The new migrant wave has arrived. They sent a new Tax Collector and Hammerer to replace the ones we lost in the "accident". A philosopher, swordsdwarf, and some peasants accompanied them. The Hammerer's profile says she's lazy and she finds helping others rewarding. Great, I'm going to have to let her live long enough to really piss me off. I could kill the tax collector, but I'm just not up to it yet. Besides, they'd apparently just send another to replace him. The philosopher surprises me. He dresses like a noble, he talks like a noble, he doesn't do any work like a noble, but he hasn't made any demands whatsoever. As long as he doesn't try to usurp Unib Ringmirrors as the local party king, I think we'll get along fine.
17th Slate, 1057
Reg Dastotkebon, a swordsdwarf who was injured during the goblin ambush a while back, has gone melancholy from being in bed all the time. Ironically, he has expressed this by getting out of bed and refusing to eat or drink. I've noticed that the marksdwarves aren't practicing. Turns out they're out of practice bolts. I order the deforestation project back into action. ###### the elves.
3rd Felsite, 1057
The Tax Collector mandated some platinum items. At first I thought it was a pretty funny joke, then I found out he was serious. If he keeps this stuff up he'll earn himself a trip to the soggy bedrooms for sure.
12th Felsite, 1057
Some dwarf named Dakost Idengatin has declared that he can't make any more copper bolts without some coal. Copper bolts? Wow, I can barely remember ordering those. I wonder how many he made... Holy ######. What the hell am I going to do with 871 copper bolts!?
18th Felsite, 1057
The mayor, Urist Kodorathel, has demanded that I build her an adamantine weapon rack for her office. If she didn't have three kids...
11th Hematite, 1057
Siege! I order everybody inside and raise the drawbridges. I manage to get the trade depot and main entrance sealed without flinging anybody over the damn hill. Looks like everybody made it in. I get a quick count of the gobos. 15 pikegobos, 15 swordsgobos, and a lone axelord. They came to play.
19th Hematite, 1057
The goblins haven't approached any closer. They just stand outside near the edge of our domain looking confused, as though they were told tales of a wealthy dwarven hovel ripe for the picking but all they found was the largest pile of siltstone in the whole god damned universe. Oh well. We have thousands of drinks and prepared food. We could stay in and party from now until the appocolypse, so they can just sit out there as long as they want. Its a shame the strawberry crop is probably going to rot though. Speaking of rotting, I've designated an indoor refuse room to prevent a miasma problem from ruining the siege party.
Oh, also, Darkost Gorgeclaws has given birth to her 4th child while standing guard in the tower.
4th Malachite, 1057
A stonecrafter was sentenced to prison a while back for violating the count's ridiculous production order. This has given me a chance to test the new prison system. It was a total failure. However, by simply adding a well over the water trench I was able to fix it. No more prisoners will die of thirst!
10th Malachite, 1057
Thanks to my legendary woodcrafter and tree chopping team, we know have several thousand practice bolts.
Yeah, in a complete breach with tradition, gobbos are actually smart enough to NOT stand around right in front of your entrance waiting to get crushed by the drawbridge. If they can't find a path inside, they'll just try to starve you out. They get bored easily though.
As I understand it, they will eventually bring trools who could smash through my drawbridges after walking across the frozen moat. That could end badly.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
So I'm not sure if I should abandon my first fort or not. Things seem to be running smoothly, but I have no river for a well. There are a couple of murky ponds(7/7) nearby, but I fear they will run out quickly. I've only taken in two immigrant waves of roughly 10 dwarfs each, and so far my meager brewing efforts have staved of the need to travel too far. I could see drinks becoming a problem if any more show up. Do ponds refill with water when it rains? I might get enough rain to prevent them from being drained if so.
Well i've actually, finally managed to push past the horrible interface (FYI, didn't realise this was an alpha. Its been around so long I figured it was at least close to done by now but nooooo) and actually get to grips with the game itself... and I think I may have shafted myself early.
The location I chose for my fortress is unfortunately pretty much devoid of rock. Good farmland i'm sure, but it seems that everything cool needs either stone or metal to make. I'm strongly considering starting again on an actual mountain instead of a slope. Failing that, what can I make that'll sell well with only wood and food? Also, what should I use my oh-so-rare ore on, seeing as I seem to have precious little of it?
You probably have plenty of stone further down. Just dig.
As for alcohol, as long as you have enough room for farms, you should never run out. Just farm lots (you can always let the fields lie fallow if you're getting swamped with crops) and brew lots. If you can't keep up with plant demand, more farms and more farmers. If you have enough plants, but not enough booze, more stills and brewers.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Its been around so long I figured it was at least close to done by now<!--QuoteEnd--></div><!--QuoteEEnd--> If you take a look at the dev notes you'll realize just how unfinished the game is. This thing could still be in alpha well in to the next decade.
The siege continues. I have ordered the construction of a catapult, which will necessitate the construction of a siege workshop. it may or may not be able to reach the invaders from the top of the tower. I'll have to get the stone from somewhere to I realize. Seeing as our stockpile is outside.
17th Malachite, 1057
A peasant has been possessed. Joy.
25th Malachite, 1057
The peasant has produced a magnetite mug, "The Depression of Aging". How cheerful.
26th Malachite, 1057
The countess has given birth to a boy.
7th Galena, 1057
The mayor had her 4th kid today. If we keep popping out babies at this rate I might start using them as ammo for the catapult. Assuming the damn thing ever gets built. Lazy engineer.
6th Limestone, 1057
The catapult is a failure. Whenever a dwarf fires it, the rock goes out the fortification and immediately drops 7 or 8 z-levels into the bottom of the moat.
14th Limestone, 1057
The siege has ended and the human diplomat has arrived.
20th Limestone, 1057
Am ambush, curse them! Several sword goblins ambush one of my legendary planters harvesting strawberries. A stone crafter is also nearby. Several of the gobos are drawn in front of the tower by the fleeing planter and mercilessly slaughtered by the marksdwarves. One makes it around the corner only to be hammered to death by Hammer Lord Aban Strokeclasps herself. The danger over, I set everything back to normal. A short while after, I notice my legendary planter running in front of the fort, being chased by the remaining gobos I forgot about. Oops. They are quickly convinced to leave by a hail of copper arrows. One of them dies, another escapes, and the other is severely injured, limping and heading for the edge. We'll have none of that:
<a href="http://www.threepanelsoul.com/view.php?date=2008-04-21" target="_blank">Link that won't be outdated the next time Three Panel Soul updates.</a>
<!--quoteo(post=1676594:date=Apr 23 2008, 12:22 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Apr 23 2008, 12:22 PM) <a href="index.php?act=findpost&pid=1676594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For anyone that used to read machall and plays DF{<a href="http://www.threepanelsoul.com/" target="_blank">link</a>}.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hahahaha. Oh yes. Oh very yes. I've had to mark every single unclaimed kitten in my fort for slaughter about three times now. Damn useless things. I keep the puppies though, wardogs are mighty handy.
I love the little "c" in the middle of the cat's foreheads.
I love the attached rant, and specifically this part: <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->It's reached the point where my entire dwarven economy is based around the slaughter of helpless kittens, which is a rather spectacular way for a civilization to decline.<!--QuoteEnd--></div><!--QuoteEEnd-->
The siege continues. I have ordered the construction of a catapult, which will necessitate the construction of a siege workshop. it may or may not be able to reach the invaders from the top of the tower. I'll have to get the stone from somewhere to I realize. Seeing as our stockpile is outside.<!--QuoteEnd--></div><!--QuoteEEnd-->Alas, siege engines can't change their Z-level aim - they can only shoot in straight lines. I don't think they can fire through fortifications either.
I do believe that the dwarfwiki explicitly states that they CAN shoot through fortifications, somewhere. They probably have to be right up against them, though.
so my current fort is in a bit of a pickle because I forgot to bring along an axe for cutting wood. 1 year later, we got our first immigrants, none of which was a woodcutter, so we have like 70 dwarves now and about 10 beds and no way to get more wood. incidentally, no axe means no logs means no coal means no metalsmithing means no axe -_-
Yeah, the wiki explicitly states that siege engines can shoot through fortifications. I didn't know about the z-levels, that makes things more difficult. I've been considering the construction of collapsible areas near the map edges. The logistics don't look good though.
"This is a Kitten bone crossbow. All craftsdwarfship is of the highest quality. It is encircled with bands of Kitten leather. It menaces with spikes of Kitten bone. On the item is an image of a dwarf and a Kitten in Kitten bone, the dwarf is striking down the Kitten. On the item is an image of a dwarf and a Kitten Leather left boot in Kitten bone, the dwarf is raising the Kitten Leather left boot."
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited April 2008
So I'm trying out this game again because I found a graphics pack which makes things a little more bareable.
Anyways... I'm trying to make a Stone Door but my Mason is refusing because he thinks rocks have some economic value or something. How can I knock some sense into him?
The real question is how do I find out which type of stone he is trying to build with?
Or how do I find out how much stone of different types I have so I can tell him to do it with the most plentiful type?
I actually think I started in a sadny spot which is why I don't seem to have much rocks... How do I get them?
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
edited April 2008
Well, to get more rocks just dig a mine shaft straight down a few Z levels and you will get plenty of rocks
As for economic stuffs, I think you just go to the Z menu and look at your area and from there trigger allow/disallow of use based on economic importance (I think)
Oh, and Z Menu also can be used to look at your stocks, however for them to be accurate I think you need a record keeper
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited April 2008
<!--quoteo(post=1676682:date=Apr 23 2008, 08:39 PM:name=Thansal)--><div class='quotetop'>QUOTE(Thansal @ Apr 23 2008, 08:39 PM) <a href="index.php?act=findpost&pid=1676682"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, to get more rocks just dig a mine shaft straight down a few Z levels and you will get plenty of rocks
As for economic stuffs, I think you just go to the Z menu and look at your area and from there trigger allow/disallow of use based on economic importance (I think)
Oh, and Z Menu also can be used to look at your stocks, however for them to be accurate I think you need a record keeper<!--QuoteEnd--></div><!--QuoteEEnd--> I apparently struck "Jet" but now my two Miner dwarves seem to be on strike or something. I tried locking them in so they had to but they just wandered around eating the food in the stockpile while the dwarves outside were coomplaining of thirst and hunger...
And now my Masonry dude decided he should build the wall I requested... after going into the room I was closing off. It's a good thing I was paying attention or he may have starved in there from his own stupidity.
<!--quoteo(post=1676623:date=Apr 23 2008, 09:57 AM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Apr 23 2008, 09:57 AM) <a href="index.php?act=findpost&pid=1676623"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do believe that the dwarfwiki explicitly states that they CAN shoot through fortifications, somewhere. They probably have to be right up against them, though.<!--QuoteEnd--></div><!--QuoteEEnd-->Hmm. Doesn't really make any sense that catapults at least can shoot through them, but if it says on the wiki, it's probably true.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
Think of fortifications like the top of a castle, a wall that is just short of head height so that you can shoot over it, but still get cover from people shooting at you.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1676700:date=Apr 24 2008, 12:55 AM:name=Gwahir)--><div class='quotetop'>QUOTE(Gwahir @ Apr 24 2008, 12:55 AM) <a href="index.php?act=findpost&pid=1676700"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->dwarves will refuse to work while on break, during meal times, and when they're really thirsty<!--QuoteEnd--></div><!--QuoteEEnd-->
Turns out I just needed to make an up/down stairway so they could get to the place I wanted mined.
I too am using a graphics pack which makes things a whole lot more bearable. I preservered with my existing fortress, under the presumption that my poor dorfs are all doomed anyway, and thus it is simply a waiting game to see how exactly my fort will fall apart under my noobish management. That said... things are looking pretty good for now. Farming and brewing were basically the first things I mastered, and thus I have no shortage of food or booze for the immediate future, which makes for happy (and alive) dorfs. I had an "oh ######" moment when the caravan arrived and I realised I had nothing to sell, but in the end it turned out a big ol' barrel of stew is easily worth an anvil, a crossbow, several bags of seeds and some random food items.
The way i've heard you guys talk about immigrants I would have thought they were a deadly plauge or something; my immigrants are fantastic! I got 2 masons, a butcher, a weaponsmith and a trapper. All things I needed. The trapper has declared himself a "ranger" and is presently out hunting with that crossbow I traded for. I don't think he's noticed it doesn't have any bolts...
Comments
The new migrant wave has arrived. They sent a new Tax Collector and Hammerer to replace the ones we lost in the "accident". A philosopher, swordsdwarf, and some peasants accompanied them. The Hammerer's profile says she's lazy and she finds helping others rewarding. Great, I'm going to have to let her live long enough to really piss me off. I could kill the tax collector, but I'm just not up to it yet. Besides, they'd apparently just send another to replace him. The philosopher surprises me. He dresses like a noble, he talks like a noble, he doesn't do any work like a noble, but he hasn't made any demands whatsoever. As long as he doesn't try to usurp Unib Ringmirrors as the local party king, I think we'll get along fine.
17th Slate, 1057
Reg Dastotkebon, a swordsdwarf who was injured during the goblin ambush a while back, has gone melancholy from being in bed all the time. Ironically, he has expressed this by getting out of bed and refusing to eat or drink. I've noticed that the marksdwarves aren't practicing. Turns out they're out of practice bolts. I order the deforestation project back into action. ###### the elves.
3rd Felsite, 1057
The Tax Collector mandated some platinum items. At first I thought it was a pretty funny joke, then I found out he was serious. If he keeps this stuff up he'll earn himself a trip to the soggy bedrooms for sure.
12th Felsite, 1057
Some dwarf named Dakost Idengatin has declared that he can't make any more copper bolts without some coal. Copper bolts? Wow, I can barely remember ordering those. I wonder how many he made... Holy ######. What the hell am I going to do with 871 copper bolts!?
18th Felsite, 1057
The mayor, Urist Kodorathel, has demanded that I build her an adamantine weapon rack for her office. If she didn't have three kids...
11th Hematite, 1057
Siege! I order everybody inside and raise the drawbridges. I manage to get the trade depot and main entrance sealed without flinging anybody over the damn hill. Looks like everybody made it in. I get a quick count of the gobos. 15 pikegobos, 15 swordsgobos, and a lone axelord. They came to play.
19th Hematite, 1057
The goblins haven't approached any closer. They just stand outside near the edge of our domain looking confused, as though they were told tales of a wealthy dwarven hovel ripe for the picking but all they found was the largest pile of siltstone in the whole god damned universe. Oh well. We have thousands of drinks and prepared food. We could stay in and party from now until the appocolypse, so they can just sit out there as long as they want. Its a shame the strawberry crop is probably going to rot though. Speaking of rotting, I've designated an indoor refuse room to prevent a miasma problem from ruining the siege party.
Oh, also, Darkost Gorgeclaws has given birth to her 4th child while standing guard in the tower.
4th Malachite, 1057
A stonecrafter was sentenced to prison a while back for violating the count's ridiculous production order. This has given me a chance to test the new prison system. It was a total failure. However, by simply adding a well over the water trench I was able to fix it. No more prisoners will die of thirst!
10th Malachite, 1057
Thanks to my legendary woodcrafter and tree chopping team, we know have several thousand practice bolts.
The location I chose for my fortress is unfortunately pretty much devoid of rock. Good farmland i'm sure, but it seems that everything cool needs either stone or metal to make. I'm strongly considering starting again on an actual mountain instead of a slope. Failing that, what can I make that'll sell well with only wood and food? Also, what should I use my oh-so-rare ore on, seeing as I seem to have precious little of it?
Though I am surprised that you have so little stone. Have you tried just digging a mine shaft straight down?
As for alcohol, as long as you have enough room for farms, you should never run out. Just farm lots (you can always let the fields lie fallow if you're getting swamped with crops) and brew lots. If you can't keep up with plant demand, more farms and more farmers. If you have enough plants, but not enough booze, more stills and brewers.
If you take a look at the dev notes you'll realize just how unfinished the game is. This thing could still be in alpha well in to the next decade.
The siege continues. I have ordered the construction of a catapult, which will necessitate the construction of a siege workshop. it may or may not be able to reach the invaders from the top of the tower. I'll have to get the stone from somewhere to I realize. Seeing as our stockpile is outside.
17th Malachite, 1057
A peasant has been possessed. Joy.
25th Malachite, 1057
The peasant has produced a magnetite mug, "The Depression of Aging". How cheerful.
26th Malachite, 1057
The countess has given birth to a boy.
7th Galena, 1057
The mayor had her 4th kid today. If we keep popping out babies at this rate I might start using them as ammo for the catapult. Assuming the damn thing ever gets built. Lazy engineer.
6th Limestone, 1057
The catapult is a failure. Whenever a dwarf fires it, the rock goes out the fortification and immediately drops 7 or 8 z-levels into the bottom of the moat.
14th Limestone, 1057
The siege has ended and the human diplomat has arrived.
20th Limestone, 1057
Am ambush, curse them! Several sword goblins ambush one of my legendary planters harvesting strawberries. A stone crafter is also nearby. Several of the gobos are drawn in front of the tower by the fleeing planter and mercilessly slaughtered by the marksdwarves. One makes it around the corner only to be hammered to death by Hammer Lord Aban Strokeclasps herself. The danger over, I set everything back to normal. A short while after, I notice my legendary planter running in front of the fort, being chased by the remaining gobos I forgot about. Oops. They are quickly convinced to leave by a hail of copper arrows. One of them dies, another escapes, and the other is severely injured, limping and heading for the edge. We'll have none of that:
<img src="http://farm3.static.flickr.com/2122/2435729342_a07abe0bdf_o.jpg" border="0" class="linked-image" />
I'll save you the suspense: He didn't make it.
Hahahaha. Oh yes. Oh very yes. I've had to mark every single unclaimed kitten in my fort for slaughter about three times now. Damn useless things. I keep the puppies though, wardogs are mighty handy.
I love the little "c" in the middle of the cat's foreheads.
--Scythe--
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->It's reached the point where my entire dwarven economy is based around the slaughter of helpless kittens, which is a rather spectacular way for a civilization to decline.<!--QuoteEnd--></div><!--QuoteEEnd-->
The siege continues. I have ordered the construction of a catapult, which will necessitate the construction of a siege workshop. it may or may not be able to reach the invaders from the top of the tower. I'll have to get the stone from somewhere to I realize. Seeing as our stockpile is outside.<!--QuoteEnd--></div><!--QuoteEEnd-->Alas, siege engines can't change their Z-level aim - they can only shoot in straight lines. I don't think they can fire through fortifications either.
if only I could make an axe out of kitten bone.
"This is a Kitten bone crossbow. All craftsdwarfship is of the highest quality. It is encircled with bands of Kitten leather. It menaces with spikes of Kitten bone. On the item is an image of a dwarf and a Kitten in Kitten bone, the dwarf is striking down the Kitten. On the item is an image of a dwarf and a Kitten Leather left boot in Kitten bone, the dwarf is raising the Kitten Leather left boot."
Why can't you trade for an axe?
Anyways... I'm trying to make a Stone Door but my Mason is refusing because he thinks rocks have some economic value or something.
How can I knock some sense into him?
The real question is how do I find out which type of stone he is trying to build with?
Or how do I find out how much stone of different types I have so I can tell him to do it with the most plentiful type?
I actually think I started in a sadny spot which is why I don't seem to have much rocks... How do I get them?
As for economic stuffs, I think you just go to the Z menu and look at your area and from there trigger allow/disallow of use based on economic importance (I think)
Oh, and Z Menu also can be used to look at your stocks, however for them to be accurate I think you need a record keeper
As for economic stuffs, I think you just go to the Z menu and look at your area and from there trigger allow/disallow of use based on economic importance (I think)
Oh, and Z Menu also can be used to look at your stocks, however for them to be accurate I think you need a record keeper<!--QuoteEnd--></div><!--QuoteEEnd-->
I apparently struck "Jet" but now my two Miner dwarves seem to be on strike or something. I tried locking them in so they had to but they just wandered around eating the food in the stockpile while the dwarves outside were coomplaining of thirst and hunger...
And now my Masonry dude decided he should build the wall I requested... after going into the room I was closing off. It's a good thing I was paying attention or he may have starved in there from his own stupidity.
Turns out I just needed to make an up/down stairway so they could get to the place I wanted mined.
I too am using a graphics pack which makes things a whole lot more bearable. I preservered with my existing fortress, under the presumption that my poor dorfs are all doomed anyway, and thus it is simply a waiting game to see how exactly my fort will fall apart under my noobish management. That said... things are looking pretty good for now. Farming and brewing were basically the first things I mastered, and thus I have no shortage of food or booze for the immediate future, which makes for happy (and alive) dorfs. I had an "oh ######" moment when the caravan arrived and I realised I had nothing to sell, but in the end it turned out a big ol' barrel of stew is easily worth an anvil, a crossbow, several bags of seeds and some random food items.
The way i've heard you guys talk about immigrants I would have thought they were a deadly plauge or something; my immigrants are fantastic! I got 2 masons, a butcher, a weaponsmith and a trapper. All things I needed. The trapper has declared himself a "ranger" and is presently out hunting with that crossbow I traded for. I don't think he's noticed it doesn't have any bolts...