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randakar

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Wow. Just caught up. Lots and lots of fighting. Good thing me and my peafoul both are safe, as we watch Operation FTW kill everything except (hopefully, anyway) us.

Yeah. Blue emu told us this place was good place to have "fun", and it sure lived up to expectations. :)
 

randakar

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Don't try to mine the map-edge. Smooth it and fortify it instead. The water will flow out and off-map through the fortifications.

I would install a second identical set of baffles just up-stream of the map-edge, in order to ensure that the water doesn't flow off-map faster than it fills the reactor room (through the first set of baffles).

Right. Thanks. That makes this a lot easier.

Operation flood the world in progress:

QRmaaNU.png
 

blue emu

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As you can probably tell, I took my college degree in Dwarven Engineering.
 

randakar

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Here is the digsite for the underground generator, on z-level 111.

Svn19ww.png


North we have the digging designation for the new set of baffles, plus the piece of stone I've ordered smoothed. To the east, the existing ones, with a bit of damp stone showing where we want to punch through the ceiling of the lake.
 

blue emu

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... and the reactor room gets located between the two?

You might want to move the new baffles south a bit. IIRC you cannot place constructions within four tiles of the edge (unless this has changed).
 

randakar

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... and the reactor room gets located between the two?

Yes. I'm digging out a hallway above that for the water wheel(s).
That being said, I think I need to add a fortification to this design to keep swimming nasties out of the generator room. Hrm.

edit: Summer 142 has reached us.
 
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randakar

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The titan bit the zombie in the teeth?! That's … interesting.

Well, it's a zombie. His teeth were probably hanging out there :p

I've started some new projects
- An incinerating refuge pile right next to the FTW device. This is a bit of a long term project. Our refuge piles are filling up too quickly with all the goblinite we've been harvesting :D so we need some way to get rid of that stuff more permanently.
- Secondly, I'm expanding the dining hall a bit, sacrificing some bedrooms in the process.
- Expanded storage room, especially for stone and food. Both of those stockpiles are filling up quite a bit.

As it turns out, I was wrong: We only have 4 caged forgotten beasts. We captured 4, killed 1, and the last one is still alive somewhere on z-level 90-something, where it can't reach us OR the FB trap.

I've turned off the FTW device. For the simple reason that it takes forever, and it will incinerate some stuff I want to have. Wood, especially. The forgotten beast corpse is still a corpse, so the necromancer probably isn't around and I can risk opening the doors to the Dodge'em trap for a bit.
 
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blue emu

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Magma burns (cut) logs, but not (standing) trees.

If the dodge-em trap has been cleaned so that the traps are functional (not jammed by corpses) again, then it should be OK to open it and see if it works against undead hippies, agreed.
 

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Magma burns (cut) logs, but not (standing) trees.

If the dodge-em trap has been cleaned so that the traps are functional (not jammed by corpses) again, then it should be OK to open it and see if it works against undead hippies, agreed.

Yes. It has one or two items left but all in all its pretty cleaned up.
There is a lot of hauling to do from all of the digging though so I might not wait for that.
 

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So is hyme dead or alive?
 

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So is hyme dead or alive?

He's alive. Aedan is our only casualty so far. He has some permanent damage to his hand making it hard for him to hold on to more than one thing at a time so I unequipped his shield. But otherwise he's fine.
 

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As an aside, I found out we have an elf corpse in a cage. Somehow one of them got caught in a cage trap during that last goblin incursion. :)

Anyway:
I've forbid everything in the dodge'em trap, removed the burrow zone from it, and opened the outer door.

That immediately has effect:

LMjzoBh.png


And I have three more reports like that, though not quite as deadly. Yet.
 

randakar

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39 battle reports later .. the siege has been lifted!

The unit list looks .. neat. :)

ov9j0CX.png


And that's about all I can do for you guys today.
I've lifted the DEFCON 1 alert (actually, I had to delete it to make it take effect. Bloody bugs.) and told the dwarves to start reclaiming stuff.
While we can. We've been under siege for so long I expect another assault any minute.

Magma burns (cut) logs, but not (standing) trees.

There's actually a few piles of logs sitting right outside our door. We cut them down, but the dwarves never got around to moving them inside before the siege hit.
And we ran out of wood a while back, so getting those is rather welcome.

The save game is here, as usual: https://www.dropbox.com/s/irbjxkstwhvujp6/region9.zip

For people who want to take a peek :)
 
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blue emu

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The Elf Corpse's nose takes the full force of the impact and the severed part sails off in an arc!

Brutal.

Glad to see that the sharp slicey disks work well against undead... although it's a bit worrying that the undead don't seem to dodge at all.

That makes the dodge-em trap far less deadly, and much more likely to jam.

Have you checked our soil layers (the top few layers of our fort) for underground trees? They grow quite quickly, and replace themselves in a year or so.
 

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Re: the planned reactor -

We will need quite a bit of wood. Each water-wheel requires three wood, and we'll want AT LEAST twenty wheels. Better would be twenty-four or twenty-five. Each length of axle requires one wood, and we'll need several to lead the power to where we want to use it.

I hope you aren't using wood for barrels... stone pots (made in a craft-dwarf's workshop) can be used instead, and we can spare the stone much more easily than the wood. We should save (and buy, from caravans) as much wood as we can, for power generation and power distribution.
 

randakar

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Glad to see that the sharp slicey disks work well against undead... although it's a bit worrying that the undead don't seem to dodge at all.

They do dodge. That obstacle it slammed into was the floor of the dodge'em trap.
 

randakar

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Re: the planned reactor -

We will need quite a bit of wood. Each water-wheel requires three wood, and we'll want AT LEAST twenty wheels. Better would be twenty-four or twenty-five. Each length of axle requires one wood, and we'll need several to lead the power to where we want to use it.

I hope you aren't using wood for barrels... stone pots (made in a craft-dwarf's workshop) can be used instead, and we can spare the stone much more easily than the wood. We should save (and buy, from caravans) as much wood as we can, for power generation and power distribution.

I'm not building barrels at all. I had some wood crossbows made for the justice league, burned a few logs for ash (for soap) and made a few buckets, I think. That's about it.
There's a lot of wood stacked up outside though, it's a matter of getting it. Now that the siege is over we should be able to get at least some of this stuff.

And yeah, we'll need a lot of wood. The magma tank design you recommended is best built near the vulcano top, on z-level 169:

5d4Vcm1.png


As a long term project, I am actually considering roofing that thing over so that we can have unfettered access to the magma without interference from silly flying opponents.
Mostly because that in turn will probably allow us to build a garbage dump site on the edge of the vulcano (three z-levels above the magma, at least!) which allows us to actually *get rid* of all that trash we've been accumulating. Even the magma-safe bits.

For the tank though, we have basically two options; There are two ridges, one to the northwest of the vulcano, one to the southeast:

Here is a series of shots of various levels of the vulcano top.

Z-level 167 (vulcano top -2):
KZ2PcAX.png


Z-level 166 (vulcano top -3):
BInaMoM.png


Note the colony of bumblebees in the southwest. Do we want bees? Because we can totally get them, if we wanted to.
edit: Drat. Bumblebees don't produce honey. We need honeybees for that.
edit2: A bit of searching turned up a coloney of honey bees on the vulcano slope down at z-level 156. So yeah, that's an option.
 
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randakar

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AsdfeZxcas has withdrawn from society and claimed craftsdwarf's workshop.
Looks like we'll get a nice useless artifact .. or a dwarf going insane ;-)

edit:

A human diplomat from Koziomon has arrived, on the southwest corner of the map.
Let's see what he has to say ..

edit2: A goblin snatcher has shown up and is trying to steal a baby. Hyme is the closest military dwarf, but the baby is outside and hyme is still crossing the dodge' em trap.
He might get away with this one.
The baby is the son of one Bim Lullwhips and Avuz Evensword, three months old. Let's see what happens.

edit: correction: Stâkud Akrulgitnuk, marksdwarf, is pretty close. That thief might get shot instead :)
edit2: Nope. He got away. Drat. Not sure if he got the baby, though.

I'm ordering the military to take station out there.

As an aside, I've deleted the burrows. The dwarves just didn't seem to want to go outside them for no reason I understand, so I've just removed them.

edit3: The diplomat talked a bit and then left. There is a caravan incoming now though. Time to figure out what to do with those ..
edit4: "The wagons have bypassed your inaccessible site".. ehm. Right. Should have opened that bridge door, eh? Well. Drat.
edit5: AsdfeZxcas has begun his construction project. He has taken some microline, larch logs, raw adamantine, and cut crystal class gems.
This better be good ..
 
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We have an ambush:

AKRqwcr.png


That's hyme versus 7 goblins. I guess now we'll find out what material Hyme is made of ;-)

edit: And a second ambush of 4 goblin axemen shows up.
I'm locking down now.