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randakar

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Thob Olonsuvas has created Zanegazin Nam Gasìs, a andasite bracelet.

cJRpaHh.png
 

randakar

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Dwarf Fortress said:
The Forgotten Beast Oreme has come!. A towering hairy theropod. It has a stubby horn and it has a bloated body. Its pearl hair is unkempt. Beware its fire!

This is z-level 114, close to the FB trap. Time to reopen those doors. Once the dwarves have hauled Meng Urvadazzi's cage upstairs, that is - one of our dwarves got caged again.
Not to mention Deadhaigh's cage, and the cages of no less than three different dwarven childs. Tsk.
 

blue emu

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You should really put a traffic designation in there, to keep out casual tourists.

Either that, or start a Dwarf Zoo.

Remember that Dwarves in cages WILL die of thirst, so they should be freed as a priority task, not just "when you get around to it".
 

randakar

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You should really put a traffic designation in there, to keep out casual tourists.

Perhaps, yes. Not sure on how to do that, haven't played around with that part of the game yet. But I will figure it out.

Either that, or start a Dwarf Zoo.

Remember that Dwarves in cages WILL die of thirst, so they should be freed as a priority task, not just "when you get around to it".

I'm keeping an eye on it. No worries. I have freed all of them so no harm done.
 

randakar

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The game has been very quiet for a long time. The elven caravan has arrived, of all things. The door is open for them, so they should not have problems pathing to us.
Caravans tend to attract ambushes, so I am sending the military outside to meet them.

A few projects are heading towards completion:
- The incineration room is about to be fully linked up. I am ordering a dwarf there to start digging through to the magma to bring the feeder channels online. That is the last step to bring it fully online.

WkRGe8y.png


In order to prevent magma based nasties from entering our fort through the magma channels there is an extra layer of carved fortifications in the wall between the former FTW channel and the incineration room. Magma can pass it, creatures cannot. That will hopefully keep anything that lives in that vulcano at bay.
I doubt that there's anything bad in there, mind, but it seems better to be cautious about that sort of thing.


- I've dug out and built a goblin arena. I'm in the process of replacing the doors in this screeny with bridges, though - it sounds a little too much like an invitation to !!fun!! as it is right now.

GH8y4Jl.png


The room with all the cages is our goblin holding area / arena. The north wall contains carved fortifications so I can give the marksdwarves some live archery practice on some of the nastier opponents we might release in there.



- The underground waterway has been fully dug out and I have created a large room above it to hold the waterwheels, gear assemblies and such.

m4Ygwxa.png


As you can see the waterway itself has been lengthened to make sure we'll have plenty of space to house additional waterwheels, depending on our power generation needs.

Here is the engine room itself:

sWm3Y5o.png


That should suffice to provide us with all the power our fortress will ever require.
I have dug out the cave-in rooms that we need to punch through the bottom of the lake. The middle empty room has been completed and sealed off, the top one with the pillar is still under construction though.
 
Last edited:

hyme

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I can't believe that Hyme is still alive.
 

randakar

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randakar

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A second snatcher was found trying to steal kids from the bottom of the dodge' em trap. I have send in the military accordingly. The elves are nearly inside, and I've ordered the dwarves to go into lockdown procedures for the duration.

edit: Apparently, due to a bug the elves cannot send diplomats right now. So they cannot ever declare war, either.
How do we feel about slaughtering their merchants rather than trading with them?


edit2: The grand fight against the intruder has begun.
The first of our soldiers on the scene was .. A cat.

Seriously. There are three pages of battle report on this snatcher, and it almost entirely consists of "the Cat scratches The Goblin thief in the left foot, bruising the muscle through the ({cave spider silk shoe})!" and variants thereof.
That thief can't seem to hurt the cat, either. In fact, somewhere on page 2, "The Goblin Thief gives in to pain" and goes unconscious.
At which point the cat start attempting to scratch and bite his head off, then "latches on firmly!"and starts shaking him around. By the head. :rofl::rofl::rofl::rofl::rofl:
I guess the kitten grew up :)

On the final page a recruit (I'm guessing a miner) and a markswarf show up and bash his head in. Ending the fight. That must have been painful.
 
Last edited:

AsdfeZxcas

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First of all, good kitty.

Second, yes, lets exploit the game and kill the elves and steal all their stuff!
 

randakar

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First of all, good kitty.

Second, yes, lets exploit the game and kill the elves and steal all their stuff!

That's one vote clear enough :)

Trading is done. I am about to open the door but willing to hold off on that one for a bit to hear other people's opinions.
And for the record, we don't really need to do this apart from getting our militia some XP. Pots of prepared food are worth a *lot* in trading.
I bought all of the useful stuff off them using just goblinite and two pots of food. Could probably have traded one less. In exchange, we got a lot of bags, seeds, (uncooked) food, booze, cages, and (caged) animals. Including a tame black bear that sounds rather useful.

edit: A *third* snatcher shows up in the bottom of the dodge'em trap. Boy these guys love that place. And they really never learn. That other snatcher's corpse hasn't even cooled down yet!
edit2: A marksdwarf bashed it's head in. As usual.
 
Last edited:

randakar

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blue emu

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I'm easy either way. Whacking the Elves isn't as much fun if they can't declare war on us, though.
 

randakar

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I'm easy either way. Whacking the Elves isn't as much fun if they can't declare war on us, though.

True.
Fine. They get to live. Today.
 
Last edited:

randakar

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I had some time to think today, and I'm going to make some changes to help our odds against ambushes a bit.

First of all: I'm going to redistribute most of the wardogs. Every dwarf should have a dog. If a civilian dwarf gets attacked, the dog hopefully will take the hits while the civilian runs away.

Secondly: I'm going to have to do some construction work outside.
- We need guard towers, or something along those lines, at regular intervals, so that we can spot bad guys before hey get too close.
- We also need a way for diplomats and merchants to leave our fortress without having to go straight through a sieging attack force.

The tricky bit is building this stuff without having to send lots of dwarves outside or exposing the inside of our fortress to attack.

For the merchant escape route, I think we could build a fortress extension from the roof to a few tiles from the edge of the map, roof it over, wall it off, and put in a drawbridge that when opened will bridge the gap between our roof and the map edge.
In order for that to work we have to build a ramp *inside* the airlock, allowing the merchant onto the roof. But that should be doable.

Here is the roof. Our extension would be a 5-tile wide piece of masonry extending to within 5 tiles of the map edge.

pbQtFLL.png


The only problem is that I don't exactly know how to build that. I can remove the upper portion of the wall, but whether that allows me to build tiles of floor extending over the edge of the fortress .. this is going to be an experiment.

For the guard towers: I found some helpful posts about that subject. But I think we'll start with a tower or two on the roof itself. Since that part of the fort is protected, we can do that without exposing ourselves to anything but flying siegers. Something we can simply lock the hatches against. It won't work against flying megabeasts or dragons, but then the current setup doesn't work against *that* anyway.
Then, when we have a guard tower covering the dodge' em entrance, we can decide to expand upon it and add an underground access path *through* the inside of the dodge' em trap (appropriately trapped, of course!) to a tunnel that would then connect to whatever towers we want to build.

Argh. Too many projects ;-)
 

Noco19

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Nice to see I still fight for the Dwarf cause in glorious combat.
 

blue emu

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Now that I understand the mechanics of falling damage a bit better, I intend to construct a floor in my next dodge-em trap, using Lead or Silver bars.

Ouch.
 

randakar

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Now that I understand the mechanics of falling damage a bit better, I intend to construct a floor in my next dodge-em trap, using Lead or Silver bars.

Ouch.

I was wondering why somebody on the forum commented he was going to put in a 10 z-level drop for his trap constructions with a floor made out of zinc .. ;-)
Making the floor heavier increases the falling damage, I take it?

edit: Alright. With a bit of help from Dwarf Therapist I've turned everyone who is at least 'adept' in something into an animal trainer, and assigned them a wardog.
With the exception of Tonkatoy - he got a war grizzly bear, instead. :)

That took a bit though.
 
Last edited:

blue emu

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Making the floor heavier increases the falling damage, I take it?

The mechanics of falling damage can best be understood as the falling creature being pounded several times by a huge cube made out of the floor material. A huge cube of lead or silver is going to leave a mark.

With a bit of help from Dwarf Therapist I've turned everyone who is at least 'adept' in something into an animal trainer, and assigned them a wardog.

The problem with that is that a dead pet creates a serious unhappy thought.

Still... tantrum spirals can be fun.

Maybe the next project should be happiness boosts? A massive engraving project? A mist generator? Hopefully one that doesn't flood the fort.
 

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The mechanics of falling damage can best be understood as the falling creature being pounded several times by a huge cube made out of the floor material. A huge cube of lead or silver is going to leave a mark.

Ah. Right.

The problem with that is that a dead pet creates a serious unhappy thought.

Still... tantrum spirals can be fun.

Maybe the next project should be happiness boosts? A massive engraving project? A mist generator? Hopefully one that doesn't flood the fort.

Better a dead pet than a dead loved one, yes?

Most of the dwarves are at the very least 'content'. Only three dwarves have a lower happiness, and are still 'fine'. Because I drafted them into the military, apparently. Plus we had some miasma problems - bloody refuge pits overflowing again.
However, I've started smoothing the bedroom floor and will start some engravings in our dining hall as well. Perhaps add a few statues.