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User:Kidinnu/old

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Revision as of 20:49, 23 May 2008 by Kidinnu (talk | contribs) (New page: =Scouting reports:= * Ushul Num (seed 8998) * Gebbisorid Alu (seed 9001) =Active Fortresses= {| class="wikitable" |- ! Region ! Seed ...)
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Scouting reports:[edit]

Active Fortresses[edit]

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.
2 8998 Dastotonol (1,5) east of the source of the Jade Pulley-Venom (5x5) Summer 1053 20 Nov Night watch - military expedition send to close off a route evil was using to leave the great blight, unsupplied and forced to fend for themselves. 46 dwarves, stable. Have basic farming going, core of walls across the canyon are there - getting bridge set up is a bit annoying, and zombies keep shambling down from a sidecanyon. 13 trained marksdwarves, more than half full-time. Biggest annoyance is cleaning up spam of c. 800 singleton bolts that missed archery targets. Even 5x5 is lagging a bit annoyingly on the laptop. Need intermediate industries. Have glassworker/mechanic slowly going mad for want of unknown raw gem.
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[edit]

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[edit]

  • Undermine a waterfall and build a dwarven fortress around constrained waterflow; could do with 3x5 if I found the right terrain. Can't find a good site anywhere around the haunted mountains on 8998; all the rivers there are eroded too deeply. Seem to need to move away from mountains to find waterfalls (where brooks/rivers meet), but then worry about giving up rock quality - although current game full of sandstone & silt suggests otherwise. Evil forests without aquifers are in short supply, however.
  • 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.