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Difference between revisions of "User:Squirrelloid"

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[[User:Squirrelloid/Under the Sea|Under the Sea Journal]]
 
[[User:Squirrelloid/Under the Sea|Under the Sea Journal]]
  
==Datankulet Nashonlibath Imketh==
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==Current Fortresses==
(something about a Violet Abbey as i recall)<br>
+
1) Mountain fortress with an underground river as the only water source and a nearby magma pipe.  Focus on military.  Fortress is about 7 years old.  Has found adamantine (but has not braved the pits).  Unusual in that the Dwarven Civ has not been sending me a trade liaison, and I have contact with two different human civs.  Lack of a liaison has been annoying, as I have no sedimentary rock, and therefore no coal for coke - so much for steel production.  Of course, despite abundant andesite layers no iron ore yet either (but goblins are always happy to provide that...). Population ~70 including children (limit set to 50...).  
Time: Autumn of the 8th year<br>
 
Population: 220 dwarves and 66 animals (most of whom are pets... grrr...)<br>
 
Highest Nobility: Duke (King incoming requirements satisfied)<br>
 
Created Wealth: 2.6 million and change<br>
 
Food stocks: 2000+ drinks, 2000+ prepared meals<br>
 
  
===Geography:===
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2) Nomadic glacial dwarven hunter tribeYeah, we'll see how long this holds up...  They're also playing in a world that only aged 300 years - bring on the dragons!
Rugged mesa jungle spanning over 8 z-levels all topped by jungle.  The fortress entrance is on the lowest level in the SE corner and quite near the map border, with no overland access to the upper areas.  A magma vent graces the NW.
 
 
 
===Resources:===
 
Stone is almost entirely igneous, with layers primarily of basalt, granite, and gabbro.  Abundant metals of all kinds except for Platinum (one small deposit located), and Iron (no veins found).  No coal or flux has been located (unsurprisingly).  Primary source of iron is goblin attacks...
 
 
 
===Imports===
 
(valued at almost 640k) <br>
 
Typically metal bars, especially iron and steel, flux stones, coal, wood, dyes, barrels, bags, cloth, pearlash, and bolts.  Sometimes metal cages (if only to clear weight from merchants so I can hand them more stuff). Yes, despite having a lot of jungle my wood demand exceeds wood I can chop which is 'safe' (by which i mean within a screen of a trap field).
 
 
 
===Exports===
 
(valued at 140k) <br>
 
Typically fine stone crafts and toys, bone totems, and finely dyed cloth.  These items are often further embellished with gems or images.  Also any well-crafted goblin armor leavings. 
 
 
 
Formerly high quality mechanisms, but they're too much of a pain to select for lugging to the depot now.  And since the fortress seems to generate sufficient stonecrafts to trade not only every good carried by all merchants that arrive (should I so desire), but also enough to hand out 200k in trinkets to the last dwarf caravan as a gift to their leader...
 
 
 
===Labor===
 
Notably, the fortress has an truly obscene number of mason/mechanics responsible for scores of traps and massive engineering projects above ground.  New dwarves desperate for work come here and are handed a mechanism or a stone block and told to go at it.
 
 
 
Some professions are rather restricted in entry.  Only 4 dwarves are permitted to touch picks, their legendary +5 skills making them more than adequate at mining vast swathes of stone and are unwilling to let a less experienced dwarf risk the loss of precious metal ore.  The mad Master Morul, jeweler, has only recently taken a cutting apprentice who he only permits to cut glass.  The rest of the gem stock he reserves for his own private usage and chases off any who go near it.  The armorer and weaponsmith are also closed professions to aspiring dwarves - the military is reknowned for their high quality gear and these dwarves intend to see it stays that way.  The dungeon master has also claimed his own smithy and has requested all metal furniture orders be processed through him.
 
 
 
===Architecture===
 
The main entrance is to the south in the face of a tall mesa, and on its level are various storage depots and some offices.  Above this level are raw material warehouses, and up yet another level are shops and farming in the rich red sand. Below main level are warehouses of fortress used goods like furniture, and below that housing for two levels (with nobles on the lowest level).  The entire interior has been smoothed, and much of it engraved.
 
 
 
The top of the bluffs housing the main fortress feature a castle and a 6 story 7x6 (internal space/floor) clear glass aquarium which pumps water up to its top from an impressive 10 stories below its top level. The castle has a secondary exit from the fortress to the north, 3 levels above the lowlands on that sideIt consists of a series of 5 bridges meeting at massive fortified towers before descending to a slightly raised mesa to the north. On this mesa the dwarves are currently building a massive inverted pyramid which touches the ground at only a single point (and a stairway at that...), currently extending 7 stories into the air, and which will house the kings tomb in the end.
 
 
 
A number of outdoor areas have also been restricted for dwarven use by walling them in, allowing for safe fishing and outdoor farming.
 
 
 
===Defense===
 
====Military====
 
Numbering 28 dwarves, including the mayor (who was elected while serving), the force is divided into three forces - the wrestlers, the marksdwarves, and the trainees.  Anyone below elite status is a probationary member and restricted to training.  As the military sees little real combat due to the fortresses elaborate defenses, the trainees have never been called on.  A macedwarves force is in the process of being formed.  The military is currently expanding to reduce the number of idle dwarves.
 
 
 
====Traps and other Mechanical Obstacles====
 
Oodles of stonefall traps, likely over 150.  ~20 scattered cage traps (mostly for capturing large animals).  ~5 weapon traps at key narrow locations.  The first line of defense is a field of stonefall traps near the main entrance that must be crossed to assault the fortress.  No goblin force has yet passed it once it was built.  Should they do so, they would fine themselves running down an S-shaped hallway also lined with traps, and possibly trapped between two massive blastdoors (3 floodgates), the space within which can be flooded and emptied as needed.
 
 
 
====Typical engagements and stories====
 
A typical siege consists of 10+ goblins throwing themselves onto my traps before the remainder lose heart and flee.  The nearby goblin civ is down to 5 military leaders, 3 of whom just got wounded (but sadly survived) in the most recent siege.  Military units are used for finishing off wounded goblins - can't have them waking up and scaring the peasants looting their buddies, now can we?
 
 
 
Funniest ambush - a Mechanic, in the midst of loading the last stonefall trap set off by the recent elephant herd migration through the field (elephant is tasty!), is so engrossed in his work he doesn't notice as the goblins sneak up around him and suddenly appear ... on the trap field.  This ends badly for the goblins.  The mechanic not only successfully flees, he never even gets attacked despite two goblins appearing adjacent to him.
 
 
 
A bronze colossus appeared at one point.  After smashing a door he wandered into a cage trap.  Currently adorning the soon-to-be throne room.
 
 
 
===Casualties===
 
Only 6 dwarves have lost their lives since the inception of the fortress.  The first casualty, a secondary woodcutter, was viciously burned to death by an elephant-provoked fire imp who flew across the map in a rage and turned him to ashes while he was chopping trees. 
 
 
 
The next four were victims of a goblin ambush that should have claimed no one, and thus their loss was their own fault and they are not missed.  Popping his head up a set of stairs carved into the cliffside, a dwarf was surprised to find goblins 5 squares from him, but they had no archers.  Instead of going *back down the stairs* like a smart dwarf, he proceeded to run *through* them (the other alternative being to go off the cliff).  Orders were immediately given for all dwarves to head inside - despite this 3 other dwarves popped up the stairs (despite inside being the other direction) and did the exact same thing as the first.  The four were lost and any dwarves attempting to go outside while the goblin menace remained were conscripted and force to guard out of the way corners of the fortress to keep them from being as stupid.  (There really needs to be a better way of keeping dwarves inside).
 
 
 
The last victim was a poor child who fell and injured himself while attempting to help with construction duty - apparently one of the masons had poorly chosen the location of a scaffold and when the child disassembled it the floor he was standing on lost support.  He fell three stories into the swimming pool below, but miraculously survived (although severely wounded.  Eventually (by which I mean something like 2 weeks later), some soul with only talc for a heart instead of granite finally moved him to the barracks, which likely sealed his fate, as he was then totally ignored.  No one even tried to job to bring him food or water despite some dwarves being set to do *only* healthcare on noticing his plight, and despite the well being just down the hallway and a bucket permanently stored there.  To add insult to injury, on the night he died another dwarf fell asleep *on top of him* in the bed he was using.
 
 
 
The toll rises to 7... a trainee wrestler who was sparring somehow bled to death... which leaves me deeply confused as no one uses edged weapons in the fortress, and most possible opponents are *also* wrestlers...
 
 
 
===Oddities===
 
I was at 203 dwarves from the King immigration/arrival, and I just got another wave of immigrants... isn't this supposed to cap at 200?  (I have not played with the init files).  I'm glad I'm on a 4x4 local region tiles map...  Now up to 212...
 
 
 
I have a "Large _", except the underscore is just a space.  It appears to be a gem of some sort from its graphic - I bought it off a merchant because I just had to own a "Large", and couldnt tell what it was until a dwarf took possession of it.
 
 
 
My mayor was at one point demanding an "_ item in dining room", again _ is just a space in-game.  I never did figure out what he wanted, he finally got voted out and so the demand went away.
 
 
 
Children consistently have better rooms than their parents... the heck?
 
 
 
Foolishly, i minted some nickel coins to satisfy a mayoral demand for coins (and a nickel item demand as well).  Despite having a coin stockpile they remain at the forge and no one will move them unless they want to collect one to take to their room with them...  (The game doesn't seem to recognize nickel coins as legitimate currency either, so I'm still on credit bookkeeping).
 
 
 
A cat locked outside by itself for over a year gave birth to kittens.  I don't even want to know how that works...  (And here I was hoping it would provoke some elephants into stomping it flat... damn cats)
 
 
 
==Kodthob (Blotted Girders)==
 
So, I wanted to (1) actually have a fortress which can support steel production natively, and (2) found a fortress on a named mountain for a chance at adamantine/pits.  So I chose a named mountain with nearby swamps and a marble stone layer... you'd think the nearby swamps might actually signify likely presence of coal - none yet.  Maybe I'll strike magma?  And I can see plenty of copper but no iron... sigh.  With three different ores, you'd think iron would be quite easy to find, but i've had terrible luck actually finding any (and never on a map that also included flux) - maybe I'll find some in digging, but the sheer volume of copper visible is discouraging (plus a little garnierite which probably has deep veins - yay worthless metal!).  At least the swamp portion has lots of trees - admittedly i'll probably chop through those in a year or two...
 
 
 
Apparently, despite my depot being wagon accessible from exactly one edge at exactly one point, it has to be wagon accessible from the map edge the caravan decides to come in on... Sigh...  Maybe if I lock that door in the future...
 
 
 
Abandoned after 1.5 years after having mined out all known aluminum and the one small platinum deposit - site had insufficiently much valuable metal and insufficient fuel for smelting operations.  When you bring an anvil...  (Also, some surveying for a pit was done - none found, nor magma, chasm, underground river, or anything else interesting).
 

Revision as of 18:12, 25 November 2008

Under the Sea Journal

Current Fortresses

1) Mountain fortress with an underground river as the only water source and a nearby magma pipe. Focus on military. Fortress is about 7 years old. Has found adamantine (but has not braved the pits). Unusual in that the Dwarven Civ has not been sending me a trade liaison, and I have contact with two different human civs. Lack of a liaison has been annoying, as I have no sedimentary rock, and therefore no coal for coke - so much for steel production. Of course, despite abundant andesite layers no iron ore yet either (but goblins are always happy to provide that...). Population ~70 including children (limit set to 50...).

2) Nomadic glacial dwarven hunter tribe. Yeah, we'll see how long this holds up... They're also playing in a world that only aged 300 years - bring on the dragons!