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Falc

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Game unpaused. I've done a lot of work but don't have much to show for it.

One thing though: Atis, one of our clothiers and axedwarves was locked up inside a 1-space room with a giant cave spider for a while, as a result of the work we're doing for the upper dodge' em trap.
I've freed him but his happiness has dropped to 28 (unhappy) as a result.
This is about half of the nearest least-happy dwarf, an engraver who is mostly unhappy because I ordered some miners to mine through a few of his masterworks. Oops.

If only the giant cave spider had put out... :rofl:
 

randakar

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.. yeah. That upper pillar room was missing a piece of wall.
I've ordered that one constructed ASAP.
Good thing our masons were sort of idle - that took all of 5 seconds to build :)

Meanwhile, in the FB trap:

4DkXwFl.png


Doors are closed. That monster isn't going anywhere. It's trap immune of course but let's see how much it likes to get a cave-in on it's noggin.

edit: Drat. The cave in accomplished very little. Huge cloud of dust, knocking it into a corner, but appears to be unharmed and very much NOT trapped.

Plan B: Send some archers into the shooting galleries where the cave spiders are. That web-shooting thing of his is annoying, but I think it shouldn't be able to actually harm anyone.
The real question is whether we can harm *it* ..
 
Last edited:

randakar

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Apparently the answer to that question is: Yes.

tt8V1VD.png


Two shots is all that it took. One hit by Asdfezxcas, and one critical hit from Sarvesh Otahavuz - unclaimed marksdwarf. Who can now add a Forgotten Beast to his kill list.
 

randakar

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An ambush shows up just outside the trade depot:

0P0BFNP.png


A bunch of goblin crossbowmen accompanied by an elven archer.

They immediately open fire ..
.. on the stray wardog I stationed directly inside.

I'm sending in the militia, as usual.

edit: Well, maybe not entirely 'as usual'. I'm sending in absolutely everyone:

zNCFmQa.png


The wardog is looking absolutely hammered by now. It's highly questionable whether that beast will survive. But .. Ithvan the axedwarf has reached them, closely followed by Madbadger, Meng, and after that a fairly long list of soldiers.

edit2: Ithvan blocked one arrow, dodged another one, and then took a hit in the chest. He's in extreme pain but keeps on fighting. His chosen target has lost a leg and has Ithvan's axe buried in his spine, so it was not exactly free. Meanwhile backup has arrived on the scene in the form of Avuz Dégdastot, one of our unclaimed dwarves.
edit3: Ithvan keeps on going alright. That goblin is taking a beating, not to mention quite a bit of permanent damage.
Both dwarves are ganging up on him though - the other goblins are still unharmed.

edit4: The cavalry is on it's way:

gIj4X88.png


edit5: Ithvan took a hit to the foot, and keeled over. Uh oh.. He's still blocking arrows though.
Meanwhile, Avuz took off the elf's left hand and then punched him in the head, jamming the elf's skull through his brain. Auch.
The goblins are retreating.
edit6: Fight is over. The cavalry came in, overtook the goblins, and hacked them to bits in what was overall a pretty one-sided affair. Ithvan is the only dwarf to take damage, so he's getting moved to the hospital.
edit7: Ithvan has a cut open and broken right foot and some broken ribs. He cannot stand right now, so he will have to crutchwalk for a while.
 
Last edited:

randakar

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A shot to the body tears the brain?

Some weird anatomy right there.

Forgotten beasts *are* weird ;-)

edit:
Blue Emu is bringing Ithvan to the hospital in person. Duke or not, he apparently isn't above getting his hands dirty :)
edit2: I have temporarily removed Ithvan from the Constructive Curls. He will be out of action for a while.
 
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randakar

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Sending out patrols to check for other ambushes and thieves is starting to become standard procedure here.
Good thing. A second ambush just jumped a kitten on the hillside above the fortress.

Apparently a kitten is a threat sufficient to have 4 pikemen and a spearman come out of stealth and jump on top it. :D

edit: The engagement has begun.

5fYuN0O.png


Two of the marksdwarves, AsdfeZxcas and Ingish Asdûglitast have opened fire. One hit, so far.
Meanwhile Tamius has engaged a pikeman and cut both his hands off. Somehow I doubt he will be stabbing anyone any time soon.

Also pictured: The peacock observation station (sans peacock), the beehives, and the shooting gallery on top of the fortress.
Though with ambushes continually showing up on the hillside I am starting to think that positioning is wrong ;-)

edit2: A second ambush has shown up. 4 axemen, and an elven spearman.
But it seems that that won't matter much - this is a really one-sided fight so far. We have our best soldiers up here, and it shows.

edit3: The elf is dead - TheLoneGunman bashed his skull in.
Tuominen lobbed a pikeman's head off, and one of those axemen dropped both his shield and his halberd. Meanwhile Stamasd has chopped a *lot* of limbs off.
edit4: It appears that the pike is fleeing. Atis and some dogs are giving chase.
One of the dogs chasing the pike is taking some hits. Meanwhile stamasd has chopped another head off.
The unit list is down to 2 pike (one unharmed, one heavily wounded), one spear, and four goblin axemen in various state of disarray.
edit5: Aedan shattered another skull. Yup. This fight is pretty one-sided. The only thing I'm a little worried about here are the dogs, really.
edit6: We lost a wardog to the spearman. Atis however came in and made him feel very sorry for taking it out on that poor creature. Without his right arm he can't hold a spear, so the threat from him is gone.
edit7: Only one pike is left, and he's running. Or at least, trying to. This fight is over, too.
edit8: Atis caught up to him. That doesn't look pretty. He's a goner.
 
Last edited:

randakar

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For some reason we have a second ghost haunting the bottom of the dodge' em trap. A marksdwarf, but I don't recognize the name. Perhaps another of the goblin hirelings?
I'm engraving another slab. For some reason the first slab hasn't even finished yet. I'll have to look into that, those ghosts look pretty sad.
 

Gen. Skobelev

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So much for all the plans for Forgotten Beast. :laugh: Though I shouldn't laugh seeing how I can barely set up new fortress up, much less even consider any defensive things... :eek:o
 

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So much for all the plans for Forgotten Beast. :laugh:

Well, we already have 4 caged forgotten beasts, and we've killed another 2 with cave-ins.
So overall I'd say the FB trap is a pretty good success.
It's just web-spitting trap immune forgotten beasts that the FB trap has trouble with.

If we really want to fix that we could upgrade the cave in part of the trap by making the *entire* ceiling cave in, rather than just a single section.
Hell, we could even add that as another level above the existing FB trap. All that needs is one more level. And a lot of rebuilding should we ever use that ;-)

Though I shouldn't laugh seeing how I can barely set up new fortress up, much less even consider any defensive things... :eek:o

One of the reasons why I took over this succession game was as a learning experience. Blue Emu had this fort set up pretty well already when I took over, so I could skip the really fragile phase where you still have no idea what you want your fortress layout to look like and dive directly into fixing up individual issues without having to worry about the basics.

Of course the basics can still be a problem, but with 160 or so dwarves prioritizing some things over everything else is a little less important ;-)


That having been said: If you or anyone else wants to run the fortress for a year or so, just holler. I won't have the stamina to keep doing this forever you know, and with more people you get more perspective on how things have been run so far. :)

edit: That reminds me: The year 146 just started. It's spring again.
 
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randakar

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Ithvan is resting in the hospital. He has been diagnosed:

pC6JNxO.png


Note a conspicuous absense of Marty99 here. Our Chief Medical Dwarf spends a lot of time not doing his medical work. ;-)
I've disabled every other labor on him though so he should get down here at some point.

Anyway, this is the diagnosis:

9l4zB8E.png


And there is a treatment plan:

9baMcSh.png


As you can see, this medical stuff is pretty detailed.
But the gist of it is: Make sure you have people with the right labor enabled, give them nothing else to do, and they will come and fix it. I hope ;-)

Meanwhile, what *is* our doctor up to ..
mS46gRW.png


...

article-0-098CD922000005DC-762_468x351.jpg


Right. This may take a bit ..
 

randakar

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Meanwhile stockenschmidt, one of our masons, finds one of those goblin thieves lurking outside during a hauling job.. and decides that punching him to death is a good idea.

Granted, he's also an axedwarf. But without his axe.. he still packs quite a punch ;-)

edit:
.. well.. maybe not entirely:

JrTTXgk.png


The thief is running away. I've ordered people after him, but I doubt they will get him in time.
Time to make another sweep, I suppose.

edit: An unclaimed axedwarf with an actual axe caught up to him and took the thief's left arm off. Wow, that was some good running there.
.. and there goes the other arm. And his leg. I bet he's regretting his attempted theft right now..
 
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randakar

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While we wait for the doc to deal with his drinking problem, I've been working on a way to put our vampire convict away permanently.
Unfortunately, that is not be as easy as it sounds. She's already chained to a post in our main jail area, and I want her moved to a little sealed off room where nobody can reach her. However, there is no way to move prisoners; Deconstructing the chain will set her free, and even though I can put her in a squad and give her orders to move to her cell the way vampires work is that they tend to just *ignore* their orders in order to deal with their 'drinking problem'.
Which, of course, is growing worse daily with her locked up like that.

So instead of taking chances, I've simply walled off her little section of the jail.

lqPepo6.png


Now isn't that unsightly.
(Also pictured: Ithvan, resting on his bed in the hospital)

I don't want her to stay there. I want to move her somewhere else, but without giving her access to the rest of the fortress.
So: I have dug out a bit of extra space underneath the jail. A little room, with doors on two sides, and an exit path that leads back into the fortress, but with a set of doors that *should* be able to contain her if I work them manually - locking a door can be done instantly, unlike pulling levers.

The only question is if she will be set free automatically when the sentence expires, or does it require a dwarf to set her free?
If it's the latter, then we might end up having a bit of a race.

That being decided, it has been done:

xwagrXM.png


.. wait. Why is there a guy *fishing* over there?
Yeah, of all places in the world, the goddamned vampire jail is the place you decide to cast a line to see if they will bite. Argh.
 
Last edited:

AsdfeZxcas

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Hey, if they're biting they're biting. ;)
 

brovahkiin

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You'd think it would suck :)
 

randakar

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Disabling the "fishing" labor solved that. With a bit of delay, of course.

I've ordered the chain deconstructed. Someone came in and did just that, while the Vampire just sat there spamming cancellation messages.

Ah, right. The burrow.
I've added her to her very own "Vampire Jail" burrow, and she was trying to do jobs that were outside that (which, frankly, is any job at all except "drinking").

So, there was a nice long delay which the dwarf that took the chain apart used to walk away in.
When I fixed the burrow problem she started moving ..

Pz8BNvU.png


ACCESS DENIED.
Hah!

Right. Problem solved. I'm ordering a wall built and that stair floored over. She isn't going anywhere.
 

randakar

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I wouldn't know, I never know where in the pictures the things you describe are. Some pointers would be sweet.

Myeah. I never take the time to draw in some arrows. Sorry, I'm lazy that way.

I thought it was fairly obvious in this case though: In the big room to the southeast of the main stairwell (the nine 'X' markers in the middle of the main intersection) is a yellow X.
That's our jail.
One tile to the southeast of that little yellow X you can see three walls creating a small room within that room. But without any doors. It only contains a well, a dwarf, a rope, and a single stairway down.
THAT is our temporary vampire prison.

In earlier posts I've went over every significant floor in the fortress. This is the barracks/hospital/jail level. The hospital is the room to the northeast of the main stairwell. The room to the east of the jail is our live target practice / arena room.
The rest of this floor contains barracks (including armor/weapon stockpiles) and the archery practice ranges.

I'm considering moving the jail away from here though. We could use the space for some extra barracks, and the requirements for jails aren't that high. The wells are nice, but .. not a requirement. Just nice to have.


By the way, in case you hadn't noticed: The level that we ended up burying our vampire in is the section of our fort containing the graveyards.
Somehow there is a certain appropriateness to this.
 
Last edited:

von_Rundstedt

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Myeah. I never take the time to draw in some arrows. Sorry, I'm lazy that way.

I thought it was fairly obvious in this case though: In the big room to the southeast of the main stairwell (the nine 'X' markers in the middle of the main intersection) is a yellow X.
That's our jail.
One tile to the southeast of that little yellow X you can see three walls creating a small room within that room. But without any doors. It only contains a well, a dwarf, a rope, and a single stairway down.
THAT is our temporary vampire prison.

In earlier posts I've went over every significant floor in the fortress. This is the barracks/hospital/jail level. The hospital is the room to the northeast of the main stairwell. The room to the east of the jail is our live target practice / arena room.
The rest of this floor contains barracks (including armor/weapon stockpiles) and the archery practice ranges.

I'm considering moving the jail away from here though. We could use the space for some extra barracks, and the requirements for jails aren't that high. The wells are nice, but .. not a requirement. Just nice to have.


By the way, in case you hadn't noticed: The level that we ended up burying our vampire in is the section of our fort containing the graveyards.
Somehow there is a certain appropriateness to this.

Short descriptions like that are already enough. Thanks!