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Post by aka Cthulhu on Sept 15, 2015 0:04:54 GMT -5
Not yet. Before I went through with it, I looked into the recipe for black bronze and realized that I had enough components to smelt 4 bars of it. Aside from magnetite, the other main ore I find so far down the mines is native gold, so I got gold bars. Then I melted down the two copper axes I started with that the woodcutters used; I can always forge more, and right now there's around 9k logs lying in the field, and log use with 6 charcoal makers and two carpenters I end up losing only 500-1k logs per year. Silver I had in decent amounts, as I get silver maces and warhammers from caravans for use of my blunt weapons dwarves.
If a noble ever demands something impossible, then it'll be time to give him a bath into the well. Or not as I finished that project. Just to be cool, I made the interior of the reservoir from gold blocks and gold walls. Above that where the wells are placed is the first subterranean level, the so-called vomit tunnel. But if ever a noble asks for something I can't provide... well, the entrance hallway is long, and some parts have spike traps with ten menacing spikes each. Maybe a fly accidentally landed on the lever.
Another werecoyote attack. As my entrance is on the edge of the map, it was only a matter of time before an invader showed right at the doorstep. On the other hand, the militia does their training there. On the other other hand, the two dogs that were also guarding the entrance didn't fare so well. They're alive but bitten. Alas, they'll become lunch for the dwarf population because I don't want two werebeasts hanging around.
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Post by aka Cthulhu on Sept 15, 2015 8:45:35 GMT -5
Was testing out some lever trigger traps. Nothing special, just a corridor of iron and steel spikes to swiss cheese invaders. Of course, I had the *brilliant* idea of placing the lever next to the lever to the well's floodgates. The base isn't damaged, but now the floor is muddy and kinda irritating to look at.
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Post by aka Cthulhu on Sept 15, 2015 11:21:44 GMT -5
Got a lion, grizzly bear, leopard, and elephant from them tree-hugging traders. Time to train those four for war!
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Post by aka Cthulhu on Sept 15, 2015 14:04:57 GMT -5
The hall of vomit remains as vomit-y as ever, and I pretty much have assigned the captain of the guard (who does the jailing and the beating to mostly undeserving mandate-breakers) to be stationed there and clean all day. I kind of want to set a meeting spot above ground to slowly fix up the cave adapted dwarves, who are pretty much everyone save for the wood burners, carpenters, and soldiers, so right now I'm sort of setting up a park of sorts outside. Statues to admire, caged animals to observe, and a floor to vomit on.
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Push R Truth
Patti Mayonnaise
Unique and Special Snowflake, and a pants-less heathen.
Perpetually Constipated
Posts: 39,290
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Post by Push R Truth on Sept 15, 2015 14:59:28 GMT -5
Well that was a horrible end worthy of a horror movie. Sieged in by goblins just to find out I got a vampire that's been real busy in my fortress already and my magma operation kinda sorta maybe unleashed lava into my kitchen. I got miasma, pissed dwarves, no more beer, an army on my doorstep and vampires in my midst.
I think putting this place out of it's misery is for the best. Although I'm real tempted to see how long I can extend their agony.
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Post by aka Cthulhu on Sept 15, 2015 17:24:21 GMT -5
Would be nice if something actually happened to my fort. So far, nearly all the dwarf soldiers have artifact'd their weapons and shields from practice. One of the named weapons only has wild boars listed on their skills, even though it's a team of ten soldiers, each with legendary skills in combat.
General problem right now for me is a certain overproduction of goods. Got carpenter dwarves constantly churning out bins and barrels for the thousands of food items cooked and barrels of booze. Stonecraft dwarves make rock pots for more storage, and dwarven crafts which is becoming a big clutter problem as one of the nobles often bans export of certain craft items making them risky to trade. Masons are constantly churning out rock blocks, and for now I'm kind of focusing on setting up an even path outdoors as the growth of trees on the east side of the map is making trade caravans have a hard time moving through my fort. Also assigned a new smelter, a melter, whose main task is to have a smelter outside next to the trade depot so he can melt down trade goods from caravans, since so far the only thing I get in the mines are iron and gold, and flux for steel, so having a set of different ores could help in case nobles ask for stupid demands.
But in the end, the tree problem should be my main concern for now. After leveling the map of trees some in-game years ago, the saplings have sprung up and will soon wall in the fort from caravans. I should pave a road towards the areas where the caravans often appear in, but it could be slow work as the treehuggers have been imposing their tree quota on my fort now. One solution I suppose is to dig up an underground tunnel from where the caravans appear toward the outside of my base.
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Post by aka Cthulhu on Sept 15, 2015 17:27:55 GMT -5
Come to think of it, it's time to try to deliberately stir things up. Elf cap was 108 trees, and it's time to raze all the forests down. BRING IT ON, YOU TREE LOVING PANSIES.
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Post by aka Cthulhu on Sept 15, 2015 22:19:54 GMT -5
Still no armed response from the elves. Halted carpentry and mining and set the workers there to cut trees. The miners are slowly getting re-used to sunlight again by puking all over the great outdoors. The brook is now mostly green, but thankfully the river under it is still clean water. Still barely finished it seems with the woodcutting, though my base will survive a long time supply wise even if a few important industries are halted.
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Post by aka Cthulhu on Sept 16, 2015 6:18:38 GMT -5
As the paved everything outdoors is getting done, I can easily tell where my dwarves usually walk around in by following a stream of vomit on the paved roads. Slowly, more and more of the dwarves are getting used to seeing the sun again. I'll leave some areas of land in the middle for tree growth, as well as some grazing area for Obok the war elephant.
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Post by aka Cthulhu on Sept 16, 2015 12:05:45 GMT -5
Werecoyotes seem to be a yearly occurrence. This time however a citizen did die, one of the first dwarves in the expedition, a legendary carpenter who was out cutting wood due to my clear the forest campaign. With regards to any elf attack... none. I may have overestimated the amount of trees to cut as the elven diplomat came the following spring as well as a caravan.
Paved roads to make caravans have an easier time pathfinding has been made. The dwarves I conscripted into doing that work has slowly but surely got their cave adaptation sickness cured. The paved road being made had less vomit the farther it went from my base.
Cyclops also attacked, but the full force of the militia tore him apart. Steel spear tore the brain out. The health/wounds system in the game can be quite amusing to read.
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Push R Truth
Patti Mayonnaise
Unique and Special Snowflake, and a pants-less heathen.
Perpetually Constipated
Posts: 39,290
Member is Online
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Post by Push R Truth on Sept 16, 2015 12:11:12 GMT -5
I've been hoping to encounter the legendary Bronze Colossus, no dice so far. Have you seen one yet? I hear there are all sorts of fun things to do with them.
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Post by aka Cthulhu on Sept 16, 2015 12:29:10 GMT -5
Not yet. In this run I haven't even encountered a goblin siege yet; just some lone giants and werebeasts, both of which are no match for my militia squads. Half of the first squad are wearing masterpiece quality armor from head to toe, which include cloaks. Hoping that one day a dwarf will get a strange mood and craft a legendary leather cloak as that'll be one less cloak I have to worry about getting worn down.
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Post by aka Cthulhu on Sept 16, 2015 23:39:07 GMT -5
Though I plan to keep this base for as long as possible, I'm already considering what to improve on the next run.
Like, for example, bedrooms. Since the start, I carve a 3 tile wide tunnel and on the sides make a doorway for each bedroom, and a 3x3 space with a bed in center. I do that to give dwarves some measure of privacy. Then I realize that dwarves are fools who'd rather do something else than follow my orders, so screw privacy. Each one will still have a 3x3 space with a bed and some furniture, but no more walls. It's gonna be a giant cavern for them all the way.
Also, wondering if non-undead invaders can starve?
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Post by aka Cthulhu on Sept 17, 2015 10:30:45 GMT -5
This year's attack was a... wereanteater. It only took one squad member to tear apart, with a paw sent flying a decent enough distance.
Man, if this keeps up I'll go an offer a log to the elves. Or charcoal. Here's some burnt tree for ya, treehugger!
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Post by aka Cthulhu on Sept 17, 2015 12:13:11 GMT -5
On trading, right now I really have no need for trade. At most, it's just stocking up on metal bars, ore, cloth and thread. Food supply and alcohol are also amazingly high; prepared meals are pretty much all lavish and there's 20k units of them, with booze at 10k. A 4x8 patch of farmland gives enough plump helmets - right now there's about 1.5k of them. So if I siege were to happen I could just simply close the gates and wait it out if need be.
Really considering conscripting the entire population for training. Enough to have some bearings in case they're needed. I got enough armor and weapons anyway, as I've been spamming them to produce masterwork quality items to arm my main military force, and thanks to a legendary metalsmith/weaponsmith/armorsmith, nearly all of them are quite high quality, and don't really need to be sold as spare trap components and gold minecarts are enough to buy out all that I want in caravans.
Though, I suppose I need to train up an equally able dwarf for the forge. All the forge-work is done by one dwarf only, so him getting killed will cripple trade.
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Post by aka Cthulhu on Sept 18, 2015 2:13:00 GMT -5
Oh, shit. By accident I completely offered 150k worth of goods instead of trade. Like damn. Those goods didn't really mean a lot, and those supplies weren't exactly needed, but it's the principle of the thing. I want more goods.
So far, these are the goods that the nobles often mandate for producting/no export.
Bracelets Figurines Floodgates High boots Buckers Coins
Don't really forge bucklers, and high boots aren't really something that I trade. Ditto coins, and floodgates I don't even think you can sell those. Crafting those four is easy. On the other hand, I really can't make crafts for trade, as bracelets and figurines get mixed up in the bins and it becomes a headache trading crafts in general as all types of crafts gets mixed in bins, and bring them one item at a time is time consuming. Creating them can be a bit time consuming, as what type of craft is made is random so there could be long stretches of stuff like crowns and scepters and no bracelets.
Aside from that, I realized golden wheelbarrows have the same value as minecarts, so I'm switching to those instead as they're faster to move to the trade depot.
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Post by aka Cthulhu on Sept 18, 2015 9:10:24 GMT -5
No farming, no cooking, no brewing, no crafting stones and carpentry and almost everything else until the fort has stockpiled everything that has to be stockpiled. In particular the wood furnaces have a ton of charcoal each lying around, and the trade depot has tons of items that haven't been hauled at all. Started late autumn after the trade caravan has arrived, and it's early spring and there's still so much to haul.
Wood burners, smelters, and the forge operator is still busy with their work, and the stonecraft guys get pulled out of hauling if a noble wants some stupid crafts, but everyone else is gonna haul until everything is in its proper stockpile. Two mechanics are also at work setting up a field of weapon traps to mince things to death. Steel trap components, every single one of them. In reality I have so much charcoal that I can afford to stop wood burning operation for a while, but I like being sure that the smelters and forge won't be in any danger of losing fuel.
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Post by aka Cthulhu on Sept 18, 2015 10:23:53 GMT -5
And so it happens. Mayor demanded an aluminum weapon rack for his office. Seeing as I don't have aluminum, and at best the highest value bar the dwarf caravan offers is platinum, the mayor is gonna have an inspection on the tunnel section where invaders are supposed to go when the front gates are sealed.
...those spike traps can be so sensitive. Why, a fly must have landed on the lever. Those things can be heavy, and the levers can be so... pullable.
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Post by aka Cthulhu on Sept 18, 2015 10:59:06 GMT -5
Hm. Seems like no punishment would be given if demands are not met. Mandates only, it seems. Well, the wood burner mayor is not gonna die, but for now I gave the role of mayor to the baron, so I only have to worry about one ass for a while.
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Post by aka Cthulhu on Sept 18, 2015 12:22:40 GMT -5
At long last, I get the message I waited for: a vile force of darkness has arrived!
In the end, it was only 6 goblins, though wearing slightly better armor than past goblin attacks in other runs. Iron armor and weapons, one even came with a steel mace. Clothing items weren't ragged, even decent value giant cave spider clothes. Still, 6 goblins against 20 legendary skill dwarves in steel armor and weapons was pretty much a curbstomp.
One had their head severed, so I reckon I'll let that decay and dump it by the dining hall as a trophy.
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