Difference between revisions of "Rushlashed"
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*More migrants this time only 5 or so. | *More migrants this time only 5 or so. | ||
*Ranger suffocated. I have no idea how this happened. | *Ranger suffocated. I have no idea how this happened. | ||
*Woodworker has gone into a fey mood. | *Woodworker has gone into a fey mood. Created a crappy Willow idol. | ||
*Had a small cave collapse while mining room for a bigger food stockpile. Miner was quite a trooper as he fell threw the floor and went right back to mining the same spot. | |||
**Making that spot a memorial to how great that Miner is. | |||
Revision as of 01:47, 23 February 2009
Rushlashed is a bloodline Dwarf Fortress game currently being played by a handful of hellmoo players from playnet. If you aren't sure what that means, check This[1] out.
Game Settings/Saves information
We're playing with elevated magma and megabeast levels. Our "saves" consist of the entire folder (to ensure we're all using the same settings, tilesets, and whathaveyou). In most cases, you'll want to grab the latest save. In the case of a player causing a major fortress collapse, we'll agree to revert to an older save. Saves will be uploaded and downloaded via FTP, so you'll need a way to do that. The FTP information is:
- Server: ftp.offendulon.org
- Username: playnet_bloodline@lendemaindeveille.com
- Password: hellmoo_df2009
Player List
Since there's not many players on board yet, when we hit the end of the list, we'll rotate over to the top. Feel free to add yourself. NOTE: Please stop adding yourself to the list a second time. No matter how entitled you feel, taking twice as many turns as everyone else is simply unfair to the other players. Wait your fucking turn.
- Czernobog
- Dagon
- Lenneth
- Senso?
- Volin
Year One: The Birth of Rushedlashed
OKAY SO REPORT TIME BITCHES
Rushedlashes is coming along nicely. I've laid, I think, the foundation for a fotress of unfathomable awesomeness. This site has everything we need to be rich, strong, and elegant as hell.
THINGS I'VE DONE:
- All the basic startup stuff. Found a suitable starting location, dug in, built up some stockpiles.
- Drained some lakes on the Z level above the entrance level of the fort.
- Began farming.
- Began brewing; placed the still (and room for the kitchen) INSIDE the food stockpile so supplies are always on hand.
- Moated off our entrance, got rid of all the ramps that could lead to it, bridge'd and levered the entrance. The lever is in the dining room, between the northern table and the staircase (Make sure to raise it when you see a caravan!)
- Paved the road between our side of the drawbridge and the entrance, just for fun.
- Built a dining room and a bunch of very large rooms leading off of it. Right now they're assigned to the 7 starting dwarves, but those rooms are gonna be worth a shitload so consider giving them to needy nobles.
- Random furniture crafting. Beds, tables, doors, etc, just to get the dining room and bedrooms started up. Nothing of the money-making variety yet.
- Smoothed that ENTIRE area. Dining room should be legendary or something about as good already.
- Switched around some nobles; hired the aprraiser as the town broker so we could see prices, assigned a random peasant to book keeper, and set it on highest accuracy. He has a chair assigned to him in the dining room-- just a 1x1 room-- and he'll be working there 90% of the time to keep our records right.
- Chopped down like half a forest.
- Stacked some stockpiles* to save space for the next guy.
- Cleaned everything, everywhere. No stray stones uglying up my fort, tyvm.
- Created custom job titles for just about everyone. Read the first part under THINGS I SUGGEST DOING for an explaination.
- Stockpile stacking works like this: once your stockpile (of any kind) fills up with things, build a 1x1 garbage dump area [i enter enter g] on the square of the stockpile that's closest to where the dwarves tend to access it (in our case, that's the stairway). Then, make sure NO OTHER GARBAGE DUMPS ARE ACTIVE (this is important. You'll find yourself wondering where stuff went if you have more than one active dump at any one time). After you're sure of that, use [d b d] and highlight the entire stockpile. Unpause and wait as the dwarves "throw away" all the items into that one square. Once it's done, use [d b c] and highlight the garbage dump square to reclaim the items there. Nothing's changed about them except now the ENTIRE stockpile's contents are comfortably in a single, easy-access square. Use [i a] on that square to deactivate the garbage dump and you're done!
- Another important tip: note the refuse pile below the farming area. See how there's no way to access it other than going diagonal? This is important because miasma only spawns in cardinal directions, so if the only way into your refuse pile is diagonally, no miasma will escape it.
INTERESTING EVENTS:
- Fuck, it's the first year, guys. We had a snatcher show up and I didn't even have to activate anyone into the military because he just chickened out.
- Caravans which I didn't interact with. We have nothing to trade at the moment.
- Oh yeah we had 8 immigrants.
THINGS I SUGGEST DOING:
- http://minoku.net/dwarfmanager/ GET THIS. Download the .net framework-- there's a link on that page, and after you've installed it, install the dwarf manager program. It lets you change jobs for dwarves on the fly which is really nice. It goes hand-in-hand with custom profession names for dwarves because you can also change all the jobs for an entrie profession, all at once. This is helpful when you wanna switch a whole group of people on and off a task. For example, I want ALL my peasants to smooth stone, but I don't want them engraving things with their shitty skill levels. So when it's time to engrave, I can just pull up the manager and switch all my peasants off the stone detailing profession, and switch my engravers on it. Good stuff.
- On that note, I strongly strongly suggest NOT engraving anything until we get a legendary engraver, or at least a really good one. We could get a lucky fey mood and have an engraver in the next year. The point is, bad engravings don't really do much for the dwarves, so it's probably not smart to make bitches engrave until they're reallllly good.
- Stack stockpiles whenever they fill up instead of making larger stockpiles. If you make larger ones, you're just increasing the travel time it will take between getting the thing and actually using it. If you stack, then you're SHORTENING it and that's just sweet.
- Try to be tasteful as you build. We want this to be a badass fortress (or at least I assume we do. What else would we be going for?) so keep that in mind when building things and placing buildings. I built the road out of only sylvite and all the tables/chairs out of rock salt for a reason-- it looks better when shit matches. This may seem over the top, but give it a thought when you're placing things.
- Get a military pretraining program ready by building a room with a bunch of screw pumps, beds, food and water. Put dwarves you plan on militarizing in there and lock the door. Give them all the Pump Operator profession and let them get to work. They'll toil away at the pump and increase their toughness to maximum in about a year, or so I've read.
- Once the peasant working as bookkeeper reaches legendary status, switch him out for a new on. You won't actually see the performance drop, and you're giving another dwarf a chance to get legendary'd out. Probably put the previous shopkeeper through the pretraining program since his stats will kick ass already. If he goes through that he'll be a super-soldier. Then rinse and repeat when book keeper #2 hits legendary.
- There are some things you should request from a caravan at EVERY opportunity, in my opinion: ALL types of wood, ALL "misc" items (potash and stuff), METAL BARS: gold, silver, platinum, iron, pig iron, steel (we need these for bling and/or military), ALL barrels, pig tail bags, pig tail ropes, pig tail thread (they're cheap and good to have extra of. If we're making glass, then we'll need a shitload of bags). Put all these options to the "200%" mark-- once we get a good craftsdwarf or cook, it really won't matter how much they charge because we'll be able to cover it.
- Once you have a good source of cash, every caravan should CLEAN YOU OUT. Buy all the stuff you want, and then [o] offer all the rest to the caravan. You may think you're just giving away 50,000 gold, but offerings mean more wagons next year, and it's not like you really NEEDED that barrel full of rock mugs.
- Pleaaaaase don't attack caravans, they're a key source of stuff and if you attack them enough, they'll just come and lay siege instead of helping us. If you have to attack one, attack an elf caravan I guess. And then train a shitload of heavily, heavily armored dwarves because elves are fucking snipers.
- Name a dwarf after yourself so your presence can live on. Build all the way down to the bottom Z level and dig out a hallway. Branch off a room and make your dwarf an insanely extravagant crypt for when you die. I would have done this myself but I didn't have time so I suppose I'll make mine when I take my second turn, after Senso goes.
That's all I can think of. Good luck.
STRIKE THE EARTH!
Year Two
First off, the previous ruler didn't bother to take any photographs of the fortress, so I've uploaded some pictures.
Not pictured is the farm, which is on a floor on it's own.
The first thing I noticed about the fortress: It's build right next to a river and we have NO fisherdwarves. Aside from providing extra variety in our dwarves' diet, fish leave behind bones (and, in the case of turtles, shells) which are good for grinding our dwarves' skills and creating weapons. I added fishing jobs to our otherwise idle peasants and built a fishery right next to the still (which you can actually see there in the screenshot).
Once this was taken care of, I inspected the current work orders. It seems that the previous ruler left almost all of his dwarves idle. Aside from the farmworkers, the ONLY working dwarf was churning out stone doors. Which we didn't really need more of. I had him stop, and started construction of beds and cabinets for the bare bedrooms which had already been dug out.
Seeing the lack of defenses other than the moat, I added a small-ish barracks at the main stockpile area, which eventually will be stocked with military dwarves to defend the fort.
An elven caravan arrived. While the previous ruler ignored the caravans, I decided to let this one in. I've decided to define Rushlashed as a strictly anti-elf fortress. We are not yet strong enough to take the elves in battle. However, that doesn't keep us from deviously claiming their goods. Once the elves were unloaded and ready to trade, I deconstructed the trade depot. Dwarves 1, Elves 0. For our efforts we got some wood, some seeds, and several bins and barrels (one of which was made of gold - I forbidded it and plan on selling it to the next caravan).
More migrants showed up.
For a lack of anything constructive to... er, construct, I dug a few z-levels down and laid out the frameworks for my own grand tomb, something the previous ruler failed to do.
Gatizƒtast "Fondledbrave"
About this time one of our new migrants, a weaponsmith, began running around the dining room screaming like a madman. In an effort to shut him the hell up, I constructed a metalsmith's forge, a wood furnace, and a smelter. The dwarf claimed the forge for himself and demanded metal. Since Rushlashed is to be the finest of fortresses, I saw fit to provide him with no less than platinum. He took three bars of it and hid himself away.
After a short while, he returned proudly holding the item that makes up about four fifths of Rushlashed's current wealth - Gatizƒtast (or "Fondledbrave", in english), a platinum spear.
- This is a platinum spear. All craftsdwarfship is of the highest quality. It is encircled with bands of platinum. This object menaces with spikes of platinum.
At a base value of 144000, Gatizƒtast is easily the most valuable item in the fort.
Dagon and his tomb
The dwarf who created Gatizƒtast got the honor of being renamed "Dagon", after myself. His tomb was finished shortly after. It is as big as his giant dwarven penis, which surely is gargantuan. (Of note: "Dagon" the dwarf is female.)
The tomb itself is one z-level down from where the dining and apartments are. It's of a large circular shape and is the maximum allowed size for a tomb.
There's a long hallway running past the tomb, a designated area for the tombs of future rulers of Rushlashed.
Summer hits
Yes, all of that was only during the spring.
As summer hit, I decided to improve the living quality of our noble, who, aside from having to do his work in a noisy dining room, also did not have a bedroom and had been sleeping in the barracks. I built him a nice little office, right next to the food stockpile, which will also serve him as a private dining hall. I also added a smaller connected bedroom for him.
Next orders of business were beautification and expansion - I set most of the dwarves smoothing any unsmoothed stone floors and walls, and started digging more bedrooms.
We were running low on wood so I lowered the bridge and started chopping and gathering more. Our hunters also ran out and did their thing, which resulted in our first injury - our hunter had a nasty spar with a wolf resulting in a damaged right arm. Worse yet, we didn't have any buckets to bring him water in while he recovered! I set our carpenter making buckets.
With our bridge down for the outdoor workers, we attracted the unwanted attention of a monkey, who slipped in and stole some steel bolts. With no military to speak of yet, I had no real choice but to let him make off with them. But this was the straw that broke the camel's back - I dug out two new rooms off the barracks, to serve as an armory and the "military pretraining program" room the previous ruler left plans laying about for.
Cilobrumad
As my dwarven slav- er, citizens toiled on the newest plans, I recieved a rumor that Dumat Melbilardes had begun acting very secretive. By the time I caught up with him he had ran to the garbage pile, grabbed some bones, and locked himself in a craftsdwarfs workshop. He came out a while later with a turtle-shell chain named Cilobrumad. Why anyone would make a chain out of turtle shell, or why any of these dwarves would be so excited about it as to call it an "artifact", I'm not sure. But it's worth a decent amount, I guess, and Dumat is now pretty skilled with bonecrafting, so I guess it's not a complete loss. It sure is boring, though.
animal problems
I have become enraged at all the animals running around. Cats here, dogs there, mules and puppies over there, cows and horses all around. So, I've built what I like to call an "animal processing area". It consists of some animal cages sitting in an animal stockpile, a kennel, a butchery, and a tanner's workshop. It's downstairs, near the new rooms I dug earlier. In retrospect, I should have built the butchery nearer the food stockpile.
I also set up our adult dogs as war dogs. Who knows, we might need it soon.
A caravan came about around this time. I traded some stolen elven baubles and iron bars for everything they had.
Another Boring Artifact
- This is a magnetite millstone. All craftsdwarfship is of the highest quality. This object menaces with spikes of magnetite.
This one, at least, is worth enough to make up for it being utterly useless, and also netted us a legendary miner. Hot damn!
Death and panic
As I mentioned earlier, our bridge has been lowered for most of the year, allowing the dwarves outside for woodcutting and hunting. This wasn't causing any problems... until now.
A ranger out on the hunt was mauled to death by a cougar. Seeing this, I went into full-blown panic mode and immediately ordered all dwarves back into the fort, raised the bridge, and began the construction of traps. Our fort is now at least slightly more secure, with rockfall and spike traps in several strategic locations, but the dwarves aren't going back outside on my watch. One death a year is more than enough.
She did not get a proper burial, and I apologize for this. The monkeys also made off with her clothes. It would be a saddening event - were it not for the fact that nobody in the fortress gave two shits about her.
Out with the old, in with the new
About the time everyone had calmed down from the death fiasco, I recieved a surprising announcement - one of our dwarves has given birth! What a wonderful way to end the year!
SUDDENLY, DISASTER
As the year came to a close, I gave my dwarves leave to do as they please, canceling most mass work orders. Clearly without a constantly restocking supply of booze, the dwarves are completely useless. I retired to write these logs and came back to find three dwarves lying dead in the dining room of thirst. I double-checked, and the dwarves have full, easy access to water. Dwarves are stupid.
But this posed a huge problem - with no graveyard set up yet, the dwarves lying dead in the middle of the fortress was sure to cause panic. Even as I type this, the miasma spreads through the high-traffic areas like the water our dwarves refused to drink.
Worse, our brewer informed me that he was out of barrels. I set some being made immediately. Let's hope this doesn't take too long.
I immediately ordered a small graveyard be dug and some coffins be constructed and crossed my fingers for no more deaths.
I was not so lucky. Three more died of thirst before I got the graveyard up and running.
Worst. Timing. Ever
A metalworker chose this time to withdraw from society. Maybe all the death made him go emo. He claimed a metalsmith's workshop and, amid the chaos, began gathering materials, eventually walling himself into the workshop and starting to work.
Things calm down
Once I forcefully took my dwarves by the collar and said "THIS IS WHERE YOU DRINK AND YOU ONLY DRINK HERE, GOD DAMN", they decided to stop being retarded and drink. The bodies have all been stripped and moved to a graveyard, and it looks like, aside from the loss of six (admittedly useless) dwarves, and an orphaned baby, we're going to be fine.
Insult to Injury
Well, the man who made a point of picking the worst possible time to create an artifact also chose the worst (and subsequently, quite possibly best) thing to make. Ever. Seriously. What the fuck.
- Agethab Togal Lilum Daubrinse "The Storm of Hoisting", a platinum shoe.
- This is a platinum shoe. All craftsdwarfship is of the highest quality. It is decorated with rope reed and encircled with bands of rock salt. This object menaces with spikes of shad bone and sard. On the item is an image of wild strawberries in platinum.
I simply have no words.
More bad things happen
The liason, who was apparently still around, died waiting for the bridge to be lowered. In my defense, he also never gave his goodbye speech, so I wasn't aware he was trying to leave, and also why he even waited so long to leave, I'll never know.
And thus ends my year in charge of Rushedlashed.
Things to note
- Dwarves are holding parties constantly at the statue garden. You might want to free it up to prevent it from interfering with your work.
- I found the magma pipe, one z-level down from the dining hall and all the way to the east of the tomb I built for myself.
- Dwarves are dying of thirst. Perhaps a well would help this. I've also got some barrels going but the woodworker died in the disaster, and will need to be replaced.
- I set up the "military pretraining program" Czernobog mentioned but haven't set it into motion yet.
- Some puppies are probably about to grow up, you'll want to train them as war dogs ASAP.
- There's a baby wandering around the fortress with no parents. I've no idea what the fuck to do with it.
- There's a couple large-ish rooms that I haven't decided what to do with waiting for you near the dining room, feel free to use them for whatever.
- We have way too fucking many beds. Find some use for the beds.
Clearly some poor decisions were made and some issues with not being clear on how the game works arose. But for a player as new as me, I think this year has been nicely eventful and fruitful.
Here's pictures of Rushlashed as it stands now: First floor Second floor My tomb and the hallway to the magma pipe
Year Three: the year of Lenneth
Ok, so I did a lot of infrastructure stuff for the fort this year. I spent about an hour retooling everyone's jobs for maximum efficiency. This also means we need to get around to making some dwarfs specifically haulers next migrant run(the two of the three dwarfs I had doing it died). The was that works is everyone carries stuff only specific to their job, thus farmers cooks and brewers are the only people that move food ect. This way they never leave the area of food production except to go eat.
the project
Over the course of spring and part of summer I focused on building the tower to give the fort a well(and waterfall) Good news is that I didn't kill anyone making it, the bad new is there are 3 levers that control everything in it and you CAN flood the fortress with it(if your an idiot and leave it on for too long). The bonus part of the current water tank is that it can be drained and expanded to anywhere on the b2 floor of the fortress(the one with the dinning hall) since its on b3 and you can just run tunnels to any well points you want.
The farm
I dug out (ok, i caved it in) an outdoor farm to the east of the current farm. While doing this I kind of punched a whole down 3 floors and had to fill them in with floor tiles. No problem there really, didn't even land any tiles on anyone. The outside farm could probably use a wall around it so goblin archers don't start shooting our farmers, but I wouldn't worry too much about that as we need to gather some seeds for it first. While I was at this I removed all the seeds from the food stockpile and moved them to a stockpile on the farm(this keeps them closer for the farmers and doesn't take up food storage space.
The hazards of magma mining
Ok, so I dug out a nice little pit for the magma forges etc and all was going well until the fire imps decided to be assholes way more than usual and they just kept running in and throwing one fireball and running out. We got lucky and no ones clothing caught on fire(just a horse and a cow), but we lost Dagon, who took out a fire imp with his bare hands like 10 seconds earlier, to a magma man that decided to run INTO the fortress, he really got 3 staircases up and into the b3 layer(the magma forges are on b5). I had lined the forges with stonefall traps, but it didn't seem to do anything to him. Another dwarf ran up while Dagon was fighting him and helped out, eventually ripping the magma man's head off with his bare hands. The military showed up like 20 seconds later to do absolutely nothing. Great job guys.
The booze problem
This is still ongoing, we have no booze. Not that I haven't tried. We've got 2 carpenters doing nothing but making barrels but we're pulling in soo much food that they just get used up instantly. I would suggest shutting down the farm for a season so that you can make some booze whoevers up next.
migrants
We had a shitload of migrants this round. Most of them got jobs doing ... something, but i did start up the military here. We have 4 elite wrestlers that have switched their weapons out for something better(spears and swords atm).
more stuff
I'll be adding more tommorow, i need to sleep so i can function at work. pics tomorrow too
Year Four: Year of Volin
Pictures pending.
Spring
Not too much has happened during Spring.
Spring Action
- Elf caravan came, traded them wood stuff by accident they got pissed off and left.
- Dwarf made a Sylvite ring while possessed.
- Got a Dungeon Master, and about 20 migrants.
- Expanded rooms for more dwarves.
- A sneak attack from goblins, no deaths, Goblins ran away before the military could get there.
- Moved the workshops down two floors as the entrance was too crowded for my tastes.
- Made a forge room a few floors up from the old one.
- That's about it for Spring
Summer Love
- Czernoborg threw a party. Not to many people came.
- Started work on my tomb.
- Expanded military with any useless dwarves from the the last migrantion.
- Got our first Champion.
- Got another Champion shortly after that.
- A few recruits bleed to death.
- Another goblin sneak attack, one dwarf dead, swiftly dealt with by our champions.
- Found that there was another group of goblins on the other side of the river. They were quickly dealt with.
- Outfitted all recruits with Plate armor.
- More migrants this time only 5 or so.
- Ranger suffocated. I have no idea how this happened.
- Woodworker has gone into a fey mood. Created a crappy Willow idol.
- Had a small cave collapse while mining room for a bigger food stockpile. Miner was quite a trooper as he fell threw the floor and went right back to mining the same spot.
- Making that spot a memorial to how great that Miner is.