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Difference between revisions of "User:Kidinnu"

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(Update with yesterday's beh fortress and today's OK one)
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| Approach magma
 
| Approach magma
 
| c 30 dwarves, good bethabara but not happy with planned interior layout, haven't done anything to exploit caldera yet.
 
| c 30 dwarves, good bethabara but not happy with planned interior layout, haven't done anything to exploit caldera yet.
 +
|-
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| 4
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| [[User:Kidinnu/8998|8998]]
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| Ulengogredbom
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| (9,7) northeast of the source of Velvetyorders the Musical Bad Trickeries (5x5)
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| Autumn 1052
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| 18 Nov
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| Hunting party gets lost, sets up temporary camp to explore/reprovision
 +
| 26 dwarves, stable (!) -  dug in, have some marksdwarves, lost one to a giant eagle and my armorer's right arm to a giant spider, but learning to use the troops. biggest long term problem is that all the trees in the Terrifying forest are dead - 500 wood stockpiled, but none growing. limited supply of bituminous coal; a bit more lignite, but still, nonrenewable - pity, since plenty of flux & magnetite. currently considering sniper-war with troglodytes in chasm just for fun.
 
|-
 
|-
 
| 6
 
| 6
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| Invest goblin fort; minimize specialization (Earth/Water/Fire/Wind/Void castes)
 
| Invest goblin fort; minimize specialization (Earth/Water/Fire/Wind/Void castes)
 
| 24 dwarves, critically low on food, merchants slaughtered in goblin fort - much fun! Then tried charging goblin siege with under-prepared military; they died, somehow several other dwarves (including leader) died. Couldn't find the corpse. Only legendary was a miner (Fire caste). Despecialization was a bad idea here; I'm new enough that gameplay has to be much more directed & optimized. Attempting to reclaim, df crashed.
 
| 24 dwarves, critically low on food, merchants slaughtered in goblin fort - much fun! Then tried charging goblin siege with under-prepared military; they died, somehow several other dwarves (including leader) died. Couldn't find the corpse. Only legendary was a miner (Fire caste). Despecialization was a bad idea here; I'm new enough that gameplay has to be much more directed & optimized. Attempting to reclaim, df crashed.
|}
+
|-
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| 4
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| [[User:Kidinnu/8998|8998]]
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| Volaloddom
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| (5,12), where the Spiders of Sourness enters the mountains above Cokathis (7x5)
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| Summer 1052
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| 17 Nov
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| "Night Watch" - wall off canyon and stop things from coming down it
 +
| 41 dwarves, very inefficient & unstable - running low on food, can't keep population controlled. Initial build too big/sprawling? I don't think so, but sticking with bb starts for now. Critically short on wood, since there was only space for 100 to grow (most "forest" is above the treeline); inefficient farm/seed spam is eating barrels & bins way too fast. No fun - choose easier site. too slow for laptop? this site might be fine with a (7x3)
 +
|}  
  
 
=Fortress Ideas=
 
=Fortress Ideas=
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* Castes: ground (farm/fish/chop wood), water (craft), fire (metal/mining), wind (war/hunting), void (leader) - doesn't work well under stress. Might be OK in a low-threat area.
 
* Castes: ground (farm/fish/chop wood), water (craft), fire (metal/mining), wind (war/hunting), void (leader) - doesn't work well under stress. Might be OK in a low-threat area.
 
* 8998 storytelling: assault the goblin fortress near the magma vent SE of the sword culture. (Failed at fortress farther north with Monomnitig when combined with castes; try again with specialization. Either fortress wants a 5x8 area, so need a good desktop - no laptop play.)
 
* 8998 storytelling: assault the goblin fortress near the magma vent SE of the sword culture. (Failed at fortress farther north with Monomnitig when combined with castes; try again with specialization. Either fortress wants a 5x8 area, so need a good desktop - no laptop play.)
* Try the "Night's Watch" idea. Probably wants at least a 4x4. On 8998, look at (5,12), find Cokathis, then follow the
+
* Try the "Night's Watch" idea. Probably wants at least a 4x4.
Spiders of Sourness east; it exits the haunted mountains through a steep-sided valley. Seems like a good place to wall off to keep the evil out. However, would ideally have a large area to allow the defenders to dig into the little spur of mountains to the north, rather than along the sides of the haunted valley itself.
 

Revision as of 21:48, 18 November 2007

Scouting reports:

Active Fortresses

Region Seed Fortess Name Location Game Date Last Played Concept Current State
1 8998 Lirukdakas (9,5) in narrow canyon Summer 1054 8 Nov Storytelling: northward expansion of Odorous Gates of Color 62 dwarves, thriving, but crashes c. 8-10 Hematite. First successful new fortress. One retcon due to stumbling upon Hidden Fun Stuff unpreparedly. Intermediate industry build-out in progress.
3 9001 Akathzefon Summer 1052 9 Nov Approach magma c 30 dwarves, good bethabara but not happy with planned interior layout, haven't done anything to exploit caldera yet.
4 8998 Ulengogredbom (9,7) northeast of the source of Velvetyorders the Musical Bad Trickeries (5x5) Autumn 1052 18 Nov Hunting party gets lost, sets up temporary camp to explore/reprovision 26 dwarves, stable (!) - dug in, have some marksdwarves, lost one to a giant eagle and my armorer's right arm to a giant spider, but learning to use the troops. biggest long term problem is that all the trees in the Terrifying forest are dead - 500 wood stockpiled, but none growing. limited supply of bituminous coal; a bit more lignite, but still, nonrenewable - pity, since plenty of flux & magnetite. currently considering sniper-war with troglodytes in chasm just for fun.
6 9001 Udirudim Nekut (9,6) at bend in Hoarytamed Autumn 1053 13 Nov Carve out a tower (~ tower of london) from the hillside. Became first experiment with machinery. 49 dwarves, stable, building well advanced: tower, some diggings beneath, moat ready to flood, palisade outside. Still have most industry & stores outside rather than inside; noise propagation means we have to expand beyond tower borders deeper down. Had one mine flood pumped out pretty successfully.
9 757133686 Umomas Arel (8,9) - site #15 in zip Spring 1054 15 Nov Get the hang of metalworking in a steel+wood-rich area 44 dwarves, stable, digging well advanced. Huge supply of iron & flux; need to dedicate more resources to metalworking, while building up military after our last ignominious defeat by the goblins. Replace the legendary miner who is currently going insane; get some glass industry functional in case that is what he wanted. Get clothing production going before founders are all naked.

Recently Abandoned

Region Seed Fortess Name Location Game Date Last Played Concept State at Quit
4 8998 Monomnitig (7,0) south of goblin fort Winter 1051 16 Nov Invest goblin fort; minimize specialization (Earth/Water/Fire/Wind/Void castes) 24 dwarves, critically low on food, merchants slaughtered in goblin fort - much fun! Then tried charging goblin siege with under-prepared military; they died, somehow several other dwarves (including leader) died. Couldn't find the corpse. Only legendary was a miner (Fire caste). Despecialization was a bad idea here; I'm new enough that gameplay has to be much more directed & optimized. Attempting to reclaim, df crashed.
4 8998 Volaloddom (5,12), where the Spiders of Sourness enters the mountains above Cokathis (7x5) Summer 1052 17 Nov "Night Watch" - wall off canyon and stop things from coming down it 41 dwarves, very inefficient & unstable - running low on food, can't keep population controlled. Initial build too big/sprawling? I don't think so, but sticking with bb starts for now. Critically short on wood, since there was only space for 100 to grow (most "forest" is above the treeline); inefficient farm/seed spam is eating barrels & bins way too fast. No fun - choose easier site. too slow for laptop? this site might be fine with a (7x3)

Fortress Ideas

  • Undermine a waterfall and build a dwarven fortress around constrained waterflow; could do with 3x5 if I found the right terrain.
  • Build something around a natural deep river or canyon - not very feasible in Oct'07 version with few hard-to-find rivers & caverns
  • Castes: ground (farm/fish/chop wood), water (craft), fire (metal/mining), wind (war/hunting), void (leader) - doesn't work well under stress. Might be OK in a low-threat area.
  • 8998 storytelling: assault the goblin fortress near the magma vent SE of the sword culture. (Failed at fortress farther north with Monomnitig when combined with castes; try again with specialization. Either fortress wants a 5x8 area, so need a good desktop - no laptop play.)
  • Try the "Night's Watch" idea. Probably wants at least a 4x4.