Cthulhu on Sept 20, 2015 1:17:46 GMT -5
Not quite a bug, but necromancers will revive any dead body part that can be used. So that includes arms, legs, head, teeth, and apparently hair.
Also realized that the two war leopards I trained are opposite genders, so perhaps there's a chance for some baby leopards will come soon enough.
|
|
|
Post by aka Cthulhu on Sept 20, 2015 9:05:50 GMT -5
A wood burner dead due to a werecoyote attack. Well, almost dead; he's alive, but as he got bit it's either a trip to the spike pits or the militia will keep a vigil by his bedside, while holding on to some very sharp, or very heavy, implements to help smooth the passage from the world of the living to the other side.
In general, the wood using dwarves are most vulnerable to attacks like these.
Also, one funny bug I recall reading about. Fire deals damage via the fat of a living creature, so if one were to get a dwarf to be a little too close to a fire, and carefully manage the bleeding, one could melt all the fat in the body to create a fireproof dwarf.
|
|
|
Post by aka Cthulhu on Sept 20, 2015 12:30:31 GMT -5
Pondering if I should assign all dwarf citizens to a militia and set them up with armor. For now, I don't plan to train them at all, but at the very least equip them with some metal/leather armor. With that, they should have some protection against attacks, and they'll be wearing gear that won't wear out over time.
|
|
|
Post by aka Cthulhu on Sept 20, 2015 12:54:48 GMT -5
Testing it out on my five miners. So far it seems to work; they're wearing all the armor and doing their assigned jobs... though a couple of them haven't finished getting their gear, and they're being distracted by petty dwarf needs such as eating, and are running around the halls wearing nothing but one steel gauntlet and a cloak.
|
|
|
Post by aka Cthulhu on Sept 20, 2015 23:28:33 GMT -5
Refused the elves and their tree cutting quota, and once I finish trading I'll be offering them a log in hopes that they return with force. Their small amounts of trade items has been rather pathetic, so I plan to export cold steel because I'm bored.
|
|
|
Post by aka Cthulhu on Sept 21, 2015 9:01:31 GMT -5
Ceasing trade with the caravans for a year or so, as there's no end to the growing pile of traded items in the depot. At this point, I don't need any kind of supplies coming from caravans.
|
|
|
Post by aka Cthulhu on Sept 21, 2015 12:54:34 GMT -5
Hrm. Elves still haven't declared war on me. Refused their requests to have a tree cut quota yet again, offered them charcoal, and yet they still come every spring, offering lame exotic pets like chimpanzees and teeny insect pets that can't be butchered for me.
Next year, I plan to drop the bridge under them.
|
|
|
Post by aka Cthulhu on Sept 21, 2015 20:24:20 GMT -5
Oh man, finally a dragon has wandered its way into the fort. I could lure it into the trap corridor, and if it survives the initial barrage of weapon traps (masterwork mechanisms, 10 trap weapons on a five tile wide, 15 tile long corridor), there are cage traps that could possibly nab it.
On the other hand, before that could happen the upper corridor before the hall of traps is the trade depot... and there's currently a caravan stationed in it. It'll end up in a fight, and it might end with my fort on fire, as there's a ton of charcoal lying around in that area as well.
To avoid risk of fire tearing through the surface, I'm sending out my legendary squads to deal with the beast. It should be educational, to see if such a thing is doable without any problems.
|
|
|
Post by aka Cthulhu on Sept 21, 2015 20:39:49 GMT -5
Well, hell, that was somewhat amazingly lucky of me. So dragon spawned on the only mountain area on the map, which was on the farthest right side of the map. Gave enough time to signal the alarm for the dwarfs to get hiding under the fort, as well as the sacrifice of one war dog who I stationed near the area as distractions during moments like this. And the dragon certainly went to work on the dog as it went for a bit and shook the body around until it died.
By then it already shot out a stream of fire... in the forest where there's a ton of logs lying around. And the military arrived shortly after, and the amazing bit happened. Ignoring the flames, not even getting damaged from them, the nearest dwarf got into melee range first. A spearmaster dwarf... who then proceeded to embed the spear through the dragon's skull, tearing out the brain and killing it in one blow.
A small epic moment for the fort known as Tinstrangers.
|
|
|
Post by aka Cthulhu on Sept 22, 2015 11:42:29 GMT -5
Soap! Made from dragon fat, and my dwarves shall use it for... I dunno. Soap, being classified as a bar, can be used as building material, so I could probably make a room with walls and floors made of dragon tallow soap, but I'll need more dragons to get enough soap bars.
|
|
|
Post by aka Cthulhu on Sept 22, 2015 13:00:26 GMT -5
Really want to see a full-blown siege against at least 100 enemies before I abandon fort to start a new one.
Medical staff is somewhat problematic. Those migrants arrived fairly early with good medical profession skills, but as no one is really getting injured (as the civilian dwarves that get killed in werebeast attacks are usually dead on arrival, and the soldiers are doing a great job in not getting killed, they're very rusty in terms of skills so if the time comes and someone does get badly injured could pose a problem.
|
|
|
Post by aka Cthulhu on Sept 22, 2015 23:54:58 GMT -5
Hmm, seems like I can manipulate the items used during strange moods so I can end up creating high value artifacts by forbidding items. On the other hand, depending on the item, this pretty much halts a lot of industries which use up the items being forbidden.
Artifacts don't really do much, but I suppose this could be very useful if the strange mood dwarf takes over a forge.
|
|
Mozenrath
FANatic
Foppery and Whim
Speedy Speed Boy
Posts: 121,038
|
Post by Mozenrath on Sept 23, 2015 0:24:41 GMT -5
This game is so out there.
|
|