Orderboard - Another attempt at a Dwarf Fortress succession game. With a Thousand Elephants!

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the elephant moved under the bridge between the time you gave an instruction to pull the lever and a dwarf reached the lever and pulled it
You can't cancel a lever pulling order?

3. The center tile is irrelevant to oversized animals breaking a bridge - for these, the question is if the oversized animal is anywhere in the entire area the bridge would come down on. The center tile matters for materials failure - melting or burning due to temperature. It was a digression mentioned primarily as a joke in passing (immediately undercutting an absolute statement).
I meant more that I was of the understanding that the underside was invulnerable, but clearly it's not.
 
You can't cancel a lever pulling order?


I meant more that I was of the understanding that the underside was invulnerable, but clearly it's not.
You can. Hopefully, you notice that an elephant has moved under your bridge and cancel it before the dwarf reaches the lever and gives it a good pull.
 
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Our last fortress died a miserable death, mostly from my lack of playing time. But now I have time to spare, and I've rolled up another party of Dwarves!

I've found us an interesting location.

View attachment 1063934

Our map is rather three-dimensional, being about 36 levels higher in the lower left corner than in the upper right corner. Pictured above is a ground-level slice of the map.

At lower left is the lava tube leading upward, which forms an open lava pool in the volcano's caldera 36 levels above the valley floor. The solid rock of the volcano is largely granite and rhyolite with a thin overburden of soil. Thin soil or not, the volcano is very heavily forested, with jungle plants and jungle animals. In the valley the soil is much deeper... four layers deep with the last layer being Fire Clay, suitable not just for pottery but for ceramics as well. The rocks immediately below the soil layer contain gold ore.

The river, on the other hand, contains Giant Hippos as well as wildlife somewhat less extreme. It connects a lake to the map edge, and offers some measure of tactical security on that flank.

I have used a red arrow to indicate the location that I've chosen for our fortress entrance. It is distressingly far from the center of the map (and correspondingly, distressingly close to a map edge where a hostile army might enter at any time), but we can minimize the damage by just walling off or extensively trapping the most objectionable approach routes. While the disadvantages of that particular entrance location are pretty obvious, so are the advantages. It is close to the river, for water and for water power. There is a wide, flat plain, a wonderful place for grazing our Elephant herd. Later on we'll hollow out some Elephant runs down in the soil layer, but there won't be any fungus for the Elephants to graze on underground until we break into the caverns down below and release the fungus spores.

We have six Dwarves available in the first wave (after you subtract my pick, the Mechanic / Organizer / Appraiser / Diagnostician / Wound Dresser / Negotiator / Judge of Intent / Axedwarf) with another wave of immigrants due later this year.

Bearing in mind the fort's placement at the intersection of three savage biomes and also the unfriendly neighbors (Gobbos and Tree Huggers), I gave a couple of our Dwarves heavy duty military skills, plus teaching ability. The two miners are itching to kill something, with skill levels in things like Armor User, Dodger, Wrestler, Biter, etc.

These Dwarves are available:

A female Miner / Armor User / Shield User / Fighter / Dodger / Biter / Axedwarf / Tactician / Teacher / Dancer

A female Miner / Armor User / Shield User / Marksdwarf / Archer / Dodger / Wrestler / Tactician / Teacher / Musician

A male Woodcutter / Carpenter / Bowyer / Ambusher / Wood Burner - Taken by Gawquon3 - Killed in Year 1, crushed under a falling tree.
... a Lumberjack, cut down by a Tree...


A female Mason / Engraver / Furnace Operator / Blacksmith / Gem Cutter / Jeweler / Stone Crafter

A male Planter / Herbalist / Spinner / Thresher / Miller / Weaponsmith (note that I've given him one Moodable level!) - taken by GAGA Extreme

A male Brewer / Cook / Herbalist / Armorsmith (again, one Moodable level). - taken by the HDK


Is anybody up for a game?

Screenshots of the fortress site to follow later.
I will take this one:
A female Miner / Armor User / Shield User / Fighter / Dodger / Biter / Axedwarf / Tactician / Teacher / Dancer
 
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That looks like it's in now. I don't notice any missing parameters from before, but then again there were a ton of em.


I think that's been in the steam game since the start because I always change the cavern layer passage density min to 50.
 
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It's not exactly a mega-project but I'm always a fan of the dwarven swimming pool. Basically making a minecart rollercoaster that trains swimming.
I like the drop floor into water for getting into the inn or temple more for training swimming.
 
A second project that we will want to get started on is to dig down far enough to find the Caverns.

Once we break into the Caverns, spores will be released that will allow us to grow edible fungus on all dirt surfaces underground. That will enable us to dig out enough rooms to pasture all our livestock (especially the elephants) indoors, where we can protect them properly. We can also grow underground trees, once the spores have been released.
Don't the trees need to grow two levels?
 
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I will take this one:
A female Miner / Armor User / Shield User / Fighter / Dodger / Biter / Axedwarf / Tactician / Teacher / Dancer
That roster has not been updated in quite some time. That dwarf, I believe, is Wagonlitz and I think the other miner died. 3 of the starting 7 dead for sure. Which reminds me Emu, I think a non-founder got buried in the founders spot which I never got around to fixing.
 
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