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randakar

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One of the things that surprises me about this game is how small the actual map is compared to the fortress. There isn't a whole lot of terrain in the horizontal direction.


Let's look down a bit, shall we?

Ok, I lied. That wasn't ground level. THIS is ground level:

AcwSe1G.png


You can easily see the trade depot in the northeast (north, in game) section of the map, the dodge'em trap right next to it, and that red bit in the southeast end is our farm plot.
Also, there is a dug-out vein visible in the southwest corner of the fortress. I'm guessing that's gold, and we haven't dug out all of it. Yet.

The other thing of note there is the magma pipe. The fortress actually isn't located all that far away from it.
The earlier screenshots perhaps do not entirely make it clear, but for the record: This is z-level 149.
The top of the magma pipe extends all the way up to z-level 171 - a good 21 z-levels upwards.

Also in sight: The inner doors, a metric ton of traps, some dogs, and a dwarf named 'Connal' next to the main staircase - which appears to be Falc, on his way to the farm to plant some seeds in our farm plot.
That room contains two levers - I'm guessing they are the lockdown levers operating the various sets of doors, but considering how I don't know how labels on levers work yet (there is nothing apparently visibile in the game) I have no idea which lever does what.

In the hallway right next to that central staircase is an animal stockpile, filled with cages. I'm guessing that location is on purpose - an early warning mechanism?
 

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Let's look at what I will call 'level 2': z-level 148.

C0R7GL0.png


This map is not *entirely* devoid of water. Those blue pond shaped bits are, in fact, ponds. I'm sure Blue Emu mentioned them before. Right now they are actually containing water. This is useful.
One of those ponds is empty, and for good reason; That room directly next to the empty pond contains a well reaching a few z-levels down into a room that contains what probably used to be the contents of that pond.
Not sure if that's the *only* well, but it might very well be. (hah!)
I wonder if there is a hospital yet; If there isn't, perhaps we should put that on the todo list.

The crowded section with all the labels appears to be a zoo of some kind. It contains helmet snakes and peacocks, as well as nest boxes and a bunch of (mostly dead) trees and patches of grass. The large rooms surrounding it are equally tranquil; We have a rabbit called 'Zazit' in one of them. As well as two rows of .. beds. Not bedrooms, mind: Just beds. Also, there are a bear and elk running around in one of the other rooms.
The most interesting room is the one right to the south of the room with the bear and the elk; That is the refuse stockpile. It's a giant disgusting mess of bones, corpses, and rotting body parts.

If that necromancer arrives, that room is going to contain one heck of a lot of Fun! for us, I imagine. Not sure why it doesn't have a giant drawbridge with a lever we can pull to seal that section of the fortress away from the rest of it; I think it either should have that, or we should start dumping all re-animatable bits down the shaft of the dodge-em trap (also clearly visible on pretty much every screenshot; I'm not going to comment on that one unless it's warrented).

The south bit of this map contains a few big stockpiles as well as two jeweler's workshops, and some stairs down into what appears to be a section devoted purely to workshops and stockpiles.
Which we will see on the next screenshot.

Level 3: z-level 147.

R7Zf6RA.png


Workshops and stockpile section.
Not much of interest here, apart from that huge room containing 5 or 6 different types of stockpiles; Food, furniture, finished goods, animals (more cages!), as well as stwo stills, a kitchen, and some workshops (craftsdwarf and masonry, respectively.)
The series of rooms to the east are the workshops alluded to in the previous screenshot. One room containing more craftsdwarf and masons' workshops, a room containing two different furnaces, a smelter, and a forge; A room containing two mechanic's workshops; And a room containing a carpenter's workshop. The last one is empty, bar for some gold nuggets and what appears to be a gold vein, still mostly not dug out.

The remainder of the map is devoted to the dodge' em trap and the water pond underneath the well.
 

randakar

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Level 4: Power station.
(z-level 146)

1KkefOO.png


This section contains: More stockpiles. That's the boring bit.
The interesting bit is the northeast (north in this stonesense screenie). Here we see the water blue emu drained for the well, and it's interesting; The well is actually the *least* interesting bit. It also contains a set of water wheels hooked up to a bunch of axles. No idea how you get a water wheel to run off a pool of stagnant water, but apparently, this is possible in Dwarf Fortress physics.

All of that is still 'under construction' and 'awaiting architecture', though; I'm guessing this is part of the machinery blue emu alluded to, that we need to be able to flood the bottom of the dodge' em trap and more importantly, keep it from filling up all the way to the top and then overflowing.

Which would be bad, I tell you. Remember how high the top of that magma pipe is? I don't know how high the pressure is in there, and I have no idea how dwarf fortress physics work in this respect, but for all I know a breach could flood the entire map with 20+ z-levels of magma. Never mind the fortress.

Level 5:
(z-level 145)

lwKsOEZ.png


Our little indoor swimming pool. Jay!

Also, there is a stairwell there, going down with a floodgate keeping the water away from it. Can that be opened? Because that would totally flood whatever lies underneath it .. and probably ruin the whole water wheel contraption due to lack of water.

Level 6:
(z-level 144)

6jLx89i.png


Bedrooms. Tons of bedrooms. And a room filled with levers. This is our main control center. I don't see any labels on any of those, but I reckon I just need to figure out the UI for that.

Coincidentally, levers are the reason I stopped playing this game way back when; Hooking up a lever to what you want it to hook up to can be quite frustrating, with this user interface, and it was hampering my ability to build the stuff I wanted to build.
This might be Fun! ;-)

Also, that crowded section is the main meeting area; It's filled with tables and chairs, and appears to be functioning as a dining hall of sorts. Except that it's not, actually. It does, however, contain a lot of dwarves.
The little room to the northwest (north in the screenie) is that stairway I talked about earlier; The one that floods if that floodgate next to the indoor pool is opened.
 

randakar

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Level 7:
(z-level 143)

CdaYcOY.png


Barracks. One for the archers (including some archery ranges, easily visible), one for the melee, as well as various armor/weapons/ammo stockpiles.
The room in the southeast (south) contains some chains which apparently are supposed to have animals leashed to them; Not sure why, though.
Also, one of the smaller rooms north of that one is a bedroom, assigned to "MadImmortalOne". I thought that's because he's a noble; But as it turns out, he isn't!
So yeah, no idea why. ;-)

Level 8:
(z-level 142)

efSrSWy.png


Boring mining operation. Not sure what is/was being mined there, though.

Level 9:
(z-level 141)

tdSo3u5.png


The bottom of that stairwell leading up into the indoor pool. Somebody blocked it off, so alas, opening the floodgate would just fill that room and end up being not really that much Fun! at all.


Level 11:
(z-level 139)

sXAUqqW.png


Magma forges. Surrounded by a bunch of large stockpiles (of course).
Also; the dodge' em trap. One of the things I wondered about was how you build a hole that deep without a dwarf falling an injuring themselves.
Turns out, you don't. You build a series of holes, one z-level deep, with a hallway connecting to each of them every 2 z-levels. Which is why we're seeing a hallway leading to it just about every 2 z-levels.

Level 12:
(z-level 138)

fok9e4F.png


The channels feeding the magma forges.
I'm unsure how we actually build this thing, to be honest. Maybe I should reread a bit ;-)
As you can see, connecting the magma pipe to the dodge' em trap? Easy.
Keeping it from flooding? Yeah, that's the interesting bit right there ..
 

randakar

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Level 14
(z-level 136)

OxBikuX.png


Noble's quarters. Or rather: Blue emu's quarters. Four rooms: a bedroom, a tomb, and two dining rooms. Pretty large ones, too.
Also, there's a forgotten beast cage in a cage to the south. Guess where that came from :)

Level 22
(z-level 129)

Z7v9Zqq.png


Yeah, we skipped a few boring bits. Here we see the bottom of the dodge' em trap. Complete with two live goblin bowmen. Heavily wounded - lots of red body parts.
We could, I guess, send in the military to kill them and clean the place out. That might be fun, yes?

To be continued ..

Next time: Dwarves and other fun stuff.
 
Last edited:

Falc

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Last time I played, you could use a water wheel to power a pump which would raise the water that was powering the pump and still have power to spare. Maybe that's what Emu was building?

Also, IIRC, magma is not pressure sensitive and thus would not go higher than the level of a breach.

Also also, whooo I'm alive. Please remember I want to end up a weaponsmith and this seed planting business is just temporary. Failure to achieve this life goal will result in axes embedded in certain dwarves' faces.
 

randakar

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Last time I played, you could use a water wheel to power a pump which would raise the water that was powering the pump and still have power to spare. Maybe that's what Emu was building?

Maybe. I haven't played around with this type of construction yet, so it's hard to say.

Also, IIRC, magma is not pressure sensitive and thus would not go higher than the level of a breach.

Right. So getting the magma there is the easy bit, it's the pumping it to somewhere else bit we need to think about.
Hm. Now that I think of it, water + magma = obsidian, right? Now that is actually useful stuff ..

Also also, whooo I'm alive. Please remember I want to end up a weaponsmith and this seed planting business is just temporary. Failure to achieve this life goal will result in axes embedded in certain dwarves' faces.

:rofl:
Well, I think your skill level as a planter is actually quite high by now. As a weaponsmith .. not so much.


I believe in using LAYERED defenses. Here's my evil plan:

The outermost defensive layer... the one that invaders will hit first... will be an array of Magma Mines: holes in the ground that lead down, across, and then UP a couple of dozen levels into the air (that latter part must be constructed, of course, not dug) into an overhead Magma reservoir outfitted with a large number of pumps. As invaders enter the map, we flip a lever to turn on the pumps, thus pressurizing the Magma in the conduits. As they approach the array of Magma Mines, we flip a second lever to open the floodgates... shooting pressurized fountains of Magma hundreds of feet into the air, to rain down on the beardless heads of our enemies.

That plan has not been implemented yet. Considering where the top of the magma pipe is, I doubt we really need to dig down for it - just a simple aquaduct from halfway up the pipe to some point right above our fortress should suffice, I think.
Not sure how to get it to "shooting pressurized fountains of Magma hundreds of feet into the air, to rain down on the beardless heads of our enemies.", mind. Any advice in that direction would be appreciated.

The next defensive layer is a fortified outdoor compound... a high and thick wall, with Fortifications along the inner and outer edges, and with the inner compound roofed-in to prevent aerial attack; with fortified MarksDwarf towers at strategic points such as gates and corners. There would typically be two openings in the outer wall... the first one a narrow and heavily-trapped path leading over a very (very) deep pit, which would be left open pretty well all the time; and the second one a seven-tile-wide wide air-lock (with three-tile-wide inner and outer drawbridges) which contains our trade depot. This air-lock would usually have only the outer door left open... and when a Caravan enters the map and arrives at the depot we would shut the outer drawbridge and open the inner one, so that we could carry our goods out to trade with them. Caravan wagons will NOT cross traps, so all of our traps will be located just inside the INNER air-lock drawbridge... the Caravan itself would stop at the depot inside the air-lock; so it would not need to cross the traps.

This part has been mostly done. No towers, though. Do we want some?

I'm planning (later) to hollow out a large underground room directly beneath the outdoor compound and fill it with Magma, so that our entire outdoor compound has "central heating" from the Magma immediately below it. This will allow us to grow outdoor crops such as Sunberries and Strawberries.

Awesome. Looking at my screenshots, we do have some room for that on z-level 148 - directly below the main entrance. It's mostly a matter of digging channels for it.

The next defensive layer is built into the ground-level entrance (and hence the odd design of my entrance corridor). First a five-by-two drawbridge to act as a "shutter" that can be closed to cover our doors. This shutter would be closely flanked by 1x1 "walls" which prevent building destroyers from attacking the left and right edges of the drawbridge itself. In effect, the drawbridge "shutter" would be counter-sunk into the hillside, with only its outer surface (the outer surface when shut... the lower surface when open) exposed to approaching enemies. That makes it totally immune to building destroyers WHEN IT'S SHUT (but not, of course, when it's open).

Then two pairs of doors, with an unmined 1x1 wall between the second and third door. Doors MUST be set up next to a wall, so the arrangement wall - door - door - wall - door - door - wall gives us a five-wide entry-way containing four doors; with all four doors properly supported. These doors can of course be locked when we don't need access to the outdoor compound. Then a row of traps, just inside the doors.

Check. We have that.

The five-tile-wide entrance corridor (accessed by the doors) will be flanked on both sides by ditches, which will prevent any opponents who make it that deep into our layered defenses from getting adjacent to the Fortifications on the opposite (outer) side of the ditches. To the left and right of the entrance corridor (and separated from it by the ditches) will be fortified rooms for MarksDwarves, who will also be able to shoot out through other fortifications at anyone crossing the outside compound. Where the entrance corridor turns through a right-angle (to head towards the stairs) will be another ditched-and-fortified room containing three Ballista, set back from the walkable path far enough that the operators won't be frightened away by the approaching enemies... siege-weapon operators are counted as civilians, not military, and will run if the enemy gets too close. The ballista will be positioned to fire down the length of the entrance corridor... and out into the compound if desired.

Those rooms exist. Not sure if those have arrow slits though. Nor am I sure how dwarves get there. I will have to load up the save tonight to check.
Ballista - those we do not have. I will put it on the TODO list immediately. :)

The last line of defense will be another set of drawbridge-shutter and doors; so that if the whole situation falls apart we can seal ourselves off again by conceding the outer defenses.

Naturally, we can incorporate optional Magma into this defensive plan.

Possibly we could put some magma in the trenches. Or set up a magma-firing machine in the room that was supposed to have ballista.
It seems to me we have room to put in some kind of super weapon in there, if we really wanted. Maybe that water cannon Blue Emu talked about a while ago? Hmm.


That is certainly possible. In fact, I'm not sure how else we could deal with a Necromancer entering the map just after we've killed off an eighty-Goblin siege. If we try to kill his undead... he just re-animates them AGAIN! We need a way to kill the Necromancer himself... and they are STEALTH units (ie: invisible unless they directly attack someone or are spotted at very close range).

Not just possible - easy, I reckon. In fact, so easy that the difficult part will be having some way to shut it down afterwards.
Also, we may want to drain the ponds first. Or at least, move the water somewhere else for later use. We don't have much water on this map.
edit: Wait, that's actually a plus - water + magma gets you obsidian, and that's really handy stuff!
 
Last edited:

randakar

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I've got our immediate needs met: a communal dormitory for everyone to sleep in while the bedrooms are being furnished, a decent amount of food and drink in the stockpile, some high-value Prepared Meals to trade with the first Caravan which is due in a bit over two months, smelters and forges set up, some iron ore and flux mined... AND... FOUR layers of our defenses fully set up (!): one Helmet Snake pastured just out in front of the entrance, as sentinel; the "shutter" drawbridge fully installed and operational (lever-controlled); all four solid stone doors installed at the mouth of our tunnel; and a wall-to-wall row of cage-traps laid just inside the doors.

Helmet snake .. right, let's see if that is still there.

I've also mined out (but not yet furnished) a meeting / dining hall, a lever control room, a jail, and a medical clinic / hospital. I've mined out (and partly furnished) several offices and about two dozen bedrooms, as well as a couple of workshop areas.

Ah. I'm guessing that the jail and hospital are both located on the barracks level - that would be the room with the chains, and that room I could not quite get the purpose of - it being a hospital makes sense, though.
It also explains why MadImmortalMan has an office there - if he truly is Chief Medical Dwarf, as emu mentioned in one of his other posts, then him having an office on that level makes sense.

I've found and breached the first layer of Caverns (which releases underground spores that now allow cavern-plants and cavern-trees to grow in our Soil layers), and found A LOT of stuff in it. Most importantly, there's a pool of water in the cavern which appears to extend to the map-edge (which means that it cannot be exhausted... more water just flows in from off-screen). It would be very handy indeed to have a permanent source of water. Wounded Dwarves REQUIRE water... they will die of dehydration right in the Hospital, without it.

Very interesting. I remember this, from before, but I didn't actually find it. Time to go start looking, I reckon. The hospital would be a good place to start I suspect, since that is where we need that water.
Another TODO item.

Almost as cool as the Water is the Magma. Yes, I've found a second Magma Pipe... this one rising to form an open pool of Magma in the same cavern, instead of reaching the surface as a volcano.

.. I definitely need to go look for that one, too.

... Did I mention the Emeralds and the Silver veins? There are Emeralds and Silver veins in the cavern. Oh... and Giant Cave Spiders. LOTS of Giant Cave Spiders.

I suggest that we make the conquest and consolidation of the cavern a mid-to-long-term objective. We'll need an army to actually control the place, so we don't want to just rush in; but we don't want to just forget about the place, either. That pool of water is worth fighting for.

Duly noted. :)

EDIT: And after that... I think I'll add a fifth layer to our defenses, a temporary stone wall, outdoors.

That one is definitely done.

Yes, we were discussing exactly this earlier. We could really use a good area-denial (blind-fire) weapon.

Our nearest neighbor on the World Map is a Necromancer's Tower. Since Necromancers are Stealth units, you can't see them unless you get really close. They attack by raising the dead (including scattered dead body parts, like intestines or severed limbs) and sending the animated corpses to attack you, so a Necromancer never NEEDS to come close enough to get spotted.

So we could use something that attacks whole areas, not specific targets. There are several possibilities.

1) Pull the lever, and Magma floods out from our fortress.
2) Pull the lever and Magma drops out of the sky and lands on our opponents.
3) Pull the lever and Magma shoots up out of the ground in big fountains and THEN drops out of the sky and lands on our opponents.

Option #1 is the quickest to set up, but since the Magma is only spreading out from one or two spots, many of the enemies will have time to escape. Options #2 and #3 can give much wider area coverage, and are also far more flexible in deciding which areas are covered. But they take a lot longer (and a larger work force) to set up.

I suggest that we build ALL of the above devices, starting with the crudest and quickest one.

We'll have serious problems setting up a Magma pump-stack until we've got access to water. I can build us a perpetual-motion machine large enough to generate the power required for the Magma pump-stack, no problem... but it needs water to function. About one large room-full of water.

So that's what the water wheel is for :)
 
Last edited:

randakar

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I haven't played a second of Dwarf Fortress in my life, but I sure love reading about how people play it. :)

I've played it once, until a sticky problem with me being unable to hook up some levers caused me to lose interest.
I've read a bunch of LP's. So I know the basics.
But all the fiddly advanced bits .. no. Not really ;-)

For instance: If I am going to build that magmaduct, how much support will it need to stay in the air? When will the game decide that your structure has defied gravity long enough and make it fall down? Will it even do so, or are things fine as long as everything connects to other solid bits? I think I remember reading in various places it's the latter option, but if I'm wrong and I start designing a magmaduct with that assumption in place ..
 

AsdfeZxcas

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Ooh, this is back. Let me bring up some stuff...

1. I think we were going to build a contraption to flood the map with lava if needed. I see we got lava pretty close to the surface, but it doesn't look like we every brought it too completion.

2. I don't think we ever started it, but I think there was some discussion about attempting to launch a dwarf out of the top of the map, into space, never to come back. I remember volunteering my dwarf to go. What is he up to now, anyway?
 

randakar

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Helmet snake .. right, let's see if that is still there.

Nope. The reason why is simple, too: A pile of bloodstained goblin equipment plus a skeleton or two right at the start of the dodge' em trap doesn't make it hard to guess.
edit: Correction it *is* there. Just look carefully at the next shot .. it's not just outside the dodge' em trap - it's just outside the entrance to the inner defenses.

Abr7HPS.png


Ah. I'm guessing that the jail and hospital are both located on the barracks level - that would be the room with the chains, and that room I could not quite get the purpose of - it being a hospital makes sense, though.

j0n894I.png


Indeed, that big grey area in the northeast is our hospital. The reason why I missed that bit is because it's classified as an 'activity zone', instead of as a building.

It also explains why MadImmortalMan has an office there - if he truly is Chief Medical Dwarf, as emu mentioned in one of his other posts, then him having an office on that level makes sense.

Except that it doesn't - our chief medical dwarf is an unclaimed dwarf named Kib Oslanlek. MadImmortalman has no medical skills to speak of. I suspect that not changing the owner of that office was an oversight, which I shall immediately rectify. And while I'm at it, I will give MadImmortalMan different quarters in the main sleeping area.
.. something that is harder than it looks, because apparently when you assign a bedroom to somebody two people get assigned to it. For the oddest reasons. Hrm.

edit: Ah, that explains it. Capt. Kiwi, who also got assign that room, apparently is MadImmortalMan's wife.
That's one mystery cleaned up. And I guess I should give them one of the bigger rooms :)

As for the jail: Apparently, that's what it means when you assign a chain to "Justice". I thought it was a dog or something ;-)

oh6RGme.png
 
Last edited:

randakar

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Those rooms exist. Not sure if those have arrow slits though. Nor am I sure how dwarves get there. I will have to load up the save tonight to check.
Ballista - those we do not have. I will put it on the TODO list immediately. :)

7l5fsf0.png


These are the inner defenses. Drawbridge, line of cage traps (green), two sets of doors, line of cage traps (still green), two lines of weapon traps (red), an open L shaped hallway with trenches on each side and fortifications beyond that for crossbowdwarves to fire through, the ballista room (minus ballista), another drawbridge, another four doors, and finally an animal stockpile filled with caged beasts. Not sure what good that will do against invasions, but perhaps they can detect trap immune thieves or something.

There are also three ammo stockpiles, one in each of the three crossbowdwarf stations; One of them filled to the brim (double row of X-filled squares), the other two (so far) empty.
How the dwarves get there is easy to see: From the main stairwell (3x3 white crosses) to the south, then west into the ballista room, into the hallway to the west, and then north. Easy enough.
 

randakar

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Ooh, this is back. Let me bring up some stuff...

1. I think we were going to build a contraption to flood the map with lava if needed. I see we got lava pretty close to the surface, but it doesn't look like we every brought it too completion.

Yes. I am planning on building the easiest kind of 'flood the world' type magma defense. Just haven't worked out yet where or how.
I am, however, extending the main stairwell upwards a little bit. Right now it ends on z-level 150 - I'm extending it to z-level 152. Extending it much further isn't really an option: Those squares on z-level 154 are in the open air, and close to the sad remains of the wagon that brought in the first 7 dwarves way back when.
I'm ordering that removed. Might as well.

GdK8rz7.png


2. I don't think we ever started it, but I think there was some discussion about attempting to launch a dwarf out of the top of the map, into space, never to come back. I remember volunteering my dwarf to go. What is he up to now, anyway?

No, we didn't. Not sure I will do anything of the sort - not really my cup of tea, see ;-)

As for your dwarf ..
 
Last edited:

randakar

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Dwarves.

Well, we have those, too ;-)

YxIGjpA.png


Here we have the first page of dwarves. The second page is irrelevant, since it contains about 25 unclaimed dwarven children and babies.
Boy these dwarves have been having fun, haven't they?
But I digress. Here is 'AsdfeZxcas' Thikutginet, Farmer, asleep in his room.

cpwjfAT.png


He is a member of the squad "The Tin Decisions" - presumably the marksdwarf squad, especially considering he has an iron crossbow in his bed.
Not sure why he's "rusty" at it, though - the dodge' em trap killing too many kobolds, perhaps?
Tonkatoy5 is doing a drill instruction that might help him shake off some of that rust, but here he is, sleeping right through it. Tsk. Lazy bugger. :D

Of course, he also is married with Tamius and has no less than 6 children. Yeah, I can see why he's sleeping through that drill. :D

nHjTJ8W.png


Someone else I wanted to check in on if Falc. I was wrong about him, though. While he is a 'Grand Master Grower', he is also a Legendary weaponsmith:

p1MJdSJ.png


So he does get enough weaponsmithing in, thank you very much. He just has a hobby on the side. :)
 

randakar

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I've ordered the construction of a staircase on the outside of the fort, connecting the bottom of the dodge' em trap to the main entrance:

ZrTc0qH.png


agBYdLG.png


The sole purpose is to give the military a way to get into the bottom of that thing without actually creating a way into the fort that avoids the dodge' em trap.
Call me paranoid, but some enemies can *fly*. Rather not see any funny stuff happen because of that.
 

randakar

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Here is the status of our stocks:

GeFiC7i.png


No jewelers? Hm, maybe we should rectify that.
The real bit to look at is food - we don't have tons of that, apparently. Though maybe I am wrong, and "159 plant" items will last for years. No idea, but I will look into our farming operation nonetheless.

Also visible: The health overview.

Very interesting stuff in there. Apparently, MadImmortalMan can't actually stand and has some nerve damage. That apparently does not stop him from working a forge and making 'large, serrated green glass discs'. So I guess that's minor. :)
He's also the only injured dwarf in the fort, so we're pretty much in fine condition there.

We may very well be ready to unpause the game again for the first time in .. some time.
Tomorrow :p
 

Capt. Kiwi

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edit: Ah, that explains it. Capt. Kiwi, who also got assign that room, apparently is MadImmortalMan's wife.
That's one mystery cleaned up. And I guess I should give them one of the bigger rooms :)

You'd think someone would let me know about little details like that, but there you go :p
 

Falc

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I've played it once, until a sticky problem with me being unable to hook up some levers caused me to lose interest.
I've read a bunch of LP's. So I know the basics.
But all the fiddly advanced bits .. no. Not really ;-)

For instance: If I am going to build that magmaduct, how much support will it need to stay in the air? When will the game decide that your structure has defied gravity long enough and make it fall down? Will it even do so, or are things fine as long as everything connects to other solid bits? I think I remember reading in various places it's the latter option, but if I'm wrong and I start designing a magmaduct with that assumption in place ..
pi
Yeah, gravity exists since things fall, but as long as stuff is connected to other stuff, it stays up. You could have a single pillar keeping an entire floor up.